Design and Editing
Daniel Alexander "Jynnx" Chaplik
Resources
Dungeons and Dragons, by TSR and Wizards of he Coast
The Elder Scrolls, by Bethesda and ZeniMax Media
The Elder Scrolls Wiki
Playtesters
Cyrus Jones
Dyana Collins
Karl Collins
This product is a conversion for the d20 Dungeons and Dragons role-playing game.
Character Conversion by jynnxies-games, literature
Literature
Character Conversion
This chapter provides a set of rules in order to convert characters from the Elder Scrolls into characters appropriate for a 3.5 Dungeons and Dragons rules environment. They are the providence of the Dungeon Master player characters should be built from scratch using the systems presented in chapter 2.
Step I: Attributes to Ability Scores
Characters within the Elder Scrolls are based on eight primary attributes. Each attribute measures the character's aptitude and potential in a particular area, be it in a physical or mental domain. To determine the character's ability scores, take note of the followi
Character Creation_ES by jynnxies-games, literature
Literature
Character Creation_ES
Step I: Check with your Dungeon Master.
Before you begin creating your character, you should first discuss this process with your DM. He may have house rules that affect this process, either directly or indirectly. You should also see what the other players are creating. You want your character to fit with the overall feeling of the group, and you also want to make sure that a PC group has basic concepts covered (combat, healing, stealth and magic).
Step II: Generate Ability Scores.
This campaign guide assumes that the ability scores of characters are generated through the organic method. Roll 4d6, disregarding the lowest die, for eac
Character Progression_ES by jynnxies-games, literature
Literature
Character Progression_ES
Over time, characters will learn from their adventures and grow because of them. Their experiences will help shape their view of the world. The struggle to overcome adversity, defeat foes and leap all of life's hurdles will strengthen their bodies, minds and souls. This development is measured with an Experience Point system. As characters accumulate more experience points (XP), they advance in character level and become stronger and more challenging.
In most campaigns, character's begin at first level. Commonly, a first-level character has little to no real-world experience.
Tamriel is home to ten races of intelligent humanoids. Each hails from a different province of the Empire, each of which was originally a sovereign power unto itself. The races each have their own unique strengths and weaknesses which make them better suited to some tasks over others. Together, the races of Tamriel can be categorized into three main groups.
The Races of Man, or Humans, are short-lived and tend to hold a short-term point of view. However, the breadth of their powers have allowed them to subdue the other races.
The Races of Mer, or Elves, or the longest-lives and tend to regal airs.
Little is known and even less is understood about these reptilian denizens of the Black Marsh province. Years of defending their borders have made the Argonians experts in geurilla warfare, and their natural abilities make them equally at home in the water as they are on land. They are well-suited to the treacherous and toxi swamps of their homeland, and have devloped natural immunities to the diseases and poisons that have doomed many would-be explorers of the region.
Personality: Argonians are an extremely enigmatic people, often quiet and reserved. They usually speak only if they have something important t
Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from their home province of High Rock, and in addition to their quick, perceptive grasp of spellcraft, enchantment and alchemy, even the humblest of Bretons may boast a resistance to harmful magicka. They are descendant from human and Aldmiri couplings, but the generations have made them more Man than Mer.
Personality: Many Bretons are curious and full of questions, sporting a burning desire within to learn. Their curiosity and appetite for knowledge are known be insatiab
In the empire, "Dark Elf" is the common usage. But in their home province of Morrowind, they call themselves the Dunmer. These dark-skinned, red-eyed elves combine mighty intellect with strong and agile physiques. This produces superior warriors and wizards. On the battlefield, Dark Elves are famed and feared for their "War Wizards", who skillfully integrate magic and martial skill.
Personality: Dunmer are a proud and fiercely independent people. They hate having to rely on others, despise being indebted to others, and prefer to go their own way or not go at all. Many
The High Elves, or Altmer, are the proud, tall and golden-skinned people of Summerset Isle. The common tongue of the Empire is based on their speech and writing. Most of the Empire's arts, crafts and sciences are derived from high elven traditions. Deft, intelligent and strong-will, High Elves are gifted in the magical arts and are far more resistant to disease than the "lesser races".
Personality: High Elves tend to rub others poorly, carrying themselves with a self-righteous and cold attitude. Their long life-spans mean that they look at worldly events in the sense of the bigger picture, and can
Native to the civilized, cosmopolitan province of Cyrodiil, Imperials are both well-educated and well-spoken. Though physically less imposing than other races, the Imperial race has proved to be full of shrewd diplomats and traders. These traits, along with a remarkable talent and skill as light infantry, have enabled them to subdue all of Tamriel's other races, absorbing their old nations into what is now the glorious monument to peace and prosperity that is the Empire.
Personality: Imperials often hold an outward appearance of calm and polite behavior. They are deeply insightful, and prefer to let others tip their hands through emotiona