Elder Scrolls races PFized (my homebrew experiment)


Advanced Race Guide Playtest


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I didn't find any other thread trying to take Tamriel races in Pathfinder, so i hope i'm not simply repeating someonelse's work.
I'll MAYBE think of opening a PbP set in Cyrodill (Oblivion timeline), cannot promise anything at the moment, but have started doing some arrangements.

Well here they are, i worked them with an eye constantly on the Oblivion official strategy guide for stats and abilities, but it is very hard to stay between the standard 10rps /race, and i had to twist rules a bit sometime:

Argonian 10rp
Monstrous humanoid (aquatic subtype) 2rp
Normal speed 0rp
Greater paragon mod (+4dex -2con -2cha) -1rp
Darkvision 60ft free with race
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Poison resistance 1rp (save bonus against poisons = hit dice)
Amphibious 2rp (breath both water and air)
Water child 2rp (+4 race bonus swim,Aquan as bonus lang, can always take 10 while swim)
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Breton 10rp
Humanoid (human)
Normal speed 0rp
Flexible mod (+2int +2sag) 2rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Spell resistance lesser 2rp (SR 6+ level)
Illusion resistance 1rp (+2 race bonus against illusion spells or effects)
Skill bonus 2rp (+2 spellcraft)
Spell like ability – Shield- 1/day 1rp
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Bosmer (Wood elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2dex +2int -2str) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Stalker 1rp (Perception and Stealth are always class skills)
Skill bonus 2rp (+2 stealth)
Weapon familiarity 1rp (proficiency in shortswords and longbows)
Climb 1rp (climb speed 20ft +8 race bonus to climb checks)
Fast 1rp (+10ft base speed)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Dunmer (Dark elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2str +2int -2cha) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Elven magic 2rp (+2 CL to overcome SR +2 spellcraft identify magic items)
Pyromaniac 2rp (members are treated as 1lvl higher when casting fire spells)
Elemental resistance -Fire- 1rp (resist 5)
Improved elemental resistance -Fire- 1rp (resist +5)
Spell like ability – Command Undead- 1/day 2rp
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Altmer (High elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2dex +2int -2str) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Elven magic 2rp (+2 CL to overcome SR +2 spellcraft identify magic items)
Pyromaniac 2rp (members are treated as 1lvl higher when casting fire spells)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Magical linguistic 2rp (+1 DC lang. dependant spells.+2 save against lang.dependant spells)
Elemental vulnerability -6rp (fire,electricity,cold vulnerability)
Bonus feat -Metamagic only- 4rp
Skill bonus 2rp (+2 spellcraft)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Imperial 10rp
Humanoid (human)
Normal speed 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Flexible mod (+2int +2cha) 2rp
Spell like ability -Resist Energy- 1/day 2rp
Spell like ability -Charme Person- 1/day 1rp
Sociable 1rp (repeat Diplomacy attemps before 24 hours)
Skill bonus 2rp (+2 diplomacy)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Khajiit 10rp
Monstrous humanoid (feline subtype) 2rp
Darkvision 60ft free with race
Normal speed 0rp
Greater paragon mod (+4dex -2con -2wis) -1rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Fast 1rp (+10ft base speed)
Spell like ability -Cause Fear- 1/day 1rp
Cat's luck 1rp (1/day may roll twice for a reflex save and use best result.Must declare before)
Bite 1rp (damage 1d6,secondary attack if using hand held weapons)
Claws 2rp (damage 1d4,secondary attack if using hand held weapons)
Climb 1rp (climb speed 20ft +8 race bonus to climb checks)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Nord 10rp
Humanoid (human)
Normal speed 0rp
Paragon mod (+4str -2int -2wis -2cha) -2rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Spell like ability -Chilling Touch- 1/day 1rp
Spell like ability -Shield- 1/day 1rp
Elemental resistance -Cold- 1rp (resist 5)
Improved elemental resistance -Cold- 1rp (resist +5)
Skill bonus 2rp (+2 metal working[Craft skill])
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Orc 10rp
Humanoid (orc subtype)
Normal speed 0rp
Weakness mod (+2str +2wis -4cha) -1rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Frenzy 2rp (1/day on taking damage +2str +2con -2AC for 1 minute)
Spell resistance lesser 2rp (SR 6+ level)
Hardy 1rp (+2 save against poisons,spells and spell like abilities)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Redguard 10rp
Humanoid (human)
Normal speed 0rp
Paragon mod (+4str -2int -2wis -2cha) -2rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Poison resistance 1rp (save bonus against poisons = hit dice)
Eternal hope 2rp (+2 save against fear/despair. 1/day may reroll a natural 1 on a d20)
Fearless 1rp (+2 bonus save against fear)


Seems alright to be but the Argonian, and Redguard stats. I do not think Argonians had -2 con since they live in a swamp mostly. As for the Redguards they are said to be the best warriors, never that they are slow witted, lack common sense , and are not really likable.


Mrdarknlight wrote:
Seems alright to be but the Argonian, and Redguard stats. I do not think Argonians had -2 con since they live in a swamp mostly. As for the Redguards they are said to be the best warriors, never that they are slow witted, lack common sense , and are not really likable.

I made the same objections for the Argonians.The fact is Oblivion races have stats all going from 30 to 50 at the start. I simply assumed the 30 was -2 and the rest depending on the other abilities i thought the race should have had.

As i said my work has just begun.


Gandal wrote:
Mrdarknlight wrote:
Seems alright to be but the Argonian, and Redguard stats. I do not think Argonians had -2 con since they live in a swamp mostly. As for the Redguards they are said to be the best warriors, never that they are slow witted, lack common sense , and are not really likable.

I made the same objections for the Argonians.The fact is Oblivion races have stats all going from 30 to 50 at the start. I simply assumed the 30 was -2 and the rest depending on the other abilities i thought the race should have had.

As i said my work has just begun.

I see I would of went with 30 is the average. Would help more to see the stats of the average NPC in Oblivion. Than could compare to what the normal player is next to them.


Mrdarknlight wrote:


I see I would of went with 30 is the average. Would help more to see the stats of the average NPC in Oblivion. Than could compare to what the normal player is next to them.

The guide has it all covered, i simply have to study the NPC's and creatures' stats and compare them. I should try to do a simulation at the table.

Of course i'ld really like to run a game set in Cyrodill, but already have several opened PbP(even though they are all at still in the last few days, another reason i started working on this)


Gandal wrote:
Mrdarknlight wrote:


I see I would of went with 30 is the average. Would help more to see the stats of the average NPC in Oblivion. Than could compare to what the normal player is next to them.

The guide has it all covered, i simply have to study the NPC's and creatures' stats and compare them. I should try to do a simulation at the table.

Of course i'ld really like to run a game set in Cyrodill, but already have several opened PbP(even though they are all at still in the last few days, another reason i started working on this)

I do not have said guide but yeah best way to get an idea on where stats would fall. Best thing to do though is after you have races done the way you want is to play test them to make sure they are working the way you sure for them to work.

I cannot wait for the forgotten realms game to start on Monday.

Dark Archive

Do Fearless and Eternal Hope stack?


Mergy wrote:
Do Fearless and Eternal Hope stack?

Good question.To tell the truth i couldn't found such info on the race construction rules.I assume they do.There were no other way to duplicate the Adrenaline Surge of the Redguard, unless working out some new spell and turning it in a spell like ability.


Mrdarknlight wrote:


I cannot wait for the forgotten realms game to start on Monday.

Me neither


Argonian should have +2 con, not -2. I see some problem with stats, expecially norn, redguard and orcs.


AlecStorm wrote:
Argonian should have +2 con, not -2. I see some problem with stats, expecially norn, redguard and orcs.

I'm still trying to settle those stats.

In the videogame argonians start with very low endurance, but high resistance to poisons/diseases.
It could be easier if racial stats could be bought as a single bonus/penalties each (example i buy a single +2 and it costs X, and put it where i like.If i want another +2 it costs X+1 and i'm forced to buy a -2 too, then assign them to the abilities i need.I find the system of pre-determined bonus/penalties packages unnecessarily complicated)


After playing Skyrim, this was my take on Argonians. (Not sure if if it's balanced though):

Argonian:
Racial Stats:
-+2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma;
-Type Monstrous Humanoid (Aquatic, Reptilian)
-Size: Medium
-Speed: 30 ft. Swim 20 ft.
-Amphibious: Argonians can survive on dry land and underwater indefinitely.
-Skill Bonuses: Argonians receive a +2 bonus on stealth and disable device checks.
-Argonian Resistances: Argonians receive a bonus equal to their character level on all saving throws against poisons and diseases.
-Histskin: Once per day, an Argonian can activate the power of the Hist Trees. This grants them Fast Healing equal to half their character level for a number of rounds equal to their constitution modifier.
-Languages: Argonians begin play speaking Common and Argonian. They can choose any language as bonus languages (except secret languages, like Druidic).


Reptilian is a subtype of humanoid.


Well it doesn't really matter. I could change it to Monstrous (Humanoid) or Humanoid (Reptilian).


Damn I screwed up *Monstrous Humanoid (Aquatic)


...am I the only confused about why Altmer are as good at blowing stuff up as Dunmer, which is untrue (based on starting skill bonuses) in the Elder Scrolls games?

I like the ideas you are working with though, and was even considering (yesterday while playing Skyrim) a project like this myself.


Gandal wrote:
AlecStorm wrote:


In the videogame argonians start with very low endurance, but high resistance to poisons/diseases.

Try specific bonuses to specific saves. I did this in my game for several niche races and sub-races, both as bonuses and penalties. I'm also costing the bonuses based on +- stats differently.

One of my Elf sub-races has a +2 bonus to weaker poisons (increases potency by character level). Another has strong resistance to diseases (+2), but additional resistance to Magical diseases (another +2). Both of these still maintain the penalty to Con. I'm rebuilding my Elves as an Advanced Race, with resistance to aging effects throughout. The differing sub-races are distinguishable by their intrinsic Con modifications.


What book did you use for the modifiers and benefits of race...been out of the loop for awhile and trying to get back in. I want to run pnp based in cyodill too.

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