Half-Elf Species in Matera | World Anvil
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Half-Elf

An Elven fascination with Human ingenuity combined with the humans idolatry of the elven form often leads to pairings between the races. These pairings often result in the birth of a half-elf. Half-elves find themselves torn between two worlds, the fast-paced world of humanity and the slow grind of elvenkind.

Basic Information

Growth Rate & Stages

Half-elves reach adulthood at 20 years of age.

Additional Information

Facial characteristics

Half elves often retain the sharper features and eye colors of their elven parent, but their ears are notably rounder.

Geographic Origin and Distribution

Like humans, half-elves can be found all over the world in all manner of places. They are more common in the territories that border elven lands.

Average Intelligence

Like humans, half-elves vary greatly in their mental prowess, which is often influenced by the societies of their birth.

Perception and Sensory Capabilities

Half-Elves half the ability to see in low-light conditions.

Civilization and Culture

Naming Traditions

Half-elves share the naming traditions of the area of their upbringing, although they will sometime take the surname of their other parent.

Beauty Ideals

Half-elves often share the beauty of ideals of the area of their upbringing, but are often enamored by the opposite race of their upbringing. A half-elf raised by elves will often pine for humans, as they mature quickly by elf standards, while a half-elf raised by humans often retain their immaturity for longer periods of time.

Gender Ideals

A half-elf usually shares the gender ideals of its homeland.

Courtship Ideals

A half-elf usually shares the courtship ideals of its homeland, but a half-elf is often hindered by the awkwardness of their mixed heritage, often struggling to keep up with the ideals of both of their people.

Relationship Ideals

Half-elves often have a good relationship with at least one of their parents. While they struggle to make friends in their youth, by adulthood, they have learned to navigate the complexities of the world adeptly and can make friendships much easier.

Major Language Groups and Dialects

Most half-elves speak the Common dilect of their human parent and Elven, but will often speak many other languages based on the region they live in.

Common Dress Code

Half-elfs often share the dress code of their homeland race.

Common Customs, Traditions and Rituals

Most half-elves worship the same gods as the parents who raised them, generally ones of the human or elven pantheon, but may also gravitate towards gods of freedom, acceptance, or balance.

History

As soon as humanity was birthed from the mixing of the Materils, there were some elves who immediately became infatuated with these new mortals, and thus the first half-elves were born not long afterwards. As such, half-elves have been just as relevant a force in history as both elvenkind and humanity.

Interspecies Relations and Assumptions

Half-elves are lonely creatures, struggling to find acceptance from their parent races. This causes them to understand prejudice, and often don’t judge other creatures on their appearances or first impressions. They can relate well to both Half-Orcs and Half-Giants, as well as any Mongrels.

Table: Half-Elf - Hit Dice: D8; Class Skills: Climb, Craft, Profession, Ride, Survival; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Simple, plus any one weapon with "Elven" in its name; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +1 +1 +1 Adaptable, Elven Immunities, Keen Senses, Multitalented
2nd +1 +1 +1 +1 Bonus Feat, Elven Spirit
3rd +2 +2 +2 +2 Double Connections, Human Resolve
4th +3 +2 +2 +2 Bonus Feat, +1 to any two ability scores
5th +3 +2 +2 +2 Master of Twin Destinies

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
20 years +1d6 years (21 - 26) +2d6 years (22 - 32) +3d6 years (23 - 38)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in. (5 ft. 4 in. - 6 ft. 8 in.) 100 lbs. +(2d8x5 lbs.) (110 - 180 lbs.)
Female 5 ft. +2d8 in. (5 ft. 2 in. - 6 ft. 6 in.) 90 lbs. +(2d8x5 lbs.) (100 - 170 lbs.)

Half-Elf Aging Table
Middle Aged (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
62 years 93 years 125 years 125 + 3d20 years (128 -185 years)

Random Half-Elf Homelands
% Rolled Homeland Trait Gained
01-25 Elven Homeland (Roll on Elven or Elven Variant table)
26-75 Human Homeland (Roll on a Human Homeland table)
76-95 Forest Log Roller
96-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Half-Elf Families
% Rolled Parental Status
01-20 Both of your parents are alive
21-55 Only Father is alive
56-90 Only Mother is alive
91-00 Both of your parents are dead
Random Half-Elf Siblings
% Rolled # of Siblings
01-20 1d2 half siblings (either elf or human, your choice)
21-30 1 half-elf sibling
31-00 No siblings
Genetic Ancestor(s)
Lifespan
128 - 185 years
Average Height
5 ft. - 6 ft. 4"
Average Weight
100 - 180 lbs
Average Physique
Like humans, half-elves vary greatly in their physique, which is often greatly influenced by were they are raised.
Body Tint, Colouring and Marking
Most half-elves inherit the skin and hair color of their human parent.
Related Organizations

Half-Elf

Type Humanoid (Elf, Human)
Ability Score Modifier Half-elves receive a +2 bonus to any ability score of their choice to represent their varied nature.
Size medium
Speed Half-elves have a base speed of 30 feet.
Language A half-elf begins play speaking Common and Elven. A half-elf with a high Intelligence score can pick from any languages (excluding secret languages).

  • Materil: A Central Materan half-elf can be tied to any of the Materils, although half-breeds of realm variants are tied to the Materil of their realm. Central Materan half-elves tend towards Loveteacher or Hatecrafter.
  • Low-light Vision: Half-elves can see twice as far as humans in low-light conditions.
  • Adaptability: At 1st racial level, half-elves gain Skill Focus as a bonus feat.
  • Elven Immunities: Half-elves are immune to magical sleep effects and gain a +2 racial bonus on saving throws against enchantment effects. This bonus increases by one for every four hit dice they possess beyond the 1st.
  • Keen Senses: Half-elves gain a +2 racial bonus on Perception checks. This bonus increases by one for every two hit dice they possess beyond the 1st.
  • Multitalented: Starting at 1st level, half-elves gain either a bonus hit point or a bonus skill point each time they gain a level.
  • Bonus Feat: At 2nd and 4th racial levels, a half-elf gains a bonus feat. They must meet all prerequisites of that feat.
  • Elven Spirit: Starting at 2nd racial level, half-elves gain a +2 racial bonus to overcome spell resistance. This bonus increases by one for every five hit dice beyond the 2nd the elf posseses.
  • Double Connections: Starting a 3rd racial level, a half-elf gains a +1 bonus on Diplomacy checks to gather information in human or elven settlements, Knowledge (Local) checks to know about human or elven settlements, Knowledge (Nobility) checks to learn about human or elven nobles, or Knowledge (Religion) checks to learn about elven or human religions, and can always make such checks untrained. This bonus increases by 1 for every three hit dice the half-elf possesses beyond the 3rd.
  • Human Resolve: Starting at 3rd racial level, once per day, a half-elf can reroll a failed saving throw.
  • Master of Twin Destinies: At 5th racial level, a half-elf can take any feats, spells, or class normally restricted to only elves or humans, as long as they meet any level or skill requirements for that feat or class. The half-elf counts its caster level and base attack bonus as equal to 1½ times its total hit die for the purposes of meeting the requirements of such feats or classes. Whenever the half-elf would be subjected to an effect based on race, it can choose to count as the other race for that effect instead. Once each day for each of its races, a half-elf can gain any racial feat from the human or elven racial feats that it meets the prerequisites for for 1 minute.

Alternate Racial Traits
  • Half-Alve: Half-elves born from alve gain a +4 racial bonus on swim checks, can always take a 10 while swimming, and may choose Aquan as a bonus language. This trait replaces the Adaptability and Multitalented traits.
  • Half-Erfu: Half-elves born from erfu gain a +2 racial bonus on Knowledge (History) and Knowledge (Local) checks, and can use those skills untrained. These bonuses increase by 1 for every two hit dice beyond the 1st. This trait replaces the Elven Immunities trait.
  • Half-Drow: Half-elves born from drow gain darkvision of 60 feet. This trait replaces the Keen Senses trait.
  • Half-Mori: Half-elves born from mori are resistant to blinding effects. Whenever a half-mori makes a saving throw against an effect that would cause them to become dazzled or blinded, they roll twice and take the better result. This trait replaces the Adaptability trait.
  • Half-Veca: Half-vecas are resistant to blood based effects. A half-veca takes 1 less damage from any sources that would deal bleed damage to it. This trait replaces the Multitalented trait.
  • Half-Xoti: Half-elves born from Xoti are well trained in stealth. Whenever a half-xoti has concealment due to darkness or dim light, they gain a +2 racial bonus to Intimidate, Perception, and Stealth checks. This bonus increases by 1 for every two hit dice the half-xoti possesses beyond the first. This trait replaces the Adaptability trait.


This species has multiple parents, only the first is displayed below.
All parents:

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