chris7476 said:
My campaign is pretty much a straight-forward FR game so I'm not looking to reinvent the wheel (or the half-elf) here.
I like the idea of removing the GI/Dipl bonuses and giving them skills as per human. It makes deciding between the bonus human feat and the other minor abilities of the half-elf a tough decision.
I'm split on giving something else to half-orcs. Darkvision and +2 Str are both pretty good already. I do let them take Scent as a feat though.
Half elves in my game receive:
• -2 Cha, +2 Dex (Half Elves, though stockier than elves, still possess excellent hand-eye coordination and agility. Due to their dual blood, half elves often struggle with their own identity and have trouble relating to their ancestry.)
• Medium-sized
• Base Speed: 30 ft
• Low light vision
• +2 racial bonus vs Enchantment spells or effects.
• +1 racial bonus to Search, Spot, and Listen.
• +2 racial bonus to Sense Motive and Handle Animal. (Half elves spend a great deal of time searching for answers to their own identity. Their soul searching gives them insight into the behavior of others.)
• Detect Secret/Concealed Doors within 5’ feet; may make a Search check as if actively searching
• Weapon Familiarity: Half Elves consider either the Bastard Sword or the Elven Thinblade as a martial weapon.
• Latent Psionics: The mixing of human blood and the elven blood has mutated the elf’s natural talent with magic. Half elves possess one random latent psionic power, rolled on the Wild Talent table of the Psionic handbook. Power Points are calculated in accordance to the default stat of the psionic power a half elf possesses and never progress unless the half elf advances in a class that has psionic powers.
• Elven Blood
• Automatic Languages: Elf and Common
• Favored Class: Choice of any one class
The psionic wild talent is usually one or two random 0-level powers...
Half orcs in my game receive:
• -2 Int, +2 Str
• Base Speed: 30 ft
• Darkvision 60’
• +1 racial bonus to Fortitude save
• +1 racial bonus vs Poisons (stacks with Fortitude bonus)
• +2 racial bonus to Survival
• Orc blood
• Savage Heritage: Due to the mixing of human blood and orc blood, half orcs have difficulty controlling their aggressive nature. Whenever the half orc suffers damage he may enter a rage (as per the barbarian class ability) once per day. This rage grants the half orc +4 strength, +4 constitution, and a +2 bonus to will saves while penalizing the half orc with a –2 armor class penalty. The rage lasts for a number of rounds equal to the half orc’s constitution bonus (the increased constitution with the rage bonus) + 3. Savage Heritage stacks with the barbarian’s rage ability: For example, a 1st level barbarian half orc would be able to rage twice a day.
• Weapon Familiarity: Half Orcs consider the Bastard Sword as a martial weapon or receive the Armor Proficiency (tower shield) feat for free at 1st level.
• Automatic Languages: Orc and Common
• Favored Class: Barbarian