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
Medium
Normal Speed
Low-Light Vision
Adaptability
Elf Blood
Elven Immunities
Keen Senses
Multitalented
Languages
Alternate Racial Traits
Ancestral Arms (replaces the adaptability racial trait)
Arcane Training (replaces the multitalented racial trait)
Drow-Blooded (replaces the low-light vision racial trait)
Drow Magic (replaces the adaptability and multitalented racial traits)
Dual Minded (replaces the adaptability racial trait)
Integrated (replaces the adaptability racial trait)
Sociable (replaces the adaptability racial trait)
Wary (replaces the keen senses racial trait)
Water Child (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
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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