half-races for my campaign

Lopke_Quasath

First Post
I've modified and made some new half-races for my campaign world. I would like some feedback if they are balanced or not. Thanks in advance.

Mixed Races

Half-Elves: As is, except only Language is Common, plus Int Bonus.

Half-Orc: +2 Strength, -2 Dexterity. Through centuries of inter-breeding the half-orcs still retain their famous strength, but have lost their crippling social deficiencies. Unfortunately, this interbreeding has also created a recessive gene, which cripples hand-eye coordination.
-Base Speed: 30ft
-+2 intimidate skill
-Darkivision: 60ft
-Orc blood: For all effects related to race, a half-orc is considered an orc.
-Auto Language: Common plus Int Bonus.
-Favored Class: Any

Half-dwarf: +2 Constitution, -2 Dexterity. The half-dwarves have mixed in well with the other races and gained better social understanding. However, they have also gained the crippling recessive gene that plagues the half-orcs.
-Base Speed: 30ft
-+1 vs poisons, though weaker than their forefathers they are still somewhat resistant to poisons.
- Darkvision: 60ft
- Dwarf blood: For all effects related to race, a half-dwarf is considered a dwarf.
-Auto Language: Common plus Int Bonus
-Favored Class: Any

Meld’s: +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom. They are a blend of every race mixed over the centuries. Their appearance is anything but uniform, yet they share one common trait. All their eyes are purple. Somehow the mix of blood produced a certain taint in the eyes. They are quick of body and of tongue, although all the jumbling of race has weakened their overall immune system. They are also quick to trust and the ‘race’ as a whole is rather absent-minded. They are natural entertainers.
- Perform is a racial skill.
-Blood: For all effects related to race, a meld is considered an orc, elf, dwarf, or human.
-Auto Language: Common, plus Int Bonus
-Favored Class: Any, but tend to be bards or swashbucklers.

The world is one where magic caused chaos centuries before as elf and human battled. The gods intervened and razed the elf and human cities, leaving them crushed and defeated. The other 'pure' races (dwarf, orc, and halfling) watch over the elves and humans, monitoring their actions. Humans have degenerated into nomadic barbarian tribes, and the elves are on the run, practicing their magic in spite of holy edicts against them. The mixed races are the ones who have re-established the might of cities. Halflings stick mostly to the woods, or travel around as they always have. The dwarves and orcs guard the mountain ranges, many of which were erected by the gods to control human expansion. Thus travel between areas is limited and watched. To reinforce this control, the gods have created holy barriers of force, which can only be crossed through gateways monitored by powerful clergy. The biggest threat to everyone are the large amounts of abominations that roam the lands, past magical monstrosities that bred true (i.e. gnolls [dogs and humans], lizardfolk [lizards and humans], Yuan-ti [snakes and humans], etc).

So, the mixed races play a central role in this world. They lead the way in trade, invention, innovation, philosophy, etc.

Please tell me your thoughts on the mixed races, are they balanced?

Last note: Elves, dwarves, halflings, and orcs are the same stats.
Humans: Same except= Bonus feat- Toughness. Favored Class: Barbarian.

Appreciate comments.
 

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The "Melds" are an interesting idea.

The only thing I can say about the Half-Dwarf is that it's a bit of a Holy Grail in some circles with most disagreeing on what it actually is (I maintain it's an ECL 0 non-evil Derro, but that's me.)

This half-dwarf is the weaker of the three halfbreeds listed. I think you could keep the poison tolerance at +2 pretty safely and have +1 against spells and spell-like abilities. That dex penalty should not to be underestimated.

If it works in the context of your campaign, though, I think this one is good to go.

Good Work!
 

Thanks for the encouragement!

For the half-dwarf, since I raised the Base Speed to 30ft I thought it was balanced, but I like the idea of still having spell resistance. I wanted to have the flavor of thinned blood, so the poison resistance was +1.

So, the slightly changed half-dwarf:

Half-dwarf: +2 Constitution, -2 Dexterity. The half-dwarves have mixed in well with the other races and gained better social understanding. However, they have also gained the crippling recessive gene that plagues the half-orcs.
- Base Speed: 30ft
- +1 vs poisons, though weaker than their forefathers they are still somewhat resistant to poisons.
- +1 vs spells and spell-like effects, another weakened ancestral trait.
- Darkvision: 60ft
- Dwarf blood: For all effects related to race, a half-dwarf is considered a dwarf.
- Auto Language: Common plus Int Bonus
- Favored Class: Any

Thanks, keep the comments coming.
 

These are the stats from our homebrew campaign. I don't know if they'll help you out any, but hopefully they will. They've worked out well for us so far.

Half-Dwarf:
+1 Con.,-1 Cha.
+1 on save vs. poison
dark vision 30’
30’ speed (25’ encumbered)
med. size (5’-5’6), wgt. 150-250 lbs.
average lifespan: 160-180 years, mature at 25.
Half-Elf:
+1 Dex.,-1 Con.
+1 vs. enchantments, immune to sleep & effects
low light vision
30’ speed
med. size (4’8-5’6), wgt. 100-180 lbs.
average lifespan: 180-200 years, mature at 25.
Both speak common.
Basically we just halved everything. We use a 32 point buy generation method where the +1/-1 are significant. We use only humans and these two races. Anyways, I hope this helps a little.
 
Last edited:

was said:
We use a 32 point buy generation method where the +1/-1 are significant. We use only humans and these two races. Anyways, I hope this helps a little.

There's the crux. I like using the 4d6 generation method because I like randomness. I allow one overhaul re-roll if the end results are complete bunk. Therefore for my campaign, the +1/-1 system can be abused by smart players.

I do like your idea of the half-dwarf keeping half the dwarven encumbered movement rate bonus, i.e. 25' when encumbered. I will incorporate that.

*bow of gratitude*
 


was said:
These are the stats from our homebrew campaign.

<snip>

Half-Dwarf:
+1 Con.,-1 Cha.

<snip>

Half-Elf:
+1 Dex.,-1 Con.

As a rule in the D20 system ability stat adjustments are always multiples of 2. This is because an 'odd' bonus or penalty would only be a bonus or penalty half the time. Take the half dwarf above for example. If the +1 Con bonus is applies to someone with a base stat of 12 it has no effect. But a character with a 13 base Con would benefit from the bonus.

This problem is mitigated somewhat if a point buy system is used, but can still cause problems in certain situations. For instance, polymorphing someone into a half dwarf may or may not effect their Con bonus depending on their base score.
 

Hence all my stats for my mixed races being at +2/-2.

However, if it works for was' (man, say that x3 fast "works for was'")
campaign, then power to him. ;)

Any comments about my races, ViciousPenguin?
 

ViciousPenguin said:
For instance, polymorphing someone into a half dwarf may or may not effect their Con bonus depending on their base score.
You know, it's kind of funny. Our arcane types have never shown any interest in trying to polymorph into any one of the normal player types. Our main spellcaster loves polymorphing into a troll and charging into combat. Oh well, it makes him happy.:D
 

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