Half-Elves

System: Pathfinder | SRD | Source: Advanced Race Guide

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 the two 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 elves alike. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.

Description

Physical Description

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 drow descent, however. Such elves are almost unfailingly marked with the white or silver hair of the drow 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.

Society

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

Relations

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

Alignment and Religion

Half-elves' isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in or bending to societal convention—as a result, most half-elves are chaotic good. Half-elves' lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland. Others come to religion and worship later in their lives, especially if they have been made to feel part of a community through faith or the work of clerical figures.

Some half-elves feel the pull of the divine but live beyond the formal religious instruction of society. Such individuals often worship ideas and concepts like freedom, harmony, or balance, or the primal forces of the world. Still others gravit

Adventurers

Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove themselves to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery. Some half-elves claim that despite their longevity, they perceive the passage of time more like humans than elves, and are driven to amass wealth, power, or fame early on in life so they may spend the rest of their years enjoying it.

Male Names

Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, Seltyiel, Zirul.

Female Names

Cathran, Elsbeth, Iandoli, Kieyanna, Lialda, Maddela, Reda, Tamarie.

Racial Traits

+2 to One Ability Score

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

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 gain a +2 racial saving throw bonus 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 first level and gain +1 hit point or +1 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).

Alternate Racial Traits

Ancestral Arms (replaces the adaptability racial trait)

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.

Arcane Training (replaces the multitalented racial trait)

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.

Drow-Blooded (replaces the low-light vision racial trait)

Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Drow Magic (replaces the adaptability and multitalented racial traits)

A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights , darkness , 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.

Dual Minded (replaces the adaptability racial trait)

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.

Integrated (replaces the adaptability racial trait)

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.

Sociable (replaces the adaptability racial trait)

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.

Wary (replaces the keen senses racial trait)

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.

Water Child (replaces the adaptability and multitalented racial traits)

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.

Favored Class Options

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,

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.

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

Cleric

Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.

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 ani

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.

Inquisitor

Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.

Magus

Add +1/4 to the magus's arcane pool.

Monk

Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.

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.

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.

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.

Rogue

Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather 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.

Summoner

Add +1/4 to the eidolon's evolution pool.

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.

Source: Advanced Race Guide

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