Races
There are ten races in Morrowind - a few kinds of humans, a few kinds of elves, orcs, and two "beast races" - the Khajit "cat people" and the Argonian "lizard-people".
There was once a race of dwarves (dwemer) reknowned for their mechanical skill and cunning artifice. However all dwemer have disappeared, having vanished in a single night. Their cities, as extensive underground as above-ground, remain as slowly crumbling ruins, still guarded by tireless automatons.
Altmer (high elves)
- +2 INT, +2 CHA, -2 CON
- Gain bonus spells per day as if your spellcasting ability is +8 higher than it actually is. If you have multiple spellcasting classes, this bonus applies to all of them. This stacks with the bonus from the Apprentice or Atronach birthsigns.
- +1 spell save DC's for all spells you cast.
- -2 all saves vs. spells and spell-like abilities cast on you.
- +2 on saving throws vs. disease.
- Racial +2 Spellcraft and this skill is always in class.
- Racial +2 Alchemy.
Argonian (lizardmen)
- +2 DEX, +2 WIS, -2 CHA
- Water Breathing.
- Immune to poison.
- +4 on saving throws vs. disease.
- Low-light vision and Darkvision 60'.
- Swim speed 30' (This gives a +8 racial bonus on Swim checks.)
- Burst of Speed: As a swift action, gain +10' to your move speed and +2 dodge AC until the end of the next round. Usable a number of times per day equal to your dexterity bonus.
Roleplaying note: The "beast races" (Argonians and Khajit) are widely discriminated against because of their race.
2014-05-18: Immunity to poison is intended. I could give them +8 to saves vs. poison, but that would practically make them immune to poison anyway. Note that Redguards also have +4 saves vs. poison.
Bosmer (wood elves)
- +2 DEX, +2 INT, -2 STR
- Racial +2 Stealth, +2 Handle Animal, and +2 Knowledge (Nature) and you are always considered trained in these skills.
- +2 racial bonus to saves vs. poison and disease.
- Woodland Stride per Ranger.
- Automatically proficient with shortbow, longbow, and composite shortbow/longbow.
- Gain Point Blank Shot feat. (Note: As per house rules, this includes both Point Blank and Precise Shot.)
- Gain Dodge feat.
- Low-light vision.
- SLA speak with animals 1/day
2014-05-18 - I have not traded Survival for Knowledge (Nature). To address Phil's comment about them being underpowered as anything except archers and stealthers, I am granting Dodge for free - is this OP?
Breton
- +2 INT, +2 WIS, -2 STR
- +2 Saves vs. spells and spell-like abilities.
- Gain bonus spells per day as if your spellcasting ability is +4 higher than it actually is.
- Racial +2 Spellcraft and Spellcraft is always in class.
- Racial +2 Concentration.
- +2 Craft (cook) and can use Craft (cook) untrained.
- Dragon Skin (Su): As a swift action, gain DR 1/and SR 10+character level, 5 rounds. The DR bonus increases by 1 point every 2 character levels after 1st. Usable a number of times a day equal to your CON modifier. The effect cannot be ended prematurely, but may be suppressed as a standard action.
Dunmer (dark elves)
The Dunmer are the native people of Morrowind, the setting of this campaign.
- +2 DEX, +2 CHA, -2 WIS
- Gain one bonus feat at first level.
- Gain one bonus skill point at every level (x4 at 1st)
- Resistance to fire 10/-
- Free feat: Spell focus (evocation).
- Ancestor Guardian (Su) : 1/day swift action, gain 50% miss chance until the start of your next round.
Imperial (Romans)
- +2 any one ability score of your choice.
- Gain one bonus feat at first level.
- Gain one bonus skill point at every level (x4 at 1st)
- +1 Luck bonus to all saves.
- Voice of the Emperor: +2 on all Charisma based skill checks. Gain +5 on next charisma-based skill check, 1/day.
- +2 Appraise and this skill is always in class.
- Imperials are the only race who may take 'human only' feats.
Khajit (cat-people)
- +4 DEX, -2 STR, -2 CON
- Natural attack (claw/claw 1d3)
- Darkvision 120', Low-light vision
- Acrobat: Khajit can make standing long and high jumps as if they were running long and high jumps. A Khajit can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
- +2 Stealth, +2 Jump, +2 Balance and these skills are always in-class skills for you.
Roleplaying note: The "beast races" (Argonians and Khajit) are widely discriminated against because of their race.
Nord (vikings)
- +2 STR, +2 CON, -2 INT
- Acclimated: No penalties for high altitude.
- Cold endurance
- Cold resistance 10/-
- No movement speed penalty for wearing medium armour or carrying a medium load.
- ACP for medium armour/heavy armour reduced by 1.
- +1 to attack when using a melee weapon in two hands.
- Add STR bonus to Intimidate. Intimidate is always in class.
Orc
- +2 STR, +2 CON, -2 DEX
- Orcs suffer no speed penallty for wearing medium armour, heavy armour, or carrying a medium or heavy load.
- The armour check penalty for wearing medium armour is reduced by 1; the armour check penalty for wearing heavy armour is reduced by 2.
- Gain the benefits of Endurance as per the feat.
- +1 saves vs. spells.
- Damage reduction 1/-.
- +2 on Appraise and Craft checks involving metal items.
Redguard (desert people)
- +2 CON, +2 WIS, -2 CHA
- One free fighter bonus feat at first level.
- Heat endurance
- Stable: +4 vs bull rush, trip, etc.
- Hardy: +4 on saves vs. poison or disease.
- Weapon Familiarity: Gain either weapon focus feat or weapon proficiency at 1st level with any one weapon.
- +2 Balance, +2 Climb, +2 Jump and these skill are always class skills.
- Tumble is always in class.