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kwanzaabot
2008-09-22, 09:53 PM
As an on-again off-again way to pass the time whenever i'm bored, i've been slowly putting together a collection of homebrewed races reminiscent of the Elder Scrolls series of PC games by Bethesda Softworks. Obviously, this is in no way affiliated in any way with those guys, and i'm doing this for my own amusement.

Races are in 3.5 style because i'm too poor/not enough players to consider 4th, and there's some other guy who's doing a pretty darn good job of that over on the Wizard's forums anyway, although i'm giving the option for player races far beyond the standard ones seen in the actual games.

My intention is that while they're almost certainly more powerful than a standard LA +0 race, I want them to be balanced with each other.

Be warned, it's a long read, so i'll be breaking it up by group- Human, Elf, Beastfolk and Daedra... read whatever one you want, or all if you've got the time. :smallwink:

Humans:

Breton (http://www.uesp.net/wiki/Lore:Breton)


Medium Humanoid (Human)
A Breton’s base land speed is 30 ft.
Dragon Skin (Su): Usable once per day, a Breton may call upon a protective magical force to shield her from harm, which acts as a Mage Armor spell.
Enhanced Magicka: Bretons gain 1 bonus spell point (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) at 1st level. This benefit does not grant them the ability to cast spells unless they gain that ability through another source, such as levels in a spellcasting class.
+2 Racial Bonus on Will saves against spells and spell-like effects.
4 extra skill points at 1st level, 1 extra skill point at following levels
Automatic Languages: Common (Cyrodiilic). Bonus Languages: Any
Favored Class: Any.


Imperial (http://www.uesp.net/wiki/Lore:Imperial)


Medium Humanoid (Human)
An Imperial’s land speed is 30 ft.
Star of the West (Sp): Once per day, a Fatigued or Exhausted Imperial may attempt to touch an opponent as a standard action. He must succeed on a melee touch attack, which when successful, transfers his Fatigued state to the opponent, and if Exhausted, improves his condition to Fatigued, as well as causing Fatigue in the opponent as per usual. An already Fatigued enemy instead becomes Exhausted.
Voice of the Emperor (Ex): Once per day, an Imperial may use this ability on a single person and raise his disposition by one step (unfriendly to indifferent, friendly to helpful, etc.). This effect lasts for 10 minutes.
+4 racial bonus to Appraise, Bluff and Sense Motive checks.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Cyrodiilic). Bonus Languages: Any
Favored Class: Any.


Nord (http://www.uesp.net/wiki/Lore:Nord)


Medium Humanoid (Human)
A Nord’s land speed is 30 ft.
Weapon and Armor Proficiency: Nords are always proficient with any simple or martial weapon that deals solely bludgeoning damage (hammers, maces etc). They are also proficient with all Heavy armor.
Thunder Fist (Su): Once per day, as a free action, Nords may infuse their hands with Cold energy. While their hands are supernaturally cold, their unarmed attacks do an additional 1 point of Cold damage. Any melee weapon a Nord wields is infused with Cold and does an additional 1 point of Cold damage on a successful hit as long as the Nord continues to hold the weapon. This additional damage does not stack with a magic weapon’s ability to deal Cold damage (if any).
Cold Resistance (Ex): Nords are completely at home in freezing environments, and they suffer no harm from being in a cold environment. The Nord's equipment is likewise protected. Nords also possesses resistance to cold 5.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Cyrodiilic), Nordic. Bonus Languages: Any
Favored Class: Any
.

Redguard (http://www.uesp.net/wiki/Lore:Redguard)


Medium Humanoid (Human)
A Redguard’s base land speed is 30 ft.
+4 racial bonus to Fortitude saves made against poisons and diseases.
Weapon and Armor Proficiency: Redguards are automatically proficient with all simple and martial weapons, as well as all armor and shields (except tower shields)
Adrenaline Rush (Ex): Once per day, a Redguard may enter an Adrenaline rush, which bestows a temporary racial bonus of +2 to Strength, Dexterity and Constitution. His +4 racial bonus to Fortitude saves against poisons and diseases temporarily becomes a +4 racial bonus to all Fortitude saves.
A Redguard with 0 or less hit points using this ability automatically becomes Stable and may act as normal during this duration, although afterwards he becomes either Disabled or Dying (his condition depending on his hit points as usual) once again, unless efficiently healed during this time. This effect lasts for one minute, and the bonuses do not stack with a Barbarian's Rage.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Cyrodiilic), Yokudan. Bonus Languages: Any
Favored Class: Any.


Tsaesci (http://www.uesp.net/wiki/Lore:Tsaesci)

Medium Humanoid (Human, Reptillian)
A Tsaesci's base land speed is 30ft.
Darkvision 60 ft.
Natural Weapons: A Tsaesci has a primary natural weapon in the form of a Bite attack that deals 1d4 damage + Str bonus.
Light Sensitivity: Tsaesci are dazzled in bright sunlight or within the radius of a daylight spell.
Absorb Health (Su): Once per day, a Tsaesci may drink the blood of a living opponent when delivering their Bite attack, granting temporary hit points equal to the damage they deal. The temporary hit points disappear 1 hour later. They also lose their sensitivity to sunlight for 24 hours after drinking blood.
Although Tsaesci are commonly believed to be a race of vampires, their blood drinking is unrelated to vampirism, and blood is a natural part of their diet.
Weapon Familiarity: Tsaesci treat the tonfa, sai, wakizashi, naginata, shuriken and katana as martial weapons instead of exotic weapons.
+4 racial bonus to Fortitude saves made against poisons.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Akaviri), Yuan-Ti (Tsaesci). Bonus Languages: Any
Favored Class: Any.


Serpent-Folk* have the following changes to the default Tsaesci racial traits:

No (Human) subtype.
No extra skill points.
Stability: Serpent-Folk gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Constrict (Ex): On a successful grapple check, Serpent-Folk may deal half their Strength bonus + 1d8 points of damage. Constricting uses the entire lower portion of their body, so they cannot take any move actions when constricting.

*created as an alternative to the "human" Tsaesci, for those wishing for a more bestial, serpentine Tsaesci.

Kothringi (http://www.uesp.net/wiki/Lore:Black_Marsh)

Medium Humanoid (Human)
A Kothringi's base land speed is 30ft.
Reflective Skin (Ex): If a Kothringi is the target of a spell (or otherwise magical effect) with the [Light], [Electricity] or [Fire] descriptors, the enemy caster is Blinded for 1d4 rounds from the resulting flash. A successful DC 15 Fortitude save negates this, causing the caster to be instead Dazzled for 1 round.
Swampwalk: (http://www.giantitp.com/forums/showthread.php?t=72683) A combination of light weight, natural agility and innate magic helps Kothringi traverse the swamps of Black Marsh with ease. A Kothringi may walk across the top of mud, quicksand, and mucky ground with no penalty to movement. This cannot be used to walk on water, normal or swampy.
+2 racial bonus to Hide checks made in marshes, forests and jungles.
+2 racial bonus to Fortitude saves made against poisons and diseases, except for supernatural diseases. What qualifies as a supernatural disease rather than a naturally occuring one is up to the DM's interpretation.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Cyrodiilic), Lizardfolk (Argonian). Bonus Languages: Any
Favored Class: Any.


Orma (http://www.uesp.net/wiki/Lore:Black_Marsh)

Medium Humanoid (Human)
An Orma's base land speed is 30ft.
Eyeless: The Orma are born without eyes, and are therefore immune to effects that rely on eyesight. However, Orma have their other senses heightened in such a way that through a combination of hearing, smell and touch, they can “see” just as well as a human. For all intents and purposes, this is identical to normal vision.
Detect Life (Ex): Once per day as a free action, an Orma may focus her senses in such a way as to gain Blindsight out to 60 feet for 1 round per character level.
Swampwalk: (http://www.giantitp.com/forums/showthread.php?t=72683) A combination of light weight, natural agility and innate magic helps Orma traverse the swamps of Black Marsh with ease. An Orma may walk across the top of mud, quicksand, and mucky ground with no penalty to movement. This cannot be used to walk on water, normal or swampy.
+2 racial bonus to Hide checks made in marshes, forests and jungles.
+2 racial bonus to Fortitude saves made against poisons and diseases, except for supernatural diseases. What qualifies as a supernatural disease rather than a naturally occuring one is up to the DM's interpretation.
4 extra skill points at 1st level, 1 extra skill point at following levels.
Automatic Languages: Common (Cyrodiilic), Lizardfolk (Argonian). Bonus Languages: Any
Favored Class: Any.



Elves:

Altmer (High Elves) (http://www.uesp.net/wiki/Lore:Altmer)

+2 Intelligence, -2 Strength
Medium Humanoid (Elf)
An Altmer’s base land speed is 30 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. An Altmer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to paralysis effects, and a +4 racial bonus to Fortitude saves made against diseases.
+2 racial bonus to Craft (alchemy) and Knowledge (Arcana) checks.
+2 racial bonus on all Concentration checks when trying to resist spell failure while casting a spell.
Enhanced Magicka: Altmer gain 2 bonus spell points (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) at 1st level. This benefit does not grant them the ability to cast spells unless they gain that ability through another source, such as levels in a spellcasting class.
Mystic Blood: Altmer only require 4 hours of rest to recover spell points, but they still require the usual 8 hours to recover lost hitpoints.
Lesser Vulnerability to Energy: Altmer are somewhat vulnerable to Fire, Electricity and Cold, however they only take 25% extra damage from these types of energy.
Automatic Languages: Common (Cyrodiilic), Elven (Aldmeris). Bonus Languages: Any
Favored Class: Sorcerer.


Bosmer (Wood Elves) (http://www.uesp.net/wiki/Lore:Bosmer)

+2 Dexterity, -2 Strength
Medium Humanoid (Elf)
A Bosmer’s base land speed is 40 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. A Bosmer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to magic sleep effects, and a +2 racial bonus to Fortitude saves made against diseases.


+2 racial bonus to Craft (alchemy), Handle Animal and Move Silently checks.
Weapon Proficiency: Bosmer are automatically proficient with any sort of bow, martial or otherwise.
Beast Tongue (Su): Useable 3 times per day, a Bosmer may use exert a small degree of control over local wildlife, acting as a Charm Animal spell. Bosmer may charm Magical Beasts as well, although they receive a +5 bonus on their saving throw.
Automatic Languages: Elven (Bosmeris), Common (Cyrodiilic). Bonus Languages: Any
Favored Class: Druid.


The Wild Hunt: (http://www.uesp.net/wiki/Lore:A_Dance_in_Fire%2C_Chapter_4) A Bosmer who undertakes the Wild Hunt recieves the Pseudonatural template. Some Bosmer take on an animal-like form, but all are equally mindless and horrifying. When the Wild Hunt kills their target, they often turn on each other.

Dunmer (Dark Elves) (http://www.uesp.net/wiki/Lore:Dunmer)

+2 Dexterity, -2 Charisma
Medium Humanoid (Elf)
A Dunmer’s base land speed is 30 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. A Dunmer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to magic sleep effects.
Resistance to Fire 5.
Weapon Proficiency: Dunmer are always proficient with the dagger, shortsword, rapier, scimitar and falchion and furthermore treat rapiers and scimitars as light weapons.
Ancestral Ghost (Su): Once per day as a standard action, a Dunmer may summon the spirit of one of his ancestors (an Undying Soldier with the Incorporeal subtype- see the Ebberon Campaign Setting) for a number of minutes equal to the Dunmer's character level, to ask advice about matters within its experience and learning.
Additionally, the ancestor may be asked to provide reconnaissance, providing information relevent to the situation (eg. it may be asked to locate traps, spy on enemies etc) and if the Dunmer (or his allies) is being attacked or is otherwise in any immediate danger, his ancestor will defend him to the best of his ability. The Ancestral Ghost may perform any other order within reason- however it cannot be ordered to perform actions that are suicidal or otherwise harmful to its well-being.
Once the Dunmer reaches 5 HD, his ancestor may also advance in level, gaining half the XP awarded to the Dunmer.
Automatic Languages: Elven (Dunmeris), Common (Cyrodiilic). Bonus Languages: Any
Favored Class: Wizard.


Orsimer (Orc) (http://www.uesp.net/wiki/Lore:Orsimer)

+2 Strength, -4 Charisma
Medium Humanoid (Orc)
An Orc’s base land speed is 30 feet.
Low-light Vision.
+2 racial bonus to Craft skills involving metal and stone.
+2 racial bonus on Will saves against spells and spell-like effects.
Armor Proficiency: Orcs are automatically proficient with all types of armor and shields, including tower shields.
Berserk (Ex): Once per day, an Orc may go Berserk, which allows the Orc to shrug off even the mightiest of blows- however, they are overcome by a powerful blood lust (a Berserk Orc will not willingly back down from a fight, have a primal and unshakable urge to do battle, and may have difficulty distinguishing friend from foe should there be no enemies to fight- needing a DC 15 Will save to restrain himself from attacking an ally in the absence of enemies, or to retreat from battle).
This bestows a temporary racial bonus of +4 to Strength and Constitution, as well as a +2 natural armor bonus and a +2 racial bonus to Fortitude saves, however, they temporarily lose their bonus to Will saves against spells. This effect lasts for one minute, and the bonuses do not stack with a Barbarian's Rage.
Automatic Languages: Common (Cyrodiilic), Orc (Orsinian). Bonus Languages: Any
Favored Class: Barbarian.


Dwemer (Deep Elves, Dwarves) (http://www.uesp.net/wiki/Lore:Dwemer)

+2 Wisdom, -2 Charisma
Medium Humanoid (Elf)
A Dwemer's base land speed is 30 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. A Dwemer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to magic sleep effects.
Resistance to Fire 5.
+2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
Weapon and Armour Proficiency: Dwemer are always proficient with any simple or martial weapon that deals solely bludgeoning damage (hammers, maces etc). They are also proficient with all Heavy armor.
The Calling (Sp): All Dwemer can communicate with each other telepathically, up to a range of 100ft. This range is cut in half when attempting to use The Calling on a non-Dwemer.
Automatic Languages: Common (Cyrodiilic), Dwarven (Dwemeris). Bonus Languages: Any
Favored Class: Wizard.


Ayleid (Wild Elves, Heartland High Elves) (http://www.uesp.net/wiki/Lore:Ayleids)


+2 Intelligence, -2 Strength
Medium Humanoid (Elf)
An Ayleid's base land speed is 30 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. An Ayleid who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to paralysis effects, and a +4 racial bonus to Fortitude saves made against poison.
+2 racial bonus to Hide checks made in marshes, forests and jungles.
+2 racial bonus to Survival checks.
+2 racial bonus on all Concentration checks when trying to resist spell failure while casting a spell.
Enhanced Magicka: Ayleids gain 2 bonus spell points at 1st level. This benefit does not grant them the ability to cast spells unless they gain that ability through another source, such as levels in a spellcasting class.
Mystic Blood: Ayleids only require 4 hours of rest to recover spell points, but they still require the usual 8 hours to recover lost hitpoints.
Lesser Vulnerability to Energy: Ayleids are somewhat vulnerable to Fire, Electricity and Cold, however they only take 25% extra damage from these types of energy.
Automatic Languages: Common (Cyrodiilic), Elven (Ayleidic). Bonus Languages: Any
Favored Class: Druid.


Falmer (Snow Elves) (http://www.uesp.net/wiki/Lore:Falmer)

+2 Dexterity, -2 Strength
Medium Humanoid (Elf)
A Falmer's base land speed is 30 ft.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. A Falmer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to magic sleep effects.
Cold Resistance (Ex): Falmer are completely at home in freezing environments, and they suffer no harm from being in a cold environment. The Falmer's equipment is likewise protected. Falmer also possesses resistance to cold 5.
Obscuring Snow (Sp): When in a cold environment, and 3 times per day, a Falmer may manipulate the weather to create a miniature, localized snowstorm that grants concealment, acting as an Obscuring Snow spell (see Spell Compendium). The Falmer often raid Nordic settlements, relying on heany snowfall to obscure the sight of any potential witnesses. When there is no snow, they make their own.
Snowsight (Ex): Falmer have innate Snowsight, as the spell (see Spell Compendium). No snowstorm can obscure their vision.
Weapon Proficiency: Falmer are always proficient with any simple or martial two-handed weapon that deals solely piercing damage (longspears, spears, lances and ranseurs), as well as with all martial bows.
+2 racial bonus on Survival checks, which increases to +4 when in a cold environment.
Vulnerability to Fire.
Automatic Languages: Common (Cyrodiilic), Nordic, Elven (Falmeris). Bonus Languages: Any
Favored Class: Druid.


Maormer (Sea Elves, Tropical Elves) (http://www.uesp.net/wiki/Lore:Maormer)

+2 Intelligence, -2 Strength
Medium Humanoid (Elf)
A Maormer's base land speed is 30 ft.
A Maormer's swim speed is 30ft. A Maormer has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Low-light Vision.
+2 racial bonus on Listen, Search, and Spot checks. A Maormer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Immunity to paralysis effects, and a +2 racial bonus to Fortitude saves made against poison.
+2 racial bonus to Ride and Handle Animal checks made to handle snakes, eels, sea serpents and similar creatures.
Hold Breath (Ex): Maormer can hold their breath for a number of rounds equal to 5 × their Constitution score before they risk drowning.
Chameleon Skin (Ex): Maormer can adjust the color of their skin to blend in with their surroundings. When not wearing armor, robes or other covering clothing, a Maormer gains a +5 racial bonus on Hide checks.
Automatic Languages: Common (Cyrodiilic), Elven (Pyandonean). Bonus Languages: Any
Favored Class: Sorcerer.



Beastfolk:

Argonian (http://www.uesp.net/wiki/Lore:Argonian)

+2 Constitution, -2 Charisma
Medium Humanoid (Reptillian, Lizardfolk)
An Argonian’s base land speed is 30 ft.
An Argonian’s swim speed is 30 ft. An Argonian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Water Breathing: Argonians can breathe in water as well as on land.
Weapon Proficiency: Argonians are always proficient with any simple and martial two-handed weapon that deals solely piercing damage (longspears, spears, lances and ranseurs), as well as with javelins.
+2 racial bonus to Fortitude saves made against disease and poison.
+2 racial bonus to Hide checks made in marshes, forests and jungles.
+1 Natural Armour bonus.
Automatic Languages: Lizardfolk (Argonian), Common (Cyrodiilic). Bonus Languages: Any
Favored Class: Ranger.


Sarpa Argonians have the following changes to the default Argonian racial traits:


No Swim speed or Water Breathing.
+2 racial bonus to Climb and Jump checks.
Gliding (Ex): A Sarpa can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Sarpa glide at a speed of 40 feet (average maneuverability). Even if a Sarpa's maneuverability improves, she can't hover while gliding. A Sarpa can't glide while carrying a medium or heavy load. If a Sarpa becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Sarpa descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.


Naga Argonians have the following changes to the default Argonian racial traits:


A Naga's swim speed is only 20 ft.
No Water Breathing.
+2 racial bonus to Intimidate checks.
Hold Breath (Ex): Naga can hold their breath for a number of rounds equal to 5 × their Constitution score before they risk drowning.
Natural Weapons: A Naga has a primary natural weapon in the form of a Bite attack that deals 1d4 damage + Str bonus.


Khajiit (http://www.uesp.net/wiki/Lore:Khajiit)

+2 Dexterity, -2 Wisdom
Medium Humanoid (Catfolk)
Darkvision 60 ft.
A Khajiit’s land speed is 40 ft.
Natural Acrobat: A Khajiit treats any fall as 10 feet shorter than it is in terms of damage.
Eye of Fear (Ex): Once per day, the Khajiit may inspire fear in a person by making eye contact. This acts as a Cause Fear spell. Once the Khajiit has reached 5 HD, it is instead treated as a Fear spell. Any creatures that do not rely on their eyes to see are unaffected by this ability.
+2 racial bonus to Jump, Listen and Move Silently checks.
Automatic Languages: Common (Cyrodiilic), Feline (Ta'agra). Bonus Languages: Any
Favored Class: Monk.


Pahmar (or Pahmar-Raht or Senche) possess the following racial traits:


+2 Dexterity, -2 Charisma
Medium Magical Beast (Catfolk)
Darkvision 60 ft.
Unlike other Magical Beasts, Pahmar do not have Low-light Vision.
A Khajiit’s land speed is 40 ft.
Natural Weapons: A Pahmar has a primary natural weapon in the form of either a Bite or Claw attack that deals 1d4 damage + Str bonus.
Quadruped: As Quadrupeds, Pahmar have a +4 Bonus to resist Bull Rush and Trip attacks. They have a carrying capacity of 1-1/2 times greater than normal for their strength. They must wear barding instead of normal armor and they cannot wear boots designed for humanoids.
Handless: As they lack hands, Pahmar must carry weapons and other objects in their mouths, cannot wield more than one weapon at a time and may not cast spells with verbal components when their mouths are full, although somatic components are achieved by tail and body movements, rather than having to use their hands.
A Pahmar may have weapons or shields specially crafted to be fitted on their shoulders, tails or other body part, but they must pay twice the usual amount for such equipment.
Natural Acrobat: As above.
Eye of Fear (Ex): As above.
+2 racial bonus to Survival, Listen and Move Silently checks.
Automatic Languages: Common (Cyrodiilic), Feline (Ta'agra). Bonus Languages: Any
Favored Class: Ranger.


Senche-Raht have the following changes to the default Pahmar racial traits:

+2 Constitution, -2 Charisma. These adjustments replace the Pahmar's ability score adjustments.
Large Size.
A Senche-Raht's land speed is 30 ft.
No Natural Acrobat ability.
Bonus Feat: Senche-Raht receive Catfolk Pounce (see Races of the Wild) as a bonus feat.


Alfiq have the following changes to the default Pahmar racial traits:


+2 Dexterity, -4 Strength. These adjustments replace the Pahmar's ability score adjustments.
Tiny Size.
An Alfiq's land speed is 30 ft.
Alfiq have a +2 racial bonus on Climb, Hide and Balance checks. In areas of tall grass or heavy undergrowth, the Hide bonus rises to +4.
No racial bonus to Survival and Listen Checks.
No Eye of Fear ability.


Lilmothiit (http://www.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire%2C_3rd_Edition/Argonia) have the following changes to the default Khajiit racial traits:


A Lilmothiit's land speed is 30 ft.
No Natural Acrobat ability.
Swampwalk: (http://www.giantitp.com/forums/showthread.php?t=72683) A combination of light weight, natural agility and innate magic helps Lilmothiit traverse the swamps of Black Marsh with ease. A Lilmothiit may walk across the top of mud, quicksand and mucky ground with no penalty to movement. This cannot be used to walk on water, normal or swampy.
No racial bonus to Jump Checks.
+2 racial bonus to Hide and Survival checks made in marshes, forests and jungles.
+2 racial bonus to Fortitude saves made against poisons and diseases, except for supernatural diseases. What qualifies as a supernatural disease rather than a naturally occuring one is up to the DM's interpretation.
Automatic Languages: Common (Cyrodiilic), Feline (Ta'agra), Lizardfolk (Argonian). Bonus Languages: Any
Favored Class: Ranger.


Sload (http://www.uesp.net/wiki/Lore:Sload)

+2 Intelligence, -2 Charisma
Medium Monstrous Humanoid (Aquatic)
A Sload's base land speed is 20 ft.
Sload also have a swim speed of 20 feet. A Sload has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Darkvision 60ft.
+2 racial bonus on Climb and Grapple checks: Sloads can mould their tentacle-like hands around whatever they hold, allowing them to have an incredibly strong grip and the ability to climb things many other races can't.
+2 racial bonus on Bluff checks: Sload do not experience emotions as the Tamrielic races do, but are often skilled at acting and may exaggeratedly simulate them for the benefit of more emotive beings.
Amphibious (Ex): Sload, although Aquatic, can survive indefinitely on land.
Mark and Recall (Sp): The Sload are an innately cautious and careful people, and all Sload are trained in the art of Mysticism from a young age. As a standard action, a Sload may mark the spot at which he stands with magical energy, and once per day, may be recalled to that spot as a standard action. The Sload may only Mark one spot at a time, but is free to change this location whenever he wishes.
Automatic Languages: Common (Cyrodiilic), Sload. Bonus Languages: Any
Favoured Class: Sorcerer.


Imga (http://www.uesp.net/wiki/Lore:Imga)

+2 Strength, -4 Charisma
Medium Humanoid
An Imga's base land speed is 30ft.
Low-light Vision.
+4 Racial bonus on all Climb, Jump and Bluff checks.
Brachiation: Imga can move through medium and dense forest area at their normal land speed. They must be at least 20 ft. from the ground to use this ability.
Weapon Proficiency: Imga are always proficient with the dagger, shortsword, rapier, scimitar and falchion and furthermore treat rapiers and scimitars as light weapons.
Alcohol Immunity: The thirst of the Imga is legendary, with some Bosmer going as far to say that all the water in the Abecean Sea wouldn't sate the thirst of an Imga. As such, all Imga are immune to the effects of alcohol.
Automatic Languages: Common (Cyrodiilic), Elven (Aldmeris), Elven (Bosmeris). Bonus Languages: Any.
Favored Class: Rogue.


Dreugh (http://www.uesp.net/wiki/Lore:Dreugh#Dreugh)

+2 Dexterity, -2 Intelligence
Medium Monstrous Humanoid (Aquatic)
A Dreugh's base land speed is 20ft.
A Dreugh's swim speed is 30ft. A Dreugh has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Darkvision 60ft.
Amphibious (Ex): Dreughs can breathe both air and water, although they rarely travel more than a few feet from the water’s edge, except when undergoing Karvinasim (the one year during their lifetime when they become Land Dreughs).
Shocking Touch (Sp): Once per day, as a free action a Dreugh can infuse their hands with electricity. While their hands are crackling with electricity, their unarmed attacks do an additional 1 point of Electricity damage. Any melee weapon a Dreugh wields is infused with electricity and does an additional 1 point of Electricity damage on a successful hit as long as the Dreugh continues to hold the weapon. This additional damage does not stack with a magic weapon’s ability to deal Electricity damage (if any).
+1 Natural Armour bonus.
Automatic Languages: Common (Cyrodiilic), Dreugh. Bonus Languages: Any
Favored Class: Barbarian.


Goblin (http://www.uesp.net/wiki/Lore:Goblin#Goblin)
Cave Goblin (i.e Oblivion-style) characters possess the following racial traits:


+2 Dexterity, -2 Strength
Medium Humanoid (Goblinoid)
A Goblin's base land speed is 30ft.
Darkvision 60ft.
+4 racial bonus on Craft (trapmaking), Craft (alchemy), and Move Silently checks.
Poison Use: A Goblin can apply poison without endangering itself.
Illiteracy: Goblins do not automatically know how to read and write. A Goblin must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a non-barbarian character class, with the exception of the wizard class.
Automatic Languages: Common (Cyrodiilic), Goblin. Bonus Languages: Any.
Favored Class: Barbarian.


Sewer Goblin (i.e. Tribunal-style) characters possess the following racial traits:


+2 Dexterity, -2 Strength
Medium Humanoid (Goblinoid)
A Goblin's base land speed is 30ft.
Darkvision 60ft.
+4 racial bonus on Move Silently checks, as well as Handle Animal and Ride checks with Durzogs (Worgs).
Rapid Regenerate (Sp): Useable 3 times per day, a Goblin may receive Fast Healing 1 for 1 round per character level.
Illiteracy: Goblins do not automatically know how to read and write. A Goblin must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a non-barbarian character class, with the exception of the wizard class.
Automatic Languages: Common (Cyrodiilic), Goblin. Bonus Languages: Any.
Favored Class: Barbarian.


Riekling (i.e. Bloodmoon-style) characters possess the following racial traits:


+2 Dexterity, -2 Strength
Medium Humanoid (Goblinoid)
A Riekling's base land speed is 30ft.
Darkvision 60ft.
+4 racial bonus on Survival checks, as well as Handle Animal and Ride checks with Tusked Bristlebacks (Dire Boars).
+2 racial bonus on any Knowledge check about a Frost Giant or its lair.
Cold Resistance (Ex): Rieklings are completely at home in freezing environments, and they suffer no harm from being in a cold environment. The Riekling's equipment is likewise protected. Rieklings also possesses resistance to cold 5.
Illiteracy: Rieklings do not automatically know how to read and write. A Riekling must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a non-barbarian character class, with the exception of the wizard class.
Automatic Languages: Common (Cyrodiilic), Goblin. Bonus Languages: Any.
Favored Class: Barbarian.


Ka Po' Tun* (http://www.uesp.net/wiki/Lore:Ka_Po%27_Tun)


+2 Intelligence, -2 Charisma.
Medium Humanoid (Dragonblood)
A Ka Po' Tun's base land speed is 30ft.
Low-light Vision.
Immunity to paralysis effects, and a +2 racial saving throw bonus against fear-based spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A Ka Po' Tun who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
+2 racial bonus on Knowledge (Arcana, The Planes and Religion) checks involving Dragons.
+1 racial bonus on attack rolls against Tsaesci and Tang Mo.
Weapon Familiarity: Ka Po' Tun treat the tonfa, sai, wakizashi, naginata, shuriken and katana as martial weapons instead of exotic weapons.
Slowfall (Sp): A Ka Po' Tun can cast Feather Fall once per day, plus an additional time per day for every 5 Hit Dice he has.
Automatic Languages: Common (Akaviri), Ka Po' Tun (Draconic). Bonus Languages: Any
Favored Class: Sorcerer.

*The Ka Po' Tun are a difficult lot, so i've gone with the impression that like the Aldmer, they're descended from Auri-El (a.k.a. Akatosh, the Dragon God of Time), and that is why they are trying to BECOME dragons- like the Altmer, they yearn to break free from the mortal world, and take their rightful place among the Aedra/ancestors.
-Hence the "dragon elf" style statblock. They're loosely based on Elves, with a little Silverbrow Human thrown in for good measure. :P


Daedra:
Mazken (Dark Seducers) (http://www.uesp.net/wiki/Shivering:Dark_Seducer)

+2 Dexterity, -4 Charisma
Medium Outsider (Native)
A Dark Seducer's base land speed is 30ft.
Darkvision 60ft.
Kiss of the Mazken (Sp): Once per day, a Dark Seducer may attempt to blow a kiss to an opponent as a standard action. She must succeed on a ranged touch attack, which deals 1d4 damage + Dex bonus, and grants temporary hit points equal to the damage she deals. The temporary hit points disappear 1 hour later.
Spell Absorbtion (Ex): A Dark Seducer has spell resistance equal to 5 plus her HD (except when damaged by a Cold spell). When a spell is successfully resisted, a Dark Seducer may elect to absorb the magicka within herself- if she is of a spellcasting class, she can use the absorbed magicka to regain spell points equal to half the amount used for the enemy's spell. A Dark Seducer may not absorb spells of a level she is incapable of casting.
Weapon and Armour Proficiency: Dark Seducers are automatically proficient with any sort of bow, martial or otherwise.They are also proficient with all Light and Medium armour.
Vulnerability to Cold.
+2 Racial Bonus to Knowledge (Arcana), Knowledge (The Planes) and Move Silently checks.
Automatic Languages: Common (Cyrodiilic), Infernal (Daedric). Bonus Languages: Any
Favored Class: Rogue.


Aureal (Golden Saints) (http://www.uesp.net/wiki/Shivering:Golden_Saint)

+2 Constitution, -4 Charisma
Medium Outsider (Native)
A Golden Saint's base land speed is 30ft.
Darkvision 60ft.
Touch of the Aureal (Sp): Once per day, a Golden Saint may attempt to touch an opponent's weapon, shield or armour as a standard action, so long as they are made of metal. She must succeed on a melee touch attack to use this ability. Touching armour or a shield in this way reduces the AC gained from it by 1d4 + Dex bonus. Touching an opponent's weapon provokes an attack of opportunity (also, the Golden Saint must touch the weapon and not the other way round), and reduces damage dealt by the weapon by 1d4 + Dex bonus.
A weapon, shield or armour whose AC or damage is reduced to zero becomes rusted and worthless.
Metal creatures or objects may be damaged in the same way, and recieve 3d4 + Dex bonus in damage from an Aureal's touch.
Reflect Spell (Ex): A Golden Saint has spell resistance equal to 5 plus her HD (except when damaged by an Acid spell). When a spell is successfully resisted, a Golden Saint may choose to reflect half the damage normally received by the spell back at the caster, so long as the spell is of a spell level the Golden Saint is capable of casting. Spells that do not deal damage to the Golden Saint are unaffected.
This is treated as a Spell Turning spell for the purposes of creating resonating fields in the event that the enemy caster is also warded by a Reflect Spell, Spell Turning or similar effect.
Weapon and Armour Proficiency: Golden Saints are always proficient with any simple or martial weapon that deals solely bludgeoning damage (hammers, maces etc). They are also proficient with all types of shields, including tower shields.
Vulnerability to Acid.
+2 Racial Bonus to Knowledge (Arcana), Knowledge (The Planes) and Spellcraft checks.
Automatic Languages: Common (Cyrodiilic), Infernal (Daedric). Bonus Languages: Any
Favored Class: Sorcerer.


Kyn (Dremora) (http://www.uesp.net/wiki/Oblivion:Dremora)

+2 Intelligence, -4 Charisma
Medium Outsider (Native)
A Dremora's base land speed is 30ft.
Darkvision 60ft.
Daedric Nature (Ex): A Dremora has spell resistance equal to 5 plus his HD (except when damaged by an Electrical spell). In addition, all Dremora have Resistance to Fire 5.
Weapon and Armour Proficiency: Dremora are always proficient with any simple or martial weapon that deals solely slashing damage (battleaxes, greatswords etc). They are also proficient with all Heavy armor.
DR 5/Magic or Silver weapons.
Vulnerability to Electricity.
+2 Racial Bonus to Knowledge (Religion), Knowledge (The Planes) and Intimidate checks.
Automatic Languages: Common (Cyrodiilic), Infernal (Daedric). Bonus Languages: Any
Favored Class: Fighter.


Grummite (http://www.uesp.net/wiki/Shivering:Grummite)

+2 Dexterity, -4 Charisma
Medium Outsider (Native, Aquatic)
A Grummite's base land speed is 30ft.
Grummites also have a swim speed of 30 feet. A Grummite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Darkvision 60ft.
Amphibious (Ex): Grummites, although Aquatic, can survive indefinitely on land.
Grummite Heal (Ex): When underwater, in rain, or otherwise wet, a Grummite may receive Fast Healing 1 for as long as they stay wet.
Illiteracy: Grummites do not automatically know how to read and write. A Grummite must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a non-barbarian character class, with the exception of the wizard class.
Automatic Languages: Common (Cyrodiilic), Infernal (Daedric). Bonus Languages: Any
Favored Class: Barbarian.



...And that's it! Remember, i'm not asking for critique on all of them at once (that would take years), just pick out the ones that interest you. :)

COMING SOON: Daedroths, Atronachs, Scamps and Winged Twilights to the Daedra section, and if I can find some more info, hopefully the remaining Akaviri races will be added.

EDIT 29/09/2008: Updated the Kothringi, Orma, Altmer, Maormer, Ayleids, and added the Lilmothiit.
("Swampwalk" ability borrowed from rtg0922's fantastic work on the Codename: Swampgas (http://www.giantitp.com/forums/showpost.php?p=3996767&postcount=212) project :))
EDIT 03/10/2008: Updated the Altmer (and Ayleids and Maormer) by changing their sleep immunity to paralysis, reflecting their immunity from the Elder Scrolls 1: Arena.
Also updated the Tsaesci with a more serpentine variant, and added the Ka Po' Tun, a very difficult race to make accurately, and was mostly put together by reading theories on the Bethesda Softworks forums (i.e not necessarily canon).

Lorien077
2008-09-22, 11:38 PM
First off I like what you did with these. You got some cool innate specials (even for human subraces, finally) and it fits the flavor pretty well as best I can tell.
My only concern is Elemental Vulnerability seems like a pretty big weak spot on the elves, and other races with similar benefits don't seem to have as much of a weak point. I'm not hte balance Queen though so if you have justification for it (mechanics wise) feel free to share.

kwanzaabot
2008-09-23, 06:26 AM
The only reason for the weaknesses on the Altmer and Ayleids (and Daedra) is that they have those weaknesses in-game- they're pretty much glass cannons.

Whether or not it's suitable in a D&D game is another matter entirely! :D

Debihuman
2008-09-23, 07:35 AM
Thanks for posting the links. I never played Elder Scrolls so I'm reading up on some of the races. I think you've done a very nice job of defining the racial traits that reflect the text. I only wish that there had been some information on the Orma because the link didn't seem to have information on them.

Debby

kwanzaabot
2008-09-23, 07:41 AM
Thanks for posting the links. I never played Elder Scrolls so I'm reading up on some of the races. I think you've done a very nice job of defining the racial traits that reflect the text. I only wish that there had been some information on the Orma because the link didn't seem to have information on them.

Debby

There isn't really a lot to go on with the Orma. They're said to be a race of unusually gaunt, eyeless (although they're supposedly masters of their other senses) humans who lived in a tribal society in Black Marsh (where the Argonians are from), but were wiped out by a disease called the Knahaten Flu, which also wiped out the Kothringi (a race of silver-skinned humans), although some sources say the Kothringi managed to escape Black Marsh by boat.

kwanzaabot
2008-09-24, 07:21 PM
Not to be a shameless bumper or anything, but I'd really like some (constructive) criticism. :)

Lappy9000
2008-09-26, 01:11 PM
I think they're all quite good. The way you handled the human subraces was especially nice :smallwink:

kwanzaabot
2008-09-28, 05:42 PM
I think they're all quite good. The way you handled the human subraces was especially nice :smallwink:

Thanks. Humans are pretty tough to balance actually, although I've got a few tweaks to add- personal preference mostly. :D

SurlySeraph
2008-09-28, 07:56 PM
I like these a lot. They look balanced and are true to the source.

kwanzaabot
2008-09-28, 08:59 PM
I like these a lot. They look balanced and are true to the source.

Thanks. I appreciate the support. :)

kwanzaabot
2008-10-03, 01:02 AM
Oh wow, what a cool thread! And what a coincidence that the OP has the same username as me! (bump)