Argonian

Medical Class: Group V-a (warm-blooded)

Males:
Wound Die 1d10
Racial Control Modifier 0
+2 Dexterity, +2 Constitution, -2 Charisma

Females
Wound Die 1d8
Racial Control Modifier +1
+2 Intelligence, +2 dexterity , -2 Charisma

Both genders:
Medium Sized
Base Land Speed: 30ft
Swim Speed: 30 Feet

Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either.

Personality: They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.

Physical Description: Argonians have scaly skin that varies in color depending on their age. They also have tails, which helps them swim and balance better than most other races. Argonians stand between 5 and a little over 5 1/2 feet tall and weigh from 100 to 175 pounds. They can live to be 75 years old.

Relations: Since the abolishment of slavery, Argonians have become friendlier towards the Dunmer of Morrowind, though Argonians still find all other races untrustworthy.

Argonian Lands: To the ignorant, it is often referred to as the Black Marsh. But any Argonian would know that its homeland is called Argonia. It is located south of Morrowind and southeast of Cyrodiil. A vast swamp of unwavering trees surrounded by poisonous water and gases has made it difficult for any non-Argonian to survive for very long in the Black Marsh. Though there were once tribes of men –Kothringi, Orma, Yerpest, Horwalli- and tribes of mer –the Barsaebic Ayleids and the Cantemiric Velothi- and a tribe of Lilmothiit, who may have been related to the Khajiit of Elsweyr. Its northwestern two cities –Stormhold and Gideon- were originally built by the Ayleids, though their true Ayleid names are unknown. The southern coastal regions where inhabited by the Lilmothiit, and the present-day cities of Archon, Arnesia, and Thorn where settled by the Black Marsh elves.

Male Names: Bim-Seel, Gold-Heart, Beem-Ja, Raven-Biter, Huleenapa, Putos, Hanei, Beeleez-Ra, Jush-Meeus.

Female Names: Ereek-Wa, Silver-Tail, Amuh-An, Fin-Singer, Chud-Ei, Ten-Tongues, Aleen, Chank-Neeus, Wana, Duh-Ja.

Adventurers: Argonians seldom leave their safety of the Black Marsh, but when they do, it is usually out of wanderlust.


Swim

Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Amphibious

Benefit: Members of this race are amphibious and can breathe both air and water.

Histskin:

Once per day, an Argonian can regenerate wounds sustained in battle quickly.

He gains Fast Healing +1 for <Constitution Score>/rounds giving 1hp per round.

This ability stacks with other sources of Fast Healing.

Healthy

Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison.

Choose 2:

Gain +2 to Sleight of Hand, Disable Device, Acrobatics or Stealth

Automatic Languages: Common and Argonian.


DM-RP: 12

Ability Scores; Normal
Attributes: Balanced
Skill boons (2) : 4 RP
Swim (2 RP)
Amphibious (2 RP)
Histskin 2 RP
Healthy (2 RP)