Races and Creatures of Morrowind [P.E.A.C.H.] [Archive] - Wizards Community

Post/Author/DateTimePost
Sulacu

07-19-07, 03:27 PM
The conversion from the very enjoyable games made by Bethesda Softworks, that have attracted an enormous fanbase over the time of one and a half decades, isn't an easy one. Speed, unlike in D&D, is an ability there, like Strength and Dexterity, which can be raised through experience. Magic is handled through a system that is somewhat similar to some variant rules that were out there, but I don't really like Variant rules, and I do like to try and create and see what I get out of it. So, over the course of several days, I tried to D&Dify the playable races of the Elder Scrolls games, with the intention of continuing on to stat out more of the creatures that you encounter in the game. With some help from the very Microsoft Excel-reminiscent Morrowind and Oblivion map editors, I have now finished, excluding the inevitable tweaks, the ten races of Morrowind as LA +1 humanoids, as well as the birthsigns they are born under as LA +1 character templates. Still, though, I cannot stand for myself if I would dare to take credit for this conversion; my thanks to Bethesda Softworks for many - soon to be even more - hours of compulsive and rewarding gaming. I'd be very happy if people would examine what I have so far, and see if it measures out


Races of Morrowind





Altmer (High Elves)

Size/Type: Medium Humanoid (Elf)
Hit Dice: 1d8–1 (3 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/–2
Attack: Light mace –2 melee (1d6)
Full Attack: Light mace –2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Arcane receptivity 50 %, increased spell capacity, immunity to non-magical disease, vulnerability to cold and fire,
Saves: Fort –1, Ref +0, Will +3
Abilities: Str 7, Dex 10, Con 8, Int 15, Wis 12, Cha 11
Skills: Knowledge (arcane) +5, Listen +5, Search +4, Spellcraft +6, Spot +4, Use Magic Device +3
Feats: Spell Focus (Evocation)
Environment: Summerset Isle
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often chaotic (any)
Level Adjustment: +1

In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but call themselves Altmer, or the "Cultured People." In the Empire, "High" is often understood to mean "proud" or "snobbish," and as the Altmer generally personify these characteristics, the "lesser races" harbor little warmth for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races." However, they are also somewhat vulnerable to fire, frost, and shock.

The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft and intelligent, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."


Combat

Altmer have, due to their fervent and often rather painstaking weaknesses, a mild berserker mindset to spellcasting; many of them rally their enemies with potent evocations, trying to outspell them before they manage to lay down the hurt. Their many vulnerabilities are completely offset by their vast spell endurance; even the less practiced beginning spellcasters can boast to possess twice the number of spells that a spellcaster from another race starts out with.

Arcane Receptivity (50 %) (Ex): Altmeri are naturally very receptive to arcana. When an Altmer is subject to an arcane spell or otherwise magical effect, she makes a second save with the same modifiers against the original spell’s DC. If she fails this save, the effects of the spell on her are augmented. If the spell does damage (even if halved), ability damage or incurs negative levels, increase the numerical value of the damage dealt or levels drained by 50 %. If no damage is dealt, increase the duration of the spell by 50 %. Spells that do no damage and are instantaneous have any other applicable numerical value increased by 50 %. If no such numerical value exists, the spell affects the Altmer normally. When an altmer is subject to a positive arcane spell meant to aid her in some manner, she also makes an assorted save against the spell’s normal DC. These spells are augmented in the same manner when she succeeds on the save.


Altmers as Characters

Altmer characters possess the following racial traits:

–2 Strength, +2 Intelligence, +2 Charisma
Size: Medium
Space/Reach: 5 ft./5 ft,
An Altmer’s base land speed is 30 ft.
Racial Feats: Altmer are treated as having the Exceptional Artisan feat.
Special Qualities: arcane receptivity (see above), immune to non-magical disease.
+4 racial bonus to Fortitude saves made against diseases.
Increased Spell Capacity: An Altmer with levels in a spellcasting class gains 1 bonus spell of every level that he can cast.
+4 racial bonus to Craft (alchemy) checks.
Automatic Languages: Common (Tamrielic), Elven (Altmer). Bonus Languages: Auran, Celestial, Draconic, Orc, Sylvan, Undercommon
Favored Class: Wizard or Sorcerer.
Level Adjustment: +1.





Argonian

Size/Type: Medium Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13
Base Attack/Grapple: +0/–1
Attack: Dagger +2 melee (1d4–1/19-20) or javelin +2 ranged (1d6–1)
Full Attack: Dagger +2 melee (1d4–1/19-20) or javelin +2 ranged (1d6–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: immune to poison, underwater breathing
Saves: Fort +0 (+5 against disease), Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 11, Int 14, Wis 10, Cha 7
Skills: Climb +4, Jump +4, Hide +6 (+10 in marsh, forest or jungle), Move Silently +4, Open Lock +5, Sleight of Hand +3, Swim +4
Feats: Weapon Finesse (dagger)
Environment: Black Marsh
Organization: Gang (tong), tribal or community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Any
Level Adjustment: +1

Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces bely a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends.

While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and, swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labour in regions of Morrowind that would prove uninhabitable to the other races. They are commonly enslaved along with the Khajiit in Morrowind. Though slavery is illegal in the rest of the Empire, the Dunmer of Morrowind were allowed to own slaves for quite some time. This was due to the conditions of the treaty under which Morrowind joined the Empire, which allowed the Dunmer to follow their ancient traditions concerning the ownership of slaves. King Helseth has recently abolished slavery from Morrowind due to political and moral reasons.

The Argonian pantheon is widely unknown but seems to contain references to Sithis. The Argonians worship the Hist, as well; it is unclear as to what the Hist actually are, however. Reliable sources such as ancient libraries with longforgotten knowledge imply that the Hist is a type of ancient, sentient tree considered sacred by the Argonians, and that the tree secretes a type of sap-like resin that hardens and, when molded, can make ideal armor.


Combat

Argonians are all over the place. With skills in combat, magic and stealth, they are all around decent characters.

Spell-Like Abilities (Su): 2/day; longstrider, pass without trace; 1/day; tree shape.


Argonians as Characters

Argonian characters possess the following racial traits:

+2 Dex, +2 Int, –2 Cha
Size: Medium
Space/Reach: 5 ft./5 ft,
An Argonian’s base land speed, as well as his swim speed, is 30 ft.
Weapon Proficiency: Argonians are always proficient with any simple and martial two-handed weapon that deals solely piercing damage (longspears, spears, lances and ranseurs), as well as with javelins.
Armor for Unusual Creatures: The Argonian’s physique requires breastplates and heavy armors to be personally tailored. Any breastplate or heavy armor (including those reduced to medium by mithral) is twice as expensive for an Argonian.
Skills: Argonians treat Climb, Jump and Swim as Dexterity based skills. These skills are also always class skills
Item Space: Argonians cannot wear headbands or boots.
Special Qualities: immune to poison, underwater breathing
Spell-Like Abilities: 2/day; longstrider, pass without trace; 1/day; tree shape.
+5 racial bonus to Fortitude saves made against diseases.
+4 racial bonus to Hide checks made in marshes, forests and jungles.
Automatic Languages: Argonian, Common (Tamrielic). Bonus Languages: Terran, Draconic, Orc, Sylvan, Undercommon
Favored Class: Rogue or Ranger.
Level Adjustment: +1





Bosmer (Wood Elves)

Size/Type: Medium Humanoid (Elf)
Hit Dice: 1d8–1 (3 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 studded leather)
Base Attack/Grapple: +0/+0
Attack: Composite longbow +1 ranged (1d8/×3)
Full Attack: Composite longbow +1 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke Animals
Special Qualities: —
Saves: Fort –1, Ref +3, Will –1
Abilities: Str 10, Dex 13, Con 9, Int 12, Wis 8, Cha 15
Skills: Handle Animal +5, Hide +4, Ride +4, Spot +4
Feats: Dodge
Environment: Valenwood
Organization: Solitary, Gang or Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often non-lawful
Level Adjustment: +1

The Bosmer are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer", or "the Tree-Sap People", is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. They are also religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.


Combat

Rebuke Animals (Su): A Bosmer may rebuke animals in the same way as a cleric turns or rebukes undead. The Bosmer makes a rebuking check to see what HD of animals he can affect. If he has a level at least twice as high as the HD of affected creatures, they are instead commanded. Creatures eligible to be affected by this ability must have the animal type. A Bosmer may also choose to affect magical beasts instead of normal animals, but he takes a -10 penalty to his rebuking check if he does. A Bosmer may attempt to rebuke animals a number of times per day equal to 3 + his Charisma modifier.


Bosmer as Characters

Bosmer characters possess the following racial traits:

–2 Strength, +2 Dexterity, +2 Charisma
Size: Medium
Space/Reach: 5 ft./5 ft,
A Bosmer’s base land speed is 40 ft.
Weapon Proficiency: Bosmer are automatically proficient with any sort of bow, martial or otherwise.
Special Abilities: Rebuke Animals (read above)
Feats: Bosmer are treated as having the Run feat.
+4 racial bonus to Fortitude saves made against diseases.
+4 racial bonus to Bluf, Handle Animal, Move Silently and Tumble checks.
Automatic Languages: Sylvan, Common (Tamrielic). Bonus Languages: Terran, Draconic, Orc, Slaad, Sylvan, Undercommon
Favored Class: Rogue or Druid.
Level Adjustment: +1





Breton

Size/Type: Medium Humanoid
Hit Dice: 1d8–1 (3 hp)
Initiative: –1
Speed: 30 ft.
Armor Class: 13 (–1 Dex, +4 chain shirt), touch 9, flat-footed 13
Base Attack/Grapple: +0
Attack: Dagger –1 melee (1d4/19-20)
Full Attack: Dagger –1 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dragon Skin
Special Qualities: Spell resistance 15
Saves: Fort –1, Ref –1, Will +4
Abilities: Str 8, Dex 8, Con 9, Int 15, Wis 14, Cha 11
Skills: Knowledge (arcana) +6, Knowledge (religion) +6, Spellcraft +8, Spot +6. Use Magic Device +8
Feats: Magical Aptitude
Environment: High Rock
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often lawful (any)
Level Adjustment: +1

Bretons are part elvish and part human (they are more human than elvish) that populate the province of High Rock. They are capable mages with high magicka resistance. Other than that, they have few distinctive features. They are considered an intelligent human race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.

The Bretons' origin can be traced to the First Era of Elder Scrolls history, when the Aldmer attacked and destroyed the Nedic holdings in Skyrim. Many of the female Nords captured in the raids were subsequently enslaved as concubines, and gave birth to mixed Aldmer-Nord offspring, termed Manmer by the pure-blooded Nords. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity.


Combat

Bretons are good magical characters, more interested in using magic for their own personal use than hurting others.

Dragon Skin (Su): Usable once per day, a Breton may call upon a protective magical force to shield her from harm in combat. This protection lasts for a number of rounds equal to twice the Breton’s character level + Wis mod, and bestows DR/adamantine. This damage reduction starts out at 5, but becomes 10 at 6th level, 15 at 11th and becomes 20 at 16th level. This damage reduction never advances past 20, but becomes DR/epic at 26th level.


Bretons as Characters

Bretons characters possess the following racial traits:

–2 Dexterity, +2 Intelligence, +2 Wisdom
Size: Medium
Space/Reach: 5 ft./5 ft,
A Breton’s base land speed is 30 ft.
Skills: 1 extra Skill point per level (human ancestry)
Feats: 1 extra Feat at first level (human ancestry)
Special Abilities: Dragon Skin (read above)
Special Qualities: spell resistance 14 + character level
Automatic Languages: Common (Tamrielic), Elven. Bonus Languages: Celestial, Ignan, Draconic, Orc, Sylvan, Undercommon
Favored Class: Wizard or Cleric.
Level Adjustment: +1





Dunmer

Size/Type: Medium Humanoid (Elf)
Hit Dice: 1d8–1 (3 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 chain shirt)
Base Attack/Grapple: +0/+1
Attack: Falchion +1 melee (2d4+1/18-20)
Full Attack: Falchion +1 melee (2d4+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ancestral Guardian, Spell-Like Abilities
Special Qualities: resistance to fire 15
Saves: Fort –1, Ref +2, Will +3
Abilities: Str 13, Dex 14, Con 9, Int 10, Wis 8, Cha 11
Skills: Bluff +3, Jump +4, Spot +2
Feats: Iron Will
Environment: Morrowind and the Eastern Empire
Organization: Community, Tong or Tribe
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often nongood
Level Adjustment: +1

Dunmer, also known as Dark Elves, are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skilled and balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races. Life in the volcanic terrains of Vvardenfell made them very resistant to fire, they laugh in the face of enemies lobbing fireballs at them.
Dunmer are treated distrustfully by other races. They are often proud, ruthless, cruel, and young female dark elves are well known for their promiscuity, While the skills and strengths of the race makes them very powerful, vengefulness, ages-long conflicts, betrayals, and ill reputation prevent them from gaining more significance.


Combat

Dunmer are quite surprisingly adept at everything; they are able warriors, with strong and nimble physiques; they have the potential to be great assassins and their nimbleness greatly aids them in battle oriented spellcasting.

Ancestral Guardian (Su): Once per day, a Dunmer can invoke an ancient summoning rite that brings forth a Dunmer with the ghost template. This ghost has a number of HD 4 less than the Dunmer’s level and serves the Dunmer’s cause faithfully for a number of minutes equal to the Dunmer’s character level. A Dunmer with 4 or less character levels can summon an Ancestral Guardian with 1 HD as well, but it will only stay under his service for 1d4 rounds, during which it can not be directed to attack, but may serve to pass on wisdom or scout behind walls or deadly traps.


Dunmer as Characters

Dunmer characters possess the following racial traits:

+2 Dex
Size: Medium
Space/Reach: 5 ft./5 ft,
A dunmer’s land speed is 30 ft.
Weapon Proficiency: Dunmer are always proficient with the dagger, shortsword, rapier, scimitar and falchion and furthermore treat rapiers and scimitars as light weapons.
Special Attacks: Ancestral Guardian (Su)
Special Qualities: resistance to fire 15
Spell-Like Abilities: 1/day; sanctuary
Automatic Languages: Undercommon, Common (Tamrielic). Bonus Languages: Draconic, Elven Orc, Terran, Sylvan
Favored Class: Ranger or Sorcerer.
Level Adjustment: +1





Imperials

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8 (4 hp)
Initiative: –2
Speed: 30 ft.
Armor Class: 16 (–2 Dex, +6 banded mail, +2 heavy steel shield), touch 8, flat-footed 16
Base Attack/Grapple: +0/+1
Attack: Longsword +1 melee (1d8+1/19-20)
Full Attack: Longsword +1 melee (1d8+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +2, Ref –2, Will +0
Abilities: Str 12, Dex 6, Con 10, Int 11, Wis 11, Cha 15
Skills: Appraise +6, Bluff +8, Diplomacy +6, Sense Motive +8
Feats: Negotiator
Environment: Any
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often non-chaotic
Level Adjustment: +1

Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.


Combat

The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.


Imperials as Characters

Dunmer characters possess the following racial traits:

–2 Dex, +2 Wis, +2 Cha
Size: Medium
Space/Reach: 5 ft./5 ft,
An imperial’s land speed is 30 ft.
Skills: 1 extra Skill point per level (human ancestry)
Feats: 1 extra Feat at first level (human ancestry)
Spell-Like Abilities: 2/day; charm person; 2/day; false life.
+4 racial bonus to Appraise, Bluff and Sense Motive checks.
Automatic Languages: Common (Tamrielic). Bonus Languages: Aquan, Draconic, Elven Orc, Undercommon, Sylvan
Favored Class: Fighter or Cleric.
Level Adjustment: +1.





Khajiit

Size/Type: Medium Humanoid (Feline)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 leather), touch 12, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: bite +0 melee (1d6) or dagger +0 melee (1d4/19-20)
Full Attack: bite +0 melee (1d6) plus 2 claws -2 melee (1d4) or dagger +0 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fearful Gaze
Special Qualities: darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +4, Will –2
Abilities: Str 10, Dex 15, Con 12, Int 9, Wis 6, Cha 11
Skills: Jump +7, Intimidate +1, Move Silently +7, Spot +4
Feats: Multiattack
Environment: Elsweyr
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Any
Level Adjustment: +1

The Khajiit are a race of feline creatures hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.

Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessed of a tail and aft-jointed legs) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities.

It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist.

The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.


Combat

Fearful Gaze (Ex): At will, the Khajiit may inspire fear in a person by making eye contact. Such actions are usually paired with intimidation; using this ability takes up a move action and provokes no attack of opportunity. The DC of this ability is 10 + ½ the Khajiit’s character level + Charisma modifier. A person successfully affected by this ability acts as if shaken for 1d4 rounds. Furthermore, a Khajiit may choose to expend a full action to use this ability to cause greater fear instead. A person affected is then afraid instead of shaken. If there are morale boosting effects in place on a person, such as morale bonuses to attack rolls and saves, fearful gaze suppresses or negates these instead of causing fear. A successful fearful gaze against a person during interaction confers a +10 bonus to any Intimidate checks in regards to that person.

Note: Fearful gaze may be used against monsters as well, but creatures that are not humanoid get a +10 bonus to the save. Any monsters with no Intelligence (most notably Constructs and Vermin) as well as those that do not rely on their eyes to see are unaffected by this ability.


Khajiiti as Characters

Khajiit characters possess the following racial traits:

+2 Dex, –2 Wis
Size: Medium
Space/Reach: 5 ft./5 ft,
A khajiit’s land speed is 40 ft.
Agility: A Khajiit treats any fall as 10 feet shorter than it is in terms of damage.
Skill Finesse: Khajiiti treat Strength based skills (Climb, Jump and Swim) as either Strength or Dexterity-based, whichever is higher at any time.
Item Space: Khajiiti cannot wear boots or headgear.
Natural Weapons: bite (1d6+1½ Str, primary) and 2 claws (1d4+Str)
Special Attacks: Fearful Gaze (Ex)
Special Qualities: darkvision 60 ft., low-light vision
+4 racial bonus to Jump, Listen, Move Silently and Spot
Automatic Languages: Common (Tamrielic), Elsweyr. Bonus Languages: Draconic, Elven, Orc, Terran, Sylvan
Favored Class: Ranger or Rogue
Level Adjustment: +1





Nord

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+5 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (+5 chain mail, +2 heavy steel shield), touch 10, flat-footed 17
Base Attack/Grapple: +0/+2
Attack: Battleaxe +2 melee (1d8+2/×3)
Full Attack: Battleaxe +2 melee (1d8+2/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cold Percussion, Furious Charge
Special Qualities: resistance to cold 15 and electricity 5
Saves: Fort +6, Ref +0, Will –1
Abilities: Str 15, Dex 10, Con 14, Int 11, Wis 9, Cha 6
Skills: Climb +6, Intimidate +2, Search +4
Feats: Great Fortitude, Toughness
Environment: Skyrim
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Often non-lawful
Level Adjustment: +1

The Nords are a race of tall and fair-haired humans from Skyrim. They are strong, stubborn and exceptional warriors, being skilled in many weapons and armor styles. They are also highly resistant to frost, and are very enthusiastic for war and brutality. Furthermore, Nords are good sailors, with well established trade links along all the rivers and coasts of Tamriel.


Combat

The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

Cold Percussion (Su): Once per day, the Nord may imbue his hands – or his weapon – with a powerful cold essence. This melee attack, if successful, deals cold damage of 1d6 per character level.

Furious Charge: A Nord may charge at triple his base land speed. If he can only take a standard or move action this turn, he can still charge at double his base land speed. He gains a +3 attack bonus and retains the -2 penalty to his AC.


Nords as Characters

Nord characters possess the following racial traits:

+2 Str, +2 Con, –2 Cha
Size: Medium
Space/Reach: 5 ft./5 ft,
A Nord’s land speed is 30 ft.
Weapon and Armor Proficiency: Nords are automatically proficient with all simple weapons, as well as a number of martial weapons of the character’s choice equal to twice his or her Intelligence modifier (minimally 2). They are also proficient with light and medium armor and with shields (except tower shields).
Skills: 1 extra Skill point per level (human ancestry)
Feats: 1 extra Feat at first level (human ancestry)
Special Attacks: Cold Percussion (Su), Furious Charge
Special Qualities: resistance to cold 15 and electricity 5.
Automatic Languages: Common (Tamrielic), Skyrim. Bonus Languages: Auran, Dwarven, Goblinoid, Giant, Orc, Terran
Favored Class: Barbarian or Fighter
Level Adjustment: +1





Orsimer (Orc)

Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+5 (9 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 18 (+4 scale mail, +4 tower shield), touch 10, flat-footed 18
Base Attack/Grapple: +0/+1
Attack: Shortspear +1 melee (1d6+1) or shortspear +0 ranged (1d6+1)
Full Attack: Shortspear +1 melee (1d6+1) or shortspear +0 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, Phalanx Defense, Phalanx Attack
Special Qualities: spell resistance 9
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 13, Dex 10, Con 14, Int 8, Wis 13, Cha 9
Skills: Craft (armorsmithing, weaponsmithing) +4, Listen +3
Feats: Improved Initiative, Toughness
Environment: Orsinium
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Any
Level Adjustment: +1

Orcs, also called Orsimer in ancient times, are sophisticated barbarian beast peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium. They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
The Hero of Daggerfall reported Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms (such as Daggerfall or Sentinel).

Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath.


Combat

Orsimer are defensive combat characters, focusing more on physical defense than magic. They have a mild resistance to spells. When provoked and when their potent defense is broken however, they can sink into a powerful fury.

Berserk (Ex): Once per day or once for every four character levels per day, an Orc can fly into a rage. This rage functions like the rage spell, increasing Strength and Constitution by +2, granting a morale bonus of +1 to Will saves and incurring a -2 penalty to Armor Class, except that it lasts a number of rounds equal to 3 plus the Orc’s (newly improved) Constitution modifier. At the end of the rage, he does not become fatigued.

If the Orc has levels in barbarian, the effects of berserking are tied to and stack with his class’s ability to rage. He adds the positive modifiers incurred from his Berserk ability to the ones gained from his Rage. This elevates his rage to bestowing +6 bonuses to Strength and Constitution and a +3 bonus to Will saves, and a greater rage bestows +8 bonuses to Strength and Constitution and a +4 bonus to Will saves. In any case, the penalty to Armor Class remains -2. As usual, at the end of these types of rage, the Orc becomes fatigued.

Phalanx Defense: The Orc’s uncanny ability to defend stands central here; this ability can only be used when having a shield equipped. The Orc fortifies his position by putting his shield in front of him. Phalanx is a form of defense that functions exactly the same as fighting defensively and total defense, except that the bonus gained to AC is a shield bonus. While using this ability, the Orc gains a +4 bonus to any Strength check made to avoid being tripped or bull rushed. The Phalanx Defense ability works with all shields (even tower shields), but not with bucklers,

Note: 5 ranks in Balance improves the efficacy of Phalanx defensive fighting and Phalanx total defense in the same manner as 5 ranks in Tumble improves the efficacy of normal defensive fighting and total defense.

Phalanx Attack: Using Phalanx Defense, the Orc may ready himself, giving up all attacks in his round in order to give an adjacent ally a bonus to his attack equal to the shield bonus of the shield he has equipped. This can only be done if both the Orc and his ally threaten the same opponent, if the ally is not between the Orc and the opponent at the time, and if the Orc is not using total defense or Phalanx total defense. The bonus to attack only applies to attacks against that opponent and is lost when the Orc is flanked. The Phalanx Attack ability works with all shields (even tower shields), but not with bucklers.


Orsimer as Characters

Orsimer characters possess the following racial traits:

+2 Con, +2 Wis, –2 Cha
Size: Medium
Space/Reach: 5 ft./5 ft,
An Orc’s land speed is 30 ft.
Weapon and Armor Proficiency: Orcs are automatically proficient with all types of armor and shields, including tower shields.
Special Attacks: Berserk, Phalanx Defense, Phalanx Attack.
Special Qualities: spell resistance 8 + character level.
+4 racial bonus to Craft skills involving metal and stone.
Automatic Languages: Common (Tamrielic), Orc (Orsinian). Bonus Languages: Draconic, Dwemer, Gnome, Goblinoid, Giant, Terran
Favored Class: Barbarian or Fighter
Level Adjustment: +1.





Redguard

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 scale mail, +1 wooden buckler), touch 10, flat-footed 15
Base Attack/Grapple: +0/+2
Attack: Scimitar +2 melee (1d8+2/18-20) or javelin +0 ranged (1d6+2)
Full Attack: Scimitar +2 melee (1d8+2/18-20) or javelin +0 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adrenaline Rush
Special Qualities: —
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 15, Dex 10, Con 13, Int 7, Wis 12, Cha 8
Skills: Climb +3, Jump +3, Listen +3
Feats: Endurance, Toughness
Environment: Hammerfell (desert)
Organization: Community
Challenge Rating: ½
Treasure: Standard goods and coins
Alignment: Any
Level Adjustment: +1

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races. Their original home was not Atmora, the ancestral land of the Nedic progenitors of Nord, Breton, and Imperial bloodlines.


Combat

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.

Adrenaline Rush (Ex): Once per day, a Redguard may enter an Adrenaline rush, which bestows a temporary bonus of +4 to Strength, Dexterity and Constitution that lasts for one minute. This effect and that of a Barbarian rage does not stack.


Redguards as Characters

Redguard characters possess the following racial traits:

+2 Str, +2 Con, –2 Int.
Size: Medium
Space/Reach: 5 ft./5 ft,
A Redguard’s base land speed is 30 ft.
Weapon and Armor Proficiency: Redguards are automatically proficient with all simple and martial weapons, as well as all armor and shields (except tower shields)
Skills: 1 extra Skill point per level (human ancestry)
Feats: 1 extra Feat at first level (human ancestry)
Special Attacks: Adrenaline Rush (Ex)
+5 racial bonus to Fortitude saves made against poisons and diseases.
Automatic Languages: Common (Tamrielic), Hammerfell. Bonus Languages: Terran, Draconic, Orc, Sylvan, Undercommon
Favored Class: Fighter or Ranger.
Level Adjustment: +1.
Sulacu

07-19-07, 03:29 PM
Birthsigns of Morrowind

Birthsigns are signs of the stars, constellations that were standing high in the sky when people were born, dictating in part where their power, as preordained by greater forces, comes from. Birthsigns as are described here are templates, each with an effective Level Adjustment of +1. Since they are birthsigns, you can hardly attach prerequisites to them, except for having to have been born at the right time of year, however be advised that several of them can only be properly benefited from if your character has levels in a spellcasting class.





The Apprentice

The Apprentice bestows upon those born under it great magical capacity, but their refined communion with the weave places them at great risk when faced with hostile magicks.

Effects

Increased Spell Capacity: You gain 2 spell slots of every level of arcane spells you can cast each day.
Arcane receptivity 100 % (Ex): When you become the target of a spell, make a second save with the same modifiers. If you fail, the effect is doubled (increased by 100 %). If damage is incurred in the form of physical or ability damage or negative levels, double the damage dealt. If the spell does not do damage, double the duration of the effect. If the spell is instantaneous, double any numerical values described within the spell. If there are none, nothing happens. Arcane receptivity also applies similarly to spells with positive effects, but then at a successful save instead of a failed save.





The Atronach

The Atronach severs the child’s link with the arcane, at least partially, making the business of spellcasting quite a bit more difficult. She will depend partially on the magical energies of other spells to fuel her own spellcasting.

Effects

Stunted Spell Capacity: 2 spell slots of every level of arcane and divine spells you can cast each day are rendered useless.
Spell Absorption (Su): When you become the target of a spell that – in part or whole – designates you directly as a target (ranged touch spells, spells with range ‘target’, etc.) you get a chance to absorb this spell. First, you make a Spellcraft check against a DC of 15 + spell level to identify the spell (people with the Atronach birthsign may identify even Still or Silent spells like thie (DC 25 + spell level), but not Quickened spells). Then, you make a saving throw against the spell’s effect, if allowed. If you succeed, you make a Will saving throw against the same DC with the same modifiers to see if you can absorb the spell’s energy. When a person with the Atronach birthsign successfully absorbs a spell, one of his two ‘useless’ spell slots of the spell’s level opens up and becomes usable. If the spell absorbed is of a higher level than that you can cast, you gain a spell slot of your highest spell level. If the spellcaster in question requires to prepare his spells beforehand, he gains one instance of the spell that has just been cast on him. If a spellcaster that prepares his spells absorbs a spell of a level he cannot cast, the spell is lost. You cannot gain more than two spell slots per spell level at any one time.





The Lady

By the mercy of the lady, you are born powerful, both in body and in spirit. You embrace the days as they come, and are blessed with the energy required to ‘pluck the day’ every day.

Effects

+2 Constitution, +2 Wisdom.





The Lord

Walk the world with dignity, and preserve yourself to be able to do so, the Lord protects you with potent healing energies. However, your wards against fire will be lessened.

Effects

Blood of the North (Su): You regenerate a number of points of damage per hour equal to your Constitution modifier and twice that much when you rest.
Trollkin Curse: You gain vulnerability to fire.





The Lover

Promiscuity is your middle name, as was written in the stars. The batting of your eyelashes and the fullness of your lips, or the power of your build and the masculinity of your face carries with it an unexplained attractiveness.

Effects

Lover’s Kiss (Su): Treated as a melee touch attack, the lover’s kiss causes a very powerful paralytic effect, that can be broken only by remove paralysis or stronger effects. Creatures must make save (DC 10 + ½ your character level + your Charisma modifier). A successful save dazes the creature for one round. Using this ability causes you to become fatigued.





The Mage

This moontide is the one in which most prominent spellcasters are born. The stars bless them indiscriminately with an enhanced grasp of magic.

Effects

Increased Spell Capacity: You gain 1 spell slot of every level of arcane and divine spells you can cast each day.





The Ritual

Tucked away within the occult reaches of the world, there are many yet to be unearthed mysteries. From places unknown come the powers that fuel them, and they run strongly through you as well.

Effects

Mara’s Gift: The body’s divine energies allow you to heal a number of hit points equal to four times your character level per day. Like wholeness of body, use of this ability may be spread over several uses.
Blessed Word: Gives you the ability to Turn Undead at your character level a number of times per day equal to 3 + Cha modifier. If you were a cleric before hand, you now turn undead at your character level instead of your cleric level and gain 2 extra turnings per day.





The Serpent

Being born on this faithful night imbues you with the power of a serpent, steeling your body against unsavory substance and allowing you to transmit them onto those less fortunate than you.

Effects

Special Qualities: Immunity to poison
Spell-like Abilities: 1/day—poison. The DC is Constitution based.





The Shadow

Lauded in secret as the month of the assassin; all of questionable intent, quickness of gait and sleight of hand unite underneath the crepuscule of the Shadow.

Effects

Spell-like Abilities: 3/day—invisibility (self only) (CL 5th).
+4 bonus on Hide and Move Silently checks.





The Steed

The stars have preordained that you are a natural runner. Your feet are well trained and unusually quick, and they serve you well in the field.

Effects

Your base land speed increases by 10 ft.
Spell-Like Abilities: 1/day—haste (self-only) (CL 5th).





The Thief

Often viewed as ‘the kind brigand’, the thief shines upon all those who get by with what they find within the depths of other man’s purse.

Effects

+2 Dexterity
+1 luck bonus to Armor Class, saves and skill checks.





The Tower

The Tower, a simple of walls impregnable and gates impassable, is an open book to those born under it.

Effects

Tower Key (Su): Once per day, you may add +20 to one Open Lock check. This bonus may also apply when you are taking 20.
Tower Warden (Su): Once per day, you may rebound partial damage of attacks made against you on your attacker. 20 % of any damage dealt to you is also dealt to your attacker. This ability lasts 2 minutes.





The Warrior

This constellation in the skies suggests that those born under it are preordained to live – and die – by the sword. Luckily, the stars imbue them with great physical prowess.

Effects

+2 Strength, +2 Constitution.
Sulacu

07-19-07, 03:29 PM
Reserved: Creatures
vegetalss4

07-20-07, 11:34 AM
Bump
nova head

07-20-07, 12:26 PM
Wow, I have not read it all I will edit this post when I have.

(Reserved for critic)
koiulpoi

07-20-07, 01:51 PM
Be sure to make a couple of encounter tables for the ashlands. Have one of them be "1-99: Cliffracer; 100: Kwama Forager"
Neutronium_Dragon

07-20-07, 02:12 PM
The "Item Space" and custom-tailoring things for argonians and khajiit should be dropped. Apart from the fact that the "item space" thing was only in Morrowind to save on the art budget, neither of these are appropriate in D&D terms, where humanoids of all kinds of shapes (including the same shapes as khajiit and argonians) can wear such things without problems, and magical equipment in particular explicitly fits itself to the wearer.
vegetalss4

07-20-07, 02:33 PM
why does redgaurds atumatily speak argonian?
Sulacu

07-20-07, 04:35 PM
why does redgaurds atumatily speak argonian?

Do they? I might perhaps have forgotten to change that bit.


In response to the other comments; thanks for your 50 cents.

Yes, I too remember the rather famed encounter spawns of Morrowind. Cliff Racers were some of the more annoying things out there, and there were entirely too many. If and when I take this conversion project far enough to include encounter tables and give a schematic layout for the settlements of Morrowind; Vivec, Balmora, Sadrith Mora, Dagon Fel, etc., I'll worry about those.

On the topic of Item space, I'm pretty willing to let them wear hats, but whether or not designing Argonian and Khajiit-tailored footwear is on the budget or not, it'd be a somewhat farther stretch for them, and Argonians most particularly of the two, to be able to squeeze their wide, webbed reptilian feet in normal footwear.

It could fall under armor and goods for unusual creatures, perhaps, but since both of them have bodies that are pretty normally humanoid, I don't want to go that route.
AMGriffin

07-20-07, 05:09 PM
They all seem really underpowered for LA+1.
Neutronium_Dragon

07-20-07, 06:39 PM
> On the topic of Item space, I'm pretty willing to let them wear hats, but
> whether or not designing Argonian and Khajiit-tailored footwear is on the
> budget or not, it'd be a somewhat farther stretch for them, and Argonians
> most particularly of the two, to be able to squeeze their wide, webbed
> reptilian feet in normal footwear.

There's no reason why they wouldn't be able to wear footwear shaped for them, though. (Again, the fact that there wasn't in Morrowind was for art budget reasons, not because it was supposed to be physiologically impossible.) And when it comes to magical gear, as noted above, in D&D it explicitly reshapes itself to fit the wearer - a D&D lizardfolk or catfolk or gnoll can put on a standard set of Boots of Speed or Helm of Brilliance or similar items without any problems, so there's no reason why an argonian or khajiit shouldn't be able to.

Moreover, it creates a serious problem for either one of them as a race. D&D presumes that character have those item slots available; making them arbitrarily inaccessible has substantial repercussions on item and character balance.
vegetalss4

07-27-07, 08:31 AM
Bump
Sulacu

07-27-07, 09:32 AM
I'll bump my own threads, if you don't mind. :)

Okay, very well, Argonians and Khajiit can wear the same manner of armors as other races. Perhaps I should exchange it for 'Armor for Unusual Creatures' to bump up the price to double normal, but I'll refrain from that just now.

The whole practice of this is to D&Dify these 10 races in a way that they are all somewhat balanced. More important than them being underpowered for LA +1 (which I sincerely doubt in most cases) is that I want them to be balanced in regards to the others. That is my mission.
bobothechimp

07-27-07, 09:37 AM
Why do orcs get the Phalanx abilities?

I'm disappointed by the lack of special abilities for both Imperials and Nords. Where's the Star of the West, Voice of the Emperor? Where's the Nord's Woad? Where is Thunder Fist?
Sulacu

07-27-07, 09:49 AM
Orcs get the Phalanx abilities because orcs get a large bonus to their Block skill. That's about it. I mean, that was their most prominent skill bonus and I had to do something with that. Otherwise, the race would be underpowered respectively, when held against the rest.

Unfortunately, the Star of the West and the Voice of the Emperor have gone through D&Dification and have thus been renamed and remodeled. They are now spell like abilities called 'false life' and 'charm person' respectively. I know that the Star of the West could, and perhaps should, be implemented differently, but there's no valid way to implement fatigue absorption in a game of D&D, where characters are either fatigued or exhausted, or they're not. Imperials, as dutiful characters wouldn't use vampiric touch, the next best implementation, so I went for false life. It's unfortunate that the names of these powers have been nullified, but then again, I can't really say I mind.

In the same way, Thunder Fist became Cold Percussion, and I have not yet implemented the shielding ability of Woad. It'll probably be some kind of temporary damage reduction. Be prepared that where powers are involved, you'll unlikely find them listed under the names they had in Morrowind. I would have used Thunder Fist, but then I realized that it dealt cold damage. That's somewhat silly.
Lord_Korivol_of_Brukdule

07-27-07, 10:57 AM
Why is every race a +1 LA?
Prime32

07-27-07, 06:30 PM
Hmmmm... interesting, though the number of extra spell slots some races get seems overpowered. Otherwise good. You should get rid of the item space restrictions for the beast races (I don't own Oblivion, but I've heard they can wear boots in it). Double the price for those items too, if you want.
baby_kamikaize_kobold

07-27-07, 06:33 PM
Yeah they don't seem over powered if they were 0+ LA races. but thatks I've been looking for Khadjit and argonian stats
vegetalss4

08-01-07, 07:15 AM
are you still working on the creatures??
JellyPooga

08-01-07, 07:49 AM
You do realise that an Altmer born under the Apprentice starsign gets an extra 5 spells/day at each level (for any spellcasting class), don't you (unless I've misread something)? I can't even begin to stress how unbalanced that is.
casimps1

08-01-07, 05:21 PM
I was midway through my post asking if anyone had tried to do this before when I found this thread. Awesome! Thanks! :)
ToastedAmphibian

08-01-07, 05:56 PM
Whats with the Cliff racer hate? I rember being chased around in the wilderness as a lvl 2 Argonian for about an hour, before i got chased into a pack of scamps.... Managed to hide in some rocks and poke at em with my chitin spear.... Then it broke :{

But they made levitation so easily acessible! [With alchemy]
(Things like that are why i think morrowind was so much better than oblivion)
Sulacu

10-14-07, 07:45 PM
Time for a good ol' bump :)
Watsyurname529

10-14-07, 08:19 PM
Near all of these races need a LA of +2 or higher.
Sulacu

10-14-07, 09:30 PM
This presents an annoying, yet painfully frequent conundrum. Critic A says: Nearly all these races are underpowered for LA +1. Critic B says: most of these race should be LA +2. As much appreciated as the criticism is - believe me, it really is - I was hoping it be less... contradictory. :rolleyes:
Watsyurname529

10-15-07, 07:18 AM
Sorry creating the Paradox but thats what I think, but looking back only a few stood out as maybe needing a LA +2, but all are definatly at least LA +1. Otherwise I loved Morrowind, good job.
Neutronium_Dragon

10-15-07, 03:16 PM
I've just noticed something with the Khajiit.

You've used "Khajiiti" in multiple places there where it doesn't belong, such as:

"Khajiiti as Characters"

"Khajiiti" is the possessive, not the plural. Khajiit is both the plural and singular form.
HCL

10-15-07, 07:06 PM
IMO

take out the birthsigns. In MW they are part of the demigod nature of a PC, in OB they are there simply because the designers were messed up in the head. Not everyone in the elder scrolls world "was born under a certain sign". This system was wildly imbalanced in Morrowind, the only useful ones were Lady and Atronach.

whats up with the dark elves favored class being rogue or ranger? There was a large mix of everything represented in the NPCs of morrowind, but the most powerful people were the wizard lords. I would give them favored class: Any.

Favored class on Bosmer should be ranger IMO, they are the best race with bows and they can charm animals :)

favored class on imperial should be either warmage or any. The upper class in cyrodiil is either descended from or are actual warmages. As for the + to wisdom, it seems like there are a lot of Imperial clerics in Morrowind, but thats only because the only two religions presented are the dark elf religion and imperial cult. Imperials have no special connection with the divine, nor high will powers, they just are in all of the major towns to be priests to the soldiers quartered there, and there were just as many dunmer temples as imperial shrines. If the game was set in orsinium there would be shrines to malacath in every major town, in skyrim temples of lorkhan etc. Only races I would give + wisdom too are high elf and breton.

And argonians getting -2 to cha: THINK SKINK!

Most game powers are not meant to be for regular people. I would kick a lot of those 1/day things that were wildy overpowered (sanctuary, star of the west, woad and adrenaline rush). Thunder fist pretty much sucked, and I would take out voice of the emperor and eye of fear giving those races + to diplomacy and intimidate respectively. I would handle the orcs berserk just like they handle it in warcraft: one rage a day (an extra if barbarian).