\n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\\page\n\n# Equipment\n\nThe marketplace of large cities teems with buyers and sellers of many sorts, not to mention. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds.\n\n### Coinage\nThe Septim is the main currency in all of Tamriel. It is named after the dynasty that rules the Septim Empire founded by Tiber Septim. It is officially called a Septim due to the engraving of Tiber Septim on the obverse side. The legend on the front is: \"The Empire is Law. The Law is Sacred.\" The reverse reads: \"Praise be Akatosh and all the divines.\" It is colloquially known as Drakes, due to the seal of Akatosh on the reverse side.\n\nThe typical value of a meal is 5 septim, while staying at an cheap inn for a night is 10 septim.\n\n\n\nSeptim front\n\nSeptim back\n\n\n\n## Armor and Shields\nAdventurers have access to a variety of armor types, ranging from leather armor to chainmail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor and heavy armor. Many warriors supplement their armor with a shield.\t\nThere are adventurers that choose not to wear armor or shields, but instead, choose to augment their defenses via spells. These spells will be covered under the chapter \"Spells\".\n\n\nCredit: Unknown\n\n\\page\n\n# Light Armor\n\n\n\n##### Light Armor\n| Name | Cost | Soak | Stealth | Weight |\n|:-----------------:|:-----------:|:-----|:-------:|:------:|\n| Hide Armor | 75 Septim | 2 | 3 |4 kg |\n| Leather Armor | 150 Septim | 3 | 3 |4 kg |\n| Studded Armor | 350 Septim | 4 | 3 |4 kg |\n| Elven Armor | 1000 Septim | 5 | 3 |4 kg |\n| Scaled Armor | 1800 Septim | 7 | 3 |4 kg |\n| Glass Armor | 12000 Septim| 8 | 4 |4 kg |\n| Dragonscale Armor | 28000 Septim| 10 | 5 |4 kg |\n
\n\n\n\n##### Light Shields\n| Name | Cost | Soak | Stealth | Weight |\n|:------------------:|:-----------:|:-----|:-------:|:------:|\n| Hide Shield | 75 Septim | 15 | 3 |4 kg |\n| Leather Shield | 150 Septim | 17 | 3 |4 kg |\n| Elven Shield | 800 Septim | 21 | 3 |4 kg |\n| Glass Shield | 5000 Septim | 27 | 4 |4 kg |\n| Dragonscale Shield | 28000 Septim| 29 | 5 |4 kg |\n
\n\n\n*\"Lightly armored means light on your feet. Smart.\"*\t\n\nMade from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. Light armor are more affordable compared to heavy armor, and is mainly used by brigands, bandits, allowing them to be quick on their feet, outmanuvering their combatants.\n\n
\n\n\n\\page\n\n### Hide Armor\n\n\n***Hide:*** The most basic form of light armor, both in cost and protection. Made from tanned leather and leather scraps, Hide Armor is very common and can be found throughout Tamerial, especially among hunters.\t\n### Leather Armor\n\n \n***Leather:*** Leather that has been boiled in oil and stiffened, are combined with softer and more flexible material to create leather armor.\t\n \n\n\n### Studded Armor\n\n\n***Studded:*** Studded armor is leather armor that is reinforced with iron studs. \n### Elven Armor\n\n \n***Elven:*** Through alchemical secrets closely guarded by the Altmers, they are able to combine silver ores and moonstones to create an extremely light weight yet strong armor that is typically worn by Thalmor soldiers.\n\n\\page\n\n### Scaled Armor\n\n\n***Scaled:*** The Imperial answer to Elven armor, a lightweight armor for their imperial scouts to travel zones quicker and faster. Although it is not as light as Elven armor, it makes up for it for slightly more protection.\n\n### Glass Armor\n\n \n***Glass:*** Made from a unique malachite ore that is more transparent instead of solid opaque, it is often mistaken for glass as a result of their likeliness.\n\n\n\n### Dragonscale Armor\n\n \n***Dragonscale:*** Forged from dragon scales and dragon bones, this armor is considered as one of the rarest armor in Tamerial. A full set of Dragonscale Armor is enough to last a family of 5 a full year living in one of the main cities. However, to the the difficulties in killing a dragon, Dragonscale Armor almost never shows up in the open market, and instead is passed down as a heirloom. To few times it does comes on the market, an auction will be held, and prices may go higher then what is mentioned in the tables above.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\\page\n\n## Heavy Armor \n\n##### Heavy Armor\n| Name | Cost | Soak | Stealth | Weight |\n|:-------------:|:------------:|:-----|:-------:|:------:|\n| Iron Armor | 500 Septim | 4 | 3 |4 kg |\n| Steel Armor | 1000 Septim | 5 | 3 |4 kg |\n| Nordic Armor | 2500 Septim | 7 | 3 |4 kg |\n| Dwarven Armor | 6000 Septim | 8 | 3 |4 kg |\n| Orcish Armor | 15000 Septim | 9 | 3 |4 kg |\n| Ebony Armor | 30000 Septim | 10 | 4 |4 kg |\n| Daedric Armor | 120000 Septim| 12 | 5 |4 kg |\n
\n\n\n\n##### Heavy Shields\n| Name | Cost | Soak | Stealth | Weight |\n|:---------------:|:-----------:|:-----|:-------:|:------:|\n| Iron Shield | 75 Septim | 20 | 3 |4 kg |\n| Steel Shield | 150 Septim | 24 | 3 |4 kg |\n| Dwarven Shield | 800 Septim | 26 | 3 |4 kg |\n| Orcish Shield | 5000 Septim | 30 | 4 |4 kg |\n| Ebony Shield | 5000 Septim | 32 | 4 |4 kg |\n| Daedric Shield | 28000 Septim| 34 | 5 |4 kg |\n
\n\n\n*\"Best offense is a good defense, am I right?\"*\t\n\nOf all the armor categories, heavy armor offers the best protection. These suits of armor are designed to stop a wide range of attacks, at the cost of weighing more and being more expansive. Due to the weight of the armor, it becomes nearly impossible to move silently in heavy armor, making it more useful for defenders.\n\n
\n\n\n\n\n\t\n\t\n\t\n\n\n\\page\n\n### Iron Armor\n\n\n***Iron:*** The most basic form of heavy armor, both in cost and protection. Rough and heavy, it provides a good amount of protection at the cost of weighing more.\t\n\n### Steel Armor\n\n\n***Steel:*** Typically worn by adventurers looking for more defense and with coin to spend. It is build similar to iron armor, but with a stronger reinforce material.\n\n\n\n### Nordic Armor\n\n \n***Nordic:*** Crafted by the nords, this armor consists of shaped interlocking metal plates to cover the entire body, with a lining of warm fur on the inside. Able to withstand strikes from dangerous beasts, and provide protection from the harsh winter in the north. \n\n### Dwarven Armor\n\n \n***Dwarven:*** Invented by the lost race known as the Dwemer, or Dwarfs, the knowledge of how to craft these ancient, bronze-gold armor is now lost to the world. Yet, adventurers are hired to explore Dwemer ruins and to bring back any armor they to be adjusted for sale. Surprisingly, most armors found in ruins are in perfect condition, a testament to the craftmenship of the Dwemers.\n\n\\page\n\n### Orcish Armor\n\n \n***Orcish:*** Similar to elves, the Orsimer guard the secret to working Orichalcum metal jealously. Those that make a living as blacksmithes, forge the orcish weapons and armor in secret, selling it only to people they trust.\n\n### Ebony Armor\n\n\n***Ebony*** A glass like volcanic substance from Morrowind, the armor is so named because of its opaque, jet black, glossy surface. Rarely found on markets, these armors are reserved only for Royalty or legends.\n\n\n\n### Daedric Armor\n\n\n***Daedric:*** An incredibly dark and sinister design, it has spikes protruding from various parts of the body as well as large horn-like spikes on the very top of the helmet to accompany the large eye-like sockets in the front, giving the wearer an incredibly malevolent and monstrous appearance. Forging it requires the hearts of dremoras, devilish beings inhabiting Oblivion, during a red harvest moon.\n\n\n\\page\n\n# Weapons\n\nEverybody can use any weapons. Whether you favor a longsword or a longbow, your weapons and your ability to wield it effectively can mean the difference between life and death while adventuring. Each weapon requires the use of either 1 action or 2 action points to attack with it.\n\n### Weapon Properties\n\nMany weapons have special properties related to their use, as shown in the Weapons table.\t\n***Ammunition:*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. You can use a weapon that has the ammunition property to make a melee attack. If you do, treat the weapon as a one-handed weapon. \n***Loading:*** Because of the time required to load this weapon, it requires you to spend 1 action point to reload.\t\n***Range:*** A weapon that can be used to make a ranged attack has two range. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\t\n***Reach:*** This weapon adds 1m to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it \t\nThrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack using archery.\n***Two-Handed.*** This weapon requires two hands to equip and attack with it. \n\n### Improvised Weapons\n\nYou may not always have your weapons with you, and may have to attack with whatever is at hand. You can use any object that you can wield in one or two hands, such as a glass bottle, a chair or a backpack. Improvised weapons are treated as actual weapons, using your one-handed or two-handed skill depending the object and the DM discretion. At the DM choosing, the improvised weapon can do damage based on the weapon most similar to it. For example, a table leg is similar to a club, so players can treat it as a club and follows the club damage. However, improvised weapons do not add your ability modifier to damage rolls.\n> ##### Example\n> Tom the wants to grab a broken glass bottle and stab a bandit with it. Tom is training to be a fighter and has 60 strength and 60 points in one-handed. \n> \n>Tom rolls a 56 on attack, and he successfully stab the bandit with the glass bottle. As a glass bottle is similar to a dagger, it does 1d4 points of damage. Since the glass bottle is considered as an improvised weapon, Tom do not add his strength modifier to the damage roll.\n\n\nCredit: Kyounghwan Kim\n\n\\page\n\n## One-Handed\n\n##### Daggers\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Dagger | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Dagger | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Dagger | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Dagger | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Dagger | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Dagger| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Dagger | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n\n##### Mace\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:--------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Mace | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Mace | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Mace | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Mace | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Dagger | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Mace| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Mace | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n\n##### Swords\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:---------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Sword | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Sword | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Sword | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Sword | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Sword | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Sword| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Sword | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n \n
\n\n\\page\n\n\n##### War Axe\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Waraxe | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Waraxe | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Waraxe | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Waraxe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Waraxe | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Waraxe| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Waraxe | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n
\n\n## Two-Handed\n\n##### Battleaxes\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Battle Axe | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Battle Axe | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Battle Axe | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Battle Axe | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Battle Axe | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Battle Axe| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Battle Axe | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n\n##### Greatswords\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:--------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Greatswords | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Greatswords | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Greatswords | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Greatswords | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Greatswords | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Greatswords| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Greatswords | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n \n
\n\n\\page\n\n\n\n\n\n##### Warhammers\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:---------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Warhammers | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Warhammers | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Dwarven Warhammers | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Warhammers | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Warhammers | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Warhammers| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Warhammers | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n \n
\n\n## Archery\n\n##### Bows\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Longbow | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Hunting Bow | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Imperial Bow | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Orcish Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Bow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Bow | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Bow| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Bow | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n\n##### Crossbows\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:--------------------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Crossbow | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Dwarven Crossbow | 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n| Heavy Crossbow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Heavy Dwarven Crossbow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n\n
\n\n\\page\n\n\n\n\n##### Arrows\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:----------------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Iron Arrow | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Steel Arrow | 1000 Septim | 5 | 3 |4 kg | 500 Septim |\n| Orcish Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Elven Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Glass Arrow | 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Ebony Arrow | 30000 Septim | 10 | 4 |4 kg | 500 Septim |\n| Dragonbone Arrow| 15000 Septim | 9 | 3 |4 kg | 500 Septim |\n| Daedric Arrow | 120000 Septim| 12 | 5 |4 kg | 500 Septim |\n\n##### Bolts\n| Name | Cost | Soak | Damage | Weight | Properties |\n|:-----------:|:------------:|:-----|:-------:|:------:|:----------:|\n| Steel Bolt | 500 Septim | 4 | 3 |4 kg | 500 Septim |\n| Dwarven Bolt| 6000 Septim | 8 | 3 |4 kg | 500 Septim |\n\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIdea for weapon damage\nstr or agility 10s value = X\nWeapon damage = Xd10, xd6, xd12 etc\n\nso if str 60, weapon dmg = 6d10 using a longsword\nWeapon bonuses will come from perks\n\nCrits = ignore soak\n\nHeavy weapons = attack 1 action point, but 1 attack per turn (Heavy weapons recommended to power attack more often)\n\n\n\n\n\n\n\\page\n\n# Order of Combat\nA typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.\n\n### Surprise \nA band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the players rolls Sneak Sneak checks. If they roll lower then their sneak value, they are successfull in hiding. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't\n\n### Initiative\nInitiative determines the order of turns during combat. When combat starts, every participant determine their place in the initiative order based on their Agility score. The higher the score, the higher up the initiative order you will be.\n\nIf a tie occurs between players and monsters, monsters always win, unless an ability says otherwise.\n\n### Player Turn\nEach player starts with 2 action points per turn. These action points are replenished at the start of the turn, and are no cumulative. With these action points, a player can choose to do a number of actions.\n\n#### Movement\nMake your movement up to your maximum speed. Any remaining speed is lost once the movement action ends.\n\n#### Opportunity Attacks\nIf a target leaves your range without shifting, you may make an opportunity attack immediately. This only triggers once per round.\n\n\n#### Attack\nThe most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. Roll a 1D100 against your weapon skill score. If the die roll is lower, you successfully attack the enemy. Roll your damage. Damage is calculated based on your weapon of choice. if using a longsword for example, you will do XD8 damage where X equals to your ability score modifier (Depending if you using strength or agility. Sometimes you may not have your weapon at your side in combat. In those situations, you can resort to using unarmed strikes, using your one-handed score.\n\nPower attacks does additional damage based on the weapon used, and imposed the stagger condition on the target. You can power attack with any weapon, ranged included.\n\n#### Blocking\nWith a shield equipped, you are able to ready a block by hiding behind a raised shield. While blocking, your movement speed is halved. Movement speed for the first action point spent is still halved, even if the blocking action is used as the second action point. Gain soak equals to your Block modifier plus your shield soak value. You can block without a shieldby using your weapon to parry the attack. If so, gain soak equals to your block modifier.\n\nShield-bash does damage equals to your shield soak value, and imposed the stagger condition on the target.\n\n#### Aiming\nWith a bow or crossbow equipped, you can choose to take careful aim at a target, to gain a bonus in your archery skill.\n\n#### Channeling Spells\nSome spells requires 2 or more action points to cast. Once a spell is chosen to be cast, the player can use the channeling action to start saving action points. Once the action point needed to cast the spell has being reached, the spell will then be cast. When channeling, the player are not able to move or do any other action until the spell has being cast. \n\nWhen channeling, your concentration cannot be broken. If the player choose to stop channeling a spell for whatever reason, all action points saved up in the bank is lost.\n\n#### Readying an action\nFirst, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger. When the trigger happens, you can choose to take the readied action, or choose to ignore it.\n\n#### Hide\nWhen you take the Hide action, you make a Sneak check in an attempt to hide. You must be out of line of sight from all targets, in order to Hide. If you succeed, you gain certain benefits, as described in the \"Unseen Attackers and Targets\" section later in this chapter.\n\n\n\\page\n\n## Table of Actions\n\n\n\n\n
\n\n\nPlayer Actions | Description | \n
\n\n\n\nMovement | Move a distance up to your speed using 1 action point. | \n
\n\nShift | You can spend 1 action point to carefully move 1m away from the target, without triggering any opportunity attacks. More information on opportunity attacks will be given later. | \n
\n\nAttack | You can make an attack using 1 action point. | \n
\n\nBlock | You can spend 1 action point and 20 stamina to hide behind a shield. | \n
\n\nShield Bash | You can spend 2 action point and 35 stamina to make a shield bash. | \n
\n\nPower Attack | You can spend 2 action points and 40 stamina to make a power attack. This attack does damage based on the weapon, and staggers the target. | \n
\n\nAiming | You can spend 1-2 action point to carefully aim at a target with a range weapon. Add 10-20 points to your archery skill for the next attack. | \n
\n\nLoading | Weapons with the loading properties will require you to spend an action point to reload it. | \n
\n\nShield-Bash | Creature cannot hear and automatically fails any ability check relying on hearing. | \n
\n\nSpellcasting | Cast a spells. Some spells requires 1 action point, or 2 action. | \n
\n\nChanneling | Start channeling a spell and saving action points in a bank. See Channeling Spells for more information | \n
\n\nReadying an Action | Spend 1-2 action point to ready a specific action when a trigger happens. This action has to be an action that costs the same amount of action points, or the channeling action. | \n
\n\nHiding | Spend 2 action points to hide. | \n
\n\nGrappling | Spend 1 action points to grapple a target or to escape a grapple | \n
\n\n
\n
\n\n### Attack Rolls\nWhen you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a 1d100. If the roll equals or belows your skill score, the attack hits. \n\n### Modifiers\nWhen a character makes a damage roll, the two most common modifiers to the rolls are the ability modifiers.\n\n### Ability Modifier\nThe ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Agility.\n\n### Rolling a Doubles\nSometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the 1d100 roll for an attack is a double and lower then the skill score, the attack not only hits, but ignores the target soak value. This is called a critical hit.\n\n### Unseen Attackers and Targets\nCombatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. As disadvantage stacks, it is possible to reduce your skill score by more then 20. For example, attacking an unseen target while prone will give 2 disadvantage, making the weapon skill score -40.\n\nWhen a creature can't see you, any successful hits becomes a critical hit.\n\n\n\n### Ranged Attacks\nWhen you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.\n\n#### Ranged\nYou can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a bow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.\n\n#### Ranged Attacks In Close Combat\nAiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 1m of a hostile creature who can see you and who isn't incapacitated\n\n### Two-Weapon Fighting\nWhen you take the Attack action and holding two melee weapons, you can choose to attack twice, once for each weapon. If so, the offhand attack suffers a disadvantage, and deals half damage. You can choose not to take the offhand attack. If so, you can choose to block with the offhand weapon. Follows the block rules for blocking with a weapon.\n\n\\page\n\n\n\n### Two-Weapon Fighting Power Attack \nYou can spend 2 action points and 55 stamina, to make a make a power attack with both weapons. Make 3 attack rolls, first one for the main hand, second one for the offhand, and the third for the main hand again. Add the relevant power attack bonuses to each attack based on the weapon, and imposed the staggered condition.\n\n### Grappling\nWhen you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. The target of your grapple must be same size or smaller than you and must be within your reach. Using at least one free hand, you try to seize the target by making an attack roll and using unarmed strike (One-handed): You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. You can release the target whenever you like (no action required).\n\n#### Escaping a Grapple\nA grappled creature can use its action to escape. To do so, it must succeed on a Strength or Agility check, to break free forcefully or wiggle its way out.\n\n#### Moving a Grappled Creature\nWhen you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.\n\n### Cover\nWalls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies.\t\n\nHalf cover gives a penalty of -20 to attack. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.\nA target with three-quarters cover gives a penalty of -40 to attack. A target has threequarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.\nA target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. \n\n## Damage and Healing\nInjury and the risk of death are constant companions of those who explore Tamrial. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures. \n\n\n\n### Hit Points\nHit points represent a combination of physical and mental durability, the will to live. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points. \nA creature hit point maximum is double the value of their endurance value. \n\n### Healing\nUnless it results in death, damage isn't permanent. Rest can restore a creature's hit points, and magical methods spell or potions can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost.\n\n### Dropping to 0 Hit Points\nWhen you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. \n\n#### Falling Unconscious\nIf damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.\n\n#### Instant Death\nMassive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds halve your hit point total. \n\n#### Death Saving Throws\nWhenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now.\nRoll a 1d100. If the roll is 51 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero once you finish a long rest.\n\n***Rolling a double.*** When you make a death saving throw and roll a double below 50, it counts as two failures. If you roll a double above 51, you regain 1 hit point.\n\n***Damage at 0 Hit Points.*** If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds halve your hit point maximum, you suffer instant death. \n\n\\page\n\n### Stablizing a Creature\nThe best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. You can spend 1 action point to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful Restoration or Alchemy check.\nA stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after ld4 hours. \n\n### Knocking a Creature Out\nSometimes an attacker wants to incapacitate a foe,\nrather than deal a killing blow. When an attacker\nreduces a creature to 0 hit points with a melee attack,\nthe attacker can knock the creature out. The attacker\ncan make this choice the instant the damage is dealt.\nThe creature falls unconscious and is stable. \n\n### Temporary Hit Points\nSome spells and special abilities confer temporary hit\npoints to a creature. Temporary hit points aren't actual\nhit points; they are a buffer against damage, a pool of hit\npoints that protect you from injury.\nWhen you have temporary hit points and take damage,\nthe temporary hit points are lost first, and any leftover\ndamage carries over to your normal hit points. For\nexample, if you have 5 temporary hit points and take\n7 damage, you lose the temporary hit points and then\ntake 2 damage.\nBecause temporary hit points are separate from\nyour actual hit points, they can exceed your hit point\nmaximum. A character can, therefore, be at full hit\npoints and receive temporary hit points.\nHealing can't restore temporary hit points, and they\ncan't be added together. If you have temporary hit points\nand receive more of them, you decide whether to keep\nthe ones you have or to gain the new ones. For example,\nif a spell grants you 12 temporary hit points when you\nalready have 10, you can have 12 or 10, not 22.\nIf you have 0 hit points, receiving temporary hit points\ndoesn't restore you to consciousness or stabilize you.\nThey can still absorb damage directed at you while\nyou're in that state, but only true healing can save you.\nUnless a feature that grants you temporary hit points\nhas a duration, they last until they're depleted or you\nfinish a long rest. \n\n## Mounted Combat\nA knight charging into battle on a warhorse, a wizard\ncasting spells from the back of a griffon, or a cleric\nsoaring through the sky on a pegasus all enjoy the\nbenefits of speed and mobility that a mount can provide.\nA willing creature that is at least one size larger than\nyou and that has an appropriate anatomy can serve as a\nmount, using the following rules. \n\n### Mounting and Dismounting\nOnce during your move, you can mount a creature that\nis within 5 feet of you or dismount. Doing so costs an\namount of movement equal to half your speed. For\nexample, if your speed is 30 feet, you must spend 15\nfeet of movement to mount a horse. Therefore, you can't\nmount it if you don't have 15 feet of movement left or\nif your speed is 0.\nIf an effect moves your mount against its will while\nyou're on it, you must succeed on a DC 10 Dexterity\nsaving throw or fall off the mount, landing prone in a\nspace within 5 feet of it. If you're knocked prone while\nmounted, you must make the same saving throw.\nIf your mount is knocked prone, you can use your\nreaction to dismount it as it falls and land on your feet.\nOtherwise, you are dismounted and fall prone in a\nspace within 5 feet it.\n### Controlling a Mount\nWhile you're mounted, you have two options. You\ncan either control the mount or allow it to act\nindependently. Intelligent creatures, such as dragons,\nact independently.\nYou can control a mount only if it has been trained\nto accept a rider. Domesticated horses, donkeys, and\nsimilar creatures are assumed to have such training.\nThe initiative of a controlled mount changes to match\nyours when you mount it. It moves as you direct it, and\nit has only three action options: Dash, Disengage, and\nDodge. A controlled mount can move and act even on\nthe turn that you mount it.\nAn independent mount retains its place in the\ninitiative order. Bearing a rider puts no restrictions on\nthe actions the mount can take, and it moves and acts\nas it wishes. It might flee from combat, rush to attack\nand devour a badly injured foe, or otherwise act against\nyour wishes.\nIn either case, if the mount provokes an opportunity\nattack while you're on it, the attacker can target you\nor the mount.\n\n## Underwater Combat\nWhen adventurers pursue sahuagin back to their\nundersea homes, fight off sharks in an ancient\nshipwreck, or find themselves in a flooded dungeon\nroom, they must fight in a challenging environment.\nUnderwater the following rules apply.\nWhen making a melee weapon attack, a creature\nthat doesn't have a swimming speed (either natural or\ngranted by magic) has disadvantage on the attack roll\nunless the weapon is a dagger, javelin, shortsword,\nspear, or trident.\nA ranged weapon attack automatically misses\na target beyond the weapon's normal range. Even\nagainst a target within normal range, the attack roll has\ndisadvantage unless the weapon is a crossbow, a net, or\na weapon that is thrown like a javelin (including a spear,\ntrident, or dart).\nCreatures and objects that are fully immersed in\nwater have resistance to fire damage. \n\n\n\\page\n\n# Spellcasting\n\n\n\n\n\n\n\n\n\n\n\n\n\\page\n\n# Spells\n\n\n\\page\n\n# Conditions\n\n\n\\page\n\n# Gods of Tamriel\n\n\\page\n\n# The Land of Tamriel\n\n\n\n\\page\n\n\n\nExample Character sheet\n\n## Brolly the Nord\n\nAt level 1, this is Brolly the Nord starting stats.\n\n##### Ability Scores\n| Ability/Skills| Nord | \n|:-------------:|:-----:|\n| Strength | 50 | \n| Agility | 40 | \n| Endurance\t\t| 50 | \n| Intelligence\t| 30 | \n| Wisdom | 30 | \n| Luck | 40 | \n| One-Handed | 45 |\n| Two-Handed | 45 |\n| Archery | 40\t|\n| Heavy Armor | 40\t|\n| Light Armor | 50 |\n| Block\t\t | 50 |\n| Sneak \t | 40 |\n| Lockpicking | 40 |\n| Pickpocket | 40 |\n| Speechcraft | 45 |\n| Smithing \t| 45 |\n| Alchemy \t\t| 40 |\n| Enchanting | 40 |\n| Illusion | 40 |\n| Alteration | 40 |\n| Destruction | 40 \t|\n| Restoration | 40 |\n| Conjuration\t| 40 \t|\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n","pageCount":1,"thumbnail":"","invitedAuthors":[],"lang":"en","theme":"5ePHB","gDrive":false,"trashed":false},"enable_v3":"true","enable_themes":true,"config":{"local":false,"publicUrl":"https://homebrewery.naturalcrit.com","environment":"production","deployment":""},"ogMeta":{"site_name":"The Homebrewery - Make your Homebrew content look legit!","title":"Elder Scrolls","description":"No description.","image":"https://homebrewery.naturalcrit.com/thumbnail.png","type":"article"}})