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Thread: Half what now?

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    Dwarf in the Playground
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    Default Half what now?

    It has, in the past, been observed that the only “half-X" creatures in existence are specifically half X... and half human. Is there any particular reason halflings and gnomes never produce half-breed children, while everything else (up to and including trolls, apparently) is out playing the metaphorical (and highly interracial) field? Well, the simple answer has always been that producing half-breeds for every possible pairing is a logistical impossibility.

    Certain monster races have been taken care of by templates, but what about the usual PC races? Somehow making a Half-Dwarf, Half-Elf and even Half-Human template seems clunky and wrong (after all, do you apply the half-dwarf template to the human base creature, or visa-versa?), so I’ve come up with an alternate system.

    Modular Races

    The basic idea here is simple: the stats of every basic PC race are broken up into two components. A full member of a given race has both components of that race, which, together, add up to make him a normally statted Elf or Human or Dwarf. In order to create a half-breed, one simply takes one component from one race and combines it with a component from another race as desired. Together the two of them create one full race. If the DM wishes, one component can be considered nature, and the other nurture, but haven’t included any specific details on this matter.

    Now, to prevent this system from being completely broken, or rather inflexible, I have assigned each racial component a level adjustment of either +1/2 or -1/2. A player can put together a +1/2 component and a -1/2 component for a 0 LA race or two +1/2 components for a +1 race (no -1 LA races allowed, I'd say, because that’s just a horrible idea on all counts). By this system, there will actually be three different possible sets of stats for any given half-breed, which seems fine to me – mixing together two races shouldn’t really be a totally predictable process anyway (except to the player doing the mixing, of course).

    I’ve been forced to slightly alter a few races to fit this system, or to bring them in line with a +0 LA (notably with races like kobolds and hobgoblins). I’m pretty sure they’re all balanced, but suggestions for further fixes are, of course, welcome.

    Special notes on size and speed: If no size is specified in any of its components, a race’s size is medium. If small or large size is specified, the race is the specified size. If both small and large size are specified, the creature is medium. The same goes for slight build and powerful build. If no speed is specified, base speed is 30. If both 20 and 40 are specified, base speed is 30.

    Redundant racial bonuses and natural armor bonuses resulting from this system are added together to form one racial bonus for the resulting half-breed. Redundant darkvision adds together the darkvision range from each racial component to determine the half-breed’s darkvision range. Redundant low-light vision becomes 4x low-light vision.

    Flavor details: For statistics such as height, weight and lifespan, the default for half-breeds is halfway between the values for each parent race, but players should feel free to customize this as necessary. A character with the constitution of a dwarf and the strength of an orc should probably be heavier than either race, for example. Languages known/available and favored class should be determined by the race predominant in the half-breed’s upbringing.

    Also, of course, DMs should feel free to disallow any particular half-breed combinations (I could certainly understand someone ruling that half-breed Elans do not exist, for example), or to tinker with the stats on any of these entries.

    The Races

    Dwarves
    LA +1/2
    • +2 Constitution
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +4 dodge bonus to Armor Class against monsters of the giant type.
    LA –1/2
    • -2 Charisma
    • 60 foot darkvision
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.


    Elans
    LA +1/2
    • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
    • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
    • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
    LA –1/2
    • -2 Charisma
    • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Elans (unlike most aberrations) do not have darkvision.
    • No maximum lifespan.


    Elves
    LA +1/2
    • +2 Dexterity
    • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    LA –1/2
    • -2 Constitution
    • Meditates for 4 hours in lieu of sleep.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus 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.


    Gnomes
    LA +1/2
    • +2 Constitution
    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • +2 racial bonus on saving throws against illusions.
    • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
    • +2 racial bonus on Craft (alchemy) checks.
    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
    LA –1/2
    • -2 Strength
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Gnome base land speed is 20 feet.
    • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
    • +1 racial bonus on attack rolls against kobolds and goblinoids.
    • +4 dodge bonus to Armor Class against monsters of the giant type.
    • +2 racial bonus on Listen checks.


    Goblins
    LA +1/2
    • +2 Dexterity, -2 Strength
    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits Ύ those of Medium characters.
    • +2 racial bonus on reflex saving throws
    • +4 racial bonus on move silently checks
    LA –1/2
    • -2 Charisma
    • Darkvision out to 60 feet
    • Low-Light Vision: A goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • +4 racial bonus on ride checks


    Halflings
    LA +1/2
    • +2 Dexterity
    • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    • Halfling base land speed is 20 feet.
    • +1 racial bonus on attack rolls with thrown weapons and slings.
    • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    LA –1/2
    • -2 Strength
    • +1 racial bonus on all saving throws.
    • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general


    Hobgoblin
    LA +1/2
    • +2 Constitution
    • +2 racial bonus on reflex saves
    • +4 racial bonus on move silently checks
    LA –1/2
    • -2 Charisma
    • Darkvision out to 60 feet


    Humans
    LA +1/2
    • One bonus feat at first level.
    LA –1/2
    • -2 Wisdom
    • +2 to saves versus mind-affecting affects.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.




    Kobolds
    LA +1/2
    • +2 Dexterity, -2 Constitution
    • Two primary claw attacks that deal 1d4 (1d3 for small) points of slashing/piercing damage plus Strength bonus.
    • Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    • +1 natural armor bonus.
    LA –1/2
    • -2 Strength
    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits Ύ those of Medium characters.
    • Secondary bite attack that deals 1d4 (1d3 for small) points of piercing/slashing/bludgeoning damage plus 1/2 Strength bonus.
    • Darkvision out to 60 feet.
    • Light Sensitivity: Kobolds are dazzled in bright sunlight or similar effects.
    • Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.


    Maenads
    LA +1/2
    • Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    • Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
    LA –1/2
    • Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.


    Orcs
    LA +1/2
    • +2 Strength, -2 Charisma
    • +1 natural armor bonus
    LA –1/2
    • +2 Strength, -2 Intelligence, -2 Wisdom
    • Darkvision out to 60 feet
    • Light Sensitivity: Orcs are dazzled in bright sunlight or similar effects.


    Xephs
    LA +1/2
    • +2 Dexterity
    • Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
    • Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    LA –1/2
    • -2 Strength
    • Darkvision out to 60 feet.
    • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.



    Other Bloodlines
    Here I’ve taken a statistics from a number of other bloodlines that are normally just represented as original races (tieflings, aasimar, half-giants, etc.), as well as a few other likely heritage choices, and essentially turned them into simple templates that can be applied easily and effectively to any PC race, including those that are already half breeds.

    Aquan
    LA +1
    • +2 Dexterity, +2 Constitution, -2 Strength
    • Outsider: Aquan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • 30 foot swim speed in addition to normal land speed.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [water] descriptor.
    • Aquan as a bonus language known


    Auran
    LA +1
    • +2 Dexterity, +2 Intelligence, -2 Constitution
    • Outsider: Auran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Supernatural 10 foot fly speed (perfect maneuverability) in addition to normal land speed.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [air] descriptor.
    • Auran as a bonus language known


    Brumal
    This template represents characters with one or more of the many cold-subtyped monsters buried somewhere in their ancestry.
    LA +1
    • +2 Constitution, +2 Wisdom, -2 Intelligence
    • Monstrous humanoid: Brumal-blooded are monstrous humanoids. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [cold] descriptor.
    • Energy resistance 10 versus cold
    • Spell-like ability: 3/day – ray of frost, caster level equals character level.


    Celestial-blooded
    LA +1/
    • +2 Wisdom, +2 Charisma, -2 Strength
    • Outsider: Celestial-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [light] descriptor.
    • +2 racial bonus on spot and listen checks
    • Energy resistance 5 versus acid, cold and electricity.
    • Spell-like ability: 1/day – daylight, caster level equals character level.
    • Celestial as a bonus language known

    Draconic
    LA +1/
    • +2 Strength, +2 Charisma
    • Monstrous humanoid (dragonblood): Draconic characters are monstrous humanoids with the dragonblood subtype. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person, and they qualify for feats and other options available to dragonblood characters.
    • 2 primary claw attacks (damage is 1d2 for small and 1d3 for medium creatures)
    • Darkvision out to 60 feet
    • Low-light vision
    • +2 racial bonus on intimidate and spot checks
    • +4 to saves versus sleep and paralysis
    • Natural armor increases by 1.
    • Draconic as a bonus language known

    Fiend-blooded
    LA +1
    • +2 Dexterity, +2 Intelligence, -2 Constitution
    • Outsider: Fiend-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [darkness] descriptor.
    • +2 racial bonus on bluff and hide checks
    • Energy resistance 5 versus cold, fire and electricity.
    • Spell-like ability: 1/day – darkness, caster level equals character level.
    • Infernal or Abyssal as a bonus language known


    Giant-blooded
    (No, it’s not psionic, because that makes no sense at all. I mean, really, not even a little bit.)
    LA +1
    • +2 Strength, +2 Constitution, -2 Intelligence
    • Giant: Giant-blooded are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Low-Light Vision: A giant-blooded individual can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Powerful Build: The physical stature of giant-blooded individuals lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant may also use weapons designed for creatures one size larger than him without penalty, though his natural attacks and unarmed strikes are still those of a medium creature.
    • Rock throwing: A giant-blooded individual can throw rocks as a non-improvised ranged weapon they are proficient with, and receives a +1 racial bonus on attack rolls made for throwing rocks. The range increment of these rocks is 60 feet, and they can be thrown up to 5 range increments. A giant-blooded can throw rocks of a size category up to one less than his own (powerful build does not apply to this ability). Small rocks deal 2d6+Str; tiny rocks deal 2d4+Str.


    Ignan
    LA +1
    • +2 Dexterity, +2 Charisma, -2 Wisdom
    • Outsider: Ignan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [fire] descriptor.
    • Energy resistance 10 versus fire
    • Ignan as a bonus language known
    • Breath weapon(Su): An ignan-blooded can breathe fire in a 30 foot line as a standard action. This attack deals 1d8 fire damage/2 hit dice to creatures within the effected area (reflex save for half - DC = 10 + 1/2 hit die + Con modifier). The ignan-blooded must wait 1d6 rounds after using his breath weapon before he can use it again.


    Terran
    LA +1
    • +2 Strength, +2 Constitution, -2 Dexterity
    • Outsider: Terran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • 10 foot burrow speed in addition to normal land speed.
    • Darkvision out to 60 feet
    • +1 Caster level on spells with the [earth] descriptor.
    • Terran as a bonus language known


    Umbral
    This template represents characters with the influence of the plane of shadow, or a creature of shadow, within their blood.
    LA +1
    • +2 Dexterity
    • Outsider: Umbral characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • +10 feet to all movement speeds.
    • Darkvision out to 90 feet.
    • Low-Light Vision: An umbral character 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.
    • Light blindness(Ex): Abrupt exposure to sunlight or a similarly bright light blinds an umbral creature for 1 round (a fortitude save against the effect – DC 15 for natural sunlight – negates the blindness) and remains dazzled for as long as it remains within the light.
    • +1 Caster level on spells with the [shadow] descriptor.
    • +4 racial bonus on hide checks.
    Last edited by CthulhuM; 2007-09-30 at 05:05 PM.
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    Bugbear in the Playground
     
    Zarrexaij's Avatar

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    Default Re: Half what now?

    It must have taken quite some time to compile this list! *drools*

    I've always personally found it weird there are no half-dwarves (that I've seen... ), yet somehow there are half-mindflayers out there (I guess that's a case of don't ask, don't tell)....

    As a DM, I gotta use this sometime, at least once. It's an interesting AND useful spin on the "half-what's-it"s. Not only that, but it's easy to modify for the less common varities of elves and the like.

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    Default Re: Half what now?

    Quote Originally Posted by Zarrexaij View Post
    It must have taken quite some time to compile this list! *drools*

    I've always personally found it weird there are no half-dwarves (that I've seen... ), yet somehow there are half-mindflayers out there (I guess that's a case of don't ask, don't tell)....

    As a DM, I gotta use this sometime, at least once. It's an interesting AND useful spin on the "half-what's-it"s. Not only that, but it's easy to modify for the less common varities of elves and the like.
    Don't half-dwarves result in derro?
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    Default Re: Half what now?

    Quote Originally Posted by CthulhuM View Post
    Elans
    -1/2 LA
    • -2 Charisma
    • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Elans (unlike most aberrations) do not have darkvision.
    • No maximum lifespan.
    This doesn't sound like a negative at all, save for the -2 Charisma, which isn't a huge deal for most builds anyway.

    Likewise, I must question the Human negative; you gave them better will saves than normal, the free option to use Charisma instead of Wisdom if it was higher, and at the sole cost of... being a slightly worse cleric/druid and very slightly worse at a few skills?
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    Default Re: Half what now?

    It's fairly hard to come up with good flaws for humans. Since, you know they don't have any.
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    Dwarf in the Playground
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    Default Re: Half what now?

    Quote Originally Posted by Thexare Blademoon View Post
    This doesn't sound like a negative at all, save for the -2 Charisma, which isn't a huge deal for most builds anyway.

    Likewise, I must question the Human negative; you gave them better will saves than normal, the free option to use Charisma instead of Wisdom if it was higher, and at the sole cost of... being a slightly worse cleric/druid and very slightly worse at a few skills?
    Yes, well, cases like these are one of the imperfections of the system, although I'd argue that the negative side of the Elan is fairly balanced. Yes, it's true that most builds won't suffer much from -2 Charisma, but that's just the nature of minmaxing. Being an aberration isn't a huge boost (it's basically just a few spell immunities) and, while having an unlimited lifespan is certainly nice for the Elan, it's unlikely to ever actually come up during play. In the end, I tried to balance all of the "-1/2" modules the same way - a stat penalty combined with a few of the races more minor abilities. That half may not even reduce a build's overall effectiveness, but the point is that it's significantly less powerful than the +1/2 side of any given race is.

    As for humans... yeah, the minus side is fairly powerful, and for sorcerers and wilders and the like is actually a significant power boost. If I could come up with a more balanced alternative I'd use it, but the extra abilities have to be something fairly major, or fullblooded humans will just be taking a previously nonexistent -2 stat penalty for nothing. Yes, i know that -2 wisdom isn't a big deal for many classes, but, again, that's just how minmaxing is.

    Quote Originally Posted by Zarrexaij View Post
    It must have taken quite some time to compile this list! *drools*
    Actually, it wasn't that time consuming, certainly not as bad as some of my other projects. A large amount of it was just carefully considered copy and pasting. I might even adapt some of the +1 LA races for the system, if there's interest.
    Last edited by CthulhuM; 2007-07-22 at 11:26 PM.
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    Default Re: Half what now?

    Humans
    LA +1/2
    • One bonus feat at first level.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    LA –1/2
    • -2 Wisdom
    • Impetuous: Humans may use their charisma modifier in place of their wisdom modifier for determining will saves if it is higher.
    • +2 racial bonus to will saving throws.
    Hmm, this seems wrong... I'd even go as simple as to make it like this...

    Humans
    LA +1/2
    • One bonus feat at first level.
    LA –1/2
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Favored Class: Any
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    Default Re: Half what now?

    First of all, I agree with JackMage's human.


    Also, splitting everything up helps show how ridiculous dwarves are, and how weak hobgoblins are for +1 LA. A Half-dwarf(+) and half-hobgoblin(-) has LA +0, but with less abilities than a regular dwarf has, and no abilities that a regular dwarf doesn't have. I think your hobgoblin needs to be stronger all-around.

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    Dwarf in the Playground
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    Default Re: Half what now?

    Yeah, I think I will switch the human over to the simpler form. It's sortof awkward for the -1/2 module to have no disabilities, but better than the alternative.

    As for the hobgoblin, all the races at the top are adjusted to be +0 LA. The Hobgoblin is very weak as a +1 LA creature, but still a little too strong for +0. So, I knocked off its normal +2 Dex and replaced it with +2 to reflex saves. I suppose I could add more details to try and bring it in line with dwarves, but that's a bit more rebalancing than I want to take on just now.
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    Default Re: Half what now?

    Quote Originally Posted by CthulhuM View Post
    Yeah, I think I will switch the human over to the simpler form. It's sortof awkward for the -1/2 module to have no disabilities, but better than the alternative.

    As for the hobgoblin, all the races at the top are adjusted to be +0 LA. The Hobgoblin is very weak as a +1 LA creature, but still a little too strong for +0. So, I knocked off its normal +2 Dex and replaced it with +2 to reflex saves. I suppose I could add more details to try and bring it in line with dwarves, but that's a bit more rebalancing than I want to take on just now.
    I'd say in the case of the humans, it's not so much a lack of disabilities in the -1/2 module, but rather, a lack of strong abilities. All you get is an extra skill per level, which isn't even remotely gamebreaking. It's more of a convenience than anything else.
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    Default Re: Half what now?

    This is a brilliant idea... but a (+)gnome/(-)halfling or similar combination ends up not being small. Was that intentional?
    The politically correct term is animated corpse, actually.

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    Default Re: Half what now?

    Side-note: It's impossible to have a half-Elan. Elan's don't reproduce.

    As for the rest of the list, I think it's rather nice.

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    Default Re: Half what now?

    Quote Originally Posted by Quietus View Post
    I'd say in the case of the humans, it's not so much a lack of disabilities in the -1/2 module, but rather, a lack of strong abilities. All you get is an extra skill per level, which isn't even remotely gamebreaking. It's more of a convenience than anything else.
    There's also a feat in Races of Destiny that basically gives you this, so long as you're part human (Half-Orc, Half-Elf, Tiefling, ect.). Also, some Human-like races give this automatically, too (Seakin is the only one I can think of right now).

    In other words, I think it's pretty fitting.
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    Dwarf in the Playground
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    Default Re: Half what now?

    Quote Originally Posted by cokefiend View Post
    This is a brilliant idea... but a (+)gnome/(-)halfling or similar combination ends up not being small. Was that intentional?
    Well, not exactly intentional, but not wholly objectionably either. It's certainly one case where the results from the system are a bit unexpected, but, as I mentioned in my post, I think having half-breeds sometimes come out with rather unexpected traits is a good thing. After all, gnomes and halflings were never really meant to breed together, so if strange things sometimes happen when they do, it shouldn't be a shock.

    Quote Originally Posted by ZeroNumerous View Post
    Side-note: It's impossible to have a half-Elan. Elan's don't reproduce.
    Yeah, I know, I mostly threw that in for completeness's sake. I figure if a DM decides some rare and inexplicable event leads to an Elan having a child, who am I to stop them?
    Last edited by CthulhuM; 2007-07-23 at 11:06 AM.
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    Default Re: Half what now?

    Quote Originally Posted by CthulhuM View Post
    I figure if a DM decides some rare and inexplicable event leads to an Elan having a child, who am I to stop them?
    The cold, hard voice of logic?

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    Halfling in the Playground
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    Default Re: Half what now?

    Quote Originally Posted by ZeroNumerous View Post
    Side-note: It's impossible to have a half-Elan. Elan's don't reproduce.

    As for the rest of the list, I think it's rather nice.
    Just because they can't reproduce doesn't stop deranged wizards from splicing them with just about anythng else...

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    Default Re: Half what now?

    Quote Originally Posted by CthulhuM View Post
    Well, not exactly intentional, but not wholly objectionably either. It's certainly one case where the results from the system are a bit unexpected, but, as I mentioned in my post, I think having half-breeds sometimes come out with rather unexpected traits is a good thing. After all, gnomes and halflings were never really meant to breed together, so if strange things sometimes happen when they do, it shouldn't be a shock.



    Yeah, I know, I mostly threw that in for completeness's sake. I figure if a DM decides some rare and inexplicable event leads to an Elan having a child, who am I to stop them?
    They could be like Ligers, each parent race has the growth terminating trait on a different chromosome so the offspring doesn't stop growing at a normal rate

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    Default Re: Half what now?

    Quote Originally Posted by Maltrich View Post
    Just because they can't reproduce doesn't stop deranged wizards from splicing them with just about anythng else...
    Actually it sorta does. They're aberrations. Theres no spell that allows a wizard to splice an aberration with something else.

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    RedWizardGuy

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    Default Re: Half what now?

    Quote Originally Posted by ZeroNumerous View Post
    Actually it sorta does. They're aberrations. Theres no spell that allows a wizard to splice an aberration with something else.
    Is there a non-homebrew spell that allows for the creation of owlbears?

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    Default Re: Half what now?

    Yes, it's called mating an owl and a bear.

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    RedWizardGuy

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    Default Re: Half what now?

    IRL, there is no chance of an owl and a bear working. In DnD, I don't see why that would change but not allow half-Elans.

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    Default Re: Half what now?

    Because you can't mate an Elan. They don't reproduce. Thats like saying why you can't be half-Lava.

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    Default Re: Half what now?

    Quote Originally Posted by ZeroNumerous View Post
    Yes, it's called mating an owl and a bear.
    uh

    Because you can't mate an Elan. They don't reproduce. Thats like saying why you can't be half-Lava.
    Well by that logic, a bear can't be half-owl any more than a man can be half lava.

    It sounds like you are a big fan of Elans and are trying to defend them or something. Honestly, yeah, it says they don't reproduce, but neither does half of the other crap that there are half-human versions of.

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    Default Re: Half what now?

    Quote Originally Posted by Koji View Post
    It sounds like you are a big fan of Elans and are trying to defend them or something. Honestly, yeah, it says they don't reproduce, but neither does half of the other crap that there are half-human versions of.
    Honestly, I hate the concept of Elans. The idea of a species that are completely secretive and capable of keeping themselves alive via psionic power is ridiculous in my opinion.

    As for the other junk: It's not up there. Half-Elan is though.

    A bear can be half-owl though. Because both an owl and a bear have the potential to mate. They'd have to be forced to do it, and without some sort of magical intervention nothing would come of it.. But it's possible. An Elan mating with anything is impossible.

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    Halfling in the Playground
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    Default Re: Half what now?

    Quote Originally Posted by ZeroNumerous View Post
    Actually it sorta does. They're aberrations. Theres no spell that allows a wizard to splice an aberration with something else.
    This is what spell research is for.

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    Default Re: Half what now?

    I belive the epic spell origin of species is the one you're looking for.

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    Dwarf in the Playground
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    Default Re: Half what now?

    Does referencing epic spellcasting invoke the DnD version of Godwin's Law? I can't help but think it does.
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    Default Re: Half what now?

    The LA -(1/2) Human is seriously mechanically broken.

    As an example:
    Hobgoblin
    LA +1/2
    • +2 Constitution
    • +2 racial bonus on reflex saves
    • +4 racial bonus on move silently checks
    LA –1/2
    • -2 Charisma
    • Darkvision out to 60 feet
    A half-Hobgoblin is rather brutally good at LA+0.

    Replace LA with RA. RA of 1 is a LA of 0, and RA of 2 is an LA of 1, etc.

    Next, split races up as RA +2/3 and RA +1/3. Make sure both halves are positive, just make the 2/3 one better.

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    Dwarf in the Playground
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    Default Re: Half what now?

    Well, I did decide to add the wisdom penalty to the -1/2 human again, along with a related save bonus to partially compensate for it. Honestly, though, while that half-human hobgoblin is pretty nice (it's still pretty nice, actually), it's not as if the skill points its getting are the broken part - it just looks broken because it's getting a stat bonus without a stat penalty. In reality, though, a normal hobgoblin in the sorts of builds its likely to be used for might as well be getting a free con bonus - it's not as if -2 charisma is ever going to matter to a barbarian or fighter (or even a warblade or wizard, for that matter). That, as I've said, is just the nature of minmaxing.

    As for trying to recalculate all of the races up there into 1/3 and 2/3s, I honestly doubt it would produce much of a change. The races are already set up like that, really - even -1/2 modules aren't actually intended to be entirely bad, just notably less powerful than +1/2 modules. The -1/2s tend to contain the race's ability penalties simply because that leads to a convenient +2/-2 setup for most LA 0 combinations.
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    Default Re: Half what now?

    Hate to threadamance, BUT

    this list, is, I'm sorry to say, WOEFULLY devoid of monster races!
    Really, excellent work here. But what about half-centaurs, half-scorpion folk, minotaur men (one quarter bull?), and other LA+1 or 2 MM races?
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