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View Full Version : [3.5E] The Elder Scrolls D&D-fied! (PEACH)



LordofBones
2012-01-24, 01:49 AM
Hello all, this is my first post here. I've had these sitting on my HD for quite some time, and Skyrim inspired me to go back to them. I'll be converting (or attempting to convert) the artifacts, relics and magic items of the Elder Scrolls to D&D 3.5. I attempted to convert the races at one point, but juggling the LA with the balance-hell that are the races of Nirn drove me nuts. There's a bit of mental gymnastics required with staves as well, but I converted them based on how they would function as D&D staves. The artifacts are also based on all their appearances, from Arena to Skyrim.

There are some issues with the prices here - in the case of epic items, I don't use the 'multiply price by 10' calculation since it strikes me as being really arbitrary. Otherwise, I'm open to suggestions, criticism and comments.

Here are the first three I set out to convert.


Auriel’s Bow
Price (Item Level): - (21st)
Body Slot: - (held)
Caster Level: 21st
Aura: overwhelming (DC 25); evocation
Activation: standard action
Weight: 3 lb

This beautifully crafted longbow is free of decoration and adornment; the pinnacle of a master's craft.

This modest looking Elven longbow is one of the mightiest artifacts in Tamriel’s history. Auriel’s Bow is a +5 longbow of unerring accuracy that also functions as a composite longbow if its wielder’s Strength score is greater than his Dexterity score. Arrows fired by Auriel’s Bow can have one of the following three effects; chosen by the wielder before making the attack.

Lightning Blast: +3d6 electricity damage on a successful strike.
Magicka Leech: 1d6 spell slots drained from target.
Sleep: up to 20 HD; Will negates (DC 23)

Once per day, an arrow fired by Auriel’s Bow can become an arrow of slaying. Anyone struck by this arrow must make a Fortitude save (DC 20) or die.

Lore: Created by the great Elvish demigod, Auriel's Bow is one of two mythic artifacts attributed to him. (Knowledge [religion] DC 20)
Auriel's Bow can turn any missile into a bolt of death and destruction. Without its master's presence, the bow draws on its own power and may abandon its wielder. (Knowledge [arcana] DC 20)

In the Forgotten Realms: Auriel's Bow was carried by a famous Elven hero, and is currently the focus of a search by the church of Corellon Larethian.


Spell Breaker
Price: 708,000 gp
Body Slot: - (held)
Caster Level: 25th
Aura: strong (DC 22), abjuration
Activation: standard action
Weight: 27 lb

Glittering brass and strange golden metals make up the surface of this massive shield.

Spell Breaker, superficially a +4 tower shield of great reflection of dwemer make, is one of the most ancient relics of Tamriel. Three times per day the shield’s bearer can cast silence as a 25th level caster.
Once per day the shield allows use of celerity as cast by a 25th level caster.

Lore: Spell Breaker, superficially a Dwemer tower shield, is one of the most ancient relics of Tamriel. Aside from its historical importance in the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spell caster, either by reflecting magicks or silencing any mage about to cast a spell. It is said that Spell Breaker still searches for its original owner, and will not remain the property of anyone else for long. For most, possessing Spell Breaker for any length of time is power enough. (Knowledge [arcana] DC 25)

Spell Breaker has since ended up in the claws of the Daedric Prince Peryite, and he often rewards mortals who perform tasks for him with it. (Knowledge [arcana/the planes] DC 30)

Prerequisites: Craft Epic Magic Arms and Armor; celerity, silence, spell turning.
Cost to Create: 354,000 gp + 14,160 xp; 354 days.

In the Forgotten Realms: Spellbreaker was crafted by the first Dwarven king millenia ago, and is now rumored to be in the hoard of a green dragon near Evermeet.


Oghma Infinium
Price: -
Body Slot: -
Caster Level: 30th
Aura: overwhelming (DC 25), universal
Activation: special
Weight: 4 lb

This heavy book is bound in the skin of unknown humanoids, and its pages are filled with eldritch diagrams.

When read, the Oghma Infinium offers its reader a choice of one of three paths:

Path of Shadow: +10 Dexterity; +30 to Move Silently and Open Lock; Weapon Finesse now benefits weapon damage as well;
Path of Spirit: +10 Intelligence; +30 Knowledge (arcana) and Spellcraft; double the benefit from Spell Focus, Greater Spell Focus and Epic Spell Focus;
Path of Steel: +10 Strength; +30 Craft (armorsmithing) and Craft (weaponsmithing); double the bonus from Weapon Focus, Greater Weapon Focus and Epic Weapon Focus.

Once read and studied for eight hours, the Oghma Infinium bestows its benefits on the reader and vanishes into the ether, returning to Hermaeus Mora.

Lore: The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder. (Knowledge [arcana] DC 30)
The Infinium is under the command of Hermaeus Mora, who gives it freely to ambitious mortals in exchange for a task of his choice. (Knowledge [arcana/the planes] DC 35)

In the Forgotten Realms: The Oghma Infinium was the first tome penned by Oghma to appear in the Realms. It now resides in the Outlands, although rumor persists that the book has vanished.

LordofBones
2012-01-24, 09:24 PM
109 views and no comments? :smalleek:

Grinner
2012-01-24, 10:00 PM
What you have here is great in that you've included both the mechanics and fluff in a professional format. However, it's kind of...underwhelming. I mean, the Elder Scrolls mythos describes far more than three epic items.

Some things to consider:
Aedra
Daedra
nations (Summerset Isles, Skyrim, Morrowind, etc.)
races
other storied items
and so on

Dragon Star
2012-01-24, 10:54 PM
Hell, just the daedric artifacts would be great. What you have is gooD, but as TPAM said, it's not really enough.

LordofBones
2012-01-25, 12:17 AM
I do intend to convert most magical items in the series. Some are rather straightforward, some are blatantly broken (WABBAJACK DEAR GOD WABBAJACK) and someone are moderately powerful magical items. Some might get tweaks to make them more in-line with their names, like the Necromancer's Amulet, which will grant a boost to necromantic spells.

Dragon Star
2012-01-25, 02:55 AM
Hmm...
Why isn't spell breaker a major artifact? Why just epic item?

Why does spell breaker not actually give any resistance against magic?

I like the Oghma Infinium, but I think it should give another ability boost for each path. Dex and cha, int and wis, Str and con. That's just my opinion though.

LordofBones
2012-01-25, 03:16 AM
Hmm...
Why isn't spell breaker a major artifact? Why just epic item?

Why does spell breaker not actually give any resistance against magic?

I like the Oghma Infinium, but I think it should give another ability boost for each path. Dex and cha, int and wis, Str and con. That's just my opinion though.

Spell Breaker has never given Resist Magic in any of its incarnations, plus I found it pretty easy to stat out as an epic item. It's always granted the ability to reflect magic.

I'll think about the Oghma Infinium. I'd like to expand the options given by the book, but I couldn't think of a way that doesn't screw over another class.

LordofBones
2012-01-25, 03:30 AM
Skull of Corruption
Price: -
Body Slot: - (held)
Caster Level: 20th
Aura: strong (DC 24); illusion and necromancy
Activation: standard action
Weight: 3 lb

This grisly magical staff is made of yew and crowned with the sickly yellow skull of a horned humanoid.

Sacred to Vaermina, Daedric Prince of Nightmares, the Skull of Corruption is a +2 doom burst quarterstaff that allows use of the following spells:

• Scare (1 charge)
• Fear (1 charge)
• Fever dream (2 charges)
• Nightmare (2 charges)
• Phantasmal killer (2 charges)
• Nightmare terrain (3 charges)
• Symbol of fear (3 charges)
• Weird (4 charges)

When left overnight with a sleeping individual, the staff gorges on the sleeper’s dreams, inflicting him with a nightmare spell (CL 20th) but doing so empowers the staff; increasing the save DC of its spells by +2 and allows its wielder to inflict an additional 1d6 Wisdom damage to any creature with any off the staff’s spells.

The staff’s most potent power is the ability to clone a single target of the caster’s choice. This ability functions exactly like the clone spell, save that the newly formed cloned is hostile and has all the feats, skills, and powers of the original. The clone is driven to attack the original creature and dies when the original dies. A Fortitude save (DC 18 + spellcasting ability modifier) negates the effect. However, if the original slays the clone, he receives a +1 inherent bonus to his highest ability score. This ability depletes 10 charges from the staff. The same creature cannot be clones twice, and the clone is not affected by the staff’s clone ability.

Lore: The Skull of Corruption is sacred to Vaermina, Daedric Prince of Nightmares. Using the Skull of Corruption on an opponent creates a duplicate of the victim. However, this duplicate will attack the original, not the wielder of the Skull. (Knowledge [arcana/religion] DC 20)

The Skull of Corruption is infamous for its hunger for dreams. If left without any dreamers to gorge itself on, the artefact has been known to expand its area of influence. Legends speak of entire cities locked in a waking nightmare, never knowing why they feared sleep and why all they knew was nightmare. Vaermina glories in this, and has been known to leave the staff unattended near cities for centuries for her own amusement. (Knowledge [arcana] DC 25)

Ring of Khajiti
Price: 259,200 gp
Body Slot: Ring
Caster Level: 20th
Aura: strong (DC 23); illusion
Activation: standard action, special
Weight: -

This plain golden band is set with a single large topaz.

The Ring of Khajiti is legendary among thieves, and confers a +20 competence bonus to Move Silently checks when worn. In addition, the wearer’s land speed increases by 30ft, and he may become invisible (as superior invisibility) for twenty minutes each day; this duration can be broken into smaller increments.

Lore: The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. (Knowledge [arcana] DC 20)

Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies. (Knowledge [arcana] DC 25)

Cost to Create: 129,600 gp + 5184 xp; 130 days.
Prerequisites: Forge Ring, creator must have 20 ranks in Move Silently; expeditious retreat, superior invisibility.

Spear of Bitter Mercy
Price: -
Body Slot: - (held)
Caster Level: 17th
Aura: strong (DC 24); conjuration
Activation: standard action
Weight: 6 lb

This beautifully forged spear radiates an almost palpable sense of death.

The Spear of Bitter Mercy is a +4 vicious spear that grants its wielder the ability to summon an elder air elemental to his side three times per day. In addition, five times per day the wielder of the Spear of Bitter Mercy may cloak himself in an aura that functions as a karmic retribution spell.

The spear’s most fearsome power is the ability to slay with a single strike. The spear has five charges, and expending one charge forces the target of the spear’s next attack to make a Fortitude save (DC 20) or die. A successful saving throw still inflicts 3d6 + 17 damage.

Lore: One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin. The only known legend about it is its use by a mighty hero during the fall of the Battlespire. The hero was aided by the Spear in the defeat of Mehrunes Dagon and the recapturing of the Battlespire. Since that time, the Spear of Bitter Mercy has made few appearances within Tamriel. (Knowledge [arcana] DC 30)

LordofBones
2012-01-25, 06:13 AM
Wabbajack
Price: -
Body Slot: - (held)
Caster Level: 25th
Aura: overwhelming (DC 25), transmutation
Activation: spell trigger

This plain-looking wooden quarterstaff is capped by a triad of faces facing outwards, each with a different expression on its face.

This utterly bizzare +3 quarterstaff of chaotic power is legendary among worshipers of Sheogorath. At the cost of one charge, the wielder of Wabbajack can invoke a peculiar version of the shapechange spell on any one target, transforming into anything from a sweetroll to a lich. With a successful ranged attack roll, the wielder of Wabbajack can inflict one of the following conditions on his target.

D100 Effect
01-04 20d6 fire damage (Ref ½)
05-08 20d6 cold damage (Ref ½)
09-12 20d6 electricity damage (Ref ½)
13-16 Maximized vampiric touch (Fort ½)
17-20 Finger of death (Fort partial)
21-24 Greater invisibility
25-28 Heal
29-32 Transform into a rat (Will negates, applicable to all transform effects)
33-36 Transform into an imp
37-40 Transform into a dryad
41-44 Transform into a shower of gold coins
45-48 Transform into an iron golem
49-52 Transform into a flesh golem
53-56 Transform into a fire elemental
57-60 Transform into an air elemental
61-64 Transform into a water elemental
65-68 Transform into livestock (chicken, cow, etc)
69-72 Transform into a giant scorpion
73-76 Transform into a sweetroll
77-80 Transform into a zombie
81-84 Transform into a skeleton
85-88 Transform into a goblin
89-92 Transform into a lich
93-96 Transform into a solar
97-100 Transform into a balor

The DCs are 20 + spellcasting ability score modifier, or Charisma if the wielder has no spellcasting classes. Creatures with less than 25 Hit Dice get no saving throw, and creatures ten levels higher than the wielder are not affected. Deities and beings of similar stature (archdevils, abyssal lords and so on) are also similarly immune.

The resulting creature is not beholden in any way to the wielder, and behaves exactly as though an example of that creature had suddenly been summoned from whatever it was doing at the time (demons would rampage, intelligent creatures would be confused, animals would be frightened and possibly react violently, etc.). The caster would be free to attempt to bargain for service, or attempt to subdue and direct the resulting creature by force.

Lore: Madness and chaos are the trademarks of Sheogorath. The Wabbajack embodies these same traits. The staff inflicts a random effect on its victim, and the wielder has no control over the effect. (Knowledge [arcana] DC 20)

silver spectre
2012-01-25, 07:51 AM
I've never played Elder Scrolls, but some of our group has and I do like what you've posted here.

In the game (and your conversion of it) can a character benefit from the Oghma Infinium more than once?

LordofBones
2012-01-25, 08:23 AM
I've never played Elder Scrolls, but some of our group has and I do like what you've posted here.

In the game (and your conversion of it) can a character benefit from the Oghma Infinium more than once?

The Oghma Infinium only allows its benefit to be used once. I suppose you could petition Hermaeus Mora for more tasks so you could read another path, but that's not possible in TES games for balance reasons. Shouldn't be a problem in PnP though, assuming Mora bothers answering the summons.

TravelLog
2012-01-25, 11:57 AM
I love the Wabbajack. I'm quite curious to see how you deal with Azura's Star/The Black Star, not to mention the Ring of Namira.

Dsurion
2012-01-26, 01:28 AM
The Oghma Infinium only allows its benefit to be used once. I suppose you could petition Hermaeus Mora for more tasks so you could read another path, but that's not possible in TES games for balance reasons. Shouldn't be a problem in PnP though, assuming Mora bothers answering the summons.If you're playing Hermaeus Mora right though, he won't. He'll leave you in search of it for eternity.

Anyway, I like these artifact conversions a lot, especially the Skull of Corruption. Just wanted to put that out there :smallsmile:

LordofBones
2012-01-26, 05:10 AM
Bloodworm Helm
Price: -
Body Slot: Head
Caster Level: 20th
Aura: strong (DC 24); necromancy
Activation: special
Weight: 1 lb

This eerie helm seems to be made of magically fortified bone.

A boon to any practitioner of the deathless arts, the Bloodworm Helm allows its wearer to cast summon undead IV as a 20th level caster five times per day. When worn by a wizard specialized in the school of necromancy however, its true capabilities become apparent.

First, the Bloodworm Helm grants its wearer the ability to rebuke undead as an evil cleric of his Hit Dice, save that undead rebuked are instead commanded and the caster adds one-half his Intelligence score to the roll. Additionally, undead created or commanded by the wearer receive the benefit of a desecrate spell. Finally, once per day the wearer of the Bloodworm Helm may make a melee touch attack to exhaust his target (Fort negates), inflict an empowered vampiric touch (Fort halves) or absorb 1d6 spell levels from his target (Will negates). These spell levels can be used to replenish a number of spell slots equal to the amount absorbed (for example, absorbing 3 spell levels means that the caster can replenish one 1st level spell slot and one 2nd level spell slot and so on). Each effect is considered to be a 5th level spell cast by the wearer for the purposes of determining caster level and save DC.

Lore: The King of Worms was said to have left behind one of his prized possessions, the Bloodworm Helm. The Helm is a construct of magically formed bone. It would be a prized artifact to a necromancer. (Knowledge [arcana] DC 25; 20 if a necromancer)

In the Forgotten Realms: The Bloodworm Helm was crafted long ago by Myrkul himself, as a mortal necromancer. The artifact has been gifted to particularly noteworthy wizards in his service, and current rumor holds that the helm has been found by a lich in the service of Velsharoon.

Ring of Namira
Price: -
Body Slot: Ring
Caster Level: 20th
Aura: overwhelming (DC 25); transmutation
Activation: standard action, special
Weight: -

You feel an almost instinctual sense of revulsion as you stare at this plain brass band.

The Ring of Namira, when worn, confers a +6 bonus to the wearer’s Constitution score. The wearer of the ring is shrouded in a peculiar defensive cloak that reflects melee and ranged damage (excluding spells) against the attacker, and as a standard action the wearer may invoke a spell turning cast at 20th level each round. How much damage the attacker suffers depends upon his nature; animals and fey take no damage, being creatures of nature. Supernatural beings, such as dragons and outsiders, only take half the damage they do. Humanoids and magical beasts take full damage. Undead take twice the damage they dole out, because they are wholly unnatural creatures.

A far grislier boon of the ring becomes evident if the wearer, at any time, performs an act of cannibalization. For 8 hours after performing the act, the wearer gains regeneration equal to twice his Constitution score.

Lore: Namira is aligned with the darker side of nature, as is her ring. While the ring is being worn, any damage the bearer takes is suffered by the attacker as well. (Knowledge [arcana] DC 20)

Namira is queen of ancient darkness and all things repulsive. Her ring is similarly aligned, and confers a boon of healing upon the undertaking of revolting acts. (Knowledge [arcana] DC 30)

Sanguine Rose
Price: 183,600 gp
Body Slot: -
Caster Level: 17th
Aura: strong (DC 24); conjuration
Activation: standard action
Weight: -

The petals on this rose are as red as blood.

This unassuming rose is a creation of the hedonistic Daedric Prince Sanguine. As a standard action, the caster may summon a random slaad of any type to his location. The slaad is uncontrollable and attacks anything in sight except for the holder of the rose for 17 rounds or until it is slain. Each summon consumes a petal, and the rose withers into nothingness when the last petal is consumed. The rose has twenty petals.

Lore: The Sanguine Rose is not an artifact most folk would care to have. The rose is like any other in that it will wilt. The more of its power that is used, the more wilted it becomes. Eventually all its petals fall off and it loses its powers. Somewhere in Oblivion a new rose blooms and is plucked by Sanguine himself to be given to a new champion. (Knowledge [arcana] DC 20)

Cost to Create: 91,800 gp + 3,672 xp; 92 days.

Prerequisites: Craft Wondrous Item; gate

LordofBones
2012-01-26, 05:54 AM
Minor note on the Rose: it was capable of summoning lesser daedra in Daggerfall and any daedra in Oblivion. I went the Oblivion route.

Additionally, I chose slaad because CN fits Sanguine more than any evil alignment.

LordofBones
2012-01-26, 07:01 AM
I've also been toying with statting out the Daedric Princes in deity format. Statting out the Princes themselves is about as futile as statting out deities; I'll consider doing their aspects as epic threats, but not the 'true' Princes.

Here's an example.

PERYITE
the Taskmaster, Lord of Pestilence

Daedric Prince
Symbol: A green dragon's head
Home Plane: Oblivion/Peryite's Pits, or Baator/Peryite's Pits
Alignment: Lawful Evil
Aliases: none
Superior: none
Allies: Jyggalag.
Foes: Ebonarm, Mephala, Vaermina
Servants: none
Servitor Creatures: baatezu, creatures associated with disease, daedra, green dragons, plaguebringers
Manifestations: Localized plagues or epidemics of new diseases
Signs of Favor: the appearance of the artifact Spell Breaker
Worshipers: the sick and the afflicted, those who crave order, those who believe in the natural order of disease
Cleric Alignments: LN, LE, NE.
Speciality Priests: None
Holy Days: 9th of Rain's Hand
Portfolio: Ordering of the lowest rungs of Oblivion, pestilence
Domains: Evil, Law, Pestilence, Suffering
Favored Weapon: none

LordofBones
2012-01-27, 06:47 AM
Azura’s Star
Price: -
Body Slot: -
Caster Level: 21st
Aura: overwhelming (DC 25); transmutation
Activation: -
Weight: -

This exquisitely beautiful fist-sized sapphire is in the shape of a starburst. Each spoke bears a silver band.

Azura’s Star is a potent magical gem, prized amongst those who traffic in souls. The Star’s most obvious trait is that it can be used as a material component in any spell that requires a material component of a crystal, precious gemstone or gemstone derivative without being consumed in the casting; such as sunburst, stoneskin and true resurrection. The exceptions are magic jar and spells from the school of Necromancy that involve animating the undead.

The Star’s most potent ability, however; is the ability to retain the soul of any non-humanoid, sentient or otherwise, when used as a material component in spells such as imprison soul and soul bind. The Star can trap any soul regardless of Hit Dice, and souls trapped in such a manner are at the mercy of the artifact’s owner. When used to craft and enchant magical items, the soul trapped within can be used in place of the crafter to mitigate experience costs, with the soul providing 250 xp per Hit Dice. Alternatively, the soul may be used to recharge charged magical items, restoring one charge per four Hit Dice.

A sufficiently powerful necromancer can profane the Star and turn it into an object of evil instead. The exact details of such rituals are unknown, but it has only happened once in recorded history.

Lore: Few mortals have the stomach to trade in souls. The Dark Brotherhood does it, as do certain groups within the Mages Guild. For these cruel folk, Azura's Star has a particular fascination. The Star acts as a reusable soul gem. (Knowledge [arcana] DC 15)

Black Star
Price: -
Body Slot: -
Caster Level: 21st
Aura: overwhelming (DC 25); necromancy
Activation: -
Weight: -

This exquisite, glittering black sapphire is in the shape of a starburst. Darkened silver bands snake around each spoke.

When profaned by powerful necromantic magic, Azura’s Star may be twisted into a malignant version of its former grace. The Black Star, as it is known, functions exactly like Azura’s Star save that it also functions as an inexhaustible material component for spells in the school of Necromancy, and can be used to trap humanoid souls as well. Such spells also gain a +1 profane bonus to their DC.

Lore: Powerful necromancers may know how to corrupt Azura's Star and turn it into an object of evil instead. Twisted in such a manner, the Star may have darker boons to the aspiring unscrupulous mage. (Knowledge [arcana] DC 35)

LordofBones
2012-01-28, 12:16 AM
The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.

When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a Season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.

BIRTHSIGNS

The Apprentice

The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.

Benefit: You gain a +2 bonus to your arcane caster level and Spellcasting Prodigy as a bonus feat.
Drawback: You suffer +1 damage per die from all spell damage.

The Atronach

The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they suffer from a lack of magical aptitude.

Benefit: You gain a +2 bonus to your arcane caster level and you have a 50% chance of absorbing any spell directed at you to replenish your own spells.
Drawback: You require twice the amount of time to prepare and scribe spells. Additionally, you do not gain spells at each level; if you are a sorcerer you only gain half the amount of spells you would normally receive at each level and you cannot swap out spells.

The Lady

The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.

Benefit: You gain a +2 bonus to Wisdom. Additionally, you gain a +2 bonus to your Fortitude saving throw.

The Lord

The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.

Benefit: You gain +2 Constitution. Your heart beats with the blood of the north, allowing you to gain fast healing equal to your Constitution modifier once per day per four character levels. This fast healing lasts for one round per character level.
Drawback: You are trollkin, afflicting you with a weakness to fire. When you are dealt fire damage, you consider the damage die to be one step higher (i.e. a d6 becomes a d8, d8 to d10, etc).

The Lover

The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.

Benefit: You gain +2 Dexterity and +2 Charisma. Once per day, you may invoke a Lover's Kiss as a touch attack, paralyzing your target for one round per four character levels. (Fort negates)
Drawback: You are exhausted for one round per two character levels after using your Lover's Kiss, regardless of whether your opponent made his save.

The Mage

The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more talent for all kinds of spellcasting, but are often arrogant and absent-minded.

Benefit: You gain a +2 bonus to your Intelligence. Additionally, if you are a specialist wizard or have selected Spell Focus as a bonus feat at 1st level, you gain a +1 bonus to the save DCs of your favoured school.

The Ritual

The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

Benefit: Due to the unique nature of this sign, the actual benefits are unknown. Some can disrupt undead (1d6 positive energy damage/two character levels, Fort halves) with a touch, some can cause one dead creature per two character levels to rise as a skeleton under the caster's control, and some can heal themselves with a thought (1d6/two character levels). There may be other unique abilities, depending on the time and date.

The Serpent

The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.

Benefit: You are Serpent-Born, granting you a +2 bonus to the ability score of your choice, and either a +1 bonus to caster level, spell save DC, attack rolls or damage rolls. Additionally, with a single touch attack you may lay a Serpent's Kiss once per day per two character levels (1d6 Con, Fort negates).

Drawback: You are Star-Cursed, afflicting you with a -2 penalty to a single ability score (to be decided by the DM). In addition, you suffer one die of damage extra from all weapons, and whenever you use Serpent's Kiss you suffer 1d6 points of damage per two character levels.

The Shadow

The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.

Benefit: You may hide in shadows as a shadow dancer of one-half your level. Additionally, you gain a +2 bonus to Hide checks, and whenever you cast a spell meant to obscure, hide or camouflage you do so at +1 caster level.

The Steed

The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.

Benefit: You gain a 10ft. increase to your speed. Additionally, you are not slowed down by armor, and your carrying capacity and encumbrance are increased by 25%.

The Thief

The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

Benefit: You have a permanent +1 luck bonus to all rolls, saves and checks. Additionally, gain a +2 bonus to Dexterity.

The Tower

The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

Benefit: You gain the ability to detect precious materials in a radius of 60 ft. Additionally, once per day you may open any magical or non-magical lock so long as its caster level is equal to your character level.

The Warrior

The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

Benefit: You gain a +2 bonus to Strength. Additionally, the bonus you gain from Weapon Focus and Weapon Specialization is doubled.



Birthsigns are balance hell, as are the Breton race. As always, please critique.

The adjustments to the Serpent birthsign are intentional, as their flavor is out-of-sorts with their actual capabilities in-game.

Domriso
2012-01-28, 02:02 AM
I love the birthsigns (the only thing I've read at the moment), but it seems you left out a duration in the Lord Stone's entry. How long does the fast healing last, exactly?

LordofBones
2012-01-28, 02:12 AM
I love the birthsigns (the only thing I've read at the moment), but it seems you left out a duration in the Lord Stone's entry. How long does the fast healing last, exactly?

Forgot that. I'll go add it in.

TheMeMan
2012-01-28, 03:05 AM
The Birth Signs are great. My only issue comes with The Steed. Compared to the other stones, the Steed is just so... lackluster and meaningless. A slight bump to mobility during combat, and a very small bump to jump checks isn't exactly anywhere near what any of the other stones give.

Vulaas
2012-01-28, 01:32 PM
Perhaps the steed could be switched to +10ft land speed (as most bumps are in 10ft increments) and not being slowed by armor?

Dsurion
2012-01-28, 02:40 PM
Perhaps the steed could be switched to +10ft land speed (as most bumps are in 10ft increments) and not being slowed by armor?I would also add something like speed being unaffected by encumbrance (unless you're at or above your max carrying weight) if you're going that route.

TheMeMan
2012-01-28, 06:27 PM
I would also add something like speed being unaffected by encumbrance (unless you're at or above your max carrying weight) if you're going that route.

Another possibility is that your carrying weight is considered at one step lower than normal(As in Heavy is Medium encumbrance). Problem comes in that there is no max weight then.

Another is that your carrying capacity and load weights are increased by 25%. Couple that with the 10 ft. increase, it'd be about par for the course I think with the others.

LordofBones
2012-01-28, 09:37 PM
Thanks for the feedback. I'll edit the Steed; I did think it was too weak, but I couldn't really think of anything else.

LordofBones
2012-01-29, 06:44 AM
ALTMER

To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, 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" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear.

Racial Traits

All High Elves share the following racial traits:

• +2 Int, +2 Wis, -2 Str, -2 Con. Altmer are intellectual and wise, but physically frail.
• Highborn (Ex): Altmer are naturally skilled at magic, granting them one extra spell slot or one extra use of each spell level they are capable of casting. Additionally, they gain a +1 bonus to spell DC.
• Paralysis Immunity (Ex): Altmer are immune to paralysis.
• Disease Immunity (Ex): The Altmer superior bood is resistant to all forms of disease. Altmer are immune to all magical and non-magical disease.
• Price of Power: Centuries of inbreeding have left the Altmer with an innate weakness against magic of all types. When an Altmer receives damage from a spell, he treats the damage die as being one step higher.
• Elemental Weakness: Altmer are disadvantaged against the elements. High Elves receive +1 damage per die from electricity and cold damage, and +2 damage per die from fire damage. If the damage is magical in original, relevant saving throws are made at a -2 penalty.
• Favored Class: Wizard.

SOCIETY

Intellectual and arrogant, High Elven society is divided into a rigid hierarchy of classes over the millennia. The Wise (teachers and priests) became the highest echelon, followed by Artists, Princes, Warriors, Landowners, Merchants, Workers, and enslaved beasts such as goblins. Early literature by man painted the High Elves in poor light, though the impartiality of these accounts is questionable. It was suggested that the Altmer practiced eugenic infanticide, putting to death nine in ten of their newborns due to impurities, that Altmeri names are simply combinations of numbers in their own language, and that Altmer culture revolves around displaying social status. Later writings contain no mention of any of these practices; whether they were fabricated, exaggerated, or discontinued is not known.

Alignment: Any. Most Altmer tend to gravitate towards a lawful alignment, although neutral and chaotic alignments are not unknown.

Lands: The beautiful spires of Summerset Isle house the greatest minds of the High Elves. Little is known of the Isles themselves, but it is rumored that the Sload ruled there once. Recently, pushes made by the younger generation of Altmer have led to the Isles slowly opening its gates to other races, and many of the younger generation have ironically begun turning to the mysterious Psijic Order.

Settlements: Altmer tend to gravitate towards cities, especially those known for schools and institutions of magic. Altmer-heavy settlements tend to boast a high level of magical activity, and even the lowliest shopkeeper relies on a few magical tricks of the trade to get things done.

Beliefs: The creation myth of the Altmer begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu, stasis or order, created Anuiel, the soul of all things, so it could know itself. Anuiel in turn created Sithis for the same purpose, who was the force of change and chaos and the sum up of all limitations, and their interrelation created the Aurbis, where the Original Spirits, the Aedra and Daedra, emerged before the creation of the Mundus. The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit"), aspects of aspects of those Aedra who populated the Mundus so that it might last despite Lorkhan's deception.

As their hierarchical society developed, the lower classes stopped worshipping their own "lesser" Aedra in favor of those claimed by their social "betters".Thus the Altmer pantheon slowly formed around the most popular and well-known of the Aedra, which included Auriel, Trinimac, Syrabane, Phynaster, Magnus, and Y'ffre, many of whom would later be incorporated into the Nine Divines. The transition and choices have not gone without detractors.

Relations: Legendary for their snobbishness, Altmer find it difficult to relate to the "lesser races". However, many younger elves have begun casting aside their ancestral standoffishness and opened the gates of the Isles to other races. Still, there exists a substantial minority with the belief that the Altmer are the superior race.

EDIT: Most lore was taken from the UESP lore article on ALtmer.

LordofBones
2012-01-31, 02:08 AM
This is my attempt at dividing the D&D spell-list into the six colleges of magic in TES. Here's Alteration.

COLLEGE OF ALTERATION

Alteration is one of the six schools of magic. Spells in this school change the world around the caster so normal physical truths no longer hold. It is sometimes confused with Illusion magic, as both schools seek to change normal truths. Illusion magic, however, is not bound by the laws of nature but Alteration magic is. The power of Alteration comes from the fact that the nature of its changes applies to all, whereas Illusion magic affects only the caster and the target.

Cantrips

Abjuration

resistance

Evocation

dancing lights

Transmutation

mage hand
mending
open/close

Universal

arcane mark
presdigitation

1st level

Abjuration

alarm
endure elements
hold portal
protection from chaos/evil/good/law
shield

CONJURATION

grease
mage armor
obscuring mist

EVOCATION

floating disk

ILLUSION

magic aura

TRANSMUTATION

animate rope
enlarge person
erase
feather fall
jump
magic weapon
reduce person

2nd level

Abjuration

arcane lock
obscure object
protection from arrows
resist energy

CONJURATION

web

EVOCATION

continual flame
gust of wind

ILLUSION

magic mouth

NECROMANCY

spectral hand

TRANSMUTATION

alter self
knock
levitate
pyrotechnics
rope trick
spider climb
whispering wind

3rd level

ABJURATION

magic circle against chaos/good/evil/law
nondetection
protection from energy

CONJURATION

sleet storm
stinking cloud

EVOCATION

tiny hut
wind wall

NECROMANCY

gentle repose

TRANSMUTATION

fly
gaseous form
greater magic weapon
haste
keen edge
secret page
shrink item
slow
water breathing

4th level

ABJURATION

lesser globe of invulnerability
stoneskin

CONJURATION

solid fog

EVOCATION

fire shield
resilient sphere

TRANSMUTATION

mass enlarge person
mass reduce person
polymorph
stone shape

5th level

ABJURATION

mordenkainen's private sanctum

EVOCATION

interposing hand
sending

TRANSMUTATION

animal growth
baleful polymorph
fabricate
overland flight
passwall
telekinesis
transmute mud to rock/rock to mud

6th level

ABJURATION

glove of invulnerability
guards and wards
repulsion

CONJURATION

acid fog

EVOCATION

bigby's forceful hand

TRANSMUTATION

control water
flesh to stone
move earth
stone to flesh
tenser's transformation

7th level

EVOCATION

forcecage
bigby's grasping hand

TRANSMUTATION

control weather
reverse gravity
statue

UNIVERSAL

limited wish

8th level

ABJURATION

mind blank
prismatic wall
protection from spells

EVOCATION

bigby's clenched fist
telekinetic sphere

TRANSMUTATION

iron body
polymorph any object

9th level

ABJURATION

freedom
imprisonment
prismatic sphere

EVOCATION

bigby's crushing hand

TRANSMUTATION

shapechange
timestop

UNIVERSAL

wish

LordofBones
2012-01-31, 06:04 AM
The races of Tamriel are far stronger than the D&D 3.5 races. I haven't given them any LA, since I'm not comparing them to PHB races.

ARGONIAN

Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") 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 have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of 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.

Racial Traits

All Argonians share the following racial traits:

• +2 Dex, +2 Int, -2 Cha, -2 Con. Argonians are swift and calmly intelligent, but their alien looks and physiology are offsetting.
• Blood of the Hist (Ex): Argonian blood is naturally resistant to disease, granting them a +2 bonus to all saving throws against disease. Note that the penalty to Constitution does not affect their Fortitude saves against disease.
• Poison Immunity (Ex): Argonians are immune to all magical and non-magical poisons.
• Gills (Ex): Argonians have a hidden set of gills, enabling them to breathe water freely.
• Histskin (Su): Once per day, Argonians can gain the power of the Hist, granting them fast healing equal to their Constitution modifer for one round per character level.
• Favored Class: Duskblade.

Argonian Characters

Swift and intelligent, Argonians make excellent thieves and mages.

Adventuring Argonians: Argonian adventurers are a rare breed. Most Argonians are relatively backward tribal people, more concerned with agrarian welfare than the world around them. Adventuring Argonians tend to be young and curious, and eager to explore other lands apart from their damp realm. Some may have darker interests in mind than others, though.

Argonian adventurers generally face mild hostility from Dark Elven communities, especially rural ones. More cosmopolitan lands, such as Cyrodiil, treat Argonians as curious objects of interest, although small communities of Argonians are not uncommon.

Character Development: Given their racial bonuses, Argonians are well-suited for the duskblade class, blending steel and spell. Many Argonians also become wizards and rogues, taking feats that enhance their respective abilities. Spellswords and arcane tricksters are natural prestige class choices.

Argonian religion is unknown for the most part, but Argonian druids exist. Argonians born under the Shadow constellation, however, are spirited away to join the Dark Brotherhood and serve Sithis as assassins.

Character Names: Argonian names tend to be rather descriptive. Examples include Skin-in-Tree's-Shade, Grey-Throat and Sings-like-Thunder. Some follow a more exotic naming pattern, such as Ajun-Kajin, Dar-Ma and Teekeeus.

BRETON

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though 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 magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Racial Traits

All Bretons share the following racial traits:

• +2 Int, +2 Cha, -2 Str, -2 Con. Bretons tend to be intelligent and flamboyant, but not as physically capable as other races.
• Arcane Aptitude(Ex): Bretons are famous for their quick and perceptive grasp of Spellcraft. They have a +2 bonus to Spellcraft checks and always treat Spellcraft as a class skill.
• Magical Talent (Ex): Bretons are skilled in the magical arts. They have an innate +1 bonus to the DCs of their spells.
• Spell Resistance: Even the least Bretons prides himself in his innate resistance to magic. All magical damage taken by Bretons are treated as though their damage die was one step lower.
• Dragonskin (Su): Once per day, a Breton may grant himself a +1 bonus to AC per four character levels. This bonus lasts for 1 round per two character levels.
• Favored Class: Wizard.

Breton Characters

Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock. Bretons are said to enjoy intellectual pursuits; they often have an affinity for anything related to logic and ordered complexity. Their love of knowledge and affinity for commerce drives them into a host of careers, including trading, the military, sailing, medicine, textiles, manufacturing, writing, theology, philosophy, banking, all kinds of artistry, and other scholarly pursuits.

Adventuring Bretons: Bretons quest for many reasons, as questing is part of the cherished traditions in the jockeying of power among High Rock's feudal hierarchy. Bretons have adventured all over Tamriel, and many use their magical talents to fuel their success. They are a well-regarded people, although there exists deep enmity among Bretons and Redguards.

Character Development: Bretons make excellent wizards and sorcerers, due to their innate grasp of spellcraft and beneficial ability score bonuses. Breton spellcasters often take feats that enhance their magical prowess or apply their arcane craft in a more economic manner, such as crafting magic items and offering enchanting services. Breton wizards tend to specialize in Conjuration, Divination, Necromancy and Transmutation, with Enchanters and Illusionists being a close second. Necromancy may seem an odd choice to specialize, due to the grislier aspects of the school, but many Breton mages are fascinated by the mystic nature of the soul and magic surrounding it view necromancy as a perfectly valid path.

That High Rock is the home of the legendary archlich and necromancer Mannimarco may also play a part in matters regarding the Necromancy school.

Evocation specialists are rare. While Bretons accept Evocation as a perfectly valid and respectable school of magic, they tend to view the other schools of magic as being more intellectually stimulating and challenging, due to the more varied applications inherent in them.

Breton clerics are rare, but the few that do follow the path of the divine worship gods of magic.

Character Names: Breton names tend to sound European. Examples include Francois Mottiere and Frizkav Brutya.

LordofBones
2012-02-02, 12:26 AM
I'm looking for some help; I've been going over the other races and I've run into some roadblocks.

I'm considering letting the Imperial have a +2 bonus to one ability score of his choice and a +2 racial bonus to Diplomacy. What I'd really like to know though, is how to treat the ability to find extra gold coins as a D&D ability.

As for the Bosmer...how exactly should I deal with their lore description as the greatest archers in all Tamriel? Weapon Finesse in bows and the ability to add Dex to bow damage?

Dsurion
2012-02-02, 12:58 PM
I'm considering letting the Imperial have a +2 bonus to one ability score of his choice and a +2 racial bonus to Diplomacy. What I'd really like to know though, is how to treat the ability to find extra gold coins as a D&D ability.In my games, I gave Imperials a +2 to Charisma and a -2 to Dexterity, and gave a racial +2 to all of the social skills. I wouldn't bother with the extra coinage thing, though. Would you be attempting to convert Voice of the Emperor as well/instead?


As for the Bosmer...how exactly should I deal with their lore description as the greatest archers in all Tamriel? Weapon Finesse in bows and the ability to add Dex to bow damage?I'd go with automatic proficiency with all bows (including crossbows) and maybe weapon focus + specialization or something.

It's also up in the air as to whether or not you want to add in their animal affinity in the form of a power, or just with Wild Empathy with a bonus to Diplomacy.

Personally, I opted in my personal conversion to shy away from most of the Once Per Day powers instead granting small constant modifiers to the same things.

oblivion6
2012-02-03, 12:40 AM
cool. i love the elder scrolls. i will look at whats been done in more detail later on. hopefully this attempt at coverting the elder scrolls doesnt fail like the many other attempts

LordofBones
2012-02-03, 07:15 AM
In my games, I gave Imperials a +2 to Charisma and a -2 to Dexterity, and gave a racial +2 to all of the social skills. I wouldn't bother with the extra coinage thing, though. Would you be attempting to convert Voice of the Emperor as well/instead?

I'd go with automatic proficiency with all bows (including crossbows) and maybe weapon focus + specialization or something.

It's also up in the air as to whether or not you want to add in their animal affinity in the form of a power, or just with Wild Empathy with a bonus to Diplomacy.

Personally, I opted in my personal conversion to shy away from most of the Once Per Day powers instead granting small constant modifiers to the same things.

I'm too lazy to separate quote tags, so...

1) That's a sound suggestion. I'll drop the coinage, but Voice of the Emperor will definitely be included.

2) The Bosmer get Wild Empathy for free. They have a Cha penalty, but I've worded their Beast Tongue to make sure that doesn't interfere with it. As for marksmanship, I've decided to give Bosmer free proficiencies in bows, and let them double the bonuses from Weapon Focus/Specialization.

LordofBones
2012-02-11, 11:33 AM
Mace of Molag Bal
Price: - (21st)
Body Slot: - (held)
Caster Level: 21st
Aura: overwhelming (DC 25); necromancy
Activation: special; see text
Weight: 8 lb

This eerie spiked mace bears a triad of horned, demonic visages midway through its length. There is an almost palpable sense of dread around this weapon as it seethes with a sickly green glow.

The Mace of Molag Bal, sometimes called the Vampire's Mace, is a favourite for vanquishing wizards. This +5 cursespewing heavy mace deals 1d6 points of Strength damage with each strike (Fort DC 15 + Str modifier halves); of which half is gained by the Mace's wielder as a profane bonus to Strength. Additionally, if striking a spellcaster, the mace absorbs 1d3 prepared spells (or spell casts per day, if the victim is a spontaneous caster; Will DC 15 + Str modifier negates). If the wielder of the Mace is a spellcaster, then he may use the absorbed spell levels to replenish an expended spell.

Once per day, after reducing a foe to half his maximum hit points, the wielder of the Mace may inflict an imprison soul effect (Will DC 23 negates) on his victim. Alternatively, the wielder can choose to cast soul bind instead (although the spell's target criteria must be met). The Mace functions as the receptacle in either case.

The presence of the Mace is also extremely unsettling, granting the wielder a +4 bonus to Intimidate checks but a -4 penalty to Diplomacy checks.

Lore: Created by Molag Bal, King of Rape and Lord of Domination, the Mace of Molag Bal embodies the will of its master. Those struck by the mace find their strength and spells leaving them, and their souls bound to the will of whoever holds the Mace. (Knowledge [arcana] DC 25)

LordofBones
2012-02-14, 01:00 AM
BOSMER

The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow.

Racial Traits

All Bosmer share the following racial traits:

• +2 Dex, +2 Wis, -2 Str, -2 Cha. Bosmer are swift and intuitive, but lack strength and are somewhat insular.
• Beast Tongue (Ex): Bosmer have an innate bond with creatures of nature, granting them the Wild Empathy class feature and a +2 bonus to Diplomacy rolls made with Wil Empathy. Bosmer druids and rangers have a +4 bonus to their check.
• Disease Resistance (Ex): Bosmer are naturally resistant to disease, granting them a +2 bonus to all saving thows made against non-magical disease.
• Bow Mastery: The Bosmer skill with bows is the stuff of legends. All Bosmer are proficient in normal and composite longbows and shortbows. Additionally, Bosmer add +1 to the bonus granted by the Weapon Focus and Weapon Specialization feat trees if the selected weapon is a normal or composite longbow or shortbow.
• Favored Class: Ranger.

DUNMER

The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. 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. Those born in their homeland of Morrowind before its devastation were known to be less friendly than those who grew up in the Imperial tradition.


Racial Traits

All Dunmer share the following racial traits:

• +2 Str, +2 Int, -2 Con, -2 Wis. Dunmer are quick-witted and far hardier than other mer, but they are just as frail as other elves.
• Ancestral Guardian (Su): Dunmer believe they are watched over by their ancestors, and may call on these benign spirits to their aid. Once per day, a Dunmer may call on his ancestors to shield him, granting him a 2% miss chance per character level for one round per two character levels.
• Fire Resistance (Ex): Dunmer are resistant to fire, and have fire resistance equal to 5 + character level. Additionally, they have a +2 bonus to saving throws made against fire damage.
• Favored Class: Any.

Dsurion
2012-02-14, 03:05 AM
-Bosmer Flavor Stuff-No mention of most Valenwood-born Bosmer being ritual cannibals? :smallbiggrin:


+2 Dex, +2 Wis, -2 Str, -2 Cha. Bosmer are swift and intuitive, but lack strength and are somewhat insular.Any reason for the +2 Wis/-2 Cha? Not arguing, but seems to me like +2 Dex and-2 Str work just fine on their own.


Beast Tongue (Ex): Bosmer have an innate bond with creatures of nature, granting them the Wild Empathy class feature, save that their racial penalty to Charisma does not apply to the roll. Bosmer druids and rangers have a +2 bonus to their check.Just a bit awkwardly worded. Maybe simpler to say, "Bosmer gain a +1 Diplomacy checks made with Wild Empathy. If they would later gain Wild Empathy as a class feature, they instead get an additional +2 to Diplomacy checks for the purpose of Wold Empathy." Mostly just because ignoring a -2 Caa penalty and adding a +1 are practically the same. I'm not an expert at this sort of thing, though.


Disease Resistance (Ex): Bosmer are naturally resistant to disease, granting them a +2 bonus to all saving thows made against non-magical disease.Cool.


Bow Mastery: The Bosmer skill with bows is the stuff of legends. All Bosmer are proficient in normal and composite longbows and shortbows. Additionally, Bosmer double the benefits gained from the Weapon Focus and Weapon Specialization feat trees if the selected weapon is a normal or composite longbow or shortbow.Now that I think about it, wouldn't it be simpler to just give them automatic Weapon Focus and Specialization and not muck around with most of that? It's a cool little source for bonus damage without having to grab bad feats.


Favored Class: Ranger.and/or Scout, maybe?

Maybe throw in the religion bit about Yffre and the Green Pact for native Bosmer, and ignore it for those not born in Valenwood? Just a thought. It actually looks really solid, to be honest :smallsmile:


DUNMER

The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire.[1][2] "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm.Copypasta error?


+2 Str, +2 Int, -2 Con, -2 Wis. Dunmer are quick-witted and far hardier than other mer, but they are just as frail as other elves.I would personally favor Dex to Str, and for the negatives Cha to Wis.


Ancestral Guardian (Su): Dunmer believe they are watched over by their ancestors, and may call on these benign spirits to their aid. Once per day, a Dunmer may call on his ancestors to shield him, granting him a 2% miss chance per character level for one round per two character levels.No comment.


Fire Resistance (Ex): Dunmer are resistant to fire, and have fire resistance equal to 5 + character level. Additionally, they have a +2 bonus to saving throws made against fire damage.Cool. Lava-walking ahoy! :smalltongue:


Favored Class: Warmage.Maybe. I think Duskblade fits them better than Warmage - Dunmer Spellswords have always been really good at what they do. Although, Dunmer are pretty good at being generalists in Elder Scrolls lore, maybe Any would work better.

Needs ancestor worship flavor! Otherwise Dunmer are also very solid. Awesome.

So, this part is tangential to PEACH-ing what you have, but in every Elder Scrolls conversion project I've seen, everyone focuses on races, but never creatures. Maybe some iconic Daedra or exotic beasts? I've never found any D&D creatures that fit well for Dremora, although atronachs are easily expressed as elementals of some sort. A thought. Please keep up the good work.

LordofBones
2012-02-14, 10:52 PM
No mention of most Valenwood-born Bosmer being ritual cannibals? :smallbiggrin:

Copy-pasted from the lore article. Their ritual cannibalism is under Society, and I was too lazy to type :P


Any reason for the +2 Wis/-2 Cha? Not arguing, but seems to me like +2 Dex and-2 Str work just fine on their own.

The Wis bonus is due to the Bosmer being more in-tune with nature than their fellow mer. The Charisma penalty is due to the lore article revealing Bosmer are mistrusted and find it difficult to adapt to new people and places.


Just a bit awkwardly worded. Maybe simpler to say, "Bosmer gain a +1 Diplomacy checks made with Wild Empathy. If they would later gain Wild Empathy as a class feature, they instead get an additional +2 to Diplomacy checks for the purpose of Wold Empathy." Mostly just because ignoring a -2 Caa penalty and adding a +1 are practically the same. I'm not an expert at this sort of thing, though.

Good call; I'll edit that part.


Now that I think about it, wouldn't it be simpler to just give them automatic Weapon Focus and Specialization and not muck around with most of that? It's a cool little source for bonus damage without having to grab bad feats.

Mostly, I wanted to really emphasize the Bosmer skill in archery. I am thinking of toning it down, so instead of a flat double bonus, Bosmer add +1 to the bonus granted by WF/WS and their associated feat trees.


and/or Scout, maybe?

Can't believe I forgot that.


Maybe throw in the religion bit about Yffre and the Green Pact for native Bosmer, and ignore it for those not born in Valenwood? Just a thought. It actually looks really solid, to be honest :smallsmile:

When I get around to expanding the Bosmer as Characters section, sure.



I would personally favor Dex to Str, and for the negatives Cha to Wis.

Dunmer are mentioned as being rather strong and make good warriors. Given the large number of Dunmer in medium/heavy armor in Morrowind and Oblivion; and how many spellcasting Dunmer are sorcerers (with Heavy Armor); a Strength bonus seemed to fit.

Initially, I did want to penalize both Wis and Cha; but given the focus on Destruction magic the Dunmer have; I moved it to Wis for gameplay reasons.


No comment.

Seemed to be the only way to simulate Ancestral Gift from Morrowind. Ancestra Guardian is a bit of a pain.



Maybe. I think Duskblade fits them better than Warmage - Dunmer Spellswords have always been really good at what they do. Although, Dunmer are pretty good at being generalists in Elder Scrolls lore, maybe Any would work better.

True...I'll note it. My reasoning for Warmage was to emphasize the Dunmer Destruction bonus in TES; and Argonians have Duskblade already covered.

Altmer and Bretons also have wizard, and I didn't want yet another wizard class. Just for the record, the reason I didn't give Bretons sorcerer as a favored class was due to lore statements emphasizing the Breton love for intellectual pursuits; I figured that Bretons would take to magic as the ultimate in cerebral exercise.



So, this part is tangential to PEACH-ing what you have, but in every Elder Scrolls conversion project I've seen, everyone focuses on races, but never creatures. Maybe some iconic Daedra or exotic beasts? I've never found any D&D creatures that fit well for Dremora, although atronachs are easily expressed as elementals of some sort. A thought. Please keep up the good work.

Well, I do have some ideas re: Daedroth in general. I'll just use the ability scores for the closest (in HD) fiend and adjust from there.

Daedroth (the species itself) would be somewhere in the vicinity of 15 HD; given how ungodly potent they are. They'd probably have an Int of 6-7; but make up for it by being deadly fighters.

The various Dremora castes are a bit difficult; I'll probably just reverse-engineer pit fiend ability scores and go from there. I'll just stat the Markynaz and Valkynaz; but given the variations, I'll adjust them.

The Dremora magi will have the ability to cast spells as a wizard of 3/4th their HD and gain bonus feats as a wizard would. The Dremora fighters would gain bonus feats as a fighter.

I've been using a blend of PF and D&D 3.5 to stat characters and monsters. It's just D&D 3.5 with PF classes and character progression; but it's just a heads-up.

LordofBones
2012-02-17, 10:00 PM
Mehrunes' Razor
Price: -
Body Slot: - (held)
Caster Level: 24th
Aura: overwhelming (DC 25); necromancy
Activation: special; see text
Weight: 1 lb

This otherwise unadorned dagger is a deep black. The arcane symbol of the planes of Oblivion is engraved midway through the blade.

Mehrunes' Razor is the artifact associated with Mehrunes Dagon, Daedric Prince of Destruction. This +6 dagger functions as a mace of ruin in combat. Poisons coated on the blade always deal maximum damage, and add the Razor's enhancement bonus to the saving throw.

Additionally, with each strike of Mehrunes' Razor there is a cumulative 2% chance the victim is afflicted with Daedric Banishing - they are simply struck dead, without a saving throw. Those slain in such a manner can only be brought back through a wish or miracle.

This artifact is prized among assassins. Members of the assassin prestige class add the dagger's enhancement bonus to their class level to determine their death attack's save DC, and the chance for Daedric Banishing to trigger is increased by 1% per two levels in the assassin prestige class.

Lore: Mehrunes' Razor (sometimes Mehrunes Razor) is a Daedric artifact created by the Daedric Prince Mehrunes Dagon. This powerful ebony dagger has the ability to kill instantly. (Knowledge [arcana] DC 20)

History does not record any bearers of Mehrunes Razor. However, eighty years ago the Dark Brotherhood was decimated by a vicious internal power struggle. It is suspected that the razor was involved. (Knowledge [arcana] DC 30)

LordofBones
2012-02-21, 10:41 PM
AZURA
Queen of Dawn and Dusk, Mother of the Rose, Queen of the Night Sky, Anticipation of Sotha Sil

Daedric Prince
Symbol: A brilliant blue starburst
Home Plane: Oblivion/Moonshadow, or Outlands/Moonshadow
Alignment: True Neutral
Aliases: Azurah (Elsweyr)
Superior: none
Allies: Molag Bal
Foes: Ebonarm, Nocturnal
Servants: none
Servitor Creatures: creatures associated with starlight and prophecy, neutral-aligned celestials, elemental wierds, fae, daedra (winged twilights in particular)
Manifestations: prophetic dreams
Signs of Favor: the appearance of the artifact Azura’s Star, prophetic dreams
Worshipers: the Dunmer, prophets, soothsayers, seers, those who acknowledge the beauty of twilight, enchanters, diviners
Cleric Alignments: Any neutral
Speciality Priests: None
Holy Days: Hogithum
Portfolio: dusk and dawn, the magic in-between the realms of twilight
Domains: Divination, Dream, Fate, Knowledge, Magic, Mysticism, Oracle
Favored Weapon: unknown

BOETHIAH
Prince of Plots

Daedric Prince
Symbol: A stoic warrior
Home Plane: Oblivion/Snake Mount, or Chamada/Snake Mount (Gehenna)
Alignment: Neutral Evil with Lawful tendencies
Aliases: none
Superior: none
Allies: Stendarr
Foes: Ebonarm
Servants: Veloth
Servitor Creatures: daedra (hungers), serpentine creatures, yugoloths (primarily battleloths, corruptors of fate, gacholoths)
Manifestations: none
Signs of Favor: the Ebony Mail, the appearance of the artifact Goldbrand, prophetic dreams
Worshipers: the Dunmer, assassins, rebels, plotters
Cleric Alignments: Any evil (Dunmer can be any neutral)
Speciality Priests: None
Holy Days: Gauntlet
Portfolio: conspiracy, plots, deceit, treason, murder, unlawful overthrow of authority
Domains: Death, Evil, Planning, Shadow, Trickery, War
Favored Weapon: Blade of Boethiah (Longsword)


CLAVICUS VILE
Prince of Pacts

Daedric Prince
Symbol: A horned helm
Home Plane: Oblivion/Clavicus Vile’s realm, or Outlands/Clavicus Vile’s realm
Alignment: True Neutral with chaotic and evil tendencies
Aliases:
Superior: none
Allies: Molag Bal
Foes: Ebonarm
Servants: Barbas
Servitor Creatures: daedra, fiends, vampires
Manifestations: Barbas’ tasks and actions
Signs of Favor: the Masque of Clavicus Vile
Worshipers: gamblers, tricksters, power-hungry mortals, vampires
Cleric Alignments: Any neutral
Speciality Priests: None
Holy Days: 1st Morning Star
Portfolio: granting of power and wishes through ritual invocations and pacts
Domains: Chaos, Luck, Pact, Planning, Trickery
Favored Weapon: unknown

LordofBones
2012-03-03, 10:12 AM
I'm about to stat out my first daedra, the daedroth. Here's what I've got for the daedra subtype so far; thoughts?

DAEDRA

Daedra are the usually chaotic outsiders that hail from the planes of Oblivion. A Daedra’s alignment is usually any non-good, but depends on its native plane and the Daedric Prince it serves.

Traits: Daedra possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
• Immunity to one element and poison.
• Resistance to two elements 30.
• Weakness to one element (usually electricity)
• Summon (Sp) Daedra share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
• Telepathy.
• Except where otherwise noted, daedra speak Common and Daedric.
• A daedra's natural weapons, as well as any weapon it wields, is treated as the daedra’s alignment for the purpose of resolving damage reduction

Dsurion
2012-03-04, 04:45 AM
• Immunity to one element and poison.Not universally true on the element bit, though poison is thoroughly justified.


• Resistance to two elements 30.Nothing to say here.


• Weakness to one element (usually electricity)Not really particularly true until Oblivion, but you're standardizing, it works.


• Summon (Sp) Daedra share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.Is it something they should all have? Though this does bring the image of a scamp wearing a Colovian fur helm summoning hordes of scamps to mind.


• Telepathy.Any particular reason?


• Except where otherwise noted, daedra speak Common and Daedric.Cool.


• A daedra's natural weapons, as well as any weapon it wields, is treated as the daedra’s alignment for the purpose of resolving damage reductionCool.


Sidenote: I also just remembered a creature out of the Miniatures Handbook called the Khumat (p. 69) which pretty strongly resembles the Daedroth, and if nothing else, is a good base.

LordofBones
2012-03-04, 05:32 AM
Not universally true on the element bit, though poison is thoroughly justified.

I thought I'd give an elemental immunity, given that greater daedra are often immune to one element.


Is it something they should all have? Though this does bring the image of a scamp wearing a Colovian fur helm summoning hordes of scamps to mind.Str

I'll limit it to greater daedra.


Any particular reason?

Most extraplanar creatures have telepathy, so I thought I'd give it to the daedra too.



Sidenote: I also just remembered a creature out of the Miniatures Handbook called the Khumat (p. 69) which pretty strongly resembles the Daedroth, and if nothing else, is a good base.

I've been thinking on the Daedroth, and have decided to make it of at least average intelligence. Daggerfall's daedroth were one of the smarter daedra breeds.

So far, as a 15HD large outsider, I've given them the following ability scores: Str 28, Dex 20, Con 32, Int 14, Wis 18, Cha 24

LordofBones
2012-03-07, 01:12 PM
VOLKHAR (CR +4)

He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.
Movarth Piquine listened carefully, and asked more questions into the night, until at last he was ready to leave.
"I will not see you for a few days," he said. "But I will return, and tell you how helpful your information has been."
True to his word, the man returned to my chapel shortly after midnight four days later. There was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.
"Your advice helped me very much," he said. "But you should know that the Volkihar have an additional ability you didn't mention. They can reach through the ice of their lakes without breaking it. It was quite a nasty surprise, being grabbed from below without any warning."

-Immortal Blood

The Volkhar clan of vampires are native to the icy rivers and lakes of Skyrim. The Volkhar appear as frightening, feral versions of their mortal countenances, with pronounced fangs and frost-touched skin. Survivors of Volkhar attacks whisper that the most horrifying aspect of a Volkhar are its eyes; which are slitted, colourless and hungry. They blend horrific savagery with skilful illusions.

Creating a Volkhar

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 4.

AL: Any evil.

Type: The creature's type changes to undead (augmented, cold). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A Volkhar gains darkvision in 60ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all Hit Dice to d12s. Volkhar are unnaturally resilient and use their Charisma modifier in place of Constitution to determine bonus hit points.

Defensive Abilities: A Volkhar gains turn resistance +4, DR 10/magic and silver, electricity 10, in addition to all of the defensive abilities granted by the undead type. Volkhar gain the fast healing innate to all vampires only in arctic conditions or when touching cold surfaces (such as cold water or a frozen pond). Volkhar are immune to cold damage.

Weaknesses: In addition to sunlight and holy symbols, fire is abhorrent to all Volkhar. Fire spells (such as fireball) and effects (such as flaming burst) deal twice normal damage to Volkhar. In addition, their predominantly aquatic nature renders them exceptionally vulnerable to spells such as desiccate and horrid wilting. Such spells have their damage die increased by one step when cast against a Volkhar.

Speed: Same as the base creature. Volkhar gain a swim speed equal to their land speed and are not impeded by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size. Its slam also causes energy drain. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: Volkhar have all the standard abilities of normal vampires, but lack the ability to summon Children of the Night. They also have the following abilities:

Frost-Touched (Su): Volkhar inflict cold damage with their natural weapons, dealing +1d6 cold damage with each strike.

Enthrall (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level equals vampire's HD). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Ice Breath (Su): All Volkhar have a breath weapon in the form of a cone of cold cast at the Volkhar's Hit Dice. (Ref halves)

Steal Life (Su): Volkhar can drain blood from a distance of over 30 ft, inflicting 2d6 negative energy damage per round to any one target (Fort halves). The Volkhar must concentrate on its victim to maintain the effect, and is healed for the amount of damage dealt. If interrupted, the Volkhar must make a Concentration check to maintain the effect.

Special Qualities: A Volkhar gains the following:

Champion of the Night (Su): Volkhar have a surprising affinity for Illusion spells. A Volkhar adds +1 to the caster level and DC of his Illusions.

Icewalk (Su): Volkhar can move on ice without impediment. In addition, all Volkhar have the frightening ability to pass through ice and frozen surfaces as though it was air. This ability is constantly active.

Shadow Embrace (Su): Volkhar can cast invisibility at will, and can see in magical darkness while under the effect.

Ability Scores: Str +8, Dex +6, Cha +4. Volkhar are brutal and swift, but not as sharp as other vampiric clans.

Skills: Volkhar gain a +8 racial bonus on Perception, Stealth, Swim and Survival checks.

Feats: Volkhar gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Grapple, Leap Attack, Lightning Reflexes, and Toughness as bonus feats.

LordofBones
2012-03-08, 10:07 AM
Imperial

Known as Cyrodiils, Cyrodiilics 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, and their respect for the rule of law. 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 erect 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 ends of which each mark a new epoch in Tamrielic history.

Racial Traits

All Imperials share the following racial traits:

• +2 to any one ability score of their choice. Imperials are diverse and adaptive.
• Shrewd (Ex): Imperials are almost legendary for their silver tongues. Diplomacy is a class skill for all Imperial characters, and they gain a +2 bonus to their check.
• Star of the West (Su): Once per day, as a standard action, an Imperial can make a melee touch attack to fatigue a single target (Fort negates). If the target is already fatigued when touched, it becomes exhausted instead. Alternatively, if the Imperial is already fatigued or exhausted, he can transfer the condition to the target instead. The condition lasts for one round per two character levels.
• Voice of the Emperor (Su): Once per day, an Imperial may speak with the voice of the legendary Tiber Septim. A creature affected by the Voice of the Emperor has its attitude improved by two steps (i.e. Hostile to Indifferent, Unfriendly to Friendly). The Voice of the Emperor lasts for one round per two character levels.
• Favored Class: Any.

Due to the many, many Khajit subraces, they're going to take more time than expected.