Talk:Half-Breeds (3.5e Variant Rule)

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Thoughts[edit]

Balancing anyone? --Sabre070 01:40, 1 May 2008 (MDT)

You should round up the abilities modifiers, +1/−1 are weird and (almost) useless. Combining both favoured class can be buggy. Half-Elf have any, Half-Orc have Barbarian, however i don't have a idea (yet) on how to fix this minor problem, maybe we should leave the decision to the DM. Otherwise these rules are good, they look like a variant I made time ago...--Lord Dhazriel 06:00, 1 May 2008 (MDT)
I was afraid rounding would unbalance it. It would mean that they would get all +/−2 and wouldn't show, for example, the bonus strength you would get from your Orc heritage. And the favored classes is that they pick one of the two? My idea was whatever was highest at the time.. --Sabre070 16:22, 1 May 2008 (MDT)
P.S. The ability score adjustments are just to show your heritage. --Sabre070 16:25, 1 May 2008 (MDT)
What about having you get the full ability modifiers from both races? That would solve the +1/−1 problem but then you could make some really strong races. --Sabre070 03:45, 2 May 2008 (MDT)
Yep, and the full LA, but divided by 2 round up is also a good idea. It cannot be stronger than most monster race. You could also the limit of abilities, allow player (or you) to choose some from each races some abilities, otherwise those race could get real strong real quick. --Lord Dhazriel 09:06, 2 May 2008 (MDT)
The player cant chose what abilities they have and this was to make it universal to stop players being favored by the DM. --Sabre070 21:27, 2 May 2008 (MDT)

[edit]

The Dwaorlfman (Dwa-or-lift-mun) Take one Elf and one Orc and have them mate as described in the example. You now have an Orlf. Take the Orlf and mate it with a human, you now have the Orlfman. Take this abomination and mate it with a Dwarf, you now have the Dwaorlfman. This monstrousity has the following racial traits:

  • +4 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom, -4 Charisma
  • Humanoid (Orc, Elf, Human, Dwarf)
  • Medium: As a Medium creature, you have no special bonuses or penalties due to your size.
  • Base land speed is 30 feet.
  • Darkvision: You can see in the dark up to 45 feet. Darkvision is black and white only, but it is otherwise like normal sight, and you can function just fine with no light at all.
  • Low-Light Vision: You can see 1 1/2 times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
  • Light Sensitivity: You are dazzled in bright sunlight or within the radius of a daylight spell.
  • +1 racial bonus on Listen, Search, and Spot checks. If you merely pass within 5 feet of a secret or concealed door you are entitled to a Search check to notice it as if you were actively looking for it.
  • 1 extra feat at 1st level.
  • Stonecunning: This ability grants a hill 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 hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on Appraise checks that are related to stone or metal items.
  • +1 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Orc, Elven, and Dwarven. Bonus Languages: Any, except secret languages.
  • Favored Class: Any.
  • Level Adjustment: (+0 orig) +3.

And that my friends is the dictionary definition of butt-fugly. "Hi. I'm 1/8 Orc, 1/8 Elf, 1/4 Human, and 1/2 Dwarf. You may call me Frank, um, hello?" *Person is running away* --Beriadan 1:15, 23 October 2010 (PST) (P.S. MDT?)

Level adjustment shouldn't be rounded up. If you look at Orlf, it is not deserving of a +1 level adjustment. Similarly a half-elf/half-human is still level adjustment +0. Instead, the level adjustment should simply just be reconsidered after race creation.

Also, ability bonuses should be averaged and rounded up or down(creators choice, consult your DM) to the nearest even number. Following this your Orlf would have something around the following ability modifiers.

+2 Strength, -2 Intelligence, -2 Charisma(The Orlf is heavily muscled but lacks brain power and it's mutated existence doesn't mix well with others). -- [User:The Dancing Queen|The Dancing Queen]] 4:22, 30 October 2010 (PST)

In response to the Dwaorlfman, I feel as though we should question the "need" of the Elf. It sounds like an awesome and fun race to brute through difficult campaigns; AKA Tank. But with a -2 Intelligence, -2 Wisdom, and -4 Charisma is there really a need for the Elf since clearly most Elven-based classes (Such as Magic-based) require such Attributes. It seems to me that the Elven aspect is overly complicating it for no obvious reason other than to, perhaps, give him pointy ears.
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