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Almalexia orb
Almalexia orb













almalexia orb

Failure, forces the the foe to be shaken, making their attack rolls for the next 2 rounds to be at a disadvantage. 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. Gods: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rejhin, Baan Dar, Azurah, SheggorathĪbility Adjustments: +1 to strength and constitution Racial Traits: Dark Sight, Cat fall (advantage on acrobatics checks), Natural Weapons (Claws do 1d4 damage) Gods: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman Racial Traits: Star of the West (Advantage to resist fatigue effects), Voice of the Emperor (Can cast Enhanced Ability – Charisma, once per day)

almalexia orb

Gods: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerebar, Molag Bal, Malacath, Sheogorath, Mehrunes DagonĪbility Adjustments: +1 Charisma, (+1 constitution if of colovian descent or +1 Intelligence if of Nibenese Descent) Racial Traits: Resistance (Fire), Ancestors Guardian (Once per day, a Dunmer can cast the Spirit Guardian spell. Gods: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, PhynasterĪbility Adjustments: +2 Dexterity, +1 Strength

#Almalexia orb skin#

Racial Traits: Dragon Skin (May cast the shield or mage armor spell, once per day )

almalexia orb

Gods: Aur-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode.Ībility Adjustments: +1 Intelligence and Wisdom Proficiencies: Long Bows, Short Bows, Crossbows. Racial Traits: Resistance (Disease), Fortified (Advantage on saves to resist Poisons), Can cast Speak with Animals, once per day. Racial Traits: Resistance (Disease), Immunity (Poison), Amphibious ( Can breath underwater), Hist Born (Once per day, The Argonian can cast cure wounds on themselves)Ībility Adjustments: +2 Dexterity, +1 Wisdom Gods: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, and Phynaster.Ībility Adjustments: +2 Dexterity, +1 Intelligence 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. Ability Adjustments: +2 to Intelligence, and +1 Wisdom















Almalexia orb