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  1. - Top - End - #1
    Dwarf in the Playground
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    Default [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Hello all, this is my first post here. I've had these sitting on my HD for quite some time, and Skyrim inspired me to go back to them. I'll be converting (or attempting to convert) the artifacts, relics and magic items of the Elder Scrolls to D&D 3.5. I attempted to convert the races at one point, but juggling the LA with the balance-hell that are the races of Nirn drove me nuts. There's a bit of mental gymnastics required with staves as well, but I converted them based on how they would function as D&D staves. The artifacts are also based on all their appearances, from Arena to Skyrim.

    There are some issues with the prices here - in the case of epic items, I don't use the 'multiply price by 10' calculation since it strikes me as being really arbitrary. Otherwise, I'm open to suggestions, criticism and comments.

    Here are the first three I set out to convert.


    Auriel’s Bow
    Price (Item Level): - (21st)
    Body Slot: - (held)
    Caster Level: 21st
    Aura: overwhelming (DC 25); evocation
    Activation: standard action
    Weight: 3 lb

    This beautifully crafted longbow is free of decoration and adornment; the pinnacle of a master's craft.

    This modest looking Elven longbow is one of the mightiest artifacts in Tamriel’s history. Auriel’s Bow is a +5 longbow of unerring accuracy that also functions as a composite longbow if its wielder’s Strength score is greater than his Dexterity score. Arrows fired by Auriel’s Bow can have one of the following three effects; chosen by the wielder before making the attack.

    Lightning Blast: +3d6 electricity damage on a successful strike.
    Magicka Leech: 1d6 spell slots drained from target.
    Sleep: up to 20 HD; Will negates (DC 23)

    Once per day, an arrow fired by Auriel’s Bow can become an arrow of slaying. Anyone struck by this arrow must make a Fortitude save (DC 20) or die.

    Lore: Created by the great Elvish demigod, Auriel's Bow is one of two mythic artifacts attributed to him. (Knowledge [religion] DC 20)
    Auriel's Bow can turn any missile into a bolt of death and destruction. Without its master's presence, the bow draws on its own power and may abandon its wielder. (Knowledge [arcana] DC 20)

    In the Forgotten Realms: Auriel's Bow was carried by a famous Elven hero, and is currently the focus of a search by the church of Corellon Larethian.


    Spell Breaker
    Price:
    708,000 gp
    Body Slot: - (held)
    Caster Level: 25th
    Aura: strong (DC 22), abjuration
    Activation: standard action
    Weight: 27 lb

    Glittering brass and strange golden metals make up the surface of this massive shield.

    Spell Breaker, superficially a +4 tower shield of great reflection of dwemer make, is one of the most ancient relics of Tamriel. Three times per day the shield’s bearer can cast silence as a 25th level caster.
    Once per day the shield allows use of celerity as cast by a 25th level caster.

    Lore: Spell Breaker, superficially a Dwemer tower shield, is one of the most ancient relics of Tamriel. Aside from its historical importance in the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spell caster, either by reflecting magicks or silencing any mage about to cast a spell. It is said that Spell Breaker still searches for its original owner, and will not remain the property of anyone else for long. For most, possessing Spell Breaker for any length of time is power enough. (Knowledge [arcana] DC 25)

    Spell Breaker has since ended up in the claws of the Daedric Prince Peryite, and he often rewards mortals who perform tasks for him with it. (Knowledge [arcana/the planes] DC 30)

    Prerequisites: Craft Epic Magic Arms and Armor; celerity, silence, spell turning.
    Cost to Create: 354,000 gp + 14,160 xp; 354 days.

    In the Forgotten Realms: Spellbreaker was crafted by the first Dwarven king millenia ago, and is now rumored to be in the hoard of a green dragon near Evermeet.


    Oghma Infinium
    Price:
    -
    Body Slot: -
    Caster Level: 30th
    Aura: overwhelming (DC 25), universal
    Activation: special
    Weight: 4 lb

    This heavy book is bound in the skin of unknown humanoids, and its pages are filled with eldritch diagrams.

    When read, the Oghma Infinium offers its reader a choice of one of three paths:

    Path of Shadow: +10 Dexterity; +30 to Move Silently and Open Lock; Weapon Finesse now benefits weapon damage as well;
    Path of Spirit: +10 Intelligence; +30 Knowledge (arcana) and Spellcraft; double the benefit from Spell Focus, Greater Spell Focus and Epic Spell Focus;
    Path of Steel: +10 Strength; +30 Craft (armorsmithing) and Craft (weaponsmithing); double the bonus from Weapon Focus, Greater Weapon Focus and Epic Weapon Focus.

    Once read and studied for eight hours, the Oghma Infinium bestows its benefits on the reader and vanishes into the ether, returning to Hermaeus Mora.

    Lore: The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder. (Knowledge [arcana] DC 30)
    The Infinium is under the command of Hermaeus Mora, who gives it freely to ambitious mortals in exchange for a task of his choice. (Knowledge [arcana/the planes] DC 35)

    In the Forgotten Realms: The Oghma Infinium was the first tome penned by Oghma to appear in the Realms. It now resides in the Outlands, although rumor persists that the book has vanished.

  2. - Top - End - #2
    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    109 views and no comments?

  3. - Top - End - #3
    Troll in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    What you have here is great in that you've included both the mechanics and fluff in a professional format. However, it's kind of...underwhelming. I mean, the Elder Scrolls mythos describes far more than three epic items.

    Some things to consider:
    Aedra
    Daedra
    nations (Summerset Isles, Skyrim, Morrowind, etc.)
    races
    other storied items
    and so on

  4. - Top - End - #4
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Hell, just the daedric artifacts would be great. What you have is gooD, but as TPAM said, it's not really enough.
    The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.

    "Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
    Quote Originally Posted by The Glyphstone View Post
    Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
    The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
    Quote Originally Posted by Drachasor View Post
    The sanity of DMs also varies wildly.

  5. - Top - End - #5
    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    I do intend to convert most magical items in the series. Some are rather straightforward, some are blatantly broken (WABBAJACK DEAR GOD WABBAJACK) and someone are moderately powerful magical items. Some might get tweaks to make them more in-line with their names, like the Necromancer's Amulet, which will grant a boost to necromantic spells.

  6. - Top - End - #6
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Hmm...
    Why isn't spell breaker a major artifact? Why just epic item?

    Why does spell breaker not actually give any resistance against magic?

    I like the Oghma Infinium, but I think it should give another ability boost for each path. Dex and cha, int and wis, Str and con. That's just my opinion though.
    Last edited by Dragon Star; 2012-01-25 at 03:03 AM.
    The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.

    "Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
    Quote Originally Posted by The Glyphstone View Post
    Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
    The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
    Quote Originally Posted by Drachasor View Post
    The sanity of DMs also varies wildly.

  7. - Top - End - #7
    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Quote Originally Posted by Dragon Star View Post
    Hmm...
    Why isn't spell breaker a major artifact? Why just epic item?

    Why does spell breaker not actually give any resistance against magic?

    I like the Oghma Infinium, but I think it should give another ability boost for each path. Dex and cha, int and wis, Str and con. That's just my opinion though.
    Spell Breaker has never given Resist Magic in any of its incarnations, plus I found it pretty easy to stat out as an epic item. It's always granted the ability to reflect magic.

    I'll think about the Oghma Infinium. I'd like to expand the options given by the book, but I couldn't think of a way that doesn't screw over another class.

  8. - Top - End - #8
    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Skull of Corruption
    Price: -
    Body Slot: - (held)
    Caster Level: 20th
    Aura: strong (DC 24); illusion and necromancy
    Activation: standard action
    Weight: 3 lb

    This grisly magical staff is made of yew and crowned with the sickly yellow skull of a horned humanoid.

    Sacred to Vaermina, Daedric Prince of Nightmares, the Skull of Corruption is a +2 doom burst quarterstaff that allows use of the following spells:

    Scare (1 charge)
    Fear (1 charge)
    Fever dream (2 charges)
    Nightmare (2 charges)
    Phantasmal killer (2 charges)
    Nightmare terrain (3 charges)
    Symbol of fear (3 charges)
    Weird (4 charges)

    When left overnight with a sleeping individual, the staff gorges on the sleeper’s dreams, inflicting him with a nightmare spell (CL 20th) but doing so empowers the staff; increasing the save DC of its spells by +2 and allows its wielder to inflict an additional 1d6 Wisdom damage to any creature with any off the staff’s spells.

    The staff’s most potent power is the ability to clone a single target of the caster’s choice. This ability functions exactly like the clone spell, save that the newly formed cloned is hostile and has all the feats, skills, and powers of the original. The clone is driven to attack the original creature and dies when the original dies. A Fortitude save (DC 18 + spellcasting ability modifier) negates the effect. However, if the original slays the clone, he receives a +1 inherent bonus to his highest ability score. This ability depletes 10 charges from the staff. The same creature cannot be clones twice, and the clone is not affected by the staff’s clone ability.

    Lore: The Skull of Corruption is sacred to Vaermina, Daedric Prince of Nightmares. Using the Skull of Corruption on an opponent creates a duplicate of the victim. However, this duplicate will attack the original, not the wielder of the Skull. (Knowledge [arcana/religion] DC 20)

    The Skull of Corruption is infamous for its hunger for dreams. If left without any dreamers to gorge itself on, the artefact has been known to expand its area of influence. Legends speak of entire cities locked in a waking nightmare, never knowing why they feared sleep and why all they knew was nightmare. Vaermina glories in this, and has been known to leave the staff unattended near cities for centuries for her own amusement. (Knowledge [arcana] DC 25)

    Ring of Khajiti
    Price:
    259,200 gp
    Body Slot: Ring
    Caster Level: 20th
    Aura: strong (DC 23); illusion
    Activation: standard action, special
    Weight: -

    This plain golden band is set with a single large topaz.

    The Ring of Khajiti is legendary among thieves, and confers a +20 competence bonus to Move Silently checks when worn. In addition, the wearer’s land speed increases by 30ft, and he may become invisible (as superior invisibility) for twenty minutes each day; this duration can be broken into smaller increments.

    Lore: The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. (Knowledge [arcana] DC 20)

    Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies. (Knowledge [arcana] DC 25)

    Cost to Create: 129,600 gp + 5184 xp; 130 days.
    Prerequisites: Forge Ring, creator must have 20 ranks in Move Silently; expeditious retreat, superior invisibility.

    Spear of Bitter Mercy
    Price:
    -
    Body Slot: - (held)
    Caster Level: 17th
    Aura: strong (DC 24); conjuration
    Activation: standard action
    Weight: 6 lb

    This beautifully forged spear radiates an almost palpable sense of death.

    The Spear of Bitter Mercy is a +4 vicious spear that grants its wielder the ability to summon an elder air elemental to his side three times per day. In addition, five times per day the wielder of the Spear of Bitter Mercy may cloak himself in an aura that functions as a karmic retribution spell.

    The spear’s most fearsome power is the ability to slay with a single strike. The spear has five charges, and expending one charge forces the target of the spear’s next attack to make a Fortitude save (DC 20) or die. A successful saving throw still inflicts 3d6 + 17 damage.

    Lore: One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin. The only known legend about it is its use by a mighty hero during the fall of the Battlespire. The hero was aided by the Spear in the defeat of Mehrunes Dagon and the recapturing of the Battlespire. Since that time, the Spear of Bitter Mercy has made few appearances within Tamriel. (Knowledge [arcana] DC 30)

  9. - Top - End - #9
    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Wabbajack
    Price:
    -
    Body Slot: - (held)
    Caster Level: 25th
    Aura: overwhelming (DC 25), transmutation
    Activation: spell trigger

    This plain-looking wooden quarterstaff is capped by a triad of faces facing outwards, each with a different expression on its face.

    This utterly bizzare +3 quarterstaff of chaotic power is legendary among worshipers of Sheogorath. At the cost of one charge, the wielder of Wabbajack can invoke a peculiar version of the shapechange spell on any one target, transforming into anything from a sweetroll to a lich. With a successful ranged attack roll, the wielder of Wabbajack can inflict one of the following conditions on his target.

    D100 Effect
    01-04 20d6 fire damage (Ref ½)
    05-08 20d6 cold damage (Ref ½)
    09-12 20d6 electricity damage (Ref ½)
    13-16 Maximized vampiric touch (Fort ½)
    17-20 Finger of death (Fort partial)
    21-24 Greater invisibility
    25-28 Heal
    29-32 Transform into a rat (Will negates, applicable to all transform effects)
    33-36 Transform into an imp
    37-40 Transform into a dryad
    41-44 Transform into a shower of gold coins
    45-48 Transform into an iron golem
    49-52 Transform into a flesh golem
    53-56 Transform into a fire elemental
    57-60 Transform into an air elemental
    61-64 Transform into a water elemental
    65-68 Transform into livestock (chicken, cow, etc)
    69-72 Transform into a giant scorpion
    73-76 Transform into a sweetroll
    77-80 Transform into a zombie
    81-84 Transform into a skeleton
    85-88 Transform into a goblin
    89-92 Transform into a lich
    93-96 Transform into a solar
    97-100 Transform into a balor

    The DCs are 20 + spellcasting ability score modifier, or Charisma if the wielder has no spellcasting classes. Creatures with less than 25 Hit Dice get no saving throw, and creatures ten levels higher than the wielder are not affected. Deities and beings of similar stature (archdevils, abyssal lords and so on) are also similarly immune.

    The resulting creature is not beholden in any way to the wielder, and behaves exactly as though an example of that creature had suddenly been summoned from whatever it was doing at the time (demons would rampage, intelligent creatures would be confused, animals would be frightened and possibly react violently, etc.). The caster would be free to attempt to bargain for service, or attempt to subdue and direct the resulting creature by force.

    Lore: Madness and chaos are the trademarks of Sheogorath. The Wabbajack embodies these same traits. The staff inflicts a random effect on its victim, and the wielder has no control over the effect. (Knowledge [arcana] DC 20)
    Last edited by LordofBones; 2012-01-25 at 06:14 AM.

  10. - Top - End - #10
    Dwarf in the Playground
     
    NecromancerGuy

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    I've never played Elder Scrolls, but some of our group has and I do like what you've posted here.

    In the game (and your conversion of it) can a character benefit from the Oghma Infinium more than once?

  11. - Top - End - #11
    Dwarf in the Playground
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    Quote Originally Posted by silver spectre View Post
    I've never played Elder Scrolls, but some of our group has and I do like what you've posted here.

    In the game (and your conversion of it) can a character benefit from the Oghma Infinium more than once?
    The Oghma Infinium only allows its benefit to be used once. I suppose you could petition Hermaeus Mora for more tasks so you could read another path, but that's not possible in TES games for balance reasons. Shouldn't be a problem in PnP though, assuming Mora bothers answering the summons.

  12. - Top - End - #12
    Barbarian in the Playground
     
    TravelLog's Avatar

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    I love the Wabbajack. I'm quite curious to see how you deal with Azura's Star/The Black Star, not to mention the Ring of Namira.
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    Barbarian in the Playground
     
    Dsurion's Avatar

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    Quote Originally Posted by LordofBones View Post
    The Oghma Infinium only allows its benefit to be used once. I suppose you could petition Hermaeus Mora for more tasks so you could read another path, but that's not possible in TES games for balance reasons. Shouldn't be a problem in PnP though, assuming Mora bothers answering the summons.
    If you're playing Hermaeus Mora right though, he won't. He'll leave you in search of it for eternity.

    Anyway, I like these artifact conversions a lot, especially the Skull of Corruption. Just wanted to put that out there

  14. - Top - End - #14
    Dwarf in the Playground
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    Bloodworm Helm
    Price:
    -
    Body Slot: Head
    Caster Level: 20th
    Aura: strong (DC 24); necromancy
    Activation: special
    Weight: 1 lb

    This eerie helm seems to be made of magically fortified bone.

    A boon to any practitioner of the deathless arts, the Bloodworm Helm allows its wearer to cast summon undead IV as a 20th level caster five times per day. When worn by a wizard specialized in the school of necromancy however, its true capabilities become apparent.

    First, the Bloodworm Helm grants its wearer the ability to rebuke undead as an evil cleric of his Hit Dice, save that undead rebuked are instead commanded and the caster adds one-half his Intelligence score to the roll. Additionally, undead created or commanded by the wearer receive the benefit of a desecrate spell. Finally, once per day the wearer of the Bloodworm Helm may make a melee touch attack to exhaust his target (Fort negates), inflict an empowered vampiric touch (Fort halves) or absorb 1d6 spell levels from his target (Will negates). These spell levels can be used to replenish a number of spell slots equal to the amount absorbed (for example, absorbing 3 spell levels means that the caster can replenish one 1st level spell slot and one 2nd level spell slot and so on). Each effect is considered to be a 5th level spell cast by the wearer for the purposes of determining caster level and save DC.

    Lore: The King of Worms was said to have left behind one of his prized possessions, the Bloodworm Helm. The Helm is a construct of magically formed bone. It would be a prized artifact to a necromancer. (Knowledge [arcana] DC 25; 20 if a necromancer)

    In the Forgotten Realms: The Bloodworm Helm was crafted long ago by Myrkul himself, as a mortal necromancer. The artifact has been gifted to particularly noteworthy wizards in his service, and current rumor holds that the helm has been found by a lich in the service of Velsharoon.

    Ring of Namira
    Price:
    -
    Body Slot: Ring
    Caster Level: 20th
    Aura: overwhelming (DC 25); transmutation
    Activation: standard action, special
    Weight: -

    You feel an almost instinctual sense of revulsion as you stare at this plain brass band.

    The Ring of Namira, when worn, confers a +6 bonus to the wearer’s Constitution score. The wearer of the ring is shrouded in a peculiar defensive cloak that reflects melee and ranged damage (excluding spells) against the attacker, and as a standard action the wearer may invoke a spell turning cast at 20th level each round. How much damage the attacker suffers depends upon his nature; animals and fey take no damage, being creatures of nature. Supernatural beings, such as dragons and outsiders, only take half the damage they do. Humanoids and magical beasts take full damage. Undead take twice the damage they dole out, because they are wholly unnatural creatures.

    A far grislier boon of the ring becomes evident if the wearer, at any time, performs an act of cannibalization. For 8 hours after performing the act, the wearer gains regeneration equal to twice his Constitution score.

    Lore: Namira is aligned with the darker side of nature, as is her ring. While the ring is being worn, any damage the bearer takes is suffered by the attacker as well. (Knowledge [arcana] DC 20)

    Namira is queen of ancient darkness and all things repulsive. Her ring is similarly aligned, and confers a boon of healing upon the undertaking of revolting acts. (Knowledge [arcana] DC 30)

    Sanguine Rose
    Price:
    183,600 gp
    Body Slot: -
    Caster Level: 17th
    Aura: strong (DC 24); conjuration
    Activation: standard action
    Weight: -

    The petals on this rose are as red as blood.

    This unassuming rose is a creation of the hedonistic Daedric Prince Sanguine. As a standard action, the caster may summon a random slaad of any type to his location. The slaad is uncontrollable and attacks anything in sight except for the holder of the rose for 17 rounds or until it is slain. Each summon consumes a petal, and the rose withers into nothingness when the last petal is consumed. The rose has twenty petals.

    Lore: The Sanguine Rose is not an artifact most folk would care to have. The rose is like any other in that it will wilt. The more of its power that is used, the more wilted it becomes. Eventually all its petals fall off and it loses its powers. Somewhere in Oblivion a new rose blooms and is plucked by Sanguine himself to be given to a new champion. (Knowledge [arcana] DC 20)

    Cost to Create: 91,800 gp + 3,672 xp; 92 days.

    Prerequisites: Craft Wondrous Item; gate
    Last edited by LordofBones; 2012-01-26 at 05:18 AM.

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    Dwarf in the Playground
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Minor note on the Rose: it was capable of summoning lesser daedra in Daggerfall and any daedra in Oblivion. I went the Oblivion route.

    Additionally, I chose slaad because CN fits Sanguine more than any evil alignment.

  16. - Top - End - #16
    Dwarf in the Playground
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    I've also been toying with statting out the Daedric Princes in deity format. Statting out the Princes themselves is about as futile as statting out deities; I'll consider doing their aspects as epic threats, but not the 'true' Princes.

    Here's an example.

    PERYITE
    the Taskmaster, Lord of Pestilence

    Daedric Prince
    Symbol: A green dragon's head
    Home Plane: Oblivion/Peryite's Pits, or Baator/Peryite's Pits
    Alignment: Lawful Evil
    Aliases: none
    Superior: none
    Allies: Jyggalag.
    Foes: Ebonarm, Mephala, Vaermina
    Servants: none
    Servitor Creatures: baatezu, creatures associated with disease, daedra, green dragons, plaguebringers
    Manifestations: Localized plagues or epidemics of new diseases
    Signs of Favor: the appearance of the artifact Spell Breaker
    Worshipers: the sick and the afflicted, those who crave order, those who believe in the natural order of disease
    Cleric Alignments: LN, LE, NE.
    Speciality Priests: None
    Holy Days: 9th of Rain's Hand
    Portfolio: Ordering of the lowest rungs of Oblivion, pestilence
    Domains: Evil, Law, Pestilence, Suffering
    Favored Weapon: none

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    Dwarf in the Playground
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    Azura’s Star
    Price:
    -
    Body Slot: -
    Caster Level: 21st
    Aura: overwhelming (DC 25); transmutation
    Activation: -
    Weight: -

    This exquisitely beautiful fist-sized sapphire is in the shape of a starburst. Each spoke bears a silver band.

    Azura’s Star is a potent magical gem, prized amongst those who traffic in souls. The Star’s most obvious trait is that it can be used as a material component in any spell that requires a material component of a crystal, precious gemstone or gemstone derivative without being consumed in the casting; such as sunburst, stoneskin and true resurrection. The exceptions are magic jar and spells from the school of Necromancy that involve animating the undead.

    The Star’s most potent ability, however; is the ability to retain the soul of any non-humanoid, sentient or otherwise, when used as a material component in spells such as imprison soul and soul bind. The Star can trap any soul regardless of Hit Dice, and souls trapped in such a manner are at the mercy of the artifact’s owner. When used to craft and enchant magical items, the soul trapped within can be used in place of the crafter to mitigate experience costs, with the soul providing 250 xp per Hit Dice. Alternatively, the soul may be used to recharge charged magical items, restoring one charge per four Hit Dice.

    A sufficiently powerful necromancer can profane the Star and turn it into an object of evil instead. The exact details of such rituals are unknown, but it has only happened once in recorded history.

    Lore: Few mortals have the stomach to trade in souls. The Dark Brotherhood does it, as do certain groups within the Mages Guild. For these cruel folk, Azura's Star has a particular fascination. The Star acts as a reusable soul gem. (Knowledge [arcana] DC 15)

    Black Star
    Price:
    -
    Body Slot: -
    Caster Level: 21st
    Aura: overwhelming (DC 25); necromancy
    Activation: -
    Weight: -

    This exquisite, glittering black sapphire is in the shape of a starburst. Darkened silver bands snake around each spoke.

    When profaned by powerful necromantic magic, Azura’s Star may be twisted into a malignant version of its former grace. The Black Star, as it is known, functions exactly like Azura’s Star save that it also functions as an inexhaustible material component for spells in the school of Necromancy, and can be used to trap humanoid souls as well. Such spells also gain a +1 profane bonus to their DC.

    Lore: Powerful necromancers may know how to corrupt Azura's Star and turn it into an object of evil instead. Twisted in such a manner, the Star may have darker boons to the aspiring unscrupulous mage. (Knowledge [arcana] DC 35)

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    The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.

    When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a Season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.

    BIRTHSIGNS

    The Apprentice

    The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.

    Benefit: You gain a +2 bonus to your arcane caster level and Spellcasting Prodigy as a bonus feat.
    Drawback: You suffer +1 damage per die from all spell damage.

    The Atronach

    The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they suffer from a lack of magical aptitude.

    Benefit: You gain a +2 bonus to your arcane caster level and you have a 50% chance of absorbing any spell directed at you to replenish your own spells.
    Drawback: You require twice the amount of time to prepare and scribe spells. Additionally, you do not gain spells at each level; if you are a sorcerer you only gain half the amount of spells you would normally receive at each level and you cannot swap out spells.

    The Lady

    The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.

    Benefit: You gain a +2 bonus to Wisdom. Additionally, you gain a +2 bonus to your Fortitude saving throw.

    The Lord

    The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.

    Benefit: You gain +2 Constitution. Your heart beats with the blood of the north, allowing you to gain fast healing equal to your Constitution modifier once per day per four character levels. This fast healing lasts for one round per character level.
    Drawback: You are trollkin, afflicting you with a weakness to fire. When you are dealt fire damage, you consider the damage die to be one step higher (i.e. a d6 becomes a d8, d8 to d10, etc).

    The Lover

    The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.

    Benefit: You gain +2 Dexterity and +2 Charisma. Once per day, you may invoke a Lover's Kiss as a touch attack, paralyzing your target for one round per four character levels. (Fort negates)
    Drawback: You are exhausted for one round per two character levels after using your Lover's Kiss, regardless of whether your opponent made his save.

    The Mage

    The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more talent for all kinds of spellcasting, but are often arrogant and absent-minded.

    Benefit: You gain a +2 bonus to your Intelligence. Additionally, if you are a specialist wizard or have selected Spell Focus as a bonus feat at 1st level, you gain a +1 bonus to the save DCs of your favoured school.

    The Ritual

    The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

    Benefit: Due to the unique nature of this sign, the actual benefits are unknown. Some can disrupt undead (1d6 positive energy damage/two character levels, Fort halves) with a touch, some can cause one dead creature per two character levels to rise as a skeleton under the caster's control, and some can heal themselves with a thought (1d6/two character levels). There may be other unique abilities, depending on the time and date.

    The Serpent

    The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.

    Benefit: You are Serpent-Born, granting you a +2 bonus to the ability score of your choice, and either a +1 bonus to caster level, spell save DC, attack rolls or damage rolls. Additionally, with a single touch attack you may lay a Serpent's Kiss once per day per two character levels (1d6 Con, Fort negates).

    Drawback: You are Star-Cursed, afflicting you with a -2 penalty to a single ability score (to be decided by the DM). In addition, you suffer one die of damage extra from all weapons, and whenever you use Serpent's Kiss you suffer 1d6 points of damage per two character levels.

    The Shadow

    The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.

    Benefit: You may hide in shadows as a shadow dancer of one-half your level. Additionally, you gain a +2 bonus to Hide checks, and whenever you cast a spell meant to obscure, hide or camouflage you do so at +1 caster level.

    The Steed

    The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.

    Benefit: You gain a 10ft. increase to your speed. Additionally, you are not slowed down by armor, and your carrying capacity and encumbrance are increased by 25%.

    The Thief

    The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

    Benefit: You have a permanent +1 luck bonus to all rolls, saves and checks. Additionally, gain a +2 bonus to Dexterity.

    The Tower

    The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

    Benefit: You gain the ability to detect precious materials in a radius of 60 ft. Additionally, once per day you may open any magical or non-magical lock so long as its caster level is equal to your character level.

    The Warrior

    The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

    Benefit: You gain a +2 bonus to Strength. Additionally, the bonus you gain from Weapon Focus and Weapon Specialization is doubled.



    Birthsigns are balance hell, as are the Breton race. As always, please critique.

    The adjustments to the Serpent birthsign are intentional, as their flavor is out-of-sorts with their actual capabilities in-game.
    Last edited by LordofBones; 2012-01-28 at 09:39 PM.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    I love the birthsigns (the only thing I've read at the moment), but it seems you left out a duration in the Lord Stone's entry. How long does the fast healing last, exactly?
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    Quote Originally Posted by Domriso View Post
    I love the birthsigns (the only thing I've read at the moment), but it seems you left out a duration in the Lord Stone's entry. How long does the fast healing last, exactly?
    Forgot that. I'll go add it in.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    The Birth Signs are great. My only issue comes with The Steed. Compared to the other stones, the Steed is just so... lackluster and meaningless. A slight bump to mobility during combat, and a very small bump to jump checks isn't exactly anywhere near what any of the other stones give.

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    Perhaps the steed could be switched to +10ft land speed (as most bumps are in 10ft increments) and not being slowed by armor?
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    Quote Originally Posted by Vulaas View Post
    Perhaps the steed could be switched to +10ft land speed (as most bumps are in 10ft increments) and not being slowed by armor?
    I would also add something like speed being unaffected by encumbrance (unless you're at or above your max carrying weight) if you're going that route.

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    Quote Originally Posted by Dsurion View Post
    I would also add something like speed being unaffected by encumbrance (unless you're at or above your max carrying weight) if you're going that route.
    Another possibility is that your carrying weight is considered at one step lower than normal(As in Heavy is Medium encumbrance). Problem comes in that there is no max weight then.

    Another is that your carrying capacity and load weights are increased by 25%. Couple that with the 10 ft. increase, it'd be about par for the course I think with the others.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Thanks for the feedback. I'll edit the Steed; I did think it was too weak, but I couldn't really think of anything else.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    ALTMER

    To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear.

    Racial Traits

    All High Elves share the following racial traits:

    • +2 Int, +2 Wis, -2 Str, -2 Con. Altmer are intellectual and wise, but physically frail.
    Highborn (Ex): Altmer are naturally skilled at magic, granting them one extra spell slot or one extra use of each spell level they are capable of casting. Additionally, they gain a +1 bonus to spell DC.
    Paralysis Immunity (Ex): Altmer are immune to paralysis.
    Disease Immunity (Ex): The Altmer superior bood is resistant to all forms of disease. Altmer are immune to all magical and non-magical disease.
    Price of Power: Centuries of inbreeding have left the Altmer with an innate weakness against magic of all types. When an Altmer receives damage from a spell, he treats the damage die as being one step higher.
    Elemental Weakness: Altmer are disadvantaged against the elements. High Elves receive +1 damage per die from electricity and cold damage, and +2 damage per die from fire damage. If the damage is magical in original, relevant saving throws are made at a -2 penalty.
    Favored Class: Wizard.

    SOCIETY

    Intellectual and arrogant, High Elven society is divided into a rigid hierarchy of classes over the millennia. The Wise (teachers and priests) became the highest echelon, followed by Artists, Princes, Warriors, Landowners, Merchants, Workers, and enslaved beasts such as goblins. Early literature by man painted the High Elves in poor light, though the impartiality of these accounts is questionable. It was suggested that the Altmer practiced eugenic infanticide, putting to death nine in ten of their newborns due to impurities, that Altmeri names are simply combinations of numbers in their own language, and that Altmer culture revolves around displaying social status. Later writings contain no mention of any of these practices; whether they were fabricated, exaggerated, or discontinued is not known.

    Alignment: Any. Most Altmer tend to gravitate towards a lawful alignment, although neutral and chaotic alignments are not unknown.

    Lands: The beautiful spires of Summerset Isle house the greatest minds of the High Elves. Little is known of the Isles themselves, but it is rumored that the Sload ruled there once. Recently, pushes made by the younger generation of Altmer have led to the Isles slowly opening its gates to other races, and many of the younger generation have ironically begun turning to the mysterious Psijic Order.

    Settlements: Altmer tend to gravitate towards cities, especially those known for schools and institutions of magic. Altmer-heavy settlements tend to boast a high level of magical activity, and even the lowliest shopkeeper relies on a few magical tricks of the trade to get things done.

    Beliefs: The creation myth of the Altmer begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu, stasis or order, created Anuiel, the soul of all things, so it could know itself. Anuiel in turn created Sithis for the same purpose, who was the force of change and chaos and the sum up of all limitations, and their interrelation created the Aurbis, where the Original Spirits, the Aedra and Daedra, emerged before the creation of the Mundus. The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit"), aspects of aspects of those Aedra who populated the Mundus so that it might last despite Lorkhan's deception.

    As their hierarchical society developed, the lower classes stopped worshipping their own "lesser" Aedra in favor of those claimed by their social "betters".Thus the Altmer pantheon slowly formed around the most popular and well-known of the Aedra, which included Auriel, Trinimac, Syrabane, Phynaster, Magnus, and Y'ffre, many of whom would later be incorporated into the Nine Divines. The transition and choices have not gone without detractors.

    Relations: Legendary for their snobbishness, Altmer find it difficult to relate to the "lesser races". However, many younger elves have begun casting aside their ancestral standoffishness and opened the gates of the Isles to other races. Still, there exists a substantial minority with the belief that the Altmer are the superior race.

    EDIT: Most lore was taken from the UESP lore article on ALtmer.
    Last edited by LordofBones; 2012-01-29 at 06:44 AM.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    This is my attempt at dividing the D&D spell-list into the six colleges of magic in TES. Here's Alteration.

    COLLEGE OF ALTERATION

    Alteration is one of the six schools of magic. Spells in this school change the world around the caster so normal physical truths no longer hold. It is sometimes confused with Illusion magic, as both schools seek to change normal truths. Illusion magic, however, is not bound by the laws of nature but Alteration magic is. The power of Alteration comes from the fact that the nature of its changes applies to all, whereas Illusion magic affects only the caster and the target.

    Cantrips

    Abjuration

    resistance

    Evocation

    dancing lights

    Transmutation

    mage hand
    mending
    open/close


    Universal

    arcane mark
    presdigitation


    1st level

    Abjuration

    alarm
    endure elements
    hold portal
    protection from chaos/evil/good/law
    shield


    CONJURATION

    grease
    mage armor
    obscuring mist


    EVOCATION

    floating disk

    ILLUSION

    magic aura

    TRANSMUTATION

    animate rope
    enlarge person
    erase
    feather fall
    jump
    magic weapon
    reduce person


    2nd level

    Abjuration

    arcane lock
    obscure object
    protection from arrows
    resist energy


    CONJURATION

    web

    EVOCATION

    continual flame
    gust of wind


    ILLUSION

    magic mouth

    NECROMANCY

    spectral hand

    TRANSMUTATION

    alter self
    knock
    levitate
    pyrotechnics
    rope trick
    spider climb
    whispering wind


    3rd level

    ABJURATION

    magic circle against chaos/good/evil/law
    nondetection
    protection from energy


    CONJURATION

    sleet storm
    stinking cloud


    EVOCATION

    tiny hut
    wind wall


    NECROMANCY

    gentle repose

    TRANSMUTATION

    fly
    gaseous form
    greater magic weapon
    haste
    keen edge
    secret page
    shrink item
    slow
    water breathing


    4th level

    ABJURATION

    lesser globe of invulnerability
    stoneskin


    CONJURATION

    solid fog

    EVOCATION

    fire shield
    resilient sphere


    TRANSMUTATION

    mass enlarge person
    mass reduce person
    polymorph
    stone shape


    5th level

    ABJURATION

    mordenkainen's private sanctum

    EVOCATION

    interposing hand
    sending


    TRANSMUTATION

    animal growth
    baleful polymorph
    fabricate
    overland flight
    passwall
    telekinesis
    transmute mud to rock/rock to mud


    6th level

    ABJURATION

    glove of invulnerability
    guards and wards
    repulsion


    CONJURATION

    acid fog

    EVOCATION

    bigby's forceful hand

    TRANSMUTATION

    control water
    flesh to stone
    move earth
    stone to flesh
    tenser's transformation


    7th level

    EVOCATION

    forcecage
    bigby's grasping hand


    TRANSMUTATION

    control weather
    reverse gravity
    statue


    UNIVERSAL

    limited wish

    8th level

    ABJURATION

    mind blank
    prismatic wall
    protection from spells


    EVOCATION

    bigby's clenched fist
    telekinetic sphere


    TRANSMUTATION

    iron body
    polymorph any object


    9th level

    ABJURATION

    freedom
    imprisonment
    prismatic sphere


    EVOCATION

    bigby's crushing hand

    TRANSMUTATION

    shapechange
    timestop


    UNIVERSAL

    wish

  28. - Top - End - #28
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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    The races of Tamriel are far stronger than the D&D 3.5 races. I haven't given them any LA, since I'm not comparing them to PHB races.

    ARGONIAN

    Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.

    Racial Traits

    All Argonians share the following racial traits:

    • +2 Dex, +2 Int, -2 Cha, -2 Con. Argonians are swift and calmly intelligent, but their alien looks and physiology are offsetting.
    Blood of the Hist (Ex): Argonian blood is naturally resistant to disease, granting them a +2 bonus to all saving throws against disease. Note that the penalty to Constitution does not affect their Fortitude saves against disease.
    Poison Immunity (Ex): Argonians are immune to all magical and non-magical poisons.
    Gills (Ex): Argonians have a hidden set of gills, enabling them to breathe water freely.
    Histskin (Su): Once per day, Argonians can gain the power of the Hist, granting them fast healing equal to their Constitution modifer for one round per character level.
    Favored Class: Duskblade.

    Argonian Characters

    Swift and intelligent, Argonians make excellent thieves and mages.

    Adventuring Argonians: Argonian adventurers are a rare breed. Most Argonians are relatively backward tribal people, more concerned with agrarian welfare than the world around them. Adventuring Argonians tend to be young and curious, and eager to explore other lands apart from their damp realm. Some may have darker interests in mind than others, though.

    Argonian adventurers generally face mild hostility from Dark Elven communities, especially rural ones. More cosmopolitan lands, such as Cyrodiil, treat Argonians as curious objects of interest, although small communities of Argonians are not uncommon.

    Character Development: Given their racial bonuses, Argonians are well-suited for the duskblade class, blending steel and spell. Many Argonians also become wizards and rogues, taking feats that enhance their respective abilities. Spellswords and arcane tricksters are natural prestige class choices.

    Argonian religion is unknown for the most part, but Argonian druids exist. Argonians born under the Shadow constellation, however, are spirited away to join the Dark Brotherhood and serve Sithis as assassins.

    Character Names: Argonian names tend to be rather descriptive. Examples include Skin-in-Tree's-Shade, Grey-Throat and Sings-like-Thunder. Some follow a more exotic naming pattern, such as Ajun-Kajin, Dar-Ma and Teekeeus.

    BRETON

    Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

    Racial Traits

    All Bretons share the following racial traits:

    • +2 Int, +2 Cha, -2 Str, -2 Con. Bretons tend to be intelligent and flamboyant, but not as physically capable as other races.
    Arcane Aptitude(Ex): Bretons are famous for their quick and perceptive grasp of Spellcraft. They have a +2 bonus to Spellcraft checks and always treat Spellcraft as a class skill.
    Magical Talent (Ex): Bretons are skilled in the magical arts. They have an innate +1 bonus to the DCs of their spells.
    Spell Resistance: Even the least Bretons prides himself in his innate resistance to magic. All magical damage taken by Bretons are treated as though their damage die was one step lower.
    Dragonskin (Su): Once per day, a Breton may grant himself a +1 bonus to AC per four character levels. This bonus lasts for 1 round per two character levels.
    Favored Class: Wizard.

    Breton Characters

    Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock. Bretons are said to enjoy intellectual pursuits; they often have an affinity for anything related to logic and ordered complexity. Their love of knowledge and affinity for commerce drives them into a host of careers, including trading, the military, sailing, medicine, textiles, manufacturing, writing, theology, philosophy, banking, all kinds of artistry, and other scholarly pursuits.

    Adventuring Bretons: Bretons quest for many reasons, as questing is part of the cherished traditions in the jockeying of power among High Rock's feudal hierarchy. Bretons have adventured all over Tamriel, and many use their magical talents to fuel their success. They are a well-regarded people, although there exists deep enmity among Bretons and Redguards.

    Character Development: Bretons make excellent wizards and sorcerers, due to their innate grasp of spellcraft and beneficial ability score bonuses. Breton spellcasters often take feats that enhance their magical prowess or apply their arcane craft in a more economic manner, such as crafting magic items and offering enchanting services. Breton wizards tend to specialize in Conjuration, Divination, Necromancy and Transmutation, with Enchanters and Illusionists being a close second. Necromancy may seem an odd choice to specialize, due to the grislier aspects of the school, but many Breton mages are fascinated by the mystic nature of the soul and magic surrounding it view necromancy as a perfectly valid path.

    That High Rock is the home of the legendary archlich and necromancer Mannimarco may also play a part in matters regarding the Necromancy school.

    Evocation specialists are rare. While Bretons accept Evocation as a perfectly valid and respectable school of magic, they tend to view the other schools of magic as being more intellectually stimulating and challenging, due to the more varied applications inherent in them.

    Breton clerics are rare, but the few that do follow the path of the divine worship gods of magic.

    Character Names: Breton names tend to sound European. Examples include Francois Mottiere and Frizkav Brutya.
    Last edited by LordofBones; 2012-01-31 at 06:22 AM.

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    I'm looking for some help; I've been going over the other races and I've run into some roadblocks.

    I'm considering letting the Imperial have a +2 bonus to one ability score of his choice and a +2 racial bonus to Diplomacy. What I'd really like to know though, is how to treat the ability to find extra gold coins as a D&D ability.

    As for the Bosmer...how exactly should I deal with their lore description as the greatest archers in all Tamriel? Weapon Finesse in bows and the ability to add Dex to bow damage?

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    Default Re: [3.5E] The Elder Scrolls D&D-fied! (PEACH)

    Quote Originally Posted by LordofBones View Post
    I'm considering letting the Imperial have a +2 bonus to one ability score of his choice and a +2 racial bonus to Diplomacy. What I'd really like to know though, is how to treat the ability to find extra gold coins as a D&D ability.
    In my games, I gave Imperials a +2 to Charisma and a -2 to Dexterity, and gave a racial +2 to all of the social skills. I wouldn't bother with the extra coinage thing, though. Would you be attempting to convert Voice of the Emperor as well/instead?

    As for the Bosmer...how exactly should I deal with their lore description as the greatest archers in all Tamriel? Weapon Finesse in bows and the ability to add Dex to bow damage?
    I'd go with automatic proficiency with all bows (including crossbows) and maybe weapon focus + specialization or something.

    It's also up in the air as to whether or not you want to add in their animal affinity in the form of a power, or just with Wild Empathy with a bonus to Diplomacy.

    Personally, I opted in my personal conversion to shy away from most of the Once Per Day powers instead granting small constant modifiers to the same things.

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