Elder-scrolls Races
Reference Material for the Gods:
http://elderscrolls.wikia.com/wiki/Pantheons_of_Tamriel
Altmer
Ability Adjustments: +2 to Intelligence, and +1 Wisdom
Racial Traits: Resistance (Disease), Mental Strength (+2 to saves to resist magical forms of Paralysis), Magically Gifted (May cast the chromatic orb spell, once per day. Based on your Intelligence)
Proficiencies: Arcane
Gods: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, and Phynaster.
Argonian
Ability Adjustments: +2 Dexterity, +1 Intelligence
Racial Traits: Resistance (Disease), Immunity (Poison), Amphibious ( Can breath underwater), Hist Born (Once per day, The Argonian can cast cure wounds on themselves)
Proficiencies: Athletics
Gods: The Hist
Bosmer
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Resistance (Disease), Fortified (Advantage on saves to resist Poisons), Can cast Speak with Animals, once per day.
Proficiencies: Long Bows, Short Bows, Crossbows.
Gods: Aur-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode.
Breton
Ability Adjustments: +1 Intelligence and Wisdom
Racial Traits: Dragon Skin (May cast the shield or mage armor spell, once per day )
Proficiencies: Arcane, or Performance
Gods: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster
Dunmer
Ability Adjustments: +2 Dexterity, +1 Strength
Racial Traits: Resistance (Fire), Ancestors Guardian (Once per day, a Dunmer can cast the Spirit Guardian spell. Treat Wisdom as the governing ability)
Proficiencies: Arcane or History
Gods: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerebar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon
Imperial
Ability Adjustments: +1 Charisma, (+1 constitution if of colovian descent; or +1 Intelligence if of Nibenese Descent)
Racial Traits: Star of the West (Advantage to resist fatigue effects), Voice of the Emperor (Can cast Enhanced Ability – Charisma, once per day)
Proficiencies: Persuasion
Gods: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman
Khajiit
Ability Adjustments: +2 Dexterity, +1 Wisdom
Racial Traits: Dark Sight, Cat fall (advantage on acrobatics checks), Natural Weapons (Claws do 1d4 damage)
Proficiencies: Athletics
Feat: Athlete
Gods: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rejhin, Baan Dar, Azurah, Sheggorath
Nord
Ability Adjustments: +1 to strength and constitution
Racial Traits: Resistance (cold), War cry (As a move action you can shout, forcing Foes to make a wisdom save against a Difficulty of 10 + the players charisma score. Failure , forces the the foe to be shaken, making their attack rolls for the next 2 rounds to be at a disadvantage. This power effects any foe within 30 feet , in the direction that the Nord faces; This power can be used once per day).
Proficiencies: Intimidate
Feats: Tough
Gods: Shor, Tsun, Stuhn, Kyne, Mara, Dibella, Orkey, Alduin , Ysmir, Talos, Herma-Mora.
Orsimer
Ability Adjustments: +2 Constitution, +1 Strength or Dexterity
Racial Traits: Ferocity (Once per day, the Orsimer can strike with ferocious might. Adding its hit-dice onto the total damage done)
Proficiencies: Smithing Tools.
Feats: Weapon Master
Gods: Malacath
Redguard
Ability Adjustments: +1 Constitution and +1 Agility
Racial Traits: Resistance (Poisons), Adrenaline Rush (once per day the redguard can activate this as a free action. When activated they have Resistance to Fatigue based effects, and gain their level x 2 in hit points, and can Dash unhindered for 6 rounds)
Proficiencies: Scimitar,
Feat: Martial Adept.
Gods: ~
Determine your Birthsign
Next you roll for your character's Birthsign, choose the charge of the warrior, mage or thief, and then rolling a d8 on the appropriate table.
Roll Warrior Sign------------Mage Sign-----------Thief Sign
1-2 The Warrior------------The Mage------------The Thief
3-4 The Lady-------------The Apprentice---------The Lover
5-6 The Steed-------------The Atronach----------The Shadow
7-8 The Lord----------------The Ritual------------The tower
The Warrior
Benefit: Gain the Weapon Master Feat.
The Lady
Benefit: +1 Charisma, and 2 additional Hit points.
The Steed
Benefit: +1 Dexterity, and the Mobile Feat.
The Lord
Benefit: Gain the durable Feat
The Mage
Benefit: May cast one extra first level spell, or two extra cantrip level spells per day.
The Apprentice
Benefit: May cast one extra second level spell, or two first level spells per day.
The Atronach
Benefit: Can cast the Enhance Ability (Constitution or strength) spell twice per day.
The Ritual
Benefit: Choose one of three powers at the Beginning of each game session, which is castable once per day. Cure Wounds, Healing Word, or Shield of Faith.
The Thief.
Benefit: Gain the Feat, Alert.
The Lover.
Benefit: Gain +1 to Dexterity and Charisma.
The Shadow.
Benefit: +1 Wisdom, and may cast the Invisibility spell once per day.
The Tower
Benefit: +1 Wisdom, May cast the Knock spell once per day.