Post by Stix on Jul 13, 2008 13:23:45 GMT -5
Half-elves on the planes are both more and less unique than those on the Prime. More rare, because there are far fewer planar half-elves than prime ones; less unusual, because when compared to such plane-touched creatures as genasi and tieflings, a half-elf barely raises an eyebrow. To most planars, half-elves are simply pointy-eared humans, without any special distinctiveness to set them apart.
Strength: 7 to 18 (18/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 7 to 18
Size: Medium
Movement Rate: 12
lnfravision, 60’
30% resistance to sleep and charm
Detect concealed door when passing within 10’, 1 on 1d6
Detect secret doors, 1-2 on 1d6
Detect concealed doors, 1-3 on 1d6
Classes and level limits:
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Psionicist
Cleric/Psionicist
Thief/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid" or "Crusader". Any "Thief" entry can be replaced with "Bard".)
Male height range: 4'9" - 6'
Female height range: 4'7" - 5'10"
Male weight range: 100 - 230 lbs
Female weight range: 80 - 210 lbs
Starting age range: 16 - 33
Lifespan: 125 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.
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.
Constitution bonus (20): The PC gains +1 to Constitution.
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 elf’s body is less susceptible to extreme temperatures.
Less sleep (5): The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Life protection bonus (5): The PC gains +1 to all saves vs. death magic and life-draining attacks.
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.
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.
Survivor (10): Not fully accepted by either human or elven society, the solitary PC learned to rely mainly on himself and has thus developed unusual survival abilities. Once a day, the PC can cast know alignment, invisibility, or silence 15’ radius. At 9th level, the half-elf can cast all these abilities once a day.
Sword bonus (5): +1 to attacks with long swords or short swords.
Urban sense (5): The PC is a tough urban survivor having had to hone his skills to find out pertinent information fast. The PC has a base 40% + 5% chance per level of knowing the answer to any general question concerning Sigil or any of the gate-towns (portals, local law, ruler, etc.). Of course, many burgs have secrets that no berk will ever get the dark on.
Strength: 7 to 18 (18/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 7 to 18
Size: Medium
Movement Rate: 12
lnfravision, 60’
30% resistance to sleep and charm
Detect concealed door when passing within 10’, 1 on 1d6
Detect secret doors, 1-2 on 1d6
Detect concealed doors, 1-3 on 1d6
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
14 | 16 | N/A | 12 | 12 | 12 | 12 | 14 | 9 | 11 | 9 | 10 | 12 | Unlimited | 11 | 7 |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Psionicist
Cleric/Psionicist
Thief/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid" or "Crusader". Any "Thief" entry can be replaced with "Bard".)
Male height range: 4'9" - 6'
Female height range: 4'7" - 5'10"
Male weight range: 100 - 230 lbs
Female weight range: 80 - 210 lbs
Starting age range: 16 - 33
Lifespan: 125 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.
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.
Constitution bonus (20): The PC gains +1 to Constitution.
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 elf’s body is less susceptible to extreme temperatures.
Less sleep (5): The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Life protection bonus (5): The PC gains +1 to all saves vs. death magic and life-draining attacks.
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.
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.
Survivor (10): Not fully accepted by either human or elven society, the solitary PC learned to rely mainly on himself and has thus developed unusual survival abilities. Once a day, the PC can cast know alignment, invisibility, or silence 15’ radius. At 9th level, the half-elf can cast all these abilities once a day.
Sword bonus (5): +1 to attacks with long swords or short swords.
Urban sense (5): The PC is a tough urban survivor having had to hone his skills to find out pertinent information fast. The PC has a base 40% + 5% chance per level of knowing the answer to any general question concerning Sigil or any of the gate-towns (portals, local law, ruler, etc.). Of course, many burgs have secrets that no berk will ever get the dark on.