Redguard

Redguard

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora.

Humanoid (Human)
Size: Medium
Speed: 40
Abilities: Males: +2 Str & Con, -2 Wis. Females: +2 Con.
Resist Poison: +4 to all poison saves.
Resist Disease: +4 to all saves vs. disease.
Martial Weapon Focus: Redguards are proficient in all martial weapons. If they ever gain proficiency in all martial weapons from a class, they are considered to have weapon focus in all martial weapons instead.
Bonus Combat Feat: Redguards gain a bonus combat feat at level 1.
Adrenaline Rush: As a swift action once per day a Redguard can cast Divine Power as a spell like ability.

Alternate Racial Trait
Scout You were trained as a scout on the ocean cliffs of Hammerfall rather than as a martial warrior. You gain a + 2 on Climb, Acrobatics, Swim and Ride, but you loose the bonus combat feat trait.
Healthy Some redguards are more hardy than normal. These redguards gain an additional + 2 vs poison and disease, but their speed is reduced to 30.
Specialized Focus Some Redguard specialize in just a few weapons. Pick a number of weapons equal to 1+Int Modifier (minimum 1). You gain proficiency and and weapon focus for these weapons only. This replaces Martial Weapon Focus.
Skilled You are more skilled than most of your brethren. You gain 1 extra skill point per level. This replaces your Bonus Combat Feat.
Battle Hardened You gain a + 1 racial bonus to CMD and AC. This replaces Martial Weapon Focus.

Favored Class:

Agent Gain + 1/8th a feat.
Archer Add 1/2 to critical confirmation with the bow. (+4 maximum)
Barbarian Reduce AC penalty when raging by 1/5, to a maximum reduction of 2. (AC penalty is reduced by 1 for every five times you select this option.)
Battlemage Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Bard +1/6 to the bonus provided by the bard’s inspire courage bardic performance.
Crusader Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm).
Knight Add 1/2 strength to the Cavalier’s Mount
Monk Add +1 to the monk’s CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.
Pilgrim: Gain a favored class bonus still while taking levels in any Pilgrim Class.
Scout Add 1/2 to damage done by all the animal companions natural attacks.
Sorcerer Add + 1/6 to the sorcerer’s number of revelations. Sorcerers must have a related bloodline to take the revelation and must stick with that mystery.
Spellsword Reduce arcane spell failure by 1%
Warrior Gain +1 on two separate CMD’s
Witch hunter Select one judgment. +1/5 to the bonus provided by that judgment, to a maximum of +1 for any single judgment.

Racial Archetypes
Cavalier Fell Rider
Fighter Weapon Master
Paladin Stonelord
Rogue Swordmaster
Fighter Swordlord
Magus Bladebound

Racial Prestige Classes

Student of War
Swordlord

  • Redguards may loose one of their starting traits to gain Exotic Weapon Proficiency (Dueling Swords) They may loose their second trait to allow Martial Weapon Focus to apply to this weapon when being used as an exotic weapon.

Racial Traits

Arms Master
Bred for War
Grounded
Horse Lord
Prayer Breaker
Shield Bearer

Racial Feats
Demoralizing Lash
Taskmaster
Terrorizing Display
Critical Versatility
Heroic Will
Martial Mastery
Martial Versatility

Redguard

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