Thaellegoth

Wow... quick replies. Here's the final (perhaps) version.

  • +2 Strength, +2 Dexterity, -2 Intelligence, -4 Charisma
  • Medium: As Medium creatures, thaellegoth have no special bonuses or penalties due to their size.
  • Thaellegoth base land speed is 30 feet.
  • Low-Light Vision: A thaellegoth can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on listen, search, spot, and survival checks.
  • -2 racial bonus on diplomacy and gather information checks.
  • Mixed Blood: For all effects related to race, a thaellegoth is considered both an elf and an orc. However, in cases where these distinctions would conflict with one another, a thaellegoth is considered to be the more beneficial race.
  • Hardened by Nature: Due to the fact that they are forced to live in the wild, thaellegoth are considered to be under the effect of an endure elements spell at all times. This is considered a supernatural ability.
  • Automatic Languages: Common, Orc. Bonus Languages: Elven, Giant, Gnoll, Goblin, Undercommon.
  • Favored Class: Barbarian or Ranger.
I took out the bonus feat and reworded the mixed blood ability. Also, I don't consider endure elements to be a terribly powerful spell, and I think it really adds the extra oomph that I was looking for. Makes for a mighty crunchy race.

By the way, I hadn't even considered the idea of making a combination Drow/Orc. I'll have to stat them up tomorrow if I get a chance. As for other subraces of Elf or Orc, I really don't have them in my world much, so I won't worry about it.
 

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Bingo!!! It seems balanced, and adds that extra bit of hardiness that would seem likely between the blending of these two races. Now this is how I like to see EN World work.
 

A bit too powerful now, far as I'm concerned. Assuming you aren't beefing up the core races a bit. Not much reason, statistically, to play a half-orc, or an elf, with this race around (although an elf wizard, bard, or sorcerer would still be decent choices). Half-orc and elf characters of any combative bent won't hold a candle to this race one bit. And of course, non-combative half-orcs are pretty weak.
 

I disagree. If I were going to play a finesse melee fighter or a ranged fighter, I would much rather choose the elf over this race. The main reasons would be for the bonus weapon proficiencies without having to take a feat, the secret door sense, and the immunity to magical sleep and enchantment. If I were going to play a hack and slash melee fighter, I would much rather choose the orc over this race. The main reasons would be for the Darkvision, rather than low light, and your Charisma penalty is only -2. While the Charisma penalty may not matter to some, I feel it is quite an obstacle to overcome for anyone wanting to play a melee cleric or paladin, as well as anyone who wants to play a character that can intimidate others in battle. Furthermore, while this new race has quite a few bonuses, it has more than the average penalties, and none of the bonuses are outrageous. ( i.e. Endure Elements is not that big of a benefit in most situations. )
 

The new race is balanced only if your campaign setting includes ego whip (via a Psion or a spell).

That's my humble opinion.

-- N
 

The only thing that could possibly change would be the Mixed Blood feature could state that the LEAST beneficial race takes precedent for purposes of race related occurences.
 

How did it suddenly grow overpowered? All I really added in was the endure elements ability, and that really doesn't affect much in terms of the game. They have no resistance to any elements or saves. They have bonuses to some skills and a penalty to a couple others, then they get low-light vision and decent physical attributes. The elf still gets a bonus to saves vs enchantments and immunity to sleep affects, the half-orc still gets darkvision, and the orc (also a LA+0 race) gets darkvision and higher strength. Comparing it to those, I tend to think this class fits nicely. It may be a tad more powerful due to the endure elements, but other than that, there's not much that isn't covered by other races.
 

Removal of Wisdom penalty. I'd put that back (and instead give a flat -2 Int, -2 Wis, -2 Cha).

Wisdom affects everyone's Will saves. Charisma? It's already a dump stat for many PCs.

Cheers, -- N
 

Disagree. It's not justifiable. Neither the orc nor elf get a Wisdom penalty, thus it doesn't fit that this race would. However, the Charisma penalty fits due to the no doubt horrible physical attributes of this crossbreed. You can't add a bonus or penalty without being able to justify it. And Muzick is right, none of the bonuses are that powerful compared to some other LA +0 races.
 

With the blending of orcs and elves, the progeny (in my view) would have at least a little bit of wisdom, especially considering the fact that they have to survive in the wild. In addition, the -4 to charisma is due to the fact that *every* other race shuns the thaellegoth, and they have absolutely no place in society where they can fit and be treated as equals. With no abilities other than raw physical prowess (and not even extra hit points) and a few skill bonuses, I don't really see why anyone would take this over the other races. For most players I've gamed with (and I realize this is a *very* subjective decision), the choice of race had as much to do with the in-character "why" as the meta-game "why".
 

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