Shades of Eternity
Legend
I've been thinking about the grumbles that always happen with the half-elf and half-orc and came to the following conclusion.
Part of the problem for the relative underpowered nature of the two races is because most arguments end up jumping back and forth to where they were raised.
I would base any half breeds abilities based on the culture that raised them.
I've done a rough tweak to take this into account and would like any feedback to make it cleaner.
I would base any half breeds abilities based on the culture that raised them.
half orc
Basics
• +2 Strength,
• 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.
If raised in orc society
• –2 Intelligence, A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• +2 to survival, and intimidate skills. 1/2 orcs are survivors out of necesity.
• +1 vs disease - only the strong can survive in orc society. While infant mortality rates are frightning, those that survive to adulthood are resistant to diseases.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
If Raised in Human society.
• –2 Charisma.
• +4 to intimidate checks: Orcs are scarry brutes and that's about it.
• Automatic Languages:: Common: All others have to earned by int points
• Favored Class: Fighter. Any orc raised in human fighters would be raised to hit things on behalf of his people or to do manual labor. Seeing as the former is more likely to adventure, this would be the most likely class for this.
Half-Elf
• 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.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
If Raised by elves
• +1 racial bonus on Listen, Search, and Spot checks.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Weapon Proficiency: half-elves raised in Elven society receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
If Raised by humans
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks. - half elves are more likely in human society to have to survive by charm.
• +2 to hide and move silently. Half elves in human society often learn the best way to avoid racism is to not be found in the first place.
• Automatic Languages:: Common: All others have to earned by int points
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Part of the problem for the relative underpowered nature of the two races is because most arguments end up jumping back and forth to where they were raised.
I would base any half breeds abilities based on the culture that raised them.
I've done a rough tweak to take this into account and would like any feedback to make it cleaner.
I would base any half breeds abilities based on the culture that raised them.
half orc
Basics
• +2 Strength,
• 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.
If raised in orc society
• –2 Intelligence, A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• +2 to survival, and intimidate skills. 1/2 orcs are survivors out of necesity.
• +1 vs disease - only the strong can survive in orc society. While infant mortality rates are frightning, those that survive to adulthood are resistant to diseases.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
If Raised in Human society.
• –2 Charisma.
• +4 to intimidate checks: Orcs are scarry brutes and that's about it.
• Automatic Languages:: Common: All others have to earned by int points
• Favored Class: Fighter. Any orc raised in human fighters would be raised to hit things on behalf of his people or to do manual labor. Seeing as the former is more likely to adventure, this would be the most likely class for this.
Half-Elf
• 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.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
If Raised by elves
• +1 racial bonus on Listen, Search, and Spot checks.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Weapon Proficiency: half-elves raised in Elven society receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
If Raised by humans
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks. - half elves are more likely in human society to have to survive by charm.
• +2 to hide and move silently. Half elves in human society often learn the best way to avoid racism is to not be found in the first place.
• Automatic Languages:: Common: All others have to earned by int points
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.