Cyrodiilian

Wound Die Type: 1d12
Control Modifier: +0

Ability Score modifiers:

  • + 2 Charisma

  • + 2 Constitution

  • - 2 Dexterity OR Wisdom

Size: Medium
Speed:
30ft
Medical Class: Group
I (Palman Descendant)

+1 Feat Slot

+4 Skill points at level 1, +1 skill points per level thereafter

To boldly Go

+2 racial bonus on saving throws against fear effects.

This bonus increases by +1 per 5 levels but is capped at their Intelligence modifier.

Cyrodillians are known for their courage, no matter what the circumstances.

DM-RP: 12

Ability Scores: StandardAttributes: Slightly Spiritual +1 RPVoice of the Empire: 2 RPTo boldly Go 1 RPSkilled 4 RPFeat 4 RP

Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperial’s remarkable skill and training as light infantry have enabled them to subdue all the other nations and races and have erected peace and prosperity throughout the Glorious Empire.

Personality: Imperials have proved to be shrewd diplomats and traders, using their brains more than their brawn, which has helped them conquer the entire continent.

Physical Description: Imperials are not as strong or as keen to magic as some other races. They usually weigh from 120 to 240 pounds and stand from 5 to almost 6 feet tall, typically living until the age of 70.

Relations: Imperials get along well with most races considering that they rule over them all. They may be a little less compassionate towards the beast races because of all the trouble they have given them.

Imperial Lands: Though their Empire spans across the entire continent, their homeland lies in the heart of it all. They are surrounded on all sides by those they rule. The land is called Cyrodiil, its capital being the round-walled Imperial City. Its other major cities are Chorrol, Bruma, and Cheydinhal in the north, Anvil, Kvatch, and Skingrad in the west, with Bravil and Leyawiin in the south.

Adventurers: Imperials go out to adventure in the lands for many reasons, usually for prestige and riches.

Male Names:

Hastrel Jarol, Gerich Moslin, Wariel Ritch, Jesan Genald, Carody Marillin, Serverus Victrix, Bassus Modius, Octavian Gratus, Curio Avellan, Clemens Vivio.

Female Names:

Alessia Armus, Olana Jarich, Ruma Cavain, Jena Trossan, Aliana Lane, Salonia Viria, Narcissa Fausta, Una Armina, Lucia Axia, Cristina Nepia.


Voice of the Empire -- 1/day Chakra cost: 5 - see below

Enchantment (Genjutsu) [Language-Dependent, Mind-Affecting, Nei]
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Chakra Resistance: No


You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).