Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
Humanoid: (Human and Elven)
Abilities: +2 Int & Wis Male: ’-2 Dex Female: ’-2 Str
Resist Magicka: +5 vs. Spells and Spell Like Abilities.
Dragon Skin: Bretons can cast Stoneskin as a swift action spell like ability once per day. It is modified in the following ways: Lasts 1 minute/level. The DR is DR Silver at level 1. It becomes DR Orish at level 4, Mithral at level 8, Dwarven at level 12, Adamantium at level 16 and Daedric at level 20.
Fortify Magicka: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
Focus: Members of this race gain a +2 racial bonus on concentration checks made to cast spells defensively.
Alternate Racial Traits
Fast Healing The mystic energy inside of you functions wildly. You gain fast healing 1. This replaces Resist Magicka.
Deathless Spirit: Members of this race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This replaces Fortify Magicka.
Dual Minded Members of this race gain a +1 bonus on all Will saving throws. This replaces Focus.
Noble You are from noble stock, or spent plenty of time and resources ingratiating yourself. Gain a +2 to Knowledge (Nobility), Diplomacy and Bluff. This replaces Fortify Magicka and Focus.
Shrewd Many Bretons are cunning business men. Gain a +2 to Appraise, Knowledge (Local) and any one mercantile trade skill. This replaces Fortify Magicka and Focus.
Bard Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Battlemage Select one arcane school or bloodline power granted at 1st level that is normally usable a number of times per day equal to 3 + the Battlemages relevant attribute modifier. The Battlemage adds +1/2 to the number of uses per day of that power.
Crusader The Crusader adds +1/4 to the number of mercies he can use.
Healer Add +1/2 to the healer’s level for the purpose of determining the effects of channel energy.
Mage Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The Mage adds +1/2 to the number of uses per day of that arcane school power.
Monk Add 1/4 to the monk’s Ki.
Nightblade Gain 1/6 of a new rogue talent.
Pilgrim Add +1/2 to the number of bombs per day the alchemist can create
Sorcerer Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Spellsword Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Witchhunter Add a +1/2 bonus on concentration checks when casting spells.
Racial Prestige Classes