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Post by Rainbow Rage on Jun 6, 2010 14:10:48 GMT -5
Tamriel
(To be added later...)
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Post by Rainbow Rage on Jun 6, 2010 14:11:00 GMT -5
Races of Tamriel
Altmer
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Intelligence, +2 Wisdom OR Charisma Size: Medium Speed: 6 squares. Vision: Low-light
Languages: Imperial, Altmerian, One Other Skill Bonuses: +2 Arcana, +2 History Implement Mastery: +1 to attack rolls with implement attacks Disease Resistant: +2 to endurance checks to resist and remove diseases. Surge of Power: You may use the ability surge of power as an encounter power. Altmer Racial Power -- Surge of Power Encounter Force Minor Action Personal Effect: The next attack you hit with before the end of your next turn inflicts 1d6 force damage to all targets hit. At 11th level, increase your extra damage to 2d6. At 21st level, increase your extra damage to 3d6.
Argonians
RACIAL TRAITS Average Height: 5' 9" - 6' 9" Average Weight: 120 - 240
Ability scores: +2 Dexterity, +2 Strength OR Intelligence Size: Medium Speed: 7 squares. Vision: Normal
Languages: Imperial, Argonian Skill Bonuses: +2 Acrobatics, +2 Thievery Poison Resistance: 3 + 1/2 level and +2 to saving throws to resist poison. Gills: +4 to endurance checks to ignore drowning, has to test for drowing half as often. Agility: +1 Reflex Defense Slither: Argonians can use slither as an at-will power. Argonian Racial Power -- Slither Encounter Minor Action Personal Effect: Shift one square.
Bosmer
RACIAL TRAITS Average Height: 5' 7" - 6' 3" Average Weight: 140 - 230
Ability scores: +2 Dexterity, +2 Wisdom OR Intelligence Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Bosmerian Skill Bonuses: +2 Nature, +2 Stealth Bow Training: Gain proficiency with the shortbow and longbow. Disease Resistant: +2 to endurance checks to resist and remove diseases. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Bosmer Accuracy: You may use Bosmer Accuracy as an encounter power. Bosmer Racial Power -- Bosmer Accuracy With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the bosmer. Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Breton
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Charisma, +2 Intelligence OR Constitution Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial, Bretonian, One Other Bonus Skill: Gain training in an additional skill of your class. Dragon Skin: +1 to Fortitude, Reflex and Willpower Bretonian Resistance: +1 racial bonus to saving throws Defensive Rebuke: You gain defensive rebuke as an encounter power. Breton Racial Power -- Defensive Rebuke Encounter Force Immediate Interrupt Personal Trigger: An enemy attacks you. Effect: Add your intelligence or charisma modifier as a bonus to the defense the triggering attack targets until the end of your next turn.
Dunmer
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Dexterity, +2 Intelligence OR Strength Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Dunmerian Skill Bonuses: +2 Arcana, +2 Bluff Fire Resistance: 5 + 1/2 level fire resist Sword proficiency: Gain proficiency with the greatsword, longsword and shortsword. No Mercy: +1 to attack rolls against bloodied targets Ancestral Guardian: You gain use of Ancestral Guardian as an encounter power Dunmer Racial Power -- Ancestral Guardian Encounter Conjuration Minor Action Close Burst 5 Effect: You summon an ancestral guardian that lasts until the end of your next turn. Any power you use while the guardian is active can originate from the square you are in, or your guardian. Your guardian cannot be attacked and cannot move. Your guardian can flank and as an immediate interrupt if you take damage while the guardian is in effect, you can dismiss the guardian to reduce the damage taken by your level.
Imperial
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Charisma, +2 Constitution OR Strength Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial, One Other Skill Bonuses: +2 Diplomacy and one of your choice Extensive Training: You gain a bonus feat. Star of the West: You gain a +2 racial bonus to saving throws to end immobilizing, slowing or weakening effects. Voice of the Emperor: Imperials can use Voice of the Emperor Imperial Racial Power -- Voice of the Emperor Encounter Charm Minor Action Close Blast 3 Target: All enemies in the blast Attack: Charisma + 2 vs Willpower Effect: -2 penalty to attack rolls until the end of your next turn. Special: At 11th level increase to Charisma + 4 attack and -3 to attack rolls. At 21st level increase to Charisma + 6 attack and -4 penalty to attack rolls.
Khajiit
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Dexterity, +2 Constitution OR Charisma Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Khajiit Skill Bonuses: +2 Acrobatics, +2 Perception Eye of Night: Khajiit treat any non-magical darkness as low-light, even with no light sources. Claws: Your claws are treated as a weapon, +3 proficiency and 1d6 damage, and count as off-hand weapons. Wild Charge: Khajiit do not provoke opportunity attacks while charging and get +2 to their speed when they charge. Run for Cover: Khajiit do not suffer a penalty to move and perform stealth checks if they began their turn behind cover and end their move action behind cover. Eye of Fear: Khajiit get the Eye of Fear encounter power. Khajiit Racial Power -- Eye of Fear Encounter Fear Free Action Personal Trigger: An enemy performs an attack against you. Effect: Roll a d6 and reduce the attacker's roll by that amount. Special: This ability recharges each time you use an action point.
Nord
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Strength, +2 Constitution OR Wisdom Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial Skill Bonuses: +2 Endurance, +2 Intimidate Weapon training: You gain proficiency with all simple and military axes, hammers and maces. Woad: +1 racial bonus to AC and Fortitude Cold Resist: 5 + 1/2 level Nordic Resilience: Your surge value is increased by your strength modifier, minimum 1. Nordic Frost: You can use the Nordic Frost power at will. Nord Racial Power -- Nordic Frost At-Will Cold Minor Action Personal Effect: All attacks you perform and all damage you deal is cold damage. You can end this effect as a minor action.
Orc
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Constitution, +2 Strength OR Dexterity Size: Medium Speed: 5 squares. Vision: Normal
Languages: Orcish, One other Skill Bonuses: +2 Endurance, +2 Nature Orcish Resilience: +1 racial bonus to Fortitude and Willpower defense Boundless Endurance: Armor doesn't reduce speed or impose armor check penalties to strength or constitution related skills. Unstoppable Force: Whenever an orc is slid, pushed or pulled, reduce that movement by 1, minimum 0. If an Orc would be knocked prone, he may roll a saving throw against it as a free action. Berserk: You can use the Berserk power as an encounter power. Orc Racial Power -- Berserk Encounter Minor Action Personal Effect: You gain resist all equal to your constitution modifier until the end of your next turn and may roll a saving throw. Increase damage resistance to 5 plus consitution modifier at 11th level and 10 plus constitution modifier at 21st level. The first melee attack that inflicts damage while under this effect inflicts an additional 1[W] damage.
Redguard RACIAL TRAITS Average Height: 5' 6" - 6' 6" Average Weight: 130 - 220
Ability scores: +2 Strength, +2 Constitution OR Dexterity Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial Skill Bonuses: +2 Athletics, +2 Endurance Melee mastery: You gain proficiency with all simple and martial melee weapons. Fortified Resistances: +2 bonus to saving throws against disease, necrotic and poison effects. Quick to Act: You gain a +2 racial bonus to initiative checks Agile Defense: If you use total defense or second wind you may shift 3 squares as a free action. Adrenaline Rush: Redguards may use Adrenaline Rush as an encounter power Redguard Racial Power -- Adrenaline Rush Encounter Minor Action Personal Effect: Perform a basic attack and shift 3 squares before or after the attack.
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Post by Rainbow Rage on Jun 6, 2010 14:43:07 GMT -5
Tamriel Feats
Arcane Surge Heroic Tier Prerequisite: High Elf, Any Arcane Class Benefit: When you use Surge of Power on an arcane spell, you gain +2 to attack rolls with arcane attacks until the end of your next turn.
Channeled Surge Heroic Tier Prerequisite: High Elf, Channel Divinity Power Benefit: Whenever you channel divinity, your Surge of Power ability recharges.
Summerset Highborne Heroic Tier Prerequisite: High Elf, Ritual Caster Benefit: You can use Arcana in place of any skill check for any ritual.
Night Magic Heroic Tier Prerequisite: Argonian Benefit: You get a +1 racial bonus to attack rolls with powers with the illusion subtype.
Slippery Heroic Tier Prerequisite: Argonian, Dex 15 Benefit: Instead of a minor action, you may use Slither as an immediate reaction triggered when an enemy moves adjacent to you.
Waterborne Heroic Tier Prerequisite: Argonian Benefit: You can breath water and have a swim speed equal to your land speed.
Battlefield Awareness Heroic Tier Prerequisite: Wood Elf Benefit: You gain a +3 feat bonus to initiative checks, and a +2 feat bonus to perception checks.
Elven Precision Heroic Tier Prerequisite: Wood Elf, bosmer accuracy racial power Benefit: When you use the bosmer accuracy power, you gain a +2 bonus to the new attack roll.
Elven Weapon Training Heroic Tier Prerequisite: Wood Elf Benefit: You gain proficiency with the greatbow and gain a +2 feat bonus to damage rolls with bows. This bonus increases to +3 at 11th level and increases to +4 at 21st level.
Bretonnian Implement Training Heroic Tier Prerequisite: Breton Benefit: You gain training with a single superior implement, when using this implement you gain a +1 bonus to damage rolls with attacks made with that implement. This bonus increases to +2 at 11th level and to +3 at 21st level.
Defiance of High Rock Heroic Tier Prerequisite: Breton, Cha 15 Benefit: The first time you are bloodied during an encounter, you gain a bonus to melee attack rolls equal to your charisma modifier until the end of your next turn.
Greater Rebuke Heroic Tier Prerequisite: Breton Benefit: Your Defensive Rebuke ability effects all of your defenses instead of just the one targeted.
Ancestral Guidance Heroic Tier Prerequisite: Dark Elf, Ancenstral Guardian racial power Benefit: If you flank with your Ancenstral guardian, you also get a +2 bonus to the damage roll as well as the attack roll.
Dunmer Blade Master Heroic Tier Prerequisite: Dark Elf Benefit: You gain proficiency with all military heavy blades, as well as the bastard sword and the fullblade. Additionally, you gain a +2 feat bonus to damage rolls with these weapons. This bonus increases to +3 at 11th level and +4 at 21st level.
Dunmerian Fire Heroic Tier Prerequisite: Dark Elf Benefit: You gain a +1 bonus to attack and damage with powers with the fire subtype.
Commanding Voice of the Emperor Heroic Tier Prerequisite: Imperial Benefit: You can use your Voice of the Emperor power instead to re-roll a failed Bluff, Diplomacy or Intimidate check.
Imperial Influence Heroic Tier Prerequisite: Imperial Benefit: You gain a +1 to all attack rolls with any power with the charm and fear keyword.
Tireless Defender Heroic Tier Prerequisite: Imperial, Con 15 Benefit: You can use your second wind as a minor action.
Improved Eye of Fear Heroic Tier Prerequisite: Khajiit, Cha 15 Benefit: After the triggering attack resolves from your Eye of Fear, you can push the target 1 square and it grants combat advantage to you until the end of your next turn.
Khajiit Dodge Heroic Tier Prerequisite: Khajiit, Dex 15 Benefit: Once per turn when an enemy misses your reflex defense, you may slide one square as a free action. If you do that target grants combat advantage to you until the end of your next turn.
Sharpened Claws Heroic Tier Prerequisite: Khajiit Benefit: Your claw attack counts as a light blade and inflicts 1d8 damage instead.
Brutal Charge Heroic Tier Prerequisite: Nord Benefit: If you charge during the first turn of an encounter, you knock the target prone.
Nordic Weapon Training Heroic Tier Prerequisite: Nord Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. This bonus increases to +3 at 11th level and increases to +4 at 21st level.
Primal Woad Heroic Tier Prerequisite: Nord, Any primal class Benefit: Whenever you hit with a primal power, you gain +1 to AC until the end of your next turn.
Bloodlust Heroic Tier Prerequisite: Orc Benefit: You gain a +2 bonus to damage rolls when bloodied.
Orcish Ferocity Heroic Tier Prerequisite: Orc Benefit: If an attack would drop you to 0 or fewer hit points you may make a melee basic attack as a free action.
Tough as Nails Heroic Tier Prerequisite: Orc Benefit: You gain a +2 bonus to saving throws to end effects that inflict daze, immobilize, slow, stun or weakness.
Action Reserve Heroic Tier Prerequisite: Redguard Benefit: If you use an action point to make a weapon attack and do not hit any enemies with the attack and the attack has no effect on a miss then you do not expend that action point and you do not count as having used an action point this encounter. You can not use action points during a turn in which you triggered this feat.
Martial Mastery Heroic Tier Prerequisite: Redguard Benefit: You gain +1 to attack rolls with weapon attacks against adjacent opponents.
Reflexive Opportunist Heroic Tier Prerequisite: Redguard Benefit: Whenever you would make an opportunity attack, you may shift one square before you attack.
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