ocato
2008-10-08, 04:01 PM
Some of you may remember about a year and a half ago, I posted my homebrew fixes for the 3.5 Half Elf and Half Orc. After a year of collecting dust and being mostly forgotten, I've opted to uncover this and play with it a little more and, hopefully, actually play test one/both of them sometime soon. So, here we go.
So, First, I will post their stats as is, then I will post my opinion on changing them to make them a little more uh... user-friendly. Stuff that has changed will be bolded and stuff that I take out with get the slash so you recognize it as missing. And yes, some of you already adore these classes and will vehemently oppose my meddling. To you, I apologize in advance.
HALF-ELVES
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-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: A half-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 Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Honestly, that is all fine and dandy to me. I think what they need though, is a little stat toying, and a little more of that human versatility. So let's try again
HALF-ELVES
-2 CON, +2 CHA
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-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: A half-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 Listen, Search, and Spot checks.
+1 racial bonus on Diplomacy and +2 racial bonus on Gather Information checks.
Dual Heritage: For all effects related to race, a half-elf can be considered either an elf or a human. The more advantageous race can apply to any given effect, and a Half-elf may be considered both an Elf and a Human simultaneously for different effects. Half-elves are also susceptable to any specialized attacks or damage (ie, bane weapons or the favored enemy skill) focused on both humans and elves.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Adept Adapter: At first level, choose any two skills that do not appear on your class list and add them to your class list.
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
When I first posted this, there was a little uncertainty about giving half-elves +2 Charisma. However, for the most part, I think people really liked it (and thought it was balanced, given it's the exact opposite of a dwarf). The Constitution hit comes from elven parentage, which presumably would produce somewhat frailer children when mixed with humans. Now, the Charisma bonus comes from a variety of places kind of mixed into one thing. Half-elf flavor suggests that they are better with dealing with people because they are used to trying to bridge the gap between both of their races. Humans and Elves (and others with a preference in one direction or the other) tend to see what they like most in a Half-elf. Even the most violent Elf hating Half-Orc may be convinced to feel akin to a Half-elf due to their shared half-human heritage. I mean, let's face it. Humans and Elves are two of the most fascinating races around. Combine the grace and mystique of the Elves and the mercurial spirit of the Human and you get someone anyone can find a reason to admire. Those who scoff at Half-elves due to their parentage only serve to strengthen their resolve and deepen their character.
I dropped some of the elven bonuses to Half-elves to make them a little more human in nature. I feel that by sleeping like humans, lacking elven perception, and having some degree of human versatility, the Half-elf is truly more like a Half Human/Half Elf and less like a nerfed elf.
HALF-ORCS
+2 Strength, 2 Intelligence, 2 Charisma.
A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he takes an experience point penalty.
Yes, Half-Orcs are dumb and ugly, but this appears to be all about their weaknesses and not really about their strengths. Battle. Let's try again.
HALF-ORCS
+2 Strength, 2 Intelligence, -2 Charisma.
A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Survivors: Half-orcs are adept at surviving harsh terrain and dealing with other monsterous humanoids. They gain a +2 racial bonus to Survival and Intimidate skills.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Dual Heritage: For all effects related to race, a half-orc can be considered either an orc or a human. The more advantageous race can apply to any given effect, and a Half-orc may be considered both an Orc and a Human simultaneously for different effects. Half-orcs are also susceptable to any specialized attacks or damage (ie, bane weapons or the favored enemy skill) focused on both humans and orcs.
Orc Weapon Mastery: Half-orcs may treat the Orc Double Axe as a Martial Weapon. A Half-orc raised by humans or in an otherwise non-orcish setting (including a city with a variety of different races present) may replace this familiarity with any other exotic double weapon at the cost of 2 skill points. This option is only available at level one.
War Bred: Half-orcs get a +1 to attack rolls when wielding a weapon with two hands. Furthermore, a Half-orc may use both ends of a double weapon as if he were wielding the weapon in two hands. For example, a Half-orc with 14 strength wielding an Orc Double Axe may add 1 and 1/2 his strength modifier (in this case 3) damage to attacks with both ends of the weapon.
Anti-Social: Half-orcs are typically not adept at social interaction. When dealing with Non-Monstrous Humanoids Half-orcs receive a -2 racial penalty to all Charisma based skills except for Intimidate.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he takes an experience point penalty.
The first thing you may notice is that I changed the Charisma Penalty in a very odd way. I felt that Half-orcs' charisma penalty came from them being outcasts, unpopular among the standard races. This strikes me as being a bigger issue with society than with them. Now the Half-orc Paladin or Cleric (or Sorcerer) isn't less powerful just because people don't really like him or because people are reminded of Orcs when they see him. When you put the Half-orc among 'people' who are like him (monstrous humanoids), he's just as likable as the next guy (if not more, he's all suave and human-y without being a little pink-skinned twerp!).
I also decided to give them a bit of a buff in the area of fighting without feeling particularly bad about it. First off, no one thinks melee characters are epicly strong compared to casters, so giving them +1 to two-handed weapons isn't going to shock anyone (and might make them more interesting to fighters, martial clerics, paladins, rangers and the like). The other thing you may notice is the pretty big buff to double-weapons. Let's face it, double weapons are pretty poor by 90% of people's opinion. They cost a feat, all of the inherent weaknesses of TWF, and they cost a feat. So, what I did was make them more accessible and allowed for flavor variations (at 2 skill points, it isn't 'free.' Especially for an INT penalty race that favors low-skill point classes) and a bit more capable. Instead of seeing Barbarian Barbarian Barbarian, this Half-orc might be seen as a Cleric, Paladin, Ranger or even an occasional Monk. I think that attacking/power attacking with a double weapon will be good-- there's no doubt about that, but it probably won't be epically broken. Also, compared to the Spiked Chain proficiency I gave them last time, I don't think a double bladed sword is really going to offend anyone too terribly much.
As always, please feel free to comment, flame, hate, moan, holler, or complain. Just keep it civil, as always. And if anyone wants to do me a skinny, using these races in games and reporting back to the thread will result in my gratitude. Hopefully I'll be able to find something, but anyone else who wants to is more than welcome (I wouldn't have put them on the internet if I didn't want people to try them).
Thanks kids, have at it.
Also, Credit where Credit is due: The wording and execution of the Dual-heritage idea came from Indon, I believe. If I used an idea of yours from the previous thread and forgot to mention your input, please let me know so I can add your name.
So, First, I will post their stats as is, then I will post my opinion on changing them to make them a little more uh... user-friendly. Stuff that has changed will be bolded and stuff that I take out with get the slash so you recognize it as missing. And yes, some of you already adore these classes and will vehemently oppose my meddling. To you, I apologize in advance.
HALF-ELVES
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-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: A half-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 Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Honestly, that is all fine and dandy to me. I think what they need though, is a little stat toying, and a little more of that human versatility. So let's try again
HALF-ELVES
-2 CON, +2 CHA
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-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: A half-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 Listen, Search, and Spot checks.
+1 racial bonus on Diplomacy and +2 racial bonus on Gather Information checks.
Dual Heritage: For all effects related to race, a half-elf can be considered either an elf or a human. The more advantageous race can apply to any given effect, and a Half-elf may be considered both an Elf and a Human simultaneously for different effects. Half-elves are also susceptable to any specialized attacks or damage (ie, bane weapons or the favored enemy skill) focused on both humans and elves.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Adept Adapter: At first level, choose any two skills that do not appear on your class list and add them to your class list.
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
When I first posted this, there was a little uncertainty about giving half-elves +2 Charisma. However, for the most part, I think people really liked it (and thought it was balanced, given it's the exact opposite of a dwarf). The Constitution hit comes from elven parentage, which presumably would produce somewhat frailer children when mixed with humans. Now, the Charisma bonus comes from a variety of places kind of mixed into one thing. Half-elf flavor suggests that they are better with dealing with people because they are used to trying to bridge the gap between both of their races. Humans and Elves (and others with a preference in one direction or the other) tend to see what they like most in a Half-elf. Even the most violent Elf hating Half-Orc may be convinced to feel akin to a Half-elf due to their shared half-human heritage. I mean, let's face it. Humans and Elves are two of the most fascinating races around. Combine the grace and mystique of the Elves and the mercurial spirit of the Human and you get someone anyone can find a reason to admire. Those who scoff at Half-elves due to their parentage only serve to strengthen their resolve and deepen their character.
I dropped some of the elven bonuses to Half-elves to make them a little more human in nature. I feel that by sleeping like humans, lacking elven perception, and having some degree of human versatility, the Half-elf is truly more like a Half Human/Half Elf and less like a nerfed elf.
HALF-ORCS
+2 Strength, 2 Intelligence, 2 Charisma.
A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he takes an experience point penalty.
Yes, Half-Orcs are dumb and ugly, but this appears to be all about their weaknesses and not really about their strengths. Battle. Let's try again.
HALF-ORCS
+2 Strength, 2 Intelligence, -2 Charisma.
A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Survivors: Half-orcs are adept at surviving harsh terrain and dealing with other monsterous humanoids. They gain a +2 racial bonus to Survival and Intimidate skills.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Dual Heritage: For all effects related to race, a half-orc can be considered either an orc or a human. The more advantageous race can apply to any given effect, and a Half-orc may be considered both an Orc and a Human simultaneously for different effects. Half-orcs are also susceptable to any specialized attacks or damage (ie, bane weapons or the favored enemy skill) focused on both humans and orcs.
Orc Weapon Mastery: Half-orcs may treat the Orc Double Axe as a Martial Weapon. A Half-orc raised by humans or in an otherwise non-orcish setting (including a city with a variety of different races present) may replace this familiarity with any other exotic double weapon at the cost of 2 skill points. This option is only available at level one.
War Bred: Half-orcs get a +1 to attack rolls when wielding a weapon with two hands. Furthermore, a Half-orc may use both ends of a double weapon as if he were wielding the weapon in two hands. For example, a Half-orc with 14 strength wielding an Orc Double Axe may add 1 and 1/2 his strength modifier (in this case 3) damage to attacks with both ends of the weapon.
Anti-Social: Half-orcs are typically not adept at social interaction. When dealing with Non-Monstrous Humanoids Half-orcs receive a -2 racial penalty to all Charisma based skills except for Intimidate.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he takes an experience point penalty.
The first thing you may notice is that I changed the Charisma Penalty in a very odd way. I felt that Half-orcs' charisma penalty came from them being outcasts, unpopular among the standard races. This strikes me as being a bigger issue with society than with them. Now the Half-orc Paladin or Cleric (or Sorcerer) isn't less powerful just because people don't really like him or because people are reminded of Orcs when they see him. When you put the Half-orc among 'people' who are like him (monstrous humanoids), he's just as likable as the next guy (if not more, he's all suave and human-y without being a little pink-skinned twerp!).
I also decided to give them a bit of a buff in the area of fighting without feeling particularly bad about it. First off, no one thinks melee characters are epicly strong compared to casters, so giving them +1 to two-handed weapons isn't going to shock anyone (and might make them more interesting to fighters, martial clerics, paladins, rangers and the like). The other thing you may notice is the pretty big buff to double-weapons. Let's face it, double weapons are pretty poor by 90% of people's opinion. They cost a feat, all of the inherent weaknesses of TWF, and they cost a feat. So, what I did was make them more accessible and allowed for flavor variations (at 2 skill points, it isn't 'free.' Especially for an INT penalty race that favors low-skill point classes) and a bit more capable. Instead of seeing Barbarian Barbarian Barbarian, this Half-orc might be seen as a Cleric, Paladin, Ranger or even an occasional Monk. I think that attacking/power attacking with a double weapon will be good-- there's no doubt about that, but it probably won't be epically broken. Also, compared to the Spiked Chain proficiency I gave them last time, I don't think a double bladed sword is really going to offend anyone too terribly much.
As always, please feel free to comment, flame, hate, moan, holler, or complain. Just keep it civil, as always. And if anyone wants to do me a skinny, using these races in games and reporting back to the thread will result in my gratitude. Hopefully I'll be able to find something, but anyone else who wants to is more than welcome (I wouldn't have put them on the internet if I didn't want people to try them).
Thanks kids, have at it.
Also, Credit where Credit is due: The wording and execution of the Dual-heritage idea came from Indon, I believe. If I used an idea of yours from the previous thread and forgot to mention your input, please let me know so I can add your name.