Half-Elf

For more information on all races, see: Races

Elves have long drawn the covetous gazes of other races. Their generous lifespans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since these races first came into contact with each other, humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives.   Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, such trysts may lead to the birth of half-elves, a race descended from two cultures yet inheritor of neither. Half-elves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and sun elves alike, though moon elves hold a different, more positive opinion. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.

Basic Information

Anatomy

Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be humanlike in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue. This pattern changes for half-elves of moon elf descent, however. Such half-elves are almost unfailingly marked with the white or silver hair of the moon elf parent, and more often than not have dusky gray skin that takes on a purplish or bluish tinge in the right light, while their eye color usually favors that of the human parent.

Additional Information

Social Structure

Their lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often considered attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mind-sets and talents to whatever societies they find themselves in.   Even half-elves welcomed by one side of their heritage often find themselves caught between cultures, as they are encouraged, cajoled, or even forced into taking on diplomatic responsibilities between human and elven kind. Many half-elves rise to the occasion of such service, seeing it as a chance to prove their worth to both races. Others, however, come to resent the pressures and presumptions foisted upon them by both races and turn any opportunity to broker power, make peace, or advance trade between humans and elves into an exercise in personal profit.

Civilization and Culture

Naming Traditions

Male Names: Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, Seltyiel, Zirul.   Female Names: Cathran, Elsbeth, Iandoli, Kieyanna, Lialda, Maddela, Reda, Tamarie.

Interspecies Relations and Assumptions

Half-elves understand loneliness, and know that character is often less a product of race than of life experience. As such, they are often open to friendships and alliances with other races, and less likely than most to rely on first impressions when forming opinions of new acquaintances.   While many races join together to produce mixed offspring of notable power, such as half-orcs, half-dragons, and half-fiends, half-elves seem to have a unique position in the eyes of their progenitors and the rest of the world. Those humans who admire elvenkind see half-elves as a living link or bridge between the two races. But this attitude often foists unfair expectations and elevated standards upon half-elves, and quickly turns to derision when they do not live up to the grand destinies that others set for them. Additionally, those half-elves raised by or in the company of sun elves often have the human half of their parentage dubbed a mere obstacle, something to be overcome with proper immersion and schooling in the elven ways, and even the most well-meaning sun elven mentors often push their half-elven charges to reject a full half of themselves in order to "better" themselves. The exception is those few half-elves born of humans and moon elves. Such unions are commonly born out of the impulsivity prevalent in moon elves, who are much more welcoming and accepting of their half-elf children than their sun elf cousins. Rather than teach them to reject their human side, moon elf parents more often than not teach their children to embrace this diversity, encouraging them to walk the line between human and moon elf.   Among other races, half-elves form unique and often unexpected bonds. Dwarves, despite their traditional mistrust of elves, see a half-elf's human parentage as something hopeful, and treat them as half-humans rather than half-elves. Additionally, while dwarves are long-lived, the lifespan of the stout folk is closer to a half-elf's own than that of either of her parents. As a result, half-elves and dwarves often form lasting bonds, be they ones of friendship, business, or even competitive rivalry.   Gnomes and halflings often see half-elves as a curiosity. Those half-elves who have seen themselves pushed to the edges of society, truly without a home, typically find gnomes and halflings frivolous and worthy of disdain, but secretly envy their seemingly carefree ways. Clever and enterprising gnomes and halflings sometimes partner with a half-elf for adventures or even business ventures, using the half-elf's participation to lend their own endeavors an air of legitimacy that they cannot acquire on their own.   Perhaps the most peculiar and dichotomous relations exist between half-elves and half-orcs. Those half-orcs and half-elves who were raised among their non-human kin normally see one another as hated and ancient foes. However, half-elves who have been marginalized by society feel a deep, almost instant kinship with half-orcs, knowing their burdens are often that much harder because of their appearance and somewhat brutish nature. Not all half-orcs are inclined or able to understand such empathy, but those who do often find themselves with a dedicated diplomat, liaison, and apologist. For their own part, half-orcs usually return the favor by acting as bodyguards or intimidators, and take on other roles uniquely suited to their brawny forms.

Subraces

Aquatic Half-Elves (Shoreborn)

The children of aquatic elves and land-bound humans feel the disparity between their heritages more than any other. These half-elves show their parentage on their faces, with sandy, russet, or green-black skin to match their elven parent. Slightly webbed fingers and toes aid in swimming, but their neck slits almost never function as gills. A few aquatic half-elves can breathe underwater and live with their elven parents, but far more shoreborn live on land, feeling a constant call to the water. Many find work as sailors. Fishing vessels and merchant ships often have shoreborn deckhands and first mates.

Fitting Alternate Racial Traits: Child of the Sea, Sea Legs, Water Child

Duergar / Dwarven Half-Elves (Stoneborn)

A dwarven half-elf, or dwelf, is the half-breed hybrid of a dwarf and an elf. Because the two races often share a border, and they commonly form alliances against the forces of orcs, goblinoids, and the horrors of the Darklands, it is not uncommon for individuals from these separate races to form a bond of comradery. Despite this, however, romantic relationships are rare, and because of the different values of both races, such pairings are even rarer to end well. Dwelves are often times shunned by both of their parental races, though also pitied at the same time. Because they carry within them both the innate honor of the dwarves and spirit of the elves, dwelves often choose not to settle among either of their parental races, instead forming their own settlements in the lands between forests and mountains. That said, the three races still maintain relationships with one another, and it is not uncommon for dwelves to act as the middle-men in dealings between elves and dwarves. The resultant appearance of a dwelf is that many of them resemble normal humans, if not on the shorter end of human height. However, their ancestry shows in their pointed ears and tendency to have masses of facial hair.

Ability Modifiers: +2 Dexterity, +2 Wisdom, -2 Charisma
Dwarven Half-Elf: Dwarven half-elves are humanoids with the elf and dwarf subtypes. This racial trait replaces the Half-Elf racial trait.
Dwarf and Elf Blood: Dwarven half-elves count as both elves and dwarves for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Languages: Dwarven half-elves may choose Elven or Dwarven as their starting language in addition to Common. Dwarven half-elves lose the ability to choose any language as a bonus language, and instead are limited to the bonus languages offered to elves and dwarves.
Fitting Alternate Racial Traits: Alert for Betrayal, Blended View, Darklands Guide, Dwarven Hardiness, Dwarven Weapon Familiarity, Elf-Scorned, Sure Step, Voice in the Darkness
Average Lifespan: 400 years
Average Height: 4 ft. 10 in. – 5 ft. 9 in.
Average Weight: 140 – 180 lbs.

Fetchling Half-Elves (Shadowborn)

Those half-elves born to fetchling parents follow much of the same physiology as the standard half-elf, but possess the innate touch of the Shadowfell. Their ashen skin and piercing yellow eyes beget their heritage.

Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Wisdom
Native Outsider: Fetchling half-elves are outsiders with the native subtype. This racial trait replaces the Half-Elf racial trait.
Elf and Fetchling Blood: Fetchling half-elves count as both elves and fetchlings for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Fitting Alternate Racial Traits: Behind the Veil, Blended View, Dimdweller, Dusksight, Shadow Blending, Shadow Magic, Voice in the Darkness
Average Lifespan: 250 years
Average Height: 5 ft. 4 in. – 6 ft. 6 in.
Average Weight: 110 – 180 lbs.

Gnomish Half-Elves (Feyborn)

Born of two races with ties to Faerûn, gnomish half-elves are something of a chaotic oddity. Gnomish half-elves enjoy an advantage that is unique to them: their senses are more acute than full-blooded gnomes and full-blooded elves. They combine an elf’s sharp eyes and ears with a gnome’s sense of smell and general intuition. They may lack the silver tongues of full-blooded gnomes, but gnomish half-elves are very good at reading facial cues and micro-expressions. While not literal, they are said to be able to “smell” lies. Physically, gnomish half-elves are very similar looking to full gnomes, if a bit taller and thinner than a typical gnome. Their main distinguishing physical feature is that they have very prominent pointed ears and noticeably smaller noses than is normal for gnomes.

Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Strength
Gnomish Half-Elf: Gnomish half-elves are humanoids with the elf and gnome subtypes. This racial trait replaces the Half-Elf racial trait.
Small: Gnomish half-elves are Small creatures. This racial trait replaces the Medium racial trait.
Slow Speed: Gnomish half-elves have a base speed of 20 feet. This racial trait replaces the Normal Speed racial trait.
Elf and Gnome Blood: Gnomish half-elves count as both elves and gnomes for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Languages: Gnomish half-elves may choose Elven, Gnomish, or Sylvan as their starting language in addition to Common. Gnomish half-elves lose the ability to choose any language as a bonus language, and instead are limited to the bonus languages offered to elves and gnomes.
Fitting Alternate Racial Traits: Alert for Betrayal, Disregarded, Eye for Opportunity, Fey Magic, Fey Thoughts, Gnome Magic, Gnomish Resistance, Gnomish Weapon Familiarity, Wary
Average Lifespan: 450 years
Average Height: 3 ft. 8 in. – 4 ft. 6 in.
Average Weight: 70 – 120 lbs.

Goliath Half-Elves (Giantborn)

Towering over all of elvenkind are the rare goliath half-elves. Inheriting the strength of giants and the wit of elves, giantborn more or less resemble normal elves, but significantly taller, more muscular, broader, and with the markings commonly seen upon goliath skin. Unlike goliaths, they do grow hair, however goliath half-elves are much more likely to go bald as they age.

Ability Modifiers: +2 Strength, +2 Intelligence, -2 Wisdom
Goliath Half-Elf: Goliath half-elves are humanoids with the elf and goliath subtypes. This racial trait replaces the Half-Elf racial trait.
Elf and Goliath Blood: Goliath half-elves count as both elves and goliaths for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Languages: Goliath half-elves may choose Elven or Giant as their starting language in addition to Common. Goliath half-elves lose the ability to choose any language as a bonus language, and instead are limited to the bonus languages offered to elves and goliaths.
Fitting Alternate Racial Traits: Cold-Honed, Fit for a Giant, Goliath Resistance
Average Lifespan: 250 years
Average Height: 6 ft. 8 in. – 7 ft. 9 in.
Average Weight: 140 – 300 lbs.

Halfling Half-Elves (Quarterling)

A member of the halfling half-breeds, commonly and comedically called "quarterlings", the progeny of halflings and elves show their genes through hairy feet and long ears. For reasons unknown, halfling half-elves are incapable of growing facial hair.

Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Constitution
Halfling Half-Elf: Halfling half-elves are humanoids with the elf and halfling subtypes. This racial trait replaces the Half-Elf racial trait.
Small: Halfling half-elves are Small creatures. This racial trait replaces the Medium racial trait.
Slow Speed: Halfling half-elves have a base speed of 20 feet. This racial trait replaces the Normal Speed racial trait.
Elf and Halfling Blood: Halfling half-elves count as both elves and halflings for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Languages: Halfling half-elves may choose Elven or Halfling as their starting language in addition to Common. Halfling half-elves lose the ability to choose any language as a bonus language, and instead are limited to the bonus languages offered to elves and halflings.
Fitting Alternate Racial Traits: Eye for Opportunity, Halfling Luck, Halfling Weapon Familiarity, Sociable
Average Lifespan: 300 years
Average Height: 3 ft. 4 in. – 4 ft. 2 in.
Average Weight: 60 – 110 lbs.

Kuru Half-Elves (Savageborn)

While never recorded or seen before, biologists suspect that were an elf and a kuru to reproduce, they could potentially produce a child, but considering the natures of both races, many speculate that this will likely never come to pass.

Ability Modifiers: +2 Dexterity, +2 Constitution, -2 Intelligence
Kuru Half-Elf: Kuru half-elves are humanoids with the elf and kuru subtypes. This racial trait replaces the Half-Elf racial trait.
Elf and Kuru Blood: Kuru half-elves count as both elves and kurus for any effect related to race. This racial trait replaces the Elf Blood racial trait.
Languages: Kuru half-elves may choose Elven or Kuru as their starting language in addition to Common. Kuru half-elves lose the ability to choose any language as a bonus language, and instead are limited to the bonus languages offered to elves and kurus.
Fitting Alternate Racial Traits: Ancestral Arms, Blood Courage, Child of the Sea, Kuru Weapon Familiarity, Mismatched
Average Lifespan: 200 years
Average Height: 5 ft. 4 in. – 6 ft. 6 in.
Average Weight: 110 – 180 lbs.

Moon Half-Elves (Darkborn)

Perhaps the most common variety of half-elf is the union of man and the ever-sociable moon elves. Lacking the tightly-held prejudices of their cousins, moon elves often seek out non-elven partners. In this way, half-elves are seen as harmony between two melding cultures. They have pale skin tinged bluish around the ears and chin, framing their lower faces.

Fitting Alternate Racial Traits: Cold-Honed, Moon Elf-Blooded, Moon Elf Magic, Moon Elf-Trained, Sociable, Spell Resistance

Sun Half-Elves (Highborn)

Scorned by both sun elves, who call them thinbloods, and humans, who call them highborn, sun half-elves face discrimination and tribulation from an early age. Those sun half-elves who are not crushed by persecution are forced to age into particularly strong and independent adults. Some give into bitterness from their upbringing, while others deliberately rebel against their brutal childhoods. Sun half-elves have bronzed skin, and hair of gold.

Fitting Alternate Racial Traits: Elf-Scorned, Fraudulent, Heat-Honed, Sophisticated, Sun Elf Magic

Wood Half-Elves (Wildborn)

Wood half-elves tend to be closer in stature and build to their human parents, allowing wildborn to pass for human more easily than most of their fellow half-elves. These half-elves are equally at home in the wilds of the jungle or arranging trade deals in the larger cities. While some wood elves raise their wildborn children, others ritually turn over their half-elven offspring to specific half-elven villages within their forests. The adult wildborn of these villages seek out and accept any of these children who might have fallen through the cracks, raising them with respect for both the wilderness and society. Even a few half-elves from other backgrounds travel to join these villages, finding acceptance they can’t get anywhere else. The members of these villages protect their homes fiercely, and few dare attack them. Wood half-elves have coppery skin tinged with green highlights.

Fitting Alternate Racial Traits: Corpse Eater, Dusksight, Hidden Half-Breed, Jungle Affinity, Kindred-Raised, Round Ears

Alternate Racial Traits

Replaces Ability Score Modifiers, Adaptability, Elven Immunities, Keen Senses, Multitalented

Kindred-Raised

While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as Adaptability, Elven Immunities, Keen Senses, and Multitalented.

Replaces Adaptability

Alert for Betrayal

Some half-elves’ skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for them. This racial trait replaces Adaptability.

Ancestral Arms

Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the Adaptability racial trait.

Dimdweller

Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-elves can take this trait in place of Adaptability.

Fit for a Giant

Goliath half-elves with this trait receive the Fit for a Giant goliath racial trait. This racial trait replaces the Adaptability racial trait. This trait can only be taken if the half-elf is of the goliath half-elf subrace.

Moon Elf-Trained

Darkborn (half-elves descended from moon elves) are proficient with the hand crossbow, rapier, and shortsword. This racial trait replaces the Adaptability racial trait.

Dual Minded

The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the Adaptability racial trait.

Dwarven Weapon Familiarity

Dwarven half-elves raised among dwarves often feel pitied and mistrusted by their shorter-statured kin, and yet they receive training in dwarf weapons. They gain the dwarf’s weapon familiarity trait. This racial trait replaces Adaptability. This trait can only be taken if the half-elf is of the dwarven half-elf subrace.

Elven Weapon Familiarity

Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ’s weapon familiarity trait. This racial trait replaces Adaptability.

Envoy

Half-elves add +1 to the caster level of any transmutation spells they cast. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities: 1 / day—Comprehend Languages, Detect Secret Doors, Erase, and Read Magic. The caster level for these effects is equal to the half-elf’s character level. This replaces Adaptability.

Gnomish Weapon Familiarity

Gnomish half-elves raised among gnomes receive training in gnome weapons. They gain the gnome’s weapon familiarity trait. This racial trait replaces Adaptability. This trait can only be taken if the half-elf is of the gnomish half-elf subrace.

Halfling Weapon Familiarity

Halfling half-elves raised among halflings receive training in halfling weapons. They gain the halfling’s weapon familiarity trait. This racial trait replaces Adaptability. This trait can only be taken if the half-elf is of the halfling half-elf subrace.

Integrated

Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (Local) checks. This racial trait replaces the Adaptability racial trait.

Kuru Weapon Familiarity

Kuru half-elves gain the kuru’s weapon familiarity trait. This racial trait replaces Adaptability. This trait can only be taken if the half-elf is of the kuru half-elf subrace.

Sea Legs

Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces Adaptability.

Sociable

Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the Adaptability racial trait.

Starchild

Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity as a bonus feat at 1st level. This racial trait replaces Adaptability.

Voice in the Darkness

Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or in the Shadowfell learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Half-elves can take this trait in place of Adaptability.

Replaces Adaptability, Elf Blood, Elven Immunities

Dragon Soul

Some half-elves have forsaken a part of their lineage by embracing a more distant connection to dragons. Half-elves with this trait choose to count as either elves or humans for any effect regarding race. Additionally, half-elves with this trait also count as dragons for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons, but not for prerequisites), and gain a +2 racial bonus on all saving throws against fear, sleep and paralysis effects. This trait replaces Adaptability, Elf Blood, and Elven Immunities.

Replaces Adaptability, Keen Senses

Eye for Opportunity

Constantly facing the rough edges of two societies, some half-elves develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces Adaptability and Keen Senses.

Spell Resistance

Some moon elf-blooded half-elves share the moon elf resistance to magic. A half-elf with this racial trait gains spell resistance equal to 6 + her character level. This racial trait replaces Adaptability and Keen Senses.

Replaces Adaptability, Keen Senses, Low-Light Vision

Round Ears

Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces Adaptability, Keen Senses, and Low-Light Vision.

Replaces Adaptability, Multitalented

Corpse Eater

Some half-elves born from wood elves inherit their innate ability to receive memories from flesh. Half-elves with this trait have wood elf blood somewhere in their background, and gain the Corpse Eater wood elf racial trait. This racial trait replaces the Adaptability and Multitalented racial traits.

Gnome Magic

A few gnomish half-elves exhibit the innate magic of their shorter parents. Gnomish half-elves with this trait receive the Gnome Magic gnome racial trait. This racial trait replaces the Adaptability and Multitalented racial traits. This trait can only be taken if the half-elf is of the gnomish half-elf subrace.

Moon Elf Magic

A few half-elves with moon elf ancestry exhibit the innate magic of that race. Half-elves with this trait have moon elf blood somewhere in their background, and can cast Cloak of Shade, Dust of Twilight, and Ghost Sound each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the Adaptability and Multitalented racial traits.

Reflexive Improvisation

Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces Adaptability and Multitalented.

Shadow Magic

Children of fey and shadows, fetchling half-elves sometimes inherit the magical capabilities of their non-elven parent. Fetchling half-elves with this trait receive the Spell-Like Abilities fetchling racial trait. This racial trait replaces Adaptability and Multitalented. This trait can only be taken if the half-elf is of the fetchling half-elf subrace.

Sun Elf Magic

A few half-elves with sun elf ancestry exhibit the innate magic of that race. Half-elves with this trait have sun elf blood somewhere in their background, and can cast Dancing Lights, Blinding Ray, and Faerie Fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the Adaptability and Multitalented racial traits.

Water Child

Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the Adaptability and Multitalented racial traits.

Replaces Bonus Languages

Hidden Half-Breed

In benign communities, half-elves endure assumptions and bigotry based on ignorance and suspicion. Half-elves with this trait gain a +2 bonus on Bluff and Disguise checks to pass as full-blooded elves, or humans. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to elves.

Replaces Elven Immunities

Blood Courage

If an elf and a kuru reproduced, some speculate that the savagery and tenacity of the kuru could manifest, despite the calm nature of elves. Kuru half-elves receive the Blood Courage kuru racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the kuru half-elf subrace.

Cold-Honed

Half-elves who have adjusted to the harsh lands of the Evernight can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces Elven Immunities.

Dreamer

Half-elves with this trait gain a +2 racial saving throw bonus against illusion spells and effects. In addition, when entering a dreamscape in a lucid body, a half-elf with this racial trait treats her Charisma score as 2 points higher for the purpose of effects related to the Dreamlands. This racial trait replaces Elven Immunities.

Dwarven Hardiness

Instead of the normal resistances granted to them from their elven blood, some dwarven half-elves lean closer to their dwarven bloodlines. These dwarven half-elves receive the Hardy dwarf racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the dwarven half-elf subrace.

Gnomish Resistance

Instead of the normal resistances granted to them from their elven blood, some gnomish half-elves lean closer to their gnomish bloodlines. These gnomish half-elves receive the Illusion Resistance gnome racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the gnomish half-elf subrace.

Goliath Resistance

Instead of the normal resistances granted to them from their elven blood, some goliath half-elves lean closer to their goliath bloodlines. These goliath half-elves receive the Frigid Wastes goliath racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the goliath half-elf subrace.

Halfling Luck

Instead of the normal resistances granted to them from their elven blood, some halfling half-elves lean closer to their halfling bloodlines. These halfling half-elves receive the Halfling Luck halfling racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the halfling half-elf subrace.

Heat-Honed

Half-elves who have adjusted to the harsh lands of the Everlight can move through natural sand at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from hot environments. This racial trait replaces Elven Immunities.

Shadowhunter

Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-elves can take this trait in place of Elven Immunities.

Shadow Blending

Half-elves of Shadowfell blood find themselves more at comfort in the darkness, able to use it to their advantage. These fetchling half-elves receive the Shadow Blending fetchling racial trait. This racial trait replaces Elven Immunities. This trait can only be taken if the half-elf is of the fetchling half-elf subrace.

Sophisticated

Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (History) and Knowledge (Local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces Elven Immunities.

Poison Training

Some half-elves are accustomed to working with poisons and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. They also gain the poison use ability and never risk poisoning themselves when applying poison to a weapon. This replaces Elven Immunities.

Replaces Elven Immunities, Keen Senses

Poison Minion

Denizens of the Darklands sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Half-elves can take this trait in place of Elven Immunities and Keen Senses.

Mawbane Poison—ingested; save Fortitude as above; frequency 1 / round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.

Psychic Sensitivity

The Evernight is full of strange energies, and the half-elves who live there practice spiritual rituals to open one's mind. Half-elves with this trait gain the Psychic Sensitivity feat, gaining access to occult skill unlocks normally only available to psychic spellcasters. This racial trait replaces Elven Immunities and Keen Senses.

Replaces Elven Immunities, Multitalented

Elf-Scorned

Many half-elves are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against elves. This racial trait replaces Elven Immunities and Multitalented.

Replaces Keen Senses

Darklands Guide

Those who brave the lightless tunnels below Iolcus' surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Half-elves can take this trait in place of Keen Senses.

Disregarded

Half-elves with this trait practice magical techniques to conceal their fey features from casual scrutiny. These half-elves treat their caster level as 1 higher when casting illusion spells. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities 1 / day—Guidance, Innocence, Lullaby, and Mage Hand. The caster level for these effects is equal to the half-elf ’s level. The DC for these spells is equal to 10 + the spell’s level + the half-elf ’s Charisma modifier. This racial trait replaces Keen Senses.

Dusksight

Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-elves can take this trait in place of Keen Senses.

Fey Magic

The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A half-elf can take this trait in place of Keen Senses.

Fraudulent

To obtain and keep a position at court, some half-elves aren’t shy about exaggerating or fabricating claims to nobility. Half-elves with this racial trait gain a +1 racial bonus on Bluff checks, Knowledge (Nobility) checks, and Linguistics checks to create forgeries. They need to spend only half as much on accessories (such as the jewelry required to accessorize a courtier’s or noble’s outfit) to appear suitable in a courtly setting. This racial trait replaces Keen Senses.

Sure Step

Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Darklands. Characters with this trait suffer no movement penalties when blinded or moving in darkness. Half-elves can take this trait in place of Keen Senses.

Wary

Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the Keen Senses racial trait.

Replaces Keen Senses, Low-Light Vision

Mismatched

Rather than having bodily and facial features that are a blend of elven and human, or tending towards one parent or the other, a rare few half-elves have a strange combination of features. They have noticeable mismatched eyes and ears, as well as uneven limbs. Half-elves with this trait take a –2 penalty on Reflex saves but receive a +4 racial bonus on Initiative checks. This racial trait replaces Keen Senses and Low-Light Vision.

Replaces Low-Light Vision

Behind the Veil

Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-elves can take this trait in place of Low-Light Vision.

Moon Elf-Blooded

Some half-elves born of moon elf parents exhibit more moon elven traits than others—particularly many of the physical features of the moon elves—and have darkvision 60 feet and light blindness. This racial trait replaces the Low-Light Vision racial trait.

Replaces Low-Light Vision, Keen Senses

Child of the Sea

Half-elves gain a +4 racial bonus on Swim checks as well as on Profession (Sailor) checks and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This replaces Low-Light Vision and Keen Senses.

Replaces Multitalented

Arcane Training

Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the Multitalented racial trait.

Blended View

Prerequisite: Low-Light Vision. Half-elves whose non-elf parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of Multitalented.

Fey Thoughts

The character sees the world more like a native of Faerûn. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of Multitalented.

Flexible Half-Breed

Once per day, half-elves with this trait can use Alter Self as a spell-like ability to appear as humans or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces Multitalented.

Jungle Affinity

Half-elves gain a +4 racial bonus on Stealth checks while within jungle terrain and can move through natural difficult terrain in a jungle at their normal speed. This trait replaces Multitalented.

Multidisciplined

Born to two races, half-elves have a knack for combining different magical traditions. If a half-elf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces Multitalented.

Replaces Skilled

Inspire Imitation

Whenever a half-elf succeeds at a skill check, she can inspire imitators as a swift action. Any ally within 30 feet who witnesses the successful check and attempts the same check within the next minute gains a +2 bonus on the check as if from the aid another action. This racial trait replaces Skilled.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, half-elves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all half-elves who have the listed favored class.

  • Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5 a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
  • Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
  • Bard: Add +1 to the bard's total number of bardic performance rounds per day.
  • Bloodrager: Increase the bonus gained from blood sanctuary by 1/4.
  • Brawler: Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.
  • Cavalier: Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5 a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
  • Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
  • Cleric: Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.)
  • Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
  • Fighter: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
  • Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
  • Hunter: Add 1 foot to the hunter’s companion’s base speed. In combat, this has an effect only for every five increases in base speed.
  • Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
  • Investigator: Gain a +1/4 bonus on all inspiration rolls.
  • Kineticist: Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
  • Magus: Add +1/4 to the magus's arcane pool.
  • Medium: Gain a +1/3 bonus on all skill checks using occult skill unlocks.
  • Mesmerist: When casting mesmerist enchantment spells, add 1/2 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Monk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
  • Occultist: Gain a +1/2 bonus on Spellcraft checks to identify the properties of magic items and a +1/2 bonus on Use Magic Device checks to emulate a race.
  • Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
  • Oracle: Select one revelation normally usable a number of times per day equal to 3 + the oracle’s Charisma modifier. Add 1/2 to the number of uses per day of that revelation.
  • Paladin: Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5 an aura of 14 feet is effectively the same as a 10-foot aura, for example.
  • Psychic: Gain 1/6 of a new phrenic amplification.
  • Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
  • Ranger: The duration of the ranger’s companion bond increases by 1 round.
  • Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
  • Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
  • Shifter: Add a +1/2 bonus on Survival checks to get along in the wild, to avoid getting lost, and to avoid all natural hazards.
  • Skald: Increase the skald’s total number of raging song rounds per day by 1.
  • Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Spiritualist: Add 1 skill rank to the spiritualist’s phantom.
  • Summoner: Add +1/4 to the eidolon's evolution pool.
  • Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
  • Vigilante: Gain +1/2 on the Disguise bonus from seamless guise.
  • Warpriest: Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.
  • Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
  • Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.

Racial Traits

+2 to One Ability Score
Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Half-Elf
Half-elves are humanoids with the elf and human subtypes.

Medium
Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Half-elves have a base speed of 30 feet.

Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.

Adaptability
Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented
Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Languages
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Average Lifespan
250 years

Average Height
5 ft. 4 in. – 6 ft. 6 in.

Average Weight
110 – 180 lbs.

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