9.) Following are the Racial statblocks for E.S. setting: (NOTE: Author does have more, but they're still under construction I think, I'll leave that to him to post).
The DC's for the racial abilities are 11+Character level, unless otherwise noted.
Beast:
Argonian
Medium Humanoid (aquatic, reptilian)
Move 30’, swim 30’ (and therefore +8 to Swim checks if it ever matters)
Water breathing (ex)
+1 natural armor bonus
2 claw attacks (1d4 each)
+4 on Climb and Jump checks.
+4 on saving throws vs. diseases.
Immunity to poisons of all types.
Automatic proficiency with the glaive, halberd, ranseur, and guisarme.
Automatic Languages: Common and Argonian. Bonus Languages: Any, other than secret languages
Khajiit
Medium Humanoid (Khajiit)
Move 30’
Darkvision 60’
+4 Balance, Jump, and Tumble
+2 Hide, Move Silently, and Sleight of Hand
2 claw attacks (1d4 each)
Eye of Fear (Sp): cause fear as a spell-like ability 1/day, caster level equal to character level
Automatic proficiency with the short sword, shortbow, longbow, and kukri
Automatic Languages: Common and Khajiit. Bonus Languages: Any, other than secret languages.
Man: As Human, but,spend Human bonus feat on being specific kind. The Preferred Skills ones that race usually favors, and choose one to get a +2 racial bonus to.
[Human] Feats
Breton
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain the [Elf] subtype, Spell Resistance equal to 5 + character level, and may cast barkskin 1/day as a spell-like ability, with a caster level equal to your character level.
Preferred Skills: Craft (alchemy,) Knowledge (arcana), Spellcraft
Imperial
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain proficiency with the longsword and warhammer, and may cast charm person as a spell-like ability, with a caster level equal to your character level.
Star of the West (Sp): 1/day,May make a melee touch attack that fatigues the target on a hit. If the target was already fatigued, they are exhausted instead. If already exhausted, they take nonlethal damage equal to the Imperial's character level. If the Imperial is exhausted at the point of making this attack, she is now fatigued instead; if fatigued, she is no longer fatigued. If the Imperial is neither fatigued nor exhausted, she may restore an amount of nonlethal damage equal to character level. This ability is equal to a 1st-level spell with a caster level equal to the Imperial's character level.
Preferred Skills: Bluff, Diplomacy, Intimidate
Nord
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain immunity to cold damage. You also gain automatic proficiency with the halberd, greataxe and greatsword, and the Thunder Fist ability:
Thunder Fist (Sp): Once per day, a Nord may make a touch attack to deal 1d8 points of cold damage. This is equivalent to a 0th-level spell, and has a caster level equal to the Nord's character level.
Preferred Skills: Craft (armorsmithing), Craft (weaposmithing), Survival
Redguard
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain a +4 racial bonus on saves against poison and disease, proficiency with the falchion, scimitar, and rapier, and adrenaline rush (as UA's Whirling Frenzy rage variant) 1/day.
Preferred Skills: Climb, Jump, Swim (Athletics), Acrobatics, Survival
http://www.dandwiki.com/wiki/UA:Rage_Va ... ing_Frenzy
Mer:
Altmer (High Elf)
Medium Humanoid (Elf)
An Altmer’s base land speed is 30 feet.
+4 racial bonus on saving throws against disease.
+2 racial bonus on Craft (alchemy,) Knowledge (arcana,) Spellcraft, and Use Magic Device checks, in addition to any Craft or Appraise checks involving magic items.
Immunity to paralysis effects.
[The Altmer had some save penalties vs. spells here, but they seem too weak if they have it.]
Highborn (Sp): Once per day, as a standard action, an Altmer can regain one use of a spell or spell-like ability used up to one round ago granted by class features that he or she possesses. [this ability is weird, and I'm not sure how I feel about it. But bonus spells are too crazy good, so Skyrim's version of the ability makes the most sense here.]
Automatic Languages: Common, Elven.
Bosmer (Wood Elf)
Medium Humanoid (Elf)
A Bosmer’s base land speed is 40 feet.
Weapon Proficiency: Bosmer are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow.
+4 racial bonus on saving throws against disease and poison.
+2 racial bonus on Craft (alchemy,) Hide, Move Silently, and Sleight of Hand checks.
Beast Tongue (Sp): Charm animal 1/day. Caster level equal to character level. Save DC is equal to 11 + character level.
Automatic Languages: Common, Elven.
Dunmer (Dark Elf)
Medium Humanoid (Elf)
A Dunmer’s base land speed is 40 feet.
Weapon Proficiency: Dunmer are automatically proficient with the longsword, shortsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
Resistance to fire 10.
+2 racial bonus on Climb and Swim checks.
Ancestor Guardian (Sp): Every Dunmer is watched over by the spirits of their ancestors, and has some ability to call upon their powers when needed. Every Dunmer has one spell that can be used once per day as a spell-like ability with caster level equal to character level. This spell is chosen at 1st level and cannot be changed. Any 1st level Conjuration or Abjuration spell from the Sorcerer/Wizard list is fair game, and the save DC (if any) is equal to 11 + character level.
Automatic Languages: Common, Elven
Orismer
Medium Humanoid (Elf)
Move 20' but move normally in medium or heavy armor or while carrying a medium or heavy load.
Spell resistance 5 + character level.
+2 on Craft and Appraise regarding weapons or armor.
Automatic proficiency with hand axe, battle axe, and great axe.
Familiarity with the dwarven urgrosh and war axe and the orc double axe.
Berserk (Ex): Rage as a PHB barbarian 1/day, only not fatigued afterwards.
Automatic Languages: Common and Orc. Bonus Languages: Any, other than secret languages
Other Races:
Many other types of races in the setting I'm open to see play. So don't let these statblocks discourage you from playing races Not in the main roster!
http://www.uesp.net/wiki/Lore:Races
Aedra
As Aasimar
http://dungeons.wikia.com/wiki/Races_of ... es#Aasimar
Tsaseci
Medium Humanoid [Reptilian]
Speed: 30'
Reach: 5'
Low-light Vision
Scales (Ex): the Tsaesci's scales grant a +1 Natural Armor bonus to AC and a +4 Racial bonus to Swim and Climb checks.
Bite (Ex): the Tsaesci gains a Bite attack that deals 1d6+1.5x Str modifier if the bite is used as a primary weapon, which is reduced to +.5x Str modifier if it is used as a secondary attack.
Improved Grab (Ex):A Tcaesci must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
Blood Drain (Ex): The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Damage per round. The character heals 5 points for each point of Constitution damage in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.
Alternate Strains: the Tsaesci may elect, at creation, to have one of the following adjustments:
Tsaesci Pure Blood: the Pure Blood gains a +10 Racial bonus to Disguise Checks made to appear as "a human" (not a specific one), and loses the Improved Grab and Bite attack. They retain the Scales and Blood Drain. Additionally, they may cast Charm Person once per day as a spell-like ability (DC 11+character level).
Tsaesci Abomination: the Abomination is reduced to 20' speed, but gains a Swim speed of 30' (and the appropriate bonuses) and sees their natural armor bonus improve to +2. Additionally, if they succeed on their Improved Grab they gain a 1d6+ 1.5x Str modifier Constrict attack.
Half-Blood =body of a man, head of a snake
Pure-Blood = Humanoid with a repitilian appearance.
Abomination = lower body of a snake, upper body of man, may also have the head of a snake.
Daedric Races:
Many lesser Daedra are perfectly suitable for player characters, although they are not likely to be looked well upon by mortals in Tamriel. It is rare for Daedra to be seen on Nirn, but you’re a player character and are supposed to be an unusual and legendary hero (or villain) anyways.
The [Daedra] Subtype:
Daedra are usually Outsiders or Elementals, but some (such as Dremora) are Humanoids.
Any creature with the [Daedra] subtype, unless noted otherwise, is subject to any effects that target outsiders, regardless of their actual creature type.
All Daedra are native to a plane of Oblivion and are [Extraplanar] when not on this home plane.
Daedra eat, breathe, and sleep, but do not age.
Daedra possess a special type of soul called an Animus, which has a number of special effects:
Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a Daedra’s Animus. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. Revive Outsider (from Manual of the Planes) also works.
(Usually, at the DM’s discretion this might take longer or shorter) 1d10 days after their apparent death a Daedra reappears on their home plane of Oblivion, as if it had been true resurrected.
If killed on their home plane, a Daedra’s Animus is destroyed, with only a wish or miracleable to restore life.
Aureal (Golden Saint)
Medium Humanoid (Daedra)
Base speed 30 ft.
Can move normally while wearing medium or heavy armor, or carrying a medium or heavy load.
Weapon Proficiency: Golden Saints are automatically proficient with the longsword, battleaxe, and warhammer.
SR 5 + level.
Disintegrate Weapons (Sp): Once per day, a Golden Saint can make a touch attack against an opponent, causing its gear to corrode, warp, and crack. Any weapons, armor, and shields carried by a creature struck are weakened by this effect. The bonus to AC provided by an armor or shield drops by 2, to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, with a maximum penalty of –6. Magic armor and weapons, and other magic items, are allowed a Reflex save (DC 11 + Golden Saint’s character level) to avoid this effect. This ability is equivalent to a 1st-level spell.
Automatic Languages: Common and Daedric.
Kyn (Dremora)
Medium Humanoid (Daedra)
Base speed 30 ft.
Can move normally while wearing medium or heavy armor, or carrying a medium or heavy load.
Weapon Proficiency: Dremora are automatically proficient with the greatsword and greataxe.
Resistance to fire 5.
SR 5 + level.
Second Barrier (Sp): shield 1/day as a spell-like ability. Caster level equal to character level.
Automatic Languages: Common and Daedric.
Mazkhen (Dark Seducer)
Medium Humanoid (Daedra)
Base speed 40 ft.
Weapon Proficiency: Dark Seducers are automatically proficient with the shortsword, longbow, composite longbow, shortbow, and composite shortbow.
SR 5 + level.
Absorb Health (Sp): Once per day a Dark Seducer may make a melee touch attack. If this attack hits, it deals 1 point of untyped damage per character level of the Dark Seducer, and the Dark Seducer heals this amount. If the Dark Seducer is at full HP, or would be brought to full HP, any excess are gained as temporary hit points that remain for 1 hour. The Dark Seducer can’t gain more HP than the target has. This ability is equivalent to a 1st-level spell.
Automatic Languages: Common and Daedric.