NeoSeraphi
2011-07-11, 08:03 PM
So, how often has this happened to you? You're setting up a party, and everyone is happily making their normal, fun characters. You've got a dragonwrought kobold sorcerer, a gray elf wizard/incantatrix, and a half-minotaur goliath barbarian, when all of a sudden the power-gamer shows up and asks, "So can I be a half-elf paladin?"
You probably all groaned just from reading that sentence. Yes, we all know the trials of DMing a game of Mary Sue half-elves, but what can you do about it? Power-gamers don't want to see fluff or roleplaying opportunities, they only care about the numbers. And sure, +4 Str with no LA for an orc is good, but how can that stand up to the dreaded +2 Diplomacy and Gather Information bonus of a half-elf?
And you can't just give that bonus to all the other races, because that would just make everything bland and similar. So how do you make the other races more appealing (and therefore, ensure that only one or two players per game will want to be a half-elf), without removing the half-elf's place at the table?
Gentlemen, I present to you, my solution!
The following bonuses replace the bonuses listed in the SRD, they are not in addition to them.
Human:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Humans receive 1 extra skill point per level (4 extra at 1st level)
Standard vision
+1 racial bonus on Concentration, Jump, and Tumble checks.
+2 racial bonus on any one Craft and any one Profession checks.
Human Blood: For all effects related to race, a human is considered a human.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any
Dwarf:
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 30 feet.
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Darkvision 60
+1 racial bonus on Craft (gemcutting), Craft (Armormaking), and Craft (Weaponsmithing)
+2 racial bonus on Appraise and Search checks involving stone.
Dwarven Blood: For all effects relating to race, a dwarf is considered a dwarf.
Automatic Languages: Common and Dwarven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Halfling:
Small: As Small creatures, halflings receive a +1 Size bonus to AC and attack rolls, as well as a +4 bonus to all Hide checks, but they must use smaller weapons, have a lower carrying capacity, and must put up with being grappled and tripped more often than Medium characters.
Halfling base land speed is 20 feet.
Halflings receive a +1 luck bonus on all saving throws.
Low-Light Vision: A halfling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Disable Device, Open Lock, and Disguise checks.
+2 racial bonus on Climb and Move Silently checks.
Halfling Blood: For all effects related to race, a halfling is considered a halfling.
Automatic Languages: Common and Halfling. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Elf:
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Decipher Script, Knowledge (Arcana), and Spellcraft checks.
+2 racial bonus on Search and Spot checks.
Elven Blood: For all effects related to race, an elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any
Half-Orc:
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Half-orcs receive a +2 racial bonus on Constitution checks made to prevent fatigue when performing long activity.
Darkvision 60'
+1 racial bonus on Ride, Handle Animal, and Knowledge (Nature) checks.
+2 racial bonus on Survival and Intimidate checks.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Gnome:
Small: As Small creatures, gnomes receive a +1 Size bonus to AC and attack rolls, as well as a +4 bonus to all Hide checks, but they must use smaller weapons, have a lower carrying capacity, and must put up with being grappled and tripped more often than Medium characters..
Gnome base land speed is 20 feet.
Gnomes receive a +2 bonus on saving throws against illusions.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Craft (Alchemy), Sense Motive, and Use Magic Device checks.
+2 racial bonus on Bluff and Forgery checks.
Gnome Blood: For all effects related to race, a gnome is considered a gnome.
Automatic Languages: Common and Gnome. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Alright, there! Now every race is flavorful, and more importantly, just as powerful as the half-elf!
You probably all groaned just from reading that sentence. Yes, we all know the trials of DMing a game of Mary Sue half-elves, but what can you do about it? Power-gamers don't want to see fluff or roleplaying opportunities, they only care about the numbers. And sure, +4 Str with no LA for an orc is good, but how can that stand up to the dreaded +2 Diplomacy and Gather Information bonus of a half-elf?
And you can't just give that bonus to all the other races, because that would just make everything bland and similar. So how do you make the other races more appealing (and therefore, ensure that only one or two players per game will want to be a half-elf), without removing the half-elf's place at the table?
Gentlemen, I present to you, my solution!
The following bonuses replace the bonuses listed in the SRD, they are not in addition to them.
Human:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Humans receive 1 extra skill point per level (4 extra at 1st level)
Standard vision
+1 racial bonus on Concentration, Jump, and Tumble checks.
+2 racial bonus on any one Craft and any one Profession checks.
Human Blood: For all effects related to race, a human is considered a human.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any
Dwarf:
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 30 feet.
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Darkvision 60
+1 racial bonus on Craft (gemcutting), Craft (Armormaking), and Craft (Weaponsmithing)
+2 racial bonus on Appraise and Search checks involving stone.
Dwarven Blood: For all effects relating to race, a dwarf is considered a dwarf.
Automatic Languages: Common and Dwarven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Halfling:
Small: As Small creatures, halflings receive a +1 Size bonus to AC and attack rolls, as well as a +4 bonus to all Hide checks, but they must use smaller weapons, have a lower carrying capacity, and must put up with being grappled and tripped more often than Medium characters.
Halfling base land speed is 20 feet.
Halflings receive a +1 luck bonus on all saving throws.
Low-Light Vision: A halfling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Disable Device, Open Lock, and Disguise checks.
+2 racial bonus on Climb and Move Silently checks.
Halfling Blood: For all effects related to race, a halfling is considered a halfling.
Automatic Languages: Common and Halfling. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Elf:
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Decipher Script, Knowledge (Arcana), and Spellcraft checks.
+2 racial bonus on Search and Spot checks.
Elven Blood: For all effects related to race, an elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any
Half-Orc:
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Half-orcs receive a +2 racial bonus on Constitution checks made to prevent fatigue when performing long activity.
Darkvision 60'
+1 racial bonus on Ride, Handle Animal, and Knowledge (Nature) checks.
+2 racial bonus on Survival and Intimidate checks.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Gnome:
Small: As Small creatures, gnomes receive a +1 Size bonus to AC and attack rolls, as well as a +4 bonus to all Hide checks, but they must use smaller weapons, have a lower carrying capacity, and must put up with being grappled and tripped more often than Medium characters..
Gnome base land speed is 20 feet.
Gnomes receive a +2 bonus on saving throws against illusions.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Craft (Alchemy), Sense Motive, and Use Magic Device checks.
+2 racial bonus on Bluff and Forgery checks.
Gnome Blood: For all effects related to race, a gnome is considered a gnome.
Automatic Languages: Common and Gnome. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
Alright, there! Now every race is flavorful, and more importantly, just as powerful as the half-elf!