Interest probe for Pathfinder Skyrim Elder Scrolls Campaign.

Started by Elven Sex Goddess, February 16, 2017, 07:07:08 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Elven Sex Goddess

Summary

This will be a campaign set in the world of Skyrim.    The civil war rages on,  the high king is dead.    As the Storm Cloaks look to drive the empire from Skyrim.    Yet the civil war is not the only thing that plagues the land of Skyrim.   The return of the dragons has also come to pass.  Just as vampires also plague the land.  Yes the thief guild in Riften exists.   The assassins of the Black Hand are very much prevalent.    The companions are in Whiterun.   The Dawnguard is active in recruiting those to fight the vampire menace.     

Home brew house rules

Starting level:  3rd  Gold:  3000.    Point Build:  Epic Fantasy 25 points  Hit Points:  Max 1st lv+CON  Half +1+CON  every level after.

Background:  Skill variant will be used. 

Races allowed:   These are the races of Skyrim that will be allowed.   

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.

Traits
-+2 Dexterity, +2 Intelligence, -2 Charisma: Argonians are nimble and cunning, but are gruff and slow to trust.
-Medium Size: Argonians have no bonuses or penalties based on size.
-Humanoid Type: Argonians are humanoids with the (reptilian) subtype.
-Speeds: Argonians have a land speed of 30 ft and a swim speed of 30 ft.
-Amphibious: Argonians can breathe both air and water, and are equally comfortable on both land or water.
-Argonian Resistances: Argonians receive a +4 bonus on fortitude saves to resist poison or disease (including magical disease).
-Histskin: Once per day, an Argonian can gain fast healing equal to half their character level (minimum 1) for 1 minute. Using this ability is an immediate action that does not provoke an attack of opportunity.
-Languages: Argonians begin play speaking Tamrielic and Jel. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Swim Speed 2
Amphibious 2
Healthy 2
Histskin 6 (Ad Hoc)
Linguist Array 1
Total RP 13


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.

Traits
-+2 to one ability score: Bretons gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Bretons have no bonuses or penalties based on size.
-Humanoid Type: Bretons are humanoids with the (human) and (elf) subtypes.
-Normal Speed: Bretons have a land speed of 30 ft.
-Arcane Focus: Bretons receive a +2 racial bonus on concentration checks when casting defensively.
-Bonus Feat: Bretons receive an extra feat at 1st level.
-Skilled: Bretons gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Spell Resistance: Bretons possess spell resistance equal to 6 + their character level.
-Languages: Bretons begin play speaking Tamrielic. They can achoose y nmcomon language as a bonus language (except secret or esoteric languages, like Dwemeris).

Arcane Focus 1
Flexible Bonus Feat 4
Skilled 4
Spell Resistance 2
Linuist Array 1
Total RP 12

Dark Elf
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

Traits
-+2 Strength, +2 Intelligence, -2 Charisma: Dunmer are intelligent and possess strong physiques, but are aloof and clannish.
-Medium Size: Dark Elves have no bonuses or penalties based on size.
-Humanoid Type: Dark Elves are humanoids with the (elf) subtype.
-Normal Speed: Dark Elves have a land speed of 30 ft.
-Ancestor Knowledge: In dunmer myth, it is said that honoured ancestors continue to watch over their descendants. Every dark elf picks two knowledge skills at character generation. They receive a +2 racial bonus on both of these skills, and always treat these skills as class skills.
-Elven Immunities: Dark Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Fell Magic: Dark Elves have a notorious reputation for dark magics. Dark Elves add +1 to the DC of any saving throws against necromancy spells that they cast. Dark Elves with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier.
-Fire Resistance: Dark Elves are inured to flames, and possess Fire Resistance of 5.
-Languages: Dark Elves begin play speaking Tamrielic and Dunmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Shards of the Past 4
Elven Immunities 2
Fell Magic 3
Fire Resistance 1
Linguist Array 1
Total RP 11

High Elf
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. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis.

Traits
-+2 Constitution, +2 Intelligence, -2 Charisma: Altmer are hardy and possess keen intellects, but are often snobbish and arrogant.
-Medium Size: High Elves have no bonuses or penalties based on size.
-Humanoid Type: High Elves are humanoids with the (elf) subtype.
-Normal Speed: High Elves have a land speed of 30 ft.
-Aldmeri Resistances: Of all the meric races, High Elves cleave the closest to their ancient Aldmeri ancestors. High Elves are immune to paralysis and gain a +4 bonus on Fortitude saves against disease, including magical diseases.
-Aldmeri Vulnerabilities: High Elves are less tolerant to extreme energies then the other races. They are vulnerable to cold, electricity, and fire damage.
-Classical Schooling: High Elves receive a +2 racial bonus on knowledge (arcana), knowledge (history), and spellcraft checks.
-Elven Immunities: High Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Focused Study: At 1st, 8th, and 16th level, High Elves gain Skill Focus in a skill of their choice as a bonus feat.
-High Magic: High Elves gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. High Elves with a Charisma score of 11or higher also gain the following spell-like abilities: 1/ day—faerie fire, dancing lights, ghost sounds, and prestidigitation. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. High Elves also gain a +2 bonus on caster level checks made to overcome spell resistance and receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
-Languages: High Elves begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Aldmeri Resistances 3 (Ad Hoc)
Vulnerabilities -6
Skill Bonuses 6
Elven Magic 2
Focused Study 4
Gnome Magic 2
Linguist Array 1
Total RP 12

Imperial
Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

Traits
-+2 to one ability score: Imperials gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Imperials have no bonuses or penalties based on size.
-Humanoid Type: Imperials are humanoids with the (human) subtype.
-Normal Speed: Imperials have a land speed of 30 ft.
-Bonus Feat: Imperials receive an extra feat at 1st level.
-Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
-Skilled: Imperials gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Urbanite: Imperials gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
-Languages: Imperials begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Emissary 1
Skilled 4
Urbanite 1
Linguist Array 1
Total RP 11



Khajiit
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumours. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.

Traits
-+2 Dexterity, +2 Charisma, -2 Wisdom: Khajiit are nimble and gregarious, but lack the common sense of other races.
-Medium Size: Khajiit have no bonuses or penalties based on size.
-Humanoid Type: Khajiit are humanoids with the (Khajiit) subtype.
-Normal Speed: Khajiit have a land speed of 30 ft.
-Cat's Luck: Once per day, when a Khajiit makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before attempting the saving throw
-Cat's Stealth: Khajiit are known for their amazing stealthiness. Khajiit gain a +4 racial bonus on stealth checks.
-Claws of the Khajiit: Khajiit possess razor sharp claws that they can use in melee. They have 2 claw natural attacks that deal 1d4 points of damage each.
-Eye of Fear: Khajiit can use the spell Cause Fear 1/day as a spell-like ability at a caster level equal to their character level.
-Low-Light Vision: Khajiit can see twice as far as a race with normal vision in conditions of dim light.
-Languages: Khajiit begin play speaking Tamrielic and Ta'agra. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Cat's Luck 1
Stealthy 5
Claws 2
Spell-like Ability 1
Low-Light Vision 1
Linguist Array 1
Total RP 11

Nords
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

Traits
-+2 to one ability score: Nords gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Nords have no bonuses or penalties based on size.
-Humanoid Type: Nords are humanoids with the (human) subtype.
-Normal Speed: Nords have a land speed of 30 ft.
-Bonus Feat: Nords receive an extra feat at 1st level.
-Frost Resistance: Nords are inured to frost, and possess Cold Resistance of 5.
-Skilled: Nords gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Stubborn: Nords gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Nord fails such a save, he receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Nord has a similar ability from another source (such as a rogue’s slippery mind class feature), he can only use one of these abilities per round, but can try the other on the second round if the first re-roll ability fails.
-Languages: Nords begin play speaking Tamrielic and Nordic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Frost Resistance 1
Skilled 4
Stubborn 2
Linguist Array 1
Total RP 12




Orcs
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable 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, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armour are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

Traits
-+4 Strength, -2 Charisma: Orcs are the strongest of the common races, but are often feared and hated.
-Medium Size: Orcs have no bonuses or penalties based on size.
-Humanoid Type: Orcs are humanoids with the (elf) and (orc) subtypes.
-Normal Speed: Orcs have a land speed of 30 ft.
-Berserk: Once per day, when an Orc takes damage, she can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
-Forge Craft: Orc smiths are known for their craftsmanship. All Orcs gain a +2 racial bonus on Craft (Armour) and Craft (Weapons) skill checks.
-Languages: Orcs begin play speaking Tamrielic and Orcish. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Greater Paragon 2
Advanced Ability Score 4
Frenzy 2
Skill Bonuses 4
Linguist Array 1
Total RP 13



Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora.

Traits
-+2 to one ability score: Redguards gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Redguards have no bonuses or penalties based on size.
-Humanoid Type: Redguards are humanoids with the (human) subtype.
-Normal Speed: Redguards have a land speed of 30 ft.
-Bonus Feat: Redguards receive an extra feat at 1st level.
-Poison Resistance: Redguards gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Swordtrained: Redguards are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
-Languages: Redguards begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Poison Resistance 3
Swordtrained 4
Linguist Array 1
Total RP 12




Wood Elf
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumoured to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).

Traits
-+2 Dexterity, +2 Wisdom: Bosmer are quick and observant.
-Medium Size: Wood Elves have no bonuses or penalties based on size.
-Humanoid Type: Wood Elves are humanoids with the (elf) subtype.
-Normal Speed: Wood Elves have a land speed of 30 ft.
-Beast-Kin: Wood Elves can use the spell Charm Animal 1/day as a spell-like ability at a caster level equal to their character level.
-Bow Focus: Wood Elves are proficient with all bows (shortbows, longbows, composite shortbows, and composite longbows) and gain Weapon Focus (Shortbow) or Weapon Focus (Longbow) as a bonus feat.
-Elven Immunities: Wood Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Poison Resistance: Wood Elves gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Woodsman: Wood Elves receive a +4 racial bonus on stealth checks in forested or jungle areas.
-Languages: Wood Elves begin play speaking Tamrielic and Bosmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Modifiers 2
Weapon Familiarity 1
Static Bonus Feat 2
Spell-like Ability 1
Elven Immunities 2
Poison Resistance 3
Camouflage 1
Linguist Array 1
Total RP 13


Classes not allowed:  No Psionics classes and Gunslinger or such allowed,  no firearms in Skyrim. 

Deities

Aedra:


Akatosh: L/G
Domains: Air, Scalykind (Dragon), Nobility

Arkay: N/G
Domains: Repose, Death, Good

Dibella: C/G
Domains: Charm, Trickery (Innuendo), Good (Friendship)

Julianos: L/N
Domains: Law, Knowledge, Rune, Magic

Kynareth: N
Domains: Air, Animal, Earth, Plant, Sun, Water, Weather

Mara: N/G
Domains: Community, Good, Healing

Shezarr: N
Domains: Earth, Healing

Stendarr: L/G
Domains: Artifice, Law, Magic

Talos: N/G
Domains: Nobility, Protection, War

Zenithar: N
Domains: Travel (Trade), Community



Daedra:


Azura: C/G
Domains: Void, Darkness, Sun (Light)

Boethia: C/E
Domains: Evil, Destruction, Death (Murder)

Clavicus Vile: L/E
Domains: Knowledge, Trickery (Deception), Law (Tyrrany)

Hermaeus Mora: N/E
Domains: Knowledge, Luck, Rune

Hircine: N
Domains: Animal, Destruction, Strength

Jyggalag: L/N
Domains: Law, Knowledge, Rune

Malacath: L/E
Domains: Luck (Curse), War, Destruction

Mehrunes Dagon: C/E
Domains: Destruction, Fire, Liberation

Mephala: C/E
Domains: Chaos, Death, Trickery

Meridia: C/G
Domains: Sun, Repose, Animal

Molag Bal: L/E
Domains: Law (Slavery), Strength (Ferocity), Destruction (Torture)

Namira: N/E
Domains: Evil (Fear), Madness (Nightmare), Darkness

Nocturnal: C/N
Domains: Luck, Trickery (Theivery), Magic

Peryite: L/N
Domains: Disease, Discipline

Sanguine: C/E
Domains: Trickery, Charm (Lust), Chaos (Revelry)

Sheogorath: C/N
Domains: Madness, Artifice, Trickery

Laughing Hyena


That One Dingus

I might be interested in jumping in on this. Depends on how you decide to go about the plot for the characters, however.

For that matter, is this going to be a cohesive party or a series of solo games within the same setting?
Ons & Offs

Absences and Apologies (Updated for June 2018)


Servile Sliver

This could be fun, I'd be interested in playing a lusty, busty, boisterous Nord adventuress.


Elven Sex Goddess

Thanks for the interest everyone so far.   

Languages of Skyrim
    Aldmeris
    Akaviri
    Ayleidoon (Ayleid)
    Daedric (has own alphabet)
    Dragon Language (Dragonish/Dovahzul)
    Dunmeri (name)
    Dwemeris
    Ehlnofex
    Falmer
    Giantish
    Goblin
    Harpy
    Impish
    Jel (Argonian)
    Kothringi Language
    Lamia's language
    Nedic
    Nordic
    Orcish
    Old Bretic
    Ta'agra (Khajiiti) (sometimes simply called "Khajiiti")
    Tamrielic (Standard language)
    Tsaesci
    Yoku/Yokudan (Old Redguard)

Two traits,  one additional with a flaw only.

[float=right][img height=300][/img][/float]
[b]Player:[/b]
[b]Character Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Description:[/b] 

[b]Personality:[/b]

[b]Background:[/b]  (At least two to three paragraphs.)

[b]Allegiance leaning: [/b] (Do you support the Storm cloaks or the empire.  Or perhaps is neutral towards both sides.  This will help determine the direction the party will go.)

That One Dingus

So, with the dragons returning to Skyrim... How does the Dragonborn fit into this? Is he/she going to be an NPC doing their own thing? Are all of us, collectively, the Dragonborn? Or are we dispensing with that entirely?
Ons & Offs

Absences and Apologies (Updated for June 2018)

PhantomPistoleer

I just don't know what kind of character to make.  I think I want to make a wizard or cleric...
Always seeking 5E games.
O/O

Elven Sex Goddess

Quote from: That One Dingus on February 17, 2017, 07:04:35 PM
So, with the dragons returning to Skyrim... How does the Dragonborn fit into this? Is he/she going to be an NPC doing their own thing? Are all of us, collectively, the Dragonborn? Or are we dispensing with that entirely?

No not dispensing with the Dragonborn.   It is a vital part of what makes Skyrim.   Through for now the Dragonborn, will be a NPC.   Someone that the party will help along the way.
 


PhantomPistoleer

Always seeking 5E games.
O/O

That One Dingus

I'm thinking about making a Kha'jiit barbarian. He'll be more of a sellsword-type character that isn't really involved in politics. He comes to Skyrim to try and escape the shadow of his Clan Mother, who refuses to let him do things on his own. There's a chip on his shoulder, he's got a lot to prove, and the Companions might be a good fit for him.

Unfortunately, I just learned that Feral Combat Training was nerfed back in 2015...  :'(
Ons & Offs

Absences and Apologies (Updated for June 2018)

Rhynarion

Are you willing to allow divine classes, namely Inquisitor, to worship ideals over gods, as per the CRB?

Edit: Also, how do things that assume the standard Golarion Pantheon work: such as Religion Traits, some of the divine-class archetypes, and Divine Fighting Techniques?

Phaia

I like the idea but I hate to admit I have never played anything in the elder scrolls line. I know shocking!!  :o :o

I have not seen "survivor " either.  :o

Anyway I like the idea and have an idea just not sure If not knowing anything would be a huge hindrance!

Phaia

Elven Sex Goddess

Quote from: That One Dingus on February 19, 2017, 12:13:18 AM
I'm thinking about making a Kha'jiit barbarian. He'll be more of a sellsword-type character that isn't really involved in politics. He comes to Skyrim to try and escape the shadow of his Clan Mother, who refuses to let him do things on his own. There's a chip on his shoulder, he's got a lot to prove, and the Companions might be a good fit for him.

Unfortunately, I just learned that Feral Combat Training was nerfed back in 2015...  :'(

Sounds good,   the companions would be a good fit.    Which leads to also mentioning there is the silverhand.   After all one or more if not all of the party could end up as part of the inner circle.   IF that happens,  yes those individuals could accept the gift of Hicine and become werewolves.   

Quote from: Rhynarion on February 20, 2017, 10:55:35 AM
Are you willing to allow divine classes, namely Inquisitor, to worship ideals over gods, as per the CRB?

Edit: Also, how do things that assume the standard Golarion Pantheon work: such as Religion Traits, some of the divine-class archetypes, and Divine Fighting Techniques?

I see no problem with such classes and worshiping ideas in the world of Skyrim.   The thing I have liked about Skyrim is your never on a set path,  you can always choose which path you want to go down.   So merely foregoing worship of a Aedra or Dredra for a idea is acceptable.

As for traits that are tied to a certain Golarion deity.    Well were not using Golarion deities.   So we can discuss which trait and how it fits to one of the Aedra or Dredra depending what the trait is and what path you wish to go. 

Quote from: Phaia on February 20, 2017, 08:07:58 PM
I like the idea but I hate to admit I have never played anything in the elder scrolls line. I know shocking!!  :o :o

I have not seen "survivor " either.  :o

Anyway I like the idea and have an idea just not sure If not knowing anything would be a huge hindrance!

Phaia

Thank you for the interest and welcome Phaia.   As for not knowing anything in the world.   That is fine,   through a bit of reading for perhaps race   wish to play.   Here is a link to a page that  you can click on the race you fancy in playing and can read up what the race is  known for and get a bit of history for that race and where they come from in the world.   http://elderscrolls.wikia.com/wiki/Races_(Skyrim)

Broken


That One Dingus

Player:That One Dingus
Character Name: Karzen
Race: Khajiit (Cathay)
Class: Unchained Barbarian
Description: Karzen is likely the largest Khajiit that most denizens of Skyrim have ever seen. While he is of the cat-faced, human-like Cathay breed, his size and stature almost make him comparable to a Cathay-raht, the "jaguar-men" that are still told as ghost stories by veterans of the Five Years War. His orange coat with black stripes is hard to miss compared to the more common browns and greys of his people. His ears are shorter and more rounded than normal and top a short-furred head with forest green eyes. Muscles swell his chest and shoulders, evidence of his great strength. He favors the use of scimitars, though he will all too gladly show the ignorant that Khajiit's claws are still sharp.

Personality: Despite the physical differences, Karzen has a lot in common with the stereotypical Nord warrior. He lets loose his built-up anger in battle and favors dishing out heavy blows over finesse. Karzen is desperate to prove himself to be a warrior capable of standing on his own two feet and so might take on tasks tougher than he can handle.  Attempts to lump him in with the merchants and drug-dealers scattered throughout Skyrim are likely to be greeted with a punch to the face, which either lands him a new friend or a stint in jail. Cynicism runs strong when it comes to relationships. Karzen believes that people only approach him when they want something. Anyone able to prove their good intentions will have a tough and loyal ally. Karzen has no best friends, only brothers and sisters.

Skyrim is a mixed bag for him. On the one hand, it's always cold, the Nords are pompous bigots in barbarian's clothes, and the food lacks any real spice or flavor. On the other hand, much has been forgotten about its wild places and its stark beauty often goes without praise. It is likely that no one here knows of his past and Karzen can become whoever he chooses to be.

Background: It is fair to say that Karzen's childhood was easier than most. His mother was a Clan Mother and so he never wanted for anything. However, as a child, his well-fed and plump appearance made him the subject of frequent ridicule by his peers. Some even said that he might even make a nice "pet" for some Imperial or Bosmer. Rather than learning how to stand up for himself, however, his mother tried to shield him and even arrange for her own brand of justice by staging embarrassing incidents for the bullies.

Karzen grew older and was more fond of sword practice than counting coins or mapping trade routes. Despite his smooth transition into puberty, however, he still had a reputation of being a "mama's boy", much to his chagrin. The tipping point was when one of his peers challenged him to a sword duel. Presented with a chance to finally prove his manhood and get some payback, Karzen agreed. His mother, fearful of her "little boy" getting hurt, instead poisoned the challenger's soup dinner. When he learned what had happened, Karzen was filled with shame and immediately left. Many regarded his quick escape as proof of guilt and he is now considered a cowardly murderer in his homeland.

Perhaps in Skyrim, he will finally have the chance to forge his own destiny...

Allegiance leaning: As a young man and a sellsword, Karzen has no special interest or hatred for either the Imperials or the Stormcloaks. Only Khajiit will look out for Khajiit, and sometimes not even then.
Ons & Offs

Absences and Apologies (Updated for June 2018)

BlackStone


Snake

Sent along a character concept that's exceptionally anti-stormcloak.

Gateman


Snake

Note
Just for the sake of some feedback, here's my Bloodrager

Player:
Character Name: Kara Stormwind
Race: Nord
Class: Bloodrager 3
Description: Kara is a very imposing young woman. Tall, approximentally 6' tall and weighing close to 179lbs and as a lean, muscular build with a hard-muscled quality to it. On her face she has a stylish Nordic Tattoo of a bright blood red. Her hair is quite long, thick and full; braided on one side that drapes down in front of her left ear that's been dyed with blood-red highlights; as is the rest of her hair.  Kara's eyes are an inhuman gold or amber color that seem to glow when she's angry. For all of her aesthetically pleasing frame; she's inhumanly strong with amazing endurance- basically almost the ideal Nord Warrior.  Kara is quite busty as well; much larger than her older sisters- to their envy.

Personality: Normally Kara is a boisterous tomboy; enjoying many of the same things the men do.  She likes to sing, she enjoys a good drink but more than anything- she truly enjoys a good fight for honor and glory.  However, Kara carries an almost primal rage inside; it seethes just below the surface waiting to be unleashed.  While capable of flying in a roaring bloodrage, Kara isn't constantly angry- she sees no point in being that way. Anger should be used for a reason; pointless anger leads to impotent rage.
Kara also enjoys a good hunt, whether it's for game or for her enemies and she's quite skilled at it.  Taking pride in the fact that she can track most normal game for a good distance and knows the best ways to take her prey.  Some people quietly claim that she was born with the favor of Lord Hircine due to the bestial shadow she casts.  Kara can't refute the claims but isn't sure if they're true. She DOES offer prayer and appropriate offerings to Hircine in hopes of his blessing on the hunt for game.

Background:  Kara was actually born in Riverwood during the lull between the Great War and the Current Civil war. Luckily for her, the village she was born in wasn't a tactical position and was generally left alone. Or perhaps it was left alone because it was under the protection of Whiterun? Either way; Kara enjoyed a seeming idyllic life as a child- playing in the village and the mountains that it backed up against, or simply splashing about in the shall river trying to catch the fish. 

She is the youngest of 3 children; her parents were artisans that worked in tandem with the wandering hunters in the area, as well as the resident wood elf Faendal. Kara's mother was a bowyer and fletcher; using some of the wood from the lumbermillf to produce quality bows and arrows.  Her father was a leatherworker; he'd buy or trade furs from the hunters and Faendal to turn them into armor or other leather goods. Her older sister Kethra worked for a while in the Sleeping Giant Inn as a serving girl. Kara's other sister Freya helped out at the mill as a part of the business agreement between her parents and Gerdur.  Eventually, Freya moved to Whiterun after hearing a call to join the priesthood affiliated with Mara.

Kara spent alot of time with her grandfather; he'd bee a soldier during the Great War and found the quiet life in Riverwood much to his liking.  However, he also longed to see the their ancestral homeland of Skyrim; and quite often Kara would be allowed to go along with him in his explorations.  She travelled with him as far as Falkreath to the west, and learned much about the world around her; displaying an uncanny ability to handle and understand the wild beasts.  Her skill with a bow, having learned how to make them from her mother; proved to be a boon since her grampa couldn't move as fast as he used to

When she was about 16 or so, she was out travelling with her grampa when they were set upon by a band of Stormcloaks. Attacking the old man as he was dressed proudly in his old imperial armor, her grandfather had quickly gotten her into hiding; but all it did was give her a front row seat to the Stormcloaks butcher her grampa.  For nothing more than the armor he wore- a good, old, soldier would die.

Shocked, horrified and terribly scared that the Stormcloaks may find and attack her; Kara remained hidden until they departed, congratulating each other and patting each other on the back. 

"Grandfather!" Kara had shouted, rushing out from concealment to cradle her grampa up to an elevated laying position.  "Why Grampa.. why'd this happen?" she asked, her amber eyes misting up; understanding the bloodloss and wounds were fatal.

"Those foolish Stormcloaks." he coughed. 

"Just because you served in the Imperial military?!" Kara was outraged.

"Aye.  You need to get out of here." he said fading. He'd take up his bright, polished imperial sword and held it up to her. "Take this back....and don't forget me." He managed to get out.

"Grampa.. don't go..." She sobbed as she took the blade. "Don't leave me out here alone... I'm scared...." She admitted.

"Don't be afraid. You're stronger than you think you are." He coughed raggedly. "Make me proud my little villkat." he said as he closed his tired steely-blue eyes; never to open them again.

At that point, something inside of Kara snapped. Her rational thinking fell away as the long-sleeping power in her blood surged. All that she could think about was revenge. After giving her grandfather the best funeral she could, burying him in a shallow grave and covered him with stones, making a cairn to mark it- she set off. The young woman that'd played carefree through the forest was gone; leaving a golden eyed avatar of bloodthirsty revenge.

Kara tracked the group of Stormcloaks for several days in the direction toward the Throat of the World. She could only imagine that they were heading for the Rift, probably to some camp. She also believed if they got there before she caught up with them- the risk would be too great.  Fortunately; these troops seemed to be fresh recruits- not as well trained in navigation as compared to her. They stopped frequently to rest or camp; she didn't. Kara tracked through the night, rain, snow; pausing only to sleep for a couple hours and was off again.
When she caught up to the group she'd wait until they were out looking for game, sleeping or playing dice.  The first one was easy; some fool separated himself to go alleviate himself. One quick pounce from a nearby bush would get the Stormcloak killed by  his own dagger; she'd pulled it from the sheath and stabbed him through the back in one motion. She'd go onto ambush a couple others when the went to search, in their suprise, they weren' t much competition.

Hearing the death cry of the third man, the other 4 Stormcloaks quickly took up arms and began to search for the cause. One guy stayed at their camp near the fire, fearing it was the beasts.  Armed with the imperial sword and a steel waraxe; Kara hamstrung two of them with quick chops to the back of their legs then pounced on the third from behind. Her fury unstoppable; without realizing it; her weapons burst into an angry blood-red flame; shearing through the man's armor and pinning him to the ground.  The last guy decided to charge her when he saw his friend go down only to catch a flaming waraxe to the face, thrown from 10' away. 

Kara jumped up, pulling the sword free and tore her axe out of the face of the victim and took off in pursuit of the last man. He, after hearing the sounds of people dying; had taken off at full speed toward the nearst Stormcloak camp. Kara was faster; being in better shape and not wearing that heavy armor and tackled him to the ground and hauled him up with one hand, pressing the imperial sword to his throat with the other.

"So, you're one of those Idiot Stormcloaks... You don't look all the fearsome to me." She growled.  "Attacking an old man for nothing more then the style of 'is armor."

"Death to the Imperials." Was all the young stormcloak replied, shortly before Kara dropped the sword and grasped him by the sides of his head and began to squeeze. The Stormcloak, knowing he was in trouble and horrified by the sheer power he felt in her arms, hammered at her head and shoulders trying to free himself. Heedless of the minor pain and fueled by a deepseated fury; Kara flexed all of the muscles in her arms and upperbody until an oddly satisfying CRUNCH sounded. 

Watching that Stormcloak die sent an electric thrill throughout her body and with a seeming howl of victory; smashed the rest of him into a nearby tree, putting a large crack in the wood.  Her rage satisfied, Kara let out a long,soothing breath and felt a particular weariness. 

After removing the bodies; she'd stay for the night in the makeshift camp before turning home the next day.  Kara would get back a couple days later and had to tearfully explain why she came back alone and what happened; leaving out the mention of her savage revenge. When she returned to her private room to rest and recover; she found a pendant made of natural materials one wold collect on the hunt. An unmistakable symbol of the Daedric Prince Hircine.

Deciding it would be best to leave home; Kara set off about a week later.  Telling her parents and sister that she wanted to fullfill Grandfather's dream to see all of Skyrim.  That was about 2 years ago for her; she's seen most of the province using the friendly wagoneers and working as a guard for Khajiit caravas.

Allegiance leaning: Definately Imperial. Kara hates Stormcloaks and will kill them on-sight if she can get away with it without the guards being called.

Wargtass

Interesting. I'll keep an eye on this. Prolly go Argonian if I decided to give it a swing, I am hopeless with the lizards.  ;D
O/O

BlackStone

Anyone thinking about being from Oakwood in the Pale would love to collaborate.  Wood Elf fighter here.

Broken

Player:
Broken
Character Name:
Boltra Hargon
Race:
Orc
Class:
Berserker
Description: 
Tall, Jacked, More humanlike Facial Structure, White hair
Personality:
Boltra is a thrill seeking orc. Battle is something he seeks at all times, he see's no point in diplomatic situations, and even if facing large amounts of enemies at once, he still would rather go directly to combat. He takes risks, is highly aggressive, and will take what he wants when he feels he has earned it. However, he is deeply loyal, and if following someone he will take their word into account, or if he is under employment he will follow an order but will openly disagree with it.
Background: 
Boltra is a foreigner originating from the Orc homeland of Orisimir. He lived in a Orc village near the border. His birth parents are a mystery, for the orcs that took him in said he was simply left naked and screaming out near the village trade road, a wild dog had come and investigated the easy meal before it was shot dead by one of the archers on the wall. Even though Boltra was just a babe, they saw he did not have a lot of the Orc features, no protruding fangs, and a nose that leaned more towards Imperial. Which leaned to the idea of him being a child between an Orc and a human. Regardless, they took the child in, and tried to raise it within their village.
The Early years of Boltra's life was quite difficult, being so different he was outlasted, and bullied by the other orc children, and unlike bullying in other races, it was more often than not physical and brutal, often leaving Boltra bloodied.
However, if anything, these early beatings toughened up Boltra faster than anyone anticipated, if there were any doubts of his orc toughness being compromised from the possible outsider blood that ran through his veins, they had been demolished when he began to beat down the bullies on his own, nearly killing one in a blood soaked rage.
Fearing the pre-teen's anger, and punishing him, he was banished from the orc town, given only an iron axe, and a dead hare to cook on his own.
Again, this only strengthened Boltra. He learned to fight and hunt for himself, he grew strong by fighting wildlife with an axe or his bare hands, and when he came across his first town, he did tasks for the villagers that all related to strength, or killing things.
Eventually working up enough money, he decided to Travel forward. To become one of the most fearsome warriors Tamriel had ever seen.
Allegiance leaning:
Whoever pays more.