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.
ArgonianArgonians (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.
-+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

BretonBretons 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.
-+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 ElfThe 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.
-+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 ElfTo 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.
-+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

ImperialKnown 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.
-+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
KhajiitThe 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.
-+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

NordsThe 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.
-+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

OrcsOrcs, 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.
-+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
RedguardThe 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.
-+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 ElfThe 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).
-+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
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
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