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<blockquote data-quote="Creamsteak" data-source="post: 271222" data-attributes="member: 552"><p>The Below was copied directly from a letter I sent to my Players before the actual campaign began. I just copied and pasted so... ok.</p><p></p><p>Lizardfolk – Lizardfolk are more brutal than most of their kin. There is more information on them, and there are some Role Playing requirements to being a Lizardfolk. I can send that information to anyone who wants to play such a character. To be brief, Lizardfolk gain a +2 strength, +2 constitution, -2 intelligence, +2d8 hit dice, +1 base attack, +3 reflex save, +5 natural armor, -3 ranks/skill, +6 jump, +8 swim, +4 balance, multi-attack, and a weapon proficiency. Lizardfolk increase your characters ECL by 1, which raises the amount of experience you need in order to achieve 2nd level.</p><p></p><p>Human – There are four races of humans that live in Morrowind. They are the Bretons (Tend to be Clerics and healers), Nords (Barbarians and huge fighters), Redguard (Black warrior people with incredible swordsmanship), and Imperials (diplomats and rulers of the empire). There may be advantages to each type of human, such as free weapon proficiencies and extra class skills.</p><p></p><p>Drow – The Drow are also called “Dunmer” in Morrowind. They can be called “Dark Elves” but it is considered an insult. Drow have a +2 Dex, -2 Con, +2 Int, and +2 Charisma for females. Males have a –2 Charisma instead. Drow also gain a +2 racial bonus to Listen, Search, and Spot. Drow have an enhanced ECL raising the experience requirements for them to level up. Drow make up 50% of the population on Morrowind and there is a role-playing requirement to being a Drow. Drow also suffer some discomfort from sunlight and other bright light.</p><p></p><p>High Elves – High Elves are considered strong spell casters and often focus on evocation as their favored school. High Elves gain knowledge (arcane) and knowledge (the planes) as class skills in addition to their normal +2 dexterity and –2 constitution score. High Elves have a slight Roleplaying Requirement.</p><p></p><p>Khajit – Khajit are a race of Cat people. They receive a +2 Constitution and a –2 Charisma. Khajit use the Nezumi (rat people) traits from the Oriental adventures book, and they make excellent rogues or thieves. They have a base speed of 40 and get the scent feat for free among those abilities. If you are interested in playing a rogue, thief, or scout you could find the Khajit class to your advantage.</p><p></p><p>Orc – Full blooded orcs, but not half-orcs are available to play. Orcs are easy to play, they are generally brutal and powerful, cruel and wild, but they can be played in other ways. Orcs confer a +4 strength modifier, but they suffer from a –2 to Intelligence, Wisdom, and Charisma. Orcs have trouble seeing in the light and suffer a –1 modifier to attack roles in daylight.</p><p></p><p>Red Elves – Also called Wood Elves, Red Elves have a natural strength that surpasses the other elves. Wood Elves benefit from their +2 strength, +2 Dexterity, and suffer a –2 to constitution, intelligence, and charisma. Otherwise, Red elves are similar to high elves statistically. Red Elves are generally very strong, rugged, and normally are not neighborly. Some Roleplaying is required to play a Red Elf.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 271222, member: 552"] The Below was copied directly from a letter I sent to my Players before the actual campaign began. I just copied and pasted so... ok. Lizardfolk – Lizardfolk are more brutal than most of their kin. There is more information on them, and there are some Role Playing requirements to being a Lizardfolk. I can send that information to anyone who wants to play such a character. To be brief, Lizardfolk gain a +2 strength, +2 constitution, -2 intelligence, +2d8 hit dice, +1 base attack, +3 reflex save, +5 natural armor, -3 ranks/skill, +6 jump, +8 swim, +4 balance, multi-attack, and a weapon proficiency. Lizardfolk increase your characters ECL by 1, which raises the amount of experience you need in order to achieve 2nd level. Human – There are four races of humans that live in Morrowind. They are the Bretons (Tend to be Clerics and healers), Nords (Barbarians and huge fighters), Redguard (Black warrior people with incredible swordsmanship), and Imperials (diplomats and rulers of the empire). There may be advantages to each type of human, such as free weapon proficiencies and extra class skills. Drow – The Drow are also called “Dunmer” in Morrowind. They can be called “Dark Elves” but it is considered an insult. Drow have a +2 Dex, -2 Con, +2 Int, and +2 Charisma for females. Males have a –2 Charisma instead. Drow also gain a +2 racial bonus to Listen, Search, and Spot. Drow have an enhanced ECL raising the experience requirements for them to level up. Drow make up 50% of the population on Morrowind and there is a role-playing requirement to being a Drow. Drow also suffer some discomfort from sunlight and other bright light. High Elves – High Elves are considered strong spell casters and often focus on evocation as their favored school. High Elves gain knowledge (arcane) and knowledge (the planes) as class skills in addition to their normal +2 dexterity and –2 constitution score. High Elves have a slight Roleplaying Requirement. Khajit – Khajit are a race of Cat people. They receive a +2 Constitution and a –2 Charisma. Khajit use the Nezumi (rat people) traits from the Oriental adventures book, and they make excellent rogues or thieves. They have a base speed of 40 and get the scent feat for free among those abilities. If you are interested in playing a rogue, thief, or scout you could find the Khajit class to your advantage. Orc – Full blooded orcs, but not half-orcs are available to play. Orcs are easy to play, they are generally brutal and powerful, cruel and wild, but they can be played in other ways. Orcs confer a +4 strength modifier, but they suffer from a –2 to Intelligence, Wisdom, and Charisma. Orcs have trouble seeing in the light and suffer a –1 modifier to attack roles in daylight. Red Elves – Also called Wood Elves, Red Elves have a natural strength that surpasses the other elves. Wood Elves benefit from their +2 strength, +2 Dexterity, and suffer a –2 to constitution, intelligence, and charisma. Otherwise, Red elves are similar to high elves statistically. Red Elves are generally very strong, rugged, and normally are not neighborly. Some Roleplaying is required to play a Red Elf. [/QUOTE]
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