Does this still have a +0 LA?

Half Elf/Half Dwarf
+1 Dexterity, -1 Charisma.
Medium size.
base speed is 25 feet.
Darkvision: Half Elf/Half Dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: Stonecunning grants Half Dwarf/Half Elves a +1 racial bonus on 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 Half Dwarf/Half Elf who merely comes within 10 feet of unusual stonework can make a 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. Half Dwarf/Half Elves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Proficiency: Half Dwarf/Half Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. They also treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
+1 racial bonus on saving throws against poison.
+1 racial bonus to magic sleep spells and effects
+1 racial bonus on saving throws against spells and spell-like effects. (+2 to enchantment spells and effects)
+2 dodge bonus against giants.
+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.
+1 racial bonus on Listen, Search, and Spot checks. A Half-Elf/Half Dwarf 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 the door.
+2 racial bonus on Diplomacy and Gather Information checks.
Mixed Blood: Because of their mixed heritage, Half Elf/Half Dwarves can use magic items that only function for a user of the Dwarf or Elf race. Similarly, anything that only effects elves or dwarves effects them as well.
Automatic Languages: Common, Elvan and Dwarven.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Sylvan, Draconic, and Undercommon.
Favored Class: Wizard.
 

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Hard to say.

According to Savage species, if you have a bonus in three skills or more that is worth a +1 level adjustment.. you have bonuses to 6.
 

Every published race (AFAIK) has stat adjustments in multiples of 2. I would change that. As the previous poster mentioned, I would also drop some of the skill bonuses, not because they're too powerful but because they're too numerous. This race gets a whole mess of weapon proficiencies too. I doubt a mongrel race would have all the racial weapons of both its progenitors.

Are you sure about the skills bonus thing from SS, Neo? Halflings get bonuses on four skills, five if you count the Hide bonus.

Also, the race seems kinda diluted, flavor-wise. Instead of just splitting the difference down the middle, why don't you come up with some specific flavor text and a role for them in your campaign, and work from that.
 

Ah, it's not really for a campaign I'm making, it's for a player I'm creating, that's why it seems a little bland, I was just throwing the statistics together. If I was making it for a homebrew world, you could have expected a lot more flavor text. I figured the skill bonuses were numerous, but I kind of figured only having +1 ability bonuses, and the fact that the skill bonuses were relatively superficial balanced it out. I'm thinking of scrapping the weapon proficiency. I'll have to work on it some more. Thanks for the constructive criticism.
 

I have to agree with the others up above: make the stat modifiers even, and weed out some of the other abilities. Something like this perhaps:

+2 Dexterity, –2 Charisma
Base speed 30' (reduced speed doesn't agree well with the +2 Dex)
Darkvision 30'
+2 racial bonus on saving throws against spells and spell-like effects (+4 against magic sleep effects).
+2 racial bonus on Search checks
A [Dwelf] who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a [Dwelf] can use the Search skill to find stonework traps as a rogue can.
Weapon Familiarity: [Dwelves] may treat dwarven waraxes as martial weapons, rather than exotic weapons.
Weapon Proficiency: [Dwelves] receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Automatic Languages: Common, Dwarven and Elven. Bonus Languages: Draconic, Giant, Gnome, Goblin, Orc, Sylvan, and Terran.
 

Kelleris said:
Are you sure about the skills bonus thing from SS, Neo? Halflings get bonuses on four skills, five if you count the Hide bonus.

SS says and I quote

Skills and Feats A base creature with three or more racial bonuses on skill checks gets a +1 level adjustment.
Likewise, two or more bonus feats because of race gain the creature a +1 level adjustment.

Not very consistent with thier base races like Halflings I'll grant you, but that is what the book says.. perhaps they figured something else as part of halflings negates it out?
 

I suspect they figured that non-traditional monsters should be penalized vs PC classes so that you don't end up with a party of trolls instead of a more traditional party, I'm not particularly fond of the logic but its the sense I get.
 

I also seem to recall something about small size having a -1 LA modifier?

Well, anyway... Conaill's post above looks pretty good, except I would tone down or drop entirely the bonus weapon proficiencies. Add the elf's bonus on Listen and Spot as well, possibly reduced to +1 each (so you get the flavor without too much actual mechanical impact).
 

I don't agree with the SS assertion that 3 skill bonuses is a LA +1; this is a too general statement.

When I plug this race into my spreadsheet that tells me these things, it comes up as a very fair +0 LA, although it is probably weaker than both the dwarf and the elf as is. You can be confidant that you are not cheating the system in playing this race.

I agree with the other posters that the race is too complex in the number of small bonuses it gets, but ultimately the level of complexity you are prepared to deal with is a matter for your campaign.
 

It strikes me as balanced but . . . unfinished? It simply does not make sense to me.

The weapon proficiencies are a representation of the culture the character grew up in, so, unless this character grew up splitting their time evenly with her dwarven and elven relative, she should have to choose one or the other set of weapons.

I think Conaill's write up is a good starting point though. I see a half dwarf/half elf as having to make a lot of choice that would favor one culture over the other.
i.e. learn stonecutting or how to notice the irregularities that reveal secret doors. Learn to use the stars' light to see (low light vision) or embrace the dwarven senses (dark vision).

But that is my take on things. You need to do what fits with your game and the player's idea for their character.
 

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