Ability scores for half-humans


Homebrew and House Rules


More specifically half-elves & half-orcs. I started running a PF game about 6 weeks ago, having become disillusioned with the direction 5th ed. D&D was going. Anyway, one of the first things I noticed about the rules was that I didn't really like half-elves & half-orcs using the same ability score bonuses as humans, I'm of the opinion that they should have their own identity in this respect. So I thought about it and what I came up with was this: use half of each bonus/penalty to each score for each "parent" race. Like so:

The half-elf uses half of the modifiers for elf: +1 dex, +1 int, -1 con.
And half of the modifier for human: a +1 assigned wherever desired.

Half-orc, using stats for orc out of the MM, is: +2 str, -1 int, -1 wis, -1 chr plus the floating +1 for the human half.

I just thought half-elves/orcs should have elf/orc like tendencies as far as their ability scores were concerned, while still retaining a measure of human versatility. Note that the +1 from the human half can be put anywhere the player desires, including scores that already have a bonus/penalty from the non-human half. This has the effect of making it possible for a half-orc to have a +3 to strength, but this is fine with me, I think being just a little stronger than a human fits the half-orc's racial identity just fine.

I don't know, this may not work that well with point buy systems, but I don't use them anyway...what I use is sort of a hybrid, random rolls that use an array for the minimum each score can be before racial adjustment, I can post it if anyone's curious.


+/-1 bonuses and penalties don't work well unless they're part of a progression, because they only reward/penalise characters with odd-numbered scores. Both your stat-lines always end up with two to four odd numbered bonuses, so that will be awkward.
It's actually going to be more of a problem for randomised systems than for point buy, because if you play a wizard and your highest roll is even, your half elf doesn't really benefit from his racial intelligence bonus, while if it's odd, it might as well be a +2.

My advice is that half orcs and half elves work well as they are. In pathfinder, the half orc gets the capabilities of a human, but has to deal with social problems and his own anger. He also makes a great and very thematic alchemist.
The half elf is all about being versatile a versatile character, so giving him penalties to anything doesn't suit him well.
Obviously that might not suit your tastes, but if you really want to give them different scores, I don't recommend doing it that way.


Well I certainly appreciate SOMEBODY replying to this, I wondered if anyone would. Apparently not too popular of a view. But you'll notice I posted this in the house rules section, not the advice section if you take my meaning. Seems to work just fine with my players, I have a half-elf in the group & she not only agreed with me that it should be that way, it actually influenced her final decision to play a half-elf. It actually doesn't cause a problem with my ability score generation system because after you determine the minimum for each score with the array you then roll for each score IN ORDER, so it's pure luck, not just picking the highest number you rolled--basically you're guaranteed a decent score in your prime requisite, but it doesn't necessarily use your highest roll. Anyway I posted this purely for the benefit of anyone like-minded who it might not have occurred to. Just my little contribution...


Right. I didn't realise this was already tested and working well for you. Glad to hear it.

I wouldn't worry about not getting many replies. A lot of threads don't here, that's just this forum for you.

I'd be interested in seeing your score system, if you don't mind sharing.


Certainly. My ability score generation method (no one else uses it to my knowledge) works like this:

You first choose your race & class. Lets say I was going to make a half-elf wizard using the above house rule like the person I mentioned above did. Keep in mind I'm not the best with optimization.

You start with the following array: 15,14,13,11,9,7. You assign these as desired. What they represent is the minimum each score can be before racial modifiers.

Str-7
Dex-14
Con-11
Int-15
Wis-9
Chr-13

You then roll 4d6(drop lowest) for each score in order from top to bottom. If you roll higher than the score you assigned from the array you get to keep the higher score. If not it remains what it was.

Str-7 Roll:11=11
Dex-14 Roll:11=14
Con-11 Roll:11=11
Int-15 Roll:6=15
Wis-9 Roll:12=12
Chr-13 Roll:11=13

You then apply racial modifiers:

Str:11
Dex:14+1=15
Con:11-1=10
Int:15+1(from elf)+1(floating human bonus)=17
Wis:12
Chr:13

Random, but produces a playable character every time with no need for re-rolls. You get a surprise sometimes though--one of my other players is a dwarf barbarian & now wants to multi to cleric because he managed to get a 18 wisdom even though he dumped it.

Dark Archive

I think it's needless tinkering. If it works for your group, great, but I would never use this in my own game.

Half-orcs and Half-elves are already very different than their forebears. The racial abilities are what set them apart, not necessarily their ability modifiers.


::shrug:: If I didn't care about my game I wouldn't tinker with it.

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