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HALF-ELF

RACIAL FEATURES

+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.
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 gain an extra Background or General 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 Draconic or Druidic).

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ALTERNATE RACIAL FEATURES

Ancestral Arms: Some half-elves receive training in unusual weapons. Half-elves with this racial trait gain Extra Combat Talent (any discipline) as a bonus feat at 1st level. This racial trait replaces the multitalented 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.

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, keen senses, and multitalented.

 

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 multitalented.

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.

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 an Influence 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 multitalented racial trait.

Sophisticate: 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 (civilization) and Knowledge (history) checks. This racial trait replaces keen senses.

RACIAL FEATS
 

Elven Spirit [Background]

Although you are of mixed heritage, you are closer to your elven relatives and the magic in their blood flows freely in your veins.

Prerequisite: half-elf.

Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.

Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.

 

Exile's Path

A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.

Prerequisite: half-elf.

Benefit: Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it’s worse.

Human Spirit [Background]

Your blood burns with the passion and unyielding quest for self-improvement displayed so prominently by your human relatives.

Prerequisite: half-elf.

Benefit: You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four skill ranks in this way.

Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Elven Spirit feat.

Leaf Singer

Your songs recount the ways and mysteries of your people.

Prerequisites: Cha 13, bardic performance class feature, elf or half-elf.

Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.

Neither Elf Nor Human

You have removed yourself from your heritage so thoroughly that even magic does not recognize you.

Prerequisites: Exile’s Path, Seen and Unseen, character level 11th, half-elf.

Benefit: You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger’s favored enemy class feature.

Pass For Elven [Background]
You are often mistaken for a purebred elf, not a half-elf.
Prerequisite: half-elf
Benefit: You receive a +10 bonus on Disguise skill checks to disguise yourself as an elf, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning that most people will tend to assume that you are elven unless given a reason to think otherwise.

Pass For Human [Background]

You’re easily mistaken for a human rather than a member of your own race.

Prerequisite: half-elf

Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.

Perfect Polymath
You excel at nearly every task or vocation that you put your mind to.
Prerequisites: character level 7th, half-elf, multitalented racial trait.
Benefit: Whenever you gain a new level, you may select and gain the benefits of one favored class ability for each class in which you possess one or more levels. This effect is not retroactive, and applies only to class levels gained after acquiring this feat (including any class level gained when this feat is selected).

Normal: You may select only one favored class benefit per class level.

Seen and Unseen

Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.

Prerequisites: Exile’s Path, character level 5th, half-elf.

Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a –4 penalty on all efforts to track you through the Survival skill.

FAVORED CLASS BONUSES

Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons.

Armorist: Gain +1/6 of an arsenal trick.

Barbarian: Deal +1/4 damage when raging.

Bard: Choose one bardic masterpiece; treat the bard as 1/6 level higher when determining the effects of that masterpiece.

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

Druid: Add +1 skill rank to the druid's animal companion.

Elementalist: Add +1 foot to one movement type the elementalist possesses.

Eliciter: Gain +1/4 of an extra use of hypnotism per day.

Fey Adept: Gain +1/4 of an extra use of shadowstuff per day.

Fighter: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.

Investigator: Gain a +1/4 bonus on all inspiration rolls.

Magus: Add +1/2 to concentration checks made to cast defensively.

Malefactor: Gain 1/3 point of Strife.

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 on Use Magic Device checks to emulate a race.

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.

Ranger: Add +1 skill rank to the ranger's animal companion.

Rogue: Add a +1/2 bonus on checks to feint and Influence checks to gather information.

Sentinel: Reduce the armor check penalty of any armor you wear by 1/4 point.

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.

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.

Soul Weaver: Increase the radius affected by the soul weaver’s channel energy by 1 foot.

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

Witch: Gain +1/6 bonus to all class skills gained through the witch's tradition.

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.

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