Half elves and favored class

dagger

Adventurer
In our games we don't use favored classes at all. Do you think that half-elves are a little weaker because of this?
 

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Well, obviously it is one of their (and the humans) advantages (a weak one, but still)... but really half-elves are too weak, even if you use favored classes. ;)

I'd just give them human bonus skill points in addition to anything else.
Or as an optional goodie, give them the elven weapon proficiencies instead.

Bye
Thanee
 



I think I have a good fix for ya. IMC half-elf is a template that a player may select at first level. Here is what it looks like...

Half-Elf [Template]
Becoming one of the "divided ones" is a decision a player makes at first level. A half-elf is born either as first generation (e.g. their mother was an elf) or distant generation (e.g. a recent ancestor was a half-elf). This template can be applied to any race that elves can mate with in your campaign. It has LA +0. It modifies the base creature as below:

Divided One: A half-elf no longer qualifies as a member of his or her original race, and cannot enter prestige classes, use magic, or select feats only available to their base race. However, they still count as their base race in terms of spells & effects.
Low-light Vision: As an elf.
Elven Blood: A half-elf is vulnerable to spells & effects targetting elves, and can use magic items only useable by elves.
Reverie: A half-elf can either sleep or enter reverie as an elf.
Bonus Languages: A half-elf may automatically learn Elven at 1st level for free. If the half-elf was raised in another community, replace Elven with an appropriate language.
Bonus feat: A half-elf selects one of the following half-elven feats...

Half-Elven Feats

- Elvish Training: You may take prestige classes limited to elves and you gain access to elven feats (see below).
- Fey Touched: You age at half your base race's normal rate. When in elven lands you age as an elf. You are immune to magical aging effects. However, you are subject to bouts of melancholy when away from elves. Each week you must make a Will save (DC 25 minus your character level) or suffer -1 on all Wisdom-based checks made during that week.
- Of Two Worlds: You straddle the fence between the immortal magical elven world the the world of another race. You gain +4 on Diplomacy checks interacting with elves and those of your base race.
- Unified Ancestry: You are no longer subject to effects targeting creatures with elven blood, and may apply for prestige classes limited to your base race. You may use magic and select feats limited to base race.


Here are the Elf and Human reworked races for comparison...

Elves
• Medium, Speed: 30 ft.
Ability Scores: Must take +2 to at least one of the following: Cha, Dex, Int. Also must take -2 to an equal number of the following: Cha, Con, Str. So an elf might have +2 Int, +2 Cha, and -2 Str, -2 Con or +2 Dex and -2 Cha, or any combination thereof. They are alluring and graceful yet arrogant and haughty. Being slight of build compared to humans, they often are quite frail. Elves are known for their ability to think in shades of grey.
Fey Creature: Elves were created from raw magic and as such are affected by any spells and effects that target creatures with the fey type. Likewise, anti-magic field, dispel magic, and other such spells inflict 1d4 subdual damage per level of the caster (max 10d4) and cause the elf to be shaken for 1 minute. They are surrounded by an aura of magic that overwhelms all but the most powerful magics. A wizard using detect magic on an elf sees a shimmering field of raw magic around the elf, and is unable to distinguish individual spells in effect or magic items in the elf’s possession.
Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Manifestation: Elves possess the ability to reveal their true inner power, leaving their enemies quaking in fear while soothing their allies. As a standard action, an elf may manifest. Opponents within 30 feet become shaken if they have fewer levels than the elf. An affected opponent can resist the effects with a Will save (DC 10 + ½ elf’s character level + Cha modifier). A successful save renders the opponent immune to the elf’s manifestation ability for 24 hours. Alternately, this ability may be used to calm allies (1+ Cha modifier) as if the elf had cast the calm emotions spell. Either effects lasts 1 round +1 round/4 character levels.
Reverie: Elves do not sleep, but rather enter a state of meditative lucid dreaming for 4-6 hours every night called “reverie.” Thus, the elf is immune to sleep spells and effects. During reverie the elf often receives visions, said to come from the elven gods. Once per month, during reverie, an elf receives a vision identical to a divination spell regarding someone close to them, or their immediate future.
Timeless: Adult elves (75 years old) do not physically age when living within elven lands and are immune to magical aging effects. Only by leaving their enclaves do elves age, the years rapidly catching up with them in a week. For example, a 75 year old elf has spent 20 years in elven lands before deciding to venture to a human city; suddenly the elf ages 20 years in just one week’s time – the elf is 95 now.

Elven Feats
Detect Magic: Able to use detect magic as a spell-like ability at will (as 1st level caster).
Elf Eyes: Automatically recognize any spell being cast without needing a Spellcraft check.
Elven Charm: (Req: Cha 13+) You may use charm person once per day (DC 14+Cha modifier).
Life Experience: Extra 6 skill points (can only be taken at first level)
Magic Shielding: Each round the elf’s magic shielding can absorb 1d6 damage from magical attacks. Deduct the damage from the first attack that strikes the creatures (an attack that deals damage always deals at least 1 point of damage). Apply any leftover shielding to subsequent attacks that round.
Master of the Bow: (Req: BAB +1) When shooting a bow, you suffer only half the penalties normally associated with range. In addition, you gain a +1 bonus to attack with a bow when firing on targets that have some form of cover.
Spell resistance: +2 saves involving spells
Named: You know your True Name. You gain +2 to resist enchantment spells, compulsion effects and all hostile attempts to change your shape. Should you share your True Name with another, they may use it to benefit you. By invoking your True Name they can (a) allow you to retest a failed Will save, (b) cast friendly magic at +1 caster level/4 spellcaster levels, or (c) use your True Name to resurrect you.


Humans
• Medium, Speed: 30 ft.
Multi-classing aptitude: When multi-classing, regardless of which class you advance in when you gain a level, you treat the class skills of all your classes as class skills. Thus, all your class skills become permanent class skills.
Bonus feat: At 1st level all humans get a bonus feat.
Bonus skills: At 1st level a human chooses one of seven options...
1. Faster Learner: +2 skills points at each level (including first)
2. Diversified Talents: Choose 3 bonus class skills.
3. Specialized: Gain Skill focus in one skill (which becomes a class skill). You gain +1 rank in this skill at each level after first.
4. Quick to Adapt: At 1st, 3rd, 6th, 9th, 12th, 15th, and 18th levels you may designate any number of the skill points you gain for that level as “floating” – do not apply these skill points. When you face a situation during the game in which the character made a mistake or was exposed to previously, you may apply any number of floating skill points to the skill in question. You must have used the skill in question once before (e.g. bowlegs from riding in the saddle a lot merit a Ride bonus).
5. A New Path: At 1st, 3rd, 6th, 9th, 12th, 15th, and 18th levels you may swap any one feat you have with another. To do this requires you have at least one week of down time and are in an environment conducive to the new feat. For example, a wizard undercover in a den of thieves might swap out the maximize spell feat for the stealthy feat.
6. Human's Knack: Once per day you gain a +4 insight bonus to a single skill check.
7. Local: You gain 2 bonus regional feats. If your campaign doesn't have regional feats, just choose any 2 related non-combat, non-magic feats. For example, a character from a fishing town might choose the fisherman feat (+2 Profession (fishing), and +2 Use rope) along with the trade tongue feat (You can make an Intelligence check to understand the gist of what is being said. The DC is 10 for a language you’ve been exposed to, 15 for foreign languages, and 20 for exotic tongues. Add +5 DC if you are trying to communicating instead of just listening. This feat only applies to spoken language.)
Option:Background Alternately, a human may replace their bonus feat and bonus skill racial abilities with a background (see the Black Company produced by Green Ronin)

Human Feats
- Skilled: Choose one of the bonus skill options above that you didn't already select. You gain the benefits as described under the human race for that option.
- Powerful Build: (Req: must be taken at first level) Your stature allows you to function in many ways as if one size larger (i.e. Large-sized). When subject to size modifier for an opposed check (grapple, bull rush, trip), you are treated as Large. You also are considered Large when determining whether a creature’s special attacks based on size (i.e. improved grab, swallow whole) can affect you. You can use large weapons without penalty; however, your space and reach remain unchanged. These benefits stack with the effects of abilities and spells which change your size.
- Small: (Req: must be taken at first level) You are small for your a human. As SRD rules.
 
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There is a "Half-Human Elf" in the DMG 3.5, page 171. It is a Half-Elf that grew up among elves (the standard Half-Elves grow up among humans). This adds the elf weapons training (longsword, rapier, shortbow, longbow), removes the racial bonuses to Diplomacy and Gather Information, and changes the favored class to Wizard. Everything else from the class is left intact.
 
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When removing favored classes and xp penalties, we have usually just given 1 bonus skill points every time the PC takes a level in her favored class.

For the Half-Elf and the Human, it means every time they take a level in their highest-level class, whatever it is (which becomes +1 skill point per level if you're single-class).
 

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