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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Post Elder Scrolls Races

    Elder Scrolls Races

    Altmer
    +2 Intelligence, -2 Strength, -2 Constitution
    Humanoid (Elf)
    Medium size
    Speed 30 feet
    High Elf Magicka (Ex): Altmer can cast one extra spell per day of each spell level available to them. In addition, Altmer cast all spells except Divination at +1 caster level.
    High Elf Blood (Ex): Altmer are susceptible to magical attacks and take +25% more damage from spells that deal hit point damage.
    Bonus Feat: Altmer gain one item creation feat as a bonus feat.
    +2 racial bonus on saves vs. disease
    +2 racial bonus on Craft (Alchemy) checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Wizard
    Level Adjustment: +0

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    Argonian
    +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom, -2 Charisma
    Humanoid (Reptilian)
    Medium size
    Speed 40 feet, Swim 40 feet
    Water Breathing (Ex): Argonians can breathe underwater.
    Weapon Proficiency: Argonians receive the Martial Weapon Proficiency feats for the guisarme, halberd, ranseur, and trident as bonus feats.
    Immunity to poison
    +1 Natural Armor
    +2 racial bonus on saves vs. disease
    +4 racial bonus on Climb checks
    +8 racial bonus on Swim checks
    Automatic Languages: Common, Jel
    Bonus Languages: Any, except secret languages
    Favored Class: Swashbuckler (male), Beguiler (female)
    Level Adjustment: +0

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    Bosmer
    +2 Dexterity, -2 Strength, -2 Constitution
    Humanoid (Elf)
    Small size
    Speed 30 feet
    Beast Tongue (Sp): Bosmer can use Dominate Animal as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Bosmer receive the Martial Weapon Proficiency feats for the longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    +1 racial bonus on attack rolls with ranged weapons
    +2 racial bonus on saves vs. disease
    +2 racial bonus on Hide, Move Silently, and Tumble checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Scout
    Level Adjustment: +0

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    Breton
    +2 Intelligence, +2 Wisdom, -2 Strength, -2 Dexterity, -2 Constitution
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Elf Blood: Bretons count as elves for all purposes.
    Dragon Skin (Sp): Bretons can use Mage Armor as a spell-like ability once per day with a caster level equal to their HD.
    Spell Resistance (Ex): 10+HD
    +1 caster level with Abjuration, Conjuration, and Transmutation spells
    +2 racial bonus on Craft (Alchemy) checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Wizard
    Level Adjustment: +0

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    Dunmer
    +2 Dexterity, -2 Constitution, -2 Wisdom
    Humanoid (Elf)
    Medium size
    Speed 40 feet
    Ancestor Guardian (Sp): Dunmer can use sanctuary as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Dunmer receive the Martial Weapon Proficiency feats for the longsword, rapier, short sword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    Fire Resistance 20
    +1 caster level with Evocation spells
    +2 racial bonus on Climb and Swim checks
    Automatic Languages: Common, Elven
    Bonus Languages: Any, except secret languages
    Favored Class: Hexblaxe
    Level Adjustment: +0

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    Imperial
    +2 Charisma, -2 Dexterity, -2 Wisdom
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Star of the West (Sp): Imperials can use Ray of Exhaustion as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based. If this ability successfully affects a target, the Imperial is cured of fatigue or exhaustion and gains temporary hit points equal to their caster level which last for one hour.
    Voice of the Emperor (Sp): Imperials can use Charm Person as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Weapon Proficiency: Imperials receive the Martial Weapon Proficiency feats for the greatsword and longsword as bonus feats.
    +2 racial bonus on Appraise, Bluff, Diplomacy, and Gather Information checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Bard
    Level Adjustment: +0

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    Khajiit
    +2 Dexterity, -2 Constitution, -2 Wisdom
    Humanoid (Elf)
    Medium size
    Speed 30 feet
    Low-Light Vision
    Eye of Fear (Sp): Khajiit can use Fear as a spell-like ability once per day with a caster level equal to their HD. The save is Charisma-based.
    Natural Weapons: Khajiit have two claw attacks that deal 1d6 damage.
    Weapon Proficiency: Khajiit receive the Martial Weapon Proficiency feats for the shortsword and kukri as bonus feats.
    Bonus Feat: Khajiit receive Improved Unarmed Strike as a bonus feat.
    +2 racial bonus on Balance, Climb, Hide, Move Silently, and Open Lock checks
    +4 racial bonus on Jump and Tumble checks
    Automatic Languages: Common, Ta'agra
    Bonus Languages: Any, except secret languages
    Favored Class: Rogue
    Level Adjustment: +0

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    Nord
    +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Thunder Fist (Sp): Nords can use Shocking Grasp as a spell-like ability once per day with a caster level equal to their HD. This does cold damage rather than electric damage.
    Woad (Sp): Nords can use Shield as a spell-like ability once per day with a caster level equal to their HD.
    Weapon Proficiency: Nords receive the Martial Weapon Proficiency feats for the greataxe, battleaxe, greatclub, and warhammer as bonus feats.
    Cold Resistance 30
    Electric Resistance 10
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Barbarian
    Level Adjustment: +0

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    Orsimer
    +2 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma
    Humanoid (Orc)
    Medium size
    Speed 20 feet
    Elf Blood: Orsimer count as elves for all purposes.
    Berserk (Ex): Orsimer can fly into a rage as a barbarian once per day. This ability is affected by all class features, feats, and abilities that affect a barbarian's rage.
    Spell Resistance (Ex): 5+HD
    Weapon Proficiency: Orsimer receive the Martial Weapon Proficiency feats for the greataxe, battleaxe, and handaxe as bonus feats.
    Weapon Familiarity: Orsimer treat the orc double axe as a martial weapon.
    +4 racial bonus on Craft checks related to weapons and armor
    Automatic Languages: Common, Orc
    Bonus Languages: Any, except secret languages
    Favored Class: Barbarian
    Level Adjustment: +0

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    Redguard
    +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
    Humanoid (Human)
    Medium size
    Speed 30 feet
    Adrenaline Rush (Sp): Redguards can use Divine Power as a spell-like ability once per day with a caster level equal to their HD. When using this ability, they also gain a +6 enhancement bonus to Dexterity and Constitution and a +20 enhancement bonus to Speed.
    Weapon Proficiency: Redguards receive the Martial Weapon Proficiency and Weapon Focus feats for the greatsword, falchion, longsword, scimitar, and short sword as bonus feats.
    +2 racial bonus on saves vs. disease and poison
    +2 racial bonus on Climb, Ride, and Swim checks
    Automatic Language: Common
    Bonus Languages: Any, except secret languages
    Favored Class: Fighter
    Level Adjustment: +0
    Last edited by Celestia; 2018-12-01 at 05:59 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!