Post by Stix on Mar 16, 2009 10:10:07 GMT -5
Elves and humans travel many of the same roads on Athas elven tribes have at times encountered human mercenaries, just as elven warriors have found gainful employment in the armies of the city states. The merchant class, too, is overrun with traders of both races, so it is not at all unusual for children of mixed parentage to be born into the world-the half-elves.
A half-elf is generally taller than a human, but more meaty than his elven counterparts. His facial features are clearly more deeply defined than those of a human, but based solely on his countenance a half-elf can usually pass for either an elf or a human.
A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half elven infants from their camps into the desert. Humans are more apt to accept halfelves as allies or partners, but seldom accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land, or village to call home.
Intolerance, however, has given the half-elf his greatest attribute: self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on his own. The skills involved in survival, such as locating food, water, and shelter, are only half of the challenge they face-half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship.
Coincidentally, faced with intolerance from the races of their parentage, many turn to completely alien races for acceptance. Dwarves, halflings, and even thri-kreen have no basic dislike of half-elves nor do they grant them any favor. At the very least a half-elf dealing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends.
Half-elves pride themselves on their self-reliance. A player with a half-elf character should keep this in mind and apply it whenever possible. For example, when a half-elf is part of a larger party of characters, he will rarely eat of the meal prepared by the others, nor will he use the fire set for the camp. He will instead hunt for his own food, cook and eat it by himself, away from the others. A half-elf character will discuss strategy with his companions when he has them, and will cooperate as necessary, but will always seem semi-detached and aloof.
Despite their self-reliance, when faced with elves or humans, half-elves often find themselves looking for acceptance. For instance, when among elves, a half-elf will go out of his way to prove just how elven he is, by running great distances with them and observing other social and cultural rituals with the elves. These efforts, however, are mostly lost on the elves and therefore serve no purpose. The half-elf's behavior is seen by some as slightly irrational, but only by those who are comfortably wrapped in the blankets of racial acceptance; having none leaves half-elves out in the bitterest cold.
Strength: 7 to 20
Dexterity: 8 to 21
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 7 to 20
Size: Medium
Movement Rate: 12
Infravision, 60'
3rd level: Bonus Survival proficiency
5th level: Animal companion (native to terrain chosen for Survival proficiency). The half-elf must find the animal when young and spend at least three months training and bonding with it.
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Druid" or "Templar". Any "Thief" entry can be replaced with "Bard".)
Male height range: 5'10" - 6'10"
Female height range: 5'8" - 6'8"
Male weight range: 110 - 180 lbs
Female weight range: 90 - 160 lbs
Starting age range: 17 - 31
Lifespan: 90 years
Half-elves begin play with 10 Character Points. They may purchase the following racial abilities:
Ancestor ability (5+): The PC can select any one ability from either the elf or human list of options but must pay an additional 5 points over the original cost of the option. This option may be taken only once.
Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.
Constitution bonus (20): The PC gains +1 to Constitution.
Detect lie (5): Because of their wariness when dealing with people, half-elves can see through many falsehoods. The PC can detect lie 1/day.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Heat resistance (5): +1 bonus on saving throws vs. heat- and fire-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.
Racial appearance (5): The PC appears for all-intents and purposes as a member of one of his parents race (either human or elf). The PC will never be mistaken for a half-elf or as a member of the other parents race.
Resistance to extreme temperatures (5): The half-elf has a natural resistance to extreme temperatures and aren't adversely affected by the heat of the day or the chill of the night. However, this resistance doesn't extend to magical or supernatural heat and cold.
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.
Survival terrain bonus (5): At 5th, 7th, and 9th level, the half-elf can add a bonus survival proficiency.
A half-elf is generally taller than a human, but more meaty than his elven counterparts. His facial features are clearly more deeply defined than those of a human, but based solely on his countenance a half-elf can usually pass for either an elf or a human.
A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half elven infants from their camps into the desert. Humans are more apt to accept halfelves as allies or partners, but seldom accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land, or village to call home.
Intolerance, however, has given the half-elf his greatest attribute: self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on his own. The skills involved in survival, such as locating food, water, and shelter, are only half of the challenge they face-half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship.
Coincidentally, faced with intolerance from the races of their parentage, many turn to completely alien races for acceptance. Dwarves, halflings, and even thri-kreen have no basic dislike of half-elves nor do they grant them any favor. At the very least a half-elf dealing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends.
Half-elves pride themselves on their self-reliance. A player with a half-elf character should keep this in mind and apply it whenever possible. For example, when a half-elf is part of a larger party of characters, he will rarely eat of the meal prepared by the others, nor will he use the fire set for the camp. He will instead hunt for his own food, cook and eat it by himself, away from the others. A half-elf character will discuss strategy with his companions when he has them, and will cooperate as necessary, but will always seem semi-detached and aloof.
Despite their self-reliance, when faced with elves or humans, half-elves often find themselves looking for acceptance. For instance, when among elves, a half-elf will go out of his way to prove just how elven he is, by running great distances with them and observing other social and cultural rituals with the elves. These efforts, however, are mostly lost on the elves and therefore serve no purpose. The half-elf's behavior is seen by some as slightly irrational, but only by those who are comfortably wrapped in the blankets of racial acceptance; having none leaves half-elves out in the bitterest cold.
Strength: 7 to 20
Dexterity: 8 to 21
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 7 to 20
Size: Medium
Movement Rate: 12
Infravision, 60'
3rd level: Bonus Survival proficiency
5th level: Animal companion (native to terrain chosen for Survival proficiency). The half-elf must find the animal when young and spend at least three months training and bonding with it.
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
Unlimited | 14 | Unlimited | Unlimited | 12 | 16 | 16 | 16 | 16 | 14 | 14 | 12 | Unlimited | 12 | Unlimited |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Druid" or "Templar". Any "Thief" entry can be replaced with "Bard".)
Male height range: 5'10" - 6'10"
Female height range: 5'8" - 6'8"
Male weight range: 110 - 180 lbs
Female weight range: 90 - 160 lbs
Starting age range: 17 - 31
Lifespan: 90 years
Half-elves begin play with 10 Character Points. They may purchase the following racial abilities:
Ancestor ability (5+): The PC can select any one ability from either the elf or human list of options but must pay an additional 5 points over the original cost of the option. This option may be taken only once.
Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.
Constitution bonus (20): The PC gains +1 to Constitution.
Detect lie (5): Because of their wariness when dealing with people, half-elves can see through many falsehoods. The PC can detect lie 1/day.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Heat resistance (5): +1 bonus on saving throws vs. heat- and fire-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.
Racial appearance (5): The PC appears for all-intents and purposes as a member of one of his parents race (either human or elf). The PC will never be mistaken for a half-elf or as a member of the other parents race.
Resistance to extreme temperatures (5): The half-elf has a natural resistance to extreme temperatures and aren't adversely affected by the heat of the day or the chill of the night. However, this resistance doesn't extend to magical or supernatural heat and cold.
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.
Survival terrain bonus (5): At 5th, 7th, and 9th level, the half-elf can add a bonus survival proficiency.