High Half-Elf

The most common among the half-elves, high half-elves are found almost any place both elves and humanity dwell, and their vast numbers have even led to there being some settlements that are founded by them alone. These places are exceptionally rare due to their low numbers but they are famed places of both magic and martial practice. Among the countries, these are most common within Cetandar where this practice has led to several new styles of combat.   Among these styles are a variation of the elvish Bladesinging practice—the arcane knights. These armored spellcasting warriors are an exceptionally rare sort, weaving magical materials into their armor in order to cast spells despite the plating they wear. This fighting style is, of course, most common amongst these high half-elves, but unlike true bladesinging, they have taught it to others. The practicioners of this art outside of these half-elves are the Cetandari humans as well as dark half-elves. Others following this style are rather rare.   High half-elves almost always bear remnants of the signature eyes of their elvish parent. Those born of star elves have pale gray eyes which sparkle from time to time. Those born of sun elves have bright and lively eyes, and those born of moon elves have dark eyes that reveal little emotion.
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Game Statistics

Custom System
Ability Score Adjustment
-1 Constitution, +1 Intelligence
Vision
Low-Light Vision
Elvish Bloodline
You cannot be put to sleep through supernatural means and you gain a +1 Racial bonus to saves against Enchantent spells and spell-like abilities
Racial Skills
You gain a +2 Racial bonus to Persuasion
Elven Blood
For all effects related to race, a half-elf is considered both an elf and a human
Exceptional Senses
Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking
Languages
You can speak, read, and write High Elvish.

 

5th Edition
To Be Made
 

4th Edition
To Be Made
 

3.5th Edition
To Be Made
 

2nd Edition
AbilityMinimumMaximum
Strength 3 18
Dexterity 6 18
Constitution 6 18
Intelligence 4 18
Wisdom 3 18
Charisma 3 18
ClassMaximum
Fighter 14
‎ ‎ ‎Paladin
‎ ‎ ‎Ranger 16
‎ ‎ ‎Barbarian 10
Mage 12
‎ ‎ ‎Specialist 121
‎ ‎ ‎Warlock 12
Cleric 14
‎ ‎ ‎Druid 9
‎ ‎ ‎Monk 10
‎ ‎ ‎Shaman 6
Thief 12
‎ ‎ ‎Assassin 12
‎ ‎ ‎Bard U
Psionicist 7
1High Half-Elves can be Conjurers, Enchanters, or Transmuters, but not Abjurers, Illusionists, Invokers, or Necromancers.  
Special Advantages
High Half-Elves have infravision to a range of 60 feet.

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 a half-elf a one-in-six chance (1 on 1d6) to notice it. If actively searching, a half-elf’s chances improve to a two-in-six chance (1-2 on 1d6) to find secret doors, and a three-in-six chance (1-3 on 1d6) to notice a concealed door.
Special Hindrances
None
Role-Playing Suggestions
Half-high elves often inherit the love of both swordplay and magic from their parents, especially if they are raised amongst their people.

Half-high elves are the most likely to seek to help teach others they perceive as less fortunate, rather than loking down upon them.
Languages
High Elf, Elvish, Common, Gnomish, Halfling, Goblin, Hobgoblin, Orcish, Gnoll, The dialect of the half-elf’s human side

 
Pathfinder 2e
To Be Made
 
Encompassed species

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