Race of Morrowind. Race of Morrowind. D&D 4th Edition Morrowind Campaign setting

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1 Race of Morrowind D&D 4th Edition Morrowind Campaign setting Created by Ciruela Thanks for August 5, 2009

2 Nord In-Game Description The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies. Ideal Character Obviously, Nords are primarily combat-based, so their skills are anything but synergistic with each other. That doesn't mean they can't be unique, though. Nords seem to be tough characters, willing to suffer some scars in each engagement. More accurately, Nords focus on magical resistance while using combat in their main lifestyle. This essentially makes them a combat equivalent to Bretons. Rather than having a bonus to magical skills, you're given a variety of options for how to work your character. This also means it can be easier to focus your character's development than as a Breton. 2

3 RACIAL TRAITS Average Height: 5'8" 6'4" Average Weight: lb. Ability Scores: +2 Strength, +2 Dexterity Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Athletics, +2 Intimidate Northern Dweller: you gain +5 racial bonus to endurance check when you suffer from cold weather. Strong Mind: you gain a +2 racial bonus to saving throws against charm and fear effects. Nordic Weapon Proficiency: You gain proficiency with the handaxe and the battleaxe. Nord Resistance: You have resist cold 5 + one-half your level and resist Lightning 1 + one-half your level. Thunder Fist: You can use Thunder Fist as an daily power. Thunder Fist Nord Racial Power You call upon your chilling fist to frozen your foe. Daily Cold Standard Action Melee 1 Target: One creature Attack: +2 Strength vs. Ref (+4 at 11th level, +6 at 21st level) Hit: 1d6 + Strength modifier damage and 2d4 cold damage. Increase to 2d6 + Strength modifier damage and 4d4 cold damage at 11th level. Increase to 3d6 + Strength modifier damage and 6d4 cold damage at 21st level. Effect: the target is slowed until the end of your next turn. 3

4 Racial Feat Heroic Tie Nordic Weapon Training [Nord] Prerequisite: Nord Benefit: While holding an axe or hammer in each hand, you gain a +1 bonus to attack rolls with both weapon. Woad [Nord] Prerequisites: Nord Benefit: You can use Woad as an daily power. Woad Racial Feat Power Your call upon your ancestor's protection through your woad tatoo. Daily Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +2 power bonus to all defenses until the end of the encounter. Paragon Tie Improved Blizzard Resistance [Nord] Prerequisite: Nord Benefit: The cold resist gained through Nord Resistance improves by 5. The lightning resist gained through Nord Resistance improves by 2. Epic Tie Supreme Blizzard Resistance [Nord] Prerequisite: Nord, Improved Blizzard Resistance Benefit: You are now immune to cold damage. The lightning resist gained through Nord Resistance improves by 2. 4

5 Orc (Orsimer) In-Game Description These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. Ideal Character Like the Nords, Orcs are defensive combat characters, although they focus more on physical defense than magic. 50 endurance + a good Block bonus means you may actually go out looking for scars. You're not totally helpless against magic, with about 50 willpower to start and 25% magicka resistance, but chances are you won't be devoting much of your time to increasing your willpower throughout the game. Pairing this high resistance they have as well as the natural Armorer bonus means you probably won't worry too much about long hikes, but you will need to improve your strength to compensate for the weight of your hammers. Berserk will turn you into a titan in case you find you started to feel immortal and got yourself in deep trouble. Your personality means you probably won't be well-liked, so look forward to lots of straight-up hits from the Fighters Guild and Imperial Legion. It will be difficult to get along with anyone without plenty of training. Orcs are the only race that give a bonus to Armorer and Block, so you can count on those being favorite skills for you. With axes being the only favored weapon skill, that's naturally a good place to start, but +5 isn't much of an incentive if you prefer another one-handed weapon style. The choice between Heavy and Medium Armor is even more equal, so go with whatever suits you more. Acrobatics will help you develop your strength, but it's up to you how much further you wish to develop your character. Armorer, Block, Axe, Heavy/Medium Armor, and perhaps Acrobatics are all that the Orcs really ask for, so you still have half your skills to assign as you would like to play. 5

6 RACIAL TRAITS Average Height: 6'0" 6'5" Average Weight: lb. Ability Scores: +2 Constitution, +2 Wisdom Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Giant Skill Bonuses: +2 Endurance, +2 Intimidate Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Strong Will: you gain a +2 racial bonus to Will Defence. Orcish Armor Proficiency: You gain proficiency with cloth, leather, hide, chainmail, scale, plate Orcish Resistance: You have resistance against arcane and divine power equal to one-half your level Berserk: You can use Berserk as an daily power. Berserk Orc Racial Power You frenzy mind improve your odds of harming your foe but make you in danger. Daily Minor Action Personal Effect: You gain 20 temporary HP, +2 power bonus to attack and speed but grant combat advantage. If you are hit by others, you are knocked prone. All the effects last until the end of the Encounter, you can end this effect as free action. 6

7 Racial Feat Heroic Feat Arcane Defence [Orc] Prerequisite: Orc Benefit: You gain +1 power bonus to all defence against arcane and divine power. Hold Line [Orc] Prerequisite: Orc Benefit: When an effect forces you to move through a pull, a push, or a Slide you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. Paragon Feat Orcish Armor Training [Orc] Prerequisite: Orc Benefit: You gain a +1 bonus to AC when wearing armor. Epic Feat Orcish Armor Specialization [Orc] Prerequisite: Orc, Orcish Armor Training Benefit: You gain a +1 bonus to AC and Fort when wearing armor. 7

8 Redguard In-Game Description The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot. Ideal Character Redguards are certainly the most aggressive combat race you'll find in Morrowind. With 50 strength for males and +15 to Long Blade, you're in a position to do some serious damage right away. If you feel like abandoning defense altogether, you can use two-handed swords for maximum pain every time. As typically occurs with combat characters, part of it is practically designed for you. But there's still much room left to the individual. Ironically, the main focus of Redguards (big, powerful slashes of the sword) may end up just becoming a means to whatever else you want your character to be doing. Redguards are a great choice for someone who wants to just dive right into Morrowind and hack away. Redguards have a power called Adrenaline Rush, which temporarily boosts Health and other attributes. It can give you the upper hand in combat, but it should be used with caution. The 25-Health-point boost lasts only for the duration of the Adrenaline Rush. After one minute is up, 25 Health points are subtracted from the players' current Health. If the player's Health is at or below 25 points, he/she will die when Adrenaline Rush wears off. For this reason, it is always a good idea to carry a few Restore Health Potions with you if you are playing as a Redguard. 8

9 RACIAL TRAITS Average Height: 5'7" 6'2" Average Weight: lb. Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Goblin Skill Bonuses: +2 Athletics, +2 Endurance Strong Body: you gain a +1 racial bonus to Fort Defence. In addition you gain a +2 extra racial bonus to Endurance against common diease effects. Negro Weapon Proficiency: You gain proficiency with the longword. Negro Armor Proficiency: You gain proficiency with chainmail and scale. Poison Resistance: You have resist poison 3 + one-half your level Adrenaline Rush : You can use Adrenaline Rush as an daily power. Adrenaline Rush Redguard Racial Power You call upon all your potential to improve your ability. Daily Standard Action Personal Effect: You gain 25 temporary HP, +2 power bonus to Strength, Dexterity, Constitution and speed until the end of the encounter. 9

10 Racial Feat Heroic Tie Negro Weapon Training [Redguard] Prerequisite: Redguard Benefit: You gain proficiency with all heavyblades and a +1 feat bonus to damage rolls with all heavyblades. Marching With Armor [Redguard] Prerequisites: Redguard Benefit: While you are in chainmail or scale, your speed is not reduced by your armor. Paragon Tie Purify Body [Redguard] Prerequisite: Redguard Benefit: The Poison resist gained through Poison Resistance improves by 2. The extra racial bonus to Endurance against common diease effects gained through Strong Body increase to +4. Epic Tie Diamond Body [Redguard] Prerequisite: Redguard, Purify Body Benefit: The Bonus to Fort gained through Strong Body improves by 1. The Poison resist gained through Purify Body improves by 3. The extra racial bonus to Endurance against common diease effects gained through Purify Body increase to

11 Imperial (Cyrodiil) In-Game Description The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Ideal Character Ironically, this civilized race works very well for stealth-themed characters. Imperials have "Agent" written all over them - Talking and influencing others rather than using brute force. Obviously, if getting along with the other characters in the game is a big priority for you, this race will perform admirably - Imperials have a high Personality Attribute; if your class favours Personality and you use The Lady as your birthsign, you'll have a massive 85 personality at level 1. A useful Speechcraft +10 along with a good Charm ability means persuasion should rarely become a problem. You'll get great prices from merchants too, and you'll even find that characters from hostile or unfriendly factions will often like you. Persuasion and personality aside, they're a little underwhelming in combat at the start. With average strength and +10 to long blade, they aren't bad, but the low Agility is problematic in the early game. The ideal Imperial character who wants to fight in melee would raise Agility as quickly as possible, and so would want to make good use of at least one of the following Skills: Block, Light Armor, or Marksman. It's not all bad however - the Star of the West ability is pretty nifty for Hand-to-Hand since it can do much of the work for you by severely draining the target's Fatigue. It's just a daily ability, which won't do you much good against multiple targets, but useful to at least take down one foe. 11

12 RACIAL TRAITS Average Height: 5'6" 6'2" Average Weight: lb. Ability Scores: +2 Charisma, +2 to another one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Diplomacy, +2 Bluff Bonus Treasure: When you create your character card, you gain extra wealth equals to the magic items' value which item level equels to your level.each time you reach a new level, you gain extra wealth equals to the amount of the value difference between a magic items which item level equels to your level and a magic items which item level equel to your level minus by one. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites. Voice of the Emperor: You can use Voice of the Emperor as an daily power. Voice of the Emperor Imperial Racial Power You are so charming that everyone like talk with you and your foes will show mercy to you. Daily Charm In Non-combat Encounter Standard Action Melee 1 Effect: you automatic win one Diplomacy or Bluff check. in Combat Encounter Immediate Interrupt Personal Trigger: You are attacked by an adjacent enemy Target: The enemy triggered this power Attack: +2 Charisma vs Will (+4 at 11th level, +6 at 21st level) Hit: the target must choose another target to attack, or he can choose to do other action and its power which triggered this power is not wasted. Until the end of the encounter when this target attacks at you, he will suffer -1 penalty to attack rolls. 12

13 Racial Feat Heroic Tie Imperial Bonus At-Will Power [Imperial] Prerequisite: Imperial Benefit: You know one extra level 1 at-will power from your class. Star of the West [Imperial] Prerequisites: Imperial Benefit: You can use Star of the West as an daily power. Star of the West Racial Feat Power Your speech can steal life power from your foes to you. Daily Charm Minor Action Melee 1 Target: One creature Attack: +2 Charisma vs. Ref (+4 at 11th level, +6 at 21st level) Hit: the target is slowed(save end). If the target is already slowed, he is immobilized(save end) instead. And you are no longer slowed and immobilized. Paragon Tie Imperial Defense Bonuses [Imperial] Prerequisite: Imperial Benefit: +1 to Fortitude, Reflex, and Will defenses. Epic Tie Supreme Charisma [Imperial] Prerequisite: Imperial, Star of the West Benefit: Voice of the Emperor and Star of the West has an greater efficiency that these two powers are automatic hit now, and if you use Voice of the Emperor in skill challenge, you can win extra one Diplomacy or Bluff check. 13

14 WoodElf (Bosmer) In-Game Description The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel. Ideal Character Bosmer make good stealthy archer characters. They will do well in any faction where those abilities are prized - the Morag Tong, Great House Hlaalu, the Thieves Guild. With a big boost to Marksman, a good bonus in Sneak, and 50 speed to start, you have a good natural ability for sniping and skulking. Usually racial skill bonuses aren't significant but the +15 to Marksman is hard to ignore, especially since there's not much else to be a decision-swinging bonus, and it can make a positive difference, especially if your character has Marksman as a Minor Skill. The Bosmer's disease resistance is always helpful, except of course if you intend on becoming a Vampire. The Beast Tongue ability has only limited use, though it could be useful in the early stages of the game if you get mobbed by Kagouti or Blighted Nix-Hounds. A downside to being a Bosmer with low strength is that you may have trouble keeping a large supply of ammunition in your inventory, and that might mean more trips to the store. This will be mitigated in large part if you aren't weighed down by Heavy/Medium Armor and large weapons like battleaxes - though on the other hand, if you DO use weapons like battleaxes then you'll quickly build your Strength up anyway. 14

15 RACIAL TRAITS Average Height: 5'4" 6'0" Average Weight: lb. Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Uncanny Luck: +1 racial bonus to all defenses. Elven Weapon Proficiency: You gain proficiency with the shortbow and the longbow. Diease Resistance: you gain a +4 extra racial bonus to Endurance against common diease effects. Beast Tongue: You can use Beast Tongue as an daily power. Beast Tongue Wood Elf Racial Power Your stance confusion the savage beast. Daily Charm Standard Action Close Burst 10 Target: One beast Attack: +2 Dexterity vs. Will (+4 at 11th level, +6 at 21st level) Hit: The target is dominated until the end of your next turn. Miss: The target is dazed until the end of your next turn. 15

16 Racial Feat Heroic Tie Elven Weapon Training [Wood Elf] Prerequisite: Wood Elf Benefit: You gain proficiency with all bows and a +1 feat bonus to damage rolls with all bows. Wild Step [Wood Elf] Prerequisites: Wood Elf Benefit: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Paragon Tie Greater Resistance [Wood Elf] Prerequisite: Wood Elf Benefit: The extra racial bonus to Endurance against common diease effects gained through Diease Resistance increase to +8. Epic Tie Elven Weapon Specialization [Wood Elf] Prerequisite: Wood Elf, Elven Weapon Training Benefit: When you hold bow you gain +1 feat bonus to attack rolls with this weapon. And the bonus to damage gained through Elven Weapon Training improves to

17 Dark Elf (Dummer) In-Game Description In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races. Ideal Character Here we have a race that's not really devoted to anything Dunmer are a solid, flexible race and have no real weaknesses. Dunmer have skill bonuses in several areas but none are especially significant except perhaps for Destruction and Short Blades, which can give a nice boost if those were chosen as non-specialized Minor Skills, making a starting character better-rounded. The Dunmer 75% Resistance to Fire means you can shrug off all but the most devastating of fire spells (remember that NPC Dunmer have this resistance too!), and means you can easily reach complete immunity from fire with one or two enchanted items or potions. Their 'Ancestral Guardian' Power is a great protective bonus, providing a 50pt Sanctuary effect for 60 seconds that is great help in keep you protected from any attack that isn't a spell. That's useful for any Dunmer character, from mages to archers to heavy warriors. Given their lack of specialization, it is hard to determine what an ideal Dunmer character would be. Perhaps an 'ideal' character would make use of all their racial skill bonuses; if so, then one would have a 'Scout' type character: a fast, lightly-armoured fighter capable with blades and bows, using Mysticism's various utility spells for healing, detection and escape, and using it alongside Destruction to further hinder enemies with Absorb/Damage/Drain Attribute spells. One could use Destruction to hurt foes directly of course, but with blades and Marksman it wouldn't be necessary. A better synergy would be to cripple opponents so that they can be finished off more easily with conventional weapons. 17

18 RACIAL TRAITS Average Height: 5'4" 6'0" Average Weight: lb. Ability Scores: +2 Strength, +2 Intellgence Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 History, +2 Streetwise Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Slippery Mind: You gain a +1 racial bonus to your Ref and Will defense. Dummer Education: You gain training in one additional skill. Dummer Weapon Proficiency: You gain proficiency with the longsword. Fire Resistance: You have resist Fire 3 + one-half your level Ancestor Guardian: You can use Ancestor Guardian as an daily power. Ancestor Guardian Dark Elf Racial Power You call upon your ancestor to protect you. Daily Arcane Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain Total Concealment until end of your next turn. Aftereffects: you are in Concealment until end of your next turn. 18

19 Racial Feat Heroic Tie Dummer Weapon Training [Dark Elf] Prerequisite: Dark Elf Benefit: While holding an longsword, you gain a +1 bonus to damage with this weapon or other arcane implements. Spellsword [Dark Elf] Prerequisites: Dark Elf Benefit: You can use longsword as arcane implements. Paragon Tie Improved Fire Resistance [Dark Elf] Prerequisite: Dark Elf Benefit: The Fire resist gained through Fire Resistance improves by 5. Epic Tie Channel Spell [Dark Elf] Prerequisite: Dark Elf, Spellsword Benefit: Once per day when you hit with longsword in melee, you can use one arcane encounter attack power as a free action to the same target. if that power has multi-target, it only effects on the target hitted by your sword. This action can also provoke OA if possble. 19

20 Argonia In-Game Description At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Ideal Character With skills in combat, magic and stealth, they are well rounded characters. The lack of the ability to wear full armor as a beast race prevents Argonians from being overwhelming warriors, knights or crusaders. This, combined with the lack of magicka-increasing abilities, would make them just about the worst battlemages, were not the Khajiit even less innately talented with magic. Argonians can however make the finest nightblades and excel as scouts and witchhunters, with males being more adept at thievery and females being more adept casters. Going all-out mage, sorcerer or pilgrim with females will work too, but necessitates a birthsign that increases magicka, and males can make decent thieves, rogues and assassins. 20

21 RACIAL TRAITS Average Height: 6'2" 6'8" Average Weight: lb. Ability Scores: +2 Dexterity, +2 Intellgence Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Draconic Skill Bonuses: +2 Athletics, +2 Arcane Slippery Skin: you gain +5 racial bonus to acrobatic check when you are try to escape from grap or restraints. Argonian Weapon Proficiency: You gain proficiency with the longspear. Swarm Dweller: you gain a +4 extra racial bonus to Endurance against common diease effects. You have resist poison 5 + one-half your level. Water Breathing: You can use Water Breathing as an encounter power. Water Breathing Argonia Racial Power The cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land. Encounter Standard Action Personal Effects: you can breathe water as easily as they breathe air. Furthermore, they can speak normally underwater.water Breathing doesn t change your ability to breathe air. It doesn t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage. The effects last until the end of the encounter. 21

22 Racial Feat Heroic Tie Argonia Weapon Training [Argonia] Prerequisite: Argonia Benefit: You gain proficiency with all spears and a +2 feat bonus to damage rolls with all spears. Poisonous Spear [Argonia] Prerequisites: Argonia Benefit: When you hit foes with a spear, you can choose to deal extra 1 poison damage and the power you use will have poison keyword. At 11th level, this extra damage increases to 2. At 21st level, this extra damage increases to 3. Paragon Tie Poisonous Body [Argonia] Prerequisite: Argonia Benefit: The Poison resist gained through Swarm Dweller improves by 5. The extra racial bonus to Endurance against common diease effects gained through Swarm Dweller increase to +6. Epic Tie Vapor Lizard [Argonia] Prerequisite: Argonia, Poisonous Body Benefit: You are now immune to poison damage. The extra racial bonus to Endurance against common diease effects gained through Poisonous Body increase to

23 Khajiit In-Game Description The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Ideal Character The best way to summarize the Khajiit is that it gets to go where it wants and take what it wants. The major increase in Acrobatics should make it significantly easier to navigate through elevated terrain, not to mention take a fall. The other bonuses they get are all minor but work together almost seamlessly. It should go without saying that this is the race of a thief, and it's really just a playing style preference as to whether you'll go with blades or paws for combat. In fact, the only noticeable weakness is what it shares with Argonians. The restriction of limited headgear and outright lack of shoes takes away a lot of things you can use. 23

24 RACIAL TRAITS Average Height: 5'7" 6'0" Average Weight: lb. Ability Scores: +2 Dexterity, +2 Charsima Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Goblin Skill Bonuses: +2 Acrobatics, +2 Stealth Celerity: you gain +2 racial bonus to Ref defence. Desert Dweller: you gain +5 racial bonus to endurance check when you suffer from thirst and hot weather. Cat Tongue: you are trained in bluff Khajiit Weapon Proficiency: You gain proficiency with the dagger and shortsword. Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Eye of Night: You can use Eye of Night as an encounter power. Eye of Night Khajiit Racial Power Your amazing eyes can see through the darkness. Encounter Minor Action Personal Effect: you gain darkvision until end of the encounter. 24

25 Racial Feat Heroic Tie Khajiit Weapon Training [Khajiit] Prerequisite: Khajiit Benefit: You gain proficiency with all lightblades and a +2 feat bonus to damage rolls with all lightblades. Eye of Fear [Nord] Prerequisites: Khajiit Benefit: You can use Eye of Fear as an daily power. Eye of Fear Racial Feat Power Your eyes shines strange light to terrify your foes. Daily Fear Standard Action Close Burst 5 Target: One creature Attack: +4 Charisma vs Will (+6 at 11th level, +8 at 21st level) Hit: until the end of your next turn the target can't move nearer to you. Until the end of the encounter when this target attacks at you, he will suffer -1 penalty to attack rolls. Paragon Tie Looking Bird [Khajiit] Prerequisite: Khajiit Benefit: when you use bluff check to create a diversion to hide, it is only a minor action and can be used without limition of usage per day. Epic Tie Devil Eyes [Khajiit] Prerequisite: Khajiit, Eye of Fear Benefit: you gain darkvision and Eye of Fear will automatic hit. 25

26 Breton In-Game Description Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. Ideal Character Bretons are good magical characters, more interested in using magic for their own personal use than hurting others. Their bonuses are entirely in the school of magic, so it makes sense that you'd get some extra magicka to work with. You might also consider backing your Breton up with a magicka enhancing sign for a further Magicka boost, particularly if you plan of focussing mostly or entirely on magic for dealing with enemies. Another nice bonus is the magic resistance. Quite the opposite from the almost-berserker mindset the Altmer have toward magic, a 50% magic resistance can make many negative effects seem much more manageable. It is worth knowing that there are relatively few enemies using genuinely dangerous Magicka spells, Vampires being a notable exception, so an innate Resist Magicka Ability is not as exciting as it may initially seem as it does not protect at all against all those powerful elemental spells. However, it is a significant boost towards getting a 100% Resistance to Magicka which can be helpful in a variety of ways, from wearing the Boots of Blinding Speed without penalty right up to shrugging off annoying Bonewalker attacks. Unfortunately, the Bretons have no offensive skill bonuses to speak of. It should be borne in mind however that racial Skill bonuses are usually only slight, being a matter of 5 or 10 points, and they make no significant difference in the long run. So even though, for example, a Breton may not have a Destruction bonus, it would not take long to make up that difference even through natural skill-raising. Possibly in the early stages of the game you may want to support your magic with some non-magical method of damage, perhaps using your magic to enhance yourself or hinder your enemy rather than damaging them directly. Using Conjuration to have your summoned creatures fight for you is another way to get around the non-offensive magic. 26

27 RACIAL TRAITS Average Height: 5'0" 5'6" Average Weight: lb. Ability Scores: +2 Intellenge, +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Draconic Skill Bonuses: +2 Heal, +2 Religon Apprentice of Inquisition: you are trained in Insight Extra Magic: Once per day as free action You can regain one used arcane or divine encounter power. Magic Resistance: You have resistance against arcane and divine power equal to 1 + one-half your level. And You gain +1 power bonus to all defence against arcane and divine power. Dragon Skin: You can use Dragon Skin as an daily power. Dragon Skin Breton Racial Power The Dragon skin imbues you with strongest mind power. Daily Divine Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to Fort and Will defense until the end of the encounter. 27

28 Racial Feat Heroic Tie Healer Training [Breton] Prerequisite: Breton Benefit: you can use Fisrt Aid as minor action. Breton Resilience [Breton] Prerequisites: Breton Benefit: You can use your second wind as a minor action instead of a standard action. Paragon Tie Improved Magic Resistance [Breton] Prerequisite: Breton Benefit: The resistance gained through Magic Resistance improves by 2. The power bonus to all defence gained through Magic Resistance improves to +2. Epic Tie Supreme Magic Resistance [Breton] Prerequisite: Breton, Improved Magic Resistance Benefit: The resistance gained through Improved Magic Resistance improves by 2. The power bonus to all defence gained through Improved Magic Resistance improves to

29 High Elf (Altmer) In-Game Description The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races." Ideal Character While the Breton is marginally better for protective magic, Altmer are also advantageous for magic. You receive much more magicka than the Breton (the only other race with a magicka bonus). This may be the foremost reason to play the Altmer, because with that much magicka one does not worry as much about the more expensive spells. Particularly greedy players can also choose a birthsign with a Fortify Maximum Magicka Ability so they would almost never encounter a magicka shortage, but they would have to endure the extensive resting needed to re-gain it - though Alchemy provides a means of restoring it more quickly with potions, and Altmer have a bonus to their starting skill value. Altmer are also the only race with an Enchant bonus, which ironically does not use magicka. Consider this if you plan to play an enchanter, as Enchant is a difficult skill to raise and even a small starting bonus is helpful. The dilemma one faces with the Altmer is the many weaknesses they have. Experienced players should be able to navigate around this kind of issue, but early in the game you will be afflicted with a severe handicap against any characters who will use magic. For this reason, you may want to design your character to keep their distance in battle. Females have a certain advantage there, with the increased speed. Using this method, you could attempt playing a magical sniper, having high speed to retreat (or at least significant feather/burden effects) while using Destruction spells to attack your opponent. Of course, Morrowind is open enough to allow you plenty of options, so anything you can implement to keep yourself safe from magic will be ideal: Reflect, Spell Absorption, Paralyze, Calm, Demoralize Speed Fortification/Damage/Drain, Silence, or Sound. These can be particularly viable options for Altmer spellcasters as they have enough magicka to cast both these 'protective' spells for their own safety as well as using ranged spells from the Schools of Destruction and Mysticism against their enemies. 29 In a sense, the Altmer are the embodiment of the Apprentice birthsign, in that they gain larger magicka reserves but pay for it with increased susceptibility (and of course this is doubled again for an Altmer that is born under the Apprentice).

30 RACIAL TRAITS Average Height: 6'0" 6'4" Average Weight: lb. Ability Scores: +2 Intellgence, +2 Charsima Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Arcane, +2 History Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Arcane Training: you are trained in Arcane. Arcane Education: At 1st level, you choose an level 1 at-will power from a arcane class different from yours. You can use that power as an at-will power. Extra Magic: Once per day as free action You can regain one used arcane or divine encounter power. Diease Resistance: you gain a +4 extra racial bonus to Endurance against common diease effects. Magic Elemental Weakness: Vulnerable 5 to Fire (10 at 11th level, 15 at 21st level) Vulnerable 2 to Cold (4 at 11th level, 6 at 21st level) Vulnerable 2 to Lightning (4 at 11th level, 6 at 21st level) Vulnerable 2 to arcane and divine power (4 at 11th level, 6 at 21st level) And You suffer -1 penalty to all defence against arcane and divine power. 30

31 Racial Feat Heroic Tie Magic Training [High Elf] Prerequisite: High Elf Benefit: you can use arcane skill to sense the presence of magic as standard action. You can use arcane skill to identify conjuration or zone as free action. You can use arcane skill to identify ritual and identify magical effect as minor action. Improved Extra Magic [High Elf] Prerequisites: High Elf Benefit: you can use Extra Magic twice per day. Paragon Tie Improved Diease Resistance [High Elf] Prerequisite: High Elf Benefit: The extra racial bonus to Endurance against common diease effects gained through Diease Resistance increase to +8. Epic Tie Supreme Extra Magic [High Elf] Prerequisite: High Elf, Improved Extra Magic Benefit: Once per day you can use Improved Extra Magic to regain one used arcane or divine daily power. This use will be included in two use limition of Extra Magic grant by Improved Extra Magic. 31

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