I agree on one condition, Brett shall NEVER play a spellsword again!
Ok, project cancelled
We can work on the races first:
Breton (Half-elf):
-2 Dex, -2 Con, +2 Int, +2 Wis
Magicka Resistance: +3 to all saves versus spells
Fortify Magicka: +1 spell point per level
Magicka Focus: Bretons gain Spell Focus as a bonus feat twice at first level.
Spell-like ability: Dragon Skin: Gain a +1 bonus to natural armor plus another one per four levels beyond first., minimum one, and DR 2/- plus another 1/- per three levels beyond first. This lasts for 10 rounds per level.
Argonian (Lizardfolk):
-2 Con, -2 Cha; +2 Dex, +2 Int
Tinker: +2 open lock
Athletic: +4 to jump and swim
Slow Metabolism: +4 to saves to resist poison and disease
Reptilian subtype: Can breathe underwater
Proficiency with the shortsword, dagger, kukri and rapier for free. Gains improved unarmed strike as a bonus feat with a d4 base damage.
Dark Elf (Dunmer or 'Accursed Folk'):
-2 Con and Wis; +2 Dex and Int
Fire Resistance 10
Gains +2 spot, listen and search
Gains proficiency with the dagger, shortsword, longsword, rapier, scimitar. If the dark elf selects a class that already gives them this proficiency, then that dark elf gains weapon focus as a bonus feat with
one of these weapons.
Gains proficiency with the shortbow and longbow. If the dark elf selects a class that already gives them this proficiency, then that dark elf gains weapon focus as a bonus feat with
one of these weapons.
Gains spell focus (evocation) as a bonus feat.
Spell-like ability: Ancestor Guardian 1/day -- Summons an 'Ancestor Spirit' ghost with the same level as you.
High Elf (Altmer 'Arrogant Folk'):
-2 Con and Str; +2 Dex and Int
Magicka Vulnerability: -2 to all saves versus spells
Gains +2 spot, listen, search, spellcraft and craft (alchemy)
Fortify Magicka: +2 spell points per level
Magicka Focus: High Elves start with Spell Focus in all schools of magic.
Disease Resistance: +4 save versus disease
Imperial (Humans):
-2 Dex, +2 Cha
Melee Focus: Imperials start with weapon focus as a bonus feat. This weapon must be a melee weapon.
Charismatic: +3 racial bonus to bluff, diplomacy, gather information, sense motive
Spell-like Abilities: Star of the West: Melee Touch attack 1/day. Target becomes fatigued. If they are already fatigued, then they become exhausted. If this is successful, and you are exhausted, you are now only fatigued. If you are fatigued when you cast this spell, it is removed. If you are neither fatigued nor exhausted, you become elated for 1 round per level, gaining +2 Str and Dex and +5 ft. bonus to your land speed.
Voice of the Emporer: Close Range 1/day. Works as charm person on target and eagle's splendor on self.
Khajiit (Catfolk):
+2 Dex, -2 Wis
Poised: +4 Initiative, Balance, Tumble and Jump
Stealthy: +2 Hide and Move Silently
Improved Unarmed Strike: Gains Improved Unarmed strike, and counts as being a large creature for determining unarmed damage (Min 1d6).
Eye of Night: Khajiit have darkvision 60 ft. and low-light vision.
Eye of Fear: 1/day emulates a fear spell, 30 ft. radius, but only affects targets that are not a higher level than you. ( Will DC = 10 + 1/2 your level + your cha mod)
Nord (Humans):
+2 Str, +2 Con, -2 Int, -2 Cha
Melee Focus: Nords start with weapon focus as a bonus feat. This weapon must be a melee weapon.
Resist Cold 10
Heavy Armor Optimization: Nords receive Heavy Armor Optimization as a bonus feat.
+2 Craft (Weapon) and Craft (Armor)
Spell-like abilities:
Woad (1/day) Gain a +2 bonus to natural armor +1/3 levels for 10 rounds/level.
Nordic Frost (1/day) Melee touch attack deals wis mod +1d6 damage/level of cold damage.
Orcs (Orsimer or 'Pariah Folk'):
+2 Str, -2 Dex, +2 Con, -2 Cha
Iron Will: Orcs gain Iron Will as a bonus feat.
Magicka Resistance: +1 saves versus spells
Smash Focus: Orcs have a +1 racial bonus to attack rolls with axes and bludgeoning weapons.
+3 Craft (Weapon) and Craft (Armor)
Berserk: When an orc is dropped below a third of its hit points it enters a berserk state of rage, taking a -4 penalty to dexterity, but gaining +4 strength, +2 fortitude and willpower, +2 hit points per level and DR 1/--, this lasts for 5 rounds plus the orc's constitution modifier and the orc is fatigued afterwards.
Redguard (Human):
+2 Str, -2 Wis
Hearty: +3 to saves to resist poison and disease
Athletic: +2 to Climb, Jump and Swim checks
Melee Focus: Redguard gain martial weapon proficiency with any four martial melee weapons for free. If the redguard selects a class that already has proficiency with all martial weapons, then the redguard gains weapon focus in any two melee weapons for free.
Adrenaline Rush (1/day swift action) Gain +2 Str, Dex, Con and +10 land speed and can flurry with any light weapon at -0 penalty, one-hander at -2 or two-hander at -4.
Wood Elf (Half-elf, Bosmer which means 'Tree-sap folk'):
-2 Str, +2 Dex, -2 Con
Gains +2 spot, listen and search and craft (alchemy)
Gains +4 Hide and Move Silent.
Gains proficiency with the shortbow and longbow. If the wood elf selects a class that already gives them this proficiency, then that wood elf gains weapon focus as a bonus feat with
one of these weapons.
Disease Resistance: +4 save versus disease
Fast Movement: Despite being medium creatures, wood elves have a base land speed of 40 ft.
Beast Tongue: (1/day) Works as Charm Monster as a spell-like ability.
Good? Bad?