Half Elves are typically the product of
a Human and an Elf (but not always). Half
Elves typically favor one parentage over
the other, but generally benefit from the
enhanced senses of Elvenkind, while enjoy
greater physical strength and durability
from their human (or other) parentage. Their
life spans are typically doubled or tripled
compared to those of normal humans, but
are still brief by the estimation of most
elves. |
Half Elves in some cultures suffer some
discrimination, but are treasured in other
cultures. Further, some Half Elves are raised
by one parent or the other, and some others
have experience in both environments. Due
to their high degree of variation from one
another, each Half Elf should be personalized
as befits their background. |
Cost |
Ability |
3 |
Graceful: +1 DEX |
9 |
Quick: +1 SPD |
1 |
Glib: +1 PRE |
1 |
Attractive: +2 COM |
2 |
Light of Foot: +1" Running |
3 |
Alert: Lightsleep |
3 |
Elven Senses: +1 PER All Senses |
5 |
Elven Eyes: Nightvision |
5 |
Elven Mind: +15 Mental Defense vs.
Sleep & "Charm" Effects Only
(-2) |
1 |
Longevity: LS: 200 Years |
3 |
Human Talent: Choose One:
- Absolute Range Sense
- Absolute Time Sense
- Ambidexterity (Off Hand at -2)
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT
Roll (-1/2))
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Perfect Pitch
- Resistance (3) (Resist Interrogation)
- Drama Critic (3) (Resist Acting)
- Incorruptible (3) (Resist Bribery)
- Rulesmonger (3) (Resist Bureaucratics)
- Tight-Lipped (3) (Resist Conversation)
- Blase (3) (Resist Oratory)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
|
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-10 |
Distinctive Feature: Half-Elf (Concealable
w/ Magic, Noticed, Occasional Reaction,
Not Distinctive in Some Cultures) |
-2 |
Slight: -1 BODY |
+4 |
Total Cost of Package |
With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
|
3*
|
Elven Archery: +1 OCV w/ all Bows
|
2*
|
Elven Longsword Training: +1 OCV w/ Long Swords
|
5*
|
Elven Cool: +10 PRE; Defensive Use Only
|
6
|
Elven Graces: 1 level of Combat Luck
|
20
|
Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
|
25
|
Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
|
8
|
Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
|
10
|
Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
|
6
|
Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
|
10
|
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
|
10
|
Elven Fighting: Two Weapon Fighting: HtH
|
2
|
Elven Weapons Group: WF: Blades, Spears, Bows
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-2
|
Frail: -2 STR
|
-4
|
Fragile: -2 CON
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
|
-10
|
Psychological Limitation: Arrogant & Haughty (Common, Moderate)
|
-10
|
Psychological Limitation: Ethnocentricity (Common, Moderate)
|