
Alabartus The Bard |

I googled "Elder scrolls Pathfinder" and stumbled across this awesome thread & would like to revive it. I was thinking of putting together an Elder Scrolls campaign of my own & I like some of what you guys were doing here. I have a different vision though.
I want to do very little in the way of house rules. I have always thought simple is better so instead of writing a whole bunch of new rules I want to capture the 'spirit' of the Elder Scrolls universe while using mostly existing mechanics. Here's my 2 cents.
Human Templates: (make a standard Human then apply 1 template)
Breton: +2 Charisma, SR 5 +1 per character level
Imperial: +2 Diplomacy, Silver Tongue Alternate Racial Trait (RG Pg. 72), Also considering giving like 100 extra starting gold to reflect "Imperial Luck" ability.
Nord: +2 Intimidate, +2 will save. Roll 2d20 on intimidate; take higher of the two.
Redguard: +2 con +2 fort save. Diehard feat.
Elf:
Bosmer (Wood Elf): Elves (CRB Pg. 22) With alternate racial trait Wood Craft (RG Pg. 23), Animal Affinity Feat
Dunmer (Dark Elf): Drow (RG Pg. 103) With alternate racial trait Elemental Immunity: Fire 5 (RG Pg. 22)
Altmer (High Elf): Tower Elves Racial Subtype (RG Pg. 23)
Other Races:
Orc: Orc (RG Pg. 138)
Khajiit: Catfolk (RG Pg. 90)
Argonian: Nagaji (RG Pg. 196)
I personally would let the Dwemer stay extinct & keep Falmer (Snow Elves) as DM only NPCs since there are only a hand full in existence... but if I was to write them up though...
Dwemer: Dwarf (CRB Pg. 21) with the Ancient Enmity, Craftsmen, & Xenophobic alternate racial trait (RG Pg. 11)
Falmer (Snow Elves): Arctic Elf Racial Subtype (RG Pg. 23)
as for birth signs I like some of what Wyrmholez did, but I prefer spell slots over spell points & like I said I feel simpler is better. Here are my ideas:
NOTE: It's been a while since I've played Morrowind & I have never played Oblivion so I took most of my influence for this from the standing stones in Skyrim which I've been playing at length lately.
Warrior: BAB +2
Mage: CL +2
Thief: +2 to Skill checks
Apprentice: CL +4, -4 saves vs. Spells and Spell-like abilities.
Atronach: CL -2, +1 spell slot of each spell level you can cast.
Lady: Fort +2. Regen 1 hp per round or 1 per minute when not in combat.
Lord: AC +2, SR +10
Lover: +1 to BAB, CL, & skill checks.
Ritual: CL +2 for Necromancy school. SLA: “Animate Dead” 1x day.
Serpent: +4 saves versus poisons. SNA: Once per day Make a touch attack, if target fails a fort save they are paralyzed for 1d4+1 rounds. DC: 10 plus ½ your character level rounded up.
Shadow: SLA: “Invisibility” 3x day.
Steed: +10 movement speed & your Str is 4 higher for determining encumbrance.
Tower: SLA: Knock 3x day.
NOTE: I think any bonuses granted from birth signs should be considered a “Circumstance Bonus” Since all birth signs are “right time, right place” type deals, except for the bonus from The Serpent which should be infernal bonus. Canonically Serpent is not associated with any month, rather it pops up randomly & is considered a sign of bad luck. It's more of a "wrong time, wrong place" situation. Maybe Serpent should be a Luck Bonus? I mean, "bad" is a type of luck right?