Altmer

Altmer (High Elves)

To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the “Cultured People”. In the Empire, “High” is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the “lesser races” generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire’s arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer’s smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmer’s incredibly strong minds make them naturally immune to all kinds of paralysis.

Humanoid (Elf)
Abilities: All: +2 to Intelligence, Male: -2 to Strength Female: -2 to con.
Weakness: Elemental Vulnerability (all)
Strong Minded: Immune to Paralysis.
Resist Disease: +8 on saving throws vs. disease
Fortify Magicka: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Altmer also gain a +2 racial bonus on concentration checks made to cast arcane spells defensively and to counterspell.
Destructive Magics: Any spell cast with the elemental descriptor benefits from +1 damage per die rolled and the caster level is increased by 1.

Alternate Racial Traits:
Bookworm You had more theoretical training than practical experience. You gain a +2 to spellcraft and knowledge (arcana) and loose fortify magicka.
Gifted Linguist: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a intelligence score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):

1/day—arcane mark, comprehend languages, message, read magic.

This ability replaces Immune to paralysis.

Refined Snobbery: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This ability replaces Resist Disease.

Illusion Training: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):

1/day—dancing lights, ghost sound, prestidigitation, speak with animals.

The DC is equal to 10 + the spell’s level + the user’s Charisma modifier.

This replaces Resist Disease

Immortal Spark: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability:

1/day—lesser age resistance

This replaces destructive magics.

Seer: Members of this race gain the following spell-like ability:

Constant—deathwatch

This replaces fortify magicka

Favored Class:

Agent Add 1/2 on spellcraft checks.
Bard Add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
Battlemage An Altmer Battlemage may gain favored class bonuses throughout all their various classes, even if the multi-class.
Crusader Add +1 to acid resistance, cold resistance,electricity resistance, or fire resistance.
Healer Add +1/2 to the healer’s level for the purpose of determining the effects of channel energy.
Mage Add +1 to acid resistance, cold resistance,electricity resistance, or fire resistance.
Pilgrim Reduce the cost of brewing potions by 1%
Nightblade Add one illusion spell known from any spell list. This spell must be at least one level below the highest spell level the Nightblade can cast.
Scout Add +1 to acid resistance, cold resistance,electricity resistance, or fire resistance.
Sorcerer Choose one element type. Gain +1/2 damage with spells of that element type.
Spellsword The magus gains 1/6 of a new magus arcana.
Witchhunter Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the Witchhunter can cast

Racial Archetypes

Wizard Spellbinder
Magus Elemental Knight
Cleric Forgemaster
Rogue Eldritch Raider
Oracle Ancient Lorekeeper

Racial Prestige Classes

Veiled illusionist
Mage of the Third Eye

Racial Traits

Arcane Dabbler
Arcane Student
Businessman
Forlorn
Lettered
Linguistic Genius

Racial Feats

Attuned to the Wild
Mage of the Wild
Effortless Trickery

Altmer

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