The Elder Scrolls: Pathfinder

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The Elder Scrolls: Pathfinder

Mister Fox
This post was updated on .
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"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Races

Mister Fox
This post was updated on .
Version 1.01 Fixed Dunmer Elemental Affinity and Argonian balance issues.

Altmer:
Humanoid (Elf)
Medium
+2 Dex
+2 Int
-2 Con
Languages: Altmer Bonus: Any
Vision: Low Light
Elemental Assault: Once per day as a swift action, you
can call on the elemental power lurking in your veins to
shroud your arms in the energy type that corresponds
to the elemental plane your race has ties to. Unarmed
strikes with your elbows or hands (or attacks with
weapons held in those hands) deal +1d6 points of damage
of the appropriate energy type. This lasts for 1 round per
character level. You may end the effects of your elemental
assault early as a free action. (force)
Elven Magic: Members of this race gain a +2 bonus on caster level
checks made to overcome spell resistance. In addition,
they also receive a +2 racial bonus on Spellcraft checks
made to identify the properties of magic items.
Skills:
+2 Spellcraft
+2 Knowledge Arcana
Blurb: The Altmer, also called High Elves, live in the Summerset Isle. They are taller than the other races and have a golden skin color. They tend to be proud and consider themselves the most civilized race.
Their unique abilities have changed throughout the series. In Morrowind and Oblivion they had a weakness to fire, frost, and shock magic, but boasted the greatest magicka bonus of all the races, while their 'pure' bodies give them greater resistance to diseases. However, in Arena and Daggerfall, the first two games in the series, they had none of those strength and weaknesses but instead boasted an immunity to paralyzing magical effects.
Altmer is the elven name of their race, meaning High Folk, and most likely a derivation of the name of the first race of elves, the Aldmer, meaning First or Elder Folk. They consider themselves the successors of the Aldmer and the highest of all races. Unlike men, who believe themselves to have been created along with the world by the gods, Elves believe themselves to be descended from these gods, calling them the Aedra, "Ancestors". Imperial propaganda (presented in the leaflet 'A Pocket Guide to the Empire' which shipped with the game Redguard) initially portrayed them as arrogant in their superiority and heartless to the point of inhumanity, suggesting that they euthanize nine out of ten children in their quest for racial 'perfection'. A new edition of the same fictional 'guide' was shipped with Oblivion which contained a much more favourable view of the Altmer, mentioning deep class and social struggles in which the young were rebelling against the notion of their race's superiority in general and the superiority of the Altmeri nobility in particular with many even abandoning worship of the traditional Altmeri pantheon of gods altogether.


Bosmer
Humanoid (Elf)
Medium
+2 Dex
+2 Wis
-2 Int
Language: Common, Bosmer Bonus: Any Elf
Vision: Low Light
Summon Natures Ally II once per day as a spell like ability (wolf or Bird only)
Poison Use: Use poison without poisoning yourself
Weapon Familiarity: Composite bow Treated as simple weapons
Skills:
+2 Perception
+2 Survival
Blurb: The Bosmer, also called Wood Elf, inhabit the province of Valenwood. They are among the shortest races. Thus, they are remarkable thieves and archers. They have superior dexterity and agility, presumably because they spend their time living in trees. They are also religiously carnivorous and cannibalistic as a result of the Green Pact, a central portion of the Bosmer faith. The Green Pact is never explicitly shown, but in its simplest sets these rules down: Bosmer may only consume meat-based products and are forbidden to harm any plant for their own betterment. As a result of these stipulations, Bosmer are dependent on either stone or imported timber for construction purposes.
The Green Pact has also heavily impacted Bosmeri cuisine, combat, and weaponry. They have developed methods of fermenting meat and milk to develop powerful alcoholic beverages and weapons such as bows are often made of treated and shaped bones. Most notable about Bosmeri combat is their stipulation that a combatant must consume an enemy's corpse within a short time after killing them. This has led to changes in approaches to combat, such as fasting and planning family feasts following a battle.
Bosmer are unique among the races of Tamriel in that they possess the ability to transform their shapes. According to legend, the Bosmer witnessed the death of Yffre, the first of the Ehlnofey to die. In his passing, his spiritual energies formed an Earthbone, a natural law, to limit certain aspects of the world. Yffre's Earthbone placed a limit on the ability of a being to change its form and nature, as previously they could change them at will. However, the Bosmer witnessed the formation of the Earthbone and learned how to manipulate it to avoid its restrictions. The most notable of their uses of this ability is the Wild Hunt, a ritual known only to the shaman of Valenwood. Reserved to protect Valenwood from invading forces, the ritual permanently transforms all participants into mindless, blood-thirsty monsters who will then consume all of their enemies and then themselves. The Bosmer have noted that all monsters in the world were born from previous Wild Hunts.



Dunmer
Humanoid (Elf)
+2 Dex
+2 Cha
-2 Con
Languages: Dunmer (Any)
Vision: Darkvision
Resistance: Fire 5
Elemental Affinity (Ex) Dunmer sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dunmer spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Skill Focus Feat
Master Craftsman: +2 Alchemy Potion/Poison +2 Identify
Skills:
+2 Spellcraft
Blurb: Dunmer, also called Dark Elves, hail from Morrowind. They are the Elder Scrolls variation of dark elves, a popular fictional race in role-playing games and fantasy literature. Gameplay-wise, they are well-balanced (tending towards a battlemage or spellsword class).The Dunmer are the descendants of the Chimer, who were punished by the Daedric goddess Azura for the betrayal of their General, Indoril Nerevar. Azura's punishment was to turn the color of all the Chimer race's skin to ash-gray and their eyes to ruby red.
Native-born Dunmer tend to look down on "outlanders", which are other races or Dunmer born outside of Morrowind, though the intensity of this xenophobia varies from place to place. The land from which the Dunmer hail is to the far east of the Empire and commonly known as Morrowind (which contains the island of Vvardenfell). Slavery is practiced in Morrowind. Slaves are mostly either of Khajiit or Argonian descent, although some men and elves are also enslaved there. (Because of the past enslavement, some Khajiit and Argonians have a bone-deep hatred for the Dunmer.) The Empire of Tamriel has a ban on slavery but, as part of the terms of Morrowind's entrance into the Empire, Dunmer were allowed to keep their own sacred and traditional laws. However, in the sequel to Morrowind, Oblivion, it is revealed that slavery has been abolished and the slaves freed by the king of Morrowind Province, Hlaalu Helseth, with House Dres and House Hlaalu supporting the move. (Released or past escaped Khajiit slaves are attempting to mass in a Dunmer resistance in Elsweyr.) This can be discovered through dialogue with recurring characters from Morrowind.
Though some Dunmer, especially of House Hlaalu, have assimilated into Imperial and foreign culture, almost all retain many of their traditions and values. Some Dunmer even prefer living a tribal life as Ashlanders in small, tight-knit tribes in the deserts and scorched plains of the Ashlands and on the plains of the Grazelands. In the Ashlands, native tribes rule without laws or care for government and live strictly by honour codes, rituals, and ancient traditions usually dictated by a wise woman or seer. Historically, half of the ancient Dunmer chose this lifestyle with the others creating or joining the Great Houses and establishing such cities as Balmora or Vivec. The land is so harsh and dangerously infested with creatures such as Alits and cliff racers that westerners and Imperial garrison men dare not venture out of the safety of Dunmer settled areas. Dunmer do not ride horses, or own them for that purpose. Instead, horses in Morrowind are raised for the slaughter, to be eaten as food. This fact mentioned, with some hesitation, by Morrowind's level designer Gary Noonan during a development chat as a cautionary note against the possible inclusion of rideable horses in The Elder Scrolls III: Morrowind. A chat with Morrowind's lead character designer also assured expectant consumers that, in Morrowind, there would be "no horse eating allowed". Horses were definitively excluded from the game by Todd Howard in February 2001. Ken Rolston offered the Dunmer diet as a rationale for why the game ended up without them.
The Dunmer themselves, previously known as the Chimer, or 'changed folk' due to their worship of the Daedra rather than the Aedra (Gods) worshipped by the other Aldmer in Summerset, traditionally gained their dark skin as a result of the Battle of Red Mountain. It was in this battle that the Dwemer vanished. The Dwemer are a major part of Dunmeri history. During the battle, all Dwemer mysteriously disappeared, presumably by their own technology. Though the change in the elves' skin tone was traditionally interpreted as the will of Azura, alternative theories certainly exist. The Dwemer's complex technology could have been the cause instead, as it functioned on a technological level incomprehensible to the "old-world" style, horses-and-swords environment present in the Elder Scrolls world. The official Imperial line of thought, however, is that the Dunmer simply exterminated the Dwemer and that their bluish-grey skin is the result of adaptation to their harsh, rather volcanic environment.



Orc
Humanoid (Orc)
+4 Str
-2 Int
Languages: Orc, Common (Any Human)
Vision: Darkvision
Hardy: +2 Con +2 Fort saves vs. spells/spells affects
Sprinter: +10ft Charge/Run
Orc Ferocity: when a member of this race is reduced to
fewer than 0 hit points but is not killed, it can fight on
for 1 more round as if disabled. At the end of its next turn,
unless brought to above 0 hit points, it immediately falls
unconscious and begins to die.
Varied: Skill Focus for free to denote a varied race.
Skills:
+2 Intimidate
Blurb: Although beast-like in appearance, the Orsimer (Pariah Folk or simply Orcs) are descended from a group of Altmer (or even Aldmer) that worshipped a god named Trinimac. Trinimac is the strongest of Altmeri ancestor spirits and is described in-game as having led his Orsimer people to war against the dissident Chimer, who coveted the machines and industry of the heathen Dwemer. The Daedric Prince Boethiah, however, decides to eat Trinimac, thus ending his war plans, corrupting his essence, and remaking him as the Daedric Prince Malacath. Incidentally, his people lost their Elven features and became the beastly Orcs. Orsimer were the former inhabitants of the province of Hammerfell, but lost their land to the armies of Redguards. The Orcs now reside in a small mountain kingdom known as Orsinium located near the Breton homeland of High Rock. The kingdom has been sacked and rebuilt numerous times. According to Morrowind book descriptions, the Orcs are "sophisticated, barbarian beast peoples" and "noted for their unshakeable courage in war and their unflinching endurance of hardships". "In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops on the battlefield. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes."



Breton
Humanoid (Human)
Languages: Common, (Any)
+2 Any Stat
Vision: Normal
Spell Resistance: 6+HD
Sociable: Re-roll Diplomacy Immediately
Summon Creature I as a spell like ability once per day
+2 Knowledge Arcana
+2 Profession any
Blurb: The Bretons are half-elves with more human than elvish blood that populate the province of High Rock, where the second game of the series, Daggerfall, takes place. They are capable mages with high magic resistance, but with few other distinctive features. They are considered an intelligent human race in Tamriel known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.
Bretons originated in the First Era. A series of raids on Nedic holdings by the Aldmer resulted in the destruction of all human settlements in Skyrim. Many Nedes were enslaved, some of whom were used as pleasure slaves and gave birth to mixed offspring. These offspring were termed Manmer by Nords. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry that is seen in their higher magical affinity, paler skin, and shorter stature.



Imperial
Humanoid (Human)
All else as per Human in Core Rulebook
Blurb: Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Though less physically imposing than the other races, the Imperials are shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces of Tamriel and unite them under the banner of their prosperous empire.
Imperials were not a playable race in Daggerfall, and "the Imperial Province" (that is, Cyrodiil), was declared to have "no indigenous race". The Imperial race is playable in Morrowind as well as Oblivion and Skyrim.
The Imperial race is further divided into two sub-races: the Colovians, independent rural folk in the west of Cyrodiil, and the cosmopolitan Nibenese that occupy the rest of Cyrodiil. The Colovians historically are not as reverent to the established Cyrodiilic religion as the Nibenese.
Imperials were originally brought to Cyrodiil as slaves to the Heartland High Elves, or Ayleids. The Imperials have been in control of Cyrodiil, along with the rest of the Empire, since the fall of the Ayleids. Imperials have had many wins and losses in the wars of the past: some through struggle, others through annihilation of the opponents' armies. First and foremost, Imperials are diplomats and have shown themselves to be capable of gaining territory through negotiation as much as through war, evident by their extension of Imperial authority into the Dunmer kingdom of Morrowind.



Nord
Humanoid (Human)
Languages: Common (Redguard, Breton, Orc)
Vision: Normal
+2 Str
+2 Con
Resistance: Cold 5
Fearless: +2 vs Fear affects
Stubborn: +2 vs. enchantment (charm, compulsion)
Hatred: +1 AC/Attack vs. Elves
Relentless: +2 Bull Rush/Overrun
Command as spell like ability once per day
Skills:
+2 Intimidate
Blurb: The Nords inhabit the northern province of Skyrim, which is the setting for the latest installment of the series (The Elder Scrolls V: Skyrim). They are strong and able warriors who are also highly resistant to frost. They are generally fair haired, pale, and blue eyed. Their origins can be traced all the way to the continent of Atmora. Little is known of the geography and history of Atmora, as at the time of the migration from there, humanity did not possess a written language. What little runic writing or old Elvish records that are not open to Imperial scholars that exists are known to refer to the continent as 'Aldmora', meaning "Elder Wood". It is likely Atmora is a human corruption of this word. In a historical sense, the humans who live there are called "Nedes", as are those humans living in Tamriel before King Harald, thirteenth of the Ysgramor line, seceded from Atmoran rulership, after which they are historically annotated as Cyro-Nordics, to illustrate that the Cyrodiil people had not yet gone separate from the original trunk of human population.
When designing the Nordic people and culture, Bethesda Softworks took inspiration from a combination of real-world historical sources, including most prominently the Scandinavian kingdoms and northern Scotland as seen with the Nord ability of woad, a substance used by Scandinavian and Celtic peoples.



Redguard
Humanoid (Human)
Languages: Common, Redguard (Any Human)
+2 Con
+2 Cha
-2 Wis
Desert Runner: Members of this race receive a +4 racial bonus on
Constitution checks and Fortitude saves to avoid fatigue,
exhaustion, or other ill effects from running, forced
marches, starvation, thirst, or hot or cold environments.
Sprinter: +10 Run/Charge/Retreat
Adrenaline Rush: +2 Str +2 Con -2 AC one round per level
Skills:
+2 Survival
+2 Perception
Blurb:
The Redguards hail from the province of Hammerfell in western Tamriel. They are noted for their great strength, agility, and physical hardiness, and are very adept at surviving in hot, dry conditions. They are known as the most naturally talented warriors in all of Tamriel. They possess dark skin, ranging from light brown to nearly black in hue, often with a distinct reddish tint.
Redguards (in their own language 'Yokudans', taken simply from the name of their homeland) hail from the western continent of Yokuda, which sank into the sea in ancient times. This was probably the result of a tectonic shift in the form of an earthquake or a volcanic eruption; however, the Redguards seem under the impression that it was in some way their fault. Upon the sinking of their homeland, which apparently was predictable to some degree, the Yokudan fleet set sail to the east where they shored at the continent of Tamriel in the province of Hammerfell.
At the time, Hammerfell was populated largely with Orsimer (Orcs) who were known for their toughness and ferocity in battle. The Yokudans, knowing they must settle to survive as a people, launched a Ra'gada, a "warrior wave", at the shores of Hammerfell, conscripting every man and boy capable of wielding a sword into the strong and capable Yokudan military. They attacked the Orc towns and cities in lightning raids, took no prisoners. After only a few brutal months, they had established a strong presence along the western shores of Hammerfell. From this foothold they continued to launch assault after assault, eventually succeeding in nearly exterminating the Orcs. This made way for the High King and the Yokudan royalty, known as Na-Totambu, to arrive with safety in Hammerfell without fear of assassination. It is from this Ra'gada that the Redguards take their name.




Khajiit
Monstrous Humanoid (Feline)
Languages: Khajiit, common (Altmer, Breton, Argonian)
Vision: Darkvision
+2 Dex
+2 Cha
-2 Con
Cat trait: Re-roll Reflex once per day as a free action
Lucky: +2 luck on all Saves
Vanish as a spell like ability once per day CL=HD
Claws: 1d6 claw attack
Skills:
+4 Stealth
Blurb: The Khajiit are a feline race hailing from the province of Elsweyr. Khajiit vary considerably in appearance, ranging from almost Elven Ohmes-raht to larger species such as the Senche (large tigers used as mounts) and the Cathay-Raht (warrior "jaguar men"). Khajiit are generally excellent thieves and good fighters, as well as fierce individualists with generally no sense of 'private property.' Most of the Khajiit vary from orange to dusky red, though they can be other colors like black, white and tan. Elsweyr formally is a form of republic ruled by turns of citizens and deserted clans, but really controlled by hardly covered dictatorship of "Mane". Khajiit speak Ta'agra.
Khajiit are chiefly one of the underclasses in the country of Morrowind (along with Argonians), usually working as slaves or living on the street as beggars or pickpockets. They have a large presence in the Thieves' Guild, partly for this reason. In addition, escaped or freed Khajiit slaves from Morrowind who make it back to Elsweyr are attempting to form a sort of Elsweyri Anti-Dunmer Alliance.
Highway-men gangs in the province of Cyrodiil seem to be exclusively Khajiit which at first might have been thought of as Thieves' Guild affiliation, but is disproved because of the nonviolent manner in which The Thieves' Guild conducts its work.
Khajiit have claws, which make them excellent unarmed fighters.
Khajiit also produce Moonsugar in Elsweyr farms. Moonsugar is one of the main ingredients in Skooma, a very addictive drug.



Argonian
Monstrous Humanoid (Lizard-folk)
Languages: Argonian, Common (Altmer, Khajiit, Breton)
+2 Con
+2 Dex
Swim 30 feet
Breath Underwater
Claw 1d6
+1 Natural AC
Immunity Poison/Disease
Skills:
+2 Stealth
Blurb: The Argonians are a reptilian race that is native to Black Marsh.[23] They can breathe underwater, are immune to all poisons, and are highly resistant to disease. For years they were forced to defend their borders and, as a result, they are experts in guerrilla-warfare. They resemble lizards: they have scaly features, a tail, and are very stealthy and agile, though not as agile as the Khajiit. They also have an extraordinary natural talent for picking locks. The Argonians also have their own royal assassins known as Shadowscales. Shadowscales are Argonians born under the sign of The Shadow in Black Marsh. They are taken by the Dark Brotherhood as hatchlings and trained in the art of stealth and combat. Shadowscales serve their country as assassins until they are adopted as members of the Dark Brotherhood. Whilst their beginning primary skills in various Elder Scrolls games suggest otherwise, many Argonians are shown to have a large interest in magical arts.[39][40]
Argonians have a rather brutal history. Between the abductions of Hist sap and their wars with neighboring countries, a great many were taken as slaves by the Dunmer. As a result, some Argonians, especially those born and raised in Black Marsh, have a history of violence and hatred towards Dark Elves.



"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Final character things

Mister Fox
Now that we know what classes you can pick, races that are available, and the setting there are a few things to take into account.

Here is a primer on Skyrim
http://elderscrolls.wikia.com/wiki/Skyrim

Here is a Skyrim plot writeup if you don't feel like playing the game
Following the Dragon attack on Helgen, the player character may choose to escape either with an Imperial soldier or a Stormcloak rebel. After the escape, the player travels to the nearby town of Riverwood. The player is then asked to travel to the city of Whiterun, to request aid from the Jarl against the Dragon threat. The Jarl agrees to send a detachment of soldiers to Riverwood, and asks the player to aid his court-wizard in return, retrieving a Dragonstone from a nearby ruin known as Bleak Falls Barrow. The player discovers a Word-Wall in the process, learning their first "Thu'um", the shouts used by the ancient Nords to battle the Dragons.
Upon returning to Whiterun, the player is asked to assist in defending the city from an attacking Dragon. After defeating the Dragon, the player character absorbs the Dragon's soul, which unlocks the Thu'um the player gained in Bleak Falls Barrow. Astonished, the Whiterun soldiers tell the player that the player may be a "Dragonborn", able to naturally speak Draconic, the Dragon language, and absorb their souls. After returning to the Jarl with news of the Dragon's defeat, the player is summoned to meet with the Greybeards, an order of monks who live in seclusion in their temple of High Hrothgar on the slopes of Skyrim's highest mountain, The Throat of the World. The Greybeards further train the player in the "Way of the Voice", teaching the player more powerful Thu'um's and instructing the player on their destiny and role of the Dragonborn. As a further test, the Greybeards task the player with retrieving the legendary Horn of Jurgen Windcaller. However, the player discovers the Horn has been stolen by another, who wishes to meet the Dragonborn. The thief reveals herself as Delphine, Riverwood's innkeeper and one of the last surviving members of The Blades. Delphine and the player witness Alduin reviving a Dragon from a burial mound and successfully defeat the Dragon. Afterwards, Delphine helps the player infiltrate the Thalmor Embassy near Solitude, the headquarters of agents of the Elven Aldmeri Dominion, to follow up on her suspicions about Thalmor's possible involvement with the Dragon threat. While there, Delphine and the player discover the Thalmor are searching for a man named Esbern, an eccentric archivist of the Blades Order. Delphine then instructs the player to locate Esbern, known to be hiding in the sewers and ratways of Riften.
The player character accompanies the Blades in search of "Alduin's Wall", located in an ancient Blades fortress known as Sky Haven Temple. While the Blades set up headquarters in the temple, the player character learns that the ancient Nords used a special Thu'um against Alduin called "Dragonrend", which represented mankind's comprehensive hatred for Dragonkind, to cripple his ability to fly so they could engage him. To gain more information, the player meets the leader of the Greybeards, an ancient Dragon named Paarthurnax. Paarthurnax reveals that Alduin was not truly defeated in the past, but was sent forward to an unspecified point in time by the use of an Elder Scroll, in the hopes that he would get lost. The player manages to locate the Elder Scroll within the Dwemer ruin of Blackreach and uses it to travel back in time, learning the powerful Dragonrend shout to combat Alduin.
Armed with the knowledge of how the ancient Nords defeated Alduin, the player battles Alduin on the summit of the Throat of the World. Overpowered by the player, Alduin flees to Sovngarde, the location of the Nordic afterlife. The player learns that Dragonsreach, the palace of the Jarl of Whiterun, was originally built to trap and hold a dragon. The Jarl of Whiterun refuses to allow the player to utilize Dragonsreach and possibly endanger the city if the civil war between the Stormcloaks and the Imperial Legion still rages. With the help of the Greybeards, the player calls a council between General Tullius and Ulfric Stormcloak, successfully calling for a temporary armistice while the Dragon threat exists.
The player summons and traps a Dragon named Odahviing in Dragonsreach, learning from him that Alduin has fled to Sovngarde through a portal located high in the mountains, at an ancient fort called Skuldafn. Odahviing, impressed with the player's Thu'um and ability to capture him, agrees to fly the player to Skuldafn, claiming Alduin has shown himself as weak and undeserving of leadership over the "Dovah"/Dragons. Upon arrival at Skuldafn, the player travels to Sovngarde and meets with Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a soul-snare in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords arriving at Sovngarde. The player meets up with the three heroes of Nordic legend who defeated Alduin originally, and, with their help, confronts Alduin in Sovngarde and destroys him.



Now a few last notes then I'll let you guys get down to doing what you do best.
1. Nords are a very racist race Altmer are rare and are treated as outsiders go into a Nordic hold expect to get thrown to the grown and beaten if you don't be on your best behavior. Argonians and Khajiit are welcome on the condition that they serve in the shadows.
2. This is a dungeon heavy campaign expect to be underground most of the game or killing bandits for money
3. Words of power magic is Shout's and Thu'um
4. 1st level characters.



Feel free to ask any questions and I look forward to your characters I'll post when I'm ready to start my campaign.
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Re: The Elder Scrolls: Pathfinder

Sztharaxycus
Administrator
In reply to this post by Mister Fox
Does adrenaline rush stack with rage?

Also, idk if Skyrim still has it but at character creation I recall being able to choose a sign to be born under. Will that be transposed to Pathfinder in any way? Say, by allowing traits or something?
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Re: The Elder Scrolls: Pathfinder

Mister Fox
This post was updated on .
Traits are fine with me. The sign that you were born under does not fit the flavor but you can use traits as long as they are in the books. Also yes rage and adrenaline rush stack for rage just as the smite and strength domain powers stack with it.

How does everyone feel about the races any of them feel underpowered

The dunmer are missing an ability which ill add later today. Also the next section will incorporate the daedra and aedra or more commonly the deamons and gods.
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Re: The Elder Scrolls: Pathfinder

Sztharaxycus
Administrator
Any bonuses for writing up our backstory? I've got it in my head I just need to know whether writing it down is worth my time.

Also, do we all have to be from this region of Tamriel or can we be from elsewhere? Say... Morrowind?
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Re: The Elder Scrolls: Pathfinder

Mister Fox
This post was updated on .
Akatosh-Warhammer
Arkay- Quarterstaff
Dibella-Scimitar
Julianos-Longsword
Kynareth-Bow
Mara-Unarmed
Stendar-Mace
Talos- Greataxe War, Strength, Law, Liberation, Glory
blurb: Heir to the Seat of Sundered Kings, Talos is the most important hero-god of Mankind. He conquered all of Tamriel and ushered in the Third Era (and the Third Empire). Also called Ysmir, 'Dragon of the North'. One of the Nine Divines, the major gods of Tamriel. Less prominent sects, such as the Talos Cult have been inspired by his apotheosis. In the Fourth Era, worship of Talos was banned as a result of the White-Gold Concordat.
Zenithar-Pick

Favored weapons for Kellie

"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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^

Sztharaxycus
Administrator
This post was updated on .
y u no answer meh questionz

For everyone else:

What is everyone's opinion on the party not having a devoted arcane spellcaster? Will that hurt us? I know Luke is playing an oracle but his attendance will be spotty so for purposes of this decision i'm not going to count him. I was sorcerer and Orline was rogue but she wants to play a barbarian so i'll be the rogue since James said this will be dungeon heavy and that means traps that will need disarming. I want opinions though; i'll do whatever everyone thinks will help the party most, not what helps Daniel most.

EDIT:

I figured I would include my wishlist. I've got a few character concepts in mind, planned out to level 10. They are NOT in order of preference:
  • Sorcerer 2/Rogue 4/Arcane Trickster 5 (How did I meet the requirements with only 2 levels of sorcerer? Like a boss, that's how.)
  • Rogue 6/Shadowdancer 4 ( I could qualify with only 5 levels of rogue but rogue lvl 6 is more exciting that shadowdancer lvl 5 in my opinion.)
  • Sorcerer 1/Magus 4/Dragon Disciple 5 ("...cast 1st-lvl arcane spells without preparation". That's why I need a level of sorcerer. I'll be STR-based this time, not DEX.)
  • Fighter 6/Duelist 4 (Duelists suck much less than they did in 3.5.)
  • Barbarian 4/Oracle 3/Rage Prophet 3 (I. Love. This. If I knew about rage prophets sooner I would've built Ausk this way.)

    I'm not assuming we'll get to 10; I had to pick a level to show the progression and it sounded like a good number. Basically everyone just vote on which one you want me to play.

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Re: ^

Leopard D
I'm looking at these prospective builds

Paladin 10
Fighter 1 / Cleric 1 / Fighter 2 / Cleric 2 /... / Fighter 5 / Cleric 5
Paladin 5 / Holy Vindicator 5
Paladin 10

But seriously, as of right now, we are lacking a real arcane spellcaster, should you choose to abandon that.  Luke's first two levels are in ranger for feat prereq avoidance.  I'm pretty sure being a barbarian gives trap sense as well, so as long as wisdom isn't Orline's dump stat, we could be fine without a real rogue.  This is for combat purposes and trap avoidance.  Unfortunately, traps are occasionally unavoidable and must be disabled.  Classes with disable device: rogue and alchemist only.

Basically, since my mind is really scattered right now, we actually do need a rogue.  As in the class "rogue," not just the sneaky, stealth-and-precision-based character.  I like the arcane trickster build you have, but I would feel far more safe with you starting in rogue first since traps do significantly more damage to lower leveled characters than higher level (kind of like 20 ft. of falling can be lethal to level 1s, but trivial to level 3+).

I guess what I am saying is that I would prefer a 1st-level rogue over a caster.  This sort of rules out the Dragon Disciple (despite its sexy campaign implications), the Rage Prophet (despite this being one of the most flavorful prestige classes), and the duelist (which I could go on the biggest rant ever about a front-lines defender being so vulnerable to being flanked).  After 1st level being rogue, you could arguably never touch it again (so long as you continued ranks in Disable Device), and it would never be an issue.

Above is from a completely mechanics driven perspective.  From my personal perspective, there's the option to play what actually really interests you, as it seems every other person has already done.  In no way would I ever desire to see you forced into a role due to someone else switching, so I propose the party as a whole contributes to the missing role.  I'm sure we can all pitch in and come up with something that will rise to the challenge.

My second trait will be vagabond child for a +1 disable device as a class skill.  This puts me at a +7 to disable device checks.  Who can spot those cowardly traps for a true son of Skyrim?
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Re: ^

Mister Fox
Daniel yes you can posy backstory and you might fry something nice for it.
Why is everyone making a 10th level character?
The game is starting at level one. I made the joke to Kellie that she can play whatever level she wants just so I can kill her and force a re-roll.
So yeah get on that peoples..
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Re: ^

Leopard D
"I'm not assuming we'll get to 10; I had to pick a level to show the progression and it sounded like a good number. Basically everyone just vote on which one you want me to play." -Daniel Henry from two posts ago.

Yeah, that's why I did it too.  Mainly as a joke that I'm definitely playing paladin, but there's why he did it.  No one actually made a 10th level character.
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Re: ^

Nephrastar
I'm willing to continue with the Rogue thing. Level 1 and 2 Rogue, and the rest Ranger. I want a sort of long-ranged, sneaky little elf.
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Yesh.

Sztharaxycus
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In reply to this post by Sztharaxycus
After everything I said about my magus build being VERY different from the other one I still don't want to play a class i've already played. I foresee myself getting bored. Khajiit cutpurse, here I come. I've never played a pickpockety rogue; every rogue i've played since I was 10 was in it for the adventure and thrills, not the money. This time i'll play stereotypical kleptomaniac. It seems easy but it will be a challenge for me to actually roleplay and have character goals. "Be the richest muthafucka on the planet" is a very boring goal in my opinion. Gotta think of something else... hm. Perhaps i'll go 50/50 bard/rogue and use the dervish dancer archetype. A graceful pickpocket who cares just as much about getting rich as how good she looks while doing it. Is it as effective on paper as a straight rogue? Not even close. But it will be fun.I am prepared to be the Amin of this party lol

The cutpurse archetype removes trapfinding and trap sense so Orline will still be our primary trapfinder.

J'ashni.xps

I chose to be an ohmes-raht because Khajiit are the most hideous fantasy race ever conceived. The less I look like a khajiit the better.

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J'ashni's Upbringing

Sztharaxycus
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This post was updated on .
J'ashni was actually raised in Morrowind. Even though she was not a slave thanks to Helseth Hlaalu, she knows what it feels like to be surrounded by people who wish she was property. At an early age she knew she needed to get out of Morrowind and live where her kind was more accepted. Also, a locale with fewer Argonians was a must. Filthy lizards. She made a meager living as a cleaning lady in the Hlaalu Council Manor but earned some cash on the side as a dancer at Eight Plates in Balmora. She earned just as many septims from tips as she did by just emptying patrons' coinpurses into her own. Even though she loves dancing she did not enjoy being that kind of dancer.

Her dream is to teach dance skills to royalty. She has the diplomatic skills to survive in that sort of setting. Her previous experience working in the Hlaalu manor helped her know how to carry herself around important people and she enjoyed the job. Sure, she just cooked and mopped floors. But she loved being around important people and working in an expensive building with all sorts of artifacts and painting on display. How does one get a real job in a place like that? With money. You have to dress the part before they take you seriously. You also have to be in a place where they do not look down upon you for having a tail.

She finally got an opportunity to leave Morrowind when she was asked to join an important diplomat, Narsis Dren, on a trip to Windhelm in Skyrim. Her job was to be his personal aide: carry his stuff, help him dress, all that crap. She was chosen because she had spent the most time interacting directly with the diplomats that spent time in the manor and they felt the most comfortable around her. There were other servants but she proved to be the least likely to embarrass a noble at the negotiation table. She had never endured such cold as the ship dropped them off near Belyn's farm. J'ashni was not sure whether this detour was business or personal in nature but it did seem odd. The ship's captain waited for us to return as we traveled on foot toward the farm. It was not a long distance but she wished she was allowed to stay on the warm ship. He was just a farmer; why did Narsis need his servant? Maybe he needs me to brush the snow off of his cloak she thought disdainfully as they trudged through the snow together.

As the farmhouse came into view, Narsis commanded her to halt and drop the fully loaded heavy backpack she was carrying. She wondered what was in the pack but knew better than to ask. He opened it, revealing a full set of studded leather armor and a funny-looking vest. "Put these on" he said very quietly, as if someone was listening. She was very nervous at this point but a bit of familiarity was beginning to surface and she could not help but crack a smile. This guy has no idea what I can do. I hope he gives me a blade she thought as she pretended not to know how to don the armor. She did not know what was in store for them that required such precautions but she was pleased to be in battle dress again, slinking through the approaching darkness toward an unseen end. It was all too familiar. She had been a woman of the streets since as long as she could remember. Liberating others of their possessions is what she does best and she hoped she had the opportunity to do that this night. The sun was setting as the Altmer cast a simple spell. Nothing seemed to happen at first and she was thoroughly confused but she watched in awe as he hiked up the bottom of his robe to reveal a glowing tattoo of a sword on his leg. It suddenly disappeared and the left side of her got heavy as a scabbard materialized on her waist. "Stay close. There are bandits nearby and Belyn says they raid his farm at night sometimes. He is an old friend of mine and I plan to end them," Narsis said as he picked up the pack and slung it over his back. It was mostly empty now save for some rations, coins, and a few scrolls.

They trudged through the snow and reached the farmhouse without any problems but as soon as they knocked on the door an arrow came screaming through the frigid air straight at Narsis. The arrow shattered into a hundred toothpicks as it crashed in to some invisible force field surrounding the mage. About time, J'ashni thought as she drew the rapier and dashed toward the archer. It was not hard to spot him because he gave up his hidden position to move in. he was too sure his arrow was going to fell his target and he started moving before he had a confirmed kill. Last mistake. He began wildly launching arrows at J'ashni as she deftly avoided every one of them. It was more like a dance than a combat and she felt so at home. It did not take long for her to close in on her target and vanish. She waited a few seconds for him to wonder where she disappeared to, then thrust the rapier right through his back. As she became visible again she felt Narsis beside her. There was no way he just ran that distance; probably more magic tricks. "Hm. I did not expect that. Honestly, I gave you that gear so you could soak up arrows for me. I has a spell prepared to take that guy out but as you sprinted towards him I decided to see what you could do." As the two stood there back-to-back, still combat ready in case there were more assailants, they heard significant movement from different parts of the lightly wooded area as the other bandits retreated after watching their comrade fall.

"I may have a use for you," Narsis said as they walked toward Belyn's house. He was standing outside now, probably awoken by the screams of the dead bandit and the arrows that crashed into the outer walls of house. After chatting and dining with Belyn, the pair walked back to the boat and continued to Windhelm. As they warmed up by the fire, Narsis explained that the reason he was coming to Windhelm was to establish a stronger House Hlaalu presence in Skyrim. There are numerous operatives at work in this region but they are strewn about and not working together. "I will have to talk to the others back in Balmora of course but if you would like to join our great house I will put you to work immediately." This isn't happening. He cast a spell on me and i'm dreaming, she thought as she let it soak in that all of her dreams were coming true. She understood that it was not official since Narsis did not have the authority to grant her entrance into the house but it was closer than she ever expected to be.

After a few days in Windhelm, Narsis and J'ashni began walking toward Winterhold to conduct more business. She had no idea the trip was going to be this long and she was getting kind of bored. If she was part of the diplomatic talks it would be different but since she was just supposed to sit there with the other servants while her master (soon-to-be colleague she hoped) and the other bigshots talked shop for hours on end. During fourthmeal on the second day in Winterhold, J'ashni asked Narsis if she could stay behind and explore Skyrim since she had never left Balmora, let alone Morrowind. Although he was beginning to appreciate her companionship and treat her more as a business partner and less like a servant, he agreed to let her go. "Sure. I will miss you but I will be in Skyrim for another two weeks at least and who knows how long it will take for the council to decide whether to grant you entrance or not. I need a way to contact you when a decision is reached, however. You can have tomorrow off but report back here around this time. I will give you a ring that will allow me to contact you when it is time to return to Balmora. You can use the gear I gave you that night at Belyn's farm but consider it a loan. I want it back. Here are some septims to purchase yourself any gear you need. Stay alive. I want to see you again."

That night, J'ashni decided to do what she did best: take to the streets. She was given 95 septims to spend but she knew she could double that given enough shadows. Fate was not hers this night, however, as she was caught by a guard and thrown in jail. All of her gear was taken. She had broken out of jail by the end of that night but she still needed to track down that armor and sword if she had any hopes of staying in Narsis' favor. After stealing some clothing and smooth talking a guard she learned that a caravan was leaving in the morning with supplies as tribute to the Stormcloaks. She began walking in the dead of night, knowing that she was not as fast as a wagon. Toward daybreak she spotted a good place to rest off the road and began walking that way. After only a couple of hours it was clear what a terrible idea that was. The cold was getting to her, even with the bit of clothing she was able to scrounge up. She could see in the dark just fine but the unfamiliarity of this country was taking its toll. A few steps more... the sun was beginning to rise. She collapsed from exhaustion and hypothermia.
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Day 1

Sztharaxycus
Administrator
This post was updated on .
[a few pages have been ripped out of the front of a small notebook]

I found this journal on the poor sap I moved from the cache room. He won't be needing it anymore and I doubt anyone else wants it. I was knocked out when it was discovered the first time so if they wanted it they could have taken it then. I feel strange fighting bandits since I used to be on the other side of this conflict but it feels nice to be a good guy for once. I am extremely grateful that my new companions have not asked too many questions about me; heck, I do not even know their names. If they knew about my past they may judge me as one of these bandits and I will suffer the same fate as these ne'er-do-wells we have slain. We have not really had time to sit and chat. Even when we did decide to take a day's rest we were interrupted by a guardsman and his... comrade. I got a creepy feeling from that khajiit but I would like to meet him again. The more people I know from this region the better and he was more skilled than I. I could learn a thing or two from him. Hopefully we will take time to get to know each other once this ordeal is over with.

It seems that two of my compatriots are holy warriors and the third is a sneak. I wonder if she is a member of the thieves' guild? I think befriending them would help with my overall mission. The more allies, the better. I learned that they are here for the same reason I am but I wonder what their larger mission is. I need people to travel with or I will surely perish. I cannot imagine what would have happened if these bandits found me before my allies did. I suppose I can join them (if they'll have me) and postpone my personal mission.

J'ashni.xps <-- I went ahead and leveled to 2 because we're super close.

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Re: Day 1

Mister Fox
Daniel you Gain:

Child of the Streets

You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person.


Benefit: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Re: Day 1

Nephrastar
Will there be a session Friday (The 9th)? If so, I will not be present, but Daniel has my character sheet, so Eliannah can still get XP.
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Re: Day 1

Mister Fox
If I can have at least 4 players we can play.

But if Luke&you are gone, that leaves derek kellie and daniel.
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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Re: Day 1

Sztharaxycus
Administrator
She won't physically be present but her character can be played if you allow me to run hers and mine. As far as people missing out on story, she is the only that matters. Luke just wants to kill things; he doesn't give two shits about the story. And honestly i'll probably be texting Neph the whole time lol so she won't miss anything. The only difference is there will be another empty chair.
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Re: Day 1

Mister Fox
Session is closed inactivity and lack of interest see everyone the 16th.
"Thanks for not killing me. Oh wait!"- Daniel Henry "I hate you"- Derek Russell "Go look at your stupid Catgirls" - Chase Jones
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