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View Full Version : Draugrs & Dragons: Skyrim for D&D 3.5 [WIP] [PEACH, please!]



13_CBS
2012-09-11, 02:44 PM
This is both a work in progress and is very much a rough draft! PLEASE evaluate and critique!


http://i259.photobucket.com/albums/hh314/13cbs/skyrimlogo.png


What the flaming daedra mustache is this? :smalleek:

This is my attempt to bring Skyrim into D&D 3.5. It includes a variety of things from Skyrim and Tamriel such as Aedric Dragons, Thu'um, the signature Elder Scrolls races, Lycanthropy, Vampirism, and more. Note: this homebrew DOES NOT include Dawnguard content!

:smallannoyed: Okay, but are you up to doing something like this properly?

I wish. The spirit is willing, but the brain is inexperienced with D&D and has a poor grasp of math. I will need every bit of help I can get to make this Dungeons & Skyrim experience at least somewhat balanced.

:smallconfused: Err, I guess that's alright. So what's the primary design philosophy behind all of this?

My philosophy behind this importing of Skyrim into D&D 3.5 is to try and both translate and preserve as many Skyrim mechanics as possible. This means that things such as Lycanthropy and Vampirism, which already exist to an extent in Core D&D 3.5, will be replaced by mechanics that will (hopefully) better represent the Lycanthropy and Vampirism experience from the Skyrim game.

I also took the liberty to insert some things to help things make more sense, either fluff or crunch-wise. For example, I've given a lot of the Daedric artifacts what I thought was a much-needed boost in power; my experience with Skyrim is that a lot of the really fluffy Daedric artifacts are eclipsed in power once you hit a certain level, and I hoped to fix this while I was statting up the Daedric artifacts. Other things I had to do in order to keep things balanced: for example, I'm of the opinion that the Bosmer racial ability (the equivalent to Calm Animal in D&D) wouldn't have been terribly useful, especially considering the rest of their racial features, so I changed their daily racial ability into something I thought was more useful and more powerful.

However, not everything was brought over from the videogame: I'm still unsure as to what to do with Skyrim's magic system, for example. As another example, while I was able to port the various weapons and armor materials that is signature to the Elder Scrolls series (Glass, Ebony, Dwarven, etc.), I wasn't able to fully import the crafting system from Skyrim. My initial attempts seemed to indicate that the fluff and the mechanics would be beyond my ability to align while also being balanced, so if anyone has any ideas for this I'm listening. At the moment, for those undecided things I am currently going with what is already in D&D. As a result, Arcane spellcasters in this Skyrim import still use the Vancian casting system, among other things.

Yes, yes, whatever. Just get on with it.

Alrighty! Then without further ado...

NOTE: The fluff for almost all of the entries are at best minimal and at worst non-existent. I plan on getting to those as soon as the crunch presented here is done.

Table of Contents:
OP, Races (http://www.giantitp.com/forums/showpost.php?p=13880990&postcount=1)
Thu'um (http://www.giantitp.com/forums/showpost.php?p=13881002&postcount=2)
Draconic Thu'um (http://www.giantitp.com/forums/showpost.php?p=13881012&postcount=3)
Lycanthropy (http://www.giantitp.com/forums/showpost.php?p=13881024&postcount=4)
Vampirism (http://www.giantitp.com/forums/showpost.php?p=13881038&postcount=6)
Monsters, Part 1: Draugr, Dragons (http://www.giantitp.com/forums/showpost.php?p=13881062&postcount=7)
Mosnters, Part 2: Falmer, Chaurus, Dwemer Constructs, Hagravens, Spriggans, Dremora (http://www.giantitp.com/forums/showpost.php?p=13881069&postcount=8)
Gods, Artifacts (http://www.giantitp.com/forums/showpost.php?p=13881084&postcount=9)
Optional Crafting, Material, and Soul Gem Rules (http://www.giantitp.com/forums/showpost.php?p=13881104&postcount=10)
Base Class: Battlemage (http://www.giantitp.com/forums/showpost.php?p=13881123&postcount=11)

To-Do List
Fix unbalanced stuff
Figure out how to implement Skyrim-style Alchemy and potions
Figure out how to implement Magicka potions
Create statistics for Atronachs


Races

Dunmer:

http://i259.photobucket.com/albums/hh314/13cbs/dunmer.png

+2 Dex, -2 Con, +2 Wis, -2 Cha
Medium Humanoid (Elf)
Base land speed: 30 ft.
Weapon Proficiency: Dunmer receive the Martial Weapon proficiency feats for the longsword, scimitar, and longbow (including composite bow).
+2 Racial bonus to Move Silently, Hide, and Craft (Alchemy).
Fire Resistance 5. This increases to 10 at character level 5, to 15 at character level 10, to 20 at character level 15, and to 25 at character level 20.
Ancestor Guardian (SLA): 1/day, for 1 round/character level, you gain concealment.


Altmer:

http://i259.photobucket.com/albums/hh314/13cbs/altmer.png

-2 Str, -2 Con, +2 Int
Medium Humanoid (Elf)
Base land speed: 30 ft.
+2 racial bonus to Spellcraft, Knowledge(Arcana)
Highborn: Altmer have an additional spell per day for each level of spells up to level 4. For example, a level 18 Altmer Wizard would have 1 additional spell slot for 1st level spells, 2nd level spells, 3rd level spells, and 4th level spells. In addition, Altmer cast Arcane spells as though they were one caster level higher.


Bosmer:

http://i259.photobucket.com/albums/hh314/13cbs/bosmer.png

+4 Dex, -2 Con, -2 Wis
Medium Humanoid (Elf)
Base land speed: 40 ft.
Weapon Proficiency: Bosmer receive the Martial Weapon proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow).
+2 racial bonus on Spot, Listen, Search, Craft (Alchemy), Jump, Climb, Hide, and Move Silently.
Green Pact (SLA): 1/day, Summon Nature's Ally I as a Druid of a level equal to your character level. At character level 5 this becomes Summon Nature's Ally II; at character level 10 this becomes Summon Nature's Ally III: at character level 15 this becomes Summon Nature's Ally IV: at character level 20 this becomes Summon Nature's Ally V.


Khajiit:

http://i259.photobucket.com/albums/hh314/13cbs/khajiit.png

+2 Dex, -2 Int
Medium Humanoid
A Khajiit's Intelligence score is always at least 3. If this adjustment would lower the character's score to 2 or 1, his score is nevertheless 3.
Medium
Base land speed: 30 ft.
Claws: Khajiit have a pair of claws that can be used as natural weapons, dealing 1d6 damage with each. If the Khajiit is not holding anything in his hands, he can use his claws as primary weapons, dealing extra damage equal to 1 ˝ times his Strength bonus.
+4 racial bonus to Hide, Move Silently, Jump, Balance, Climb, Tumble, and Craft (Alchemy)
+2 racial bonus to Lockpicking and Sleight of Hand
Darkvision: 60 ft.
Acrobatic (Ex): Khajiit may use their Dex modifier for Jump, Balance, Climb, and Tumble checks
Feral Eye (Ex): 1/day, a Khajiit may cause a subject within 30 ft. of him to be Shaken for 2 rounds unless it makes a Will save equal to 10 + the Khajiit's character level times 1 ˝ . The subject must not be blind, and is unaffected if it is immune to fear effects. At character level 7, Feral Eye causes subjects to be Frightened instead. At character level 14, Feral Eye causes subjects to be Panicked instead.


Argonian:

http://i259.photobucket.com/albums/hh314/13cbs/argonian.png

+2 Con, -2 Cha
Medium Humanoid
Base land speed: 30 ft.
+4 racial bonus to Open Locks
+2 racial bonus to Sleight of Hand, Hide, Move Silently,
Aquatic: Argonians move at their base land speed when swimming in water. In addition, they can breathe water freely.
Weapon Proficiency: Argonians receive the Martial Weapon proficiency feats for the shortspear, spear, and longspear.
+4 racial bonus to saves vs magical and non-magical diseases.
Histskin (Ex): 1/day, for 1 hour, Argonians can gain Fast Healing 1. At character level 5, this becomes Fast Healing 2. At character level 10, this becomes Fast Healing 3. At character level 15, this becomes Fast Healing 4.


Orc:

http://i259.photobucket.com/albums/hh314/13cbs/orsimer.png

+4 Str, +2 Con, -2 Int, -4 Cha
Medium Humanoid (Elf)
Base land speed: 30 ft.
Weapon Proficiency: Orcs receive the Martial Weapon proficiency feats for the Greataxe and battleaxe.
+4 racial bonus on Craft checks when creating weapons and Heavy Armor.
Teachings of Malacath (Ex): Orcs don't apply any Intelligence penalties to Craft checks when crafting weapons and armor.
Berserk (Ex): 1/day, as the Rage class feature for Barbarians, as a Barbarian with levels equal to your character level. Berserk lasts a number of rounds equal to 3 + the Orc's new Constitution modifier. If an Orc already has the Rage class feature, he instead can Rage an additional time per day.


Nord:

http://i259.photobucket.com/albums/hh314/13cbs/nord.png

Medium Humanoid (Human)
+2 Str, -2 Dex, -2 Int, +2 Wis
A Nord's Intelligence score is always at least 3. If this adjustment would lower the character's score to 2 or 1, his score is nevertheless 3.
Medium
Base land speed: 30 ft.
Weapon Proficiency: Nords receive the Martial Weapon proficiency feats for the greatsword and longsword.
Cold Resistance 5. This increases to 10 at character level 5, to 15 at character level 10, to 20 at character level 15, and to 25 at character level 20.
+4 Racial Bonus on Craft checks when creating weapons and Light Armor.
+2 Racial Bonus on Performance checks.
Battlecry (Su): 1/day, as the spell Fear in a 30 ft. radius burst emanating from you. Caster level is equal to 10 + your character level.


Imperial:

http://i259.photobucket.com/albums/hh314/13cbs/imperial.png

Medium Humanoid (Human)
Base land speed: 30 ft.
Weapon Proficiency: Imperials receive the Martial Weapon proficiency feats for the longsword.
Armor Proficiency: Imperials receive the Shield Proficiency feat.
Imperials receive 1 extra feat at 1st level.
Imperials receive 4 extra skill points at 1st level and 1 extra skill at each additional level.
Voice of the Emperor (Su): 3/day, you gain a +4 racial bonus to Bluff, Intimidate, and Diplomacy for 1 minute/character level.


Breton:

http://i259.photobucket.com/albums/hh314/13cbs/breton.png

-2 Str, -2 Dex, +2 Int, +2 Wis
Medium Humanoid (Human)
Base land speed: 30 ft.
Dragonskin: 1/day, for 1 round/character level, you gain Spell Resistance equal to 10 + ˝ character level rounded up.


Redguard:

http://i259.photobucket.com/albums/hh314/13cbs/redguard.png

+2 Str, +2 Dex, -2 Wis
Medium Humanoid (Human)
Base land speed: 30 ft.
+2 racial bonus to saving throws against poison
Adrenaline Rush (Ex): 1/day, you gain +4 to Con, +20 ft. to land speed, +4 to Jump, Climb, Tumble checks, and 10 temporary hitpoints for 3 + 1 round/character level.

13_CBS
2012-09-11, 02:47 PM
Thu'um:

NOTE: THE SHOUTS WERE DESIGNED ASSUMING THAT ALL THE PCs IN THE PARTY WOULD BE DRAGONBORN. IF ONLY ONE OR SOME OF THE PCs IN THE PARTY ARE DRAGONBORN, YOU MAY NEED TO RE-ADJUST SOME OF THE SHOUT MECHANICS ACCORDINGLY.


The usage of Thu'um (“Shouting”) is a Supernatural Ability.
Verbal component: As Thu'ums (“Shouts”) require the ability to speak, they can't be used in areas of Silence or if the user is otherwise prevented from speaking (such as being gagged).
Each Shout is divided into divided into three Words of Power. Uttering the first Word typically requires a swift action, and does not provoke Attacks of Opportunity. Uttering two words typically requires a standard or move action, and provokes Attacks of Opportunity unless stated otherwise.. Uttering all three words typically requires a full round action, and provokes Attacks of Opportunity unless stated otherwise.
Words of Power: In order to acquire a Shout, you must first learn the appropriate Word of Power. The process is quite simple; you must stand next to an inscription of a Word of Power and meditate on it for a full round. Doing so will allow you to absorb the knowledge of the Word.
Again, each Shout is divided into three Words: knowing one of the words does not give you knowledge of the others.
For example, if a character learned just the Word “Yol” in the Fire Breath Shout, he would not simultaneously gain the knowledge of the Words “Toor” and “Shul”.
Only certain inscriptions imbued with draconic power will grant you the understanding required for a Shout, however. Even if someone knows draconic well enough to write it, the inscription itself must have gathered centuries' worth of draconic power for it to convey it to a person.
Only certain beings can use this method to learn Words of Power, as well; namely, those whose mortal flesh contains the soul of a dragon—Dragonborn. To anyone else, the inscription bearing a Word of Power are mere writings on the wall.
Unlocking a Word of Power: Knowledge of a Word of Power is not sufficient to use it to its full potential. One a Word of Power is known, you can unlock its power for your own use in two ways:
Meditation. Afters years of meditation on a Word under the guide of wise mentors, you can begin to use it. This typically requires all of one's time, however, leaving little room for anything else.
Dragon Souls: All Dragons have an innate knowledge of Thu'um. Certain beings (namely Dragonborn) can absorb the soul of a slain Dragon to gain some of that power. Each Dragon soul absorbed in this way can be used at any time to unlock one Word of Power that you already know.
For example, if a character knew the Words “Yol” and “Toor” from the Shout Fire Breath without having unlocked either of them, and then used the power from an absorbed Dragon Soul to unlock “Yol”, then he does not simultaneously unlock “Toor” even though he knows them both. He would need another Dragon Soul to unlock “Toor”.
Even if you know several Words in a single Shout, you must unlock the Words in a Shout sequentially.
For example, if a character knew the Words “Yol” and “Toor” in the Thu'um Fire Breath without having unlocked either of them, and wanted to unlock “Toor”, then he must first unlock “Yol” in order to unlock “Toor”. Likewise, if a character knew the Words “Yol”, “Toor”, and “Shul” in the Thu'um Fire Breath without having unlocked any of them, and wanted to unlock “Shul”, then must first unlock “Yol” and “Toor” before unlocking “Shul”.
As their name suggests, most Shouts are not quiet; aside from whatever effects they may have, the Shout themselves are as loud as a person screaming at the top of their lungs. Certain shouts may end up being even louder due to the nature of their effects.
After using a Thu'um, user cannot Shout again until the specified recharge time as passed.
For example, if a person Utters two words in the Unrelenting Force Shout, then he cannot use any Thu'um again until 8 rounds have passed.
The save DCs for Shouts (“Shout DC”) are equal to 10 + 1 ˝ character level rounded up of the Thu'um's user.
For example, the save DC for a Shout used by a level 4 Fighter would be 16 (10 + 6).


Shouts list:
Unrelenting Force

First Word: Fus

Uttering Time: 1 Swift Action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Recharge time: 2 rounds
A cone of force bursts forth from your lips, battering enemies before you. Each creature in the area that fails its save is Staggered for one round.
Objects up to 1 pound in weight are blown away from you 1d10 feet.


Second Word: Ro

Uttering Time: 1 Move or Standard Action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Recharge time: 8 rounds
As you speak the words, a storm of force leaping from your throat threatens to knock your enemies senseless. Each creature in the area that fails its save is Stunned for 1 round.
Objects up to 10 pounds in weight are blown away from you 1d10 feet. Objects up to 1 pound in weight are blown away from you 2d10 feet instead.


Third Word: Dah
Uttering Time: 1 Full-Round action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Recharge time: 1 minute
An unstoppable force charges at your foes, knocking down or throwing back all in its path. Each creature in the area that succeeds in a Fortitude save is knocked prone; those that fail their saves are knocked back several feet according to the chart below:
Small or smaller: Thrown back 20 + 2d10 ft., knocked prone, stunned for 4 rounds
Medium: Thrown back 10 + 1d10 ft., knocked prone, stunned for 2 rounds
Large: Thrown back 1d10 ft., knocked prone, stunned for 1 round
Huge and larger: Knocked prone, stunned for 1 round
Objects up to 1 pound in weight are blown away from you 40 + 4d10 ft. Objects up to 10 pounds in weight are blown away from you 30 + 3d10 ft. instead. Objects up to 100 pounds in weight are blown away from you as a Small sized creature would. Objects up to 300 pounds in weight are blown away from you as a Medium sized creature would. Objects up to 700 pounds in weight are blown away from you as a Large creature would. Heavier objects are unaffected.


Fire Breath

First Word: Yol
Uttering Time: 1 Swift Action
Range and Area: 15 ft. cone-shaped burst or 30 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 5 rounds
As you say the ancient word for Fire, a blast of flames burn your foes. Deal 2d10 fire damage in a 15 ft. cone or 30 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Second Word: Toor

Uttering Time: 1 Move or Standard Action
Range and Area: 30 ft. cone-shaped burst or 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1 minute
Combining the words for Fire and Inferno, you create a conflagration that roasts your foes. Deal 5d10 fire damage in a 30 ft. cone or 60 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Third Word: Shul
Uttering Time: 1 Full-Round Action
Range and Area: 60 ft. cone-shaped burst or 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1 ˝ minutes
You command the very essence of the Sun to utterly incinerate your enemies. Deal 10d10 fire damage in a 60 ft. cone or 120 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.



Whirlwind Sprint

First Word: Wuld

Uttering Time: 1 Swift Action
Target: Personal
Duration: Instantaneous
Recharge time: 2 rounds
As you say the word, the very wind seems to swirl around your feet and carry you forward. Move up to 10 ft. in a straight line. You can't move through difficult terrain or through enemies and allies, but you don't provoke Attacks of Opportunity even if you leave a threatened square. You move so quickly that, if you move into open air (by moving off the edge of a cliff, for example) or over non-solid surfaces (such as a pool of water), then you travel the full distance in a straight line.
At the end of your movement, you come to a complete stop with minimal forward momentum, so if you stop in midair, for example, you plummet straight down as soon as you begin to fall.


Second Word: Nah
Uttering Time: 1 Move or Standard Action
Range: See below for details
Target: Personal
Duration: Instantaneous
Recharge time: 4 rounds
The world rushes past you in a blur as the words of power move you forward in a blaze. You move up to 30 ft in a straight line. You can't move through difficult terrain or through enemies and allies, but you don't provoke Attacks of Opportunity even if you leave a threatened square. You move so quickly that, if you move into open air (by moving off the edge of a cliff, for example) or over non-solid surfaces (such as a pool of water), then you travel the full distance in a straight line.
At the end of your movement, you come to a complete stop with minimal forward momentum, so if you stop in midair, for example, you plummet straight down as soon as you begin to fall.


Third Word: Kest
Uttering Time: 1 Full-Round Action
Range: See below for details
Target: Personal
Duration: Instantaneous
Recharge time: 6 rounds
As you say the final word, you dash forward like a thunderbolt, seemingly flying through the air.
You move up to 100 ft in a straight line. You can't move through difficult terrain or through enemies and allies, but you don't provoke Attacks of Opportunity even if you leave a threatened square. You move so quickly that, if you move into open air (by moving off the edge of a cliff, for example) or over non-solid surfaces (such as a pool of water), then you travel the full distance in a straight line.
At the end of your movement, you come to a complete stop with minimal forward momentum, so if you stop in midair, for example, you plummet straight down as soon as you begin to fall.


[/SPOILER]
Elemental Fury:

First Word: Su

Uttering Time: 1 Swift Action
Target :Personal
Duration: 1 round
Recharge time: 5 rounds
The word you pronounce seems to fill you with a sort of energy, and a sense of anger, allowing you to move your body much more quickly.
As the spell Haste, except as noted here.


Second Word: Grah

Uttering Time: 1 Move or Standard Action
Target :Personal
Duration: 3 rounds
Recharge time: 1 minute
Time almost seems to slow as your limbs move through the air, as though they weighed nothing.
As the spell Haste, except as noted here.


Third Word: Dun

Uttering Time: 1 Full-Round Action
Target :Personal
Duration: 5 rounds
Recharge Time: 2 minutes
You become a whirlwind of activity, seemingly doing two things at once in half the normal time.
As the spell Haste, except as noted here.


Become Ethereal:

First Word: Feim

Uttering Time: 1 Immediate Action
Target: Personal
Duration: 1 round
Recharge Time: 5 rounds
As you pronounce the word of power, you can feel your body become insubstantial as the mist.
Your body becomes insubstantial. You cannot take damage from any source, even magic weapons or spells. You are still visible, however, and you cannot pass through solid objects, though landing on them after falling does not harm you or the object, and you can pass through air and liquids normally. You cannot be the target of spells or powers, and you are immune to the effects of spells that would otherwise affect you. You still wear your clothes, armor, and other apparel including bags worn on the body, and any weapons, tools, magic items, or objects carried in your hands become insubstantial with you, but anything else you touch (other creatures, objects roughly your size or larger, etc.) does not become insubstantial.
While you are insubstantial, you cannot make attacks, cast spells, use Supernatural, Extraordinary, or Spell-like Abilities, or otherwise physically interact with objects that aren't insubstantial with you. You can still see, hear, smell, and feel things normally, and any sound you make can still be heard by non-insubstantial subjects, including anything you say.
You can perform certain actions while you are insubstantial. You can drink potions or other liquids; put away or draw weapons and items; open, close, and turn the pages of books; write with pen and ink or similar writing tools; apply poisons or similar substances to weapons; nock arrows to your bow, or similarly reload a ranged weapon; and similar actions, as long as any objects you interact with in this way became insubstantial with you. You move at your normal speed, while still impeded by difficult terrain and other similar obstacles to movement.
If there are other insubstantial beings in the area, you cannot interact with them; you simply pass through them as though they weren't there, though you can still hear, see, and smell them. If you and one or more insubstantial beings occupy the same space when any of you become corporeal again, all of you are moved to the nearest unoccupied square, even if it's in open air or over a body of liquid.


Second Word: Zii

Uttering Time: 1 Swift Action
Target: Personal
Duration: 4 rounds
Recharge Time: 2 minutes
Your body becomes insubstantial. You cannot take damage from any source, even magic weapons or spells. You are still visible, however, and you cannot pass through solid objects, though landing on them after falling does not harm you or the object, and you can pass through air and liquids normally. You cannot be the target of spells or powers, and you are immune to the effects of spells that would otherwise affect you. You still wear your clothes, armor, and other apparel including bags worn on the body, and any weapons, tools, magic items, or objects carried in your hands become insubstantial with you, but anything else you touch (other creatures, objects roughly your size or larger, etc.) does not become insubstantial.
While you are insubstantial, you cannot make attacks, cast spells, use Supernatural, Extraordinary, or Spell-like Abilities, or otherwise physically interact with objects that aren't insubstantial with you. You can still see, hear, smell, and feel things normally, and any sound you make can still be heard by non-insubstantial subjects, including anything you say.
You can perform certain actions while you are insubstantial. You can drink potions or other liquids; put away or draw weapons and items; open, close, and turn the pages of books; write with pen and ink or similar writing tools; apply poisons or similar substances to weapons; nock arrows to your bow, or similarly reload a ranged weapon; and similar actions, as long as any objects you interact with in this way became insubstantial with you. You move at your normal speed, while still impeded by difficult terrain and other similar obstacles to movement.
If there are other insubstantial beings in the area, you cannot interact with them; you simply pass through them as though they weren't there, though you can still hear, see, and smell them. If you and one or more insubstantial beings occupy the same space when any of you become corporeal again, all of you are moved to the nearest unoccupied square, even if it's in open air or over a body of liquid.


Third Word: Gron

Uttering Time: 1 Move or Standard Action
Target: Personal
Duration: 1 minute
Recharge Time: 4 minutes
Your body becomes insubstantial. You cannot take damage from any source, even magic weapons or spells. You are still visible, however, and you cannot pass through solid objects, though landing on them after falling does not harm you or the object, and you can pass through air and liquids normally. You cannot be the target of spells or powers, and you are immune to the effects of spells that would otherwise affect you. You still wear your clothes, armor, and other apparel including bags worn on the body, and any weapons, tools, magic items, or objects carried in your hands become insubstantial with you, but anything else you touch (other creatures, objects roughly your size or larger, etc.) does not become insubstantial.
While you are insubstantial, you cannot make attacks, cast spells, use Supernatural, Extraordinary, or Spell-like Abilities, or otherwise physically interact with objects that aren't insubstantial with you. You can still see, hear, smell, and feel things normally, and any sound you make can still be heard by non-insubstantial subjects, including anything you say.
You can perform certain actions while you are insubstantial. You can drink potions or other liquids; put away or draw weapons and items; open, close, and turn the pages of books; write with pen and ink or similar writing tools; apply poisons or similar substances to weapons; nock arrows to your bow, or similarly reload a ranged weapon; and similar actions, as long as any objects you interact with in this way became insubstantial with you. You move at your normal speed, while still impeded by difficult terrain and other similar obstacles to movement.
If there are other insubstantial beings in the area, you cannot interact with them; you simply pass through them as though they weren't there, though you can still hear, see, and smell them. If you and one or more insubstantial beings occupy the same space when any of you become corporeal again, all of you are moved to the nearest unoccupied square, even if it's in open air or over a body of liquid.



Throw Voice:
First Word: Zul

Uttering Time: 1 Swift Action
Range: 50 ft.
Duration: 1 round
Recharge Time: 6 rounds
As you quietly whisper these words, a sound appears nearby, distracting and deceiving your foes.
As the spell Ventriloquism, except as noted here.
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.


Second Word: Mey

Uttering Time: 1 Move or Standard Action
Range: 50 ft.
Duration: 1 round
Recharge time: 2 rounds
As the spell Ventriloquism, except as noted here.
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.


Third Word: Gut

Uttering Time: 1 Full-Round Action
Range: 50 ft.
Duration: 1 round
Recharge time: None
As the spell Ventriloquism, except as noted here
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.



Slow Time:

First Word: Tiid

Uttering Time: 1 Swift Action
Range: Personal
Target: You
Duration: 3 rounds
Recharge time: 6 rounds
The world slows to a crawl, giving you more time to think and plan even in the midst of battle.
For the duration of the Shout, gain a +2 insight bonus to your AC, and to your attack and damage rolls.


Second Word: Klo

Uttering Time: 1 Move or Standard Action
Range: Personal
Target: You
Duration: 5 rounds
Recharge time: 1 minute
You command time itself to slow for you, providing more time to consider your actions.
For the duration of the Shout, you gain a +4 insight bonus to your AC, to your attack and damage rolls, and to your saves.


Third Word: Ul

Uttering Time: 1 Full-Round Action
Range: Personal
Target: You
Duration: 7 rounds
Recharge time: 4 minutes
You demand time to slow down to a crawl, and time obeys. You are much more easily able to deliberate on your foes' defeat.
For the duration of the shout, you gain a +6 insight bonus to your AC, to your attack and damage rolls, and to your saves. During the first round of this Shout's duration, you also gain an additional move action and a standard action.



Aura Whisper:

First Word: Laas:

Uttering Time: 1 Swift Action
Range: 50 ft.
Area: 50 ft. radius emanation centered on you
Duration: 10 minutes/character level
Recharge time: 5 rounds
As you whisper “Laas” into the air, you become more in tune with the pulse of life around you.
You become able to detect the presence of life in the area around you, represented visually by a translucent red aura around each piece of living matter. Plants have a very faint yet still detectable aura, while animals and other living creatures with 2 or less Intelligence have noticeably stronger auras. Living creatures with 2 or more Intelligence have the strongest presence.
You can see these auras even if there are any number or amount of solid, opaque objects between you and the source of the auras. As a result, creatures that generate these auras have a -10 to their Hide checks versus you, and creatures that would normally have concealment against you do not have concealment for the duration of this Shout.
Creatures with the Outsider and Aberration types also produce auras that can be seen with this Shout, but creatures with the Construct, Undead, and Elemental types are among those that do not produce these auras.
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.


Second Word: Yah

Uttering Time: 1 Move or Standard Action
Range: 100 ft.
Area: 100 ft. radius emanation centered on you
Duration: 10 minutes/character level
Recharge time: 7 rounds
As you whisper “Laas” into the air, you become more in tune with the pulse of life around you.
You become able to detect the presence of life in the area around you, represented visually by a translucent red aura around each piece of living matter. Plants have a very faint yet still detectable aura, while animals and other living creatures with 2 or less Intelligence have noticeably stronger auras. Living creatures with 2 or more Intelligence have the strongest presence.
You can see these auras even if there are any number or amount of solid, opaque objects between you and the source of the auras. As a result, creatures that generate these auras have a -10 to their Hide checks versus you, and creatures that would normally have concealment against you do not have concealment for the duration of this Shout.
Creatures with the Outsider and Aberration types also produce auras that can be seen with this Shout, but creatures with the Construct, Undead, and Elemental types are among those that do not produce these auras.
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.


Third Word: Nir

Uttering Time: 1 Full-Round Action
Range: 200 ft.
Area: 200 ft. radius emanation centered on you
Duration: 10 minutes/char
As you whisper “Laas” into the air, you become more in tune with the pulse of life around you.
You become able to detect the presence of life in the area around you, represented visually by a translucent red aura around each piece of living matter. Plants have a very faint yet still detectable aura, while animals and other living creatures with 2 or less Intelligence have noticeably stronger auras. Living creatures with 2 or more Intelligence have the strongest presence.
You can see these auras even if there are any number or amount of solid, opaque objects between you and the source of the auras. As a result, creatures that generate these auras have a -10 to their Hide checks versus you, and creatures that would normally have concealment against you do not have concealment for the duration of this Shout.
Creatures with the Outsider and Aberration types also produce auras that can be seen with this Shout, but creatures with the Construct, Undead, and Elemental types are among those that do not produce these auras.
In order for someone to hear you using this Shout, they must succeed on a DC 20 Listen check, with a -4 penalty for every 5 feet they are away from you.



Animal Allegiance:

First Word: Raan

Uttering Time: 1 Swift Action
Range: 30 ft. radius
Area: 30 ft. radius emanation centered on you
Duration: 2 rounds
Saving Throw: Will negates
Recharge time: 5 rounds
As the spell Charm Animal, except as noted here.


Second Word: Mir

Uttering Time: 1 Move or Standard Action
Range: 60 ft. radius
Area: 60 ft. radius emanation centered on you
Duration: 5 rounds
Saving throw: Will Negates
Recharge time: 1 minute
As the spell Charm Animal, except as noted here.


Third Word: Tah

Uttering Time: 1 Move or Standard Action
Range: 60 ft. radius
Area: 60 ft. radius emanation centered on you
Duration: 1 minute
Saving throw: Will Negates
Recharge time: 2 minute
As the spell Charm Animal, except as noted here.


Clear Skies:

First Word: Lok

Uttering Time: 1 Swift Action
Range: 2 miles
Area: 2 mile radius circle centered on you
Duration: 1 minute
Saving throw: see text
Recharge time: 2 rounds
For one minute, the weather within 2 miles of you becomes Normal Weather as appropriate to the current climate.
This spell can affect weather conditions created by spell effects. If you use this Shout within the radius of a spell such as Control Weather or a similar spell, the caster of that spell must succeed on a Concentration check against your Shout DC. If the caster succeeds, then their spell progresses normally.


Second Word: Vah

Uttering Time: 1 Move or Standard Action
Range: 3 miles
Area: 3 mile radius circle centered on you
Duration: 5 minutes
Saving throw: see text
Recharge time: 5 rounds
For five minutes, the weather within 3 miles of you becomes Normal Weather as appropriate to the current climate.
This spell can affect weather conditions created by spell effects. If you use this Shout within the radius of a spell such as Control Weather or a similar spell, the caster of that spell must succeed on a Concentration check against your Shout DC. If the caster succeeds, then their spell progresses normally.


Third Word: Koor

Uttering Time: 1 Full-Round Action
Range: 10 miles
Area: 10 mile radius circle centered on you
Duration: 10 minutes
Saving throw: see text
Recharge time: 1 minute
For ten minutes, the weather within 10 miles of you becomes Normal Weather as appropriate to the current climate.
This spell can affect weather conditions created by spell effects. If you use this Shout within the radius of a spell such as Control Weather or a similar spell, the caster of that spell must succeed on a Concentration check against your Shout DC. If the caster succeeds, then their spell progresses normally.


Disarm:

First Word: Zun

Uttering Time: 1 Swift Action
Range: 30 ft.
Area: 30 ft. line emanating from you
Duration: Instantaneous
Saving Throw: Reflex negates
Recharge time: 5 rounds
You make a ranged disarm attempt to everyone in a 30 ft. line. All subjects who fail a Reflex save immediately have their weapon removed from their hands and thrown 10 + 1d10 feet away in a random direction.


Second Word: Haal

Uttering Time: 1 Move or Standard Action
Range: 30 ft.
Area: 30 ft. line emanating from you
Duration: Instantaneous
Saving Throw: Reflex negates
Recharge time: 8 rounds
You make a ranged disarm attempt to everyone in a 30 ft. line. All subjects who fail a Reflex save equal to your Shout DC + 4 immediately have their weapon removed from their hands and thrown 10 + 1d10 feet away in a random direction.


Third Word: Viik

Uttering Time: 1 Full-Round Action
Range: 30 ft.
Area: 30 ft. line emanating from you
Duration: Instantaneous
Saving Throw: Reflex negates
Recharge time: 1 ˝ minutes
You make a ranged disarm attempt to everyone in a 30 ft. line. All subjects who fail a Reflex save equal to your Shout DC + 8 immediately have their weapon removed from their hands and thrown 10 + 1d10 feet away in a random direction.



Dismay:
First Word: Faas

Uttering Time: 1 Swift Action
Range: 20 ft.
Area: 20 ft. radius burst centered on you
Recharge time: 5 rounds
As the spell Fear, except as noted here.
This Shout only affects creatures up to 5 HD.


Second Word: Ru

Uttering Time: 1 Move or Standard Action
Range: 30 ft.
Area: 30 ft. radius burst centered on you
Recharge time: 1 minute
As the spell Fear, except as noted here.
This Shout only affects creatures up to 10 HD.


Third Word: Maar

Uttering Time: 1 Full-Round Action
Range: 40 ft.
Area: 40 ft. radius burst centered on you
Recharge time: 2 minutes
As the spell Fear, except as noted here.
This Shout only affects creatures up to 15 HD.



Ice Form:

First Word: Iiz

Uttering Time: 1 Swift Action
Range: 40 ft.
Target: One Large or smaller creature
Duration: 2 rounds
Saving Throw: Reflex negates
Recharge time: 7 rounds
You encapsulate the subject in a hard ice shell, preventing them from moving. The subject can still breathe but is otherwise*helpless, unable to see outside the ice shell, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the shell normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the ice can free a victim. The ice shell has*hardness*5 and 25 hit points. Teleportation and other forms of such travel provide a means of escape. An ice shell can’t be affected by*dispel magic, but it is considered to have hardness 0 when damaged by fire.
The creature within the shell is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the shell is destroyed. The encapsulated creature weighs 1 ˝ times its normal weight, not including clothing, armor, or other forms of equipment.
A creature that is encapsulated while aloft begins to fall immediately, though a creature that is encapsulated while swimming or underwater will automatically begin to float up to the surface at 10 ft./round and float there.


Second Word: Slen

Uttering Time: 1 Move or Standard Action
Range: 80 ft.
Target: One Large or smaller creature
Duration: 5 rounds
Saving Throw: Reflex negates
Recharge time: 1 minute
You encapsulate the subject in a hard ice shell, preventing them from moving. The subject can still breathe but is otherwise*helpless, unable to see outside the ice shell, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the shell normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the ice can free a victim. The ice shell has*hardness*5 and 25 hit points. Teleportation and other forms of such travel provide a means of escape. An ice shell can’t be affected by*dispel magic, but it is considered to have hardness 0 when damaged by fire.
The creature within the shell is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the shell is destroyed. The encapsulated creature weighs 1 ˝ times its normal weight, not including clothing, armor, or other forms of equipment.
A creature that is encapsulated while aloft begins to fall immediately, though a creature that is encapsulated while swimming or underwater will automatically begin to float up to the surface at 10 ft./round and float there.


Third Word: Nus

Uttering Time: 1 Full-Round Action
Range: 120 ft.
Target: One Large or smaller creature
Duration: 1 minute
Saving Throw: Reflex negates
Recharge time: 2 minutes
You encapsulate the subject in hard ice shell, preventing them from moving. The subject can still breathe but is otherwise*helpless, unable to see outside the ice shell, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the shell normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the ice can free a victim. The ice shell has*hardness*5 and 25 hit points. Teleportation and other forms of such travel provide a means of escape. An ice shell can’t be affected by*dispel magic, but it is considered to have hardness 0 when damaged by fire.
The creature within the shell is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the shell is destroyed. The encapsulated creature weighs 1 ˝ times its normal weight, not including clothing, armor, or other forms of equipment.
A creature that is encapsulated while aloft begins to fall immediately, though a creature that is encapsulated while swimming or underwater will automatically begin to float up to the surface at 10 ft./round and float there.


Kyne's Peace:

First Word: Kaan

Uttering Time: 1 Swift Action
Range: 40 ft.
Area: 40 ft. radius emanation centered on you
Recharge time: 5 rounds
As the spell Calm Animal, except as noted here.


Second Word: Drem

Uttering Time: 1 Move or Standard Action
Range: 50 ft.
Area: 50 ft. radius emanation centered on you
Duration: 1 round/character level + 5
Recharge time: 1 minute
As the spell Calm Animal, except as noted here.


Third Word: Ov

Uttering Time: 1 Full-Round Action
Range: 50 ft.
Area: 50 ft. radius emanation centered on you
Duration: 1 round/character level + 5
Recharge time: 1 minute
As the spell Calm Animal, except as noted here.



Storm Call:

First Word: Strun

Uttering Time: 1 Swift Action
Range: 100 ft.
Duration: 1 minute
Recharge time: 5 minutes
As the spell Call Lightning, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use your character level instead of your caster level.
This Shout does not work indoors, underground, or underwater.
There can only be one Storm Call Shout in effect at a given time: attempting to Storm Call while another Storm Call is active dispels the first Storm Call and replaces it with the new one.


Second Word: Bah

Uttering Time: 1 Move or Standard Action
Range: 200 ft.
Duration: 2 minutes
Recharge time: 10 minutes
As the spell Call Lightning, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use your character level instead of your caster level.
Each lightning bolt deals 5d6 lightning damage.
This Shout does not work indoors, underground, or underwater.
There can only be one Storm Call Shout in effect at a given time: attempting to Storm Call while another Storm Call is active dispels the first Storm Call and replaces it with the new one.


Third Word: Qo

Uttering Time: 1 Full-Round Action
Duration: 4 minutes
Recharge time: 15 minutes
As the spell Call Lightning Storm, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use your character level instead of your caster level.
Each lightning bolt deals 6d6 lightning damage.
This Shout does not work indoors, underground, or underwater.
There can only be one Storm Call Shout in effect at a given time: attempting to Storm Call while another Storm Call is active dispels the first Storm Call and replaces it with the new one.



Frost Breath:

First Word: Fo

Uttering Time: 1 Swift Action
Range and Area: 15 ft. cone-shaped burst or 30 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 5 rounds
Deal 2d6 cold damage in a 15 ft. cone or a 30 ft. line. Subjects that fail their Reflex save are Entangled for 1 round.


Second Word: Krah

Uttering Time: 1 Move or Standard Action
Range and Area: 30 ft. cone-shaped burst or 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1 minute
Deal 5d6 frost damage in a 15 ft. cone or a 30 ft. line. Subjects that fail their Reflex save are Staggered for 2 rounds.


Third Word: Diin

Uttering Time: 1 Full-Round Action
Range and Area: 60 ft. cone-shaped burst or 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1 ˝ minutes
Deal 10d6 frost damage in a 15 ft. cone or a 30 ft. line. Subjects that fail their Reflex save are Slowed for 4 rounds.



Marked For Death:

First Word: Krii

Uttering Time: 1 Swift Action
Range: 40 ft.
Target: One creature
Saving Throw: Fortitude half; see below
Recharge time: 6 rounds
Duration: 4 rounds
Target creature within 40 ft. of you must make a Fortitude Save or take 1d6 damage every round and a -4 penalty to AC and saves for the duration of the Shout. If the subject succeeds on its Fortitude save, it takes half the damage and a -2 penalty to AC and saves instead.


Second Word: Lun

Uttering Time: 1 Move or Standard Action
Range: 40 ft.
Target: One creature
Saving Throw: Fortitude half; see below
Recharge time: 1 minute
Target creature within 40 ft. of you must make a Fortitude Save or take 1d8 damage every round and a -6 penalty to AC and saves for the duration of the Shout. If the subject succeeds on its Fortitude save, it takes half the damage and a -3 penalty to AC and saves instead.


Third Word: Aus

Uttering Time: 1 Full-Round Action
Range: 40 ft.
Target: One creature
Saving Throw: Fortitude half; see below
Recharge time: 2 minutes
Target creature within 40 ft. of you must make a Fortitude Save or take 1d10 damage every round and a -8 penalty to AC and saves for the duration of the Shout. If the subject succeeds on its Fortitude save, it takes half the damage and a -4 penalty to AC and saves instead.

13_CBS
2012-09-11, 02:49 PM
Draconic Thu'um:

Though mortals are able to acquire Thu'um and use them as Dragons do, for Dragons Thu'um is so innate that their Shouts are even more potent. The following is a list of Thu'um used by dragons.

Draconic Fire Breath


First Word: Yol
Uttering Time: 1 Standard Action
Range and Area: 30 ft. cone-shaped burst or 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1d4 rounds
As you say the ancient word for Fire, a blast of flames burn your foes. Deal 3d10 fire damage in a 30 ft. cone or 60 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Second Word: Toor

Uttering Time: 1 Standard Action
Range and Area: 60 ft. cone-shaped burst or 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1d4 rounds
Combining the words for Fire and Inferno, you create a conflagration that roasts your foes. Deal 5d10 fire damage in a 60 ft. cone or 120 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Third Word: Shul

Uttering Time: 1 Standard Action
Range and Area: 120 ft. cone-shaped burst or 240 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 1d4 rounds
Deal 10d10 fire damage in a 120 ft. cone or 240 ft. line. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Draconic Fire Ball:

First Word: Ag
Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 20 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 4d10 Fire damage in a 20 ft. radius spread. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Second Word: Strun

Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 30 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 6d10 Fire damage in a 30 ft. radius spread. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.


Third: Golt

Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 40 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 14d10 Fire damage in a 40 ft. radius spread. Flammable materials burn if the flame touches them. A character can extinguish burning items as a full-round action.



Draconic Frost Breath:

First Word: Fo

Uttering Time: 1 Standard Action
Range and Area: 30 ft. cone-shaped burst or 60 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 2 rounds
Deal 3d6 cold damage in a 30 ft. cone or 60 ft. line. Subjects that fail their Reflex save are Entangled for 1 round.


Second Word: Krah

Uttering Time: 1 Standard Action
Range and Area: 60 ft. cone-shaped burst or 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 2 rounds
Deal 5d6 cold damage in a 60 ft. cone or 120 ft. line. Subjects that fail their Reflex save are Staggered for 2 rounds.


Third Word: Diin

Uttering Time: 1 Standard Action
Range and Area: 120 ft. cone-shaped burst or 240 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Recharge time: 2 rounds
Deal 10d6 cold damage in a 120 ft. cone or 240 ft. line. Subjects that fail their Reflex save are Slowed for 4 rounds.


Draconic Ice Storm:

First Word: Od
Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 20 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 4d6 Cold damage in a 20 ft. radius spread. Subjects that fail their Reflex save are Entangled for 1 round.


Second Word: Diin

Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 30 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 6d6 Cold damage in a 30 ft. radius spread. Subjects that fail their Reflex save are Staggered for 2 rounds.


Third: Golt

Uttering Time: 1 Standard Action
Range: 100 ft.
Area: 40 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Recharge time: 2 rounds
Deal 14d6 Cold damage in a 40 ft. radius spread. Subjects that fail their Reflex save are Slowed for 4 rounds.


Summon Draugr:

First Word: Daal
Uttering Time: 1 Standard Action
Range: 100 ft.
Effect: three summoned Restless Draugrs
Duration: 10 rounds
Recharge time: 5 rounds
Summons three Restless Draugr, as listed under the Monsters section.


Second Word: Aan

Uttering Time: 1 Standard Action
Range: 100 ft.
Effect: three summoned Draugr Wight
Duration: 10 rounds
Recharge time: 5 rounds
Summons three Draugr Wights, as listed under the Monsters section.


Third Word: Uth

Uttering Time: 1 Standard Action
Range: 100 ft.
Effect: three summoned Draugr Scourge
Duration: 10 rounds
Recharge Time: 5 rounds
Summons three Draugr Scourges, as listed under the Monsters section.


Draconic Unrelenting Force

First Word: Fus

Uttering Time: 1 Standard
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Recharge time: 2 rounds
Each creature in the area that fails its save is Staggered for one round.
Objects up to 1 pound in weight are blown away from you 1d10 feet.


Second Word: Ro

Uttering Time: 1 Standard Action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Recharge time: 2 rounds
Each creature in the area that fails its save is Stunned for 1 round.
Objects up to 10 pounds in weight are blown away from you 1d10 feet. Objects up to 1 pound in weight are blown away from you 2d10 feet instead.


Third Word: Dah

Uttering Time: 1 Standard Action
Range: 120 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Recharge time: 2 minute
An unstoppable force charges at your foes, knocking down or throwing back all in its path. Each creature in the area that succeeds in a Fortitude save is knocked prone; those that fail their saves are knocked back several feet according to the chart below:
Small or smaller: Thrown back 20 + 2d10 ft., knocked prone, stunned for 4 rounds
Medium: Thrown back 10 + 1d10 ft., knocked prone, stunned for 2 rounds
Large: Thrown back 1d10 ft., knocked prone, stunned for 1 round
Huge and larger: Knocked prone, stunned for 1 round
Objects up to 1 pound in weight are blown away from you 40 + 4d10 ft. Objects up to 10 pounds in weight are blown away from you 30 + 3d10 ft. instead. Objects up to 100 pounds in weight are blown away from you as a Small sized creature would. Objects up to 300 pounds in weight are blown away from you as a Medium sized creature would. Objects up to 700 pounds in weight are blown away from you as a Large creature would. Heavier objects are unaffected.



Draconic Storm Call:

First Word: Strun

Uttering Time: 1 Standard Action
Range: 200 ft.
Duration: 1 minute
Recharge time: 2 rounds
As the spell Call Lightning, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use HD instead of caster level.
This Shout does not work indoors, underground, or underwater.
There can only be one Draconic Storm Call Shout in effect at a given time: attempting to Draconic Storm Call while another Draconic Storm Call is active dispels the first Draconic Storm Call and replaces it with the new one.


Second Word: Bah

Uttering Time: 1 Standard Action
Range: 300 ft.
Duration: 2 minutes
Recharge time: 2 rounds
As the spell Call Lightning, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use HD instead of caster level.
This Shout does not work indoors, underground, or underwater.
There can only be one Draconic Storm Call Shout in effect at a given time: attempting to Draconic Storm Call while another Draconic Storm Call is active dispels the first Draconic Storm Call and replaces it with the new one.


Third Word: Qo

Uttering Time: 1 Standard Action
Duration: 4 minutes
Recharge time: 2 rounds
As the spell Call Lightning Storm, except as noted here.
For determining how many lightning bolts you can summon during this Shout, use HD instead of caster level.
Each lightning bolt does 6d6 damage.
This Shout does not work indoors, underground, or underwater.
There can only be one Draconic Storm Call Shout in effect at a given time: attempting to Draconic Storm Call while another Draconic Storm Call is active dispels the first Draconic Storm Call and replaces it with the new one.

13_CBS
2012-09-11, 02:50 PM
Lycanthropy:


http://i259.photobucket.com/albums/hh314/13cbs/werewolf.png


Some beings in Tamriel have the ability to shift into a terrible cross between mortal and wolf. Some see this as a curse; others, a blessing.
Lycanthropy is a disease; creatures that are immune to disease can't be afflicted with Lycanthropy.
Once you have been afflicted with lycanthropy, you gain the ability to morph into the form of a werewolf (“Shapeshifting”).
Shapeshifting, and morphing back into your normal form, are Extraordinary abilities that each require full-round actions.
Typically, you can Shapeshift once per day. You can morph back into your normal form any time you could take a mental action.
Your werewolf form lasts 1 minute/character level. At the end of this period, you automatically return to your mortal form.
While you are afflicted with lycanthropy, you gain immunity to diseases.
If you die while Shapeshifted, your corpse remains permanently Shapeshifted. If your body is resurrected while afflicted with Lycanthropy, you remain afflicted with Lycanthropy.
There are a variety of methods for gaining and curing Lycanthropy. Consult your DM on how to your character can either gain or be cured of Lycanthropy.
When you Shapeshift into your werewolf form, you gain the following traits and abilities for the duration that you are in your werewolf form:

Your Base Attack Bonus becomes equal to your level (as the fighter).
If your Strength score is below 24, it becomes 24.
If your Constitution score is below 24, it becomes 24.
Your new hit point total becomes 10 x HD, plus 5 x your new Constitution score (if your Constitution score was below 24 before Shapeshifting) or your current Constitution score. When you morph back into your mortal form, your hit point total returns to what it was while you were Shapeshifting.
You grow into Large size. Your Space/Reach becomes 10 ft/5 ft.
All of your equipment fuses into you. You are no longer able to use any weapons or items (including magical weapons an items), and you lose any bonuses to AC that you get from equipment or class features. Items that give you enhancement bonuses to your abilities still function. When you return to your mortal form, all of your worn equipment return to the locations that they were in while you were Shapeshifting.
For example, if you wore a Breastplate as your armor immediately while you were Shapeshifting, then when you morph back into your mortal form you are still wearing that Breastplate on your torso.
You cannot cast spells or use Supernatural or Spell-like Abilities while in werewolf form.
You gain a +6 natural armor bonus to your AC. When you are 10 HD, and at every 5 HD thereafter, your natural armor bonus increases by an additional +4.
You gain two claw attacks and a bite attack. Your claws are your primary natural weapons, and you gain the Multiattack feat. Your claws deal 1d8 + 1 x your Strength bonus, and your bite deals 1d8+1/2 your Strength bonus.
You can also make iterative attacks with your claws as though they weren't natural weapons.
For example, if a character with 6 HD Shapeshifts, and his Strength score is 24, then his full attack action would look like the following:
2 Claws +13/+8 melee (1d8+7) and Bite +11 melee (1d8+7)

You gain the Pounce ability; you can make a bite attack and as many claw attacks as you could in a full-attack action at the end of a charge.
You gain a vulnerability to silver: damage dealt to you by silver weapons or ammunition deal 1˝ times the damage instead.
Your base land speed becomes 60 ft.
You gain the ability to make a terrifying roar as an Extraordinary Ability. Once every 1d6 rounds, you emit a great roar that causes all enemies within 40 ft. of you to become Panicked unless they succeed on a Will Save (DC = your HD).

Eldan
2012-09-11, 02:50 PM
The mer should probably get the (elf) subtype, and the men the (human) subtype.

13_CBS
2012-09-11, 02:52 PM
Vampirism:


Some beings in Tamriel contract the disease Sanguinare Vampiris. Those that do become Vampires if the disease is not cured within three days.
Sanguinare Vampiris is a disease; creatures that are immune to disease can't be afflicted with Sanguinare Vampiris.
Sanguinare Vampiris:
Infection: Special
Each Vampire has the Supernatural Ability Vampiric Drain. Every time a humanoid character is affected by the effects of Vampiric Drain, roll a d10: if the result is 1, then that character must make the Fortitude Save or contract the disease.
DC: 17
Incubation: 3 days
Damage: Special
While the disease is in its incubation period, creatures afflicted with Sanguinare Vampiris lose one hit die's worth of hit points until the disease is removed. At the end of the incubation period, afflicted creatures become a Vampire.
Once the incubation period has passed, you become a full-fledged Vampire. Vampirism (which is different from Sanguinare Vampiris) is not a disease; spells such as Remove Disease will not cure you of Vampirism.
Once you have become a Vampire, you gain the following traits and abilities, regardless of Vampiric Stage:
You gain the Undead subtype, but none of its traits except for those listed here.
You become immune to disease and poison.
Feeding: You must consume mortal blood at least once per day to not progress a stage in your Vampirism.
Drinking enough blood to regress back to/stay at Stage 1 Vampirism requires a full round action.
Only the blood from Humanoid creatures will regress you back to Stage 1, though blood from Animal creatures will keep you at the same Stage for the next 24 hours.
The blood need not be directly from a living body—if the blood was stored in an airtight container for no more than one day, then drinking it will have the same effects as though you had drunk fresh blood. The same applies to blood from corpses—as long as the corpse is not older than one day, drinking blood from it will regress you back to Stage 1 or keep you at your current stage, whichever is appropriate.
The act of feeding typically requires a full-round action. On helpless targets, you simply use a full-round action to feed; the cursed nature of vampire fangs is such that slumbering victims do not notice being fed upon (though other awake creatures in the vicinity that see you doing this certainly will notice).
On active, awake targets, you must first succeed on a Grapple check. Grapple attempts made this way do not provoke Attacks of Opportunity, even if you don't have the Improved Grapple Feat. Once you have succeeded on the Grapple check, instead of dealing unarmed damage to the grappled target, you instead bite the target's throat and begin to drink blood.
If you maintain the Grapple for another round, and successfully deal unarmed damage to the target again, then you have drunk enough blood to regress back to/stay at Stage 1 Vampirism.
For each additional round you drink blood from a target, you deal 1d4 Constitution damage to the target.
Each day you do not drink mortal blood, you also progress to the next stage in Vampirism.
There are a variety of methods for curing Vampirism. Consult your DM on how to your character can be cured of Vampirism.

Stages of Vampirism:

There are four stages of Vampirism; as you progress to higher stages, you gain more powerful traits and abilities while also gaining some penalties.
If you ever drink at least a full-round action's worth of mortal blood, you immediately regress back to Stage 1.
Even if you don't drink mortal blood, your Vampirism Stage can't progress beyond certain stages until your each a certain HD.
You can't progress beyond Stage 1 until you have at least 5 HD:
You can't progress beyond Stage 2 until you have at least 10 HD.
You can't progress beyond Stage 3 until you have at least 15 HD.



Vampiric Stages:

Stage 1:
This is the default stage once you have fully contracted Vampirism.
You gain Cold Resistance 5. This stacks with any other natural or magical effects that also give you Cold Resistance.
Whenever you take Fire damage, you take an additional 5 damage. This additional damage increases if you also have Fire Vulnerability.
You gain a +6 bonus to Hide and Move Silently checks.
You gain darkvision out to 30 ft.
Arcane spells that you cast from the Illusion school and similar spell-like abilities gain a +2 bonus to their Save DCs.
You gain the following Spell-like Abilities:
Vampiric Servant: Once per day, you can resurrect a corpse to fight for you. It is as the spell Animate Dead except in the following ways:
You can animate a single corpse with up to 3 HD.
It lasts one minute for each of your character's HD.
You can only animate corpses into zombies this way.
Vampiric Drain: Three times per day, you can inflict a single opponent within 30 ft. of you with a life-draining curse that lasts 1 round for each of your HD, no save allowed. It deals 1d4 damage per round, and you heal that much damage at the end of each round.

Stage 2:

You gain Cold Resistance 10. This stacks with any other natural or magical effects that also give you Cold Resistance.
Whenever you take Fire damage, you take an additional 10 damage. This additonal damage increases if you also have Fire Vulnerability.
You gain a +8 bonus to Hide and Move Silently checks.
Your Vampiric nature starts to become more obvious, disturbing people; you gain a -4 penalty to your Bluff and Diplomacy checks.
You gain darkvision out to 60 ft.
Arcane spells that you cast from the Illusion school and similar spell-like abilities gain a +3 bonus to their Save DCs.
You gain the following Spell-like Abilities:
Vampiric Servant: Once per day, you can resurrect a corpse to fight for you. It is as the spell Animate Dead except in the following ways:
You can animate a single corpse with up to 6 HD.
It lasts one minute for each of your character's HD.
You can only animate corpses into zombies this way.
Vampiric Drain: Three times per day, you can inflict a single opponent within 30 ft. of you with a life-draining curse that lasts 1 round for each of your HD, no save allowed. It deals 2d4 damage per round, and you heal that much damage at the end of each round.
Vampire Seduction: Once per day, you can use your Vampiric charm to calm a person down. It is as the spell Calm Animal except in the following ways:
Instead of targeting creatures with the Animal type, you can only target creatures with the Humanoid type.
You can target humanoids with any level of Intelligence.
Your caster level is considered to be equal to your HD.

Stage 3:

You gain Cold Resistance 15. This stacks with any other natural or magical effects that also give you Cold Resistance.
Whenever you take Fire damage, you take an additional 15 damage. This additional damage increases if you also have Fire Vulnerability.
You gain a +10 bonus to Hide and Move Silently checks.
Your Vampiric nature becomes even more obvious, further disturbing people; you gain a -8 penalty to your Bluff and Diplomacy checks.
In addition, anyone who gets within 5 feet of you and spends at least 1 round studying your appearance can then make a DC 30 Knowledge (Religion) check to identify you as a Vampire. If they don't already know the special abilities and traits of Vampires, they can then make a DC 35 Knowledge (Religion) check to gain that knowledge.
You gain darkvision out to 90 ft.
Arcane spells that you cast from the Illusion school and similar spell-like abilities gain a +4 bonus to their Save DCs.
You gain the following Spell-like Abilities:
Vampiric Servant: Once per day, you can resurrect a corpse to fight for you. It is as the spell Animate Dead except in the following ways:
You can animate a single corpse with up to 10 HD.
It lasts one minute for each of your character's HD.
You can only animate corpses into zombies this way.
Vampiric Drain: Three times per day, you can inflict a single opponent within 30 ft. of you with a life-draining curse that lasts 1 round for each of your HD, no save allowed. It deals 3d4 damage per round, and you heal that much damage at the end of each round.
Vampire Seduction: Once per day, you can use your Vampiric charm to calm a person down. It is as the spell Calm Animal except in the following ways:
Instead of targeting creatures with the Animal type, you can only target creatures with the Humanoid type.
You can target humanoids with any level of Intelligence.
Your caster level is considered to be equal to your HD.

Stage 4:

You gain Cold Resistance 20. This stacks with any other natural or magical effects that also give you Cold Resistance.
Whenever you take Fire damage, you take an additional 15 damage. This additional damage increases if you also have Fire Vulnerability.
You gain a +10 bonus to Hide and Move Silently checks.
Your Vampiric nature becomes very obvious, greatly disturbing people; you gain a -12 penalty to your Bluff and Diplomacy checks.
In addition, anyone who gets within 5 feet of you and spends at least 1 round studying your appearance can then make a DC 25 Knowledge (Religion) check to identify you as a Vampire. If they don't already know the special abilities and traits of Vampires, they can then make a DC 35 Knowledge (Religion) check to gain that knowledge.
You gain darkvision out to 120 ft.
Arcane spells that you cast from the Illusion school and similar spell-like abilities gain a +5 bonus to their Save DCs.
You gain the following Spell-like Abilities:
Vampiric Servant: Once per day, you can resurrect a corpse to fight for you. It is as the spell Animate Dead except in the following ways:
You can animate a single corpse with up to 14 HD.
It lasts one minute for each of your character's HD.
You can only animate corpses into zombies this way.
Vampiric Drain: Five times per day, you can inflict a single opponent within 30 ft. of you with a life-draining curse that lasts 1 round for each of your HD, no save allowed. It deals 4d4 damage per round, and you heal that much damage at the end of each round.
Vampire Seduction: Once per day, you can use your Vampiric charm to calm a person down. It is as the spell Calm Animal except in the following ways:
Instead of targeting creatures with the Animal type, you can only target creatures with the Humanoid type.
You can target humanoids with any level of Intelligence.
Your caster level is considered to be equal to your HD.
Embrace of the Night: Once per day, you can use your Vampiric powers to turn invisible. It is as the spell Invisibility, except you use your HD in place of Caster Level when determining duration and checks to overcome Spell Resistance.

13_CBS
2012-09-11, 02:57 PM
Monsters


Draugr:

Note: Instead of coming up with a basic Draugr race or template and advancing them by character classes, I decided to instead make customized variants of Draugrs at various levels. I figured that, since Draugrs would be a pretty common enemy, tailoring their Ability Scores and such more closely to their CR would be better than just advancing them by character class. If this is a bad idea, please let me know.

Draugr:
Variant 1: Axe/Sword, armor, no shield

Size/Type: Medium Humanoid
Hit Dice: 1d10+1
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 15 (+1 Dex, +4 Chain Shirt), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Longsword +1 melee (1d8+1/19-20 /x2)

Or:
Attack: Battleaxe +1 melee (1d8+1/x3)

Full Attack: Longsword +1 melee (1d8+1/19-20 /x2)

Or:
Attack: Battleaxe +1 melee (1d8+1/x3)

Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +2 Fort, +1 Ref, +1 Will
Abilities: 13 Str, 13 Dex, 12 Con, 8 Int, 12 Wis, 6 Cha
Skills: +3 Jump, +3 Climb
Feats: Weapon Focus (Longsword), Improved Initiative, Dodge

Or:
Feats: Weapon Focus (Battleaxe), Improved Initiative, Dodge

Environment: Tombs
Organization: Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: ˝
Alignment: Usually Lawful Evil


Variant 2: 2 Hander


Size/Type: Medium Humanoid
Hit Dice: 1d10+1
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Greatsword +1 melee (2d6+2/19-20 /x2)

Or:
Attack: Greataxe +1 Melee (1d12+2/x3)
Full Attack: Greatsword +1 melee (2d6+1/19-20 /x2)

Or:
Attack: Greataxe +1 Melee (1d12+2/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +2 Fort, +1 Ref, +1 Will
Abilities: 13 Str, 10 Dex, 12 Con, 8 Int, 12 Wis, 6 Cha
Skills: +3 Jump, +3 Climb
Feats: Power Attack, Cleave, Weapon Focus (Greatsword)

Or:
Feats: Power Attack, Cleave, Weapon Focus (Greataxe)
Environment: Tombs
Organization: Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: ˝

Alignment: Usually Lawful Evil


Variant 3: Archer

Size/Type: Medium Humanoid
Hit Dice: 1d10
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Compound Longbow +2 ranged (1d8+1/x3) or Longsword +1 melee (1d8+1/19-20/x2)
Full Attack: Compound Longbow +2 ranged (1d8+1/x3) or Longsword +1 melee (1d8+1/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +1 Fort, +2 Ref, +1 Will
Abilities: 12 Str, 14 Dex, 10 Con, 8 Int, 12 Wis, 6 Cha
Skills: +3 Climb, +3 Jump
Feats: Weapon Focus (Longbow, Composite), Point Blank Shot, Dodge
Environment: Tombs
Organization: Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: ˝
Alignment: Usually Lawful Evil


Restless Draugr:
Variant 1: Axe/Sword, armor, no shield
Restless Draugr, one-handed frontliner
Size/Type: Medium Humanoid
Hit Dice: 3d10 +2
Initiative: +6
Speed: 20 ft. (4 squares)
AC: 17 (+2 Dex, +5 Breastplate), touch 12, flat-footed 15
Base Attack/Grapple: +3/+5
Attack: Longsword +5 melee (1d8+2/19-20 /x2)

Or:
Attack: Battleaxe +3 melee (1d8+2/x3)
Full Attack: Longsword +5 melee (1d8+2/19-20 /x2)

Or:
Attack: Battleaxe +4 melee (1d8+2/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +7 Fort, +3 Ref, +1 Will
Abilities: 14 Str, 14 Dex, 14 Con, 8 Int, 10 Wis, 6 Cha
Skills: +4 Jump, +4 Climb
Feats: Weapon Focus (Longsword), Improved Initiative, Mobility, Great Fortitude

Or:
Weapon Focus (Battleaxe), Improved Initiative, Dodge, Mobility, Great Fortitude
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 2
Alignment: Usually Lawful Evil


Variant 2: 2 Hander

Size/Type: Medium Humanoid
Hit Dice: 3d10+2
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Greatsword +5 melee (2d6+3/19-20 /x2)

Or:
Attack: Greataxe +5 melee (1d12+3/x3)
Full Attack: Greatsword +5 melee (2d6+3/19-20 /x2)

Or:
Attack: Greataxe +5 melee (1d12+3/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +5 Fort, +1 Ref, +2 Will
Abilities: 14 Str, 10 Dex, 14 Con, 8 Int, 12 Wis, 6 Cha
Skills: +4 Climb, +4 Jump
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Improved Bull Rush, Dodge

Or:
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Improved Bull Rush, Dodge
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 2
Alignment: Usually Lawful Evil

Variant 3: Archer
Size/Type: Medium Humanoid
Hit Dice: 3d10+1
Initiative: +3
Speed: 30 ft. (6 squares)
AC: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Compound Longbow +6 ranged (1d8+1/x3) or Longsword +4 melee (1d8+1/19-20/x2)
Full Attack: Compound Longbow +6 ranged (1d8+1/x3) or Longsword +4 melee (1d8+1/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +1 Fort, +2 Ref, +1 Will
Abilities: 12 Str, 16 Dex, 12 Con, 8 Int, 12 Wis, 6 Cha
Skills: +3 Climb, +3 Jump
Feats: Weapon Focus (Longbow, Composite), Point Blank Shot, Dodge, Precise Shot, Rapid Shot
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 2
Alignment: Usually Lawful Evil

Variant 4: Battlemage

Note: "Battlemage" Draugrs are based off of a Base Class I'd homebrewed for this, but ended up scrapping for PC use. See the "Base Class" section for more info.

Size/Type: Medium Humanoid
Hit Dice: 3d10 +2
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 12 (+0 Dex, +2 Leather Armor), touch 10, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Longsword +3 melee (1d8+1/19-20 /x2)

Or:
Attack: Battleaxe +3 melee (1d8+1/x3)
Full Attack: Longsword +3 melee (1d8+1/19-20 /x2)

Or:
Attack: Battleaxe +3 melee (1d8+1/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Burning Hands), Combat Concentration

Or:
Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Shield), Combat Concentration
Saves: +5 Fort, +1 Ref, +4 Will
Abilities: 12 Str, 10 Dex, 14 Con, 14 Int, 12 Wis, 6 Cha
Skills: +5 Jump, +5 Climb, +4 Knowledge (Arcana) +8 Spellcraft
Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Evocation)

Or:
Feats: Weapon Focus (Battleaxe), Combat Casting, Spell Focus (Abjuration)
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 2
Alignment: Usually Lawful Evil
Typical Spells known:
6/4/-/-/-
0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shield, Orb of Cold (Lesser), Summon Monster I, Burning Hands

Or:
0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shocking Grasp, True Strike, Fist of Stone, Enlarge Person
Spells per day:
0 Level: 5
1st Level: 5


Variant 5: Spellcaster

Size/Type: Medium Humanoid
Hit Dice: 3d4 +1
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Unarmed -1 melee (1d3-1/x2)
Full Attack: Unarmed -1 melee (1d3-1/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5
Saves: +2 Fort, +1 Ref, +4 Will
Abilities: 8 Str, 10 Dex, 12 Con, 14 Int, 12 Wis, 16 Cha
Skills: +7 Concentration, +6 Knowledge (Arcana), +8 Spellcraft
Feats: Enlarge Spell, Extend Spell
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 2
Alignment: Usually Lawful Evil
Typical Spells known:
4/4/-/-/-/-/-/-/-/-
0 Level: Daze, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Grease, Charm Person, Expeditious Retreat, Enlarge Person
Casts spontaneously


Draugr Wight:
Variant 1: Axe/Sword, armor, no shield

Size/Type: Medium Humanoid
Hit Dice: 7d10 +2
Initiative: +6
Speed: 20 ft. (4 squares)
AC: 18 (+2 Dex, +6 +2 Breastplate), touch 12, flat-footed 16
Base Attack/Grapple: +7/+10
Attack: +2 Longsword +11 melee (1d8+6/19-20 /x2)

Or:
Attack: +2 Battleaxe +11 melee (1d8+6/x3)

Or:
Attack: +1 Flaming Longsword +12 melee (1d8 + 1d6 Fire + 6/19-20/x2)

Or:
Attack: +1 Frost Longsword +12 melee (1d8 + 1d6 Cold + 6/19-20/x2)
Full Attack: +2 Longsword +11/+6 melee (1d8+6/19-20 /x2)

Or:
Full Attack: +2 Battleaxe +11/+6 melee (1d8+6/x3)

Or:
Attack: +1 Flaming Longsword +12/+7 melee (1d8 + 1d6 Fire + 6/19-20/x2)

Or:
Attack: +1 Frost Longsword +12/+7 melee (1d8 + 1d6 Cold + 6/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +10 Fort, +5 Ref, +3 Will
Abilities: 16 Str, 16 Dex, 16 Con, 8 Int, 12 Wis, 6 Cha
Skills: +8 Climb, +9 Jump
Feats: Weapon Focus (Longsword), Weapon Specialization (Longsword), Improved Initiative, Mobility, Great Fortitude, Combat Expertise, Improved Trip

Or:
Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Improved Initiative, Dodge, Mobility, Great Fortitude, Combat Expertise, Improved Trip
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil


Variant 2: 2 Hander

Size/Type: Medium Humanoid
Hit Dice: 7d10+3
Initiative: +4
Speed: 30 ft. (6 squares)
AC: 15, (+0 Dex, +5 Orcish Chain Shirt) touch 10, flat-footed 15
Base Attack/Grapple: +7/+10
Attack: +1 Greatsword +11 melee (2d6+6/19-20 /x2)

Or:
Attack: +1 Greataxe +11 melee (1d12+6/x3)
Full Attack: +1 Greatsword +11/+6 melee (2d6+6/19-20 /x2)

Or:
Full Attack: +1 Greataxe +11/+6 melee (1d12+6/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +8 Fort, +2 Ref, +3 Will
Abilities: 16 Str, 10 Dex, 16 Con, 8 Int, 12 Wis, 6 Cha
Skills: +8 Climb, +9 Jump
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise

Or:
Feats: Power Attack, Cleave, Weapon Focus (Greataxe), Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil


Variant 3: Archer
Size/Type: Medium Humanoid
Hit Dice: 7d10+2
Initiative: +4
Speed: 30 ft. (6 squares)
AC: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +7/+9
Attack: Composite +2 Longbow +12 ranged (1d8+2/x3) or Longsword +9 melee (1d8+2/19-20/x2)
Full Attack: Composite +2 Longbow +12 ranged (1d8+2/x3) or Longsword +9 melee (1d8+2/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +7 Fort, +6 Ref, +3 Will
Abilities: 14 Str, 18 Dex, 14 Con, 8 Int, 12 Wis, 6 Cha
Skills: +8 Climb, +9 Jump
Feats: Weapon Focus (Longbow, Composite), Point Blank Shot, Dodge, Precise Shot, Rapid Shot, Manyshot, Mobility, Shot on the Run
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil


Variant 4: Battlemage


Size/Type: Medium Humanoid
Hit Dice: 7d10 +2
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 12 (+0 Dex, +2 Leather Armor), touch 10, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Longsword +6 melee (1d8+1/19-20 /x2)

Or:

Attack: Battleaxe +3 melee (1d8+1/x3)
Full Attack: Longsword +3 melee (1d8+1/19-20 /x2)

Or:

Attack: Battleaxe +3 melee (1d8+1/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Burning Hands), Battle Gestures (Blast of Force), Combat Concentration, Spell and Sword in Accord, School Specialization (Evocation)

Or:

Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Magic Weapon), Battle Gestures (True Strike), Combat Concentration, Spell and Sword in Accord, School Specialization (Transmutation)
Saves: +8 Fort, +3 Ref, +6 Will
Abilities: 14 Str, 12 Dex, 16 Con, 16 Int, 12 Wis, 6 Cha
Skills: +12 Jump, +12 Climb, +13 Knowledge (Arcana) +13 Spellcraft
Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Evocation)

Or:

Feats: Weapon Focus (Battleaxe), Combat Casting, Spell Focus (Transmutation)
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
5/5+1/3/-/-
0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shield, Orb of Cold (Lesser), Summon Monster I, Burning Hands, Orb of Sound, Magic Missile
2nd Level: Blast of Force, Summon Monster II, Flaming Sphere

Or:

0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shocking Grasp, True Strike, Fist of Stone, Enlarge Person, Magic Weapon, Babau Slime, Nerveskitter
2nd Level: Bull's Strength, Body of the Sun, Sonic Weapon
Spells per day:
0 Level: 6
1st Level: 7
2nd Level: 5


Variant 5: Spellcaster

Size/Type: Medium Humanoid
Hit Dice: 7d4 +1
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+2
Attack: Unarmed -1 melee (1d3-1/x2)
Full Attack: Unarmed -1 melee (1d3-1/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5
Saves: +3 Fort, +1 Ref, +7 Will
Abilities: 8 Str, 10 Dex, 14 Con, 10 Int, 14 Wis, 18 Cha
Skills: +12 Concentration, +10 Knowledge (Arcana), +10 Spellcraft
Feats: Enlarge Spell, Extend Spell, Spell Focus (Conjuration)
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
6/6/6/4/-/-/-/-/-/-
0 Level: Daze, Acid Splash, Resistance, Touch of Fatigue, Detect Magic, Mage Hand,
1st Level: Protection from Alignment, Orb of Cold (Lesser), Summon Monster I, Mage Armor, Color Spray, Enlarge Person
2nd Level: Glitterdust, Web, Summon Monster II, Mirror Image, Spider Climb, Baleful Transposition
3rd Level: Hold Person, Haste, Ray of Exhaustion, Slow


Draugr Scourge
Variant 1: Axe/Sword, armor, no shield

Size/Type: Medium Humanoid
Hit Dice: 12d10 +4
Initiative: +8
Speed: 20 ft. (4 squares)
AC: 21 (+3 Dex, +8 +3 Breastplate), touch 13, flat-footed 18
Base Attack/Grapple: +12/+16
Attack: +3 Longsword + 21 melee (1d8+11/19-20 /x2)


Or:

Attack: +3 Battleaxe +21 melee (1d8+11/x3)


Or:

Attack: +1 Flaming Burst Longsword +19 melee (1d8 + 1d10 Fire + 10/19-20/x2)


Or:

Attack: +1 Icy Burst Longsword +19 melee (1d8 + 1d10 Cold + 10/19-20/x2)
Full Attack: +3 Longsword +21/+16/+11 melee (1d8+11/19-20 /x2)

Or:

Attack: +3 Battleaxe +21/+16/+11 melee (1d8+11/x3)

Or:

Attack: +1 Flaming Burst Longsword +18/+13/+8 melee (1d8 + 1d10 Fire + 10/19-20/x2)

Or:

Attack: +1 Icy Burst Longsword +18/+13/+8 melee (1d8 + 1d10 Cold + 10/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Thu'um

Thu'um:


Unrelenting Force
Fus
Ro


Special Qualities: Cold resistance 5
Saves: +14 Fort, +9 Ref, +6 Will
Abilities: 18 Str, 18 Dex, 18 Con, 8 Int, 14 Wis, 6 Cha
Skills: +14 Climb, +13 Jump
Feats: Weapon Focus (Longsword), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Specialization (Battleaxe), Improved Initiative, Mobility, Great Fortitude, Combat Expertise, Improved Trip, Power Attack, Cleave

Or:

Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Initiative, Mobility, Great Fortitude, Combat Expertise, Improved Trip, Power Attack, Cleave
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 10
Alignment: Usually Lawful Evil


Variant 2: 2 Hander

Size/Type: Medium Humanoid
Hit Dice: 12d10+3
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 18, (+1 Dex, +7 +3 Chain Shirt) touch 11, flat-footed 17
Base Attack/Grapple: +12/+16
Attack: +3 Greatsword + 21 melee (2d6+11/19-20 /x2)

Or:

Attack: +3 Greataxe +21 melee (1d12+11/x3)
Full Attack: Greatsword +21/+16/+11 melee (2d6+11/19-20 /x2)

Or:

Attack: +3 Greataxe +21/+16/+11 melee (1d12+11/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: -
Special Qualities: Cold resistance 5
Saves: +8 Fort, +2 Ref, +3 Will
Abilities: 18 Str, 12 Dex, 18 Con, 8 Int, 12 Wis, 6 Cha
Skills: +14 Climb, +13 Jump
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword) Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise

Or:

Feats: Feats: Power Attack, Cleave, Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe) Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 10
Alignment: Usually Lawful Evil

Variant 3: Archer

Size/Type: Medium Humanoid
Hit Dice: 12d10+3
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 17 (+5 Dex, +2 Leather Armor), touch 15, flat-footed 12
Base Attack/Grapple: +12/+15
Attack: +1 Composite +2 Longbow + 22 ranged (1d8+6/x3) or Longsword +15 melee (1d8+3/19-20/x2)
Full Attack: +1 Composite +2 Longbow + 22 ranged (1d8+6/x3) or Longsword +15/+10/+5 melee (1d8+3/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +8 Fort, +7 Ref, +3 Will
Abilities: 16 Str, 20 Dex, 16 Con, 8 Int, 12 Wis, 6 Cha
Skills: +14 Climb, +13 Jump
Feats: Weapon Focus (Longbow, Composite), Weapon Specialization (Longbow, Composite), Greater Weapon Focus (Longbow, Composite), Greater Weapon Specialization (Longbow, Composite), Point Blank Shot, Dodge, Precise Shot, Rapid Shot, Manyshot, Mobility, Shot on the Run
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 10
Alignment: Usually Lawful Evil


Variant 4: Battlemage

Size/Type: Medium Humanoid
Hit Dice: 12d10 +4
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +6 +2 Chain Shirt), touch 11, flat-footed 16
Base Attack/Grapple: +9/+12
Attack: +1 Longsword +14/+9 melee (1d8+5/19-20 /x2)

Or:

Attack: +1 Battleaxe +14/+9 melee (1d8+5/x3)
Full Attack: +1 Longsword +14/+9 melee (1d8+5/19-20 /x2)

Or:

Attack: +1 Battleaxe +14/+9 melee (1d8+5/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Burning Hands), Battle Gestures (Blast of Force), Battle Gestures (Fireball), Combat Concentration, Spell and Sword in Accord, School Specialization (Evocation) x2

Or:

Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Magic Weapon), Battle Gestures (True Strike), Battle Gestures (Weapon of Energy), Combat Concentration, Spell and Sword in Accord, School Specialization (Transmutation) x2
Saves: +11 Fort, +3 Ref, +9 Will
Abilities: 16 Str, 12 Dex, 18 Con, 18 Int, 12 Wis, 6 Cha
Skills: Skills: +17 Jump, +17 Climb, +18 Knowledge (Arcana) +18 Spellcraft
Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Evocation), Greater Spell Focus (Evocation), Empower Spell, Power Attack

Or:

Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Empower Spell, Power Attack
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
5/5+1/4/3/1
0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shield, Orb of Cold (Lesser), Summon Monster I, Burning Hands, Orb of Sound, Magic Missile
2nd Level: Blast of Force, Summon Monster II, Flaming Sphere, Frost Breath
3rd Level: Manyjaws, Fireball, Summon Monster III
4th Level: Energy Spheres

Or:

0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shocking Grasp, True Strike, Fist of Stone, Enlarge Person, Magic Weapon, Babau Slime, Nerveskitter
2nd Level: Bull's Strength, Body of the Sun, Sonic Weapon, Bear's Endurance
3rd Level: Bite of the Wererat, Weapon of Energy, Summon Undead III
4th Level: Stoneskin
Spells per day:
0 Level: 6
1st Level: 9
2nd Level: 8
3rd Level: 6
4th Level: 3


Variant 5: Spellcaster

Size/Type: Medium Humanoid
Hit Dice: 12d4 +3
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +6/+5
Attack: Unarmed +5 melee (1d3-1/x2)
Full Attack: Unarmed +5 melee (1d3-1/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5
Saves: +7 Fort, +4 Ref, +11 Will
Abilities: 8 Str, 10 Dex, 16 Con, 10 Int, 16 Wis, 20 Cha
Skills: +18 Concentration, +12 Knowledge (Arcana), +12 Spellcraft
Feats: Enlarge Spell, Extend Spell, Spell Focus (Conjuration), Spell Focus (Abjuration), Greater Spell Focus (Conjuration)
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
6/6/6/6/6/5/3/-/-/-
0 Level: Daze, Acid Splash, Resistance, Touch of Fatigue, Detect Magic, Mage Hand,
1st Level: Protection from Alignment, Orb of Cold (Lesser), Summon Monster I, Mage Armor, Color Spray, Enlarge Person
2nd Level: Glitterdust, Web, Summon Monster II, Mirror Image, Spider Climb, Baleful Transposition
3rd Level: Hold Person, Haste, Ray of Exhaustion, Slow, Stolen Breath, Ray of Stupidity
4th Level: Black Tentacles, Dimension Door, Summon Monster IV, Solid Fog, Enlarge Person (Mass), Bestow Curse
5th Level: Wall of Stone, Contact Other Plane, Feeblemind, Dominate Person, Symbol of Pain
6th Level: Dispel Magic (Greater), Summon Monster IV, Wall of Iron


Draugr Deathlord
Variant 1: Axe/Sword, armor, no shield


Size/Type: Medium Humanoid
Hit Dice: 17d10 +4
Initiative: +9
Speed: 20 ft. (4 squares)
AC: 23 (+3 Dex, +10 +5 Breastplate), touch 13, flat-footed 20
Base Attack/Grapple: +17/+22
Attack: +5 Longsword + 29 melee (1d8+14/19-20 /x2)

Or:

Attack: +5 Battleaxe +29 melee (1d8+14/x3)

Or:

Attack: +2 Flaming Burst Longsword +27 melee (1d8 + 1d10 Fire + 11/19-20/x2)

Or:

Attack: +2 Icy Burst Longsword +27 melee (1d8 + 1d10 Cold + 11/19-20/x2)
Full Attack: +5 Longsword +29/+24/+19/+14 melee (1d8+14/19-20 /x2)

Or:

Attack: +5 Battleaxe +29/+24/+19/+14 melee (1d8+14/x3)

Or:

Attack: +2 Flaming Burst Longsword +27/+22/+17/+12 melee (1d8 + 1d10 Fire + 11/19-20/x2)

Or:

Attack: +2 Icy Burst Longsword +27/+22/+17/+12 melee (1d8 + 1d10 Cold + 11/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Thu'um

Thu'um:


Unrelenting Force:


Fus
Ro
Dah


Disarm:


Zun
Hal
Vik


Special Qualities: Cold resistance 5
Saves: +17 Fort, +9 Ref, +6 Will
Abilities: 20 Str, 20 Dex, 20 Con, 8 Int, 16 Wis, 6 Cha
Skills: +18 Climb, +16 Jump
Feats: Weapon Focus (Longsword), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Improved Initiative, Mobility, Great Fortitude, Combat Expertise, Improved Trip, Power Attack, Cleave, Deft Opportunist, Danger Sense, Elusive Target


Or:

Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Initiative, Mobility, Great Fortitude, Combat Expertise, Improved Trip, Power Attack, Cleave, Deft Opportunist, Danger Sense, Elusive Target
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 15
Alignment: Usually Lawful Evil


Variant 2: 2 Hander

Size/Type: Medium Humanoid
Hit Dice: 17d10+3
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 21, (+2 Dex, +9 +2 Glass Chain Shirt) touch 12, flat-footed 19
Base Attack/Grapple: +17/+22
Attack: +5 Greatsword + 29 melee (2d6+17/19-20 /x2)

Or:

Attack: +5 Greataxe + 29 melee (1d12+17/x3)
Full Attack: +5 Greatsword +29/+24/+19/+14 melee (2d6+18/19-20 /x2)

Or:

Attack: +5 Greataxe +29/+24/+19/+14 melee (1d12+18/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Thu'um

Thu'um:


Unrelenting Force:


Fus
Ro
Dah


Special Qualities: Cold resistance 5
Saves: +15 Fort, +7 Ref, +6 Will
Abilities: 20 Str, 14 Dex, 20 Con, 8 Int, 12 Wis, 6 Cha
Skills: +18 Climb, +16 Jump
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword) Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise, Shock Trooper, Leap Attack, Mobility


Or:

Feats: Power Attack, Cleave, Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe) Dodge, Improved Bull Rush, Improved Initiative, Improved Overrun, Combat Expertise, Shock Trooper, Leap Attack, Mobility
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 15
Alignment: Usually Lawful Evil


Variant 3: Archer

Size/Type: Medium Humanoid
Hit Dice: 17d10+4
Initiative: +6
Speed: 30 ft. (6 squares)
AC: 22 (+6 Dex, +6 +2 Chain Shirt), touch 16, flat-footed 16
Base Attack/Grapple: +17/+20
Attack: Composite +4 Longbow +25 ranged (1d8+8/x3) or Longsword +21 melee (1d8+4/19-20/x2)
Full Attack: Composite +4 Longbow + 25 ranged (1d8+8/x3) or Longsword +21/+16/+11/+6 melee (1d8+3/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: –
Special Qualities: Cold resistance 5
Saves: +18 Fort, +11 Ref, +6 Will
Abilities: 18 Str, 22 Dex, 18 Con, 8 Int, 12 Wis, 6 Cha
Skills: +18 Climb, +16 Jump
Feats: Weapon Focus (Longbow, Composite), Weapon Specialization (Longbow, Composite), Greater Weapon Focus (Longbow, Composite), Greater Weapon Specialization (Longbow, Composite), Point Blank Shot, Dodge, Precise Shot, Rapid Shot, Manyshot, Mobility, Shot on the Run, Improved Precise Shot, Ranged Disarm, Sharp-Shooting
Environment: Tombs
Organization: Warden leader (1), Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 15
Alignment: Usually Lawful Evil


Variant 4: Battlemage

Size/Type: Medium Humanoid
Hit Dice: 17d10 +4
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 20 (+1 Dex, +9 +5 Chain Shirt), touch 11, flat-footed 18
Base Attack/Grapple: +12/+16
Attack: +5 Longsword +22/+17/+12 melee (1d8+9/19-20 /x2)

Or:

Attack: +5 Battleaxe +22 melee (1d8+9/x3)
Full Attack: +5 Longsword +22/+17/+12 melee (1d8+9/19-20 /x2)

Or:

Attack: +5 Battleaxe +22/+17/+12 melee (1d8+9/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Burning Hands), Battle Gestures (Blast of Force), Combat Concentration, Spell and Sword in Accord, School Specialization (Evocation) x2, Battle Gestures (Fireball), School Specialization (Evocation), Spellsword 3/day

Or:

Special Qualities: Cold resistance 5, Armored in Magic and Steel, Battle Gestures (Magic Weapon), Battle Gestures (True Strike), Battle Gestures (Weapon of Energy) Combat Concentration, Spell and Sword in Accord, School Specialization (Transmutation) x2 , Spellsword 3/day
Saves: +15 Fort, +9 Ref, +13 Will
Abilities: 18 Str, 12 Dex, 20 Con, 20 Int, 12 Wis, 6 Cha
Skills: Skills: +24 Jump, +24 Climb, +25 Knowledge (Arcana) +25 Spellcraft
Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Evocation), Greater Spell Focus (Evocation), Empower Spell, Power Attack, Maximize Spell, Iron Will

Or:

Feats: Weapon Focus (Longsword), Combat Casting, Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Empower Spell, Power Attack, Maximize Spell, Iron Will
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
5/5+1/4/3/6
0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shield, Orb of Cold (Lesser), Summon Monster I, Burning Hands, Orb of Sound, Magic Missile
2nd Level: Blast of Force, Summon Monster II, Flaming Sphere, Frost Breath
3rd Level: Manyjaws, Fireball, Summon Monster III
4th Level: Energy Spheres, Orb of Cold, Orb of Acid, Force Missiles, Shout

Or:

0 Level: Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Magic
1st Level: Shocking Grasp, True Strike, Fist of Stone, Enlarge Person, Magic Weapon, Babau Slime, Nerveskitter
2nd Level: Bull's Strength, Body of the Sun, Sonic Weapon, Bear's Endurance
3rd Level: Bite of the Wererat, Weapon of Energy, Summon Undead III
4th Level: Stoneskin, Summon Undead IV, Bite of the Werewolf, Spell Enhancer, Orb of Cold, Orb of Sound
Spells per day:
0 Level: 6
1st Level: 12
2nd Level: 10
3rd Level: 8
4th Level: 7


Variant 5: Spellcaster

Size/Type: Medium Humanoid
Hit Dice: 17d4 +4
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +8/+7
Attack: Unarmed +7 melee (1d3-1/x2)
Full Attack: Unarmed +7 melee (1d3-1/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Cold resistance 5
Saves: +9 Fort, +5 Ref, +18 Will
Abilities: 8 Str, 10 Dex, 18 Con, 10 Int, 18 Wis, 22 Cha
Skills: +22 Concentration, +16 Knowledge (Arcana), +16 Spellcraft
Feats: Enlarge Spell, Extend Spell, Spell Focus (Conjuration), Spell Focus (Abjuration), Greater Spell Focus (Conjuration)
Environment: Tombs
Organization: Warden leader (1) Warden guardian (2-4), or guardian detail (6-10)
Challenge Rating: 5
Alignment: Usually Lawful Evil
Typical Spells known:
9/7/7/5/5/5/3/3/3/-
0 Level: Daze, Acid Splash, Resistance, Touch of Fatigue, Detect Magic, Mage Hand, Dancing Lights, Flare, Message
1st Level: Protection from Alignment, Orb of Cold (Lesser), Summon Monster I, Mage Armor, Color Spray, Enlarge Person, Chill Touch
2nd Level: Glitterdust, Web, Summon Monster II, Mirror Image, Spider Climb, Baleful Transposition,
3rd Level: Hold Person, Haste, Ray of Exhaustion, Slow, Stolen Breath, Ray of Stupidity, Hideous Laughter
4th Level: Black Tentacles, Dimension Door, Summon Monster IV, Solid Fog, Enlarge Person (Mass), Bestow Curse, Stinking Cloud
5th Level: Wall of Stone, Contact Other Plane, Feeblemind, Dominate Person, Symbol of Pain, Summon Monster V
6th Level: Dispel Magic (Greater), Summon Monster IV, Wall of Iron
7th Level: Banishment, Forcecage, Prismatic Spray
8th Level: Telekinetic Sphere, Summon Monster VIII, Power Word: Stun


Dragons:

Dragon: Variant 1

Large Dragon
Hit Die: 7d12+3
Abilities: 20 Str, 10 Dex, 15 Con, 14 Int, 12 Wis, 14 Cha
BAB/Grapple: +7/+15
Attack: +11 Bite
Full Attack: +11 Bite (2d6+5) and + 6 Tail Slap (1d8+7)
Saves: +7 Fort, +5 Ref, +6 Will
Speed: 20 ft., fly 150 ft. (poor)
Space/Reach: 10 ft/10 ft.
Initiative: +0
AC: 19 (-1 Size, +10 natural), 10 touch, 19 flat-footed
Special Attacks: Draconic Thu'um


Draconic Thu'um:


Draconic Fire Breath: Yol
Draconic Fire Ball: Ag
Summon Draugr: Daal


Special Qualities: Resist Fire 10, Cold Vulnerability
CR: 5
Alignment: Usually Lawful Evil


Dragon: Variant 2

Large Dragon
Hit Die: 7d12+3
Abilities: 20 Str, 10 Dex, 15 Con, 14 Int, 12 Wis, 14 Cha
BAB/Grapple: +7/+15
Attack: +12 Bite
Full Attack: +11 Bite (2d6+5) and + 6 Tail Slap (1d8+7)
Saves: +6 Fort, +4 Ref, +5 Will
Speed: 20 ft., fly 150 ft. (poor)
Space/Reach: 10 ft./10 ft.
Initiative: +0
AC: 19 (-1 Size, +10 natural), 10 touch, 19 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Frost Breath: Ko
Draconic Ice Storm: Od
Summon Draugr: Daal


Special Qualities: Resist Cold 10, Fire Vulnerability
CR: 5
Alignment: Usually Lawful Evil



Blood Dragon: Variant 1

Huge Dragon
Hit Die: 12d12+3
Abilities: 22 Str, 10 Dex, 17 Con, 16 Int, 12 Wis, 16 Cha
BAB/Grapple: +12/+24
Attack: +16 Bite
Full Attack: +16 Bite (2d8+6) and + 11 Tail Slap (2d6+9)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Space/Reach: 15 ft./15 ft.
Initiative: +0
AC: 21 (-2 Size, +13 natural), 10 touch, 21 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Fire Breath: Yol, Toor
Draconic Fire Ball: Ag, Strun
Draconic Unrelenting Force: Fus
Summon Draugr: Daal, Aan


Special Qualities: Resist Fire 20, Cold Vulnerability
CR: 10
Alignment: Usually Lawful Evil



Blood Dragon: Variant 2

Huge Dragon
Hit Die: 12d12+3
Abilities: 22 Str, 10 Dex, 17 Con, 16 Int, 12 Wis, 16 Cha
BAB/Grapple: +12/+24
Attack: +16 Bite
Full Attack: +16 Bite (2d8+6) and + 11 Tail Slap (2d6+9)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Space/Reach: 15 ft. / 15 ft.
Initiative: +0
AC: 24 (-2 Size, +16 natural), 10 touch, 24 flat-footed
Special Attacks: Draconic Thu'um
Draconic Thu'um:
Draconic Frost Breath: Fo, Krah
Draconic Ice Storm: Od, Diin
Draconic Unrelenting Force: Fus
Summon Draugr: Daal, Aan

Special Qualities: Resist Fire 20, Cold Vulnerability
CR: 10
Alignment: Usually Lawful Evil



Elder Dragon: Variant 1

Gargantuan Dragon
Hit Die: 18d12+9
Abilities: 32 Str, 10 Dex, 29 Con, 26 Int, 12 Wis, 26 Cha
BAB/Grapple: +18/+37
Attack: +25 Bite
Full Attack: +25 Bite (4d6+11) and + 20 Tail Slap (2d8+16)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Initiative: +0
AC: 28 (-3 Size, +21 natural), 10 touch, 28 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Fire Breath: Yol, Toor, Shul
Draconic Fire Ball: Ag, Strun, Golt
Draconic Unrelenting Force: Fus, Ro
Summon Draugr: Daal, Aan


Special Qualities: Fire Immunity, Cold Vulnerability
CR: 15
Alignment: Usually Lawful Evil



Elder Dragon: Variant 2

Gargantuan Dragon
Hit Die: 18d12+9
Abilities: 32 Str, 10 Dex, 29 Con, 26 Int, 12 Wis, 26 Cha
BAB/Grapple: +18/+37
Attack: +25 Bite
Full Attack: +25 Bite (4d6+11) and + 20 Tail Slap (2d8+16)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Initiative: +0
AC: 28 (-3 Size, +21 natural), 10 touch, 28 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Frost Breath: Fo, Krah, Diin
Draconic Ice Storm: Od, Diin, Golt
Draconic Unrelenting Force: Fus, Ro
Draconic Storm Call: Strun, Bah
Summon Draugr: Daal, Aan


Special Qualities: Cold Immunity, Fire Vulnerability
CR: 15
Alignment: Usually Lawful Evil



Ancient Dragon: Variant 1

Colossal Dragon
Hit Die: 23d12+9
Abilities: 40 Str, 10 Dex, 37 Con, 34 Int, 12 Wis, 34 Cha
BAB/Grapple: +23/+46
Attack: +30 Bite
Full Attack: +30 Bite (4d8+15) and + 25 Tail Slap (4d6+22)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Initiative: +0
AC: 34 (-4 Size, +28 natural), 10 touch, 34 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Fire Breath: Yol, Toor, Shul
Draconic Fire Ball: Ag, Strun, Golt
Draconic Unrelenting Force: Fus, Ro, Dah
Draconic Storm Call: Strun, Bah, Qo
Summon Draugr: Daal, Aan, Uth


Special Qualities: Fire Immunity, Cold Vulnerability
CR: 20
Alignment: Usually Lawful Evil



Ancient Dragon: Variant 2

Colossal Dragon
Hit Die: 23d12+9
Abilities: 40 Str, 10 Dex, 37 Con, 34 Int, 12 Wis, 34 Cha
BAB/Grapple: +23/+46
Attack: +30 Bite
Full Attack: +30 Bite (4d8+15) and + 25 Tail Slap (4d6+22)
Saves: +9 Fort, +6 Ref, +7 Will
Speed: 20 ft., fly 150 ft. (poor)
Initiative: +0
AC: 34 (-4 Size, +28 natural), 10 touch, 34 flat-footed
Special Attacks: Draconic Thu'um

Draconic Thu'um:


Draconic Frost Breath: Fo, Krah, Diin
Draconic Ice Storm: Od, Diin, Golt
Draconic Unrelenting Force: Fus, Ro, Dah
Draconic Storm Call: Strun, Bah, Qo
Summon Draugr: Daal, Aan, Uth


Special Qualities: Cold Immunity, Fire Vulnerability
CR: 20
Alignment: Usually Lawful Evil

13_CBS
2012-09-11, 02:59 PM
Monsters, Part 2


Falmer:

+2 Strength, +4 Dexterity, -2 Intelligence, -2 Wisdom, -4 Charisma
Medium
Base Land Speed: 30 ft.
+8 racial bonus to Listen
+4 racial bonus to Handle Animal versus Chaurus creatures, Craft (Alchemy)
Scent 60 ft., Blindsight 120 ft.
Level Adjustment: +0

Advance by class.

Chaurus:
Chaurus:

Medium Vermin
HD: 3d8+2
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +4 Natural), 11 touch, 13 flat-footed
BAB/Grapple: +2/+4
Attack: Bite +4 (1d6+2/x2)
Full Attack: Bite +4 (1d6+2/x2)
Space/Reach: 5 ft./ 5ft.
Special Attack: Poison Spit

Poison Spit (Ex): Spits a globule of acidic poison at an enemy.
As a Standard Action, make a ranged touch attack against an enemy within 15 ft. Upon a successful hit, subject takes 2d4 acid damage and must make a DC 14 Fortitude save or be poisoned. Poisoned subjects take 1 Constitution damage.


Special Qualities: Vermin traits
Saves: +5 Fort, +2 Ref, +1 Will
Abilities: 14 Str, 12 Dex, 14 Con, - Int, 10 Wis, 9 Cha
Skills: -
Feats: -
Environment: Dwemer Ruins, Falmer caves
Organization: Solitary or Gang (2-4)
CR: 2


Chaurus Reaper:

Large Vermin
HD: 8d8+2
Initiative: +1
Speed: 30 ft.
AC: 19 (+3 Dex, +6 Natural), 13 touch, 16 flat-footed
BAB/Grapple: +6/+15
Attack: Bite +11 (1d8+5/x2)
Full Attack: Bite +11 (1d8+5/x2)
Space/Reach: 10 ft./ 10 ft.
Special Attack: Poison Spit

Poison Spit (Ex): Spits a globule of acidic poison at an enemy.
As a Standard Action, make a ranged touch attack against an enemy within 15 ft. Upon a successful hit, subject takes 5d4 acid damage and must make a DC 17 Fortitude save or be poisoned. Poisoned subjects take 1d4 Constitution damage.


Special Qualities: Vermin traits
Saves: +10 Fort, +5 Ref, +2 Will
Abilities: 20 Str, 16 Dex, 18 Con, - Int, 10 Wis, 9 Cha
Skills: -
Feats: -
Environment: Dwemer Ruins, Falmer caves
Organization: Solitary
CR: 6


Dwemer Constructs:
Dwemer Spider:
Dwemer Spider Worker:

Small Construct
HD: 1d10+10
Initiative: +3
Speed: 40 ft.
AC: 16 (+1 Size, +3 Dex, +2 Natural), 14 touch, +12 flat-footed
BAB/Grapple: +0/-3
Attack: Claw -1 (1d4-1/x2)
Full Attack: 2 Claws -1 (1d4-1/x2)
Space/Reach: 5 ft./ 5ft.
Special Attack: -
Special Qualities: Construct traits, low-light vision, DR 2/-
Saves: +0 Fort, +3 Ref, +1 Will
Abilities: 8 Str, 16 Dex, - Con, - Int, 12 Wis, 1 Cha
Skills: -
Feats: -
Environment: Dwemer Ruins
Organization: Solitary or Gang (2-4)
CR: 1


Dwemer Spider:

Small Construct
HD: 3d10+10
Initiative: +4
Speed: 40 ft.
AC: 21 (+1 Size, +4 Dex, +6 Natural), 15 touch, 16 flat-footed
BAB/Grapple: +2/-1
Attack: Claw +2 (1d4/x2)
Full Attack: 2 Claws +2 (1d4/x2)
Space/Reach: 5 ft./ 5ft.
Special Attack: -
Special Qualities: Construct traits, low-light vision, DR 4/-
Saves: +1 Fort, +5 Ref, +3 Will
Abilities: 10 Str, 18 Dex, - Con, - Int, 14 Wis, 1 Cha
Skills: -
Feats: -
Environment: Dwemer Ruins
Organization: Solitary or Gang (2-4)
CR: 2


Dwemer Guardian Spider:

Small Construct
HD: 5d10+10
Initiative: +6
Speed: 40 ft.
AC: 24 (+1 Size, +5 Dex, +8 Natural), 16 touch, 18 flat-footed
BAB/Grapple: +4/+1
Attack: Claw +6 (1d4+3/x2)
Full Attack: 2 Claws +6 (1d4+3/x2)
Space/Reach: 5 ft./ 5ft.
Special Attack: Lightning Blast, Self-Destruct

Lightning Blast (Su): As a Standard Action, deal 3d6 lightning damage to target creature within 40 ft., ranged touch attack
Self-Destruct (Su): When this construct reaches 0 hp, it explodes, doing 1d10 Fire damage to all creatures adjacent to it. DC 14 Reflex Save for half.


Special Qualities: Construct traits, low-light vision, DR 5/-, Reinforced Claws
Reinforced Claws gives Dwemer Guardian Spiders +2 to damage.
Saves: +1 Fort, +7 Ref, +4 Will
Abilities: 12 Str, 22 Dex, - Con, - Int, 16 Wis, 1 Cha
Skills: -
Feats: -
Environment: Dwemer Ruins
Organization: Solitary or Gang (2-4)
CR: 4


Dwemer Sphere:
Dwemer Sphere:
Medium Construct
HD: 7d10+20
Initiative: +4
Speed: 30 ft.
AC: 20 (+3 Dex, +7 Natural), 13 touch, 17 flat-footed
BAB/Grapple: +5/+9
Attack: Arm-Blade +9 melee (1d8+4/19-20/x2) or Pneumatic Crossbow ranged (1d10/19-20/x2)
Full Attack: Arm-Blade +9 melee (1d8+4/19-20/x2) or Pneumatic Crossbow ranged (1d10/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attack: -
Special Qualities: Construct traits, low-light vision, DR 5/-, Sphere Mode

Sphere Mode (Ex): As a standard action, this construct transforms into or out of a sphere. While it is a sphere, it gains +30 ft. land speed, and become a Small Construct (though its hit point total does not change). It cannot attack while in Sphere mode.


Saves: +2 Fort, +6 Ref, +5 Will
Abilities: 16 Str, 18 Dex, - Con, - Int, 16 Wis
CR: 5


Dwemer Guardian Sphere:

Medium Construct
HD: 10d10+20
Initiative: +4
Speed: 30 ft.
AC: 20 (+3 Dex, +7 Natural), 13 touch, 17 flat-footed
BAB/Grapple: +7/+12
Attack: Arm-Blade +12 melee (1d8+5/19-20/x2) or Pneumatic Crossbow ranged (2d10/19-20/x2)
Full Attack: Arm-Blade +12/+7 melee (1d8+5/19-20/x2) or Pneumatic Crossbow ranged (2d10/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attack: -
Special Qualities: Construct traits, low-light vision, DR 7/-, Sphere Mode

Sphere Mode (Ex): As a standard action, this construct transforms into or out of a sphere. While it is a sphere, it gains +30 ft. land speed, and become a Small Construct (though its hit point total does not change). It cannot attack while in Sphere mode.
Improved Pneumatic Crossbow: Add 1d10 to the Dwemer Guardian Sphere's damage rolls for its Pneumatic Crossbow.


Saves: +3 Fort, +8 Ref, +7 Will
Abilities: 20 Str, 20 Dex, - Con, - Int, 18 Wis
CR: 8


Dwemer Centurion:
Dwemer Centurion:

Large Construct
HD: 14d10+30
Initiative: +0
Speed: 20 ft.
AC: 22 (-1 Size, +13 Natural), 10 touch, 21 flat-footed
BAB/Grapple: +10/+21
Attack: Arm-Hammer +16 melee (2d8+10/x2) or Pneumatic Blade melee +16 (3d6+10/19-20/x2)
Full Attack: Arm-Hammer +16/+11 melee (2d8+10/x2) and Pneumatic Blade melee +16/+11 (3d6+10/19-20/x2)
Space/Reach: 10 ft./ 5 ft.
Special Attack: Steam Breath


Steam Breath (Ex): As a full-round action, 6d10 Fire damage in a 30 ft. cone-shaped spread. DC 17 Reflex half.


Special Qualities: Construct traits, low-light vision, DR 10/-, Advanced Targeting, Dwemer Engineering


Advanced Targeting: Dwarven Centurions can attack normally while wielding two weapons; their “off-hand” weapons can make attacks normally, instead of the usual single extra attack characters get from two-weapon fighting. Furthermore, Dwarven Centurions do not have a penalty to their attack rolls for wielding two weapons.
Dwemer Engineering: Dwarven Centurions add 1 ˝ their Strength bonus to their damage rolls for their melee weapons, as though they were two-handing them.


Saves: +4 Fort, +4 Ref, +8 Will
Abilities: 24 Str, 10 Dex, - Con, - Int, 18 Wis
CR: 12


Dwemer Centurion Master:

Large Construct
HD: 20d10+30
Initiative: +0
Speed: 20 ft.
AC: 30 (-1 Size, +21 Natural), 10 touch, 30 flat-footed
BAB/Grapple: +15/+29
Attack: Arm-Hammer +25 melee (2d8+15/x2) or Pneumatic Blade melee +25 (3d6+15/19-20/x2)
Full Attack: Arm-Hammer +25/+20/+15 melee (2d8+15/x2) or Pneumatic Blade melee +25/+20/+15 (3d6+15/19-20/x2)
Space/Reach: 10 ft./ 5 ft.
Special Attack: Steam Breath


Steam Breath (Ex): 10d10 Fire damage in a 30 ft. cone-shaped spread. DC 22 Reflex half.

Special Qualities: Construct traits, low-light vision, DR 15/-, Advanced Targeting, Dwemer Engineering


Advanced Targeting: Dwarven Centurions can attack normally while wielding two weapons; their “off-hand” weapons can make attacks normally, instead of the usual single extra attack characters get from two-weapon fighting. Furthermore, Dwarven Centurions do not have a penalty to their attack rolls for wielding two weapons.
Dwemer Engineering: Dwarven Centurions add 1 ˝ their Strength bonus to their damage rolls for their melee weapons, as though they were two-handing them.

Saves: +4 Fort, +4 Ref, +8 Will
Abilities: 30 Str, 10 Dex, - Con, - Int, 20 Wis
CR: 18



Hagraven:

Medium Monstrous Humanoid
HD: 9d8+3
Initiative: +2
Speed: 30 ft.
AC: 18 (+2 Dex, +6 Natural), 12 touch, 16 flat-footed
BAB/Grapple: +9/+14
Attack: Claw +14 melee (1d6+4/x2)
Full Attack: 2 Claws +14 melee (1d6+4/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attack: Spell-like Abilities
Spell-like Abilities: As Caster Level 9

At-will: Burning Hands, Lightning Bolt, Ice Storm, Polar Ray
3/day: Cure Moderate Wounds


Special Qualities: -
Saves: + 9 Fort, +5 Ref, +8 Will
Abilities: 20 Str, 14 Dex, 16 Con, 14 Int, 14 Wis, 17 Cha
CR: 8


Spriggans:
Spriggan:

Medium Fey
HD: 8d6+2
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Dex, +2 Natural), 14 touch, 12 flat-footed
BAB/Grapple: +4/+6
Attack: Claw +6 melee (1d4+4/x2)
Full Attack: 2 Claws +6 melee (1d4+4/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attack: Spell-like Abilities, Poison Claws, Poison Spray

Spell-like Abilities: As Caster Level 8


6/day: Summon Nature's Ally III
3/day: Cure Serious Wounds (on self only)
Note: in order to use its Cure Serious Wounds Spell-like Ability, the Spriggan must expend a full-round action.


Supernatural Abilities:


Poison Claws: Every time the Spriggan deals damage, defender must make DC 16 Fortitude Save or be poisoned. Poisoned subjects take 1d4 Con damage.
Poison Spray: As a Standard Action, emit a 30 ft. cone-shaped burst. Subjects within the cone must make DC 14 Fortitude Save or be poisoned. Poisoned subjects take 1d4 Con damage.



Special Qualities: Fire Vulnerability
Saves: +2 Fort, +6 Ref, +6 Will
Abilities: 14 Str, 18 Dex, 14 Con, 14 Int, 14 Wis, 18 Cha
CR: 5


Spriggan Matron:

Medium Fey
HD: 10d6+4
Initiative: +5
Speed: 30 ft.
AC: 19 (+5 Dex, +4 Natural), 15 touch, 14 flat-footed
BAB/Grapple: +5/+8
Attack: Claw +8 melee (1d4+5/x2)
Full Attack: 2 Claws +8 melee (1d4+5/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attack: Spell-like Abilities, Poison Claws, Poison Spray

Spell-like Abilities: As Caster Level 10


6/day: Summon Nature's Ally V
3/day: Heal (on self only)
Note: In order to use its Heal Spell-like Ability, the Spriggan Matron must expend a full-round action.


Supernatural Abilities:


Poison Claws: Every time the Spriggan deals damage, defender must make DC 19 Fortitude Save or be poisoned. Poisoned subjects take 1d6 Con damage.
Poison Spray: As a Standard Action, emit a 30 ft. cone-shaped burst. Subjects within the cone must make DC 16 Fortitude Save or be poisoned. Poisoned subjects take 1d6 Con damage.


Special Qualities: Fire Vulnerability
Saves: +6 Fort, +12 Ref, +10 Will
Abilities: 16 Str, 20 Dex, 16 Con, 16 Int, 16 Wis, 20 Cha
CR: 8


Dremora:
Dremora Churl, 3rd Level Fighter (Swordsman):

Medium Outsider: Dremora are not subject to spells that affect Humanoids only, such as Charm Person or Dominate Person.
Hit Die: 3d12+3
Initiative: +3
Speed: 30 ft.
AC: 21 (+3 Dex, +8 Full Plate), 13 touch, 18 flat-footed
BAB/Grapple: +3/+8
Attack: Masterwork Greatsword +9 (2d6+7/19-20/x2)
Full Attack: Masterwork Greatsword +9 (2d6+7/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: -
Special Qualities: Dremora Blood, Born to Battle

Dremora Blood: Although Dremora are Outsiders, they are different from other creatures of the Outsider type in the following ways:
The nature of their native plane (Oblivion) is such that, once they are slain in Oblivion, they reform somewhere else on Oblivion with health and memories intact.
All Dremora have d12 HD, regardless of class.
All Dremora have Good Fortitude, Reflex, and Will saves, regardless of class.
All Dremora have BAB equal to their HD (as a Fighter), regardless of class.
Born to Battle: Dremora are so used to wearing armor that even the heaviest protection feels like a second skin to them. Whenever a Dremora with levels in a class with BAB equal to its HD wears armor, the minimum Dexterity bonus that the armor lets them have is +3.

Saves: +6 Fort, +6 Ref, +4 Will
Abilities: 21 Str, 16 Dex, 17 Con, 16 Int, 14 Wis, 10 Cha
Skills: +11 Jump, +11 Climb, +11 Intimidate
Feats: Power Attack, Cleave, Improved Bull Rush, Combat Reflexes
Environment: -
Organization: Solitary (1) or Gangs (2-4)
Challenge Rating: 3


Dremora Churl, 3rd Level Fighter (Archer):

Medium Outsider: Dremora are not subject to spells that affect Humanoids only, such as Charm Person or Dominate Person.
Hit Die: 3d12+3
Initiative: +9
Speed: 30 ft.
AC: 19 (+5 Dex, +4 Chain Shirt), 15 touch, 14 flat-footed
BAB/Grapple: +3/+6
Attack: Masterwork Composite Longbow +3 +9 (1d8+3/19-20/x2) or Masterwork Longsword +6 (1d8+3/19-20/x2)
Full Attack: Masterwork Composite Longbow +3 +9 (1d8+3/19-20/x2) or Masterwork Longsword +6 (1d8+3/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: -
Special Qualities: Dremora Blood, Born to Battle

Dremora Blood: Although Dremora are Outsiders, they are different from other creatures of the Outsider type in the following ways:


The nature of their native plane (Oblivion) is such that, once they are slain in Oblivion, they reform somewhere else on Oblivion with health and memories intact.
All Dremora have d12 HD, regardless of class.
All Dremora have Good Fortitude, Reflex, and Will saves, regardless of class.
All Dremora have BAB equal to their HD (as a Fighter), regardless of class.


Born to Battle: Dremora are so used to wearing armor that even the heaviest protection feels like a second skin to them. Whenever a Dremora with levels in a class with BAB equal to its HD wears armor, the minimum Dexterity bonus that the armor lets them have is +3.


Saves: +6 Fort, +8 Ref, +4 Will
Abilities: 20 Str, 17 Dex, 17 Con, 16 Int, 14 Wis, 10 Cha
Skills: +11 Jump, +11 Climb, +11 Intimidate
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Environment: -
Organization: Solitary (1) or Gangs (2-4)
Challenge Rating: 3

Dremora Churl, 3rd Level Wizard:

Medium Outsider: Dremora are not subject to spells that affect Humanoids only, such as Charm Person or Dominate Person.
Hit Die: 3d12+3
Initiative: +9
Speed: 30 ft.
AC: 12 (+2 Dex), 12 touch, 10 flat-footed
BAB/Grapple: +3/+5
Attack: Masterwork Dagger +6 (1d4+2/19-20/x2)
Full Attack: Masterwork Dagger +6 (1d4+2/19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells
Special Qualities: Dremora Blood, Born to Battle

Dremora Blood: Although Dremora are Outsiders, they are different from other creatures of the Outsider type in the following ways:


The nature of their native plane (Oblivion) is such that, once they are slain in Oblivion, they reform somewhere else on Oblivion with health and memories intact.
All Dremora have d12 HD, regardless of class.
All Dremora have Good Fortitude, Reflex, and Will saves, regardless of class.
All Dremora have BAB equal to their HD (as a Fighter), regardless of class.


Born to Battle: Dremora are so used to wearing armor that even the heaviest protection feels like a second skin to them. Whenever a Dremora with levels in a class with BAB equal to its HD wears armor, the minimum Dexterity bonus that the armor lets them have is +3.


Saves: +7 Fort, +5 Ref, +5 Will
Abilities: 14 Str, 15 Dex, 18 Con, 19 Int, 16 Wis, 12 Cha
Skills: +10 Concentration, +10 Knowledge (Arcane), +10 Knowledge (Planes), +10 Knowledge (Religion), +10 Spellcraft
Feats: Spell Focus (Conjuration), Spell Focus (Illusion)
Environment: -
Organization: Solitary (1) or Gangs (2-4)
Challenge Rating: 3
Typical Spells Prepared:
5/3/2
0: Touch of Fatigue x 2, Daze, Acid Splash, Message
1: Mage Armor, Charm Person, Hypnotism
2: Hideous Laughter, Summon Monster II

13_CBS
2012-09-11, 03:01 PM
Gods:

Aedra:

The Nine/Eight Divines (as a whole):
Alignment: Neutral Good
Domains: Good, Creation

Akatosh, Dragon God of Time:
Alignment: Lawful Good
Domains: Time, Endurance

Arkay, God of the Cycle of Life and Death:
Alignment: Lawful Good
Domains: Life, Glory

Dibella, Goddess of Beauty:
Alignment: Chaotic Good
Domains: Charm, Joy

Julianos, God of Wisdom and Logic
Alignment: Lawful Good
Domains: Law, Knowledge

Kynareth, Goddess of Air
Alignment: Neutral Good
Domains: Air, Travel

Mara, Goddess of Love
Alignment: Neutral Good
Domains: Earth, Plants

Stendarr, God of Mercy
Alignment: Lawful Good
Domains: War, Strength

Zenithar, God of Work and Commerce
Alignment: Neutral Good
Domains: Luck, Trade

Daedra:

Azura, Queen of Dawn and Dusk
Alignment: True Neutral
Domains: Magic, Destiny

Boethiah, Prince of Plots
Alignment: Chaotic Neutral
Domains: Trickery, Competition

Clavicus Vile, the Pactmaker
Alignment: Lawful Neutral
Domains: Pact, Charm

Hermaeus Mora, the Tide-Scryer
Alignment: True Neutral
Domains: Knowledge, Fate

Hircine, the Huntsman
Alignment: Chaotic Neutral
Domains: Transformation, Animal
(Note: Clerics of Hircine casting Polymorph, Baleful Polymorph, Polymorph Any Object, and Shapechange spells can only transform into creatures of the Animal type.)

Malacath, the Spurned God
Domains: Lawful Neutral
Alignment: Courage, War

Mehrunes Dagon, Lord of Destruction
Alignment: Chaotic Evil
Domains: Chaos, Destruction

Mephala, the Webspinner
Alignment: Chaotic Evil
Domains: Death, Illusion

Meridia, Lady of Infinite Energies
Alignment: Lawful Neutral
Domains: Deathless, Exorcism

Molag Bal, Tyrant of Mortals
Alignment: Lawful Evil
Domains: Tyrant, Domination

Namira, Queen of Decay
Alignment: True Neutral
Domains: Spider, Decay

Nocturnal, Mistress of Shadows
Alignment: Chaotic Neutral
Domains: Shadow, Darkness

Peryite, the Taskmaster
Alignment: Lawful Neutral
Domains: Pestilence, Law

Sanguine, Prince of Passion
Alignment: Chaotic Neutral
Domains: Passion, Pleasure

Sheogorath, the Madgod
Alignment: Chaotic Neutral
Domains: Madness, Mind

Vaermina, Mother of Nightmares
Alignment: Chaotic Evil
Domains: Dream, Darkness


Misc:
Talos, the Stormcrown
Alignment: Neutral Good
Domains: Strength, Dragon (3.0)



Artifacts:


There are a variety of powerful artifacts in Tamriel, each of them typically imbued with the blessings of a powerful entity such as a god, a great hero, or a Daedric Prince.

Daedric Artifacts:

Spellbreaker:

Spellbreaker is the valued shield of the Daedric Prince Peryite. It appears as a Dwarven Metal Shield of exquisite quality and of unusual ivory coloration. On the face of the shield are golden circular rods.
Spellbreaker counts as a magical +3 Heavy Steel Shield, and weighs 15 pounds.
If you are using the optional Material rules, Spellbreaker instead counts as a magical Heavy Steel Shield made of Dwarven Metal.
Consume Spell: Spellbreaker has the unique ability to completely absorb and negate spells. Once per round, as an immediate action, its wielder can activate Spellbreaker's Consume Spell ability while someone is casting an Arcane or Divine spell, or using a Spell-like Ability within 100 ft. of him and if he can see the caster. If he does, then the spell is completely canceled; the caster expends any material or XP cost for the spell and the action used to cast it.
Despite its power, Spellbreaker can only absorb up to a certain amount of spell power a day. Each day, Spellbreaker can absorb up to 9 levels of spells in any combination. Once Spellbreaker has absorbed the maximum amount of spells it can, you must wait 24 hours before it can absorb spells again.
For example, Spellbreaker could absorb nine different 1st level spells, or a 2nd level spell and a 7th level spell, or two 3rd level spells, a 1st level spell, and a 2nd level spell, and so forth.


Mehrunes' Razor:

Mehrunes' Razor appears as a wicked-looking dagger with a light grey edge, a dark grey fuller, and a distinctive solid-black gem that seems to draw in the very soul of observers. When Mehrunes Dagon wishes to be amused, he allows the pathetic mortals of Tamriel to fight and slaughter each other over and with it.
Mehrunes' Razor counts as a magical +5 dagger, and weighs 1 pound.
If you are using the optional Material rules, Mehrunes' Razor instead counts as a magical dagger made of Daedric metal.
Sever Life: Every time Mehrunes' Razor deals damage to a creature, roll a one-hundred sided die; if the result is 1, then that creature is instantly destroyed/killed with no save unless it has 20 or more HD.

The Mace of Molag Bal:

The Mace of Molag Bal appears as a terrifying morningstar, made of a dark grey metal and glowing with a sickly green light. On one of its faces is the visage of a screaming monster.
The Mace of Molag Bal counts as a magical +5 morningstar, and weighs 6 pounds.
If you are using the optional Material rules, the Mace of Molag Bal instead counts as a magical Morningstar made of Daedric metal.
Oppressor: Upon a successful hit with the Mace of Molag Bal, the defender must make a DC 24 Fortitude save or become Exhausted. The defender must also make a DC 24 Will Save or lose a random spell from the spells they could cast that day.

Sanguine Rose:

The Sanguine Rose appears as an elegant, yet somehow deadly, 5-foot tall staff in the shape of a large rose.
The Sanguine Rose counts as a magic staff made of steel and weighs 4 pounds.
If you are using the optional Material rules, the Sanguine Rose instead counts as a magical staff made of Ebony.
Come Join the Party!: 3 times per day, the wielder of the Sanguine Rose can summon a Dremora Lord within 30 ft. of himself for 10 rounds. The Dremora Lord obeys all of the commands of the Sanguine Rose's wielder, and will never harm or perform actions that will obviously directly harm the Sanguine Rose's wielder, even if the wielder attacks it.

Skull of Corruption:

The Skull of Corruption appears as a horrifying staff seemingly made of blackened human bone, with a horned skull decorating the staff's head.
The Skull of Corruption counts as a magic staff made of steel and weighs 4 pounds.
If you are using the optional Material rules, the Skull of Corruption instead counts as a magical staff made of Ebony.
Dreamsteal: Vaermina is the Prince of Nightmares, and this staff reflects her power. As a Standard Action, the wielder of the Skull of Corruption can make a ranged touch attack on a sleeping Humanoid creature. If the attack succeeds, then the Skull draws power from the mortal's dreams and stores it within itself. Subjects affected by this attack wake up vaguely aware of what had transpired, but are not directly harmed.
Each dream power taken this way adds a charge to the Skull.
Psychic Agony: As a Standard Action, the wielder of the Skull can inflict 5d6 damage to a target that he can see and is within 100 ft. of him, Will Save DC 24 for half. This ability does not affect creatures immune to mind-affecting spells and abilities.
The wielder of the Skull can also expend a charge from the Skull as a swift action to bolster the damage from Psychic Agony to 8d10, Will Save DC 24 for half. This ability does not affect creatures immune to mind-affecting spells and abilities.


Volendrung:

Volendrung appears as a large two-handed hammer with a gnarled metal haft and a brutal spiked sledgehammer-like head.
Volendrung counts as a magical +5 Greatclub and and weighs 8 pounds.
If you are using the optional Material rules, Volendrung instead counts as a magical Greatclub made of Daedric metal.
Hammer of Might: Volendrung ignores all DR and Hardness. Upon a successful hit on a creature, that creature must make a DC 24 Fortitude save or be Fatigued for 2 rounds.

Dawnbreaker:

Dawnbreaker appears as a longsword made of solid gold, with a bright burning light embedded in its hilt.
Dawnbreaker counts as a magical +3 Longsword and weighs 4 pounds.
If you are using the optional Material rules, Dawnbreaker instead counts as a magical Longsword made of Ebony.
Light of Meridia: Dawnbreaker constantly emits a shining, bright light. Although this gives its wielder a -10 penalty to Hide checks when the sword is held drawn, the light serves to weaken undead around the wielder. All undead within 30 ft. of Dawnbreaker's wielder while Dawnbreaker is drawn have a -2 penalty to their attack and damage rolls, and a -2 penalty to their saves.
Break of Dawn: Upon a successful hit, Dawnbreaker deals an additional 3d6 Fire damage. If the defender is undead, instead deal 5d6 damage. If Dawnbreaker's wielder destroys an undead creature using Dawnbreaker, that undead explodes into holy flame, dealing 2d6 Fire damage to all undead within 10 ft. of the slain undead.


The Ebony Blade:

The Ebony Blade appears as an beautiful, yet quietly sinister curved two-handed sword.
The Ebony Blade counts as a magical +3 Greatsword and weighs 8 pounds.
If you are using the optional Material rules, the Ebony Blade instead counts as a magical Greatsword made of Ebony.
Blade of the Betrayer: Each time the Blade's wielder betrays someone with the Ebony Blade and follow Mephala's treacherous will, the sword becomes stronger. Every time the wielder of the Ebony Blade kills a friend, lover, spouse, or other trusted person with it, it permanently deals an additional cumulative 1d6 damage. For example, if the Ebony Blade's wielder killed two of his trusted friends with the Blade, then the Ebony Blade deals 2d6 plus 2d6 damage, before adding strength and material bonuses.
This ability maxes out at an additional 10d6 damage.

Wabbajack:

Wabbajack appears as a staff made of dark wood. Its head is decorated with three faces, each screaming in either maniacal glee or twisted agony.
Wabbajack counts as a magical staff made of wood.
Madgod's Blessings: 16 times a day, the wielder of Wabbajack can make a ranged touch attack on a creature within 100 ft. of him. If the touch attack succeeds, then roll a d20 to determine what effect Wabbajack has on the target.


1: Deal 5d6 Fire damage, no save.
2: Deal 5d6 Cold damage, no save.
3: Deal 5d6 Lightning damage, no save.
5: Deal 7d6 damage.
6: Subject becomes invisible as the Invisibility spell for 6 rounds, no save.
7: Subject heals 5d6 damage, no save.
8: Subject must succeed on a DC 24 Fortitude Save or instantly die.
9: Subject is transformed into a Tiny chicken with 1 hit point, AC 5, and land speed 20 ft. for 6 rounds. It cannot speak, attack, cast spells, or use any abilities while it is transformed. It has +0 Fortitude, -2 Reflex, and -4 Will Saves.
11: Subject is transformed into a Tiny rabbit with 1 hit point, AC 6, and land speed 60 ft. for 6 rounds. It cannot speak, attack, cast spells, or use any abilities while it is transformed. It has +0 Fortitude, +0 Reflex, and -4 Will Saves.
12: Subject is transformed into a Small mudcrab with 5 hit points, AC 12, and land speed 10 ft. for 6 rounds. It has two claw attacks (+1 melee/x2), but it otherwise cannot speak, cast spells, or use any abilities while it is transformed. It has +0 Fortitude, -4 Reflex, and -4 Will Saves.
13: Subject is transformed into a hostile Dremora Lord with 160 hit points, AC 30, and land speed 30 ft. for 6 rounds. It wields a +4 Greatsword that can make up to 4 attacks in a round (+4 Greatsword +28/+23/+18/+15 melee (2d6+20/19-20/x2)), and has the Power Attack and Shock Trooper feats.
14: Subject permanently transforms into a pastry. If the pastry decays completely, or is ever eaten or otherwise destroyed, the creature dies.
15: Subject permanently transforms into a gold coin. If the coin ever completely rusts, or is otherwise destroyed, the creature dies.
16-20: Reroll.


Ebony Mail:

The Ebony Mail appears as a sleek suit of mail armor reinforced with large plates of Ebony.
The Ebony Mail counts as a magical +3 Breastplate and weighs 30 pounds.
If you are using the optional Material rules, the Ebony Mail instead counts as a magical Breastplate made of Ebony.
Agent of Boethiah: The Ebony Mail has a 0 penalty to its Armor Checks, and its wearer moves at his base land speed. In addition, at the beginning of each round, every enemy that is adjacent to you must make a DC 11 Fortitude Save or be poisoned for 1 Constitution damage.


Masque of Clavicus Vile:

The Masque of Clavicus Vile appears as a strange helm complete with face-obscuring mask and long goat horns that sweep up and back. Highly intricate engravings detail the helm.
The Masque of Clavicus Vile counts as a magical Wonderous Item that occupies your face and crown slots.
Charms of the Pact Maker: The wearer of the Masque of Clavicus Vile gains a +15 bonus to Bluff, Diplomacy, Appraisal, and Intimidate checks, and can make them untrained.
Azura's Star:
Azura's Star appears as a blue-and-gray star-like object. It seems to be made of silver studded with sapphires.
Azura's Star counts as a Wonderous Item.
Soul Keeper: If you are using the optional Souls and Soul Gems rule, then Azura's Star counts as a Grand Soul Gem that doesn't dissipate after use. This means that its owner can reuse it as a soul gem as many times as he likes.
If you are not using the optional Souls and Soul Gems rule, the Azura's Star instead gives its owner three extra spells per day up to and including 5th level spells. This effect works as long as the owner of Azura's Star keeps it on his person somewhere (even if it's stored on an extra-dimensional storage device such as a Handy Haversack, as long as the storage device is worn on the owner).


Ring of Hircine:

The Ring of Hircine appears as a simple silver hand with relatively crude carvings etched onto it. The carved head of a wolf (or werewolf) adorns it.
The Ring of Hircine counts as a magical ring.
Hunted by Day, Hunt by Night: If the wearer of the Ring of Hircine is already afflicted with Lycanthropy, he can Shapeshift an additional time per day. If he is not afflicted with Lycanthropy, this ring has no effect.
Savior's Hide:
The Savior's Hide appears as a hairy suit of leather armor with a thin metal plate on its chest. The metal plate is etched into the visage of a great beast. The leather, meanwhile, seems rather crude and disturbingly...fresh.
The Savior's Hide counts as +5 Leather Armor.
Hunter's Fortitude: The wearer of the Savior's Hide gains Spell Resistance 17 and gains a +8 to saving throws against poison. The Spell Resistance stacks with any other source of Spell Resistance the wearer might have.


Oghma Infinium:

The Oghma Infinium appears as a tome with its cover and bindings appearing to be made of stitched-together flesh.
The Oghma Infinium counts as a Wonderous Item.
Forbidden Knowledge: The reader of the Oghma Infinium gains a permanent +6 bonus to all Knowledge skills and can use them untrained. He also gains a permanent +10 bonus to any one of his class skills, and a permanent +4 bonus to one of his ability scores. Once a reader uses the Oghma Infinium in this way, he can never use it again.


Ring of Namira:

The Ring of Namira appears as a crude stone ring with a carving of a large insect adorning it.
The Ring of Namira counts as a magical ring.
Corpse Feast: The wearer of the Ring of Namira can spend a full-round action to eat part of a Humanoid corpse and heal 4d8 hitpoints and gain Fast Healing 2. This ability cannot be used on undead creatures. Furthermore, the Ring of Namira confers upon its wearer a +6 bonus to his Fortitude saves.


The Skeleton Key:

The Skeleton Key appears as a multi-toothed key with a strange ornate handle.
The Skeleton Key counts as a Wonderous Item.
The Key to Everything: The user of the Skeleton Key gains a +20 bonus to his Pick Locks skill and can make them untrained. He can also use the Skeleton Key more metaphorically, to unlock further potential within himself; he can use the Skeleton Key on himself to gain enough XP to immediately gain a level. If the Skeleton Key is used in this way, it disappears from its user, never to be found or used by him again.


Other Artifacts:

Chillrend:

Chillrend appears much like a typical Longsword, except that it seems to somehow be made of blue, semi-translucent glass. It is still sharper and stronger than any mundane sword, however.
Chillrend counts as a magical Longsword and weighs 4 pounds.
If you are using the optional Material rules, Chillrend instead counts as a magical Glass Longsword.
Chill the Flesh: Upon a successful hit, Chillrend deals an additional 2d6 Cold damage. The defender must make a DC 22 Fortitude save or be Slowed for 3 rounds.


Staff of Magnus:

The Staff of Magnus appears as an ornate staff with a large teal orb fastened to its head and a teal crystal fastened to its bottom.
The Staff of Magnus counts as a magical steel staff and weighs 5 pounds.
If you are using the optional Material rules, the Staff of Magnus instead counts as a magical Elven Metal staff.
Drain Energy: As a standard action, the wielder of the Staff of Magnus can make a ranged touch attack on a creature within 50 ft. of him. If the attack succeeds, then the defender loses a random spell he or she had prepared/could cast that day. If the defender has no spells that he or she could lose, the Staff of Magnus instead deals 3d6 damage.


Wuuthrad:

Wuuthrad appears as an ancient two-handed axe. Near the top of the haft is an engraved image of a shrieking elf.
Wuuthrad counts as a magical +3 Greataxe and weighs 12 pounds.
If you are using the optional Material rules, Wuuthrad instead counts as a magical +3 Steel Greataxe.
Elf-Bane: Wuuthdrad is especially deadly to elves. Whenever you successfully hit an Elf with Wuuthrad, multiply the final damage result for each hit by 1˝ times.
Humanoid creatures that are also Elves include Dunmer, Altmer, Bosmer, Falmer, and Orcs.


Dragon Priest Masks

Each Dragon Priest Mask appears as metal masks etched with simple yet bold markings. There are slits for the eyes and mouth.
If you are using the optional Material rules, instead each Dragon Priest Mask is made of a specific Material listed under its entry below.

Hevnoraak—Brutal:

This dark metal mask glows with a faint red aura.
Material: Dwarven Metal
The wearer of Hevnoraak is immune to all diseases and poisons.


Krosis—Sorrow:

This coppery metal mask glows with a faint green aura.
Material: Iron
The wearer of Krosis gains a +4 bonus to his attack rolls when attacking with a Longbow, Shortbow, Composite Longbow, or Composite Shortbow, and a +8 bonus to Pick Locks and Craft (Alchemy).


Morokei—Glorious:

This bluish metal mask glows with a faint azure aura.
Material: Elven Metal
The wearer of Morokei gains an additional spell per day for spells up to and including the 4th level.


Nahkriin—Vengeance:
This black metal mask glows with a faint orange aura.
Material: Ebony
The wearer of Nahkriin gains a +2 bonus to the DC for all saving throws against his spells from the Evocation and Transmutation schools.


Otar—Madness:

This metal mask, seemingly made of semi-translucent glass, glows with a faint violet aura.
Material: Glass
The wearer of Otar gains Fire Resistance 10, Cold Resistance 10, and Lightning Resistance 10.


Rahgot—Rage:

This green metal mask glows with a faint jade aura.
Material: Orcish Metal
The wearer of Rahgot gains a +6 bonus to his Fortitude saves, and a +6 bonus to his Jump, Climb, and Swim checks.


Vokun—Shadow:

This grey metal mask glows with a faint blue aura.
Material: Steel
The wearer of Vokun gains a +2 bonus to the DC for all saving throws against his spells from the Illusion, Abjuration, and Conjuration schools.


Volsung—Horror:
This crimson metal mask glows with a faint red aura.
Material: Gilded Elven Metal
The wearer of Volsung gains a +6 bonus to his Bluff, Diplomacy, Intimidate, and Appraisal skills, can breathe freely underwater, and when he is carrying a Heavy load it counts as a Light load instead (though this does not affect the maximum amount of weight he could carry).

13_CBS
2012-09-11, 03:04 PM
Optional Rules: Crafting, Weapon/Armor Materials, and Soul Gems

For crafting weapons, shields, and armor, you may use the following rules:

Armor and Shields:

Making armor and shields requires a Craft (Metalworking) check.

The Craft DC adjustments for all armors and shields are listed below, under the Materials section.
The time it takes to Craft an armor or shield is the armor or shield's AC bonus x 4 days, without factoring bonuses from materials.

For example, although an Elven Chain Shirt has a total AC bonus of 5 and a Steel Chain Shirt has a total AC bonus of 4, they each take the same amount of time to craft, because the standard Chain Shirt adds 4 to the wearer's AC. An Elven Chain Shirt and a suit of Elven Scale Mail, however, would require different amounts of time to craft.


To craft an armor or shield, make an initial Craft check equal to the armor or shield's Craft DC, and then after every 7 days you work on it make an additional Craft check. If you fail any of these Craft checks, you automatically halt all work on the armor. If you fail a Craft check by 5 or more, you also lose half of the raw materials, which you must acquire or purchase again before you can resume work on the armor. You must succeed on the Craft check again to resume work on the armor.
When you resume work on the armor or shield, to complete the it you must succeed on the remaining Craft checks.
Each time you fail on the Craft check to resume work on the armor or shield, you lose all the raw materials of the armor and must acquire or purchase them again to continue working on the armor. Then you must succeed on another Craft check to resume working on it.

For example, a character attempts to craft a Steel Chain Shirt. To complete it, he must succeed on three Craft checks (1 initial, 2 because the Chain Shirt requires 16 days' worth of work to complete). He succeeds on the initial check (DC 16) and the second check, but fails the third. To finish the armor, he must succeed on another DC 16 check to resume work on the armor, then beat the third and last Craft check.


The cost of raw materials needed to craft an armor or shield are equivalent to one-third of the armor's base price.
As an example, the process for crafting a suit of Orcish Full-Plate would be the following:

The character first acquires 1166 gp in raw materials. (The base price of an Orcish Full-Plate is 3500 gp.)
Then the character makes a DC 20 Craft (Metalworking) check (see below under “Materials” to calculate the proper DC for a given suit of armor) five times; once at the beginning, another time at the end of the first 7 days, another at the end of the second 7 days, another at the end of the third 7 days, and another at the end of the fourth 7 days. The total amount of time it takes for the Full-Plate to be crafted is 32 days (8 x 4).


If the character fails the third craft check, then he must succeed on a DC 20 Craft (Metalworking) check to resume work. Then he must succeed on the third Craft check, and then the fourth Craft check.


Weapons:

Making weapons requires a Craft (Metalworking) check.
The Craft DC for longbows and shortbows is 12. The Craft DC for composite longbows and shortbows is 15. The Craft DC for simple melee and thrown weapons is 12. The Craft DC for martial melee and thrown weapons is 15. The Craft DC for exotic melee and thrown weapons is 18.
The Craft DC adjustments for all weapons are listed below, under the Materials section.
The time it takes to Craft a weapon is the weapon's maximum damage x 2 in days, without factoring bonuses derived from materials.

For example, although an Elven longsword can deal a maximum of 9 damage and a Steel longsword can deal a maximum of 8 damage, they each take the same amount of time to craft, because the standard longsword deals a maximum of 8 damage. An Elven longsword and an Elven dagger, however, would require different amounts of time to craft.


To craft a weapon, make an initial Craft check equal to the weapon's Craft DC, and then after every 7 days you work on it make an additional Craft check. If you fail any of these Craft checks, you automatically halt all work on the weapon. If you fail a Craft check by 5 or more, you also lose half of the raw materials, which you must acquire or purchase again before you can resume work on the weapon. You must succeed on the Craft check again to resume work on the weapon.
When you resume work on the weapon, to complete the weapon you must succeed on the remaining Craft checks.
Each time you fail on the Craft check to resume work on the weapon, you lose all the raw materials of the weapon and must acquire or purchase them again to continue working on the weapon. Then you must succeed on another Craft check to resume working on the weapon.

For example, a character attempts to craft a Steel Greatsword. To complete it, he must succeed on three Craft checks (1 initial, 2 because the greatsword requires 24 days' worth of work to complete). He succeeds on the initial check (DC 15), and the second, but fails the third. To finish the greatsword, he must succeed on another DC 15 check to resume work on the weapon, then beat the third and last Craft check.


The cost of raw materials needed to craft a weapon is equivalent to one-third of the weapon's base price.
As an example, the process for crafting an Orcish Greataxe would be the following:

The character first acquires 340 gp of raw materials. (The base price of an Orcish Greataxe is 1020 gp.)
Then the character makes a DC 19 Craft (Metalworking) check (see below under “Materials” to calculate the proper DC for a given suit of armor) three times; once at the beginning, another time at the end of the first 7 days, and another at the end of the second 7 days. The total amount of time it takes for the Greataxe to be crafted is 24 days (12 x 2).

If the character fails the third craft check, then he must succeed on a DC 19 Craft (Metalworking) check to resume work. Then he must succeed on the third Craft check.


Ammunition:

Making ammunition requires a Craft (Ammunition) check.
The Craft DC for all ammunition are listed below, under the Materials section.
The total DC for crafting 20 individual units of ammunition (such as 20 arrows or 10 sling bullets) is 12 + Craft DC adjustment value indicated in the Materials section.
The time it takes to Craft 20 individual units of ammunition is three days.

For example, although crafting 20 Elven arrows require a higher DC to succeed than crafting 20 Steel arrows, they each take the same amount of time to craft.


To craft ammunition, make an initial Craft check equal to the ammunition's Craft DC, If you fail any of these Craft checks, you automatically halt all work on the ammunition. If you fail a Craft check by 5 or more, you also lose half of the raw materials, which you must acquire or purchase again before you can attempt to craft the ammunition again.
When you resume work on the ammunition, to complete the ammunition you must succeed on the Craft check again.
Each time you fail on the Craft check to resume work on the ammunition, you lose all the raw materials of the weapon and must acquire or purchase them again to continue working on the ammunition. Then you must succeed on another Craft check to resume working on the ammunition.

For example, a character attempts to craft 20 Orcish arrows. To complete it, he must succeed on a DC 13 Craft check.
If he fails this Craft check by 5 or more, then half of the raw materials used for crafting these 20 arrows are ruined and must be purchased again to finish crafting the 20 arrows.


As an example, the process for crafting 20 Orcish arrows would be the following:

The character first acquires 3 pounds of Orcish metal, plus 10 gp of miscellaneous materials
Then the character makes a DC 13 Craft (Ammunition) check (see below under “Materials” to calculate the proper DC for a given type of ammunition).
If the character fails the craft check, then he must succeed on a DC 13 Craft (Ammunition) check to resume work.


Materials:

There are several different kinds of crafting materials in Tamriel. To represent them, you may use the following rules.

In order from lowest to highest in terms of quality and rarity:
Iron
Steel
Elven/Orcish
Dwarven/Gilded
Glass/Ebony
Dragon Scales/Dragon Bone
Daedric

Iron:

Low-quality material; only applies to metal weapons and armor.
Confers a -1 penalty to AC for armors and shields (except for the buckler and the light steel shield), and -1 to hit and to damage for weapons.
Reduce the base price of weapons, shields, and armor made of Iron by half, rounded down to the nearest gp.
Reduce DC for crafting an armor/shield made of Iron by 2.
DC for crafting an armor/shield made of Iron is 10 + the total AC bonus of the finished armor - 1. For example, the DC for a Chain Shirt made of Iron would be 13 (10 + 4 - 1).
The DC for creating an Iron masterwork weapon, shield, or armor is 18.
Weight, arcane spell failure, maximum Dexterity bonus, speed, and check penalties remain the same.

Special:


Iron weapons, shields, and armor that are masterworked automatically become Steel weapons, shields, and armor. They retain their masterwork bonuses. For example, an Iron longsword that is masterworked has a total of +1 to hit and +0 to damage, because it is now considered to be made of Steel while also a masterwork weapon.



Steel:

Base-level material; metal weapons and armor listed in the SRD are assumed to be made of steel.
Confers no bonus or penalty to AC for armors, and no bonus or penalty to damage for weapons.
No adjustment on the DC for crafting armor, shields or weapons made of Steel.
No adjustment on the DC for creating a Steel masterwork armor, shield, or weapon
No adjustment on the weight, arcane spell failure, maximum Dexterity bonus, speed, and check penalties.



Elven Metal (“Elven”):

Good quality material; only applies to metal weapons and armor, and bows.
Confers a +1 bonus to AC for armors and shields, and a +1 to hit and damage for weapons.
Increase the base price of armor made of Elven Metal by 500 gp for light armor, 1000 gp for medium armor, and 2000 gp for heavy armor.
Increase the base price of weapons made of Elven Metal by 1000 gp.
Increase the base price of shields made of Elven Metal by 500 gp.
Increase the base price of ammunition made of Elven Metal by 200 gp.
DC for crafting an armor/shield made of Elven Metal is 10 + the total AC bonus of the finished armor + 1. For example, the DC for a Chain Shirt made of Elven Metal would be 16 (10 + 5 + 1).
Increase the DC for crafting ammunition made of Elven Metal by 1.
Increase the DC for crafting a weapon made of Elven Metal by 4.
The DC for creating an Elven masterwork weapon, shield, or armor is 24.
Reduce the weight of armor, shields, and weapons made of Elven Metal by half, rounded down.
Reduce the check penalty of Elven armor and shields by 2, to a minimum of 0.
Increase the maximum Dexterity bonus for Elven armor and shields by 2.
Increase the speed for Elven medium armors by 10 ft., and the speed for Elven heavy armors by 5 ft.

Special:


One-handed Elven Simple, Martial, and Exotic Melee Weapons can be used as though they were Light Weapons for the purposes of grappling, Two-Weapon Fighting, the Weapon Finesse Feat, and Skill Tricks. The normal rules for these situations apply.


For example, an Elven Longsword can be used as a Light Weapon while its wielder is grappling/being grappled; her wielder can use the same longsword on the off-hand for Two-Weapon Fighting, and she has only a -2 penalty to her attacks if she has the Two-Weapon Fighting feat. If she also as the Weapon Finesse feat, she can apply her Dexterity bonus to her attack rolls when attacking with an Elven Longsword.


All bows made of Elven metal add 50 ft. to their range increment.



Orcish Metal (“Orcish”)

Good quality material: only applies to metal weapons and armor, and bows.
Confers a +1 bonus to AC for armors and shields, and +1 to hit and damage for weapons.
Increase the base price of armor made of Orcish Metal by 500 gp for light armor, 1000 gp for medium armor, and 2000 gp for heavy armor.
Increase the base price of weapons made of Orcish Metal by 1000 gp.
Increase the base price of shields made of Orcish Metal by 500 gp.
Increase the base price of ammunition made of Orcish Metal by 200 gp.
DC for crafting an armor/shield made of Orcish Metal is 10 + the total AC bonus of the finished armor + 1. For example, the DC for a Chain Shirt made of Orcish Metal would be 16 (10 + 5 + 1).
Increase the DC for crafting ammunition made of Orcish Metal by 1.
Increase the DC for crafting a weapon made of Orcish Metal by 4.
The DC for creating an Orcish masterwork weapon, shield, or armor is 24.
Special:

All weapons, shields, and armor made of Orcish metal have a hardness of 12 and an additional +5 hitpoints.
Light and medium Orcish armors confer DR 2/- to its wearer. Heavy Orcish armor confers DR 3/- to its wearer instead.
All Orcish melee weapons ignore up to 2 points of hardness of an object.
All composite bows made of Orcish metal deal an additional +1 damage.


Gilded Elven Metal (“Gilded”)

High quality material; only applies to metal weapons and armor, and bows.
Confers a +2 bonus to AC for armors and shields, and a +2 to hit and damage for weapons.
Increases the base price of armor made of Gilded Elven Metal by 2000 gp for light armor, 4000 gp for medium armor, and 8000 gp for heavy armor.
Increase the base price of weapons made of Gilded Elven Metal by 4000 gp.
Increase the base price of shields made of Gilded Elven Metal by 2000 gp.
Increase the base price of ammunition made of Gilded Elven Metal by 300 gp.
DC for crafting an armor/shield made of Elven Metal is 10 + the total AC bonus of the finished armor + 2. For example, the DC for a Chain Shirt made of Elven Metal would be 18 (10 + 6 + 2).
Increase the DC for crafting ammunition made of Gilded Elven Metal by 2.
Increase the DC for crafting a weapon made of Gilded Elven Metal by 6.
The DC for creating a Gilded masterwork weapon, shield, or armor is 26.
Reduce the weight of armor, shields, and weapons made of Gilded Elven Metal by half, rounded down.
Reduce the check penalty of Gilded armor and shields by 3, to a minimum of 0.
Increase the maximum Dexterity bonus for Gilded armor and shields by 4.
Increase the speed for Gilded medium armors by 10 ft., and the speed for Gilded heavy armors by 5 ft.
Special:

One-handed Gilded Simple, Martial, and Exotic Melee Weapons can be used as though they were Light Weapons for the purposes of grappling, Two-Weapon Fighting, the Weapon Finesse Feat, and Skill Tricks. The normal rules for these situations apply.


For example, a Gilded Longsword can be used as a Light Weapon while its wielder is grappling/being grappled; her wielder can use the same longsword on the off-hand for Two-Weapon Fighting, and she has only a -2 penalty to her attacks if she has the Two-Weapon Fighting feat. If she also as the Weapon Finesse feat, she can apply her Dexterity bonus to her attack rolls when attacking with a Gilded Longsword.


All bows made of Gilded Elven metal add 80 ft. to their range increment.


Dwarven Metal (“Dwarven”)

High quality material: only applies to metal weapons and armor, and bows.
Confers a +2 bonus to AC for armors and shields, and +2 to hit and damage for weapons.
Increase the base price of armor made of Dwarven Metal by 1000 gp for light armor, 2000 gp for medium armor, and 4000 gp for heavy armor.
Increase the base price of weapons made of Dwarven Metal by 2000 gp.
Increase the base price of shields made of Dwarven Metal by 1000 gp.
Increase the base price of ammunition made of Dwarven Metal by 300 gp.
DC for crafting an armor/shield made of Dwarven Metal is 10 + the total AC bonus of the finished armor + 2. For example, the DC for a Chain Shirt made of Dwarven Metal would be 18 (10 + 6 + 2).
Increase the DC for crafting ammunition made of Elven Metal by 2.
Increase the DC for crafting a weapon made of Dwarven Metal by 6.
The DC for creating a Dwarven masterwork weapon, shield, or armor is 26.
Special:

All weapons, shields, and armor made of Dwarven metal have an additional 4 hardness and +10 hit points.
All light and medium Dwarven armors confer DR 4/- to its wearer. Heavy Dwarven armor confers DR 6/- to its wearer instead.
All Dwarven weapons ignore up to 4 points of hardness of an object.
All composite bows made of Dwarven metal deal an additional +2 damage.


Glass

Extremely high quality material; only applies to metal weapons and armor.
Confers a +3 bonus to AC for armors and shields, and a +3 to hit and damage for weapons.
Increase the base price of armor made of Glass by 4000 gp for light armor, 8000 gp for medium armor, and 16000 gp for heavy armor.
Increase the base price of weapons made of Glass by 8000 gp.
Increase the base price of shields made of Glass by 4000 gp.
Increase the base price of ammunition made of Glass by 500 gp.
Increases DC for crafting an armor/shield made of Glass by 6.
DC for crafting an armor/shield made of Glass is 10 + the total AC bonus of the finished armor + 6. For example, the DC for a Chain Shirt made of Glass would be 23 (10 + 7 + 6)
Increase the DC for crafting ammunition made of Glass by 3.
Increases DC for crafting a weapon made of Glass by 10.
The DC for creating a Glass masterwork weapon, shield, or armor is 30.
Reduce the weight of armor, shields, and weapons made of Gilded Elven Metal by half, rounded down.
Reduce the check penalty of Glass armor and shields by 4, to a minimum of 0.
Increase the maximum Dexterity bonus for Glass armor and shields by 6.
Increase the speed for Glass medium armors by 10 ft., and the speed for Glass heavy armors by 5 ft.
Special:

One-handed Glass Simple, Martial, and Exotic Melee Weapons can be used as though they were Light Weapons for the purposes of grappling, Two-Weapon Fighting, and Skill Tricks, and can be used for the Weapon Finesse Feat. The normal rules for these situations otherwise apply.


For example, a Glass Longsword can be used as a Light Weapon while its wielder is grappling/being grappled; her wielder can use the same longsword on the off-hand for Two-Weapon Fighting, and she has only a -2 penalty to her attacks if she also has the Two-Weapon Fighting feat. If she also as the Weapon Finesse feat, she can apply her Dexterity bonus to her attack rolls when attacking with a Glass Longsword instead of her Strength bonus.


Glass Medium Armor is treated as Light, and Glass Light Armor is treated as being unarmored (though the armor still occupies the armor/robe slot).


For example, a character with Light Armor proficiency wearing Glass Medium Armor is proficient with it, even if she doesn't have proficiency with Medium Armor. Meanwhile, a Monk wearing Glass Light armor retains her Wisdom bonus to her AC, and her Flurry of Blows and fast movement abilities.
All bows made of Glass add 110 ft. to their range increment.



Ebony:

High quality material: only applies to metal weapons and armor.
Confers a +3 bonus to AC for armors and shields, and +3 to hit and damage for weapons.
Increases the base price of armor made of Ebony by 4000 gp for light armor, 8000 gp for medium armor, and 16000 gp for heavy armor.
Increase the base price of weapons made of Ebony by 8000 gp.
Increase the base price of shields made of Ebony by 4000 gp.
Increase the base price of ammunition made of Ebony by 500 gp.
Increase DC for crafting an armor/shield made of Ebony by 6.
DC for crafting an armor/shield made of Ebony is 10 + the total AC bonus of the finished armor + 6. For example, the DC for a Chain Shirt made of Ebony would be 23 (10 + 7 + 6).
Increase the DC for crafting ammunition made of Ebony by 3.
Increases DC for crafting a weapon made of Ebony by 10.
The DC for creating a Ebony masterwork weapon, shield, or armor is 30.
Special:

All weapons, shields, and armor made of Ebony have an additional 6 hardness and +20 hit points.
All light and medium Ebony armors confer DR 6/- to its wearer. Heavy Ebony armor confers DR 10/- to its wearer instead.
All Ebony weapons ignore up to 8 points of hardness of an object.
When a critical hit is scored on the wearer of Ebony armor, there is a 25% chance that the critical hit is negated. This does not prevent sneak attack damage in any way.
Heavy Ebony armor confers an additional +2 bonus to AC to its wearer.


For example, a suit of non-masterwork Ebony Full-Plate would give its wearer a total AC bonus of 13 (8 + 3 + 2).

All composite bows made of Ebony deal an additional +3 damage.


Dragon Scale

Rare material; applies only to metallic weapons and armor.
Although dragon scales are typically used to forge armor, a creative weaponsmith can use them to fashion weapons as well. As dragon scales are naturally very hard and serrated, weapons made from this material can create terrible wounds.
Confers a +4 bonus to AC for armors and shields, and a +4 to hit and damage for weapons.
Increase the base price of armor made of Dragon Scale by 16000 gp for light armor, 32000 gp for medium armor, and 64000 gp for heavy armor.
Increase the base price of weapons made of Dragon Scale by 32000 gp.
Increase the base price of shields made of Dragon Scale by 16000 gp.
Increase the base price of ammunition made of Dracon Scale by 700 gp.
Increase the DC for crafting an armor/shield made of Dragon Scale by 10.
DC for crafting an armor/shield made of Dragon Scale Metal is 10 + the total AC bonus of the finished armor + 6. For example, the DC for a Chain Shirt made of Dragon Scale would be 28 (10 + 8 + 10)
Increase the DC for crafting ammunition made of Dragon Scale by 4.
Increase the DC for crafting a weapon made of Dragon Scale by 14.
The DC for creating a Dragon Scale masterwork weapon, shield, or armor is 36.
Reduce the weight of armor, shields, and weapons made of Gilded Elven Metal by half, rounded down.
Reduce the check penalty of Dragon Scale armor and shields by 6, to a minimum of 0.
Increase the maximum Dexterity bonus for Dragon Scale armor and shields by 8.
Increase the speed for Dragon Scale medium and heavy armors by 10 ft.
Special:
One-handed Dragon Scale Simple, Martial, and Exotic Melee Weapons can be used as though they were Light Weapons for the purposes of grappling, Two-Weapon Fighting, and Skill Tricks, and can be used for the Weapon Finesse Feat. The normal rules for these situations still apply.

For example, a Dragon Scale Longsword can be used as a Light Weapon while its wielder is grappling/being grappled; her wielder can use the same longsword on the off-hand for Two-Weapon Fighting, and she has only a -2 penalty to her attacks if she has the Two-Weapon Fighting feat. If she also as the Weapon Finesse feat, she can apply her Dexterity bonus to her attack rolls when attacking with a Dragon Scale Longsword instead of her Strength bonus.


Dragon Scale Medium Armor is treated as Light, and Dragon Scale Light Armor is treated as being unarmored (though the armor still occupies the armor/robe slot).


For example, a character with Light Armor proficiency wearing Dragon Scale Medium Armor is proficient with it. Meanwhile, a Monk wearing Dragon Scale Light armor retains her Wisdom bonus to her AC, and her Flurry of Blows and fast movement abilities.


All bows made of Dragon Scale add 110 ft. to their range increment.


Dragon Bone:

Rare material: only applies to metal weapons and armor.
Confers a +4 bonus to AC for armors and shields, and +4 to hit and damage for weapons.
Increases the base price of armor made of Dragon Bone by 16000 gp for light armor, 32000 gp for medium armor, and 64000 gp for heavy armor.
Increase the base price of weapons made of Dragon Bone by 32000 gp.
Increase the base price of shields made of Dragon Bone by 64000 gp.
Increase the base price of ammunition made of Dragon Bone by 700 gp.
Increase DC for crafting an armor/shield made of Dragon Bone by 10.
DC for crafting an armor/shield made of Dragon Bone is 10 + the total AC bonus of the finished armor + 10. For example, the DC for a Chain Shirt made of Orcish Metal would be 28 (10 + 8 + 10).
Increase the DC for crafting ammunition made of Dragon Bone by 4.
Increases DC for crafting a weapon made of Dragon Bone by 14.
The DC for creating a Dragon Bone masterwork weapon, shield, or armor is 36.
Special:

All weapons, shields, and armor made of Dragon Bone have an additional 10 hardness and +30 hit points.
All light and medium Dragon Bone armors confer DR 10/- to its wearer. Heavy Dragon Bone armor confers DR 15/- to its wearer instead.
All Dragon Bone weapons ignore up to 15 points of hardness of an object.
When a critical hit is scored on the wearer of Dragon Bone armor, there is a 50% chance that the critical hit is negated. This does not prevent sneak attack damage in any way.
Heavy Dragon Bone armor confers an additional +4 bonus to AC to its wearer.


For example, a suit of non-masterwork Dragon Bone Full-Plate would give its wearer a total AC bonus of 16 (8 + 4 + 4).

All composite bows made of Dragon Bone deal an additional +4 damage.



Daedric Metal (“Daedric”):


Legendary Material: applies only to metal weapons and armor.
Confers a +5 bonus to AC for armors and shields, and +5 to hit and damage for weapons.
Increase the base price of armor made of Daedric Metal by 32000 gp for light armor, 64000 gp for medium armor, and 128000 gp for heavy armor.
Increase the base price of weapons made of Daedric Metal by 64000 gp.
Increase the base price of shields made of Daedric Metal by 32000 gp.
Increase the base price of ammunition made of Daedric Metal by 900 gp.
Increase DC for crafting an armor/shield made of Daedric Metal by 15.
DC for crafting an armor/shield made of Daedric Metal is 10 + the total AC bonus of the finished armor + 15. For example, the DC for a Chain Shirt made of Daedric Metal would be 34 (10 + 9 + 15).
Increase the DC for crafting ammunition made of Daedric Metal by 5.
Increases DC for crafting a weapon made of Daedric Metal by 17.
The DC for creating a Daedric masterwork weapon, shield, or armor is 40.
Special:
All weapons, shields, and armor made of Daedric Metal have an additional 20 hardness and +50 hit points.
All light and medium Daedric armors confer DR 20/- to its wearer. Heavy Daedric armor confers DR 25/- to its wearer instead.
All Daedric weapons ignore up to 20 points of hardness of an object.
When a critical hit is scored on the wearer of Dragon Bone armor, there is a 75% chance that the critical hit is negated. This does not prevent sneak attack damage in any way.

Heavy Daedric armor confers an additional +5 bonus to AC to its wearer.
For example, a suit of non-masterwork Daedric Full-Plate would give its wearer a total AC bonus of 19 (8 + 5 + 6).

All bows made of Daedric metal add 140 ft. to their range increment.
All composite bows made of Daedric metal deal an additional +5 damage.


Souls and Soul Gems:

Magical items in Tamriel often require the use of captured souls stored in soul gems. You may use the following rules to represent this concept.


All living beings in Tamriel have souls, which can be harnessed to fuel magical effects.
Plants (mundane plants and creatures with the Plant type) do not have souls.
Constructs and undead (creatures with the Construct and Undead types, respectively) often do not have souls that can be captured.
Though Dragons (creatures with the Dragon type) have mighty souls, they cannot be captured, harvested, or used for normal uses.
Mortals (creatures with the Humanoid type) have souls, but their souls require special effort to capture and harness.

Spell: Soul Trap


Conjuration 1
Component: V, S
Casting time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
The touched creature is under the effects of Soul Trap (the effect) for the duration of the spell.

The “size” of souls can be categorized into six different categories:


Petty (typically possessed by creatures with 4 or less HD)
Lesser (typically possessed by creatures with 5-8 HD)
Common (typically possessed by creatures with 9-12 HD)
Greater (typically possessed by creatures with 13-16 HD)
Grand (typically possessed by creatures with 17-20 HD)
Black (possessed only by creatures with the Humanoid type)

There are objects known as Soul Gems that can capture these souls under certain circumstances.


Petty soul gems can only capture Petty souls.
Lesser soul gems can capture any size of soul up to and including Lesser souls.
Common soul gems can capture any size of soul up to and including Common souls.
Greater soul gems can capture any size of soul up to and including Greater souls.
Grand soul gems can capture any size of soul except for Black souls.
Black soul gems can only capture Black souls.

To capture souls, the following conditions must be met:


The subject whose soul is to be captured must be under the Soul Trap effect upon death.
The subject must be within 30 ft. of a soul gem capable of holding its soul.
The soul gem in question must be empty—it cannot already be holding a soul, no matter the size of the held soul or the to-be captured soul.
Note: if there are multiple soul gems within the area, then the soul will be held within the soul gem whose type matches its own.


For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Common soul gem and a Greater soul gem, and the size of its soul is Common, then the soul will be held in the Common soul gem.

If there is not soul gem within the area that matches the soul's size, then the soul will be held by the next largest soul gem.


For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Greater soul gem and a Grand soul gem, and the size of its soul is Common, then the soul will be held in the Greater soul gem.


A creature whose soul is captured or even expended is not necessarily barred from resurrection; most resurrection spells also reconstitute the subject's soul from ambient energy, leaving the subject's soul healthy and whole once the resurrection is complete.
When soul gems are used (usages for soul gems are listed below), the soul gem and the soul contained within it vanish into nothingness—they cannot ever be used again.


Using Souls and Soul Gems:

Once you have a soul gem holding a soul, you can use it in several ways:
You can use it to recharge a magical staff or wand. The size of the soul recharges more of the staff or wand.
Consult the charts below on what soul gems can be used to recharge what level of item, and how many charges souls recharge.


{table=head]|Wand Spell Level 0-2|Wand Spell Level 3-4|Wand Spell Level 5-6|Wand Spell Level 7-8|Wand Spell Level 9

Petty| 5 charges restored | - | - | - | -

Lesser| 10 charges restored | 5 | - | - | -

Common| 15 charges restored | 10 | 5 | - | -

Greater| 20 charges restored | 15 | 10 | 5 | -

Grand/Black | 25 charges restored | 20 | 15 | 10 | 5

[/table]

{table=head]|Staff Caster Level 1-4|Staff Caster Level 5-8|Staff Caster Level 9-12|Staff Caster Level 13-16|Staff Caster Level 17-20

Petty| 2 charges restored | - | - | - | -

Lesser| 4 charges restored | 2 | - | - | -

Common| 8 charges restored | 4 | 2 | - | -

Greater| 12 charges restored | 8 | 4 | 2 | -

Grand/Black | 16 charges restored | 12 | 8 | 4 | 2
[/table]

13_CBS
2012-09-11, 03:07 PM
New Base Class

NOTE: THIS BASE CLASS HAS BEEN DECLARED OVERPOWERED. PLEASE ADVISE ON HOW TO BALANCE IT!

Battlemage:

Alignment: Any
Hit Die: d10
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
Skill Points at 1st Level: (2 + Int modifier) x 4
Skills: 2 + Int modifier
Starting gold: 6d4 x 10
Starting age: as Wizard
Class Features:
Weapon and Armor Proficiency: Battlemages are proficient with all Simple and Martial weapons, as well as all armors and shields (but not Tower Shields).
Spells: You cast Arcane spells, which are drawn from the Battlemage spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table below. In addition, you receive bonus spells per day if you have a high Intelligence score.

Spells Known:You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Battlemage spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Battlemage spell list.


Upon reaching 5th level, and at every subsequent odd numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different1st-level spell.
You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored in Magic and Steel (Ex): At level 1, you choose a category of armor (Light, Medium, Heavy) and a type of shield (Buckler, Light Steel/Wooden, Heavy Steel/Wooden) ; whenever you cast a spell from the Battlemage spell list while wearing armor and/or shield from the chosen category, you completely avoid arcane spell failure chance.


At levels 4, 9, and 14, you can change the chosen category of armor and shield to something else.

Battle Gestures (Ex): Part of your Battlemage training is learning shorter, simpler gestures for your spells. Beginning at level 1, choose a spell you know from the Battlemage spell list; you can cast that spell as a swift action that doesn't provoke Attacks of Opportunity. You still must make Concentration checks to cast the spell if you are somehow injured, are grappled/pinned, are experiencing vigorous motion, violent motion, violent weather, casting defensively, or are entangled.


At level 5, 10, 15, and 20, you can choose an additional spell that you know from the Battlemage spell list for the purposes of Battle Gestures.

Combat Concentration (Ex):
Having all the spells in the world means less if you can't cast them without taking a sword to the gut for your efforts. At level 3, you gain a +4 bonus to your defensive casting checks and Concentration checks made for casting a spell while taking an injury.


Spell and Sword In Accord (Ex): A Battlemage that can't cast his spells while dealing blows with his sword is an inefficient Battlemage. Starting at level 4, if an opponent is within a square that you threaten, you can cast a spell you know from the Battlemage list as a Move Action.

School Specialization: At Level 6, a Battlemage can choose a school of magic to specialize in, much like a Wizard. Unlike a Wizard, he does not have to take up a forbidden school in exchange. When you choose a school of magic, you may learn one additional spell that you could learn at that level.
You can do this again at level 12 and at level 18. If at level 12 you choose the same school, you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different school, then you can learn an additional spell from that school. If at level 18 you choose the same school a third time, you do not learn an additional spell but instead add +2 your caster level when casting spells from the chosen school. If you choose a school for the second time, you you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different third school, then you can learn an additional spell from that school.


Bonus Feat: At levels 2, 8, 14, and 20, choose a bonus feat from the Battlemage bonus feat list. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Battlemage is not limited to his bonus feats when choosing these other feats. A Battlemage must still meet the prerequisites for the feats on his bonus feat list in order to take them.

Battlemage bonus feat list:


Metamagic feats
Brew Potion, Cleave, Craft Magical Weapons and Armor, Combat Casting, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Iron Will, Spell Focus, Spell Penetration, Power Attack, Weapon Focus, Weapon Specialization

Spellsword (Su): At level 16, 3/day as a swift action you can choose to “lose” a spell slot in order to give yourself a base attack bonus equal to your level (which may give you additional attacks), for a number of rounds equal to the level of the spell lost. For example, if you choose to lose a level 4 spell slot, then for four rounds you have a base attack bonus equal to your level.


Mastery: At level 20, your experience with your spells is such that you have completely mastered one of them. Choose a spell from the Battlemage list that you know, and a metamagic feat you know: the spell you have chosen is now permanently modified by the chosen metamagic effect without changing its spell level. When you cast the chosen spell, you can choose to not apply the metamagic effect to it.


{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells Per Day (0/1st/2nd/3rd/4th)

1st| +0 | +2 | +0 | +2 | Armored in Magic and Steel, Battle Gestures | 3/2/-/-/-

2nd| +1 | +3 | +0 | +3 | Bonus Feat| 4/3/-/-/-

3rd| +2 | +3 | +1 | +3 | Combat Concentration | 5/4/-/-/-

4th| +3 | +4 | +1 | +4 | Spell and Sword In Accord | 6/5/-/-/-

5th| +3 | +4 | +1 | +4 | Battle Gestures | 6/5/2/-/-

6th| +4 | +5 | +2 | +5 | School Specialization | 6/6/3/-/-

7th| +5 | +5 | +2 | +5 | | 6/6/4/-/-

8th| +6/+1 | +6 | +2 | +6 | Bonus Feat | 6/7/5/-/-

9th| +6/+1 | +6 | +3 | +6 | | 6/7/5/2/-

10th| +7/+2 | +7 | +3 | +7 | Battle Gestures | 6/8/6/3/-

11th| +8/+3 | +7 | +3 | +7 | | 6/8/6/4/-

12th| +9/+4 | +8 | +4 | +8 | School Specialization | 6/8/7/5/2

13th| +9/+4 | +8 | +4 | +8 | | 6/9/7/5/3

14th| +10/+5 | +9 | +4 | +9 | Bonus Feat | 6/9/8/6/4

15th| +11/+6/+1 | +9 | +5 | +9 | Battle Gestures | 6/9/8/6/5

16th| +12/+7/+2 | +10 | +5 | +10 | Spellsword | 6/9/8/7/5

17th| +12/+7/+2 | +10 | +5 | +10 | | 6/10/9/7/6

18th| +13/+8/+3 | +11 | +6 | +11 | Bonus Feat | 6/10/9/7/6

19th| +14/+9/+4 | +11 | +6 | +11 | | 6/10/9/8/7

20th| +15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Mastery | 6/10/9/8/7
[/table]


Spell List:
0th Level:
Abjuration:
Resistance

Conjuration:
Acid Splash

Divination:
Read Magic
Detect Magic
Evocation:
Ray of Frost
Light
Electric Jolt

Necromancy:
Disrupt Undead
Touch of Fatigue

Transmutation:
Mending
Open/Close

Universal:
Prestidigitation
Arcane Mark

1st Level:
Abjuration:
Endure Elements
Shield
Protection from Alignment
Nightshield

Conjuration:
Mage Armor
Summon Monster 1
Blades of Fire
Summon Undead 1
Orb of Acid, Lesser
Orb of Cold, Lesser
Orb of Electricity, Lesser
Orb of Fire, Lesser
Orb of Sound, Lesser

Divination:
Identify
True Strike
True Casting
Vigilant Slumber

Evocation:
Burning Hands
Ray of Flame
Magic Missile
Shocking Grasp

Necromancy:
Chill Touch
Death's Call

Transmutation:
Babau Slime
Enlarge Person
Fist of Stone
Magic Weapon
Nerveskitter

2nd Level:
Abjuration:
Protection From Arrows
Resist Energy
Arcane Turmoil
Deflect

Conjuration:
Ice Knife
Malevolent Miasma
Summon Undead II
Acid Arrow
Summon Monster II

Divination:
See Invisibility
Sure Strike

Evocation:
Blast of Force
Electric Loop
Flaming Sphere
Frost Breath
Scorching Ray

Necromancy:
Death Armor
False Life
Ghoul Touch

Transmutation:
Bear's Endurance
Bull's Strength
Cat's Grace
Levitate
Bristle
Body of the Sun
Sonic Weapon
Wraithstrike

3rd Level:
Abjuration:
Dispel Magic
Explosive Runes
Protection from Energy
Karmic Backlash
Conjuration:
Acid Breath
Icelance
Summon Undead III
Summon Monster III

Divination:
Telepathic Bond, Lesser
Spellcaster's Bane

Evocation:
Chain Missile
Manyjaws
Sound Lance
Fireball
Lightning Bolt

Necromancy:
Halt Undead
Vampiric Touch
Undead Lieutenant

Transmutation:
Bite of the Wererat
Diamondsteel
Dragonskin
Weapon of Energy
Weapon of Impact

4th Level:
Abjuration:
Dispelling Screen
Resistance, Greater
Resist Energy, Mass
Stoneskin
Globe of Invulnerability, Lesser

Conjuration:
Dimension Door
Summon Monster IV
Summon Undead IV
Orb of Acid
Orb of Cold
Orb of Electricity
Orb of Fire
Orb of Sound
Blast of Flame

Divination:
Assay Spell Resistance
Arcane Eye

Evocation:
Defenestrating Sphere
Energy Spheres
Fire Shield
Force Missiles
Ice Storm
Shout

Necromancy:
Animate Dead
Burning Blood
Finger of Agony

Transmutation
Enlarge Person, Mass
Bite of the Werewolf
Spell Enhancer
Poison Needles

Chronologist
2012-09-11, 03:39 PM
For the Battlemage, I'd go with d8 hit dice. Better yet, look up the Magus class for the Pathfinder RPG, pathfinder is basically D&D 3.75. It's exactly what you're looking for here.

If you think the Magus is a little too strong, then you can reduce their spells per day, their Magus Arcana or their arcane pool to drop them to something more acceptable. I think they'd fit in perfectly in a 3.5 game.

I'm liking this homebrew. You could have easily just said "redguards are humans, elves are the same as 3.5 with a minor adjustment, etc." but you went for a more accurate conversion and it shows.

Shouts look pretty powerful right now, but I like the way you're handling the recharge mechanic.

Keep up the good work.

Edge
2012-09-11, 06:21 PM
My initial skim says this looks mostly solid, but I'm kinda tired right now so take that review with a pinch of salt.

However, I will say this: the cooldowns on the Shouts, whilst accurate to the spirit of Skyrim, are too long for D&D. A usual level-appropriate combat encounter lasts for 5 rounds at most. As it stands, using even FUS RO will stop you from using any other Shout for the rest of the average encounter.

My personal solution would be to make the Dovahkiin into three base classes - one with a martial focus, one with a thief focus, and one with a mage focus, and let them ready and recover Shouts in a manner similar to how martial adepts ready, expend and recover maneuvers.

I'll give Battlemage a proper look over tomorrow, but a very quick glance doesn't raise any glaring issues, and it in fact looks somewhat anaemic. But tiredness may well be my undoing here. I'll give it a proper look tomorrow.

13_CBS
2012-09-11, 07:06 PM
For the Battlemage, I'd go with d8 hit dice. Better yet, look up the Magus class for the Pathfinder RPG, pathfinder is basically D&D 3.75. It's exactly what you're looking for here.

Hmm...interesting. Will take a look.



However, I will say this: the cooldowns on the Shouts, whilst accurate to the spirit of Skyrim, are too long for D&D. A usual level-appropriate combat encounter lasts for 5 rounds at most. As it stands, using even FUS RO will stop you from using any other Shout for the rest of the average encounter.

My personal solution would be to make the Dovahkiin into three base classes - one with a martial focus, one with a thief focus, and one with a mage focus, and let them ready and recover Shouts in a manner similar to how martial adepts ready, expend and recover maneuvers.


That would work except for one thing; I designed the Shouts assuming that all the PCs would be Dragonborn, AND assuming that the PCs would also pick whatever other class they wanted (as long as it's not something too outlandish for a Skyrim campaign). If they could use the Shouts more frequently, then the Shouts would have to be significantly toned down for them to not be broken--I have no desire to DM a campaign where the PCs stunlock everything to Oblivion by having everyone spam Unrelenting Force one after another.

Grimsage Matt
2012-09-11, 09:50 PM
To solve both problems.... http://www.giantitp.com/forums/showthread.php?t=250268&highlight=Dragonborn Someone allready made a dragonborn base class. Take diffrent perks if you want the diffrent archtypes.

13_CBS
2012-09-14, 02:19 PM
To solve both problems.... http://www.giantitp.com/forums/showthread.php?t=250268&highlight=Dragonborn Someone allready made a dragonborn base class. Take diffrent perks if you want the diffrent archtypes.

I already posted an answer for this elsewhere (namely the minmax boards), so I'll just repost it here:

I've never quite agreed with how other homebrewers represent Shouts in D&D 3.5, namely how Shouts are inherently part of a class. That never sat right with me; in Skyrim, the growth of your character build and the growth of your Shouts are almost completely independent. You could be a great thief, a mighty warrior, or the most powerful mage alive, and your Shouts could still be fully developed or not developed at all. Your Shout progression and your character progression pretty much had nothing to do with each other. Another part of this is that I designed all of this assuming that players would be able to choose just about any class they'd like while still being able to do Dragonborn stuff (Shouts, eat dragon souls, etc.), as long as the class they choose aren't completely, irredeemably at odds with the Elder Scrolls setting. I didn't want to force players to pick between one to three base classes if they also wanted to be Dragonborn.


Edit: NOTE: After getting suggestions that the Breton race was rather underpowered, Bretons get an additional +2 bonus to their Wisdom.

G0ldenEye5
2016-12-01, 02:52 PM
Hey love this, I'm using some of its mechanics for my own skyrim based D&D campaign but I've noticed in the additional artifacts section there isn't the blade of woe. seeing as I'm not especially good at making any custom weapon i was wondering if you would sometime in the future add the blade of woe into this so i can use it in my campaign. thanks and again awesome work!

spitslime
2017-10-14, 12:55 AM
Hello, loving the work but seen you post this in 2012, me and a friend are attempting to Co-DM a Skyrim adventure pretty much after a 6 hour discussion last night agreed to this. Do you happen to have all your information packed into a file to be downloaded? We already prior to our idea begun our own archives of items, weapons, maps, armors...etc. etc., but your work would be awesome reference though I suppose I could just start printing lol, regardless awesome work!