Elder Scrolls d20? [Archive] - Wizards Community

Post/Author/DateTimePost
lucifer777

04-17-07, 02:58 AM
Just curious, has anyone statted the races, or done anything with the world of Tamriel in their games? I figured since all these other random games get love here, SOMEONE must have done SOMETHING with the Elder Scrolls games. Yep, that's about it.
WhiteandNerdySirStabYou

04-20-07, 11:22 PM
Well I actually ran an Elder Scrolls campaign with my friends once. It worked out ok, what we did was use the skills in the game as the modifiers to different things, basically every 5 points you had in a skill equalled +1 in d20 form. If you use the basic Elder Scrolls stats from Oblivion, all you have to do is use that conversion. But that's just an idea.;)
lucifer777

04-21-07, 03:45 PM
Interesting White, I may do just that. I recall some Elder Scrolls stuff floating around here somewhere, but that was a while ago, so I'm not sure if it's even here, so I haven't bothered to look for it beyond a few pages.
Thomar_of_Uointer

04-22-07, 05:43 PM
Well I actually ran an Elder Scrolls campaign with my friends once. It worked out ok, what we did was use the skills in the game as the modifiers to different things, basically every 5 points you had in a skill equalled +1 in d20 form. If you use the basic Elder Scrolls stats from Oblivion, all you have to do is use that conversion. But that's just an idea.;)

I wouldn't bother with any of that. The Elder Scrolls is grounded in traditional fantasy, D&D represents it perfectly.
Schitzophrenia_Manifest

04-23-07, 09:18 PM
Sigh...I once in a thread very much like this statted out every single one of the Elder Scrolls races. And they weren't all that bad, if I do say so myself (and I do).

Unfortunately, the thread has been lost in the annals of time and space. Maybe one day, a hundred years from now, an archialogical dig will uncover it or something.
Malcadon

04-25-07, 11:38 PM
I wouldn't bother with any of that. The Elder Scrolls is grounded in traditional fantasy, D&D represents it perfectly.

That sounds like the coolist idea of all in this VG D20 thread. And, the most simple, as it has a detailed world that fits so well as a D&D setting. It will not need to much work. All you need to do is adjust the game for the for the style of the game (races, monsters, spells, and so on). I recommend using dodge rules to allow players to play unarmored (or even naked like in Daggerfall ;)). Playing Werewolfs, Wereboars, Vampires, Daedra, or Nymphs as PCs sounds so cool! One of the things I liked about ES, was the custom spell system.

Note: I only played some Arena, but mostly Daggerfall.
Thomar_of_Uointer

04-26-07, 05:39 PM
One of the things I liked about ES, was the custom spell system.

Oh, that's always fun. D&D already lets you make your own magic items and spells, though the DM has to be involved heavily in the process to prevent abuse.
Death_of_Seasons

04-28-07, 10:57 PM
I've been making these for awhile now, with input from people on the boards. They're not all entirely finished.

I've really been working on an entire conversion for some time, but haven't gotten very far. Anybody who wants to contribute is very welcome.

The spell system is pretty complicated, though. I know that I will be using a point-based system (as in the games) instead of spells per day and the like, but I'm not sure whether i want to stat out the spells in the game, or simply use the D&D spells. Also, I don't know if it would be best to stick with spell levels, or create a different magic system. I'm probably going to try and find some way to keep the levels system of spellcasting. Whichever way I went, I would want to make it easy to create your own spells, and probably also stat out special powers from the game, such as vampiric abilities and racial powers.

I considered statting all the default classes in oblivion out, but instead, I decided on sticking with the D&D classes, including the Complete core classes.

Argonian Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom, -2 Charisma: Argonians are lithe and agile, but somewhat unwise. In addition, they have limited worldly experience and can be somewhat withdrawn.
• Medium-Size: Argonians suffer no special bonuses or penalties due to their size.
• Argonians’ base land speed is 30 feet.
• Argonians have a swim speed of 30 feet.
• +2 racial bonus on saving throws against disease: Argonians, having evolved in a swamp environment, have built up immunities to the blights that reside there.
• Argonians are immune to poison.
• Hold Breath (Ex): An Argonian can hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
• +2 racial bonus on Craft (Alchemy) checks. Argonians are experienced botanists.
• Argonians are automatically proficient with the spear.
• +2 racial bonus on Balance checks. Argonians’ tails help them balance on precarious surfaces.
• Argonians have thick, scaly hides, which have been compared to the hides of snakes. As a result, Argonians receive a +1 natural armor bonus. On the contrary, Argonians cannot wear most helmets, due to the irregular shape of their head and snout.
• Argonians have two natural claw attacks that deal 1d3 points of damage.
• Starting Languages: Tamrielic, Argonian.
• Favored Class: Any.
• Level Adjustment: +0.

Breton Racial Traits
• Abilities: +2 Intelligence, +2 Wisdom, -2 Dexterity, -2 Constitution: Bretons are a wise and focused race, but their mental development has left them somewhat frail and clumsy.
• Medium-size: Bretons suffer no special bonuses or penalties due to their size.
• Bretons’ base land speed is 30 feet.
• Bretons receive bonus Magicka equivalent to their character level.
• Bretons have a spell resistance of 11 + their character level.
• Spell-Like Abilities: 1/day – mage armor. Caster level is equivalent to the Breton’s character level.
• Starting Languages: Tamrielic, Breton.
• Favored Class: Wizard
• Level Adjustment: +2

Dark Elf Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom, -2 Charisma: Dark Elves are lithe and agile, but they can be arrogant and even unfriendly at times, not to mention xenophobic.
• Medium-size: Dark Elves suffer no special bonuses or penalties due to their size.
• Dark Elves’ base land speed is 40 feet.
• Dark Elves are automatically proficient with the short sword and either the longsword or rapier.
• Dark Elves receive a racial bonus of fire resistance (6).
• Spell-Like Abilities: 1/day – ancestral ghost. Caster level is equal to the Dark Elf’s character level.
• Starting Languages: Tamrielic, Dunmeric.
• Favored Class: Evoker or Duskblade (from PHB II)
• Level Adjustment: +1

High Elf Racial Traits
• Abilities: +2 Intelligence, -2 Strength: High Elves are among the most intelligent of the common races, though they are lacking in physical power.
• Medium-Size: High Elves suffer no special bonuses or penalties due to their size.
• High Elves’ base land speed is 30 feet.
• +2 racial bonus on saving throws against disease: High Elves are resistant to illness, due to the supreme state of physiological focus they have achieved.
• -2 racial penalty on saving throws against spells and spell-like abilities: High Elves are not particularly resistant to the very same energies of the art that sustains their culture.
• A High Elf takes an additional 25% damage from cold and sonic attacks, and an additional 50% damage from fire and force attacks.
• High Elves receive bonus Magicka equivalent to their character level x 2.
• Starting Languages: Tamrielic, Altmeric.
• Favored Class: Wizard.
• Level Adjustment: +1.

Imperial Racial Traits
• Abilities: +2 Charisma, -2 Dexterity: Imperials are well-spoken and diplomatic, but they can be clumsy.
• Medium-size: Imperials suffer no special bonuses or penalties due to their size.
• Imperials’ base land speed is 30 feet.
• +2 racial bonus on Appraise, Diplomacy, and Gather Information checks: Imperials make excellent merchants and negotiators.
• Spell-Like Abilities: 1/day – charm person, star of the west. Caster level is equal to the Imperial’s character level.
• Imperials are automatically proficient with the longsword.
• Starting Languages: Tamrielic.
• Favored Class: Any.
• Level Adjustment: +1

Khajiit Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom: Khajiit are quick and agile, with superb reflexes. However, they are not particularly wise or aloof.
• Medium-size: Khajiit suffer no special bonuses or penalties due to their size.
• Khajiit’s base land speed is 30 feet.
• Khajiit have Darkvision out to 60 feet.
• +2 racial bonus on Balance, Jump, and Tumble checks: Khajiit are superior acrobats.
• Khajiit have two natural claw attacks that deal 1d3 damage.
• Spell-Like Abilities: 1/day – eye of fear. Caster level is equivalent to the Khajiit’s character level. The saving throw DC is Charisma-based.
• Starting Languages: Tamrielic, Khajiit.
• Favored Class: Rogue.

Nord Racial Traits
• Abilities: +2 Strength, -2 Dexterity, -2 Charisma: Nords are physically powerful, though their size makes them less maneuverable and they are not particularly social.
• Medium-size: Nords suffer no special bonuses or penalties due to their size.
• Nords’ base land speed is 30 feet.
• Nords receive a racial bonus of cold resistance (6) and electrical resistance (3).
• Spell-Like Abilities: 1/day – shield, thunder fist. Caster level is equivalent to the Nord’s character level.
• Nords are automatically proficient with the greatclub, greataxe, warhammer, and battleaxe.
• Starting Languages: Tamrielic, Nord.
• Favored Class: Barbarian

Most of these races still need to have the ECLs and favored classes either put in, revised, or confirmed and kept. Obviously, not all races are done. I'm working on those right now.
Death_of_Seasons

04-28-07, 11:44 PM
I just whipped these up. They're still pretty rough and could use some suggestions, as could the others that I put up earlier.

Orc Racial Traits
• Abilities: +2 Strength, -2 Charisma: Orcs are powerfully built, but fearsome-looking.
• Medium-size: Orcs suffer no special bonuses or penalties due to their size.
• Orcs’ base land speed is 25 feet.
• Orcs have a spell resistance of 5 + their character level.
• Once per day, an orc can fly into a berserk frenzy. They receive a +2 bonus to Constitution, a +4 bonus to Strength, and a -6 penalty to Dexterity for ten rounds.
• Orcs are automatically proficient with the battleaxe and either the greataxe or the greatclub. Orcs are also automatically proficient with all shields except for tower shields.
• +4 racial bonus on Craft (Armorsmithing) checks: Orcs are skilled smiths.
• Starting Languages: Tamrielic, Orsimeric.
• Favored Class: Fighter.

Redguard Racial Traits
• Abilities: +2 Strength, -2 Intelligence. Redguards are physically superior to other races, but not very cerebral.
• Medium-size: Redguards suffer no special bonuses or penalties due to their size.
• Redguards’ base land speed is 30 feet.
• +2 racial bonus on saving throws vs. disease and poison.
• Once per day, a Redguard can focus himself in such a way that he gains a burst of physical power. He receives a +2 bonus to Dexterity, a +2 bonus to Strength, and a +2 bonus to Constitution for ten rounds.
• Redguards are automatically proficient with the shortsword and either the longsword, the battleaxe, or the greatsword.
• +2 racial bonus on Climb and Swim checks.
• Starting Languages: Tamrielic, Redguard.
• Favored Class: Fighter.

Wood Elf Racial Traits
• Abilities: -2 Strength, +2 Dexterity: Wood elves are small-framed but quick.
• Medium-size: Though of small stature, wood elves count as medium-size and therefore suffer no special bonuses or penalties due to their size.
• Wood elves’ base land speed is 40 feet.
• +2 racial bonus on saving throws vs. disease.
• Spell-Like Abilities – 1/day – charm animal. Caster level is equivalent to the wood elf’s character level.
• Wood elves are automatically proficient with the shortbow and the longbow.
• +2 racial bonus on Jump and Tumble checks.
• +4 racial bonus on Craft (Alchemy) checks.
• +2 racial bonus on Hide and Move Silently checks.
• Starting Languages: Tamrielic, Bosmeric.
• Favored Class: Rogue or Ranger.
Death_of_Seasons

04-29-07, 12:32 PM
I present the Tamrielic Mudcrab.

Mudcrab (Tiny Vermin [Aquatic])
Hit Dice: 1d8 (3 hp)
Initiative: +1
Speed: 15 ft. (3 squares), swim 20 ft.
Armor Class: 15 (+2 size, +1 Dex, +2 natural armor)
Base Attack/Grapple: +0/-11
Attack: Claw -1 melee (1d2-3 plus disease)
Full Attack: 2 claws -1 melee (1d2-3)
Space/Reach: 2-1/2 feet / 0 feet
Special Attacks: Disease
Special Qualities: Darkvision 60 ft., vermin traits, amphibious
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 4, Dex 12, Con 8, Int -, Wis 10, Cha 2.
Skills: -
Feats: -
Environment: Any marshes or underground
Organization: Solitary or Colony (5-8)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-5 Hit Dice (Tiny), 6-9 Hit Dice (Small), 10+ Hit Dice (Medium)
Level Adjustment: -
Thomar_of_Uointer

04-29-07, 01:12 PM
The spell system is pretty complicated, though. I know that I will be using a point-based system (as in the games) instead of spells per day and the like, but I'm not sure whether i want to stat out the spells in the game, or simply use the D&D spells. Also, I don't know if it would be best to stick with spell levels, or create a different magic system. I'm probably going to try and find some way to keep the levels system of spellcasting. Whichever way I went, I would want to make it easy to create your own spells, and probably also stat out special powers from the game, such as vampiric abilities and racial powers.
Use psionics. No, seriously, psionics uses fire, cold, and electricity as dominant energy types, and is already point-based.

Argonian Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom, -2 Charisma: Argonians are lithe and agile, but somewhat unwise. In addition, they have limited worldly experience and can be somewhat withdrawn.
• Medium-Size: Argonians suffer no special bonuses or penalties due to their size.
• Argonians’ base land speed is 30 feet.
• Argonians have a swim speed of 30 feet.
• +2 racial bonus on saving throws against disease: Argonians, having evolved in a swamp environment, have built up immunities to the blights that reside there.
• Argonians are immune to poison.
• Hold Breath (Ex): An Argonian can hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
• +2 racial bonus on Craft (Alchemy) checks. Argonians are experienced botanists.
• Argonians are automatically proficient with the spear.
• +2 racial bonus on Balance checks. Argonians’ tails help them balance on precarious surfaces.
• Argonians have thick, scaly hides, which have been compared to the hides of snakes. As a result, Argonians receive a +1 natural armor bonus. On the contrary, Argonians cannot wear most helmets, due to the irregular shape of their head and snout.
• Argonians have two natural claw attacks that deal 1d3 points of damage.
• Starting Languages: Tamrielic, Argonian.
• Favored Class: {NEEDS TO BE FINISHED}
• Level Adjustment: +1
It looks like an LA +0 to me.

Breton Racial Traits
• Abilities: +2 Intelligence, +2 Wisdom, -2 Dexterity, -2 Constitution: Bretons are a wise and focused race, but their mental development has left them somewhat frail and clumsy.
• Medium-size: Bretons suffer no special bonuses or penalties due to their size.
• Bretons’ base land speed is 30 feet.
• Bretons receive a bonus of five Magicka points to their Magicka pool maximum.
• Bretons have a spell resistance of 11 + their character level.
• Spell-Like Abilities: 1/day – mage armor. Caster level is equivalent to the Breton’s character level.
• Starting Languages: Tamrielic, Breton.
• Favored Class: Wizard
• Level Adjustment: +2
Why not give notes on how to use it with existing systems? Either "the ability to prepare or cast one additional spell per day of any spell level" or "bonus power points equal to his level" is sufficient.

Dark Elf Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom, -2 Charisma: Dark Elves are lithe and agile, but they can be arrogant and even unfriendly at times, not to mention xenophobic.
• Medium-size: Dark Elves suffer no special bonuses or penalties due to their size.
• Dark Elves’ base land speed is 40 feet.
• Dark Elves are automatically proficient with the short sword and either the longsword or rapier.
• Dark Elves receive a racial bonus of fire resistance (6).
• Spell-Like Abilities: 1/day – ancestral ghost. Caster level is equal to the Dark Elf’s character level.
• Starting Languages: Tamrielic, Dunmeric.
• Favored Class: Evoker or Warmage
• Level Adjustment: +1
What is "ancestral ghost"?

High Elf Racial Traits
• Abilities: +2 Intelligence, -2 Strength: High Elves are among the most intelligent of the common races, though they are lacking in physical power.
• Medium-Size: High Elves suffer no special bonuses or penalties due to their size.
• High Elves’ base land speed is 30 feet.
• +2 racial bonus on saving throws against disease: High Elves are resistant to illness, due to the supreme state of physiological focus they have achieved.
• -2 racial penalty on saving throws against spells and spell-like abilities: High Elves are not particularly resistant to the very same energies of the art that sustains their culture.
• A High Elf takes an additional 25% damage from cold and sonic attacks, and an additional 50% damage from fire and force attacks.
• High Elves cast spells as a second-level sorcerer or wizard. These levels stack with the levels from the classes, but a High Elf must choose whether to cast as a sorcerer or wizard and these levels will only stack with the class he chose.
• Starting Languages: Tamrielic, Altmeric.
• Favored Class: Wizard.
• Level Adjustment: +1.
Needs more level adjustment. I'd throw out the spellcasting entirely instead.

Imperial Racial Traits
• Abilities: +2 Charisma, -2 Dexterity: Imperials are well-spoken and diplomatic, but they can be clumsy.
• Medium-size: Imperials suffer no special bonuses or penalties due to their size.
• Imperials’ base land speed is 30 feet.
• +2 racial bonus on Appraise, Diplomacy, and Gather Information checks: Imperials make excellent merchants and negotiators.
• Spell-Like Abilities: 1/day – charm person, star of the west. Caster level is equal to the Imperial’s character level.
• Imperials are automatically proficient with the longsword.
• Starting Languages: Tamrielic.
• Favored Class: Any.
• Level Adjustment: NEEDS CALCULATING
LA +1. I would make the human subraces regional feats instead.

Khajiit Racial Traits
• Abilities: +2 Dexterity, -2 Wisdom: Khajiit are quick and agile, with superb reflexes. However, they are not particularly wise or aloof.
• Medium-size: Khajiit suffer no special bonuses or penalties due to their size.
• Khajiit’s base land speed is 30 feet.
• Khajiit have Darkvision out to 60 feet.
• +2 racial bonus on Balance, Jump, and Tumble checks: Khajiit are superior acrobats.
• Khajiit have two natural claw attacks that deal 1d3 damage.
• Spell-Like Abilities: 1/day – eye of fear. Caster level is equivalent to the Khajiit’s character level. The saving throw DC is Charisma-based.
• Starting Languages: Tamrielic, Khajiit.
• Favored Class: Rogue.
Shouldn't khajiit have low-light vision?

Nord Racial Traits
• Abilities: +2 Strength, -2 Dexterity, -2 Charisma: Nords are physically powerful, though their size makes them less maneuverable and they are not particularly social.
• Medium-size: Nords suffer no special bonuses or penalties due to their size.
• Nords’ base land speed is 30 feet.
• Nords receive a racial bonus of cold resistance (6) and electrical resistance (3).
• Spell-Like Abilities: 1/day – shield, thunder fist. Caster level is equivalent to the Nord’s character level.
• Nords are automatically proficient with the greatclub, greataxe, warhammer, and battleaxe.
• Starting Languages: Tamrielic, Nord.
• Favored Class: Barbarian
Again, I think it should be a regional feat. What is "thunder fist"?
Death_of_Seasons

04-29-07, 02:03 PM
Thunder fist and ancestral ghost are powers from the game, which I plan to stat out as spells.

The standard D&D psionic powers do not match the flavor of The Elder Scrolls. I'm basically just importing the Mana system in from the Everquest d20 RPG, and reworking the existing spell system of D&D to be based on mana points instead of spells per day. I think I'm going to keep the spell level system, as well as the D&D spells, since they're close enough anyway. I just need to figure out how much each spell will cost.

A character's Magicka pool is based on his chosen spellcasting class, being modified by the same ability that spellcasting of that class uses. A multiclass spellcaster adds together the Magicka from all of his individually determined pools to get his total Magicka. and can use this Magicka to cast any spell that he has access to from any of his classes. Essentially, multiclass characters need to determine separate Magicka pools for all of their classes, but then add the values together to get their actual Magicka pool. This is done to increase the flexibility of multiclass characters, which is in line with the flavor of the Elder Scrolls.

Magicka = (Int/Wis/Cha modifier [whichever is used for the class in question] x 2) x caster level.

For example, a 4th-level wizard with a Intelligence modifier of +3 would have 24 Magicka.

A 4th-level wizard/5th-level druid with an intelligence modifier of +3 and a Wisdom modifier of +2 would have 24 Magicka from his wizard class and 20 Magicka from his druid class, giving him 44 Magicka.

A character whose controlling ability for their spellcasting is 11 or lower does not have access to a Magicka pool for that spellcasting class.

Some items, such as Welkynd stones, allow a caster to recharge their Magicka pool by using the item.

Character recover an amount of Magicka equal to the ability bonus for their Magicka, plus their ranks in Concentration, per hour of rest and contemplation. A multiclass character will use the highest ability bonus that is used for determining part of his magicka pool (a sorcerer/wizard with a +2 Intelligence modifier and a +3 CHarisma modifier will use his CHarisma score for purposes of regenerating magicka). Characters engaged in light physical activity regain Magicka every 2 hours, while characters engaged in strenuous physical activity regain Magicka every 4 hours.

If a character is interrupted, he stops recovering Magicka until the interruption is over. He still regains a percentage of Magicka appropriate to how long he had been recovering for, however. If a character who recovers ten Magicka an hour is interrupted after a half hour of rest, he still recovers five Magicka. A character can voluntarily interrupt himself from recovering mana.

A character whose relevant ability score is increased or decreased will have his Magicka pool increase or decrease retroactively.
Death_of_Seasons

04-29-07, 02:10 PM
Thomar, you suggested throwing out the spellcasting ability of the High Elves, which I partially agree with since it's a bit complicated. However, High Elves are, by nature, some of the most magically talented peoples of Tamriel.

I altered the Breton, so that they now recieve one bonus point of Magicka to their Magicka pool per character level. In the game, bretons recieve Fortified Magicka 50, while High Elves recieve Fortified Magicka 100, twice as good as a Breton's.

So, perhaps a high elf should recieve two bonus points of Magicka per character level? This would replace the spellcasting trait I already gave them.
Death_of_Seasons

04-29-07, 02:20 PM
I don't believe that Khajiit would need low-light vision if they have darkvision. Besides, Darkvision is closer to the Night-Eye power anyway, since it provides perfect sight ANYWHERE, ambient lighting or not.

Could someone suggest a good LA for the High Elf? He's basically made of tissue paper, but he's quite a potent spellcaster, so I thought that a +1 would be alright. I'm terrible with this LA stuff, though.

Thomar, why do you think that the argonian shouldn't have a level adjustment? I had heard elsewhere that he seemed like a very powerful +1.
Thomar_of_Uointer

04-30-07, 11:39 AM
The standard D&D psionic powers do not match the flavor of The Elder Scrolls. I'm basically just importing the Mana system in from the Everquest d20 RPG, and reworking the existing spell system of D&D to be based on mana points instead of spells per day. I think I'm going to keep the spell level system, as well as the D&D spells, since they're close enough anyway. I just need to figure out how much each spell will cost.
Then rewrite the flavor! There's a "Truenaming Psionics" thread on the Psionics forum, check it out.

Thomar, why do you think that the argonian shouldn't have a level adjustment? I had heard elsewhere that he seemed like a very powerful +1.
Probably by somebody who puts faith in a point-based system, right? They get many sweet abilities, but none of their abilities lean too greatly towards a specific class. Compare it to a chucker-build halfling. The poison immunity is the only glaring ability they have, and I don't think it would come up enough (outside of an argonian using poison, something any self-respecting rogue does) to be significant.
Death_of_Seasons

04-30-07, 04:11 PM
I see what you're saying on the argonian.

I dunno. I'm really not too experienced with psionics anyway - I'll have to go get the XPH. I'm still leaning towards using the Magicka system I compiled, though. Everything's all set to go, the spells in the game just need appropriate point costs. I'll probably also make some "Summon Daedra" spells.
Thomar_of_Uointer

05-01-07, 09:23 PM
I dunno. I'm really not too experienced with psionics anyway - I'll have to go get the XPH. I'm still leaning towards using the Magicka system I compiled, though. Everything's all set to go, the spells in the game just need appropriate point costs. I'll probably also make some "Summon Daedra" spells.

The standard that WotC has used for new summons is to simply stat up the monster and then note in its description that you can swap it for a specific monster on an existing summon monster list.
Eberik

05-17-07, 11:53 AM
Been working on a spell system much like in the ES series mainly cause I almost have the world at large, as per the time line for Morrowind and Oblivion, all but finished for my group at the current time.
I am using a skill system like in the Advanced Player's Handbook from Swords and Scorcery. Each is a learned skill only, and you have to make a DC based off level of the spell and also using the mana system from the same book in tandem. Make the skill check, spend the mana, the spell is cast. Fail the check, spend the mana anyways, you botched the spell. Seems to be working fairly smoothly from the testing that I have been doing with it.
Prvt_Bob

05-25-07, 11:15 PM
I have been working on something off and on again for a few years now. I tried to keep the character creation progress as close as possible to Morrowind as could be. I even went as far as breaking the class features of exsisting classes to have the ability to choose major and minor features. The races were also broken down to resenble them as close as possible for a d20 set up.

I am using a mana point system for the ease of spells per day. Nobody has spellbook. Everybody casts spells like a sorcerer. Even the "priests" cast spells in the same maner. I wouldn't mind showing what I got if people are interested.

I am still in the testing phase on my group so I can work out bugs and such.
Prvt_Bob

05-26-07, 12:38 AM
Like I said, still in the working stage, but here is my character creation stage. I also have the 10 Questions from Morrowind if people want to get a random character, or they can choose one of the pre-made ones.

CLASS CUSTOMIZATION
Pick a style
1. Combat
2. Stealth
3. Magic

Pick 6 Major Abilities
1. If it is a Feat, you get it for free.
2. If it is a Skill or set of skills, those are now your character’s Class Skills.
3. If it is a school of Magic, you can cast spells of that school.
4. If it is Special Ability, you can use it as it says in the description.
5. Major skills start with a base score of 15.
6. Skills picked that belong to your Specialization gain +10 to the base score.

Pick 6 Minor Abilities
1. If it is a Feat, you get it for free.
2. If it is a Skill or set of skills, those are now your character’s Class Skills.
3. If it is a school of Magic, you can cast spells of that school.
4. If it is Special Ability, you can use it as it says in the description.
5. Minor skills start with a base score of 10.
6. Skills picked that belong to your Specialization gain +10 to the base score.

Miscellaneous Abilities
1. All Miscellaneous skills start with a base score of 5.
2. All abilities that are not picked from the Combat, Stealth, or Magic skills are now miscellaneous skills.
3. Abilities not picked from the Special Abilities section, are not part of your miscellaneous skills.

Attributes
1. Pick two attributes, skills related to these attributes gain +5 to their total.
Note: If you pick “Magic” as your specialization, you gain all the 0-level spells of the schools that you can cast from that are on your Major and Minor lists.

Combat Abilities:
Athletics (Con)
Axe (Str)
Block (Dex)
Blunt Weapon (Str)
Craft (Int)
Heavy Armor (Con)
Long Blade (Str)
Medium Armor (Con)
Spear (Con)

Stealth Abilities:
Acrobatics (Str)
Hand-to-Hand (Dex)
Light Armor (Dex)
Marksman (Dex)
Mercantile (Cha)
Security (Int)
Short Blade (Dex)
Sneak (Dex)
Speechcraft (Cha)

Magic Abilities:
Alchemy (Int)
Abjuration (Int)
Conjuration (Int)
Divination (Wis)
Enchantment (Cha)
Evocation (Int)
Illusion (Cha)
Necromancy (Int)
Restoration (Wis)
Transmutation (Int)

Special Abilities:
Animal Companion (Cha)
Bardic Knowledge (Int)
Bardic Music (Cha)
Damage Reduction (Con)
Favored Enemy (Str)
Ki Strike (Wis)
Lay on Hands (Cha)
Rage (Str)
Remove Disease (Cha)
Sneak Attack (Dex)
Unarmed Damage (Str)
Unarmored (Dex)
Uncanny Dodge (Dex)
Wild Shape (Wis)

STARTING CONDITIONS
Hit Die + Con mod/Magic Die + Int mod
Combat:
d12/d4
d10/d6
d8/d8

Stealth:
d8/d8
d6/d10

Magic:
d6/d10
d4/d12

Skill Points
• Combat: (2 plus Intelligence modifier) times 4 at character creation
• 2 plus Intelligence modifier at every advancement there after
• Stealth: (6 plus Intelligence modifier) times 4 at character creation
• 6 plus Intelligence modifier at every advancement there after
• Magic: (4 plus Intelligence modifier) times 4 at character creation
• 4 plus Intelligence modifier at every advancement there after

Save Preferences
• Combat: Fortitude
• Stealth: Reflex
• Magic: Will
Attack Preferences
• Characters who take “Combat” as their Specialization, progress the fastest.
• Characters who take “Stealth” as their Specialization, progress at a medium rate.
• Characters who take “Magic” as their Specialization, progress the slowest.
Magic Points
• Characters will roll the indicated Magic Die and add their Intelligence modifier to the roll’s total and add the result to the amount that they already have. Max starting out.

Starting Funds
• Combat: 5d4 x 10 gold pieces
• Stealth: 4d4 x 10 gold pieces
• Magic: 3d4 x 10 gold pieces

Alchemy: You are adept at making various types of potions that do various types of things.
Abjuration: This type of magic deals with protection and banishing outer planar creatures back to their home plane.
Acrobatics: You are skilled at jumping long distances and avoiding damage from long falls.
Animal Companion: This skill allows you to befriend an animal early in your childhood.
Athletic: You are skilled at running and swimming over long distances with speed and efficiently.
Axe: You are skilled at wielding axes with efficiently.
Bardic Knowledge: You are capable of picking up bits of information on just about anything on your travels.
Bardic Music: You are capable of altering the mindset of people and countering the ill effects of some music or sound.
Block: You are skilled at using shields for protection.
Blunt Weapon: You are skilled at using blunted weapons with efficiently.
Conjuration: This type of magic summons and conjures creatures and objects for the caster.
Craft: You are skilled at making items and maintaining weapons and armor at their top effectiveness.
Damage Reduction: You are capable of shrugging off some damage that you receive.
Divination: This type of magic allows your find things out magically.
Enchantment: This type of magic allows you to alter the mental state of your target.
Evocation: This type of magic deals direct damage through elemental based spells or other means.
Favored Enemy: You were raised in an area that highly disliked another race or races.
Hand-to-Hand: You are skilled at using your bare hands as weapons.
Heavy Armor: You are skilled at using heavy armor in combat for protection.
Illusion: This type of magic makes things appear, disappear, or alter the surroundings of an area.
Ki Strike: You can focus your inner strength to make your unarmed attacks bypass some mystical forces.
Lay on Hands: You have the divine ability to heal those you touch.
Light Armor: You are skilled at using light armor in combat for protection.
Long Blade: You are skilled at using long bladed weapons in combat efficiently.
Marksman: You are skilled at using ranged and thrown weapons in combat efficiently.
Medium Armor: You are skilled at using medium armor in combat for protection.
Mercantile: You are skilled at buying low and selling your good high.
Necromancy: This type of magic deals with the altering of the life force of creatures.
Rage: You are capable on focusing your rage and adrenaline to come out as an increase in power and stamina.
Remove Disease: You have the divine ability to remove diseases from those inflicted.
Restoration: This type of magic heals creatures and people and removes any malevolent effects upon you or others.
Security: You are skilled at opening locked objects and knowing weather they are trapped.
Short Blade: You are skilled at using short bladed weapons in combat efficiently.
Sneak: You are skilled at moving unheard and unseen.
Sneak Attack: You are skilled at striking an enemy where it hurts.
Spear: You are skilled at wielding spears and pole arms efficiently in combat.
Speechcraft: You are skilled at changing people’s attitude towards you by admiring them, intimidating them, or taunting them.
Transmutation: This type of magic allows you to alter the physical properties of an object or creature.
Unarmed Damage: You are capable of inflicting more damage with your fist than normal.
Unarmored: You are capable of blocking and avoiding blows that would have normally hit you. This cannot be while wearing any armor. Shields are accepted.
Uncanny Dodge: Your senses are highly acute and allow you to react before you normally would.
Wild Shape: You can change your shape and physical properties into that of an animal

Class Feature Requirements:
Alchemy: None.
Abjuration: Intelligence 10+.
Acrobatics: None.
Animal Companion: Ability to cast Enchantment spells; Charisma 11+.
Athletic: None.
Axe: None.
Bardic Knowledge: Intelligence of 15+; Must have the Speechcraft skill.
Bardic Music: Ability to cast Enchantment spells; Charisma 15+.
Block: None.
Conjuration: Intelligence 10+.
Craft: None.
Damage Reduction: Hit Die of d10 or d12; Constitution of 15+.
Divination/Universal: Wisdom 10+.
Enchantment: Charisma 10+.
Evocation: Intelligence 10+.
Favored Enemy: Combat Specialization.
Hand-to-Hand: None.
Heavy Armor: None.
Illusion: Charisma 10+.
Ki Strike: Hand-to-Hand, Unarmed Damage.
Lay on Hands: Ability to cast spells of the Restoration school; Charisma 12+.
Light Armor: None.
Long Blade: None.
Marksman: None.
Medium Armor: None.
Mercantile: None.
Necromancy: Intelligence 10+.
Rage: Combat Specialization.
Remove Disease: Ability to cast spells of the Restoration school; Charisma 12+; Lay on Hands.
Restoration: Wisdom 10+.
Security: None.
Short Blade: None.
Sneak: None.
Sneak Attack: Stealth Specialization, Sneak.
Spear: None.
Speechcraft: None.
Transmutation: Intelligence 10+.
Unarmed Damage: Hand-to-Hand.
Unarmored: None.
Uncanny Dodge: Works only with no armor, medium armor or light armor.
Wild Shape: Able to cast spells of the Transmutation school of at least 3rd level and higher.

Ability and Feats
Combat:
Athletics: Run Feat, Swim Skill
Axe: Axe Feat
Block: Shield Feat
Blunt Weapon: Blunt Weapon Feat
Craft: All Craft Skills, except for (Alchemy)
Heavy Armor: Heavy Armor Feat
Medium Armor: Medium Armor Feat
Long Blade: Long Blade Feat
Spear: Spear and Pole Arm Feats

Stealth:
Acrobatics: Balance, Climb, Jump, and Tumble Skills
Hand-to-Hand: Improved Unarmed Strike Feat
Light Armor: Light Armor Feat
Marksman: Marksman Feat
Mercantile: Appraise and Profession Skills
Security: Decipher Script, Disable Device, Escape Artist, Forgery, Listen, Open Lock, Search, Sense Motive, and Spot Skills
Short Bade: Short Blade Feat
Sneak: Disguise, Hide, Move Silently, and Sleight of Hand Skills
Speechcraft: Bluff, Diplomacy, Gather Information, Intimidation, Perform, and Speak Language Skills

Magic:
Alchemy: Alchemy Feat, Craft (Alchemy), and Survival Skills
Abjuration: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Conjuration: Concentration, Knowledge (The Planes), and Spellcraft Skills
Divination: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Enchantment: Concentration, Knowledge (Arcana), and Spellcraft
Evocation: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Illusion: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Necromancy: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Transmutation: Concentration, Knowledge (Arcana)*, and Spellcraft Skills
Restoration: Concentration, Heal, Knowledge (Religion), and Spellcraft Skills
Unarmored: N/A

Special:
Animal Companion: Animal Empathy, Handle Animal, and Survival Skills
Bardic Knowledge: All Knowledge Skills (taken individually)
Bardic Music: Perform Skill
Damage Reduction: N/A
Favored Enemy: Survival Skill and Track Feat
Ki Strike: N/A
Lay on Hands: Heal Skill
Rage: N/A
Remove Disease: Heal Skill
Sneak Attack: N/A
Unarmed Damage: N/A
Unarmored: N/A
Uncanny Dodge: N/A
Wild Shape: Animal Empathy, Animal Handling, and Survival Skills

*: If more than one Spell School is taken, the player gets to pick an additional Knowledge skill instead of getting Knowledge (Arcana).
TheAnthroDM

06-05-07, 11:02 PM
I've only played Oblivion but I loved it, and I will do what I can to help the effort, however I must point out the following things.

You need to make the schools of magic like they are in Tamriel, you cannot stick with what we have now or there will be problems, and second, custom class design must be handled with absolute care. Otherwise everything with explode.
Prvt_Bob

06-06-07, 01:12 AM
Got to keep in mind, that what I posted is still a work in progress. I used the schools of magic from the PHB to make it easy. Because basically, all I did was rename them from what they were described as being.

As for the class customization, that I know is a touchy subject. For now, it is still in the reworking phase. My group had some trouble adjusting because not many of them had the chance of playing either Morrowind or Oblivion prior to me springing this on them.

I gave them a general run down on how it would be used, and they shot me back their ideas for characters and I showed them potential flaws and bonuses.

They adjusted quickly. I do not mind showing more. I just need to know what it is you want to see.
cool_dude1010

01-22-08, 11:30 PM
In my campaign I have an Imperial City,and a city is called Kvatch!