Talore
2010-06-14, 10:32 PM
So, as a personal project I'm developing a homebrew campaign setting for The Elder Scrolls series of games by Bethesda Studios (Ironically, it started as a homebrew D&D setting...)
Perhaps I will post it up when it is finally completed, but for now I've met a considerable roadblock. Making the stats for all the unique creatures! It is going to take a signifigant amount of time for me, which could be spent hiking or playing D&D. So my request is that if anyone knows of a creature from an official source that is very similar to one of the creatures listed in my big-ugly list of monsters to be done, I'd be in your eternal debt.
Also, if anyone has attemped this before or has created stats for some Elder Scrolls creatures, and felt like sharing, that would be doublly-awesome.
Once this does get posted online as a cohesive whole, I'd be vigilant to credit everyone that helps. :smallsmile:
Now, onto the list!
Plague Bear
Grahl
Horker
Riekling
Spriggans
Tusked Bristleback
Snow Wolf
Plague Wolf
Durzog
Ascended Sleeper
Ash Ghoul
Ash Slave
Ash Vampire
Ash Zombie
Corpus Stalker
Lame Corpus
Alit
Cliff Racer
Dreugh
Land Dreugh
Guar
Kagouti
Mudcrab
Netch – Bull and Betty
Nix-Hound
Shalk
Slaughterfish
Flame/Frost/Storm Atronach
Clannfear
Daedroth -Khumat from Miniatures Handbook
Dremora
Golden Saint
Hunger
Ogrim
Scamp
Winged Twilight
Centurion Sphere
Centurion Spider
Steam Centurions
Centurion Archer
Kwama Forager, Queen, Warrior, Worker
Scrib
Ancestor Ghost
Bonelord
Bonewalker
Dwarven Spectre
Bonewolf
Deer
Mountain Lion
Timber Wolf
Imp -changed from devil to magical beast
Minotaur Lord
Goblin -Skirmisher, Berserker, Shaman, Warlord. *by Schylerwalker (http://www.giantitp.com/forums/showpost.php?p=8705701&postcount=4)
Ancient Ghost
Dread Zombie
Faded Wraith
Gloom Wraith
Headless Zombie
Nether Lich
Skeleton Champion, Guardian, Hero
Clannfear Runt
Spider Daedra
Stunted Scamp
Xivilai
Auroran (Ayleid)
Here are the player races
Altmer (High Elf)
+2 Intelligence, -2 Strength.
Medium: As Medium creatures, Altmer have no special bonuses or penalties due to their size.
Humanoid (Elf)
Elf base land speed is 30 feet.
Disease Resistance: Whenever an Alter character would roll a save versus a disease, he/she may roll twice and take the better roll.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Magika Aptitude: An Altmer gains a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks.
Weakness to Magika: Whenever an Altmer character would be dealt cold, fire, or lightning damage, he/she takes an additional 1 damage per damage dice.
Automatic Languages: Common and Meric.
Argonian
+2 Dexterity, -2 Wisdom, -2 Charisma.
Medium: As Medium creatures, Argonians have no special bonuses or penalties due to their size.
Humanoid (Reptilian, Aquatic)
Argonian base land speed is 40 feet.
Argonians have a swim speed of 30 feet. It can move through water at its swim speed without making swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Disease Resistance: Whenever an Argonian character would roll a save versus a disease, he/she may roll twice and take the better roll.
Amphibious: Argonians can breathe in both air and water.
Poison Immunity: Argonians are immune to all types of poison, magical or otherwise.
An Argonian has claws. While they don't constitute their own attack form, Argonian creatures enjoy a +1 racial bonus to attack and damage rolls with unarmed attacks, provided they are with hands.
Automatic Languages: Common and Deep Hist.
Bosmer (Wood Elf)
+2 Dexterity, -2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls. +4 bonus on hide checks, -4 penalty on grapple, lifting and carrying limits ¾ those of Medium characters.
Humanoid (Elf)
Bosmer base land speed is 30 feet.
Disease Resistance: Whenever a Bosmer character would roll a save versus a disease, he/she may roll twice and take the better roll.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Bosmer receive a +2 racial bonus to Craft (Alchemy), Hide, Move Silently. and Jump checks.
Spell-Like Abilities: 1/day- Speak with Animals, Charm Animal
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow),and shortbow (including composite shortbow), as well as all simple and martial thrown weapons, and simple and martial melee weapons with a range modifier, as bonus feats.
Automatic Languages: Common and Meric.
Breton
+2 Wisdom, -2 Constitution.
Medium: As Medium creatures, Bretons have no special bonuses or penalties due to their size.
Humanoid (Human)
Breton base land speed is 30 feet.
Elven Blood: For all effects related to race, a Breton is considered an elf. Bretons, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Magika Resistance: A Breton character gets a +2 racial bonus on saving throws against spells and spell-like effects.
Magika Aptitude: Bretons receive a +2 racial bonus to Craft (Alchemy), Knowledge (Arcana) and Spellcraft checks.
Dragon Skin: Once per day, as a Spell-Like ability, a Breton character can make their skin tough. This ability grants a +4 racial bonus to AC. This effect lasts 1 minute.
Automatic Languages: Common and Brettonic.
Dunmer (Dark Elf)
-2 Charisma
Medium: As Medium creatures, Dunmer have no special bonuses or penalties due to their size.
Humanoid (Elf)
Dunmer base land speed is 40 feet.
Resistance to Fire 5
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Magika Aptitude: Dunmer receive a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks.
Weapon Proficiency: Elves are automatically proficient with the longsword, shortsword, scimitar, greatsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
Automatic Languages: Common and Meric.
Khajiit
+2 Dexterity, -2 Constitution
Medium: As Medium creatures, Khajiit have no special bonuses or penalties due to their size.
Humanoid (Feline)
Khajiit base land speed is 40 feet.
Darkvision: Khajiit can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khajiit can function just fine with no light at all.
A Khajiit can use Cause Fear once per day as a supernatural ability, except there it can effect creatures with more that 6HD, and the will save DC is equal to 10+your charisma modifier+half of your hit dice.
A Khajiit has claws. While they don't constitute their own attack form, Khajiit creatures enjoy a +1 racial bonus to attack and damage rolls with unarmed attacks, provided they are with hands.
Khajiit gain a +2 racial bonus to Hide, Move Silently, Open Lock, and Jump checks.
Automatic Languages: Common.
Imperial
+2 Charisma, -2 Dexterity
Medium: As Medium creatures, Imperials have no special bonuses or penalties due to their size.
Humanoid (Human)
Imperial base land speed is 30 feet.
Spell-Like Abilities: 1/day- Charm Person, Touch of Fatigue, caster level equal to the Imperial's hit dice.
Imperials gain a +2 racial bonus to Diplomacy, Sense Motive, and Bluff checks.
Weapon Proficiency: Imperials are automatically proficient with the longsword, scimitar, and greatsword.
Imperials are industrious folk, and they gain +1 skill point per level, plus an extra 3 at first level.
Automatic Languages: Common.
Orc
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Humanoid (Orc)
Orc base land speed is 30 feet.
Magika Resistance: An Orc character gets a +2 racial bonus on saving throws against spells and spell-like effects.
Armor Proficiency: Orcs are automatically proficient with all armor types (light, medium, heavy) and with shields (excluding tower shields.)
Automatic Languages: Common, Orcish.
Nord
+2 Strength, -2 Dexterity
Medium: As Medium creatures, Nords have no special bonuses or penalties due to their size.
Humanoid (Human)
Nord base land speed is 30 feet.
Nordic Frost: Once per day, as a Spell-Like Ability, a Nord can deliver an icy grasp. This functions as a Shocking Grasp spell, except it deals cold damage, and your caster level is treated as half your level.
Woad: Once per day, as a Spell-Like ability, a Nord character can make his skin tough. This ability grants a +4 racial bonus to AC. This effect lasts 1 minute.
Weapon Proficiency: Nords are automatically proficient with the handaxe, battleaxe, greataxe, morningstar, light and heavy maces, and greatclub.
Resistance to Cold 5.
Automatic Languages: Common and Nordic.
Redguard
+2 Constitution, -2 Intelligence
Medium: As Medium creatures, Redguards have no special bonuses or penalties due to their size.
Humanoid (Human)
Redguard base land speed is 30 feet.
Once per day, a Redguard can cast Rage on herself as a Spell-Like ability, with a caster level equal to her hit dice; except she doesn't take the regular -2 penalty to AC.
Weapon Proficiency: Redguards are automatically proficient with all simple and martial weapons.
Disease Resistance: Whenever a Redguard character would roll a save versus a disease, he/she may roll twice and take the better roll.
Poison Resistance: Whenever a Redguard character would roll a save versus a disease, he/she may roll twice and take the better roll.
Automatic Languages: Common and Hoonda.
Birthsigns are here
You choose a birthsign upon character creation, reflecting your birthdate. This can never be changed. All the abilities are Extraordinary, except where noted. All the spell-like abilities have caster level equal to your hit dice.
The Apprentice
+1 Intelligence
+1 Caster Level
-1 to Saves against spells or spell-like abilities
The Atronach
+1 Charisma
Whenever a spell is cast at you that allows spell resistance, it has a 50% chance of failing to effect you.
-1 spell slot per level
The Lady
+1 Constitution
+1 Charisma
The Lord
+1 Wisdom
Cure Moderate Wounds as a spell-like ability 1/hour, self only.
Whenever you would be dealt damage by fire, you take an additional 1 point of damage per damage dice.
The Lover
+1 Charisma
Ghoul Touch as a spell-like ability 1/day, except there is no stench effect, the duration is 2 minutes, and the fortitude save is 10+half your HD+your charisma modifier.
When you use the ghoul touch SLA, you become fatigued for the rest of the encounter.
The Mage
+1 Wisdom
+1 Divine Caster level
The Ritual
+1 Wisdom
Turn Undead 3+cha times per day. Doesn't stack with other uses.
Heal as spell-like ability 1/day, self only, caster level equal to your level.
The Serpent
+1 Charisma
Serpent Spell – Once per day, you may simultaneously cast Inflict Moderate Wounds (others only,) Neutralize Poison, and Dispel Magic on yourself, simultaneously as an Spell-like ability, with a caster level equal to your level. The will save on the inflict spell is 10+half your level+your charisma modifier.
When you use Serpent Spell SLA, you become fatigued for the rest of the encounter.
The Shadow
+1 Dexterity
Once per day, you may cast Invisibility on yourself as a Spell-Like ability.
The Steed
+1 Dexterity
You base land speed increases by 10 ft.
The Thief
+1 Dexterity
Your base land speed increases by 5ft
Once per day, you may re-roll a dice you just rolled. You must take the second result, even if worse.
The Tower
+1 Constitution
Knock as a spell-like ability 1/day.
Once per day, when you would be damaged, you may instead reflect the damage back to it's controller. You must announce this before the damage occurs. If it fails (save, attack miss, etc,) your use is not used up.
The Warrior
+1 Strength
+1 Constitution
Some new subtypes to go along with the creatures: Kwama, Daedra, Blight.
Not sure about traits for the subtypes though.
Also if you have stats for random things in the games, like the gods or unique monsters/npc's then it'd also be appreciated!
Equipment rules as of July 9, 2010
New Weapons
Katana: Masterwork Bastard Sword
Dai-Katana: Masterwork Great sword
Broadswords: Same as Longswords, but 20-20/x2 critical, +1 to sunder attempts and +1 against disarms attempts.
Throwing Knives: Same as daggers
Tanto: Masterwork Dagger
Wakizashi: Masterwork Shortsword
New Weapon Materials
Mithral
-as Cold Iron, but no magic penalties, 30hp, Hardness 15 +2000gp
Glass
-Goes through damage reduction as if 5 less, half weight, keen, 20hp Hardness 15, +10000gp
Chitin
-not auto-masterwork, weighs half as much. 1 less hardness. +50gp.
Daedric
- +2 magic bonus to attack/damage for free, doesn't count towards magic property cost. Goes through all non-epic damage reduction. Hardness 40, HP 100, +50000gp*
Dwarven
- +2 hardness, +10 hitpoints, +2 saving throws. +600gp
Elven
- -1 damage per attack, Blunt->Slash, Weapon Finesse-able +600gp
Ebony
-as Adamantine (ignores hardness < 20. 40Hp, Hardness 20. +3000gp
Nordic. Imperial
-Masterwork. +300gp
Silver
- -1 damage, bypasses certain damage reductions 10hp Hardness 8 +400gp,
Orcish
- +1 damage (and attack) 30hp, Hardness 10, +2000gp
-Bows Only Modification-
Elven: Melee usage, Club/Quarterstaff
Mithral/Silver/Ebony: No bonus to attacks.
New Armor Materials
Netch Leather
-As normal leather
Chitin
-As normal, but half as heavy, -2 hardness +500gp
Elven
-Darkleaf/Leaveweave properties
Dwarven
- +2 hardness, +10 hitpoints, +2 saving throws. +600gp
Ebony
- as Adamantine, dr1/- per category. 40hp, Hardness 20. +5000 per category, +2000 shield
Glass
- +1 AC, -15% arcane failure, -1 category, max dex +3, penalties -4. 20hp, Hardness 15. +7500 per category, Shield +5000.
Daedric
- +3 magical AC, DR 10/-, (Heavy Only,) 100hp, Hardness 40. +50000gp*
Mithral
- -10% arcane failure, -1 armor category, max dex +2, penalties -3, 30hp, Hardness 15. Half weight +1k/4k/9k. Shield +1000
Orcish
- +1 penalties, +10% arcane failure, weight x1.5, +1AC. HP40 Hardness 10 +2000 per category, shield +1500
Dreugh
- As Mithral, but now organic. HP10 Hardness 10 +1.5k/+5k/+10k
Bonemold
- Now organic, changes heavy to medium. HP10 Hardness 10. +750gp.
*Daedric items are extremely rare, and uncraftable by non-dremora/daedra.
Perhaps I will post it up when it is finally completed, but for now I've met a considerable roadblock. Making the stats for all the unique creatures! It is going to take a signifigant amount of time for me, which could be spent hiking or playing D&D. So my request is that if anyone knows of a creature from an official source that is very similar to one of the creatures listed in my big-ugly list of monsters to be done, I'd be in your eternal debt.
Also, if anyone has attemped this before or has created stats for some Elder Scrolls creatures, and felt like sharing, that would be doublly-awesome.
Once this does get posted online as a cohesive whole, I'd be vigilant to credit everyone that helps. :smallsmile:
Now, onto the list!
Plague Bear
Grahl
Horker
Riekling
Spriggans
Tusked Bristleback
Snow Wolf
Plague Wolf
Durzog
Ascended Sleeper
Ash Ghoul
Ash Slave
Ash Vampire
Ash Zombie
Corpus Stalker
Lame Corpus
Alit
Cliff Racer
Dreugh
Land Dreugh
Guar
Kagouti
Mudcrab
Netch – Bull and Betty
Nix-Hound
Shalk
Slaughterfish
Flame/Frost/Storm Atronach
Clannfear
Daedroth -Khumat from Miniatures Handbook
Dremora
Golden Saint
Hunger
Ogrim
Scamp
Winged Twilight
Centurion Sphere
Centurion Spider
Steam Centurions
Centurion Archer
Kwama Forager, Queen, Warrior, Worker
Scrib
Ancestor Ghost
Bonelord
Bonewalker
Dwarven Spectre
Bonewolf
Deer
Mountain Lion
Timber Wolf
Imp -changed from devil to magical beast
Minotaur Lord
Goblin -Skirmisher, Berserker, Shaman, Warlord. *by Schylerwalker (http://www.giantitp.com/forums/showpost.php?p=8705701&postcount=4)
Ancient Ghost
Dread Zombie
Faded Wraith
Gloom Wraith
Headless Zombie
Nether Lich
Skeleton Champion, Guardian, Hero
Clannfear Runt
Spider Daedra
Stunted Scamp
Xivilai
Auroran (Ayleid)
Here are the player races
Altmer (High Elf)
+2 Intelligence, -2 Strength.
Medium: As Medium creatures, Altmer have no special bonuses or penalties due to their size.
Humanoid (Elf)
Elf base land speed is 30 feet.
Disease Resistance: Whenever an Alter character would roll a save versus a disease, he/she may roll twice and take the better roll.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Magika Aptitude: An Altmer gains a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks.
Weakness to Magika: Whenever an Altmer character would be dealt cold, fire, or lightning damage, he/she takes an additional 1 damage per damage dice.
Automatic Languages: Common and Meric.
Argonian
+2 Dexterity, -2 Wisdom, -2 Charisma.
Medium: As Medium creatures, Argonians have no special bonuses or penalties due to their size.
Humanoid (Reptilian, Aquatic)
Argonian base land speed is 40 feet.
Argonians have a swim speed of 30 feet. It can move through water at its swim speed without making swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Disease Resistance: Whenever an Argonian character would roll a save versus a disease, he/she may roll twice and take the better roll.
Amphibious: Argonians can breathe in both air and water.
Poison Immunity: Argonians are immune to all types of poison, magical or otherwise.
An Argonian has claws. While they don't constitute their own attack form, Argonian creatures enjoy a +1 racial bonus to attack and damage rolls with unarmed attacks, provided they are with hands.
Automatic Languages: Common and Deep Hist.
Bosmer (Wood Elf)
+2 Dexterity, -2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls. +4 bonus on hide checks, -4 penalty on grapple, lifting and carrying limits ¾ those of Medium characters.
Humanoid (Elf)
Bosmer base land speed is 30 feet.
Disease Resistance: Whenever a Bosmer character would roll a save versus a disease, he/she may roll twice and take the better roll.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Bosmer receive a +2 racial bonus to Craft (Alchemy), Hide, Move Silently. and Jump checks.
Spell-Like Abilities: 1/day- Speak with Animals, Charm Animal
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow),and shortbow (including composite shortbow), as well as all simple and martial thrown weapons, and simple and martial melee weapons with a range modifier, as bonus feats.
Automatic Languages: Common and Meric.
Breton
+2 Wisdom, -2 Constitution.
Medium: As Medium creatures, Bretons have no special bonuses or penalties due to their size.
Humanoid (Human)
Breton base land speed is 30 feet.
Elven Blood: For all effects related to race, a Breton is considered an elf. Bretons, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Magika Resistance: A Breton character gets a +2 racial bonus on saving throws against spells and spell-like effects.
Magika Aptitude: Bretons receive a +2 racial bonus to Craft (Alchemy), Knowledge (Arcana) and Spellcraft checks.
Dragon Skin: Once per day, as a Spell-Like ability, a Breton character can make their skin tough. This ability grants a +4 racial bonus to AC. This effect lasts 1 minute.
Automatic Languages: Common and Brettonic.
Dunmer (Dark Elf)
-2 Charisma
Medium: As Medium creatures, Dunmer have no special bonuses or penalties due to their size.
Humanoid (Elf)
Dunmer base land speed is 40 feet.
Resistance to Fire 5
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Magika Aptitude: Dunmer receive a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks.
Weapon Proficiency: Elves are automatically proficient with the longsword, shortsword, scimitar, greatsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
Automatic Languages: Common and Meric.
Khajiit
+2 Dexterity, -2 Constitution
Medium: As Medium creatures, Khajiit have no special bonuses or penalties due to their size.
Humanoid (Feline)
Khajiit base land speed is 40 feet.
Darkvision: Khajiit can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khajiit can function just fine with no light at all.
A Khajiit can use Cause Fear once per day as a supernatural ability, except there it can effect creatures with more that 6HD, and the will save DC is equal to 10+your charisma modifier+half of your hit dice.
A Khajiit has claws. While they don't constitute their own attack form, Khajiit creatures enjoy a +1 racial bonus to attack and damage rolls with unarmed attacks, provided they are with hands.
Khajiit gain a +2 racial bonus to Hide, Move Silently, Open Lock, and Jump checks.
Automatic Languages: Common.
Imperial
+2 Charisma, -2 Dexterity
Medium: As Medium creatures, Imperials have no special bonuses or penalties due to their size.
Humanoid (Human)
Imperial base land speed is 30 feet.
Spell-Like Abilities: 1/day- Charm Person, Touch of Fatigue, caster level equal to the Imperial's hit dice.
Imperials gain a +2 racial bonus to Diplomacy, Sense Motive, and Bluff checks.
Weapon Proficiency: Imperials are automatically proficient with the longsword, scimitar, and greatsword.
Imperials are industrious folk, and they gain +1 skill point per level, plus an extra 3 at first level.
Automatic Languages: Common.
Orc
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Humanoid (Orc)
Orc base land speed is 30 feet.
Magika Resistance: An Orc character gets a +2 racial bonus on saving throws against spells and spell-like effects.
Armor Proficiency: Orcs are automatically proficient with all armor types (light, medium, heavy) and with shields (excluding tower shields.)
Automatic Languages: Common, Orcish.
Nord
+2 Strength, -2 Dexterity
Medium: As Medium creatures, Nords have no special bonuses or penalties due to their size.
Humanoid (Human)
Nord base land speed is 30 feet.
Nordic Frost: Once per day, as a Spell-Like Ability, a Nord can deliver an icy grasp. This functions as a Shocking Grasp spell, except it deals cold damage, and your caster level is treated as half your level.
Woad: Once per day, as a Spell-Like ability, a Nord character can make his skin tough. This ability grants a +4 racial bonus to AC. This effect lasts 1 minute.
Weapon Proficiency: Nords are automatically proficient with the handaxe, battleaxe, greataxe, morningstar, light and heavy maces, and greatclub.
Resistance to Cold 5.
Automatic Languages: Common and Nordic.
Redguard
+2 Constitution, -2 Intelligence
Medium: As Medium creatures, Redguards have no special bonuses or penalties due to their size.
Humanoid (Human)
Redguard base land speed is 30 feet.
Once per day, a Redguard can cast Rage on herself as a Spell-Like ability, with a caster level equal to her hit dice; except she doesn't take the regular -2 penalty to AC.
Weapon Proficiency: Redguards are automatically proficient with all simple and martial weapons.
Disease Resistance: Whenever a Redguard character would roll a save versus a disease, he/she may roll twice and take the better roll.
Poison Resistance: Whenever a Redguard character would roll a save versus a disease, he/she may roll twice and take the better roll.
Automatic Languages: Common and Hoonda.
Birthsigns are here
You choose a birthsign upon character creation, reflecting your birthdate. This can never be changed. All the abilities are Extraordinary, except where noted. All the spell-like abilities have caster level equal to your hit dice.
The Apprentice
+1 Intelligence
+1 Caster Level
-1 to Saves against spells or spell-like abilities
The Atronach
+1 Charisma
Whenever a spell is cast at you that allows spell resistance, it has a 50% chance of failing to effect you.
-1 spell slot per level
The Lady
+1 Constitution
+1 Charisma
The Lord
+1 Wisdom
Cure Moderate Wounds as a spell-like ability 1/hour, self only.
Whenever you would be dealt damage by fire, you take an additional 1 point of damage per damage dice.
The Lover
+1 Charisma
Ghoul Touch as a spell-like ability 1/day, except there is no stench effect, the duration is 2 minutes, and the fortitude save is 10+half your HD+your charisma modifier.
When you use the ghoul touch SLA, you become fatigued for the rest of the encounter.
The Mage
+1 Wisdom
+1 Divine Caster level
The Ritual
+1 Wisdom
Turn Undead 3+cha times per day. Doesn't stack with other uses.
Heal as spell-like ability 1/day, self only, caster level equal to your level.
The Serpent
+1 Charisma
Serpent Spell – Once per day, you may simultaneously cast Inflict Moderate Wounds (others only,) Neutralize Poison, and Dispel Magic on yourself, simultaneously as an Spell-like ability, with a caster level equal to your level. The will save on the inflict spell is 10+half your level+your charisma modifier.
When you use Serpent Spell SLA, you become fatigued for the rest of the encounter.
The Shadow
+1 Dexterity
Once per day, you may cast Invisibility on yourself as a Spell-Like ability.
The Steed
+1 Dexterity
You base land speed increases by 10 ft.
The Thief
+1 Dexterity
Your base land speed increases by 5ft
Once per day, you may re-roll a dice you just rolled. You must take the second result, even if worse.
The Tower
+1 Constitution
Knock as a spell-like ability 1/day.
Once per day, when you would be damaged, you may instead reflect the damage back to it's controller. You must announce this before the damage occurs. If it fails (save, attack miss, etc,) your use is not used up.
The Warrior
+1 Strength
+1 Constitution
Some new subtypes to go along with the creatures: Kwama, Daedra, Blight.
Not sure about traits for the subtypes though.
Also if you have stats for random things in the games, like the gods or unique monsters/npc's then it'd also be appreciated!
Equipment rules as of July 9, 2010
New Weapons
Katana: Masterwork Bastard Sword
Dai-Katana: Masterwork Great sword
Broadswords: Same as Longswords, but 20-20/x2 critical, +1 to sunder attempts and +1 against disarms attempts.
Throwing Knives: Same as daggers
Tanto: Masterwork Dagger
Wakizashi: Masterwork Shortsword
New Weapon Materials
Mithral
-as Cold Iron, but no magic penalties, 30hp, Hardness 15 +2000gp
Glass
-Goes through damage reduction as if 5 less, half weight, keen, 20hp Hardness 15, +10000gp
Chitin
-not auto-masterwork, weighs half as much. 1 less hardness. +50gp.
Daedric
- +2 magic bonus to attack/damage for free, doesn't count towards magic property cost. Goes through all non-epic damage reduction. Hardness 40, HP 100, +50000gp*
Dwarven
- +2 hardness, +10 hitpoints, +2 saving throws. +600gp
Elven
- -1 damage per attack, Blunt->Slash, Weapon Finesse-able +600gp
Ebony
-as Adamantine (ignores hardness < 20. 40Hp, Hardness 20. +3000gp
Nordic. Imperial
-Masterwork. +300gp
Silver
- -1 damage, bypasses certain damage reductions 10hp Hardness 8 +400gp,
Orcish
- +1 damage (and attack) 30hp, Hardness 10, +2000gp
-Bows Only Modification-
Elven: Melee usage, Club/Quarterstaff
Mithral/Silver/Ebony: No bonus to attacks.
New Armor Materials
Netch Leather
-As normal leather
Chitin
-As normal, but half as heavy, -2 hardness +500gp
Elven
-Darkleaf/Leaveweave properties
Dwarven
- +2 hardness, +10 hitpoints, +2 saving throws. +600gp
Ebony
- as Adamantine, dr1/- per category. 40hp, Hardness 20. +5000 per category, +2000 shield
Glass
- +1 AC, -15% arcane failure, -1 category, max dex +3, penalties -4. 20hp, Hardness 15. +7500 per category, Shield +5000.
Daedric
- +3 magical AC, DR 10/-, (Heavy Only,) 100hp, Hardness 40. +50000gp*
Mithral
- -10% arcane failure, -1 armor category, max dex +2, penalties -3, 30hp, Hardness 15. Half weight +1k/4k/9k. Shield +1000
Orcish
- +1 penalties, +10% arcane failure, weight x1.5, +1AC. HP40 Hardness 10 +2000 per category, shield +1500
Dreugh
- As Mithral, but now organic. HP10 Hardness 10 +1.5k/+5k/+10k
Bonemold
- Now organic, changes heavy to medium. HP10 Hardness 10. +750gp.
*Daedric items are extremely rare, and uncraftable by non-dremora/daedra.