The Tyr, A Half Elf rewrite


Homebrew and House Rules


1 person marked this as a favorite.

Link To Stats... UPDATED.

Race Lore:
Basically this is for a homebrew campaign setting. The Tyr are the end result of a project by the dying Elven race to preserve itself via breeding a new, and in their minds perfect, successor to their magical legacy. Taking humans with desirable traits the ancient Elves created the Tyr having noticed Half Elves exhibit the best of both peoples.

The Tyr now inherit a planet once dead and dying, but now terraformed back to life, reborn by magic and returned to its once green living state.

The reason for the rewrite is simple. In context, standard Half-Elves no longer made sense in my world. Half Elves in Typical Pathfinder only exist in the context of a world of Humans and Elves, not in one were humans and elves make them then themselves disappear. In a world where Half Elves are left to inherit the planet, much of their racial abilities make little sense. They are no longer the children trying to find an identity and live between the worlds of Elves and man, they are now the rulers of the world. The product of an ancient Eugenics scheme to save something of a dying people. They are the inheritors of both the legacy of Humanity, and of Elf-Kind. Basically left to build the world as they wish.

Also there is mention of specific kinds of Tyr in the traits selection, specifically the Moth'Tyr. More or less my worlds rough equivalent of "Dark Elves," with other specific varieties such as the Aryl'Tyr, Scath'Tyr, ect ect which are mostly just varieties or populations of Tyr with similar traits.


I think your "Darkvision trait" in the first column is not really "worth it"; it is basically a wash of 0 RP (+2 vs -2) and nothing else has a penalty associated with it. While I would tie light sensitivity to darkvision 90' and light blindness to darkvision 120', I don't think I'd tie anything to darkvision 60'. If you're dead set on it, tie light sensitivity instead.

Additionally, spell-resistance sucks for PC races due to the mechanics of it. I'd suggest giving them a +2 racial bonus on saving throws against spells and spell-like abilities for cost of 2 RP (you can reverse engineer that from the ARG entries.)

Otherwise, I think they're perfectly fine.

Liberty's Edge

Meh, over powered. They can get the best of both the elf and human races.


ShadowcatX wrote:
Meh, over powered. They can get the best of both the elf and human races.

Best of both worlds would just be playing a flat human and somehow getting the "elf blood" trait. Not really seeing where the race is over-powered.


I'd say it might be overpowered if the race were in existing in the context of Humans and Elves also existing. Lore reasoning for their existence is ....

1) In the context of this homebrew world they exist and Elves and Humans no longer do.

2) They were specifically bred with the intent of being "The best of both worlds."

Part of me is however considering taking off their free bonus floating feat which is fairly powerful on its own.


It would also help (in the future) if you put the RP amount next to each entry so folks don't have to look it up. =)


Da'ath wrote:
It would also help (in the future) if you put the RP amount next to each entry so folks don't have to look it up. =)

I'm rewriting it now. ^_^

Hopefully with a few improvements such as this one.

Liberty's Edge

Take a wizard for example. A wizard really loves the elves ability to penetrate spell resistance, but he loves the human's bonus feat. Now he can get both. Clerics can now gain a bonus to wisdom, bonus to penetrate spell resistance, and a bonus feat, etc.


Da'ath wrote:
ShadowcatX wrote:
Meh, over powered. They can get the best of both the elf and human races.
Best of both worlds would just be playing a flat human and somehow getting the "elf blood" trait. Not really seeing where the race is over-powered.

that would be the racial heritage (elf) feat, though that would negate their bonus feat.


ShadowcatX wrote:
Take a wizard for example. A wizard really loves the elves ability to penetrate spell resistance, but he loves the human's bonus feat. Now he can get both. Clerics can now gain a bonus to wisdom, bonus to penetrate spell resistance, and a bonus feat, etc.

Part of what I like about them is that they have the sort of variability in racial traits.

Would you perhaps recommend swapping out the bonus feat and just give say the Half Elf Trait of Skill Focus as a bonus feat? And just add variable things to the list?


Also, updates have been done, mainly adding the RP Cost of traits and everything.

Essentially after all is said and done the highest this can go is 11 RP depending on the character. The idea behind having players select traits is somewhat to represent different population groups within said race.

Because Lore wise they are all the products of various eugenics programs by the ancient Elves, many of them form small populations with similar traits.

Plus it lets me, instead of saying having to create a bunch of stats for closely related peoples of basically the same race (Such as 3.5e bajillion brands of Elf) I can do it like how Summoner Eidolons have say build advice saying well "Tyr of this variety tend to have these traits or at least 1 of them, Tyr of this other variety have these other traits".

I am still considering giving them just a static Skill Focus feat instead of the Human bonus floating feat.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Tyr, A Half Elf rewrite All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules