PDA

View Full Version : Tamriel d20 (PEACH)



hotel_papa
2009-02-07, 07:03 PM
This is my first attempt at a full home brew, and it's a big one. A very big one.
I'm running a game set in Tamriel, the continent that contains the settings for the Elder Scrolls games. This will be a high-powered game all around. I want each fight to be a clash of the titans.
I am setting my storyline 50 years after the dawning of the fourth era. Essentially, the three major things that the main character of Oblivion accomplishes (ending the Oblivion crisis, restoring the Knights of the Nine and saving the realm of Sheogorath) happened as long ago for Nirn as the Korean War did for us. It is a time of chaos, with the Empire existing in name alone.

Changes
Tamriel d20 contains the following changes to standard D&D rules.
-Most flying, long-range teleportation, alignment-dependant and divination spells have been removed.

-Any spell or effect that grants a miss chance of an ethereal or incorporeal nature is overcome or ignored by silver, Daedric, or enchanted weapons, as well as all spells that deal energy damage.

-Any spell that deals force damage instead deals negative energy.

-All spells are subject to spell resistance, unless cast by the target.

-Only small and medium creatures are limited to 5’ steps. Size large creatures can make 10’ steps, size huge can make 15’ steps and so on.

-There are no item creation feats.

-There is no longer a “body” or “face” slot.

-Characters (including all NPC's and most monsters) are created using the generic classes from Unearthed Arcana

-Craft (Alchemy) is now simply Alchemy. It no longer requires the crafter to be a spellcaster.

-The Use Magic Device skill no longer exists.

-Spellcraft has been folded into Knowledge (Arcana)

-Knowledge (Religion) includes information about the various pantheons, the undead and Daedric Princes.

-Knowledge (The Planes) includes information on the planes and varieties of Daedra.

-Knowledge (Nature) includes information about animals (as usual) and those monsters usually encountered in the wild.

-Knowledge (Local), Knowledge (History), Knowledge (Nobility & Royalty), Knowledge (Geography), Knowledge (Dungeoneering) and Knowledge (Architecture and Engineering) are now merged into Knowledge (Culture), which has several sub categories
Man – Includes Imperial, Nord, Redguard, and Breton areas and cultures.
Mer – Includes Dumner, Altmer and Bosmer areas and cultures.
Ancient – Includes Alyied, Reman, and Dwemer areas and cultures. Also includes knowledge of the monsters usually found in ruins.
Foreign – Includes Akaviri, Khajiit and Argonian areas and cultures.

- Players roll all the dice. (from Unearthed Arcana)

-Action Points (from Unearthed Arcana)



Races

All Races Size Medium, 30’ Movement Rate

Argonian
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Int, -2 Cha
Swim Speed of 30’
Racial Bonus to Natural Armor equal to 1 + ¼ the Character’s Level.
Immune to Poison, Breathes Underwater, +4 Racial Bonus to Saving Throws vs. Diseases. Skill Mastery: Choose a number of skills you treat as class skills equal to 1 + Int modifier. You may take 10 with these skills even when rushed or threatened.
Bonus Feat Weapon Focus (Any Melee), Skill Focus (Alchemy)

Argonians are the reptilian denizens of Black Marsh. Little is known and less is understood about them. 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 belie 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.
Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is therefore often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not express their emotions by shifting their face as man and mer do. The only emotion they can express facially is anger and the only sign for that is bared teeth.
Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster, City-Swimmer or Deeh the Scalawag. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.

Breton
Male: +2 Int, +2 Wis, -2 Dex, -2 Con
Female: +2 Int, +2 Wis, -2 Str, -2 Con
Spell Resistance equal to 10 + Character Level
Mage Armor 1/day as a spell like ability, caster level equal to your character level
+1 Caster Level in one spell casting class. If no spell casting class is present, any Breton can cast spells as a 1st level spell caster. Bretons without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus.

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era, now the inhabitants of the province of High Rock. They united in culture and language even as they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magic. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. 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.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs.
Breton culture follows a sort of magical counterpart to the medieval French, so French–based names are the most common among Bretons.

Dark Elf (Dunmer)
Male: +2 Dex, -2 Wis, -2 Cha
Female: +2 Dex, -2 Con, -2 Cha
Resist Fire 20, Bonus Feat Weapon Focus (Any) or Spell Focus (Any) Summon Ancestor Ghost once per day per four character levels as a standard action. This is an Extraordinary Ability. It can be directed as a free action and persists for 1 round per character level or until destroyed.
Ancestor Ghost Size Medium Incorporeal Undead. Fly 30’ Perfect Maneuverability.
No Str or Con. Creature’s Dex, Int, Wis, and Cha are equal to caster’s.
BAB, Base Save Scores and HP equal caster’s. Creature’s Armor Class equal to 10 + it’s Dex mod plus a deflection mod equal to 1 + ¼ the Caster’s Character level, rounded down. Feats: Same as caster’s plus Weapon Finesse. Skills: Same as caster’s, minus any that require it to manipulate solid objects or communicate.
The Ancestor Ghost can perform any normal combat action as an intelligent creature of its size and always acts to aid and protect its summoner. It is immune to mind-affecting magic, and cannot be turned or dismissed. It can only be through hit point loss. It attacks with the charnel touch class feature of a Dread Necromancer of the caster’s character level, except that instead of the contagion ability, it gains the ability to deal and d6/level damage with it’s scabrous touch uses, half of which is cold damage, the other half negative energy.

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.
Dunmer distrust and are treated distrustfully by other races. They are often proud, ruthless, cruel, and young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill reputation prevent them from gaining more influence.
The Dunmer can be said to be defined by their environment. An example of this is their connection to Red Mountain, which looms large in their collective thought as it does on the horizon. Its ash and lava sculpt the attitudes of Vvardenfell residents just as it does the landscape.
The Dunmer themselves, previously known as the Chimer (changed folk) due to their worship of the Daedra, rather than the Aedra worshipped by the other Aldmer in Summerset Isle, gained their dark skin as a result of the Battle of Red Mountain which involved the murder of an ancient and respected hero known as Nerevar Nerevar was suggested to have been murdered by his own Tribunal, which included Vivec, the warrior-poet, Sotha Sil, the clockwork sorcerer, and Almalexia, his wife. These three supposedly killed Nerevar in an attempt to attain immortal life and become "living gods". Orthodox history holds that the Daedra Azura (the Goddess of Dusk and Dawn and an ally of Nerevar), became angry and punished the entire Chimer race for letting such a disgrace happen and turned their skin as black as the Ashlands and their eyes as red as their hearts. However, some scholars suggest that this is merely a fable. Three of the favored expletives used by the Dunmer are "fetcher", "n'wah", and "s'wit".

High Elf (Altmer)
Male: +4 Int, -2 Str, -2 Dex
Female: +4 Int, -2 Str, -2 Con
+4 Racial Bonus to Saving Throws vs. Diseases. Spell Vulnerability: Spells that deal energy damage deal an extra 50% damage to High Elves. +2 Caster Level in one spell casting class or, if no spell casting class is present, any High Elf can cast spells as a 1st level spell caster. High Elves without spell casting levels can learn a number of additional 0th and 1st level spells equal to their Intelligence Bonus

In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves, but they 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 the magic they control.

Imperial
Male: -2 Wis, +2 Cha
Female: -2 Dex, +2 Cha
Charm Person: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Touch of Fatigue: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
+2 Racial Bonus to Diplomacy, Sense Motive and Appraise
Bonus Feat: (Any) and +1 Trained Skill, both chosen at 1st level.

Known as Cyrodils, or Cyro-Nordics, before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil 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. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires. The repeated rise and fall of Cyrodiil has never failed to reorder the continent, and each Empire has marked a new epoch in Tamrielic history.
Common Cyrodilic names, certain aspects of Nibenean architecture and Colovian martial tradition (military organization and equipment) should seem familiar, as they are inspired by the real world Roman Empire. In Tamriel, many of these parallels are in fact the result of Akaviri influence, dating back to the First Era cooperation between Reman I and the defeated invaders.

Khajiit
Male: +2 Dex, -2 Con, -2 Wis
Female: +2 Dex, -2 Str, -2 Wis
Darkvision 120’
Fear: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Claws deal slashing damage equal to a monk of the character’s level.

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, and sometimes spellcasters.
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.
Ta'agra, the native language of the Khajiit, is poorly understood by those of other races; this ignorance may be attributed primarily to the lack of Khajiit literature, the Khajiiti people making use of an oral method for the preservation of their history. The title "khajiit" is derived from the Ta'agra-ish words "khaj" and "-iit", a literal translation of which would be "one who deserts" (where "desert" in this case is the noun, , referring to a dry place, and not the verb, referring to abandonment). The Khajiit themselves, however, point out that the only action of value that may be taken in a desert is to walk; as such, a proper translation would be "one who walks in the desert". For this reason, "khajiit" is translated in short-hand as "desert-walker", and thus are many Khajiit known.
· "Jo" means "wizard".
· "Dar" means "thief". This appellation is not meant to imply a criminal, but rather, one who is clever, or else, particularly gifted with their hands.
· "Do" means "warrior". This title is rarely used by modern Khajiit, save it be for the Mane's personal guards, and masters of Goutfang, Whispering Claw, and Rawlith Khaj.
· "M" or "Ma" means "child" or "apprentice". Khajiit also use the word to imply one who is a virgin.
· "J," Ji," or "Ja" means "a bachelor" or "young adult". In the common vernacular, it means one who is young and lacks experience.
· "S" means "adult" or "an adult".
· "Ra" and "Ri" are used to imply great status, "Ri" being the highest honorific among the Khajiit, used by leaders of cities or tribes.
· "Dro" means "grandfather" and is meant as a sign of respect.
· "Khaj" means "desert".
· "Iit" is used to state where one lives, and is also used to define one's job.
· "Va" means "to be".
· "Rabi" is used to define ownership, as well as being the title for a style of shirt commonly worn by Suthay-raht.
· "Thjizzrini" means "foolish concepts," the closest translation of "rules" possible in Ta'agra.
· "Ri'sallidad" means "martyrs", but is used only in the case of those martyrs deserving special honor.
· "Vaba" means "it is".
· "Ja-Kha'jay" the "Lunar Lattice", occassionally translated as the "Moonstrings" by foreigners.

Nord
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, -2 Int, -2 Cha
Resist Cold 20
Nord’s posses the Powerful Build trait.
When a Nord gains proficiency in medium armor, he or she also gains proficiency with heavy armor.
Orb of Cold: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Shield: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.

As a people, Nords are far above average height, common at well over six feet, on the whole being shorter only than Orcs and Altmer. Furthermore, they are also one of the strongest mortal races, generally weighing in over 200 pounds, with broad barrel chests and unusually great muscle mass and bone density. They have exceptionally pale skin. This is due largely to the scarcity of direct sunlight in their native lands. They also have extremely long, thick hair, usually colored either blonde or brown, and rarely red, depending on if they have any Cyrodiil parentage. Their faces are distinctly noticeable for the “long” shape of the skull, with much defined cheekbones and less jaw definition, and with brows that usually line up more or less evenly with the chin. Their voices are specifically recognizable as some of the deepest, loudest voices amongst humans.
Most Nords have a basic knowledge of armed and unarmed combat, as throughout the long Nordic history of warfare, the ability to defend ones self has become a necessity in most families. Fighting ability is passed on from parent to child, and there is usually a family coat of armor and basic family weapons such as an axe or a shortsword which are passed along as well. Of all the crafts in the Empire, Nords excel above all others at forestry and woodworking, as well as skinning and leatherworking to a degree. Nordic woodcrafts are of the highest quality in all the regions of Tamriel, and Nordic animal pelts and even thick fur armors are among the finest in protection against both weapons and the cold. A strong and hardy, as well as independent people, the Nords are renowned for their innate martial talents.

Orc (Orsimer)
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +2 Str, +2 Con, –2 Dex, -4 Cha
Orcs posses the Powerful Build trait.
When an Orc gains proficiency in medium armor, he or she also gains proficiency with heavy armor. An Orc of any class gains the ability to rage like a Barbarian of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede an Orc’s ability to rage. Orc Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Orc’s may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%

Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated barbarian beast peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah." 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.
Their religion centers around the worship of the Daedric Prince who governs outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah destroyed the Aldmeri God Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. Orc names always follow a strict format, being that they have a main name, and a gender prefix preceding a last name. For example, Burz gro-Kash, or Shingro gra-Gubbug. (gro = male, gra = female.

Redguard
Male: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Female: +4 Con, -2 Int, -2 Wis
When a Redguard gains proficiency in medium armor, he or she also gains proficiency with heavy armor. A Redguard of any class gains the ability to enter a Whirling Frenzy like a variant Barbarian (Unearthed Arcana p.66) of it’s character level, including times per day and Greater Rage, etc. Heavy Armor does not impede a Redguard’s ability to rage. Redguard Spellcaster’s may elect instead to Spell Rage as a Rage Mage (Complete Arcane p.72) of half his or her character level. Spell Raging Redguards may subtract 5% from their armor’s arcane spell failure chance for every two character levels, to a minimum of 5%
+4 Racial Bonus on Saving Throws vs. Poison and Disease
Bonus Feat: Weapon Focus (Any Melee)

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, and they have no connection with the ancestral human homeland of Atmora.
Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (such as earthquakes, tsunamis, and volcanic eruptions) or to the sword-magic revenge of a defeated band of Ansei called the Hiradirge. Upon the sinking of their homeland, the Yokudan fleet set sail to the east, eventually landing in Hammerfell.
Redguard society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the rulers are generally expected to have any knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military, and they are expected to prove themselves worthy or face death. The practice of eastern magic, or Nudri-hi, is greatly frowned upon by Crown and Forbear alike.
Redguards are a highly disciplined and enterprising people, having centuries of experience with warfare in their homeland. Their warriors are acknowledged to be among the best warriors in the world. The Redguards are likewise known for their naval prowess, and their fleets have proved a match for the Empire's best armadas, as seen at Stros M'kai.
As a race, the Redguards are of average human height, above average human strength and agility, and show a remarkable capacity for surviving in hot, dry climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. This depends on the degree of Nedic blood they possess, as most Forebears have at least some, having lived along side Nedic settlers for centuries. They possess very curly hair and rarely more than a wispy mustache and beard, and degree of body hair varies.

Wood Elf
Male: +2 Dex, -2 Str, -2 Cha
Female: +2 Dex, -2 Str, -2 Wis
+4 Racial Bonus to Saving Throws vs. Diseases
Charm Beast (Works like Charm Monster, but only on creatures with an intelligence of 1 or 2) 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Skill Mastery: Hide and Move Silently
Bonus Feat Weapon Focus (Any Ranged)

The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often 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. The specifics of Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races.


Lore


Dragons
Dragons are a rare (and often believed to be extinct) Akaviri race of large reptilian beasts capable of flight and the ability to create fire. Little is known of them, but they are very intelligent and were capable of communication with Nedic visitors to Akavir years ago. There are at least two subspecies of dragon; both a red and black variety. Their peoples there were killed by the Tsaesci, whereas the dragons in Vvardenfell were overrun by the invading cliffracers. They were said to have moved closer to Cyrodiil. It may be for this reason that dragons are sacred to the Empire, and the legends tell of their aid given to it during wars in exchange for shelter.

The avatar of Akatosh, the chief deity of the Nine Divines, the Imperial religion, is a golden dragon. Its relation, if any, to the Tamrielic dragons is unknown, but many stories tell of Akatosh co-mingling with and organizing groups of dragons. This representation may be metaphorical, however. If dragons still exist at all, they are never seen, although it had been suggested that they may be able to shapeshift in order to disguise themselves.
Dragons lived in and around isolated villages, located high in mountain ranges. If any of these settlements still exist, they remain undiscovered. The villages were aptly situated in areas that allowed both free flying without obstructions and flats for raising cattle. Dragons were known to keep deer and other animals for food, and their meals would simply involve flying low over a ranch and swooping down upon one of them. Dragons were also known to keep lairs, usually in derelict mining tunnels, safe from thieves and aggressors.

Materials

Silver weapons are almost a misnomer, created via a smelting process that produces a texture not unlike Damascus steel. The weapons are as strong as iron, if not stronger, and retain enough of the mythical properties of silver to affect even those unearthly enough to ignore most metals.

Elven refers to items designed and crafted by the ancient Ayleid probably long before the Empire came to power. Elven weapons combine strength, style, and curvy sleekness. The armor is light but durable, and is known for its unique style and maneuverability.

Remarkably light and flexible, volcanic obsidian glass armor absorbs and distributes shock better than steel while providing enough flexibility to grant the wearer a superior range of movement. In contrast to ebony, glass weapons are much lighter. These weapons are semi-translucent or opaque green and can give off a greenish-glow in the dark, shining like a torch at the will of the wielder.

The secrets of the Dwemer are long-forgotten. Dwarven pieces encountered throughout the land are thousands of years old, scavenged from abandoned Dwarf machinations sometimes found in ancient Dwemer ruins. Dwemer armor is heavy and cumbersome, but Dwemer craftsmanship and metallurgy are top tier quality in comparison to any modern metal armor style.The weapons are easily identified by the characteristic fork on the bottom of their hilt and their golden color. Enthusiasts pay fabulous prices for individual pieces, and the few complete sets are in the hands of collectors.

Orcish armor is an ornate but remarkably light steel plate worn over cloth padding. Light and comfortable in contrast to other steel plate designs, orcish armor commands premium prices from campaigning mercenary officers and style-conscious nobles.

Ebony is one of the most precious substances in the empire, mainly found in Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystallized blood of the gods. It is protected by Imperial law, and may not be mined or exported without an Imperial charter.

For many thousands of years, the exact way to produce Daedric equipment had remained a mystery to many people. It is wonderfully powerful and strong, and has an amazing potential for enchantments. Many believed them to originate only in the realm of Oblivion itself. Whoever discovered the process of forging Daedric equipment will remain a mystery, but the process itself will not. Daedric armor and weapons are created from Ebony. After the forging process, a conjurer then summons a lesser Daedra and binds its soul into the object. For the rest of eternity, this malevolent being is trapped within the cool metal, and those who wield such armaments swear they can sometimes hear their tormented moans. The equipment can give off a menacing red glow, shining like a torch at the will of the wielder.

Daedric Princes

Daedric Princes (sometimes referred to as Daedra Lords) are the most powerful of the Daedra, and thus most commonly worshiped as gods. Each has a particular sphere, which it is said to govern. The various Daedric Princes and their spheres are listed below. Although Daedric Princes may assume the form of a female, they have no inherent gender, and are all referred to as Princes. In all, there are 16 known Princes.

Daedric Princes find entertainment and humor in interfering with the affairs of mortals, but do not know the Western sense of "good" and "evil". Daedra usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation, in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon and Peryite.

Although the beings are considered evil by most, they are widely worshiped in the realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods. Mainstream religious authorities discourage this, and often mount witch-hunting expeditions to drive out Daedra worshipers from the local area. During these encounters they are often surprised at the marginal sanity that comes of worshiping the Daedric Princes.

The Daedric Princes seem to view men and Elves as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They often take a keen interest in their worshipers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future demons (assuming people of Demonic disposition enter Oblivion after death, that is; there are as many afterlife theories as there are religions in the world). For the most part, however, dealing with the Daedra, one gets the distinct impression of being mused over as though a man peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.

The Daedra see themselves as a superior form of life to all others and feel generally no need for any alliance or truce with any of the mortal races of Tamriel; however, there are Daedric Princes who can be summoned. There is a popular notion that the summoned lords will then give the summoner a quest or task to fulfill and that the quest, once completed, will be richly rewarded. Mostly these tasks are merely for the entertainment of the Daedra. This, however, is not always so, and Morian Zenas, author of On Oblivion, claims that he was able to successfully summon and deal with numerous Daedra without ever being asked to complete a task or a quest. However, this is probably not true of most Daedra summons, and the summoner would do well to consider the consequences of his actions in advance.

Azura
Azura is the Daedric prince whose sphere is dusk and dawn, the magic in-between realms of twilight. She is also known as Mother of the Rose, Queen of the Night Sky, and the Anticipation of Sotha Sil. Azura is often associated with the artifact, Azura's Star, a reusable soul gem. Azura is one of the few Daedra who could be considered "good" by mortal standards, and is presumably the only Daedra that shows any concern for the well-being of her mortal subjects, as is evidenced in books such as Invocation of Azura.
Moonshadow is Azura's plane of Oblivion, where she lives in a rose palace. According to The Doors of Oblivion, it is blindingly beautiful and colorful, with flowers, waterfalls, trees, and a city of silver.

Azura was the god-ancestor that taught the Chimer the mysteries needed to be different from the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god.

Boethiah
Boethiah (also spelled Boethia) is the Daedric prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. Though typically depicted as male, Boethiah is occasionally referred to as female, though of course such distinctions are somewhat irrelevant among the Daedric princes.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual Chimer, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle.

Clavicus Vile
Clavicus Vile is the Daedric prince whose sphere is the granting of power and wishes through ritual invocations and pact. Clavicus has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Clavicus himself is depicted as a jovial fellow with horns protruding from his forehead.

Hermaeus Mora
Hermaeus Mora is the Daedric prince whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. His name is also spelled Hoermius Mora, Hormaius Mora, or Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong (Foresters Guild), if only by association with his sibling, Mephala.

Apocrypha is Hermaeus Mora's plane of Oblivion, an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge.

Hircine
Hircine is the Daedric prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. Hircine's statue depicts him as a physically fit man whose whole head is obscured by a deer skull with long antlers. He is armed with a great spear and has a companion wolf.

Malacath
Malacath is the Daedric prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Aedroth Trinimac. The Orsimer ("Pariah Folk" in Elvish) or Orcs were also created, as they were Trinimac's devout followers. Malacath is not recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The Dunmer say he is also Malak (or Malauch), the god-king of the Orcs; he always tests the Dunmer for physical weakness. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him.

Malacath's plane of Oblivion is Ashpit. It is described as consisting only of dust, palaces of smoke, and vaporous creatures: "anguish, betrayal, and broken promises like ash filled the bitter air". Levitation and magical breathing are necessary to survive.

Mehrunes Dagon
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. Dagon's plane of Oblivion is known as Deadlands. As the name suggests, they are barren wastelands, consisting of blackened isles in a sea of lava.

Mephala
"As known in the West, Mephala is the demon of murder, sex, and secrets. All of these themes contain subtle aspects and violent ones (assassination/genocide, courtship/orgy, tact/poetic truths); Mephala is understood paradoxically to contain and integrate these contradictory themes." — Vivec and Mephala

Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, and the Anticipation of Vivec. Unlike many other Daedric Princes, who always appear as the same gender (e.g. Azura is always female, Sheogorath is always male), Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare. Mephala's only consistent theme seems to be interference in the affairs of mortals for amusement. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. Mephala sees the affairs of mortals as a weave; pull but one thread and the whole thing unravels. To the Dunmer, she is associated with more simple concepts- lies, sex, and murder. Mephala also helped directly to found the infamous cult/society of the Morag Tong. Some scholars also argue that when the Morag Tong was banished from the rest of Tamriel, they were allowed to continue to operate in Morrowind when they replaced their worship of Mephala with that of Vivec. As a reaction to this the Dark Brotherhood was formed, still worshiping and being led by the mysterious Night Mother, better known to Tamriel as the Daedric god Mephala.

In Morrowind, Mephala was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. Mephala, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses.


Meridia is an obscure Daedric Prince to mortal eyes, and very little is known about her. She is associated with the energies of living things and bears a special hatred for the undead. The Tract of Merid-nunda paints her as a "wayward solar daughter" who was "cast from the heavens for consorting with illicit spectra." Her realm is known as the Colored Rooms. Mankar Camoran attributes her (incorrectly) to Coldharbour, the realm of Molag Bal.

Molag Bal
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the King of Rape. His main desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms. He is a Daedric power of much importance in Morrowind, where he is always the archenemy of Boethiah, the Prince of Plots.

Molag Bal's plane of Oblivion is Coldharbour. The book The Doors of Oblivion says that his plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing.

Namira
Namira is the Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira's followers keep to themselves and prefer living peacefully in dark and squalid conditions, and will react violently at any attempts to "save" them from their abysmal, minimalistic lifestyles.

Nocturnal
Nocturnal is the Daedric Prince whose sphere is the night and darkness. She is also known as the Night Mistress. The Cyrodiilic Thieves Guild leader, The Gray Fox, has the Gray Cowl of Nocturnal, which truly represents the sphere's darkness quality; it permanently removes the wearer's specific identity from all history. Regardless, the Cyrodiil Thieves Guild venerates Nocturnal by ending talks with the saying "Shadow hide you."

Peryite
Peryite, also known as the Taskmaster, is the Daedric Prince whose sphere is the ordering of the lowest orders of Oblivion. Some accounts also claim his sphere is pestilence. Peryite's statue depicts a dragon, and is ostensibly concerned with ensuring all things are accounted for, neat, tidy and in their right order.

Sanguine
Sanguine is the Daedric Prince whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures. He often appears on the seals and signs of brothels and whore-houses. Sanguine is depicted as a portly man with a demon-like head with horns and always with a bottle in his hand, or a whore under his thumb.

Sanguine can mean either "cheerfully optimistic" or "bloody"; the double meaning is appropriate for a prince whose realm encompasses both the light and dark sides of passion.

Sheogorath
Sheogorath is the Daedric Prince of Madness, whose motives are said to be unknowable. His realm is known as the Shivering Isles, the Madhouse, or the Asylums.

Vaermina
Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens. Some have also claimed her sphere ties somehow to torture. Statuary of Vaermina depicts her as female.

Vaermina's plane of Oblivion is Quagmire. It is described in The Doors of Oblivion as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying: "a dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."

hotel_papa
2009-02-07, 07:05 PM
Encounters

Animals
The Animals of Tamriel are generally the same as animals in D&D, with a few exceptions.

Black Bear
Black bears are generally the same as they are in D&D, but all carry a 10% of being infected with Yellow Tick. They resist frost 10. Bears can be harvested for Bear Meat and Bear Pelts. They have double max normal hit points.
Boar
Boars are generally the same as they are in D&D, but all carry a 10% of being infected with Chanthrax Blight. They can be harvested for Boar Meat and Boar Hides. They are usually found in groups of 3-8. They have double max normal hit points.
Brown Bear
Brown bears are generally the same as they are in D&D, but all carry a 10% of being infected with Yellow Tick. They resist frost 10. Bears can be harvested for Bear Meat and Bear Pelts. They have double max normal hit points.
Deer
Deer are skittish, non-hostile creatures that will flee if approached. Does are more common and are found in herds of two or three. Bucks are solitary and notably hardier.
They can be harvested for Venison, but have a 10% chance of being infected with the disease Dampworm.
Dog
Dogs are generally non-hostile, although dogs protecting bandit or marauder camps may attack. They can be harvested for Dog Meat. These bandit dogs advance as an animal companion of one of the bandits (usually a Wood Elf) Bandit dogs have a 10% chance of being infected with the disease Witbane.
Mountain Lion
Mountain Lions have the same stats as D&D tigers, being much larger and more dangerous than the usual Mountain Lion. Each has a 10% chance of being infected with the disease Wither. They resist frost 10. They have double max normal hit points.
Mud Crab
Mud Crabs are pesky, weak predators found anywhere near or under water. They can be harvested for Crab Meat, but have a 15% of being infected with Swamp Fever. They have an irritatingly high AC (25) because of their rock-like shells and 2 hit points. They attack with their bite at +2 for d8 damage.
Rat
Rats in Tamriel are the size of wolverines. They use the same stats as Dire Rats. They can be harvested for Rat Meat or their bizarrely curative Rat Droppings, but have a 25% of being infected with any DC 15 disease. They have double max normal hit points.
Sheep
Sheep are non-aggressive creatures that wander around in (or near) sheepfolds, found outside of villages and farms. They can be harvested for Mutton but have a 10% chance of being infected with the disease Droops. Striking a sheep is illegal and will give you a bounty of 5 gold if you are seen doing it.
Slaughterfish
Slaughterfish are vicious underwater creatures that use the stats of size medium sharks. They can be harvested for their Scales, but slaughterfish have a 10% chance of being infected with the disease Greenspore. They have double max normal hit points.
Wolf
Wolves in Tamriel have the stats of Dire Wolves, and can advance as animal companions if found in Vampire lairs. They can be harvested for Wolf Pelts, but have a 10% of being infected with the disease Helljoint. They resist frost 10. They have double max normal hit points.

Daedra
Daedra
Daedra are creatures from the Planes of Oblivion.Unless otherwise noted, all Daedra have a natural armor bonus equal to ½ their level + their Con mod. When a Daedra summons another Daedra, the summoned Daedra remains until either it or the summoner are destroyed.
Clannfear
Starting Stats: Str: 16 Dex: 20 Con: 14 Int: 3 Wis: 14 Cha: 10
Clannfears are a fast-paced, dinosaur-like enemy with a triceratops-like head without horns.
Clanfear are size small and advance as warriors. They have a base movement speed of 50’ They attack with disporportionatly large claws that advance as a monk of their level. They are vulerable to electricity and resist fire 20. Their hide reflects 1 point of physical damage per 5 points dealt, which increases by 1 point every two levels. (So a level 10 clanfear reflects full damage taken, a level 20 clanfear reflects twice the damage taken) Clanfear can be harvested for their Clanfear Claws and Clanfear Leather.
Daedroth
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 10
Daedroths are huge, fast and strong. They resemble a huge, humanoid crocodile standing upright.
Daedroth are size large anthropomorphic crocidiles with a natural bite attack.They advance as warriors. Their bite attack deals B, P and S damage like a size huge monk of his level. Half of the damage is physical, the other half is fire damage from their boiling saliva. They are vulnerable to electricity damage, but resist fire 20. In addition to their natural armor bonus, Daedroths are protected at all times by the effects of Mage Armor. Daedroth can be harvested for their Daedroth Teeth and Daedroth Leather
Flame Atronach
Starting Stats: Str: 16 Dex: 18 Con: 14 Int: 10 Wis: 14 Cha: 14
Flame Atronachs are humanoids with a female body. Their bodies are composed of flames, over which they wear black metal armor.
Flame Atronach are intelligent, size medium fire elementals who advance in their own class, an expert with full casting progression, only fire spells are known. They can be harvested for Fire Salts. They have the usual elemental immunities. They are vulnerable to cold, heal one point for every 3 points of fire damage taken, and reflect physical damage like a clanfear. All damage reflected by a Flame Atronach becomes fire damage.
Frost Atronach
Starting Stats: Str: 16 Dex: 10 Con: 16 Int: 10 Wis: 14 Cha: 16
Frost Atronachs look like humanoid blocks of ice. Angry humanoid blocks of ice.
Frost Atronach are intelligent, size large elementals who advance in their own class, an expert with full casting progression, only cold and healing spells are known. They can be harvested for Frost Salts. They have the usual elemental immunities. They are vulnerable to Fire, heal one point for every 3 points of cold damage taken, and reflect physical damage like a clanfear. All damage reflected by a Frost Atronach becomes Cold damage.
Storm Atronach
Starting Stats: Str: 18 Dex: 10 Con: 18 Int: 12 Wis: 14 Cha: 18
Storm Atronachs are made up of large rocks that can spin around when preparing to attack; when they die, the rocks break apart and scatter everywhere.
Storm Atronachs intelligent, size large elementals who advance in their own class, an expert with full casting progression, only electricity spells are known. A Storm Atronach can, at will, surround itself with a hurricane of electicity and stones. Anyone within 5’ for every 4 hit dice of the Atronach at the beginning of it’s turn take it’s HDd6 damage, half of which is bludgeoning, the other half electricity. When a Storm Atronach is moving, it’s full form is swept up in this hurricane, giving it a fly speed of 40’ with perfect maneuverability. It must, however, end it’s move on a solid surface, or suffer appropriate falling damage. They have the usual elemental immunities. They heal one point for every 3 points of electricity damage taken, and reflect physical damage like a clanfear. All damage reflected by a Storm Atronach becomes Electricity damage. Storm Atronach can be harvested for Void Salts.
Scamp
Starting Stats: Str: 12 Dex: 12 Con: 12 Int: 3 Wis: 12 Cha: 10
Scamps are pesky, weak humanoids that make loud sniffing noises as they prowl around.
Scamps are size small humanoids that advance as warriors. They attack with claws that deal damage as a (size small) monk of their level. They have the ability to cast lesser orb of fire as a caster of their level as a spell-like ability at will. They are vulnerable to electicity but resist fire 10. At level 5, they gain spell resistance 6 + level. Stunted Scamps are a weaker version of the Scamp.Level: 7 Drops: Scamp Skin Attacks with claws and with targeted Fire Damage; can cast Reflect Spell once per day. Weak to shock, but resists fire. Scamps can be harvested for their Scamp Skin.
Spider Daedra
Starting Stats: Str: 10 Dex: 16 Con: 16 Int: 18 Wis: 14 Cha: 10
Spider Daedra are half-woman and half-spider.
Spider Daedra are size large creatures that resember Driders. They advance as spellcasters, but with a d8 hit die. They have the ability to summon a Spiderling as a swift action, but only one spiderling can be summoned per 4 hit die. A Spiderling is a size tiny version of a Spider Daedra that advances as a warrior of the Spider Daedra’s level –4. It’s bite attack advances as a size tiny monk of it’s level. Half of the damage is physical, the other half negative energy. On a successful bited attack, Fort Save or paralyzed for one round. DC is 10 + ½ the Spider Daedra’s hit die + the Spiderling’s Con mod. Spider Daedra are vulnerable to cold and electricity, but resist fire 20. They can be harvested for Daedra Silk and Daedra Venin.
Xivilai
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 20
Xivilai are powerful, blue-colored humanoid
Xiviali are size large humanoids that advance as warriors. They can summon a Clanfear of their hit die –4 as a swift action, but only one clanfear per 4 hit die can be summoned at once. They also cast any of the Orb spells as a caster of their character level as spell-like abilities at will. They typically carry high-quality two-handed weapons that they weild one-handed. They are vulnerable to shock, but immune to fire. They have spell resistance 10 + their hit die. If a spell fails to overcome their spell resistance, it has a 20% plus 5% per 2 hit die chance of being reflected back at a target (or targets) of the Xiviali’s choosing. Xiviali can be harvested for Daedra Hearts.

Dwemer Constructs
All dwemer constructs advance as warriors. They have DR/- equal to ½ their hit die, and a natural armor bonus equal to their hit die +4. They have a d12 hit die. They have no Con score. As they are machines, and not magically animated constructs, dispels and anti-magic have no effect on them. They are immune to most forms of magic except for those that deal cold spells. In addition to any normal effects (against which Dwemer Constructs receive no save) a dwemer construct targeted by a cold spell is slowed for a number of rounds equal to the spell level. All can be harvested for scrap metal.

Centurion Sphere and Centurion Archer
Starting Stats: Str: 16 Dex: 16 Con: -- Int: 16 Wis: 16 Cha: --
The Centurion Sphere is relatively common in Dwemer ruins. They may have served as guards or war-machines, as their two "arms" feature a sword and shield. Unlike the other two common types of Animunculi, the Centurion Sphere features a complex "eye" component. This is likely for purposes of targeting, as it must maintain a high level of control over its more complicated and delicate weaponry. It may also be similar to a gyro, in that it aids the construct in keeping balance over the sphere beneath it. When idle, the body can be retracted inside the sphere, with the shield forming the cap. The shield provides a +2 shield bonus to AC. They are crafty opponents, used as mobile flankers and reconnaissance by the Dwemer. Some sphere centurians were programmed to make sneak attacks and utilize stealth. The sword is a d10, 19-20 (x2) P weapons, At every 4th level, the weapons do an extra d6 of electricity damage as an extraordinary ability. The spheres can enter or leave ball form as move action. When in ball form, they have a move rate of 50’. In ball form, they have the option to ram into an opponent as a charge. This deals d6 / 2HD bludgeoning damage and, if it hits, requires a reflex or balance check equal to 5 + damage dealt or prone.

Variants
The Centurion Archer - Like the Centurion Sphere, but deploys by splitting the sphere into two wheels, emerging an upper body from the center of the sphere and deploying a crossbow-type right arm. The left arm is left free to reload its weapon. It deals the same damage as a sphere’s sword. The pistons in the Archer’s arm allow it to add its strength modifier to damage rolls.

Centurion Torchbearer – Like the Centurion Sphere, but its sword is replaced by a d6 19-20(x2) P weapon and an apparatus that gives the Torchbearer the ability to release a 15’ cone of black sludge as a standard action. Reflex DC 10 + ½ HD + Wis. Mod avoids. After 2 rounds, it explodes for d8/ 2 HD points of damage in a 15’ radius. Those covered in sludge take full damage, those in the radius can reflex DC 10 + ½ HD + Wis mod for half. This attack is usable every d6 rounds.

Centurion Shock Trooper – Like the Centurian Sphere, but not made for it’s resale value. The sword and shield are replaced by flail-like appendages that it wields as a double weapon whose ends are d8 20(x3) B weapons. It has the ability to go into overdrive mode, which acts like barbarian rage, but grants 2hp per HD instead of a Con bonus. This lasts for a number of rounds equal to ½ its HD. When overdrive ends or when it is disabled, the Shock Trooper explodes for HDd6 damage in a 20 radius, reflex DC 10 + ½ HD + Wis mod for half. Half of the damage is fire, the other half piercing.

Steam Centurions
Starting Stats: Str: 30 Dex: 10 Con: -- Int: 3 Wis: 14 Cha: 10

Massively strong and difficult to take down, the steam centurions represent the pinnacle of dwemer construction before their untimely disappearance. They are size large war machines used primarily for guardianship of those of singular importance, as well as their obvious capability in massed combat. Their right appendage ends in a massive spiked ball on a telescoping piston. This allows the weapon to be treated as either a reach or non-reach weapon at will. The spiked ball deals piercing and bludgeoning damage with a x3 crit. The damage is equal to a size huge monk of it’s hit die. The Steam Centurion moves at a speed of 30’. The Steam Centurion is made with the latest advancements of fortification techniques and has a bonus 2 hit points per hit die, in addition to it’s 30 point bonus for being size large. At 10 HD, the Steam Centurion is instead huge, with it’s stats adjusted accordingly.

Variants
Steam Behemoth - Instead of arms or legs, the chassis of a Steam Centurion are attached to two massive, studded rollers. This variant can move at a speed of 50’, and it’s attack is replaced with a Trample ability, which does 4d6+ str mod and a half. The size huge behemoth instead deals 4d8+ Str mod and a half. Trampled creatures can make an Attack of Opportunity at –4 or reflex to avoid DC 10+ ½ hit die +str mod.

Siege Centurion – This version of the huge Steam Centurion has it’s entire upper body replaced by a heavy ballista with a loading boom and eyes. It takes a full round to load itself. It has a Str of 16 and a Dex of 20. It’s move speed is reduced to 20’. The boom threatens adjacent squares with a d8 20(x2) B slam attack. The ballista fires as a heavy ballista, but making a regular attack roll instead of a profession (siege engineer) check. It has a 120’ range increment and deals 5d8 19-20(x2) P on a successful hit.

Monsters
Monsters
Monsters in Tamriel have little or nothing to do with their D&D counterparts. Unless otherwise noted, a monster has a bonus to it’s natural armor equal to ½ it’s hit die plus it’s con mod. When a monster summons another monster or animal, the summoned creature remains until either it or the caster are destroyed.

Minotaur
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 10
Minotaurs are size large humanoids that advance as warriors. After level five, they begin to advance as Warhulks. About one-third are armed with warhammers. They can be harvested for Minotaur Horns and Mintaur Leather. Their gore attack forces a Fort Save DC 10 + ½ the minotaur’ hit die plus its Str mod or a piece of your armor is destroyed. You can add your armor’s “plus” as a bonus to the saving throw. At level 10, the Minotaur gains Spell Resistance 10 + it’s hit die. When its horn starts to glow, the minotaur is preparing to head butt (which damages health and disintegrates armor).
Ogre
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 10
Ogres are size large humanoids that advance as warriors. After level five, they begin to advance as Warhulks. They attack with their fists, which deal damage as a size huge monk of their level. They can be harvested for their Ogre’s Teeth and Ogre Hide. They resist 5 points per 4 hit die of all energy damage, and have DR/- equal to ¼ their level, minimum one. They have a –4 racial penalty vs. poisons, and all poisons deal double their normal effect to ogres.
Troll
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 10
Trolls are size large humanoids that advance as warriors. After level five, they begin to advance as Warhulks. They have a base speed of 30’, which increases by 10’ every four levels. They can be harvested for Troll Fat and Troll Teeth. They attack with their claws, which deal slashing damage as a monk of their size and level. They are vulnerable to fire, and have Fast Healing equal to 3+1/4 their hit die (minimum 1)
Imp
Starting Stats: Str: 8 Dex: 20 Con: 10 Int: 10 Wis: 10 Cha: 20
Imps are small, winged humanoids that fly around but are fairly weak. They advance as spell casters, favoring ranged touch spells that take advantage of their natural ability to fly. They can be harvested for Imp Gall and Imp Wings.
Land Dreugh
Starting Stats: Str: 20 Dex: 10 Con: 20 Int: 3 Wis: 14 Cha: 10
Land Dreugh are large, dangerous creatures that appear part-crab and part-human. They are size huge and advance as warriors. After level five, they begin to advance as Warhulks. Their oversized pincers deal damage of a size gargantuan monk of their level. Half of this damage is slashing, the other half is electricity. Their armor-like shell grants them a +5 bonus to natural armor, in addition to a monster’s usual natural armor bonus. They can be harvested for Dreugh Wax. They have DR/- equal to ¼ their level, minimum one and resist all energy types 20
Spriggan
Starting Stats: Str: 10 Dex: 10 Con: 16 Int: 16 Wis: 20 Cha: 10
Spriggans are forest spirits that appear part-tree and part-humanoid. Spriggans can not go into a body of water (a pond or lake etc.). They are medium humanoids of the plant type that advance as spell casters, prefering druid spells. They are vulnerable to fire but resist electricity 20. They can be harvested for Taproot or Spriggan Heartwood. They can summon a black bear as a swift action but can only have one bear per four levels.
Will-o-the-Wisp
Starting Stats: Str: - Dex: 18 Con: 10 Int: 10 Wis: 14 Cha: 20
Will-o-the-Wisps are glowing, non-corporeal beings with powerful magical attacks. They are size medium and advance as spellcasters. They can activate Invisibility, Swift as a spell-like ability at will, and are immune to normal weapons. They do not have a natural armor bonus, but they add their Cha mod as a bonus to all saves and a deflection bonus to armor class. They, like incorporeal undead, ignore damage from normal weapons. They have spell resistance equal to 10 + their level.

NPC Opponents
Dremora
Dremora are not born, they are made from the essence of Oblivion itself. They are size medium humanoids that look like demons. They have an 18 in every stat, and every 3rd level, they go up in rank and put one point into each stat. They have the unique ability to, as an immediate action, reorganize their metabolism so that spellcasting, hit-points, saving throws and attack rolls can be based on a different ability score. (separate action for each stat) They have Spell Resistance equal to 10 + their level.
Dremora advance in their own character class, which has a full base attack, all good saves, d8 hit die, and half the spells per day and spells known of a spellcaster of their level.
They are equipped with unique Dremora weapons and armor. These look and function exactly like daedric weapons, but only provide an enhancement bonus equal to their rank –2 (minimum 1) and disintegrate if any attempt to enchant them is made. All Dremora are equipped with both melee and ranged weapons. Daedra Hearts can be harvested from all Dremora. The commonality of rifles amongst the dremora has lead some scholars to believe that Mehrunes Dagon had something to do with their invention.
Dremora can be summoned by conjurers, or found in dungeons, or on the plane of Oblivion. They speak Common and Kynazi, and are always LE. They are intelligent creatures who can only be soul trapped in black soul gems.
From: Varieties of the Daedra
The Dremora refer to themselves as 'The Kyn' ('the People'), contrasting themselves to other Daedra, whom they consider unthinking animals. The term 'kynaz' refers to a member of the Dremora race ('he of the Kyn').
The least of kyn castes are the Churls (levels 1-2), the undistinguished rabble of the lowest rank of Dremora. Churls are obsequious to superiors but ferociously cruel to humans and other Daedra.
Next in rank are the Caitiffs (3-5), creatures of uncalculating zeal and energy without discrimination. Caitiffs are used as irregulars in the faction wars of the Daedra, as berserkers and shock troops, undisciplined and unreliable, but eager and willing.
The highest of the regular rank-and file of Dremora troops are the Kynvals (6-8), warrior-knights who have distinguished themselves in battle, and shown the deliberate steadiness of potential war leaders.
Above the rank and file warriors of the Churl, Caitiff, and Kynval castes are the officer castes.
A Kynreeve (9-11) is a clan sheriff or clan officer. Kynreeves are typically associated either with a clan fighting unit or an administrative office in the order of battle.
The Kynmarcher (12-14) is the lord and high officer of a Daedric citadel, outpost, or gate. A Kymarcher's command is usually associated both with a unit and with a 'fief' -- a location or territory for which he is responsible.
Above the Kymarcher is the Markynaz (15-17), or 'grand duke'. A Markynaz is a lord of lords, and member of the Markyn, Mehrunes Dagon's Council of Lords.
The highest rank of Dremora is the Valkynaz (18-20), or 'prince'. This warrior duke is a member of the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of operations of particular importance or interest to Dagon.

Goblins
Goblins are humanoids that possess a wiry strength and strong patch of xenophobia. They increase in size as they grow more powerful, but even the small ones can be deadly. At levels 1 through 5, they are size small but with the powerful build trait. At level 5, they become size medium, but lose the powerful build trait. At level 10 they become size large. Each size increase grants the usual ability bonuses and penalties.
Goblins have a racial bonus to their natural armor equal to 4 plus ¼ their level, and will wear whatever armor they can scavenge. Their starting ability scores are Str16, Dex16, Con16, Int8, Wis8, and Cha6. Goblin Shamans instead have a starting Str8 and Wis16.
Regular goblins advance in the expert class, often learning stealth, scouting and ambush tactics. Goblin berserkers advance as warriors, and the most powerful among them is revered as the war chief, which gets second pickings of all magic items recovered by the tribe. The first pickings go to the real leaders of the tribe, the shaman, who advance as spell casters and carry the tribes tribal totem, a magical staff whose creation is a secret known only amongst the goblins (who are loath to share even the least bit of conversation. Talking to non-goblins is seen as treason and is dealt with harshly) Humanoids attempting to practice diplomacy with goblins take a –10 penalty to the attempt, as well as an additional –5 if they don’t speak Goblin. This can be offset with the presenting of tribute, the most effective of which being the tribal totem of another tribe.
Goblins share a universal hatred of the undead and will attack any on sight, save for those summoned (ironically enough) by their shamans.
When goblin caves are examined by the scholarly mind, one finds many insights into the level of intelligence and power of the eight goblin tribes, even those in groups that do not belong to a tribe. Often, prison cells can be found within the lairs holding captives that the goblins may have been using as some sort of hostage, though they are most often dead upon arrival. Furthermore, when the player closely studies the goblin, he finds a recognition of currency and its use (evidence of this would be the level of care goblins take to make sure their gold is safe and secure); when one examines the lair itself, he will more often find rooms with individual functions and purposes, such as dining halls, religious centers, storage areas, points of social gathering, and sometimes rooms as definite as throne rooms, armories, and kitchens. It can be concluded from this evidence that goblins are so sophisticated that their culture can be deemed, even by the most discriminate of scholars, as being somewhat, if not entirely, of a civil nature or "civilized."
Despite their intelligence, goblins are extremely hostile and generally respond with violence to any contact with the humanoid races of Tamriel. For the most part, though, goblins rarely venture far from their lairs except to embark on raids, be it on other goblins or unfortunate travelers or farmers. Raids seem to be the goblins' primary source of food, wealth, and equipment, as they have yet to be seen practicing agriculture or manufacturing on any apparent scale. The sole exception to this is their near-universal "domestication" of rats as a form of livestock, although the choice of rats may be one of necessity rather than taste. Regardless of these advancements, Azura seems to believe that they are beast enough for their souls to be captured in normal soul gems. In processes that few people talk about above a conspiratorial whisper, goblins can be harvested for Goblin Hide and Goblin Resin
Some Goblins raise a doglike reptilian beast known as a Durzog. Treat as a dire wolf that has a +4 bonus to natural armor and a bite a size category larger.

Bandits and Marauders
Bandits and Marauders plague the roads and dungeons of Tamriel. They can be of any race and birthsign.
Bandits are found in camps all over the face of Tamriel, commonly setting up ambushes along her roads, and bases in her dungeons. Many Wood Elf bandits have leveled fighting dogs as animal companions. Many Breton and High Elf bandits opperate as Bandit Hedge Wizards. Wood Elf, Dark Elf and Argonian bandits usually specialize in ranged sneak attacks. Orc, Redguard, Nord and Imperial bandits usually specialize in melee sneak attacks, with blunt weapons. (The idea being that a blade usually makes the target’s stuff to messy to sell later). Bandits are equipped with leveled gear, and start with the elite array for ability scores. Bandits are motivated only by a greed for money, and are typically very difficult to parley with.
Khajiiti culture is unique in it’s treatment of and concepts about thievery. As such, most Khajiit bandits are loath to join mixed race groups of bandits. They instead form small squads of highwaymen, who surround travelers and politely demand small fortunes of money to go away. If they are refused, they attack, usually using their racial martial arts. Unlike most criminals, when this payment is complete, the highwaymen usually stay true to their word and do not attack. Ever. Also, the poor gain a +15 circumstance bonus on the diplomacy check to keep them from attacking.
Marauders are usually found in dungeons. They are distinguishible from Bandits from their penchant for heavy armor and big weapons. Even their battlemages (who are almost always High Elves) wear heavy armor. Just like bandits, Wood Elf, Dark Elf and Argonian marauders usually specialize in ranged attacks. Orc, Redguard, Nord and Imperial marauders specialize in melee attacks, with big, two-handed weapons. Their tactics are usually more straight-forward than bandits’, but they have been known to still be brutally effective. Unlike bandits, who have no apparent rank structure, groups of marauders are usually lead by a marauder warlord, who is the most capable combatant (and carries the best gear). Marauders are equipped with leveled gear, and start with the elite array for ability scores.
Marauder units are made up of groups of people with a seeming sociopathic agreeability towards killing. Many former militia members fight side-by-side with ex-cons in these groups. This rage is channeled, however, through the strength of the Warloard. Marauders have a militia-like rank structure, it’s members refering to and defering to each other’s rank. The goals of each group vary from unit to unit, but are very rarely pleasant.
Bandits and Marauders are favored targets of Necromancers, as they are the only psuedo-legal way of harvesting Human Flesh, Human Hearts and Human Skin.

Conjurers and Necromancers (Spellcaster Cultists)
Raising the dead and trafficking with Daedra is dangerous at best, as the interaction with these unnatural creatures can have adverse effects on your psyche. There are cabals of spellcasters that reside in caves and ruins who’ve gathered for the purpose of studying dark, forbidden magics such as this. They defend their “homes” with xenophobic fervor.
They are usually equipt with as nice of daggers that they can find, as well as magically enchanted clothing (usually robes). and start with the elite array for ability scores. They can be encountered with their summoned or created creatures, as well as those that have transitioned to this plane more permanently. They are more often than not Bretons and High Elves who have given themselves to their spell craft a bit too fully.

Guards
City militias consist of warriors, usually Imperials, trained with a balance of melee, ranged, and communication skills. They serve as all facets of their city’s police force, from guarding VIPs to patrolling the streets; from investigating crime scenes to settling disputes. They have Search, Spot, Listen, Gather Information, and Sense Motive as class skills. If smart enough, they also take ranks of Diplomacy. They are issued chainmail armor and silver weapons.
Imperial Guards are more or less the same, with the addition of heavy armor proficiency and issued Imperial Steel Plate.
Guards patrol everywhere in cities, and there is a mandate in most cities that grants them permission to enter any building to at least 10’ inside the door, and further if they can establish just cause (such as hearing muffled screaming). Imperial guards on horseback also patrol most of the roads surrounding the Imperial City, and small squads of City militia members patrol around their cities. There are also a few remaining Imperial Foresters, Imperial guards who roam the wilderness, killing dangerous monsters and providing protection and mediation to the various small settlements that dot Cyrodil’s landscape.
When called, Guards will issue gold peace fines for crimes. Inability to pay will result in jail time. Resisting arrest will result in attack. Bounties stack, so robbing someone’s house could accrue the gold for the lock, five gold for trespassing, half the value of what’s stolen (which will of course will be confiscated, impounded as evidence and ultimately returned.) If you have increased the disposition of the arresting guard to helpful and your total bounty is less than 1000, the guard will usually take care of the fine for you, if no other guards are within earshot.
Crime Bounty
Trespassing 5 each
Lock picking Lock Value
Pick pocketing 25 each
Assault or Threats 40 each
Jailbreak 50 each
Murder 10,000 each
Theft 0.5 x total value
Hostile Spells 100 each
Summoning 100 each
Townsfolk

The various NPCs that populate Cyrodil are members of any of the three classes who have focused their skills, feats and/or spell selection on their particular trade or trades. Most Redguards, Orcs, and Nords have at least one or two levels of Warrior. Most Bretons and High Elves are full spell casters. It is therefore sometimes dangerous to assume that the lowly innkeeper or bookseller can be intimidated easily. Cyrodil is a dangerous place, and her citizens prefer to survive.

Undead
Undead are found in many Ayleid ruins and forts; they also appear in a few caves. Specialized types of ethereal undead inhabit the undercrofts of most chapels. When the undead summon another undead, the summoned undead remain until either it or the summoner are destroyed.

Skeleton
Starting Stats: Str: 16 Dex: 16 Con:-- Int: 16 Wis: 10 Cha: 10
Skeletons in Tamriel are not at all like normal D&D skeletons. They are the animated remains of intelligent warriors that remember much of their training as part of the living, coupled with a newfound hatred for all life. They are crafty opponents, and not to be trifled with.
Skeletons develop backwards. The most powerful skeletons are the ones most recently created, as they remember the most about their living existance. From that point on, they degrade. All skeletons level 3 and below have a cumulative 5% chance per round of combat (or other strenuous activity) of crumbling into dust from the strain.
When a skeleton is first created, it has the same physical stats as the warrior that it was created from. It then looses 1 point to each stat for every year it is active.
All skeletons are size medium, and possess levels of the warrior class. Their favored skills are spot, listen, jump and tumble. They possess the same reductions and immunities as normal D&D skeletons. Like the undead in D&D, skeletons possess no Constitution score. They add their Charisma modifier to their fort scores. Fallen Skeletons can be harvested for Bonemeal.
They are usually equipt with both melee and ranged weapons and are equally adept at using either. As firearms are a relativly recent innovation, most skeletons are not found with them.
From levels 1-3, skeletons are usually equipt with armor and weapons of poor quality or none at all.
From levels 4-7, a skeleton is referred to as a Skeleton Guardian. It wears Steel or Dwarven Armor (rarely complete sets) and carries silver or dwarven weapons.
From levels 8-11 a skeleton is referred to as a Skeleton Hero. It wears Dwarven or Orcish Armor and carry dwarven weapons.
From levels 12 and on, a skeleton is referred to as a Skeleton Champion. These skeletons wear Ebony Armor and carry Ebony Weapons and have the ability to summon a Skeleton Guardian as a standard action. There is no limit to the number of times per day this is used, but they can only have one active summons per four levels at a time.
A Skeleton Hero or Champion has a 30% plus 5% per level above 8 of possessing a firearm instead of a bow. (10% chance of being a blunderbuss, 25% of being a pistol, 65% of being a rifle)

Zombie
Starting Stats: Str: 16 Dex: 16 Con: -- Int: 3 Wis: 14 Cha: 16
Zombies in Tamriel are not at all like normal D&D Zombies. They are faster and hit harder, able to take full round actions without penalty. They possess a feral cunning and crave flesh, and are intelligent enough to make use of simple tactics. They are resistant to frost, vulnerable to fire, but have spell resistance equal to 6 + their level. Normal damage reduction for zombies still applies. Like the undead in D&D, zombies possess no Constitution score. They add their Charisma modifier to their fort scores. Zombies carry no armor, but they add ½ their level as a bonus to their natural armor, and their charisma modifier as a deflection bonus.
Unlike skeletons, a Zombie grows in power as it festers and rots, the diseases it carries acting as a sort of foul mutagen, hardening it’s muscles and increasing it’s need for hot flesh. At level 10, a zombie begins to exude a foul smelling mist. The mist spreads out five feet in all directions and breathing it in forces two fort saves, one to avoid nausea, and the second to avoid contracting Astral Vapors. The DC is equal to 10 + ½ the zombie’s level plus their cha modifier. A Dread Zombie, as these misty abominations are known, also have regeneration 5. Fire deals normal damage.
All zombies are size medium and possess levels of the warrior class. They attack with a natural slam attack that increases in potency as both an unarmed strike of a monk of their level and the charnel touch of a dread necromancer of their level. The contagion ability of the charnel touch is replaced with one of Tamriel’s many diseases. Zombie corpses can be harvested for Mort Flesh, Zombie Eyeballs, Zombie Hearts and Zombie Fluid, but doing so runs the risk of spreading disease.

Spirits
Starting Stats: Str: 16 Dex: 16 Con: -- Int: 20 Wis: 10 Cha: 16
Ghosts and Wraiths in Tamriel are not at all like normal D&D undead. They are the incorporeal remnants of fallen spellcasters. They are intelligent and powerful, and normal weapons, even high quality ones, pass through them with no effect. All incorporeal undead level as Spellcasters, but with d12 hit dice and a ¾ base attack. Their touch attacks deals damage as a sort of brilliant energy charnal touch, but with no added effects. At 4th level, spirits gain the ability to channel their spells through melee attacks, like a duskblade. At 18th level, they gain the ability to apply a channeled spell to every attack made in the round that it is cast. They are immune to cold damage and more powerful versions wield weapons alongside their spells. Incorporeal Undead can be harvested for Ectoplasm and Wraith Dust. Spirits add their Charisma modifier as a deflection bonus to their Armor Class. They also add their Charisma modifier to their fort scores.
From level 8 on, a spirit can usually be counted on to carry a one-handed weapon of quality appropriate to their level.
Unlike D&D incorporeal undead, there is no miss chance for incorporeality. They are just as easy to hit with energy damage or many other spells as any solid object. Also, incorporeal undead have no limitations in manipulating solid objects, but cannot take solid objects with them through walls.

Liches
Starting Stats: Str: 10 Dex: 10 Con: -- Int: 14 Wis: 14 Cha: 20
Liches in Tamriel are more or less exactly like liches in D&D. They add their Charisma modifier to their fort scores. They have the additional features of being vulnerable to fire damage, but all have spell resistance 10+their level (always spellcaster). Each spell that fails to overcome their spell resistance has a 50% chance of being absorbed (refilling a spell slot of the same or lower level) and a 50% chance of being reflected back at an opponent (or group of opponents, as the case may be) of the Lich’s choosing. Resisted spells that have no spell slots to fill are always reflected. Liches usually carry Enchanted Staves. The process of becoming a Lich wreaks havoc on their physical bodies. The unholy remnants of a Lich can be harvested for Bonemeal, Lich Flesh, Lich Salts and Lich Tar.

hotel_papa
2009-02-07, 07:06 PM
Enchanting Items

Soul Gems

Soul gem__Charges____HD___Price (Empty)_Price (Full)____XP (Full)
Petty _____10________1____100__________1000_________500
Lesser_____20________5____200__________2000_______ _1000
Common___30________10___400__________4000________2 000
Greater____40________15___800__________8000_______ _4000
Grand _____50________20___1600_________16000_______8000

Any caster can burn a spell slot for Soul Trap. It is a close-range ranged touch spell (universal) which allows a will save to negate, and lasts for a number of rounds equal to the spell level plus ¼ caster level. If the Soul Trap “takes” the enemy glows purple briefly, and if killed within the duration, it fills the lowest level soul gem it can fit in. A higher-level soul gem is converted instantaneously to the lowest that can hold the creature’s HD, irrevocably, if it is the only one in the caster’s possession.
Filled Soul gems are used to create and recharge magic items. The size of the soul gem used to make an item determines the maximum number of charges the weapon can carry. If used to refill an item, a larger soul gem will fill but not increase the total number of charges in the item. Using a filled soul gem to create or refill a magic item consumes the soul gem, regardless of the charges that may be in excess.
Filled Soul Gems are be used to fulfill the caster’s XP requirement for spells. If a soul gem is used as an XP component, it is consumed, regardless of the XP that may be in excess. This is now the only method of providing an XP component.
Using a Soul Gem to create an item takes an hour, regardless of item or effect. Using a Soul Gem to refill an item is a standard action.
Soul Gems can be purchased empty or filled from enchanters. They can also be found in dungeons and on enemy spellcasters, including Daedra and the Undead.

Enchanting Armor and Clothing

_____________Armor*_________________Cost
__Light___________Heavy
-1___Worn___________Rusty __________1/2
+0___Fur____________Iron____________0
+1___Leather________Steel___________+100
+2___Chain mail______Dwarven________+500
+3___Mithril__________Orcish__________+1000
+4___Elven __________Ebony__________+5000
+5___Glass___________Daedric_________+10000
*Medium armors can be of either type.

Armor types are based on Chain Shirts for light armor, Breastplates for medium armor, and Plate Mail for heavy armor. Shields are based on the Heavy Steel Shield. All other armor types are deleted.
The magnitude of bonus on the armor type is also added to the armor’s max dex rating, and is taken away from the armor check penalty (minimum 0) and from the chance for spell failure (minimum 0%)
Armor comes in several pieces. The cuirass, the central breastplate, is the most important part of the armor. Wearing this piece is solely what determines your armor bonuses and penalties. A cuirass takes up the torso slot and the shoulders slot.
The other pieces can be purchased and enchanted separately. Greaves, or leg armor take up the waist slot. Boots, and Gauntlets take up their usual slots. Helmets never take up a face slot. Gauntlets also provide their bonus to unarmed attack and damage rolls, and can be enchanted as weapons, independent of their armor enchantments. Both halves of a pair of gloves or boots must be worn to be effective.
Greaves, Helmets, pairs of Boots and pairs of Gauntlets cost 10% the base cost of their armor. Having a full set of armor of the same type grants you the armor’s “plus” as a circumstance bonus to initiative rolls, rolls to resist being grappled and reflex saves, as the armor is designed to move together. Wearing Greaves, Helmets, pairs of Boots and pairs of Gauntlets that are inferior to your cuirass carries no penalty. Wearing superior versions grant no bonus (save for the gauntlets of fist fighters)
There are also shields for each type of armor (The chain mail’s shields are called “light iron”), which do not count for or against this bonus.
The types of enchantments available depend on the caster. Only effects similar to the enchanter’s spells known can be created.
Each effect has a base cost, and each additional tier of effectiveness is equal to the previous cost plus the base cost. Each tier is referred to an effect multiplier.
Armor, Clothing and Jewelry are enchanted permanently, with constant or per-day effects. They do not require charges to provide their bonus. Like weapons, the magnitude of the enchantment is dependant upon the caster level of the enchanter, the quality of the soul gem, the quality of the armor and the amount of money spent. Armor can hold a number of effect multipliers equal to it’s plus times 3. A caster can make an armor piece with a number of additional effect multipliers equal to 1/2 his caster level (rounded down, minimum one). A soul gem can be used to create a maximum number of multipliers equal to ½ the hit dice it holds (minimum one). Several enchantments have flat costs. These can be made with any soul gem and placed into any armor, by a caster of a level equal to ½ (the cost divided by 1000) Flat cost enchantments do not count against the maximum number of effects an item can carry. All constant effect enchantments can be turned on or off as a swift action.
Jewelry and clothing have an inherent “plus” equivalent determined by their quality. This “plus” can be determined with a DC 20 Appraise check. Amulets take up a throat slot as usual, and only two rings can be worn. Pants take up the waist slot. High quality Robes take up the torso, shoulders and waist slots, but all enchantments on robes cost one half the normal base cost.



Example Armor and Clothing Abilities
· Ability Bonus: 3000gp for the first point, each additional point costs 3000gp more than the previous.
· Skill Bonus: 1000gp for the first 5 points, each additional five points costs 1000gp more than the previous.
· Remember Spell 1/day: 3000gp for a first level spell or lower, each additional spell level costs 3000gp more than the previous.
· Haste: 2500gp for 1 round/ day, 2500gp for each additional round per day.
· Water Breathing: 5,000gp
· Light: 50gp for the first 5’of torch-equivalent light, each additional 5’ costs 50gp more than the previous.
· Speed: 1000gp for the first 10’ bonus to all movement rates, each additional 10’ costs 1000gp more than the previous
· Deflection Bonus: 2000gp for one point, each addition point costs 2000gp more than the previous.
· Temporary Hit Points: 2500gp for 10/day, each additional 10/day costs 2500gp more than the previous.
· Reflect Physical Damage 10,000gp to reflect one point of physical damage for every 5 taken, each additional point of damage reflected costs 10,000gp more than the previous. Maximum 10 (so you can enchant armor to reflect 2x the damage you take) *You still take all 5 points, and this armor has no effect if you take less than 5 points of damage in a single attack. This has no effect on ranged attacks or damage done by spells.
· Reflect Energy Damage: 10,000gp to reflect one point of energy damage for every 5 taken, each additional point of damage reflected costs 10,000gp more than the previous. Maximum 10 (so you can enchant armor to reflect 2x the damage you take) *You still take all 5 points, and this armor has no effect if you take less than 5 points of damage in a single attack. This has no effect on spells that don’t deal energy damage. This effect reflects damage regardless of the distance of the caster. This effect can possibly destroy magical traps that target the wearer. (10% per effect multiplier).
(Others are possible, and will be determined by DM)
Flat Cost Enchantments
· Dark Vision 60’: 10,000gp
· Blind Sight 30’: 30,000gp
· Move Action as a Swift Action 1/day: 4,000gp.
· Standard Action as a Swift Action 1/day 12,000gp
· Full Round Action as a Swift Action 1/day 30,000gp
· Light Fortification: 4,000gp.
· Moderate Fortification: 12,000gp
· Heavy Fortification: 30,000gp


Enchanting Weapons


Weapons_____________Cost
-1___Worn orRusty____1/2
+0___Iron or Steel_____+0
+1___Silver __________+500
+2___Dwarven or Elven +1000
+3___Glass __________+20000
+4___Ebony__________+30000
+5___Daedric_________+50000

Any melee weapon can be (and must be) interpreted thusly
__________Light_1h________2h________Crit__________ _______Type
Simple:____d4___d6________d8________20x2__________ ______P,S or B
Martial:____d6___d8________2d6______(19-20)x2 or 20x3*____Any 2
Exotic:_____d8___2d6______3d6_______(19-20)x2 or 20x4*____Any 2
*Martial or Exotic weapons can instead have a crit range of (18-20) x2 at the expense of lowering their damage by one die type. One-Handed Martial weapons treated in this manner can then be finessed, as can all Exotic weapons treated in this manner.

The types of enchantments available depend on the caster. Only effects similar to the enchanter’s spells known can be created.
Each effect has a base cost, and each additional tier of effectiveness is equal to the previous cost plus the base cost. Each tier is referred to an effect multiplier.
The magnitude of the enchantment depends on the caster level of the enchanter, the quality of the weapon and the amount of money expended for the research and regents needed for the enchantment. A weapon can hold a number of charges equal to it’s effective “plus” times 10. A caster can make a weapon with a number of additional effect multipliers equal to ¼ his caster level (rounded down).
The number of uses before recharge is needed is equal to the maximum possible charges of the soul gem used divided by 1/100th the base cost.
Unless indicated, weapon abilities do not allow for saves or spell resistance (but creatures may be specifically immune to their effects. Weapons enchanted thusly deliver their effect upon successfully hitting the target (which may or may not actually deliver weapon damage). All weapon effects are triggered as a free action when the weapon strikes. Damaging effects stack, inflicting the damage with each successful, charged hit. Penalties do not stack.

Example Weapon and Staff Abilities
· Ability Penalty: 500gp for one point for one round, each additional point and round costs 500gp more than the previous.
· Ability Damage: 2000gp for one point, each additional point costs 2000gp more than the previous.
· Energy Damage: 100gp for one point, each additional point costs 100gp more than the previous.
· Paralysis: 5000gp for one round, will DC 15 negates. Each additional round (which is accompanied by a +2 to the DC) costs 5000gp more than the previous.
· Cure Damage: 100gp for the first point, each additional point costs 100gp more than the previous.
· Vulnerability* to Energy Type: 1000gp for the first 10% for one round, each additional 10% and extra round costs 1000gp more than the previous.
*This effect can instead lower a creature’s immunity to a particular energy type. The percentage of weakness is instead subtracted from 100%
· Curse: 250gp for a –1 penalty to attack rolls and saving throws for one round, each additional –1 and round cost 250gp more than the previous.



Enchanting Other Items

An item can be enchanted with an effect that is greater than either the item or the soul gem will allow. Doing so creates an item that can only be used once. Using such an item consumes the item. A one-shot item can be created to directly reproduce the effects of a spell. A caster can only reproduce a spell that she knows. This requires only the lowliest of filled soul gems, and gold equal to 1000gp per spell level. The caster level is the character level of the user. These items can be used by anyone with an intelligence of 10 + spell level or higher.
A non-worn, non-weapon item can be enchanted with the same effects as a weapon, which then fires the effect as a ranged touch attack with a range of close. Any item, from a quarterstaff to a crystal ball to a well-crafted beer stein can be enchanted as a staff, as long as it is worth 100gp or more. These effects are triggered as a standard action. Neither requires a caster level or any special ability to use magical devices.
These effects can be made into area effects. For the first five feet of radius of effect, multiply the cost to enchant by two. For every five additional feet of radius add one to this multiplier. Making an area effects have no additional effect on number of charges needed or used. For area effects, a reflex save is allowed for half. This is in addition to any other saves allowed to reduce negative effects. The base modifier to beat their reflex score is +5. Each multiplier also adds 2 to this modifier.
Different enchantments can be added to the same item. Each enchantment is paid for, charged and activated independently. The maximum number of charges for each effect is equal to the weapon’s maximum for the primary effect (which ever effect was placed in the weapon first) and is half the weapon’s maximum for each additional effect.


Guns

Guns are a new innovation in Tamriel. A few decades after their invention in High Rock to “let the kinks work themselves out”, Chancellor Ocoto authorized the manufacture of the Imperial Silver Turret Rifle, the new signature of the Imperial Guard.
Guns come in two basic categories, Rifles and Pistols. The Rifle is slower to draw and fire than the Pistol, but does more damage. Within each of these categories are sub-categories that are arranged from strongest and slowest to weakest and fastest: Flintlock, Turret, and Clockwork. Like other weapons, these range in quality from lowly Iron to mighty Daedric.

Weapon________Cost______Dmg_Range_Critical____Ammo _Reload Time
Martial Weapons
Blunderbuss*____200gp_____3d6__15’*__------____1____Standard
Exotic Weapons
Flintlock Pistol___100gp _____d10__50’___19-20 (x2)_1____Standard
Flintlock Rifle____200gp_____ d12__100’__19-20 (x3)_4____Full Round
Turret Pistol_____150gp_____d8___50’___19-20 (x2)_4____Move (bullet)
Turret Rifle______250gp_____d10__100’__19-20 (x3)_4____Standard (bullet)
Clockwork Pistol__200gp_____d6___50’___19-20 (x2)_6____Swift (magazine)
Clockwork Rifle___300gp_____d8___100’__19-20 (x3)_6____Move (magazine)
*A standard steel blunderbuss fires an area attack as a standard action. The shot fills a 15’ cone with small beads, dealing 3d6 piercing damage, Reflex for half. The shooter adds a +5 base bonus to his roll to overcome Reflex scores. Each “plus” added to the weapon instead adds a d6 to the damage and 2 to the roll to overcome. Weapon enchantments placed on a blunderbuss affect only those who fail their saves.

Ammunition costs the same as sling ammunition. Blunderbuss ammo costs 3 times that amount. Retrieving ammunition is a move action unless a bandolier is worn.
Reloading a weapon provokes an attack of opportunity unless it is a swift action or faster. If you are damaged while reloading, you must make a concentration check whose DC equals 10+damage dealt or you will drop the round or magazine you are attempting to reload the weapon with.
Any weapon with a magazine capacity greater than one can unload it’s remaining rounds in a volley of quick fire as a full round action. Each successive shot takes a cumulative –4 for rifles and –2 for pistols. Only the first shot (or two shots, if two pistols are being used) is precise enough to deliver sneak attack damage, but all shots carry the possibility of critical hits.
A weapon does not need to be fully loaded to fire, so a turret weapon can be reloaded with one round as a move action, then immediately fired as a standard.
Pistols are considered light weapons for the purposes of calculating penalties for two-weapon fighting.
The penalties for fighting with two weapons stack with the penalties for volleys of fire, but all weapons held can be fired in one full round action.

On Enchanters:
Enchanting requires the use of special Enchanting Alters. Enchanters rent these out to enterprising artisans at the rate of 250gp per hour. As each enchantment takes an hour, this can become costly. An Enchanting Alter is attuned to one hereditary bloodline, so stealing one is usually a frustrating endeavor. There are tales of ownerless alters in the world, but these are as rare as tufts of Slaughterfish Fur.
Enchanters can also be hired to create and charge magic items. Charging a magic item costs 100gp per point charged, and having an item created for you costs 10 times the base cost (but neither requires providing one’s own Soul Gem).

Special Magic Items

There are magical gems that can be found in ancient Alyied ruins. The secrets of their creation have been lost to history. They are time-consuming and dangerous to use in combat.

Varla Stones – These luminescent white gems are cut in sharp angles. Until they are used, they give off light like a torch. They allow a spell caster to fully recharge a number of magic items in their possession equal to 1 plus ¼ caster levels. Such a use consumes the stone. Using a Varla stone is a Full Round Action that provokes attacks of opportunity. Any damage taken while using a Varla stone requires a Concentration check equal to 10+damage dealt. Failing this check by 5 or more causes the Varla Stone to explode, dealing 3d6 un-typed damage per item it was attempting to charge. Exploding Varla Stones do not charge any items. Their market price is 10,000gp.

Welkynd Stones – These luminescent blue gems are cut in crude, blunted angles. Until they are used, they give off light like a torch Using one is a Full Round Action and can only be done by spellcasters. Doing so restores one spell slot of up to d6th spell level. Spending more than one round focusing on the gem grants a +1 to this roll, to a maximum of +5. A Welkynd stone can only restore a spell slot usable by the caster attempting to use it. Using a Welkynd stone provokes attacks of opportunity. Any damage taken while using a Welkynd stone requires a Concentration check equal to 10+damage dealt. Failing this check by 5 or more causes the Welkynd Stone to short out while liked to the caster’s mind, dealing to the caster 3d6 un-typed damage per spell level it is capable of recharging. Their market price is 2500gp.

hotel_papa
2009-02-07, 07:21 PM
Alchemy


Alchemy (Int.; Trained Only):
This skill allows you to identify the different properties of ingredients that can then be used to make potions and poisons. The potency of the potions/poisons you make is determined by your alchemy skill level. The Alchemy skill cannot be performed without a Mortor and Pestle.

Check:
Identification: This use of alchemy allows you to recognize and identify alchemical regents in the wild or as remnants of enemy’s slain. You may take 10 on this check if trained.
Name DC 5
First Effect DC 10
Second Effect DC 15
Third Effect DC 20
Fourth Effect DC 25
Wortcraft: Some ingredients may be consumed without much special treatment to gain a weak version of the benefits of their first effect. An ingredient can be prepared for consumption with a move action and DC 5 alchemy check. The ingredient is treated as a potion whose effects are ¼ each numerical variant. Consuming Wortcraft takes a full-round action. Poisons cannot be created effectifly with this method, as it requires the ingredient to be eaten, and changes the nature of the ingredient (and it’s smell) so that disguising it as food is impossible. This aspect of Alchemy can be used untrained and does not require tools.
Potion and Poison Creation:
To create a potion or poison, the alchemist first needs at least two ingredients with the same effects. These are the effects that can be made into a potion. Up to four ingredients can be used, with up to four effects total. Each desired effect of the potion requires a separate Alchemy check. Each subsequent effect added to a potion or poison imbues a successive –4 penalty to that Alchemy check. All bonuses granted by these potions are alchemical bonuses, and do not stack with themselves. Penalties administerd by poisons generally do not stack, but damage (including albility damage or “damage” to a list of spells per day) does.
Single Ingredient Potions
An alchemist can choose to take a –20 penalty to their alchemy check to create a full effect potion or poison from only one ingredient. Only the first effect of any given ingredient can be brewed into a single ingredient potion or poison.

Possible Potion (positive) Effects:
The effects of potions (even those that duplicate spell effects) are considered alchemical, not magical, and can therefore not be dispelled or negated by anti-magic. The exception is the dispel poison, which automatically removes any persistant alchemical effect.

Ability Bonuses: If you combine two ingredients that grant a bonus to an ability score, the bonus is equal to 1/8 your Alchemy Check and lasts for a number of rounds equal to your Alchemy check.

Action Point Boost: If you combine two ingredients that grant an Action Point Boost, the potion grants a bonus action point per round for a number of rounds equal to ½ your Alchemy check. This action point goes away at the end of each round if not used.

Blindsight: If you combine two ingredients that grant the Blindsight bonus, the potion grants blindsight out to a number of feet equal to your Alchemy check (rounded up to the nearest 5’) for a number of rounds equal to ½ your Alchemy check.

Chameleon: If you combine two ingredients that grant the Chameleon bonus, the potion grants an alchemical bonus to hide checks equal to ½ your alchemy check for a number of rounds equal to your Alchemy check. More importantly, the imbiber is considered to benefit from the Darkstalker feat for the duration of the effect.

Cure Wounds: If you combine two ingredients that grant the Cure Wounds bonus, the potion cures a number of hit points equal to ½ your Alchemy check. Special: You may add ¼ your ranks of Heal (including your wisdom bonus, if you have ranks in heal) as a bonus.
Darkvision: If you combine two ingredients that grant the Darkvision bonus, the potion grants darkvision out to out to a number of feet equal to twice your Alchemy check (rounded up to the nearest 5’) for a number of rounds equal to ½ your Alchemy check.

Deflection: If you combine two ingredients that grant the Deflection bonus, the potion grants a deflection bonus to defense scores equal to 1/8 your Alchemy check for a number of rounds equal to ½ your Alchemy check.

Empower Spell: If you combine two ingredients that grant the Empower Spell bonus, the potion grants the ability to empower any one spell of a spell level equal to 1/8 your alchemy check. This ability remains until it is used or a number of rounds equal to ½ your Alchemy check have passed.

Energy Resistance: If you combine two ingredients that grant an energy Resistance bonus, the potion grants resistance equal to your ½ Alchemy check rounded down to the nearest 5 for a number of rounds equal to ½ your Alchemy check.

Energy Riposte: If you combine two ingredients that grant an energy Riposte bonus, the potion grants the imbiber the ability to deal energy damage equal to ¼ your Alchemy check when struck by a natural weapon or non-reach melee weapon. It also deals this damage at the beginning of the imbiber’s round to any creature grappling or otherwise touching the imbiber, including swarms that have enveloped the imbiber. This lasts for a number of rounds equal to ¼ your Alchemy check.

Invisibility: If you combine two ingredients that grant the Invisibility bonus, the potion grants the imbiber the effects of an Invisibility spell which lasts for a number of rounds equal to ½ your alchemy check or until the imbiber attacks.

Light: If you combine two ingredients that grant the Light bonus, you have not created a potion that has any effect if imbibed. Instead, the potion vial can be used as a light source that produces full illumination out to a number of feet equal to your Alchemy check rounded to the nearest 5’ and shadowy illumination out to twice that number. This lasts for a number of rounds equal to three times your Alchemy check. The potion may also be used as weapon. If you succeed on a ranged touch attack against an enemy’s eyes (Their touch AC + 4) with the potion vial, you instead may blind them for a number of rounds equal to ¼ your alchemy check. (Fortitude negates) You gain an alchemical bonus to your roll to overcome their Fortitude score equal to ¼ your Alchemy check.

Neutralize Poison: If you combine two ingredients that grant the Neutralize Poison bonus, the imbiber is treated as if affected with the Neutralize Poison spell. If this potion is mixed with or added to a poison, the two cancel each other out and become salt water.

Remember Spell: If you combine two ingredients that grant the Remember Spell bonus, the potion grants the ability to regain any one spell slot of a spell level equal to 1/8 your alchemy check. This ability remains until it is used or a number of rounds equal to ½ your Alchemy check have passed.
Remove Disease: If you combine two ingredients that grant the Remove Disease bonus, the imbiber is treated as if affected by the Remove Disease spell. This potion can also be added to water, purifying a number of gallons equal to your Alchemy check.

Restoration, Lesser: If you combine two ingredients that grant the Lesser Restoration bonus, the imbiber is no longer fatigued, or is lessened to fatigued if exhausted. This potion also restores a number of points of temporary to any one ability score (decided at potion’s creation) equal to ¼ your Alchemy check.

Restoration: If you combine two ingredients that grant the Restoration bonus, the potion eliminates the fatigued or exhausted status, restores all ability score damage and/or drain to one ability score (decided at potion’s creation).

Resist Disease: If you combine two ingredients that grant the Resist Disease the imbiber is granted a bonus to his saves versus disease equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.


Resist Paralysis: If you combine two ingredients that grant the Resist Paralysis the imbiber is granted a bonus to his saves versus paralysis equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.

Resist Poison: If you combine two ingredients that grant the Resist Poison the imbiber is granted a bonus to his saves versus poison equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.

Speed: If you combine two ingredients that grant the Speed bonus, the imbiber is granted a bonus to all of his forms of movement equal to ½ your Alchemy check rounded down to the nearest 10’ (minimum 10’) for a number of rounds equal to ½ your Alchemy check. This potion can also be prepared with a bit of alcohol to created the effect of a Haste spell for ¼ the normal duration (So, 1/8 your Alchemy check)

Temporary Hit Points: If you combine two ingredients that grant the Temporary Hit Points bonus, the imbiber is granted a number of temporary hit points equal to ½ your Alchemy check. These last for a number of hours equal to ½ your Alchemy check or until lost.

Water Walking: If you combine two ingredients that grant the Water Walking bonus, the imbiber is granted the ability to walk on water as if it were land. Rough waters may be considered rough terrain and/or require balance checks at the DM’s discretion. This effect lasts for a number of minutes equal to ½ your Alchemy check.

Water Breathing: If you combine two ingredients that grant the Water Breathing bonus, the imbiber is granted the ability to breath underwater for a number of hours equal to ¼ your Alchemy check.

Possible Poison (negative) Effects:
All Poisons grant allow a saving throw to lessen or negate their effects as noted. The roll to overcome the target’s Save Score is equal to d20 + 1/2 the creator’s Alchemy check.

Poisons must be applied to a weapon and delivered through injury, or injested to be effective. Poisons remain potent until the first successful, damage dealing strike, or for one day, whichever comes first. Like potions, the effects of potions (even those that duplicate spell effects) are considered alchemical, not magical, and can therefore not be dispelled or negated by anti-magic. The exception is the dispel poison, that automatically removes any persistant alchemical effect.

Ability Damage: If you combine two ingredients that inflict damage to a particular ability score, the resulting poison deals damage to that score equal to 1/8 your Alchemy check, fortitude for half.

Curse: If you combine two ingredients that inflict the Curse penalty, the target receives a penalty to its attack and save scores equal to ¼ your Alchemy check, fortitude for half the effect and duration.

Dispel: If you combine two ingredients that inflict the Dispel effect, the creature is targeted with a Dispel Magic effect with a caster level equal to ½ your Alchemy check. The dispel poison, when imbibed, automatically removes any persistent alchemical effect, good or bad, instantaneously. It does not repair any damage done to either hit points or ability score. An imbibed dispel poison does not also target the imbiber with Dispel Magic.

Energy Damage: If you combine two ingredients that inflict energy damage, it deals a number of points of damage equal to ½ your Alchemy check.

Fortitude for Half. An energy damage poison can also be used as a grenade weapon that deals the same damage on a successful ranged touch, with a Reflex for Half.

Fatigue: If you combine two ingredients that inflict the Fatigue effect, the target is treated as though fatigued until the end of the encounter. If the target is already fatigued, he is considered exhausted. If the target is already exhausted, it falls unconscious for one round. Fortitude reduces duration to one round, or negates unconsciousness, if applicable.

Forget Spell: If you combine two ingredients that inflict the Forget Spell effect the target loses one spell slot of a spell level equal to 1/8 your alchemy check. Targets that make their save must instead make a DC 15 + Spell level concentration check or lose the next spell they attempt to cast.

Inflict Wounds: If you combine two ingredients that inflict the Inflict Wounds effect, the target takes a number of points of negative energy damage equal to ½ your Alchemy check. Will for half. An Inflict Wounds poison can also be used as a grenade weapon that deals the same damage on a successful ranged touch, with a Reflex for half

Paralyze: If you combine two ingredients that inflict the Paralyze effect paralyze the target for one round, rendering him helpless and prone. Fortitude reduces effect to slowed for one round.

Silence: If you combine two ingredients that inflict the Silence effect, the target is rendered unable to speak, thus making casting spells with any verbal components impossible. This effect lasts for a number of rounds equal to ¼ your Alchemy check. This poison can instead be prepared with alcohol, which renders it an oil of Silence. When applied to one’s equipment, grants an alchemical bonus to move silently checks equal to ½ your alchemy check for a number of rounds equal to your Alchemy check. Will for half duration

Slow: If you combine two ingredients that inflict the Slow effect, the target is treated as though affected by the slow spell for a number of rounds equal to ½ your Alchemy check. Will for half duration.


My alchemy spreadsheet (excel format) is available on request. I've included every Oblivion, Morrowind, Tribunal and Bloodmoon ingredient. (not Shivering Isles, yet) and changed every outcome to one more conducive to D&D.

New Spellcaster Rules



Spellcasters are the same as the Unearthed Arcana generic class, except as follows.

Hit Die:
Breton, High Elf, Wood Elf d4
Argonian, Khajiit, Dark Elf, Imperial: d6
Nord, Orc, Redguard: d8

Spellcasting
A spellcaster casts spells as a sorcerer. All her spells are considered arcane, and therefore subject to spell failure chance.

A spellcaster must choose at 1st level whether to designate either Intelligence, Wisdom or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's saves

The spellcaster’s spells known table represent only those spells that she learns at 1st level automatically and those she picks up for free with each level. Her spells known list can be augmented though purchasing spells, or learning them from tomes and scrolls, like a wizard.

Levels of Expert count as ½ a spell caster’s level when determining caster level, bonus spells known and spells per day. Levels of Warrior count as ¼ a spell caster’s level when determining caster level bonus spells known and spells per day. A character must have actual levels in Spellcaster or the racial spell casting ability of a High Elf or Breton.

New Rules:

·All spells are subject to spell resistance, except when cast upon one’s self.

·If a spell manifests with a particular energy type, an otherwise identical spell of a different energy type can be learned as well.

·Having a meta-magic feat allows you to learn a meta-magic version of that spell, when applicable, which you can then cast without altering it’s casting time.

·Any XP component can be provided with an appropriately filled soul gem.

·Summon Monster is now the only summon spell, but its list also includes more natural summons and the undead.

·Spellcasters ignore the percentage chance for spell failure of up to ¼ their level X 5%. This does not grant them proficiency in any heavier forms of armor.

·Spellcasters can create new spells. Creating a spell requires the use of a Spell Creation alter. New spell effects can be more powerful versions of current spells or altered versions of current spells. Making a new spell costs 300gp / Spell Level.
oSame Spell Level
§ A spell with the same effect (range, area etcetera) but different energy type.
§ A spell of a range of personal made into a range of touch.
o One Spell Level Higher
§ A spell of range of touch made into a close range ranged touch spell.
o Two Spell Levels Higher
§ A damaging spell with the same effect that does one die higher of damage. (d6s to d8s)
§ A spell with a duration measured in rounds/caster level becomes minutes per/caster level.
§ A spell with a duration measured in minutes/caster level becomes hours per/caster level.
o Four Spell Levels Higher
§ A spell of touch range instead affects 1 target per caster level. Each target must be within 30 of the caster or any other target.

·Spellcasters can learn new spells from magical writings and other spellcasters.

To decipher an arcane magical writing (such as a single spell in written form in a tome or on a scroll), a character must make a Kno (Arcana) check (DC 15 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular magical writing, she does not need to decipher it again.

Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll, she can attempt to use the scroll. She can also add the spell to her list of spells known by spending a day studying the spell. At the end of the day, she must make an Arcana check. (DC 20 + spell’s level). If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Arcana. A spell that was being learned from a scroll does not vanish from the scroll.

In most cases, wizards charge a fee to teach spells that they know. This fee is usually equal to the spell’s level × 500 gp. This does not require the deciphering of magical texts, and it grants a +2 circumstance bonus on the Arcana check (from the teacher’s aid another action). The spells a spell caster can learn can sometimes be more powerful than those she can create, reflecting the man-hours of trial and error put into their creation that an adventurer simply doesn’t have time for.


Experts and Warriors

Warriors and experts are the same as their counterparts in Unearthed Arcana, except for the following changes.

Warrior
Hit Die:
Breton, High Elf, Wood Elf d8
Argonian, Khajiit, Dark Elf, Imperial: d10
Nord, Orc, Redguard: d12

Expert
Hit Die:
Breton, High Elf, Wood Elf d6
Argonian, Khajiit, Dark Elf, Imperial: d8
Nord, Orc, Redguard: d10

hotel_papa
2009-02-07, 07:24 PM
Birthsigns

In Tamriel, a birthsign is the constellation under which a person is born. Each bestows upon those born under it unique magical powers, either passive or active. The thirteen birthsigns of Tamriel are:

The Apprentice
Grants a +2 bonus to the character’s Caster Level in one Spellcasting class, All spells that deal energy damage to you deal an extra 50%
Special: If a High Elf is born under this Birthsign, the bonuses and penalties stack with his racial bonuses and penalties (So, +4 CL and double damage from energy spells) Also, he is granted an extra spell known and spell per day per spell level.

The Atronach
Grants Spell Resistance equal to 10 + Character level.
Special: If a Breton is born under this Birthsign, his racial spell resistance increases by 2. In addition, any time a spellcaster fails to overcome his spell resistance, he regains the use of a spell slot of equal level. This has no effect if he has not used up spell slots of that level, or if he cannot cast a spell of that level.

The Lady
The Lady grants a +4 bonus to Wisdom and Constitution.

The Lord
The Lord grants the character Fast Healing 2 + ¼ character level, but at the expense of vulnerability to fire.
Special: Orcs born under this sign are called Trollkin, and instead gain Fast Healing 4 + 1/4 character level.

The Lover
The Lover grants a +4 bonus to Charisma and the ability to activate Charm Person: 1/day per 4 character levels as a spell like ability, caster level equal to Character level. At 1st level, the character must choose which mental ability score to base the Save DC of this spell upon.
Special: An Imperial born under this sign instead gains the ability to use Dominate Person in the place of his racial Charm Person spell like ability.

The Mage
The Mage grants a +1 Bonus to Caster Level in one spellcasting class.

The Ritual
The Ritual grants the character the service of an animal companion, as a Druid of half her level
Special: A Wood Elf born under this sign instead gains an animal companion of a Druid of her level.

The Serpent
The Serpent grants the character an inherient mastery over poisons. He is immune to all poisons. He gains Master of Poisons (Drow of the Underdark p. 51) as a bonus feat at first level, as well as the ability to add ½ his character level as a competence bonus to any Alchemy check involving poisons. At 3rd level he learns to apply poison as a free action instead of a swift action. At 5th level he begins to create poisons that linger longer on a weapon (or, if he’s ranged, it divides more generously amongst his ammunition). The poison affects the target of two attacks per dose. Each dose affects an additional target for every fifth level beyond level 5. (3 at 10th, 4 at 15th …) levelAt 6th level and every third level after that (9th, 12th and so on) he adds 2 to the DC of every poison he creates.

The Shadow
The Shadow grants the character the ability to activate Invisiblity 1/day per 4 character levels as a spell like ability, caster level equal to Character level.
Special: Argonians hatched under this birthsign are called “Shadowscales” and are trained from birth to be assassins. They have the ability to spend one of their uses per day of Invisibility as a full round action, meditating upon their training and channeling it instead into a Greater Invisibility effect.

The Steed
The Steed grants the Fast Movement progression of a Monk.
Special A Khajiit born under this sign learns to channel this speed into it’s attacks, gaining the Flurry of Blows progression of a monk, as well.

The Thief
The Thief grants a +4 Bonus to Dexterity and the ability to use d8s instead of d6s for Action Points, as well as an extra action point per level.
Special: A Dark Elf born under this sign gains a +1 luck bonus +1 per four levels to all of his saves, and the ability to keep the action point if he rolls a 7 or 8.

The Tower
The Tower grants the character the ability to activate Knock 1/day per 4 character levels as a spell like ability, caster level equal to character level.
It also grants the damage reduction progression of a Barbarian.
Special: A Redguard who is born under this sign is trained to become a Tower Warden, and his damage reduction bonus is doubled.

The Warrior
The Warrior grants a +4 Bonus to Strength and Constitution.
Special: A Nord born under this sign may also choose a bonus feat from the fighter feat list at 1st and every fifth level (5, 10, 15, 20)



Bonus Feats / Class Features


Given Feats

All characters are considered to have the following feats, regardless of written prerequisites. Some of the feats may have new prerequisites (shown in italics), and are granted once a character meets those prerequisites. There are also new feats, and changes to existing feats included in this list.

Arcane Strike: Complete Warrior p. 96 Prerequisite: Spellcaster Level 1 or Racial Spellcaster levels.
Dive for Cover: Complete Adventurer p. 108
Reflexive Reflux: As Dive for Cover, but for Fort Saves. Character is nauseated for one round after second attempt.
Scream of Clarity: As Dive for Cover but for Will Saves. Character is stunned for one round after second attempt.
Evasive Reflexes: Tome of Battle p. 30 (does not meet prerequisites as Combat Reflexes)
Goad: Complete Adventurer p. 108
Somatic Weaponry: Complete Mage p. 47 Prerequisite: Spellcaster Level 1 or Racial Spellcaster levels.

Bonus Feats
Each class gains a bonus feat at 1st level, and additional bonus feats at specific levels throughout the character's career. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. This list also includes all the class feature feats in the generic classes section of Unearthed Arcana There is no list of bonus feats to select from. There are also new feats, and changes to existing feats included in this list.

Divine Feats: Any Divine Feat that required the expenditure of Turn Undead uses has been deleted.
Dodge: Now provides a dodge bonus to AC equal to ¼ your base attack.
Endurance: Now combines the effects of Endurance and Diehard.
Leadership: Deleted.
Toughness: Removed, replaced by Improved Toughness.
Quick Draw also grants the character the ability to retrieve their ammunition as a free action.
Exotic Weapon Proficiency (Rifles) Grants the character the ability to fire a rifle from the prone, granting a +2 circumstance bonus to attack rolls.
Rapid Reload grants the ability to reload all firearms you are proficient with one step more quickly (Full to Standard, Standard to Move, Move to Swift, Swift to Free)

New Feats

Hail of Fire
You are practiced in loosing volleys of fire into your enemies, to devastating effect.
Prerequisites: Exotic Weapon Proficiency (Pistols or Rifles), Weapon Focus (Pistols or Rifles), Point Blank Shot
Choose a firearm type, either pistols or rifles. It must be the type you have selected for both your proficiency and weapon focus feats. You now only take half the usual penalty for executing a volley of fire with this type of weapon.
This feat may be selected as a Fighter’s bonus feat.

Rapid Volley
You can lay down suppressive fire on the move, sending wild shots into your enemies.
Prerequisites: Exotic Weapon Proficiency (Pistols or Rifles), Weapon Focus (Pistols or Rifles), Point Blank Shot
Choose a firearm type, either pistols or rifles. It must be the type you have selected for both your proficiency and weapon focus feats. You can now unleash a volley of fire as a standard action, at twice your usual penalty for successive shots.

Run and Gun
You cover your movements with terrifying swarms of bullets.
Prerequisites: Exotic Weapon Proficiency (Pistols or Rifles), Weapon Focus (Pistols or Rifles), Point Blank Shot, Dodge, Mobility, Shot on the Run, Rapid Volley
Choose a firearm type, either pistols or rifles. It must be the type you have selected for both your proficiency and weapon focus feats. You may unleash a volley of fire in place of your normal shot on the run. The normal penalty for unleashing a volley of fire as a standard action applies.

One Shot, One Kill
You take time to aim a rifle from the prone, to devastating effect.
Prerequisites: Exotic Weapon Proficiency (Rifles), Weapon Focus (Rifles) Weapon Specialization (Rifles) Point Blank, Precise Shot, Improved Precise Shot
When firing from the prone, you may elect to take a full round action to aim at one target within range. If, at the beginning of your next turn your target is still within range, you may fire an aimed shot as a standard action. Your circumstance bonus to hit triples to +6, and a successful hit is automatically considered a critical threat. If either your attack roll or your roll to confirm is within your crit range naturally, you deal no additional extra damage (still a standard critical) but force a fort save or death. You gain a bonus on your roll to overcome the targets fort score equal to the damage dealt.

Critical Defense
You are practiced at making yourself a dangerous target to attack.
Prerequisites: Base Attack of +8
When attacked, you prompt a critical fumble re-roll on a defense roll of a natural 19 or 20.

The following class features can be selected in place of one or two feats (unless noted, each may only be selected once).

Animal Companion
As a druid of your level. This can be selected any number of times by spending two feats at once. As such, it is only available to characters at a level when they gain two feats, such as level one. If you have the Ritual sign, you only need spend one feat for this feature. If you have the Ritual sign and are a wood elf, this animal companion is treated as a second, successive animal companion, and requires two feats. Each successive animal companion is treated as though you were –4 druid levels. The Natural Bond feat can be taken once per Animal Companion.

Arcane Channeling (Su)
As the Duskblade Ability. Prerequisite: Base attack +5, able to cast 1st level spells.

Arcane Channeling, Greater (Su)
As the Duskblade Ability. Prerequisite: Base attack +15, able to cast 4th level spells.

Favored Enemy (Ex)
As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2.
Categories: Daedra, Goblins, Monsters, Bandits, Marauders, Spellcaster Cultists, Animals, Constructs, Undead

Mettle (Ex)
As the Hexblade ability. Prerequisite: Base Fort or Will Save +3. This ability is only active for whichever base save or saves are at +3 or above.

Spell Edge (Su)
You may add the modifier of one mental ability score to damage dealt with your spells. You must select a different score than that you have chosen to base your spells upon. This is subject to all the limitations of the Warmage Edge class feature, and qualifies the character for the Extra Edge feat. Prerequisite: Spellcaster Level 1

Spell Protégé (Sp)
Choose one spell casting school (Alteration, Destruction, Mysticism, or Restoration). You gain the ability to cast a very limited selection of spells from that school. You gain one spell known and one spell per day for each spell level you would be able to cast from if you were a spell caster of your character level. Your caster level for these spells is equal to your character level. Spellcasters can take this feat to augment their spell casting list. This feat can be taken more than once. Each time it is taken, it provides another spell known and spell per day at each caster level. You also gain the use of the Arcane Strike and Somatic Weaponry feats. You determine the mental ability score that your spells are dependant on when taking this feat. You can only cast spells of a spell level equal to that ability score –11 (not 10) Prerequisites: Int, Wis or Cha of 13.

Sword Magic (Su or Ex)
You may choose one Maneuver from the Tome of Battle per spell level, of any path. You may choose a maneuver of up to ½ your level. Every two levels, you may change this maneuver to any other maneuver you qualify for of the same path as the first. You must meet the prerequisites of each maneuver. You are considered to know two more maneuver of any type for the purposes of meeting maneuver prerequisites only. Your initiator level is equal to your level. This Maneuver is chosen in lieu of a spell of it’s level, and counts as a spell of that level for the purposes of determining uses per day. You cannot use a maneuver to deliver a channeled spell or an Arcane Strike. This feat can be taken more than once. Each time it is taken, you may choose one more maneuver. Prerequisites Arcane Channeling or Spell Protégé.



Diseases
Diseases

The diseases of Tamriel are varied and deadly. Many monsters have a percentage chance to infect anyone they strike in melee with many varied diseases. The same percentage chance is rolled if the party touches the body after death. Onset and incubation are always immediate, Fort save negates. To determine what disease a given zombie or rat is infected with, roll a d20 for zombies or a d8 for rats. (For zombie rats… shut up.)

Name ___________Effect_______________________DC________ Source
Astral Vapors_____ Unable to Regain Spells_________30___Dread Zombie
Ataxia___________ Strength 1d6,Dexterity 1d6______15___Zombie(1)
Black-Heart Blight__Strength 2d6,Constitution 2d6___20___Zombie(10)
Blood lung________Constitution 1d6_______________15___Rat(1-2)
Bone Break Fever__Strength 1d6__________________15___Rat(3)
Brain Rot_________Strength 1d6__________________15___Rat(4)
Brown Rot________Strength 1d6, Charisma 1d6_____15___Zombie(2)
Chanthrax Blight___Dexterity 2d6, Dexterity 2d6_____20___Boar,Zombie(11)
Chills____________Int 2d6,Dex 2d6,Wis 2d6________20____Zombie(12)
Collywobbles______Str 2d6, Con 2d6, Dex 2d6______20____Zombie(13)
Dampworm________Dexterity 1d6_________________15____Deer,Zombie(3)
Droops___________Dexterity 1d6_________________15____Sheep,Zombie(4)
Feeble Limb_______ Strength 1d6_________________15____Rat (5)
Green spore_______Charisma 2d6__________________15___Fish,Zombie(5)
Hell joint__________ Dexterity 1d6_________________15___Wolf,Zombie(6)
Porphyric Hemophilia_Persistent Fatigue,Vampirism____25___Vampires
Rattles____________Dexterity 2d6, Wisdom 2d6_____20___Zombie (14)
Red Rage__________Strength 1d6, Wisdom 1d6_____15____Rat (6)
Rock joint_________ Dexterity 2d6_________________15___Zombie (7)
Rust Chancre_______Charisma 1d6, Dexterity 1d6____15___Zombie (8)
Serpiginous Dementia_Int 2d6, Cha 2d6, Wis 1d6_____20___Zombie (15)
Shakes_____________Dexterity 1d6________________15___Rat (7)
Swamp Fever________Str 2d6, Con 2d6____________20___crab, Zombie(16)
Wit bane____________Intelligence 1d6_____________15____Dog, Zombie (9)
Wither______________Str 1d6, Con 2d6____________20____Zombie (17-18)
Witless Pox__________Intelligence 1d6______________15____Rat (8)
Yellow Tick__________Str 1d6, Dex 2d6_____________20_Bears, Zombie(19-20)

expirement10K14
2009-02-07, 07:26 PM
Looking good so far. Just one tip- Use Bold, Underlining and Italics. They really help for readability.

hotel_papa
2009-02-07, 08:34 PM
Yeah, I wasn't expecting the transition from a formatted word doc. to be so brutal. Tab, tab... wherefore art mine tab?

In other news, along with my alchemy spreadsheet, I've also compiled a spreadsheet of every spell that isn't deleted (which includes everything 3.5 in print not Eberron or Faerun specific.) I also threw together a simple Word-based character sheet that reflects some of the variant rules I'm using and such. I've also made up a chart depicting the different diseases in Tamriel, including a way to randomly determine what that rat or zombie that bit you might have had. I've also got a LOT of info on the different pantheons, none of which will be converted into D&D gods, as there is no "divine" magic. All of my little documents and spreadsheets are available upon request. Send me a message with your e-mail and I'll send them to you in a 100% virus-free attachment.

Give it a look, ask some questions, and offer some criticism. Any advice on how to make the races and birthsigns more balanced would be welcome.

hotel_papa
2009-02-08, 09:45 AM
Seriously? No love?

keilyn
2009-02-08, 10:26 AM
Wow. I'm very impressed by the amount of work you put into all of this- for being your first homebrew, you really dove in headfirst.
While I enjoyed the game, I don't know that anyone in my group has ever played it, so I'm not sure if I can use it, but it never hurts to try. Well, it did hurt that one time I tried playing with fire, but that's another story.......

Back to the subject at hand. Kudos for the hard work - I'll see if I can't get some interest going in our group to help playtest some of this.

hotel_papa
2009-02-08, 11:08 AM
Thanks. Your group never having played the game is okay, actually. In fact, when I designed this for my group, it was kinda the point. I have a group that has a few seasoned veterans who have spent time on both sides of the DM screen, as well as a few enthusiastic newbies. I wanted to do something that would level the playing field. My aim was for as few of the creatures to act as their D&D counterparts as possible.

A lot of this info, and a lot of what I look forward to using as I run this, can be found herehttp://www.uesp.net/wiki/Main_Page

Fcannon
2009-02-08, 04:24 PM
Looks cool! Since you took out UMD, can anyone use any scroll like in the games? It wouldn't be too broken, since you removed Scribe Scroll, just control which ones they find in shops/loot. And have you thought about homebrewing Divine/Almsivi Intervention and Mark/Recall?

hotel_papa
2009-02-08, 09:09 PM
Looks cool! Since you took out UMD, can anyone use any scroll like in the games? It wouldn't be too broken, since you removed Scribe Scroll, just control which ones they find in shops/loot. And have you thought about homebrewing Divine/Almsivi Intervention and Mark/Recall?

Yeah, that is the general idea. Notice the fact that the soul gem requirement for scroll-type items is minimized, too. I wanted casters to be able to make one-shots if they need them. The soul gem requirement is another method of control.

Mark/Recall still kinda exist, as Word of Recall was one of the few (maybe only, actually) long range teleport spells left in the game. As for Divine and Almsivi Intervention... There is a low level divination spell from Complete Champion (I believe) called Find Temple. Casting that before Word of Recall seems like a good enough option. Teleporting spells can be pretty badly abused, so I eliminated most and made the rest either short range or high level.

Thank you for your interest. Only three replies in a day, and one was regarding my formatting... I was beginning to get depressed.

cody.burton
2009-02-09, 02:10 PM
In the lore part, you only talk about the Daedra for gods. Are the Nine Divines still worshiped, or did they disappear with the Empire?

hotel_papa
2009-02-09, 02:32 PM
Oh, no. They're all still there, as well as a separate pantheon for the Altmeri, Bosmeri, Nordic, Khajiiti and Redguard (Yokudan) traditional gods. I haven't posted them both because the doc. is huge and because all that info can be found on the UESPWiki (Unofficial Elder Scrolls Pages). Like I said, I'll send it, and any other resource I've put together to anyone wants it, via e-mail. Just PM me.

It's a site that's been around since Arena and was invaluable in making this homebrew.

slexlollar89
2009-02-10, 12:22 AM
Hey, just wanted to say... this is very very well done and I commend you for taking a geat series and translating it to a great system of gaming. Most of my players have never actually played any ES games, and would eagerly embrace this system.

Also did you base most of this of of Oblivion statistics? I was a big fan of Morrowind, and I even had to explain the whole Divine vs Daedra hing to a freind when we got in a fight (literal fight mind you :smallsmile:) over it...

Nice man, if you ever need a hand with the undertaking, or a second opinion, I know the series better than the back of my hand. However, your work clearly shows help is unneeded.

I don't have time to really PEACH your stuff, but most of it seems fine with the right DM (as most games are I find...).

Kudos man, keep up the great work!

hotel_papa
2009-02-10, 10:47 AM
Firstly, thanks, a lot. I really appreciate the interest.

I did base most of the races starting stats on Oblivion's starting stats. I more or less figured 40 to be even, no bonus or penalty, and adjusted everything else accordingly. Then I went through and changed some things for balance, playability and lore (why would lizardfolk who live in swamps have a Con penalty?)

As for Daedra vs. the Divines... the divines are made up of Aedra, beings who are similar in most respects to the Daedra except one very important one: The Daedra refused to have anything to do with creating the world, and thus retained all of their power.

(I have seriously been reading too much.)

One second, third and fiftieth opinion I would really appreciate is the balance between my PC races. I know they're all powerful, and I want them to be. I just want them to be equally powerful. Any fresh ideas on that would be very helpful.

Thanks, again.

Morty
2009-02-10, 11:08 AM
Whoa. Looks like a whole lot of effort. Respect.
As for the actual comments, I'm not sure about the balance of the races. The bonuses and penalties seem on par with what we see in The Elder Scrolls series, but I don't really think this "physical stats are worth more than mental stats" thing works. I'd treat all stats as equal, except maybe Charisma.

Draganta33
2009-02-13, 09:23 AM
dude i so look forward to kicking ass with your new brew!!

p.s. you smell like meat

Llama231
2009-02-13, 09:43 AM
Amazing amount of content!
Awesomesauceness. More respect.
Yes.:smallbiggrin:

link55557
2009-02-13, 06:36 PM
Seriously? No love?
Much love my man. I bow to your homebrewing prowess.

hotel_papa
2009-02-13, 10:00 PM
I appreciate it, I really do. I just wish the text would have translated better from my Word docs to the forums. As it is now, it's pretty hard to read.

As ever, if anyone wants me to send them the originals, just PM me and I'll e-mail them to you.

abfandango
2010-03-21, 07:20 PM
I absolutely love this. I've made my own homebrew for Tamriel d20, and taking a look at this has really helped me out. I've not just copied and pasted anything, but I have borrowed a few ideas and made them my own. I'm glad someone went through so much effort to put together a veritable encyclopedia on the subject. If you wouldn't mind sending the whole thing to me in an e-mail, I'd certainly appreciate it. I'd be happy to share what I have, if you'd like.

Again, wonderful job, man. A+

Temotei
2010-03-21, 07:46 PM
{table=head]Soul gem|Charges|HD|Price (Empty)|Price (Full)|XP (Full)
Petty|10|1|100|1000|500
Lesser|20|5|200|2000|1000
Common|30|10|400|4000|2 000
Greater|40|15|800|8000|4000
Grand |50|20|1600|16000|8000[/table]

Fixed. :smallwink:

DragoonWraith
2010-03-21, 07:57 PM
One thing I would caution you on - Oblivion is remarkably inconsistent about Lore, both internally, and in comparison to the other games (so is Arena, but that's less of an issue because Arena was the first game and it was a pretty generic D&D rip-off at that point). I strongly recommend perusing The Imperial Library (http://www.imperial-library.info/) for Lore info - there is a lot there that you would miss just playing the game, I'd think. Especially if the game in question was Oblivion.

For mechanics, on the other hand, Oblivion's probably the best. They streamlined the combat system quite a bit and added at least some variety to it, which is good. I'd improve on it still - especially with magic. Tamriel is an extremely high-magic setting, where even peasant farmers are capable of a simple Light or Flare spell. But magic in the game mostly comes down to very boring stuff - you can do much better, not being restricted by the limitations of doing it in a computer.

Over all, that would be my single biggest suggestion: do not emulate the games too closely. The games are explicitly a simulation of the world of Tamriel, restricted by hardware and software limitations. I'd recommend heavily basing as much as possible on the things written about the world, rather than the way the world appears in the games.

Also, you're pretty much going to have to decide for yourself if Cyrodiil, or Nibenay, anyway, is a tropical jungle or the temperate climate you see in Oblivion. Every game prior to Oblivion said it was a jungle (and Morrowind took place a mere six years previously, so without some ridiculous world-altering magic that never gets mentioned in-game, there's a discontinuity there. That's probably the most noticeable difference between Oblivion and the other games, though it's not really the most important.

If you have any questions about the lore, I'm pretty rusty, but I'll try. More helpful, though, will be the ESF Lore Forum (http://forums.bethsoft.com/index.php?/forum/16-elder-scrolls-lore/), where you should be able to find really serious lore gurus.

Maquise
2010-06-10, 11:56 AM
I noticed the Atronach birthsighn, as you have it, is very overpowered. In the games, they couldn't regenerate magicka, but I wonder how you could do that. Maybe, they have a 50% chance of absorbing a spell, not taking damage and regaining the use of one spell slot equal to that spell. Otherwise, they can't regain spells.

Arachu
2010-07-28, 01:47 PM
Or perhaps it regenerates an already-used slot?

tlhonmey
2011-11-21, 05:57 PM
Yes, the Atronach is a bit out of whack with its Elder Scrolls counterpart. A closer rendition would be that they get twice as many spell slots as a non-atronach of their level, but do not recover any when they rest, being forced to rely instead on their ability to absorb spells that don't beat their resistance and potions of remember spell.

Another alteration that would bring magic more in line with the power-points system used in TES is one that I occasionally like to use in other D20 games where, rather than a certain number of spells at each level, casters get a certain number of spell-levels per day and can use them to cast the spells they have memorised in whatever combination they see fit. Gets rid of the idiotic, "All I need is ray of frost and all I have left is finger of death" situations. Rules for wizards have to change a bit, but you've made everyone into sorcerors anyway so that shouldn't matter.