Author Topic: Draugrs & Dragons: Skyrim for D&D 3.5 [PEACH]  (Read 16933 times)

Offline 13 Chain Blood Spider

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Monsters: Dragons

Dragons:
Dragon: Variant 1
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Dragon: Variant 2
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Blood Dragon: Variant 1
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Blood Dragon: Variant 2
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Elder Dragon: Variant 1
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Elder Dragon: Variant 2
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Ancient Dragon: Variant 1
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Ancient Dragon: Variant 2
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Offline 13 Chain Blood Spider

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Monsters: Miscellaneous


Falmer:
  • +2 Strength, +4 Dexterity, -2 Intelligence, -2 Wisdom, -4 Charisma
  • Medium
  • Base Land Speed: 30 ft.
  • +8 racial bonus to Listen
  • +4 racial bonus to Handle Animal versus Chaurus creatures, Craft (Alchemy)
  • Scent 60 ft., Blindsight 120 ft.
  • Level Adjustment: +0
Advance by class.

Chaurus:
Chaurus:
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Chaurus Reaper:
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Dwemer Constructs:
Dwemer Spider:
Dwemer Spider Worker:
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Dwemer Spider:
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Dwemer Guardian Spider:
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Dwemer Sphere:
Dwemer Sphere:
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Dwemer Guardian Sphere:
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Dwemer Centurion:
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Dwemer Centurion Master:
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Hagraven:
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Spriggans:
Spriggan:
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Spriggan Matron:
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Dremora:
Dremora Churl, 3rd Level Fighter (Swordsman):
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Dremora Churl, 3rd Level Fighter (Archer):
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Dremora Churl, 3rd Level Wizard:
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[/list][/list]

Offline 13 Chain Blood Spider

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Gods:

Aedra:
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Daedra:
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Offline 13 Chain Blood Spider

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Artifacts:

There are a variety of powerful artifacts in Tamriel, each of them typically imbued with the blessings of a powerful entity such as a god, a great hero, or a Daedric Prince.

Daedric Artifacts:

Spellbreaker:
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Mehrunes' Razor:
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The Mace of Molag Bal:
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Sanguine Rose:
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Skull of Corruption:
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Volendrung:
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Dawnbreaker:
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The Ebony Blade:
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Wabbajack:
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Ebony Mail:
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Masque of Clavicus Vile:
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Azura's Star:
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Ring of Hircine:
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Savior's Hide:
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Oghma Infinium:
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Ring of Namira:
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The Skeleton Key:
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Other Artifacts:

Chillrend:
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Staff of Magnus:
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Wuuthrad:
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Dragon Priest Masks
Each Dragon Priest Mask appears as metal masks etched with simple yet bold markings. There are slits for the eyes and mouth.
If you are using the optional Material rules, instead each Dragon Priest Mask is made of a specific Material listed under its entry below.

Hevnoraak—Brutal:
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Krosis—Sorrow:
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Morokei—Glorious:
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Nahkriin—Vengeance:
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Otar—Madness:
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Rahgot—Rage:
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Vokun—Shadow:
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Volsung—Horror:
    (click to show/hide)
    [/list][/list]

    Offline 13 Chain Blood Spider

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    Optional Rules, Part 1: Crafting, Weapon/Armor Materials:

    For crafting weapons, shields, and armor, you may use the following rules:

    Armor and Shields:
    (click to show/hide)


    Weapons:
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    Ammunition:
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    Materials:

    There are several different kinds of crafting materials in Tamriel. To represent them, you may use the following rules.

    In order from lowest to highest in terms of quality and rarity:
    Iron
    Steel
    Elven/Orcish
    Dwarven/Gilded
    Glass/Ebony
    Dragon Scales/Dragon Bone
    Daedric

    Iron:
    (click to show/hide)

    Steel:
    (click to show/hide)


    Elven Metal (“Elven”):
    (click to show/hide)



    Orcish Metal (“Orcish”)
    (click to show/hide)


    Gilded Elven Metal (“Gilded”)
    (click to show/hide)

    Dwarven Metal (“Dwarven”)
    (click to show/hide)

    Glass
    (click to show/hide)


    Ebony:
    (click to show/hide)


    Dragon Scale
    (click to show/hide)

    Dragon Bone:
    (click to show/hide)

    Daedric Metal (“Daedric”):
    (click to show/hide)
    [/list]

    Offline 13 Chain Blood Spider

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    Optional Rules, Part 2: Souls and Soul Gems:

    Magical items in Tamriel often require the use of captured souls stored in soul gems. You may use the following rules to represent this concept.

    • All living beings in Tamriel have souls, which can be harnessed to fuel magical effects.
    • Plants (mundane plants and creatures with the Plant type) do not have souls.
    • Constructs and undead (creatures with the Construct and Undead types, respectively) often do not have souls that can be captured.
    • Though Dragons (creatures with the Dragon type) have mighty souls, they cannot be captured, harvested, or used for normal uses.
    • Mortals (creatures with the Humanoid type) have souls, but their souls require special effort to capture and harness.

    Spell: Soul Trap
    • Conjuration 1
    • Component: V, S
    • Casting time: 1 Standard Action
    • Range: Touch
    • Target: Creature Touched
    • Duration: 1 minute/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • The touched creature is under the effects of Soul Trap (the effect) for the duration of the spell.

    The “size” of souls can be categorized into six different categories:
    • Petty (typically possessed by creatures with 4 or less HD)
    • Lesser (typically possessed by creatures with 5-8 HD)
    • Common (typically possessed by creatures with 9-12 HD)
    • Greater (typically possessed by creatures with 13-16 HD)
    • Grand (typically possessed by creatures with 17-20 HD)
    • Black (possessed only by creatures with the Humanoid type)

    There are objects known as Soul Gems that can capture these souls under certain circumstances. [/li]
    • Petty soul gems can only capture Petty souls.
    • Lesser soul gems can capture any size of soul up to and including Lesser souls.
    • Common soul gems can capture any size of soul up to and including Common souls.
    • Greater soul gems can capture any size of soul up to and including Greater souls.
    • Grand soul gems can capture any size of soul except for Black souls.
    • Black soul gems can only capture Black souls.


    To capture souls, the following conditions must be met:
    • The subject whose soul is to be captured must be under the Soul Trap effect upon death.
    • The subject must be within 30 ft. of a soul gem capable of holding its soul.
    • The soul gem in question must be empty—it cannot already be holding a soul, no matter the size of the held soul or the to-be captured soul.
    • If there are multiple soul gems within the area, then the soul will be held within the soul gem whose type matches its own.
      • For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Common soul gem and a Greater soul gem, and the size of its soul is Common, then the soul will be held in the Common soul gem.
        • If there is not soul gem within the area that matches the soul's size, then the soul will be held by the next largest soul gem.
        • For example, if a creature under the effect of Soul Trap dies within 30 ft. of a Greater soul gem and a Grand soul gem, and the size of its soul is Common, then the soul will be held in the Greater soul gem.
    • A creature whose soul is captured or even expended is not necessarily barred from resurrection; most resurrection spells also reconstitute the subject's soul from ambient energy, leaving the subject's soul healthy and whole once the resurrection is complete.
    • When soul gems are used (usages for soul gems are listed below), the soul gem and the soul contained within it vanish into nothingness—they cannot ever be used again.


    Using Souls and Soul Gems:
    • Once you have a soul gem holding a soul, you can use it to recharge a magical staff or wand. The size of the soul recharges more of the staff or wand.
    • Consult the charts below on what soul gems can be used to recharge what level of item, and how many charges souls recharge.

    Table: Level of Spell Contained in Wand vs Charges Restored
    |0-2||3-4||5-6||7-8||9|
    Petty 5 charges restored - - -
    Lesser 10 charges restored 5 - - -
    Common 15 charges restored 10 5 - -
    Greater 20 charges restored 15 10 5 -
    Grand/Black 25 charges restored 20 15 10 5


    Table: Staff Caster Level vs Charges Restored
    |1-4||5-8||9-12||13-16||17-20|
    Petty 2 charges restored - - -
    Lesser 4 charges restored 2 - - -
    Common 8 charges restored 4 2 - -
    Greater 12 charges restored 8 4 2 -
    Grand/Black 16 charges restored 12 8 4 2
    « Last Edit: September 13, 2012, 09:36:04 PM by 13 Chain Blood Spider »

    Offline 13 Chain Blood Spider

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    Base Class: Battlemage

    NOTE: THIS BASE CLASS HAS BEEN DECLARED OVERPOWERED. PLEASE ADVISE ON HOW TO BALANCE IT!

    • Alignment: Any
    • Hit Die: d10
    • Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
    • Skill Points at 1st Level: (2 + Int modifier) x 4
    • Skills: 2 + Int modifier
    • Starting gold: 6d4 x 10
    • Starting age: as Wizard
    • Class Features:
    • Weapon and Armor Proficiency: Battlemages are proficient with all Simple and Martial weapons, as well as all armors and shields (but not Tower Shields).
    • Spells: You cast Arcane spells, which are drawn from the Battlemage spell list. You can cast any spell you know without preparing it ahead of time.
      • To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table below. In addition, you receive bonus spells per day if you have a high Intelligence score.
    • Spells Known:You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Battlemage spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Battlemage spell list.
      • Upon reaching 5th level, and at every subsequent odd numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different1st-level spell.
      • You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
      • You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
    • Armored in Magic and Steel (Ex): At level 1, you choose a category of armor (Light, Medium, Heavy) and a type of shield (Buckler, Light Steel/Wooden, Heavy Steel/Wooden) ; whenever you cast a spell from the Battlemage spell list while wearing armor and/or shield from the chosen category, you completely avoid arcane spell failure chance.
    • At levels 4, 9, and 14, you can change the chosen category of armor and shield to something else.
    • Battle Gestures (Ex): Part of your Battlemage training is learning shorter, simpler gestures for your spells. Beginning at level 1, choose a spell you know from the Battlemage spell list; you can cast that spell as a swift action that doesn't provoke Attacks of Opportunity. You still must make Concentration checks to cast the spell if you are somehow injured, are grappled/pinned, are experiencing vigorous motion, violent motion, violent weather, casting defensively, or are entangled.
      • At level 5, 10, 15, and 20, you can choose an additional spell that you know from the Battlemage spell list for the purposes of Battle Gestures.
    • Combat Concentration (Ex):
      • Having all the spells in the world means less if you can't cast them without taking a sword to the gut for your efforts. At level 3, you gain a +4 bonus to your defensive casting checks and Concentration checks made for casting a spell while taking an injury.
    • Spell and Sword In Accord (Ex): A Battlemage that can't cast his spells while dealing blows with his sword is an inefficient Battlemage. Starting at level 4, if an opponent is within a square that you threaten, you can cast a spell you know from the Battlemage list as a Move Action.
    • School Specialization: At Level 6, a Battlemage can choose a school of magic to specialize in, much like a Wizard. Unlike a Wizard, he does not have to take up a forbidden school in exchange. When you choose a school of magic, you may learn one additional spell that you could learn at that level.
      • You can do this again at  level 12 and at level 18. If at level 12 you choose the same school, you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different school, then you can learn an additional spell from that school. If at level 18 you choose the same school a third time, you do not learn an additional spell but instead add +2 your caster level when casting spells from the chosen school. If you choose a school for the second time, you you do not learn an additional spell but instead add +2 to the saving throw DC of the spells cast from the chosen school. If you choose a different third school, then you can learn an additional spell from that school.
    • Bonus Feat: At levels 2, 8, 14, and 20, choose a bonus feat from the Battlemage bonus feat list. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Battlemage is not limited to his bonus feats when choosing these other feats. A Battlemage must still meet the prerequisites for the feats on his bonus feat list in order to take them.
      • Battlemage bonus feat list:
      • Metamagic feats
      • Brew Potion, Cleave, Craft Magical Weapons and Armor, Combat Casting, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Iron Will, Spell Focus, Spell Penetration, Power Attack, Weapon Focus, Weapon Specialization
    • Spellsword (Su): At level 16, 3/day as a swift action you can choose to “lose” a spell slot in order to give yourself a base attack bonus equal to your level (which may give you additional attacks), for a number of rounds equal to the level of the spell lost. For example, if you choose to lose a level 4 spell slot, then for four rounds you have a base attack bonus equal to your level.
    • Mastery: At level 20, your experience with your spells is such that you have completely mastered one of them. Choose a spell from the Battlemage list that you know, and a metamagic feat you know: the spell you have chosen is now permanently modified by the chosen metamagic effect without changing its spell level.  When you cast the chosen spell, you can choose to not apply the metamagic effect to it.


    |Level||BAB||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
    1st +0 +2 +0 +2 Armored in Magic and Steel, Battle Gestures 3/2/-/-/-
    2nd +1 +3 +0 +3 Bonus Feat 4/3/-/-/-
    3rd +2 +3 +1 +3 Combat Concentration 5/4/-/-/- 
    4th +3 +4 +1 +4 Spell and Sword In Accord 6/5/-/-/-
    5th +3 +4 +1 +4 Battle Gestures 6/5/2/-/-
    6th +4 +5 +2 +5 School Specialization 6/6/3/-/-
    7th +5 +5 +2 +5   6/6/4/-/-
    8th +6/+1 +6 +2 +6 Bonus Feat 6/7/5/-/-
    9th +6/+1 +6 +3 +6   6/7/5/2/-
    10th +7/+2 +7 +3 +7 Battle Gestures 6/8/6/3/-
    11th +8/+3 +7 +3 +7   6/8/6/4/-
    12th +9/+4 +8 +4 +8 School Specialization 6/8/7/5/2
    13th +9/+4 +8 +4 +8   6/9/7/5/3 
    14th +10/+5 +9 +4 +9 Bonus Feat 6/9/8/6/4
    15th +11/+6/+1 +9 +5 +9 Battle Gestures 6/9/8/6/5 
    16th +12/+7/+2 +10 +5 +10 Spellsword 6/9/8/7/5
    17th +12/+7/+2 +10 +5 +10   6/10/9/7/6
    18th +13/+8/+3 +11 +6 +11 Bonus Feat 6/10/9/7/6
    19th +14/+9/+4 +11 +6 +11 Break the limits (paralyzed) 6/10/9/8/7 
    20th +15/+10/+5 +12 +6 +12 Bonus Feat, Mastery 6/10/9/8/7 
    « Last Edit: September 13, 2012, 10:14:49 PM by 13 Chain Blood Spider »

    Offline 13 Chain Blood Spider

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