Races of Tamriel [Archive] - Wizards Community

Post/Author/DateTimePost
HCL

10-09-07, 09:42 PM
OK well I am considering doing a campaign based on the elder scrolls series and I want these races balanced around say a +2 level adjustment I will provide some backstory to them. It should be noted that I do not personally use the favored class rules in my campaigns (I like my PCs to play whatever characters so long as they make sense, I dont like stereotypes like multiclass dwarves have to have their highest in fighter). I dont have time right now to list out all of the classes I will do at least khajiit today and more over the coming days.

Common Khajiit (I saw this done but I think the way they did it was bad with a negative intelligence modifier, they are not stupid they just have accents/speech ticks the way hispanic/black americans often do because of their education and society):

Khajiit are a catlike race from the desert kingdom of Elsweyr, who worship the celestial bodies as being the source of their power. There are many different forms of khajiit, the "holy khajiit" being no more than talking cats, the "noble khajiit" transition between a very elf-like state and the quadrupedal state depending on the alignment of the celestial bodies, these are most often monks. The "common" khajiit is the kind most found outside of the khajiit homeland, it is in sort of a transitional state between a wildcat (there are many different looks of khajiit) and an elf, bipedal but with claws, a somewhat feline face, fur, and a tail. Mild variations in appearance can occur depending on the alignment of the celestial bodies. Most common khajiit found outside of their homeland are businessmen or rogues.

Racial Traits:
+2 Dexterity, -2 Wisdom. Khajiit are graceful, but their curiosity and weak willpower often lead them into drug and alcohol addictions and various other vices.
+2 bonus on balance checks because of tail (if tail is somehow cut off this bonus is negated)
+2 on move silently checks, tumble checks, jump checks.
+4 on climb checks because of claws (if somehow declawed bonus is negated). Climb is a racial skill for all khajiit and they can always choose to take ten on a climb check even when threatened or hurried.
Low light vision out to 120 feet.
Natural Weapons: 2 claws 1d4, 1 Bite 1d6
Favored Class: Rogue

Hey lets do another one: Wood elf

Wood elves are fair skinned people of roughly 4-5 feet in stature (not sure if this constitutes small I think its medium like dwarves but they are thinner than dwarves) from the land of Valenwood, covered in thick jungle. Wood elves have a covenant with their god, Yffre, called the Green Pact. According to the green pact a wood elf cannot injure or eat any plants native to their homeland (possibly an eteological myth explaining an inability to digest plant matter?) and that a wood elf must eat the flesh of a slain enemy raw within 2 days of his death (For this reason wood elves may starve themselves for for weeks at a time, I am considering creating a special feat or super natural ability "Hunger Frenzy" I would appreciate help with this). I am not sure what breaking the pact will mechanically do but there are legends of bad things happening to elves who do it so I will stress to the players that they should not break it.

Racial Traits: +2 Dexterity, +2 Charisma. Wood elves are both beautiful and nimble.
Small Size
+2 on handle animal checks
+1 with all thrown and projectile weapons
+2 climb bonus, +4 when climbing trees.
Low light vision out to 120 feet
Spell like abilities: Speak with Plants 1/Day, Charm Animal 1/Day, Speak with Animals at will
Favored Class: Ranger
Neutronium_Dragon

10-10-07, 02:00 AM
I'm assuming that you've tried to simplify the khajiit background for the sake of the post, because much of what you've described there doesn't match the TES lore. That said...

If you dropped the bite attack then it's probably LA +0. (And khajiit of the breeds that you're approximating there aren't known for biting things anyway.) You're not really giving them anything which merits and LA, and even put together the bonuses are to fairly peripheral things.

However, there's one big error: Low Light Vision doesn't have a specific range. It simply doubles your perception in low light conditions, however far out that is.
HCL

10-10-07, 03:13 PM
I'm assuming that you've tried to simplify the khajiit background for the sake of the post, because much of what you've described there doesn't match the TES lore. That said...

If you dropped the bite attack then it's probably LA +0. (And khajiit of the breeds that you're approximating there aren't known for biting things anyway.) You're not really giving them anything which merits and LA, and even put together the bonuses are to fairly peripheral things.

However, there's one big error: Low Light Vision doesn't have a specific range. It simply doubles your perception in low light conditions, however far out that is.

yeah i simplified the khajiit background. ok thanks. What do you think about the wood elf? Should I drop the charisma bonus?

Argonian: Argonians are a bipedal reptilian beast race from the land of Black Marsh, their name meaning "people of the root". For years they have been enslaved by the elven races, and most of the Argonians that live in civilized lands are slaves or descendants of freed slaves. Very little is known about their native culture outside of second hand accounts of a plant called the "hist". This plant is apparently intelligent, can move, and has some sort of sacred relationship with the Argonians. Many natural disasters, plagues, and blights are reported to be caused by malevolent Argonian sorcerers.

Racial Traits: +4 Dexterity. Argonians are renowned for their quick reflexes and agility.
+2 natural armor bonus
Argonians are naturally adapted to hide in their native environment and get +4 on hide checks in wetlands and stagnant water.
Hold breath: An argonian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Move speed 40 feet land, 40 feet swim
Argonians have a +8 racial bonus on swim checks to perform some special action or avoid a hazard and can always choose to take 10.
+2 on balance checks because of tail
EDIT: Also +2 on fortitude saves vs poisons and diseases
All argonians are proficient with spears
Favored Class: Sorcerer
HCL

10-10-07, 04:05 PM
OK Ill do orc real quick, maybe Bretons

Orcs were once a tribe of elves who worshiped the demigod Trinimac. After a standoff with the ancestors of who would become the Dark Elves and their demon god Botheiah, Botheiah defeated Trinimac and his followers, twisting him into Sheogorath, Lord of Madness, and his followers into the rough, horrible looking orcs. For hundreds of years orcs were persecuted for their hideous appearance and reported savagery, though they have finally rebuilt their own kingdom of Orsinium and have gained respect throughout the world as powerful soldiers.

Racial Traits: +2 Strength, +2 Constitution, -4 Charisma. Orcs are powerful but grotesque and introverted.
+1 Natural armor bonus
+2 on Craft(Metalworking) checks. This is a class skill for all orcs. Orcish made armor is the finest in all of Tamriel.
Orcs move at a 30 foot landspeed even when carrying a medium or heavy load.
Spell resistance equal to 10 + levels in PC classes
EDIT: Can rage once a day as a barbarian, if the character is a barbarian or another class who can rage they gain an additional rage per day.
Orcs receive the martial weapon proficiency feats for the greataxe and battleaxe
Favored Class: Fighter

Bretons: Bretons come from the land of High Rock, where humans coexisted with elves for many years peacefully and commingled. By blood, Bretons are roughly 2/3 human and 1/3 elf, not pure halfelves as many uneducated people are led to beleive. They have long practiced magic, and of all of the races they are the most ambitious. It is said that their is a king for every hill in High Rock. This ambition and lack of unity was what caused them to be so easily conquered by the humans where the Bretons may well have prevailed.

Racial Traits: -2 strength, +4 Intelligence +2 wisdom. Bretons are quick learners, and their culture prizes academic excellence, but for this very reason they often get little excercise.
Spell resistance equal to 10 + levels in PC classes.
+2 bonus on heal, spellcraft, knowledge(arcana), and concentrate checks
+1 caster level for the purpose of overcoming spell resistance, setting saving throw DCs, etc.
Favored Class: Wizard
Gazalem

10-11-07, 06:33 PM
Argonians would have water breathing not hold breath and they would also get immunity to poison and a 75 percent resistance to disease.
HCL

10-11-07, 06:55 PM
Argonians would have water breathing not hold breath and they would also get immunity to poison and a 75 percent resistance to disease.

Keep in mind that in morrowind the player is playing a DEMIGOD. He is totally unique. These racial traits are supposed to represent the whole race.

Argonians are reptiles not amphibians. And NPCs didnt use powers at all and received much less benefit from the racial traits if any- you could cast poison spells on argonian npcs, frost on nords, and magic on orcs/bretons without extremely high resistance rates.
Neutronium_Dragon

10-12-07, 01:07 PM
Uhm, no. Particularly once you take TES4: Oblivion into account, where all of the NPCs do have the racial traits in question, and benefit from them fully. (The inconsistency of their application in TES3 was a design flaw.) Also, many of the racial traits were updated significantly there: Argonians in TES4 *are* immune to poison and have amphibious water breathing (and not merely as a castable spell, either), and that goes equally for argonian NPCs.
HCL

10-12-07, 03:44 PM
mmm okay. honestly im not sure what is canon and what is not, BethSoft always explains lore inconsistensies with "biased authors" and "dragon breaks"

Would those traits be balanced? And how would I implement % resistances, should I have them just roll a d20 and if its over 5 for 75% resistance it automatically is negated? I honestly dont like the way its implemented, I think small + on saves for poison or elemental resistance is better... is there a race in the MM that would be a good example of how to work this?
Neutronium_Dragon

10-12-07, 08:57 PM
Well, I would rewrite khajiit this way:

Medium Humanoid (Khajiit)
+2 Dexterity, -2 Constitution
30' Land speed
-2 Racial penalty to Will saves
+2 Racial bonus to Balance, Climb, Move Silently, and Tumble checks.
+4 Racial bonus to Jump checks.
1/day gain a +4 Racial bonus to an Intimidate check.
Low Light Vision
2 Claws: 1d4 slashing/piercing
Favored Class: Rogue
LA +0

That models the khajiit a little bit better, and also includes a reference to their "Eye of Fear" power.

-----

Medium Humanoid (Aquatic, Amphibious, Argonian, Reptilian)
+2 Dexterity, -2 Constitution, -2 Charisma
+1 Natural Armor
30' Land speed.
30' Swim speed.
(This grants a +8 Racial bonus on Swim checks and they may always Take 10 on Swim checks.)
+2 Racial bonus to Hide checks in swamps, marshes, and in water
Immune to Poison
+4 Racial bonus to Fortitude saves vs Disease
Favored Class: Ranger
LA: +0

The LA is disputable, but given that swimming is typically a minor element of D&D and we have other LA +0 races with far stronger immunities than this, plus they've got unfavorable stat modifiers, it's probably okay.

-----

Medium Humanoid (Orc)
30' Land speed
+2 Constitution, -2 Charisma
+2 Racial bonus to Will saves
+1 Racial bonus to saves against spells, spell-like abilities, and supernatural abilities. (This stacks with their racial bonus to Will saves.)
+2 Racial bonus to Craft: Armorsmith checks. Craft: Armorsmith is a always a class skill for orcs.
1/day may gain a +1 Morale bonus to attack and damage rolls but take a -2 Morale penalty to AC for five rounds
Favored Class: Fighter
LA +0

Orcs have more Endurance than Strength in TES; +2 Con makes more sense than +2 Str for that reason. The rest of the racial abilities are pushing the bounds of LA +0, but since most of them are defensive or cosmetic, and the one offensive one comes with a large drawback, it's probably forgivable.
HCL

10-12-07, 09:12 PM
Well, I would rewrite khajiit this way:

Medium Humanoid (Khajiit)
+2 Dexterity, -2 Constitution
30' Land speed
-2 Racial penalty to Will saves
+2 Racial bonus to Balance, Climb, Move Silently, and Tumble checks.
+4 Racial bonus to Jump checks.
1/day gain a +4 Racial bonus to an Intimidate check.
Low Light Vision
2 Claws: 1d4 slashing/piercing
Favored Class: Rogue
LA +0

That models the khajiit a little bit better, and also includes a reference to their "Eye of Fear" power.


I see no reason to detract from their constitution honestly I would rather subtract it from wisdom.

Medium Humanoid (Aquatic, Amphibious, Argonian, Reptilian)
+2 Dexterity, -2 Constitution, -2 Charisma
+1 Natural Armor
30' Land speed.
30' Swim speed.
(This grants a +8 Racial bonus on Swim checks and they may always Take 10 on Swim checks.)
+2 Racial bonus to Hide checks in swamps, marshes, and in water
Immune to Poison
+4 Racial bonus to Fortitude saves vs Disease
Favored Class: Ranger
LA: +0

The LA is disputable, but given that swimming is typically a minor element of D&D and we have other LA +0 races with far stronger immunities than this, plus they've got unfavorable stat modifiers, it's probably okay.

similarly no reason to reduce con from these guys, if anyone needs their con reduced it would be wood elves and bretons. As for charisma: Skink in trees shade was the single character in the game with the highest speechcraft. And while the argonian makes a fine ranger because of high agility in morrowind, the most commonly seen class of argonian NPCs were sorcerers in daggerfall and morrowind (skink, hyuleea). There is similarly no evidence that they fight with either bows or dual weilded weapons, their highest weapon skill is with spears which are simple weapons and sorcerers can use, I think the sorcerer is the best class for it.


Medium Humanoid (Orc)
30' Land speed
+2 Constitution, -2 Charisma
+2 Racial bonus to Will saves
+1 Racial bonus to saves against spells, spell-like abilities, and supernatural abilities. (This stacks with their racial bonus to Will saves.)
+2 Racial bonus to Craft: Armorsmith checks. Craft: Armorsmith is a always a class skill for orcs.
1/day may gain a +1 Morale bonus to attack and damage rolls but take a -2 Morale penalty to AC for five rounds
Favored Class: Fighter
LA +0

Orcs have more Endurance than Strength in TES; +2 Con makes more sense than +2 Str for that reason. The rest of the racial abilities are pushing the bounds of LA +0, but since most of them are defensive or cosmetic, and the one offensive one comes with a large drawback, it's probably forgivable.

I would go all the way with the rage feature on orcs just the way they do with orcs in the warcraft PHB. And orcs are REALLY grotesque. It would be unfair to compare any other race to them.

In general I am looking to make the races a bit more standout in terms of their abilities to a point of having a +1 or +2 LA. The difference between khajiiit and nord should not small like the difference between dwarf and human, it should be like night and day in my mind, though it might be good to have more toned down versions for incorporating into a more standard campaign.

here are my edited racials:

Khajiit:
Medium Humanoid (Khajiit)
+2 Dexterity, -2 Wisdom. Khajiit are graceful, but their curiosity and weak willpower often lead them into drug and alcohol addictions and various other vices.
+2 bonus on balance checks because of tail (if tail is somehow cut off this bonus is negated)
+2 on intimidate checks, tumble checks, jump checks.
+4 on climb checks because of claws (if somehow declawed bonus is negated). Climb is a racial skill for all khajiit and they can always choose to take ten on a climb check even when threatened or hurried.
Low light vision
Natural Weapons: 2 claws 1d4
Favored Class: Rogue

Argonian:
Medium Humanoid (Reptilian)
+2 dexterity
+2 natural armor (I think this should at least be higher than orcs)
30' swim speed, +8 racial bonus on swim checks can always take 10
Can hold breath for a number of rounds equal to four times their constitution score
+2 bonuses to hide checks in wetland environments. I am sticking to them being reptilian as they were in the first three games
+4 on fortitude saves against poison (poison in morrowind was very limited, but in D&D it seems to have more potential for use I wouldnt want to make them completely immmune to it it also doesnt make sense that they would be completely immune to the venom of a creature they may rarely encounter)
+2 on fortitude saves against disease, keep in mind that disease worked completely differently in MW and was classified into different classes- Argonians only resisted the weak "common" diseases
+2 on balance checks
Favored Class: Sorcerer

Orc:
Medium Humanoid (Elf)
(+2 Strength?), +2 Constitution, -4 Charisma (definitely qualify for -4 IMHO :D)
Spell resistance = 5 + class levels (goal is for a caster of equal level and a dominating statistic of 15++ to overcome this on a roll of at least 6)
+2 Racial bonus to craft: weaponsmithing/armorsmithing/metalworking/whatever. The name of the stat in MW was "armorer" and it applied to upkeep of both armor and weapons. Also there was not only that nice orcish chain mail, but also orcish weapons (go into mzuleft northwest of dagon fel to see them). Orcish gear weapons are the next best thing to deep elf as far as standard materials go.
Rage as a barbarian one a day, if already barbarian can rage an additional time per day (this is exactly how the warcraft PHB does it)
+1 natural armor bonus (I have to have this there are a bunch of books that talk about the thick skin of orcs)
Orcs move at 30' even with a medium or heavy load (this is why they have high heavy and medium armor skills, should work like a dwarf except better. This ability could be turned down if you brought them into a standard D&D campaign)
-I am not sure about the axe thing anymore I think they had an equal bonus in blunt weapons
Favored Class: Fighter

Wood elf
Medium Humanoid (Elf)
-2 Strength, +2 Dexterity, +2 charisma
+2 on handle animal checks. Handle Animal is a class skill for wood elves.
+1 on attack rolls with thrown and projectile weapons
Weapon Proficiency (wood elf): All wood elves are proficient with the following weapons Short sword, rapier, dagger, shortbow and longbow (and composites), dart
+2 bonus on climb checks, improves to +4 when climbing trees. Climb is a class skill for all wood elves.
Low light vision
Spell like abilities as druid of class level: Speak with Plants 1/Day, Charm Animal 1/Day, Speak with animals at will
Favored Class: Ranger

Breton
-2 Constitution, +2 Intelligence, +2 Wisdom
Spell Resistance = 10 + levels in PC classess
+2 bonus on heal, spellcraft, knowledge(arcana), concentrate, and craft(alchemy) checks
Increased Caster level: Owing to their long and intimate study of magic, bretons are considered to have an effective +1 caster level in all their arcane spellcasting classes. They do not receive spells per spells earlier or metagic feats, but the spells they cast are considered 1 level higher in terms of effects such as range, duration, damage, and so forth.
Favored Class: Wizard
HCL

10-12-07, 10:30 PM
Nord: The Northmen are the closest descendants of the first humans who settled in Tamriel long ago. Their harsh environment and their coupling with the now near extinct giants and trolls has granted them with powerful lungs, strong frames, and resistance to the elements. Legends speak of great norse heroes whose voices are so powerful they can be used as weapons (I am working on a Graybeard class for this :))

Medium Humanoid(Human)
+2 constitution
Resistance to frost 10, resistance to lightning 5
+1 on attack rolls using battle axes, great axes, maces, and warhammers
+2 on perform(vocal) checks, perform(vocal) is considered a class skill for all Nords
Special: Nords are the only race in Tamriel who can access the Greybeard class (which I will be presenting sometime in the near future)
Favored Class: Barbarian
Neutronium_Dragon

10-13-07, 12:11 AM
Both the khajiit and the argonians have low Endurance in TES, which translates to a Con penalty in D&D. -Wis does not fit the khajiit in D&D, since D&D wisdom covers a great many things including awareness (and they are hardly unaware), and low willpower alone is better represented by a Will save modifier. Likewise, the TES sorcerer class is unrelated to the D&D sorcerer class. A TES sorcerer is simply a mage who focuses on item creation and usage rather than direct casting; the closest equivalent in D&D would be an artificer. Argonians as a whole, however, are famous for their ability to stalk intruders into their homeland, which the ranger represents best in D&D.

Simply put, much of what you're presenting is a mistranslation of what the TES term or ability means or what the race as a whole is depicted as being like even if you ignore Oblivion's additions to the lore (which are substantial), and in many cases is also going to tag the race with an ECL which simply ends up crippling the things that it's supposed to be good at (this is a particular problem with spellcasters; your Breton is going to be at least LA +2 which means they'll end up being bad spellcasters rather than good ones).
HCL

10-13-07, 12:45 PM
Both the khajiit and the argonians have low Endurance in TES, which translates to a Con penalty in D&D. -Wis does not fit the khajiit in D&D, since D&D wisdom covers a great many things including awareness (and they are hardly unaware), and low willpower alone is better represented by a Will save modifier. Likewise, the TES sorcerer class is unrelated to the D&D sorcerer class. A TES sorcerer is simply a mage who focuses on item creation and usage rather than direct casting; the closest equivalent in D&D would be an artificer. Argonians as a whole, however, are famous for their ability to stalk intruders into their homeland, which the ranger represents best in D&D.

this is not true simply put. In MW all the beast races, elf races, and bretons have 30-40 (on high elf and dark elf males) base endurance. This is a majority of races, and the 3-18 point system is meant to have 10 be the average. All human races had a -10 to int in DF, all elves beasts and redgaurds had -10 con. Does that mean all humans should have -2 int? I think that the norm should be based on... the norm. Give the elves +2 int for being smarter, +2 con on humans for being more athletic.

And that is not what a sorcerer does. If not sorcerer, barbarian would be at least better than ranger.

Sorcerers are quite adept at the manipulation of magic, although they do not generate their own magical energy. Rather, they absorb the energy of spells cast at them, and use this energy to power their own spells. Special traits: 3x intelligence in spell points, can't regenerate magicka, spell absorbtion, leather and chain armor only, no shields. HP gain per level is limited to 6.

the original premise of the sorcerer in ES was basically similar to a mage with the power that became The Atronach sign in MW (there were no signs in the earlier games the special weaknesses were part of your class) and better weapon flexibility.

here are Argonians skill modifiers in MW
+5 Spear
+15 Athletics
+5 medium armor
+5 mysticism (this basically is divination, teleportation, and counterspells)
+5 alchemy
+5 unarmored (maybe I should stick with +1 NA)

Water Breathing, Immunity to poison, resist common disease 75%

Endurance is the same as elves, speed agility and intelligence tend to be high

Simply put, much of what you're presenting is a mistranslation of what the TES term or ability means or what the race as a whole is depicted as being like even if you ignore Oblivion's additions to the lore (which are substantial), and in many cases is also going to tag the race with an ECL which simply ends up crippling the things that it's supposed to be good at (this is a particular problem with spellcasters; your Breton is going to be at least LA +2 which means they'll end up being bad spellcasters rather than good ones).

tbh im not going to look at oblivion stats IMO the mechanics of the game are very poorly done (short and long blades combined, blunts and axes combined, polearms removed dont make me go on ffs). I would be very fine with my races being put at +1 or +2 LA, in this respect I want them to be unique but balanced towards each other rather than towards the core D&D races, though it might be a good idea to create watered down versions that could be used in a standard campaign.
Sulacu

10-14-07, 07:37 PM
I made a whole thread about this a while ago, complete with full LA +1 racial stats of all 10 base races and LA +1 comprehensive birthsign templates. And it got all swept under the rug, it seems :(. This saddens me, since all it needed was a bit of tweaking for balance. You can see it HERE (http://forums.gleemax.com/showthread.php?t=889541).
HCL

10-14-07, 09:42 PM
http://forums.gleemax.com/showthread.php?p=14078638#post14078638

epic idea bethsoft had imo, here is my translation of the eggmine concept
HCL

10-16-07, 04:37 PM
Khajiit:
Medium Humanoid (Khajiit)
+2 Dexterity, -2 Wisdom. Khajiit are graceful, but their curiosity and weak willpower often lead them into drug and alcohol addictions and various other vices.
+2 bonus on balance checks because of tail (if tail is somehow cut off this bonus is negated)
+2 on intimidate checks, tumble checks, jump checks.
+4 on climb checks because of claws (if somehow declawed bonus is negated). Climb is a racial skill for all khajiit and they can always choose to take ten on a climb check even when threatened or hurried.
+2 bonus on spot and listen checks
Low light vision
Natural Weapons: 2 claws 1d4
Favored Class: Rogue

Argonian:
Medium Humanoid (Reptilian)
+2 dexterity, +2 intelligence
+1 natural armor
+1 on attack rolls with simple and martial melee/reach weapons which do pierce damage (halfspear, spear, ransuer, etc)
30' swim speed, +8 racial bonus on swim checks can always take 10
Can hold breath for a number of rounds equal to four times their constitution score
+4 on fortitude saves against poison
+2 on fortitude saves against disease
Favored Class: Sorcerer

Orc:
Medium Humanoid (Elf)
+2 strength, +2 Constitution, -2 Charisma
Spell resistance = 5 + class levels
+2 Racial bonus to craft: blacksmithing.
Rage as a barbarian one a day, if already barbarian can rage an additional time per day (this is exactly how the warcraft PHB does it)
+1 natural armor bonus (I have to have this there are a bunch of books that talk about the thick skin of orcs)
Orcs gain the martial weapon proficiency for the battleaxe.
Favored Class: Fighter

Wood elf
Medium Humanoid (Elf)
-2 Strength, +2 Dexterity, +2 Intelligence
+2 on handle animal checks. Handle Animal is a class skill for wood elves.
+1 on attack rolls with thrown and projectile weapons
Weapon Proficiency (wood elf): All wood elves are proficient with the following weapons Short sword, rapier, dagger, shortbow and longbow (and composites), dart
+2 bonus on climb checks, improves to +4 when climbing trees. Climb is a class skill for all wood elves.
Low light vision
Spell like abilities as druid of class level: Speak with Plants 1/Day, Charm Animal 1/Day, Speak with animals at will
Favored Class: Ranger

Breton
-2 Constitution, +4 Intelligence, +2 Wisdom
Spell Resistance = 10 + levels in PC classess
+2 bonus on heal, spellcraft, knowledge(arcana), concentrate, and craft(alchemy) checks
Favored Class: Wizard

Nord
Medium Humanoid(Human)
+2 constitution
Resistance to frost 10, resistance to lightning 5
+1 on attack rolls using battle axes, great axes, maces, and warhammers
+2 on perform(vocal) checks, perform(vocal) is considered a class skill for all Nords
Favored Class: Barbarian

High Elf:
Medium Humanoid(Elf)
+4 intelligence, +2 wisdom, +2 Charisma
+2 on craft(alchemy) checks. This is a class skill for high elves.
+2 on fortitude saves against all diseases
-2 on saving throws vs magical effects
Vulnerability to fire (50%)
Vulnerability to frost and electricity (25%)
High elf wizards who choose to specialize in the field of evocation or conjuration only have to have 1 forbidden school of magic
Favored Class: Wizard

Dark Elf:
Medium Humanoid(Elf)
+2 Dexterity, +2 intelligence
Dark elf wizards who choose to specialize in the field of evocation only have to have 1 forbidden school of magic
Resistance to fire 5 points
+1 on attack rolls using light weapons
Favored Class: Any

Imperial:
Medium Humanoid(Human)
+2 charisma
+2 on diplomacy, bluff, and sense motive checks. These are class skills for all Imperials
Imperials have an extra feat at first level
Imperials gain the martial proficiency feat for the longsword
Favored Class: Warmage

Redguard:
Medium Humanoid(Human)
Redguards have an extra feat at first level
+1 on all attack rolls, and an additional +1 on attack rolls made with longswords, bastard swords, and greatswords
+2 on fortitude saves against diseases and poisons
Favored Class: Fighter

Edited stats for everything. Everything is meant to be balanced around LA +1. PEACH
baby_kamikaize_kobold

10-16-07, 05:58 PM
I was thinking shouldn't the Nord have a bonus to strength as well as con? And maybe a penalty to a mental stat.
HCL

10-16-07, 09:14 PM
I was thinking shouldn't the Nord have a bonus to strength as well as con? And maybe a penalty to a mental stat.

I figured that if I gave humans/orcs/khajiit 8 avg int (which is kind of silly when the mode is below the median) then I would need to do some other things to balance it out and that would complicate everything :). So I decided that redguard stats would be sort of the average 10 across the board and work from there.

If I gave Nord +2 to str I think it would be a bit overpowered, then I would need to subtract something and it would add unnecessary confusion. By giving them favored class barbarian they will tend to put their highest stat in str, putting them naturally ahead of imperials who will tend to put their highest stat in charisma or constitution being favored class warmage. This is what the stats in ES represented: tendency towards a certain stat and therefore a certain class as you could eventually get 100 across the board no matter what path you chose.

I think it will balance out at a LA +1.