Othniel Edden
2011-07-11, 08:24 PM
So I've built these two races based in an attempt to d20ise Elder Scrolls, and need help ensuring a third race is of equal power with them. The goal is to eventually have a full out d&d setting using features that make the game feel more like the Elder Scrolls series. Here is what I have on the Altmer(High Elves) and Dunmer(Dark Elves), and hopefully some input will be given on what the Bosmer (Wood Elves) will be like. If you feel either race doesn't balance out with another please feel free to point that out as well.
Altmer
http://images.uesp.net/6/6d/Lore-race-Altmer.png
Altmer (High Elf)
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races".
-2 Strength, +2 Dexterity, +2 Intelligence, Altmer are quick and smart, but physically weak.
Medium: Altmer are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altmer have a base speed of 30 feet.
+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Vulnerable to Electric, Fire and Cold damage. An Altmer takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Keen Senses: Altmer receive a +2 racial bonus on Perception skill checks as if they were actively looking for it
Innately Arcane:Choose a 1st level spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence-, Wisdom-, or Charisma-based (chosen when you select this race, you must have an 11 or higher in the chosen stat to use the spell-like ability)
Arcane Advantage: Altmer gain a +2 caster level bonus when casting spells from the spell list of their choice.
Bosmer
http://images.uesp.net/0/0e/Lore-race-Bosmer.png
Bosmer (Wood Elf)
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. 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, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
-2 Constitution, +2 Dexterity, +2 Wisdom Bosmer are quick and nimble both in mind and body, but aren't particularly hardy.
Small: Bosmer are Small creatures and gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Fast Speed: Bosmer have a base speed of 30 feet.
Low-Light Vision: Bosmer can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Bosmer are have Weapon Group (bows) and either Weapon Group (heavy blades) or Weapon Group (light blades) , and treat any weapon with the word “elven” in its name as a martial weapon.
+2 racial bonus on saving throws against common diseases. (This does not include supernatural diseases)
+2 racial bonus on Stealth, and Acrobatics checks
+1 racial bonus on attack rolls with Weapon Group (bows).
Charm Animal: Once per day a Bosmer may use Charm Animal as a spell like ability if their charisma is at 10 or higher. Caster level 1st; save DC 10 + Bosmer’s Cha modifier + spell level.
Dunmer
http://images.uesp.net/3/3e/Lore-race-Dunmer.png
Dunmer (Dark Elf)
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races.
+2 Dexterity, +2 Intelligence, –2 Charisma: Dunmer are quick in body and mind, but are inherently strange.
Medium: Dunmer are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dunmer have a base speed of 30 feet.
Low-Light Vision: Dunmer can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Dunmer are have Weapon Group (light blades) and either Weapon Group (heavy blades) or Weapon Group (bows), and treat any weapon with the word “elven” in its name as a martial weapon.
War Wizardry: Dunmer gain a +2 caster level bonus when casting spells from the Destruction or Mysticism spell lists.
Fire Resistance: Dunmer have fire resistance 5.
Altmer
http://images.uesp.net/6/6d/Lore-race-Altmer.png
Altmer (High Elf)
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races".
-2 Strength, +2 Dexterity, +2 Intelligence, Altmer are quick and smart, but physically weak.
Medium: Altmer are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altmer have a base speed of 30 feet.
+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Vulnerable to Electric, Fire and Cold damage. An Altmer takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Keen Senses: Altmer receive a +2 racial bonus on Perception skill checks as if they were actively looking for it
Innately Arcane:Choose a 1st level spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence-, Wisdom-, or Charisma-based (chosen when you select this race, you must have an 11 or higher in the chosen stat to use the spell-like ability)
Arcane Advantage: Altmer gain a +2 caster level bonus when casting spells from the spell list of their choice.
Bosmer
http://images.uesp.net/0/0e/Lore-race-Bosmer.png
Bosmer (Wood Elf)
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. 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, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
-2 Constitution, +2 Dexterity, +2 Wisdom Bosmer are quick and nimble both in mind and body, but aren't particularly hardy.
Small: Bosmer are Small creatures and gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Fast Speed: Bosmer have a base speed of 30 feet.
Low-Light Vision: Bosmer can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Bosmer are have Weapon Group (bows) and either Weapon Group (heavy blades) or Weapon Group (light blades) , and treat any weapon with the word “elven” in its name as a martial weapon.
+2 racial bonus on saving throws against common diseases. (This does not include supernatural diseases)
+2 racial bonus on Stealth, and Acrobatics checks
+1 racial bonus on attack rolls with Weapon Group (bows).
Charm Animal: Once per day a Bosmer may use Charm Animal as a spell like ability if their charisma is at 10 or higher. Caster level 1st; save DC 10 + Bosmer’s Cha modifier + spell level.
Dunmer
http://images.uesp.net/3/3e/Lore-race-Dunmer.png
Dunmer (Dark Elf)
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races.
+2 Dexterity, +2 Intelligence, –2 Charisma: Dunmer are quick in body and mind, but are inherently strange.
Medium: Dunmer are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dunmer have a base speed of 30 feet.
Low-Light Vision: Dunmer can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Dunmer are have Weapon Group (light blades) and either Weapon Group (heavy blades) or Weapon Group (bows), and treat any weapon with the word “elven” in its name as a martial weapon.
War Wizardry: Dunmer gain a +2 caster level bonus when casting spells from the Destruction or Mysticism spell lists.
Fire Resistance: Dunmer have fire resistance 5.