Post by Nate on May 12, 2008 21:33:29 GMT -5
For this game I am trying to keep to the Morrowind feel. Here is all of the information you need to create a character for this game. If by chance something is not here, talk to me and we will sort it out.
Player info:
Starting level is 4th
Takes place an unspecified time before the fall of the tribunal
Takes place in Morrowind but your character is not originally from there
Your character is currently on a prison ship headed for Morrowind.
Give me a backround of who you are, what your character did before being shipped off, and why you are on the prison ship, tell me whether you believe you are guilty of a crime or not and what it was
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
Harmful spell durations are reduced by 50%
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 6
Con 14
Int 6
Wis 10
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
Harmful spell durations are reduced by 25%
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
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 learn the spell.
Spell Casting
Spells are no longer divided up into arcane and divine. They are now just simply arcane.
In order to cast 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- Any spell meant to protect or change physical matter.
Conjuration- Any spell meant to create or call forth matter that either didn’t previously exist or from another plane.
Destruction- Any spell meant to cause harm to objects or creatures.
Illusion- Any spell meant to deceive or obscure the senses, no actual physical change occurs.
Mysticism- Any spell that might require abstract thinking and any spell that doesn’t fit into any other school. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposely specific.
Restoration- Any spell meant to heal or fortify creatures.
*Necromancy- Any spell meant to manipulate the human soul (this is a spell descriptor that some spells have)
For the most part the schools are pretty much self explanatory. Since you have to run all your spells by me, 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 caster level equal to half your magic rating. 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. For example, a rogue would be able to learn a first level spell at level 4 but couldn’t learn a second level spell until level 12. You still must have the ability to use restoration spells in order to learn them.
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.
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
Spellpoints as sorc
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
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
Scout
Spellthief*
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
Schools Known: Alteration, Conjuration, and Mysticism
Swashbuckler
Warlock
Alternate Class Feature: Eldridge Strike
Warmage*
Schools Known: Destruction
Destructions Spells half price
Sorcerer Spell Points
If you have any questions, feel free to ask.
Player info:
Starting level is 4th
Takes place an unspecified time before the fall of the tribunal
Takes place in Morrowind but your character is not originally from there
Your character is currently on a prison ship headed for Morrowind.
Give me a backround of who you are, what your character did before being shipped off, and why you are on the prison ship, tell me whether you believe you are guilty of a crime or not and what it was
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
Harmful spell durations are reduced by 50%
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 6
Con 14
Int 6
Wis 10
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
Harmful spell durations are reduced by 25%
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
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 learn the spell.
Spell Casting
Spells are no longer divided up into arcane and divine. They are now just simply arcane.
In order to cast 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- Any spell meant to protect or change physical matter.
Conjuration- Any spell meant to create or call forth matter that either didn’t previously exist or from another plane.
Destruction- Any spell meant to cause harm to objects or creatures.
Illusion- Any spell meant to deceive or obscure the senses, no actual physical change occurs.
Mysticism- Any spell that might require abstract thinking and any spell that doesn’t fit into any other school. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposely specific.
Restoration- Any spell meant to heal or fortify creatures.
*Necromancy- Any spell meant to manipulate the human soul (this is a spell descriptor that some spells have)
For the most part the schools are pretty much self explanatory. Since you have to run all your spells by me, 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 caster level equal to half your magic rating. 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. For example, a rogue would be able to learn a first level spell at level 4 but couldn’t learn a second level spell until level 12. You still must have the ability to use restoration spells in order to learn them.
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.
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
Spellpoints as sorc
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
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
Scout
Spellthief*
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
Schools Known: Alteration, Conjuration, and Mysticism
Swashbuckler
Warlock
Alternate Class Feature: Eldridge Strike
Warmage*
Schools Known: Destruction
Destructions Spells half price
Sorcerer Spell Points
If you have any questions, feel free to ask.