Half-Elves??

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Heavy_Metal-2000
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Half-Elves??

Post by Heavy_Metal-2000 »

Although it is completely up to the DM to change things i thought i would start this topic to revive the half-elf being changed idea and se if we can figure out a good balanced option and maybe if enough interest is show something will happen hopefully sooner than later. Feel free to tell us what u think would be good why and reasoning. Try to keep things realistic and balanced. odds are we wont be seing a dragon or troll class keep it real.
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Casas
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Post by Casas »

Simplest +1 DEX +1 CON. However, I suspect that may invalidate all characters within the server vault.

Or give them a single weapon prof choice and +1 AB with it. Elves get longsword, longbow, rapier for free.
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Terpeh
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Post by Terpeh »

Aint this in the wrong forum section?
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Rary
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Post by Rary »

Torm wrote:Aint this in the wrong forum section?
Yes and it was moved to correct one.

Might wanna refer to this thread.
http://eternalwar.us.to/forums/viewtopic.php?t=306

But if I have to change half-elves, then it might as well be a decent change rather than small one like the +1 dex one.
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Heavy_Metal-2000
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Hmmm sry Rary

Post by Heavy_Metal-2000 »

sry for posting this in the wrong section.
As The Palaces Burn....
The weak flee in terror.....

The paradox of power and peace will destroy itself.
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Heavy_Metal-2000
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Post by Heavy_Metal-2000 »

Im not all Nwn orientated nor do i know the ins and outs like say red rary or casas but I as a player would really like too see sumthing even if little happen with half elves to get them back in the game as a strategical choice not just to say "lol i made a half elf char"
As The Palaces Burn....
The weak flee in terror.....

The paradox of power and peace will destroy itself.
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Rary
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Post by Rary »

They are currently +1 dex right now.
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Heavy_Metal-2000
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Post by Heavy_Metal-2000 »

can we expect to see more later on or is this the finalization of the half elf race???
As The Palaces Burn....
The weak flee in terror.....

The paradox of power and peace will destroy itself.
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Heavy_Metal-2000
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Post by Heavy_Metal-2000 »

I kinda like the idea casas had with giving them wep proficiencies of there own and +1 AB with it. Then at least u could say u chose the race for sumthin other than an image
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The weak flee in terror.....

The paradox of power and peace will destroy itself.
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Rary
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Post by Rary »

Adding a prof might not be that easy though, but I'll check.
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Heavy_Metal-2000
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Post by Heavy_Metal-2000 »

Half elves if u can do this should get +1 str +1dex
-2 char
-1Wis

and make them proficient and +1 AB with:
scimitar
Kukri
and some other cool weps

(being proficient with a 2 hander would be sweet like :shock: GS's)

thx for checkin it out for me rary :)
As The Palaces Burn....
The weak flee in terror.....

The paradox of power and peace will destroy itself.
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Rary
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Post by Rary »

Heavy_Metal-2000 wrote:Half elves if u can do this should get +1 str +1dex
-2 char
-1Wis

and make them proficient and +1 AB with:
scimitar
Kukri
and some other cool weps

(being proficient with a 2 hander would be sweet like :shock: GS's)

thx for checkin it out for me rary :)
This makes them the best race by far.
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Post by Lord Mephisto »

I'll further "villainate" myself by posting these suggestions:


DEEP IMASKARI
The deep Imaskari are heirs to the lost empire of Imaskari. One of the earliest human empires, the Imaskari were destroyed by the slaves they had abducted from other worlds. A few, however, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world. A deep Imaskari appears mostly human tall and slender. Her skin looks pale and stone like, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch.

Deep Imaskari Ability Adjustments: +2 Int, -2 Dex.
Favored Class (Wizard): A multiclass imaskari's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

- Skill Affinity (Hide): +2 racial bonus to Hide checks.
- Skill Affinity (Hide Underground): +4 racial bonus to Hide checks when underground
- Low-Light Vision: Allows them to see better than normal in the dark.
- Human: Imaskari are considered Human for the purpose of spells.


SUN ELF
Sun elves, or gold elves, are famed for their command of both arcane and divine magic, which exceeds that of any other living race. Works of elven high magic thousands of years old still survive in the hidden refuges of sun elves. Sun elves have bronze skin, hair of golden blond, copper or black, and eyes of green or gold. They favor contemplation, lore and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace and presence of elven folk.

Sun Elven Ability Adjustments: +2 Int, -2 Con.
Favored Class (Wizard): A multiclass sun elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Sun Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Elven: Sun Elves are considered Elven for the purpose of spells.


GNOLL
Gnolls are hyena-headed humanoids that wander in loose tribes. Most have dirty yellow or reddish fur and grayish skin. As nocturnal carnivores, gnolls are natural predators and tend to think with their stomachs. Although they will form alliances with other humanoid races, they are just as soon to break them without regret or warning if it suits their need. Gnoll society if usually ruled by its strongest member who uses fear, intimidation and strength to remain in power. Gnolls are in excess of 7 feet tall and typically weigh over 300 pounds.

Gnoll Ability Adjustments: +2 Str, +2 Con, -4 Int, -2 Cha, -2 Wis
Favored Class (Ranger): A multiclass gnoll's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

- Darkvision: Gnolls are able to see in the dark.
- Natural Armor Bonus: Racial natural armor bonus of 1.
- Monstrous: Gnolls count as Monstrous Humanoids for the purpose of spells.
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Heavy_Metal-2000
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Post by Heavy_Metal-2000 »

why not have the worst race [eriod become the better melee choice???

at least the reduction of wisdom and char would limit there uses

makes them less eligible for char pally or wis oriented chars and makes them basically a human with there extra feat alrdy chosen and just take the +1 str away or sumthin
As The Palaces Burn....
The weak flee in terror.....

The paradox of power and peace will destroy itself.
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