Post by Nate on Oct 5, 2007 0:00:28 GMT -5
Races
Choose a race. You get two +4’s to any two stats.
Argonian:
Str 10
Dex 14
Con 6
Int 10
Wis 6
Cha 6
Speed male 40 female 30
Argonian females are much different than males. They lose their boost to dex and speed and gain +4 to Int and Wis.
+4 to fort vs. Disease
+2 to Craft(Alchemy)
+1 to Armor Check Penalty (this reduces armor check penalty)
Weapon Group Proficiency Spears
Claw Attack 1d4 damage
+1 caster Level to Illusion and Mysticism spells
+1 natural armor
Immune to poison
Can breathe underwater
Breton:
Str 10
Dex 6
Con 6
Int 14
Wis 14
Cha 10
Speed 20
+2 to Craft(Alchemy)
+1 caster level to Alteration and Illusion
+2 caster level to Conjuration, Mysticism, and Restoration
Spell Resistance 10 + Character Level
Bonus spell points are calculated as though you have an Int of 2 higher
Dragon Skin: +10 Deflection Bonus for 5 rounds once per day
Dark Elf (Dunmer):
Str 10
Dex 10
Con 10
Int 10
Wis 6
Cha 6
Speed 40
+1 to Armor Check penalty
+2 caster level to Destruction
Proficiency with one type of light armor
Weapon Group Proficiency Light Blades
Weapon Group Proficiency Bows
+1 caster level to mysticism
Weapon Group Focus Heavy Blade
Fire resistance 15
Ancestor Gaurdian:50% miss chance for 5 rounds
High Elf (Altmer):
Str 6
Dex 10
Con 10
Int 14
Wis 10
Cha 10
Speed 20
+4 to Craft(alchemy) and UMD
+1 to Alteration, Conjuration, and Illusion
+2 to Destruction
Bonus spell points are calculated as though you have an Int of 6 higher
Vulnerability to Fire, Electricity, and Cold
DC’s of negative magic effects cast by other people are multipied by 1.5
+4 to fort to resist disease
Imperial:
Str 10
Dex 6
Con 10
Int 10
Wis 6
Cha 14
Speed 30
+4 to Appraise, Diplomacy, and Profession(Merchant)
Weapon Group Proficiency Maces and Clubs
Slam Attack 1d4 Damage
Proficiency with one type of Light Armor
Weapon Group Focus Heavy Blades
Ray of Exhaustion once per day, caster level equal to half character level
Charm Person once per day, caster level equal to half character level
Khajiit:
Str 10
Dex 14
Con 6
Int 10
Wis 6
Cha 10
Speed 30
+6 to jump and tumble
+1 to armor check penalty
Claw Attack 1d4 damage
Proficiency with one type of Light Armor
+2 to disable device, hide, move silently, and open lock
Weapon Group Proficiency Light Blades
Darkvision
Fear once per day, caster level equal to half character level
Nord:
Str 14
Dex 10
Con 14
Int 6
Wis 6
Cha 6
Speed 30
Weapon Group Focus Axe and Maces and Clubs
Weapon Group Proficiency Heavy Blades and Spears
Proficiency with heavy armor
Armor Optimization with medium armor
Resist cold 20
Resist electricity 10
Dragon Skin: +5 Deflection Bonus for 5 rounds once per day
Orc (Orismer):
Str 12
Dex 8
Con 14
Int 6
Wis 14
Cha 6
Speed 20
+8 to Craft checks for working with metal
Weapon Group Proficiency Axe
Proficiency with all shields and shield specialization with bucklers, light, or heavy
Armor Optimization with medium and heavy armor
Spell Resistance 5 + character level
Rage once per day
Redguard:
Str 14
Dex 10
Con 14
Int 6
Wis 6
Cha 6
Speed 30
+1 to armor check penalty
Weapon Group Proficiency Axe and Maces and Clubs
Proficiency with medium and heavy armor
Weapon Group Specialization Heavy Blades
Weapon Group Proficiency Light Blades
+4 to fort vs. Disease and Poison
Adrenaline Rush: +6 to Str, Dex, and Con
+20 Feet to move speed
Free action, cant be used while Fatigued or Exhausted
Become exhausted until rest after use
Wood Elf (Bosmer):
Str 6
Dex 14
Con 10
Int 10
Wis 6
Cha 6
Speed 30
+2 to jump, tumble, and craft (alchemy)
Weapon Group Specialization Bows
+4 to hide and move silently
Armor Optimization with Light Armor
Classes
These are the base classes that are available. They work the same as normal except where noted. Ask about prestige classes.
Barbarian
Bard*
Pays Double to learn Spells
Schools Known: Illusion plus two others
Beguiler*
Cleric*
Must be a member of the Church of the Nine Divines
Access to Restoration
Schools known: All but destruction
Get domain spells for free
Druid*
As per the other variant class features in Unearthed Arcana
Spells Known: Restoration, Alteration, Conjuration, and can chose between Destruction and Illusion
Access to Restoration
Duskblade*
Wizard spell points
Schools Known: Destruction, any two others
Favoredsoul*
Must Worship a Daedric Prince
Access to Restoration
Gain Domain of Daedric Prince
Schools Known: All
Can get spells from shrine to their Daedric Prince
Fighter
Hexblade*
Schools Known: Any 3 except for descruction
Knight
Mage*
Spell points as per wizards
All schools known
Gains Use Magic Device as a skill
Monk
Mystic Shaman (Dragon Shaman)
Ask about if you want to play
Ninja
Paladin*
As per the paladin in Arcanis
Access to Restoration
Schools Known: Alteration, Restoration
Ranger*
Access to Restoration
Schools Known: Any two other than destruction
Rogue
Samurai
Scout
Spellthief*
Schools Known: Alteration, Conjuration, and Mysticism
Swashbuckler
Swordsage
Must gain access from blades
Warlock
Alternate Class Feature: Eldridge Strike
Warmage*
Schools Known: Destruction
Destructions Spells half price
Sorcerer Spell Points
Alternate and New Rules
Alternate Rules from Unearthed Arcana
Spell Point System
Weapon Group System
Magic Rating
New Rules
Spells Known
Gaining spells at first level stays the same. After first level spell must be bought. Some classes have additions or exception to this rule. You must meet the minimum caster level and be able to cast the spell in order to buy the spell.
Spell Casting
Spells are no longer divided up into arcane and divine.
In order to caster restoration spells you must have the class ability or pray at a shrine to the tribunal. When you pray at a shrine you gain the ability to cast restoration spells for a certain amount of time. The size of the shrine determines the amount of time.
Spell Schools
The normal schools from D&D are being replaced with the schools from Elder Scrolls. Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration. For the most part the schools are pretty much self explanatory. Mysticism is any spell that might require abstract thinking and any spell that doesn’t fit into any other school. Since you have to run all your spells by me, that is when we will decide exactly what school a spell goes into.
Feats
Cantrip Training [General]
Benefits: You may select a spell be able to cast even though you are not a spell casting class. You may select a spell with a casting level equal to your caster level. Your caster level is effectively half your character level if you do not have a caster level. In order to learn a restoration spell you must have the ability to cast restoration spells. Other than that you may choose a spell from any school.
Minor Skills [General]
Benefits: Gain any two skills as class skills.
Stat Bumps
You get a stat bump every even level instead of every four. You can’t put a bump in a stat the second time until you bump two others.
Birth Signs
Mage: Casting stat counts as 2 points higher for spell points
Apprentice: Casting stat counts as 6 points higher for spell points, Negative non-elemental magic affects 1.5x as effective.
Warrior: +2 to attack rolls
Thief: +2 luck bonus to AC
Shadow: Invisibility once per day, caster level equal to character level
Lover: +2 to Dex and Once per day cast Hold person after which you become fatigued
Ritual: Turn undead twice per day and Cure Critical Wounds once per day
Tower: Knock once per day and +5 to spot
Serpent: Poison as per the spell on touch DC based on highest stat, you are affected by harm
Atronach: Casting stat counts as 8 higher for spell points, spell points are not recovered from resting, negative spells have half affect and you gain half of the spell points used to cast the spell rounded up, you can’t go above max
Lady: +2 to Cha and Con
Steed: Base land speed increased by 20 feet
Lord: Vulnerability to fire and can cast vigor once per day
[The Lord of Blades] Stickied it for you.
Choose a race. You get two +4’s to any two stats.
Argonian:
Str 10
Dex 14
Con 6
Int 10
Wis 6
Cha 6
Speed male 40 female 30
Argonian females are much different than males. They lose their boost to dex and speed and gain +4 to Int and Wis.
+4 to fort vs. Disease
+2 to Craft(Alchemy)
+1 to Armor Check Penalty (this reduces armor check penalty)
Weapon Group Proficiency Spears
Claw Attack 1d4 damage
+1 caster Level to Illusion and Mysticism spells
+1 natural armor
Immune to poison
Can breathe underwater
Breton:
Str 10
Dex 6
Con 6
Int 14
Wis 14
Cha 10
Speed 20
+2 to Craft(Alchemy)
+1 caster level to Alteration and Illusion
+2 caster level to Conjuration, Mysticism, and Restoration
Spell Resistance 10 + Character Level
Bonus spell points are calculated as though you have an Int of 2 higher
Dragon Skin: +10 Deflection Bonus for 5 rounds once per day
Dark Elf (Dunmer):
Str 10
Dex 10
Con 10
Int 10
Wis 6
Cha 6
Speed 40
+1 to Armor Check penalty
+2 caster level to Destruction
Proficiency with one type of light armor
Weapon Group Proficiency Light Blades
Weapon Group Proficiency Bows
+1 caster level to mysticism
Weapon Group Focus Heavy Blade
Fire resistance 15
Ancestor Gaurdian:50% miss chance for 5 rounds
High Elf (Altmer):
Str 6
Dex 10
Con 10
Int 14
Wis 10
Cha 10
Speed 20
+4 to Craft(alchemy) and UMD
+1 to Alteration, Conjuration, and Illusion
+2 to Destruction
Bonus spell points are calculated as though you have an Int of 6 higher
Vulnerability to Fire, Electricity, and Cold
DC’s of negative magic effects cast by other people are multipied by 1.5
+4 to fort to resist disease
Imperial:
Str 10
Dex 6
Con 10
Int 10
Wis 6
Cha 14
Speed 30
+4 to Appraise, Diplomacy, and Profession(Merchant)
Weapon Group Proficiency Maces and Clubs
Slam Attack 1d4 Damage
Proficiency with one type of Light Armor
Weapon Group Focus Heavy Blades
Ray of Exhaustion once per day, caster level equal to half character level
Charm Person once per day, caster level equal to half character level
Khajiit:
Str 10
Dex 14
Con 6
Int 10
Wis 6
Cha 10
Speed 30
+6 to jump and tumble
+1 to armor check penalty
Claw Attack 1d4 damage
Proficiency with one type of Light Armor
+2 to disable device, hide, move silently, and open lock
Weapon Group Proficiency Light Blades
Darkvision
Fear once per day, caster level equal to half character level
Nord:
Str 14
Dex 10
Con 14
Int 6
Wis 6
Cha 6
Speed 30
Weapon Group Focus Axe and Maces and Clubs
Weapon Group Proficiency Heavy Blades and Spears
Proficiency with heavy armor
Armor Optimization with medium armor
Resist cold 20
Resist electricity 10
Dragon Skin: +5 Deflection Bonus for 5 rounds once per day
Orc (Orismer):
Str 12
Dex 8
Con 14
Int 6
Wis 14
Cha 6
Speed 20
+8 to Craft checks for working with metal
Weapon Group Proficiency Axe
Proficiency with all shields and shield specialization with bucklers, light, or heavy
Armor Optimization with medium and heavy armor
Spell Resistance 5 + character level
Rage once per day
Redguard:
Str 14
Dex 10
Con 14
Int 6
Wis 6
Cha 6
Speed 30
+1 to armor check penalty
Weapon Group Proficiency Axe and Maces and Clubs
Proficiency with medium and heavy armor
Weapon Group Specialization Heavy Blades
Weapon Group Proficiency Light Blades
+4 to fort vs. Disease and Poison
Adrenaline Rush: +6 to Str, Dex, and Con
+20 Feet to move speed
Free action, cant be used while Fatigued or Exhausted
Become exhausted until rest after use
Wood Elf (Bosmer):
Str 6
Dex 14
Con 10
Int 10
Wis 6
Cha 6
Speed 30
+2 to jump, tumble, and craft (alchemy)
Weapon Group Specialization Bows
+4 to hide and move silently
Armor Optimization with Light Armor
Classes
These are the base classes that are available. They work the same as normal except where noted. Ask about prestige classes.
Barbarian
Bard*
Pays Double to learn Spells
Schools Known: Illusion plus two others
Beguiler*
Cleric*
Must be a member of the Church of the Nine Divines
Access to Restoration
Schools known: All but destruction
Get domain spells for free
Druid*
As per the other variant class features in Unearthed Arcana
Spells Known: Restoration, Alteration, Conjuration, and can chose between Destruction and Illusion
Access to Restoration
Duskblade*
Wizard spell points
Schools Known: Destruction, any two others
Favoredsoul*
Must Worship a Daedric Prince
Access to Restoration
Gain Domain of Daedric Prince
Schools Known: All
Can get spells from shrine to their Daedric Prince
Fighter
Hexblade*
Schools Known: Any 3 except for descruction
Knight
Mage*
Spell points as per wizards
All schools known
Gains Use Magic Device as a skill
Monk
Mystic Shaman (Dragon Shaman)
Ask about if you want to play
Ninja
Paladin*
As per the paladin in Arcanis
Access to Restoration
Schools Known: Alteration, Restoration
Ranger*
Access to Restoration
Schools Known: Any two other than destruction
Rogue
Samurai
Scout
Spellthief*
Schools Known: Alteration, Conjuration, and Mysticism
Swashbuckler
Swordsage
Must gain access from blades
Warlock
Alternate Class Feature: Eldridge Strike
Warmage*
Schools Known: Destruction
Destructions Spells half price
Sorcerer Spell Points
Alternate and New Rules
Alternate Rules from Unearthed Arcana
Spell Point System
Weapon Group System
Magic Rating
New Rules
Spells Known
Gaining spells at first level stays the same. After first level spell must be bought. Some classes have additions or exception to this rule. You must meet the minimum caster level and be able to cast the spell in order to buy the spell.
Spell Casting
Spells are no longer divided up into arcane and divine.
In order to caster restoration spells you must have the class ability or pray at a shrine to the tribunal. When you pray at a shrine you gain the ability to cast restoration spells for a certain amount of time. The size of the shrine determines the amount of time.
Spell Schools
The normal schools from D&D are being replaced with the schools from Elder Scrolls. Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration. For the most part the schools are pretty much self explanatory. Mysticism is any spell that might require abstract thinking and any spell that doesn’t fit into any other school. Since you have to run all your spells by me, that is when we will decide exactly what school a spell goes into.
Feats
Cantrip Training [General]
Benefits: You may select a spell be able to cast even though you are not a spell casting class. You may select a spell with a casting level equal to your caster level. Your caster level is effectively half your character level if you do not have a caster level. In order to learn a restoration spell you must have the ability to cast restoration spells. Other than that you may choose a spell from any school.
Minor Skills [General]
Benefits: Gain any two skills as class skills.
Stat Bumps
You get a stat bump every even level instead of every four. You can’t put a bump in a stat the second time until you bump two others.
Birth Signs
Mage: Casting stat counts as 2 points higher for spell points
Apprentice: Casting stat counts as 6 points higher for spell points, Negative non-elemental magic affects 1.5x as effective.
Warrior: +2 to attack rolls
Thief: +2 luck bonus to AC
Shadow: Invisibility once per day, caster level equal to character level
Lover: +2 to Dex and Once per day cast Hold person after which you become fatigued
Ritual: Turn undead twice per day and Cure Critical Wounds once per day
Tower: Knock once per day and +5 to spot
Serpent: Poison as per the spell on touch DC based on highest stat, you are affected by harm
Atronach: Casting stat counts as 8 higher for spell points, spell points are not recovered from resting, negative spells have half affect and you gain half of the spell points used to cast the spell rounded up, you can’t go above max
Lady: +2 to Cha and Con
Steed: Base land speed increased by 20 feet
Lord: Vulnerability to fire and can cast vigor once per day
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