CS – Passives & Skills

Racial Passives

The following racial passives grant you an automatic upgrade in each of your race’s appropriate skills. These passives do not cost points unless you upgrade them beyond the free points awarded.

Every character receives 3 major and 3 minor racial passives, or skill bonuses. Major skills start with a free Apprentice rank (which normally costs 2 points) and minor skills start with a free Novice rank (which normally costs 1 point).

You get to pick which of your skills are major and which are minor, as long as it’s 3 each. For example, an Imperial could have an automatic Apprentice (0 points) in Mercantile. While it would normally take 3 points to make the Mercantile skill Journeyman, since you get the first 2 ranks for free as a major passive, it will only cost 1 point to upgrade to Journeyman.

Altmer

Alchemy
Alteration
Conjuration
Destruction
Enchanting
Illusion

Imperial

1-H Blade
Heavy Armor
Mercantile
Military Tactics
Persuasion
Shield

Argonian

Alchemy
Athletics
Lockpicking
Mysticism
Restoration
Unarmed

Khajiit

Acrobatics
Athletics
Medium Armor
Pickpocketing
Stealth
Unarmed

Bosmer

Acrobatics
Alchemy
Bow
Medium Armor
Pickpocketing
Stealth

Nord

2-H Axe
2-H Blunt
2-H Blade
Blacksmithing
Heavy Armor
Medium Armor

Breton

Alchemy
Alteration
Conjuration
Light Armor
Mysticism
Restoration

Orc

1-H Axes
2-H Axes
Blacksmithing
Heavy Armor
Intimidation
Shield

Dunmer

1-H Blades
Athletics
Destruction
Illusion
Mysticism
Necromancy

Redguard

1-H Blade
2-H Blade
Athletics
Blacksmithing
Heavy Armor
Medium Armor

Birth Signs

Every character also has a birth sign which has a direct impact upon their skills. Each gives a single point into each of the two skills listed for it, and these free points do stack with racial and monster bonuses.

The Ritual | Morning Star / January | First Aid, Field Medicine
The Lover | Sun’s Dawn / February | Bard, Artist
The Lord | First Seed / March | Military Tactics, Scribe
The Mage | Rain’s Hand / April | Scholar, Enchanting
The Shadow | Second Seed / May | Stealth, Infiltration
The Steed | Midyear / June | Riding, Beast Mastery
The Apprentice | Sun’s Height / July | Scribe, Tailoring
The Warrior | Last Seed / August | Survival, Blacksmithing
The Lady | Heartfire / September | Persuasion, Jewel Crafting
The Tower | Frostfall / October | Lockpicking, Spying
The Atronach | Sun’s Dusk / November | Provisioning, Alchemy
The Thief | Evening Star / December | Streetwise, Pickpocketing
The Serpent | Random | Intimidate, Leatherworking

Combat Skills

1-Hand Axe
1-Hand Blade
1-Hand Blunt
2-Hand Axe
2-Hand Blade
2-Hand Blunt
Bow
Exotic Weapons

Staves
Spear
Unarmed
Throwing Weapons

Unarmored | No modifiers
Light Armor | 1 max health, +2 magic, +1 defense
Medium Armor | 2 max health, +2 defense, -1 to magic
Heavy Armor | 3 max health, +3 defense, -2 to stealth, -2 to magic
Shield | +1 defense

Magic Skills

  • Alteration | Spells in this school change the world around the caster or the caster themselves. Alteration bends the laws of nature, but does not break them. Waterbreathing, levitation, feather, and resist are among its spells.
  • Conjuration | The magic of calling forth something from another place or plane and binding it to your will. Summon daedra, daedric armor and bound weapons are some of its basic spells.
  • Destruction | Elemental magic which can be used to destroy or to defend. One of the most common kinds of magic for its general usefulness in combat. Fire, ice, and lighting harnessed for destructive ends.
  • Illusion | Illusion magic doesn’t change anything, but can be used to make people think things have changed, which often has the same effect at a far cheaper cost. Charm, invisibility, and fear are common spells used by this kind of mage.
  • Mysticism | Mysticism is the use of magic to effect magic. It is one of the least understood magics, but its uses are well known. Soul trap, dispel, reflect magic, detect and telekinesis are just some of what its practitioners can do.
  • Necromancy | Often considered a subset of Conjuration or Mysticism, necromancy is the art of reanimating or controlling the dead. True necromancy involves creating something new from the remains of something dead. In essence, it is conjuration with some assembly required.
  • Restoration | Restoration spells heal, restore, and fortify the body’s attributes and abilities, cure disease, and protect it from other malign influences. The most commonly used forms of restoration magic are healing spells and protective wards.
  • Shadow Magic | An obscure but powerful form of magic, Shadow Magic usually involves the manipulation of shadows to effect the forces creating it. Its spells include forms of invisibility and even short-range teleportation by stepping through shadows.

Non-Combat Skills

  • Acrobatics | You are exceptionally balanced and nimble, able to leap and contort effortlessly.
  • Athletics | You can run like the wind, swim across rivers, and climb cliffs and trees with ease.
  • Bard | You are a gifted entertainer and trained to sing, dance, play an instrument, or all three.
  • Beast Mastery | You have a natural ability to commune with and tame beasts, including horses.
  • Dwemerologist | You have learned much about the metal men, spiders and orbs that the Dwemer left behind; you can disable, control or even repair and create them.
  • Field Medicine | You are capable of performing lifesaving techniques such as surgery and amputation.
  • First Aid | You are able to successfully treat non-life threatening injuries.
  • Infiltration | You are able to assume another identity and infiltrate an enemy’s group without them knowing.
  • Intimidate | You can influence someone by threatening them, or merely by your appearance alone. But they won’t thank you for it later.
  • Lockpicking | No lock or booby trap is a match for you, you can get though any door or open any chest.
  • Mercantile | It’s not about who you know, it’s about what you know. Replicas from real things, overpriced “sales” or hidden bargains.
  • Military Tactics | You are a seasoned soldier with knowledge about battle strategy and tactics.
  • Pickpocketing | You can reach into someone else’s pocket or snag their coin pouch as easily as if it were your own, which it is now.
  • Persuasion | Anyone can put a blade to someones neck and get them to do what they want. You through charm alone can get people to not just do, but want to do, whatever you want them to.
  • Resilience | Mental resistance and fortitude in dire circumstances, such as defending against illusions, persuasion, charm, or any other form of psychological influence.
  • Riding | You are a natural and skilled rider and trainer of horses (or other creatures).
  • Sailing | You have your sea-legs, be it a boat or a ship you know your way around a vessel at sea.
  • Scholar | You are highly educated and either have vast knowledge or know how to effectively research answers.
  • Scribe | You are gifted at putting pen to paper (and can read, too!).
  • Spying | You are skilled at gaining information both passively through observation and through manipulation.
  • Stealth | You can move without drawing attention, avoiding line of sight and making no sound you can travel unseen and unnoticed.
  • Streetwise | You know which alleys lead where, what shop keeps can be trusted, where to find a fence or just how to avoid getting mugged.
  • Survival | You know the great outdoors like the back of your hand; for you, finding water, food, and shelter is no problem at all.

Crafting Skills

  • Alchemy | You are capable of mixing herbs and other reagents to create potions and poisons.
  • Artist | You are a capable artist, either in painting, charcoal sketches, cartography, etc.
  • Blacksmithing | You know how to work a forge and shape steel (and other metals) to fashion weapons, armor, horseshoes, and other metal items.
  • Enchanting | You can use soul gems and other magical sources to add enchantments to jewelry, armor, and weapons.
  • Hunting | You are exceptionally gifted with hunting (and fishing) live animals for food and pelts.
  • Jewelcrafting | You have learned to cut gems and fashion them into beautiful jewelry and talismans, magical and mundane.
  • Leatherworking | You are skilled at skinning, tanning, and stitching animal hides together to form medium armor and other leather goods.
  • Provisioning | The art of cooking food or brewing beverages.
  • Tailoring | You can design, stitch, and mend regular clothing as well as light armor and robes.
  • Woodworking | You are a skilled carpenter and can create staves, wooden weapons, furniture, and other fortifications.

Vampire Skills

Vampire powers are handled a bit differently from normal skills. Your character automatically acquires some powers and gains an automatic novice in some others.

Guaranteed powers have no associated modifier and are simply absolutes (i.e. a vampire immune to poison can never be poisoned, so no modifier is required).

Innate powers grant your character an automatic novice which costs 0 points. They DO stack with racial passives and birth signs.

Generally, a fledgling vampire will only be a novice in all associated vampire powers until it has trained them like any other ability.

When filling out your character sheet, simply copy and paste your guaranteed powers in and add the innate powers to your sheet normally.

In regards to abilities that require your character to be “well fed”, your character must have fed within the last 24 hours.

Note that not all kinds of vampires found in the Elder Scrolls universe are listed here. Most that have been left out were done so because there simply wasn’t enough known about them to give them accurate and lore friendly bonuses. Others like Quarra were left out because they don’t yet exist in ESO’s timeline. If you are playing a vampire in a strain other than what is found below, please talk to us; we don’t allow fanon bloodlines but we are willing to help assign passives for lesser known lore bloodlines.

Anthotis

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Greatly Increased Intelligence (gains an automatic mastery in Scholar which does not count against the mastery limit)
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +1
Acrobatics +1
Resilience +2
Scholar +1
Spying +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Aundae

Porphyric Hemophillia

Guaranteed Powers:
Feeds Through Touch
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Skills:
Athletics +1
Destruction +1
Illusion +1
Mysticism +1
Resilience +2

Weaknesses:
Burned by the Sun (1 damage each turn)
Conspicuous – unable to hide affliction by feeding
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Restless (-1 to rolls if you have not fed recently)
Unnatural Healing – can only heal through feeding

Berne

Porphyric Hemophillia

Guaranteed Powers:
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +2
Resilience +1
Stealth +1
Unarmed +1
Unarmored +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Conspicuous – unable to hide affliction by feeding
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Restless (-1 to rolls if you have not fed recently)
Unnatural Healing – can only heal through feeding

Bonsamu

Unknown Strain

Guaranteed Powers:
Charm *
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Feeding Heals Damage

Innate Powers:
Acrobatics +1
Athletics +2
Bow +1
Persuasion +1
Resilience +1
Throwing Weapons +1

Weaknesses:
Conspicuous by Candlelight (appears mortal unless viewed by the light of a candle or torch)
Burned by the Sun (1 damage every turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Children of Coldharbour (Scions)

Noxiphilic Sanguivoria

Guaranteed Powers:
Daywalking (unharmed by sunlight)
Night Vision

Disease Immunity
Paralysis Immunity
Poison Immunity
Enhanced Fortitude {At night} (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed {At night}
Enhanced Strength {At night} (+1 melee attack)
Feeding Heals Damage
Natural Healing (can be healed by restoration magic, feeding, or potions)

Innate Powers:
Athletics +1
Mist Form
Resilience +1
Stealth +1
Unarmed +1

Weaknesses:
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Weakened by the Sun (-2 all rolls)

Cyrodiil Vampyrum Order

Porphyric Hemophilia

Guaranteed Powers:
Charm *
Detect Life
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Strength (+1 melee attack)
Enhanced Speed
Feeding Heals Damage

Innate Powers:
Acrobatics +1
Athletics +1
Destruction +1
Illusion +1
Resilience +1
Stealth +1
Unarmed +1

Weaknesses:
Burned by the Sun (1 damage every turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Garlythi

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Magical Shielding (May cast a shield spell to protect themselves from all damage once per day, lasts 1 turn)
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +1
Alteration +1
Destruction +1
Mysticism +1
Resilience +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Glenmoril Wyrd

Porphyric Hemophilia

Guaranteed Powers:
Night Vision
Polymorph (can transform into a raven or a wolf)

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)

Innate Powers:
Alteration +1
Athletics +1
Mysticism +1
Beast Mastery +1
Resilience +1
Riding +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

Haarvenu

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +1
Destruction +2
Light Armor +1
Mysticism +1
Resilience +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Keerilth

Unknown Strain

Guaranteed Powers:
Mist Form
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Feeding Heals Damage

Innate Powers:
Athletics +1
Illusion +1
Resilience +1
Spying +1
Stealth +1

Weaknesses:
Burned by the Sun (1 damage every turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

Khulari

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Night Vision
Paralyze (may cast a paralysis spell on a target once per day, lasts 1 turn and cannot be dodged unless immune)

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Feeding Heals Damage

Innate Powers:
Athletics +1
Illusion +1
Intimidate +1
Persuasion +1
Resilience +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Lyrezi

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Invisibility (may turn invisible; your perception modifier is a base d20 + your supernatural proficiency)
Night Vision
Silence (may prevent an opponent from casting a spell once a day, lasts 1 turn)

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Acrobatics +1
Athletics +1
Resilience +1
Spying +1
Stealth +2

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Montalion

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Night Vision
Teleportation (can teleport a short distance [within 50 feet] once a day)

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +1
Field Medicine +1
First Aid +1
Resilience +1
Restoration +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Selenu

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Resistant to Fire/Ice/Shock (-1 damage taken)
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attacks)
Feeding Heals Damage

Innate Powers:
Acrobatics +1
Athletics +2
Resilience +1
Stealth +1
Unarmed +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8)
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8)
Moderate Fire Vulnerability (+1 damage taken)
Restless (-1 to rolls if you have not fed recently)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Thrafey

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Enhanced Healing (+1 to heal attempts on self)
Feeding Heals Damage

Innate Powers:
Athletics +1
First Aid +1
Field Medicine +1
Necromancy +1
Resilience +1
Restoration +2

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Volkihar

Sanguinare Vampiris

Guaranteed Powers:
Frost Magic (+1 to all frost magic rolls)
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Endurance (+1 health point)
Feeding Heals Damage

Innate Powers:
Athletics +1
Charm
Necromancy +1
Illusion +1
Resilience +1
Stealth +1

Weaknesses:
Extreme Fire Vulnerability (x2 damage taken, i.e. if you take 4 points of fire damage it hits for 8)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)
Weakened by the Sun (-2 all rolls)

Vraseth

Noxiphilic Sanguivoria

Guaranteed Powers:
Charm *
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Immunity to iron and steel weapons
Enhanced Endurance (+1 health point)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)
Feeding Heals Damage

Innate Powers:
Athletics +1
Acrobatics +2
Resilience +1
Stealth +1
Survival +1

Weaknesses:
Burned by the Sun (1 damage each turn)
Burned in Divine Places (1 damage each turn)
Extreme Divine Objects Vulnerability (x2 damage taken, i.e. if you take 4 points of damage it hits for 8 )
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )
Restless (-1 to rolls if you have not fed recently)
Moderate Fire Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

* Charm refers to a vampire’s innate ability to mentally influence or seduce a susceptible target. This ability can be used once per day and is NOT total mental domination.

Whet-Fang

Porphyric Hemophilia

Guaranteed Powers:
Detect Life
Magicka-Induced Coma (coma attempt is base d20 + your supernatural proficiency rolled against victim’s resilience, cannot be used in combat; coma wears off within 24 hours)
Night Vision

Disease Immunity
Poison Immunity
Paralysis Immunity
Resistance to iron and steel weapons (-1 damage)
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Enhanced Strength (+1 melee attack)

Innate Powers:
Alteration +1
Athletics +1
Destruction +1
Illusion +1
Intimidate +1
Resilience +2

Weaknesses:
Burned by the Sun (1 damage every turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)

Yekef

Unknown Strain

Guaranteed Powers:
Night Vision
Shapeshifts to Feed (grows in size and shape to feed by swallowing victims whole like a snake)

Disease Immunity
Poison Immunity
Paralysis Immunity
Enhanced Fortitude (-1 damage from physical attacks; does not apply to magic or fire/silver attacks)
Enhanced Speed
Feeding Heals Damage

Innate Powers:
Athletics +1
Mysticism +1
Resilience +1
Stealth +1
Survival +1
Unarmed +1

Weaknesses:
Burned by the Sun (1 damage every turn)
Moderate Fire Vulnerability (+1 damage taken)
Moderate Silver Vulnerability (+1 damage taken)
Unnatural Healing (can only heal by feeding)

Thrall Skills

Thrall powers are handled a bit differently from normal skills. Due to having a foot in both worlds, with attributes of a mortal and vampire alike, your character automatically acquires some powers and gains an automatic novice in some others.

Guaranteed powers have no associated modifier and are simply absolutes.

For powers at 50% chance, roll a 2 to see if the affliction hit; 1 is hit and 2 is miss.

Innate powers grant your character an automatic novice which costs 0 points, but if you wish to upgrade them it will still cost additional points.

When filling out your character sheet, simply copy and paste your guaranteed powers in and add the innate powers to your sheet normally.

Thralls

All bloodlines

Guaranteed Powers:
Disease Immunity – 50%
Paralysis Immunity – 50%
Accelerated Healing (+1 to heal or potion rolls)
Enhanced Reflexes (+1 to defense rolls)
Feeding From Master Heals Damage

Innate Powers:
Athletics +1
Resilience +1

Weaknesses:
Extreme Addiction – Nneeds bi-weekly feedings to stay sane
Pulling Punches – Can only do half damage to master unless compelled otherwise
Mental Shackles – Takes -1 damage per turn if master’s order is resisted in combat

Werewolf Skills

Werebeast powers are handled a bit differently from normal skills. Your character automatically acquires some powers and gains an automatic novice in some others.

Guaranteed powers have no associated modifier and are simply absolutes (i.e. a werewolf immune to disease can never be diseased, so no modifier is required).

Innate powers grant your character an automatic novice which costs 0 points, but if you wish to upgrade them it will still cost additional points.

When filling out your character sheet, simply copy and paste your guaranteed powers in and add the innate powers to your sheet normally.

IN SUMMARY: Werebeasts only have abilities when in their shifted form. The only exception is disease immunity, which werebeasts have in their mortal form as well. Werebeasts use their Unarmed modifier when attacking in beast form, do not have an armor defense modifier, gain +10 to their health pool when shifted, do an additional +2 damage on all successful melee attacks, and take -2 damage reduction to all attacks except silver.

Werebeasts

All forms

Guaranteed Powers:
Disease Immunity
Enhanced speed
Greatly Enhanced Strength (+2 melee damage)
Greatly Enhanced Endurance (+10 health points)
Ability to Heal From Feeding
Nightvision
Enhanced Senses
Supernatural Claws *

Innate Powers:
Athletics Rolls +1 (While Transformed)
Attack Rolls +1 (While Transformed)
Detect Life

Weaknesses:
Berserk Chance *
Moderate Poison Vulnerability (+1 damage taken)
Restless (-1 to all rolls unless you have hunted in the last week)
Extreme Silver Vulnerability (x2 damage taken, i.e. if you take 4 points of silver damage it hits for 8 )

* Supernatural Claws | Werewolf claws count as magical and supernatural weapons and are able to harm ghosts, undead, vampires, lycans, and daedra.
* Berserk Chance | If your character goes under 25% HP there is a 50% chance to go berserk with every roll. Roll 1d2 after every attack for berserk chance; 2 is berserk.

Monster Skill Descriptions

Here you may find more detailed descriptions of the various strengths and weaknesses of vampires & werebeasts outlined above.

Note: Bonuses to attacks only apply to the attack roll, not the damage done. And mental resistance effects refer to defensive rolls against illusions, fear, charm, or other kinds of control and manipulation attacks.

Berserk

Though it does not necessarily happen every time you transform, you are prone to becoming entering a state of extreme bloodlust or rage that makes you unaware of damage you are sustaining. This can be brought on by rage, grief, or simply losing yourself to the beast. If this event is severe enough, it can cause you to suffer amnesia about what happened during your transformation. (50% chance per turn when a werebeast gets below 25% health)

Burned by the Sun

It is impossible for you to go outside during the day. If sunlight touches you, you immediately start to burn and will burst into flame if you do not return indoors. Clothing cannot be used to ward against sunlight. (You take 1 damage each turn you are out in sunlight)

Burned in Divine Places

Iliac Bay vampires cannot stand to be on holy ground such as temples or land consecrated to one of the Divines. When on holy ground, the vampire feels crippling pain until away from the holy place. (1 damage each turn)

Conspicuous

You can’t conceal your vampiric appearance; it is nearly impossible for you to pass as a mortal.

Divine Objects Vulnerability

Iliac Bay vampires lack resistances to divine objects. (You take x2 Damage from any successful attack from a holy weapon, depending on the severity of the weakness)

Fire Vulnerability

You have little to no natural resistance to fire and catch fire easily. (You either take +1 Damage or x2 Damage from any successful attack with fire, depending on the severity of the weakness)

Poison Vulnerability

You are easily weakened by poison. (You either take +1 Damage or x2 Damage from any successful attack from a silver weapon, depending on the severity of the weakness)

Restless

Entering a state of sleep or torpor does nothing to regenerate your strength; only feeding can do so. (-1 To all rolls, other than damage done, unless you have fed within the last 24 hours.)

Silver Vulnerability

You are weakened by silver or silver augmented weapons or restraints. (You either take +1 Damage or x2 Damage from any successful attack from a silver weapon, depending on the severity of the weakness)

Unnatural Healing

You cannot be healed by traditional medicine or restoration magic, and can only be mended by feeding, blood magic or necromancy.

Weakened by the Sun

You can go in the sun, but you lose the ability to use your vampiric powers and are weakened. You also recover from injuries extremely slowly. (You suffer from a -2 to all rolls except damage done while in the sunlight.)