Half-Elves Half-elves are the offspring of human and elf parents. They average 5 1/2' tall and weigh about 150 pounds. They possess
elements of both parents’ heritages, and can be the following classes: cleric,
druid, fighter, ranger, mage, specialist wizard, thief, or bard. Multi-class
combinations are: cleric (or druid)/fighter, cleric (or druid)/fighter/mage,
cleric/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief,
fighter/mage/thief, and mage/thief.
Half-elves can be any alignment.
Half-elves comprise a single subrace (see below).
Players who choose half-elves for their characters have 25 character points to
spend on racial abilities. These points can be spent to customize a half-elf from the general skill list below, or they can be used to purchase the subrace’s skill package. Only 5
points can be retained for use later in the character creation process.
Half-Elf Standard Racial Abilities (20)
Infravision, 60'
| Resistance
|
Languages*
| Secret Doors
|
* Common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll
Half-Elf Abilities If the player wishes to create his own customized half-elf character, he can
pick and choose from the list of half-elf abilities listed below. Abilities
cost either 5 or 10 character points; refer to the descriptions below.
· Bow bonus (5): +1 to attack rolls with any bows other than crossbows.
· Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body
is less susceptible to extreme temperatures.
· Detect secret doors (5): because of their acute senses, half-elves are quick to spot concealed doors
and hidden entranceways. Merely passing within 10' of a concealed door allows an
elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an
elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret
doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
· Health bonus (10): +1 bonus to the character’s Health subability score; the score can be up to 5
points higher than the character’s Fitness score.
· Heat resistance (5): +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body
is less susceptible to extreme temperatures.
· Infravision (10): Infravision with a range of 60'.
· Less sleep (5): The half-elf requires only four hours worth of sleep to be rested. This is
especially valuable to spellcasters.
· Resistance (5): 30% resistance to sleep and charm spells.
· Stealth (10): When the half-elf is alone and is not wearing metal armor, he gains a bonus
to surprise opponents. The opponent suffers a –4 penalty, a –2 if he has to open
a door.
· Sword bonus (5): +1 to attacks with long swords or short swords.
(See also Monstrous Manual and Player’s Handbook)
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