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Morrowind DnD 3.5 - penwatch.net

Races

Created Saturday 10 May 2014
Modified 2014-05-18

There are ten races in Morrowind - a few kinds of humans, a few kinds of elves, orcs, and two "beast races" - the Khajit "cat people" and the Argonian "lizard-people".

There was once a race of dwarves (dwemer) reknowned for their mechanical skill and cunning artifice. However all dwemer have disappeared, having vanished in a single night. Their cities, as extensive underground as above-ground, remain as slowly crumbling ruins, still guarded by tireless automatons.

Altmer (high elves)


+2 INT, +2 CHA, -2 CON
Gain bonus spells per day as if your spellcasting ability is +8 higher than it actually is. If you have multiple spellcasting classes, this bonus applies to all of them. This stacks with the bonus from the Apprentice or Atronach birthsigns.
+1 all spell save DCs.
- 2 all saves vs. spells and spell-like abilities.
+2 on saving throws vs. disease.
Racial +2 Spellcraft and this skill is always in class.
Racial +2 Alchemy.

Argonian (lizardmen)


  • +2 DEX, +2 WIS, -2 CHA
  • Water Breathing.
  • Immune to poison.
  • +4 on saving throws vs. disease.
  • Low-light vision and Darkvision 60'.
  • Swim speed 30' (This gives a +8 racial bonus on Swim checks.)
  • Burst of Speed: As a swift action, gain +10' to your move speed and +2 dodge AC until the end of the next round. Usable a number of times per day equal to your dexterity bonus.

Note: Argonians and Khajit are widely discriminated against because of their race.

2014-05-18: Immunity to poison is intended. I could give them +8 to saves vs. poison, but that would practically make them immune to poison anyway. Note that Redguards also have +4 saves vs. poison.

Bosmer (wood elves)


  • +2 DEX, +2 INT, -2 STR
  • Racial +2 Stealth, +2 Handle Animal, and +2 Knowledge (Nature) and you are always considered trained in these skills.
  • +2 racial bonus to saves vs. poison and disease.
  • Woodland Stride per Ranger.
  • Automatically proficient with shortbow, longbow, and composite shortbow/longbow.
  • Gain Point Blank Shot feat.
  • Gain Dodge feat.
  • Low-light vision.
  • SLA speak with animals 1/day

2014-05-18 - I have not traded Survival for Knowledge (Nature). To address Phil's comment about them being underpowered as anything except archers and stealthers, I am granting Dodge for free - is this OP?

Breton


+2 INT, +2 WIS, -2 STR
+2 Saves vs. spells and spell-like abilities.
Gain bonus spells per day as if your spellcasting ability is +4 higher than it actually is.
Racial +2 Spellcraft and Spellcraft is always in class.
Racial +2 Concentration.
+2 Profession (cook) and can use Profession (cook) untrained.
+2 Craft (cook) and can use Craft (cook) untrained.
Dragon Skin (Su): As a swift action, gain DR 1/- and SR 10+character level, 5 rounds. The DR bonus increases by 1 point every 2 character levels after 1st. Usable a number of times a day equal to your CON modifier. The effect cannot be ended prematurely, but may be suppressed as a standard action.

Dunmer (dark elves)


The Dunmer are the native people of Morrowind, the setting of this campaign.

+2 DEX, +2 CHA, -2 WIS
Gain one bonus feat at first level.
Gain one bonus skill point at every level (x4 at 1st)
Resistance to fire 10/-
Free feat: Spell focus (evocation).
Ancestor Guardian (Su) : 1/day swift action, gain 50% miss chance until the start of your next round.

Imperial (Romans)


+2 any one ability score of your choice.
Gain one bonus feat at first level.
Gain one bonus skill point at every level (x4 at 1st)
+1 Luck bonus to all saves.
Voice of the Emperor: +2 on all Charisma based skill checks. Gain +5 on next charisma-based skill check, 1/day.
+2 Appraise and this skill is always in class.
Imperials are the only race who may take 'human only' feats.

Khajit (cat-people)


+4 DEX, -2 STR, - 2 CON
Natural attack (claw/claw 1d3)
Darkvision 120', Low-light vision
Acrobat: Khajit can make standing long and high jumps as if they were running long and high jumps. A Khajit can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
+2 Stealth, +2 Jump, +2 Balance and these skills are always in-class skills for you.

Note: Argonians and Khajit are widely discriminated against because of their race.

Nord (vikings)


+2 STR, +2 CON, -2 INT
Acclimated: No penalties for high altitude.
Cold endurance
Cold resistance 10/-
No movement speed penalty for wearing medium armour or carrying a medium load.
ACP for medium armour/heavy armour reduced by 1.
+1 to attack when using a melee weapon in two hands.
Add STR bonus to Intimidate. Intimidate is always in class.

Orc


+2 STR, +2 CON, -2 DEX
Orcs suffer no speed penallty for wearing medium armour, heavy armour, or carrying a medium or heavy load.
The armour check penalty for wearing medium armour is reduced by 1; the armour check penalty for wearing heavy armour is reduced by 2.
Gain the benefits of Endurance as per the feat.
+1 saves vs. spells.
Damage reduction 1/-.
+2 on Appraise and Craft checks involving metal items.

Redguard (desert people)


+2 CON, +2 WIS, -2 CHA
One free fighter bonus feat at first level.
Heat endurance
Stable: +4 vs bull rush, trip, etc.
Hardy: +4 on saves vs. poison or disease.
Weapon Familiarity: Gain either weapon focus feat or weapon proficiency at 1st level with any one weapon.
+2 Balance, +2 Climb, +2 Jump and these skill are always class skills.
Tumble is always in class.

Change Log

2014-06-13
Accept all previous changes.
Clarify Altmer - the spellcasting ability bonus stacks with Apprentice and Atronach birthsigns and applies to all spellcasting classes the character has.

2014-06-17
Change Breton skill bonus from Profession (cook) to Craft (cooking).




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