BETA — This site is under active development. Data may be incomplete or incorrect.
Half-Elf

Half-Elf

Half-elves have a good blend of human versatility and elven sensibility. They can do well in any class and are also naturals at social interaction and can use social skills more often than the other races.

Half-elves are of mixed human and elven ancestry and possess many of the good aspects of both races. Growing up in between the human and elf cultures, half-elves usually develop their naturally good social skills to smooth their way through the world. This can be of aid in battle as well as out. They are also a versatile race and can specialize in any number of directions.

Strengths: Versatility, increased capacity to use the Intimidate, Bluff, and Diplomacy skills.

Weaknesses: None.

Str 0
Dex 0
Con 0
Int 0
Wis 0
Cha 0

Automatic Feats 6

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Elves and Half-Elves are naturally immune to magical sleep effects.
  • Half-elves have gained some of the keen senses of the elves and gain a +1 racial bonus to Listen, Search, and Spot checks.
  • Half-elves are treated as both an elf and a human by magical items and effects if one would be beneficial. Negative effects treat half-elves as if they were elves.
  • Half-elves get along naturally with all people and gain a +2 racial bonus to Diplomacy. They also gain additional Bluff, Diplomacy, and Intimidate uses on a separate cooldown timer.
  • Elf
    You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.
  • Human
    You are considered Human. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 25

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Requires Child of the Undying Court
    You follow the Undying Court. You gain +2 to attack and damage rolls with scimitars.
  • Champion of the Deathless also Elf
    Activate this ability to grant weapon proficiency in scimitars to yourself or a friend until the target next rests. Consumes a use of turn undead.
  • Requires Favored by the Undying Court
    You follow the Undying Court. You gain +2 to attack and damage rolls with scimitars.
  • Cleric of the Undying Court also Elf
    You are a cleric of the Undying Court. You have +1 to hit with scimitars.
  • Follower of the Undying Court also Elf
    High Elf or Half-Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.
  • Greater Dragonmark of Storm
    Requires Lesser Dragonmark of Storm, 9th level
    Activate this ability to harness the bloodline of House Lyrandar to cast Call Lightning Storm once per rest. Also allows you to use your Least and Lesser Marks of Storm an extra time per rest. Call Lightning Storm calls down lightning bolts from the sky.
  • You have a knack for experimentation with potions and poisons. You have +10 Universal Spell Power. For item use purposes, you count as a level one Alchemist in addition to any other classes you possess.

    This feat is not recommended for characters with actual Alchemist levels.
  • You have watched the artificers of House Cannith work their trade. You gain proficiency with all crossbows, and Artificer Knowledge: Scrolls (You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one - this Caster Level increase is capped by your Intelligence modifier.) You are able to use wands and scrolls as if you were a level one artificers. For item use purposes you count as a level one artificer in addition to any other classes you possess (though this does not grant the ability to use Rune Arms). This feat is not recommended for characters with actual artificer levels.
  • You have become toughened by time spent outdoors and amongst barbarian tribes. You gain Damage Reduction 1/- as if you were a barbarian. This feat does not stack with Barbarian Damage Reduction. For item use purposes, you count as a level one barbarian in addition to any other classes you possess. This feat is not recommended for characters with actual barbarian levels.
  • You have the gift of song, and have learned a few tips from famous bards. You can produce a Bardic Fascinate effect three times per rest that mesmerizes nearby enemies, with a Will DC based on a Perform check (or 1d20 + Charisma Modifier if untrained) to negate. You are able to use wands and scrolls as if you were a level one bard, and for item use purposes you count as a level one bard in addition to any other classes you possess. This feat is not recommended for characters with actual bard levels.
  • You have learned much by watching clerics perform their arts. You are able to use wands and scrolls as if you were a level one cleric, and for item use purposes you count as a level one cleric in addition to any other classes you possess. This feat is not recommended for characters with actual cleric levels.
  • You have watched some of the secret rituals of the druids. You are able to use wands and scrolls as if you were a level one druid, and for item use purposes you count as a level one druid in addition to any other classes you possess. This feat is not recommended for characters with actual druid levels.
  • You have fought alongside the chosen of the gods, and a little bit of divine favor appears to have rubbed off on you. You are able to use wands and scrolls as if you were a level one favored soul, and for item use purposes you count as a level one favored soul in addition to any other classes you possess. This feat is not recommended for characters with actual favored soul levels.
  • You have trained with the best, and your martial skills have improved. You gain proficiency with all martial melee weapons, and for item use purposes you count as a level one fighter in addition to any other classes you possess. This feat is not recommended for characters with actual fighter levels.
  • You have meditated alongside monks in the most remote of places. You gain proficiency with the quarterstaff, kama, and shuriken, and can add up to 2 points of your Wisdom bonus to your Armor Class. This Armor Class bonus does not stack with the similar monk class ability. For item use purposes you count as a level one monk in addition to any other classes you possess. This feat is not recommended for characters with actual monk levels.
  • You have spent enough time among holy warriors that you know their chants by heart. You can add up to 2 points of your Charisma bonus to all saves. This bonus does not stack with the Divine Grace ability. You are able to use wands and scrolls as if you were a level one paladin, and for item use purposes you count as a level one paladin in addition to any other classes you possess. This feat is not recommended for characters with actual paladin levels.
  • You have hunted with some of the greatest rangers of Khorvaire. You gain proficiency with all martial ranged weapons, and +1 to Damage with Longbows and Shortbows. You are able to use wands and scrolls as if you were a level one ranger. For item use purposes you count as a level one ranger in addition to any other classes you possess.
  • You have learned a few tricks from less reputable sources. You deal +1d6 Sneak Attack damage, but this does not stack with the Rogue Sneak Attack ability. For item use purposes you count as a level one rogue in addition to any other classes you possess. This feat is not recommended for characters with actual rogue levels.
  • Your travels and adventures seem to have awakened a bit of power within your blood. You are able to use wands and scrolls as if you were a level one sorcerer, and for item use purposes you count as a level one sorcerer in addition to any other classes you possess. This feat is not recommended for characters with actual sorcerer levels.
  • You have a powerful, otherworldly Patron interested in you. For item use purposes, you count as a level one Warlock in addition to any other classes you possess.

    Imbue Toggle: You deal 1d4 extra fire damage with attacks and spells. This triggers at most once every two seconds.

    This feat is not recommended for characters with actual Warlock levels.
  • You have studied ancient tomes alongside powerful wizards. You are able to use wands and scrolls as if you were a level one wizard, and for item use purposes you count as a level one wizard in addition to any other classes you possess. This feat is not recommended for characters with actual wizard levels.
  • The bloodline of House Lyrandar bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Gust of Wind three times per rest. Gust of Wind creates a severe blast of wind that slows enemy movement and disperses clouds.
  • Lesser Dragonmark of Storm
    Requires Least Dragonmark of Storm, 6th level
    Activate this ability to harness the bloodline of House Lyrandar to cast Electric Loop two times per rest. Also allows you to use your Least Mark of Storm an extra time per rest. Electric Loop strikes multiple targets with electricity, sometimes dazing them.
  • Paladin of the Undying Court also Elf
    You are a paladin of the Undying Court. You have +1 to hit with scimitars.
  • Undying Call also Elf
    You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.

Enhancements Full tree →

The Half-Elf tree. Hover a cell for what it does; the full page has every rank and description.

Lyrandar Dragonmark Focus 0/3
Lyrandar Dragonmark Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 dragonmark use per day, +1 Balance
Diplomatic Immunity 0/1
Diplomatic Immunity
Ranks: 1 Cost: 2 AP Requires: 1 AP
Activate: Reduces physical damage you take by 25% for 1 minute or until you attack. Until you rest, you have -2 Diplomacy (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Diplomacy score must be positive to use this ability.
Skill Focus 0/3
Skill Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
Focus your talents on a small set of skills.
Improved Dilettante 0/1
Improved Dilettante
Ranks: 1 Cost: 1 AP Requires: 1 AP
Improves your Dilettante feat.
Elven Arcane Fluidity 0/3
Elven Arcane Fluidity
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Lesser Dragonmark of Storm 0/1
Lesser Dragonmark of Storm
Ranks: 1 Cost: 2 AP Requires: 5 AP
Lesser Dragonmark Spell: Electric Loop
Human Improved Recovery 0/1
Human Improved Recovery
Ranks: 1 Cost: 2 AP Requires: 5 AP
+20 Positive Healing Amplification
Dilettante Special Ability 0/1
Dilettante Special Ability
Ranks: 1 Cost: 2 AP Requires: 5 AP
Gain abilities from your Dilettante Class Enhancements
Improved Dilettante 0/1
Improved Dilettante
Ranks: 1 Cost: 1 AP Requires: 5 AP
Improves your Dilettante feat.
Elven Arcanum 0/3
Elven Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Greater Dragonmark of Storm 0/1
Greater Dragonmark of Storm
Ranks: 1 Cost: 2 AP Requires: 10 AP
Greater Dragonmark Spell: Call Lightning Storm

Summon a brief Lightning Storm. While the Storm is active, nearby enemies have a chance of being hit by lightning that deals 7 to 12 Electric Damage per character level.
Action Surge 0/3
Action Surge
Ranks: 3 Cost: 1 AP Requires: 10 AP
Action Boosts also increase an ability score of your choice.
Dilettante Ability Score 0/1
Dilettante Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to an Ability Score based on your Dilettante feat.
Arcane Archer 0/1
Arcane Archer
Ranks: 1 Cost: 4 AP Requires: 10 AP
You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
Power of the Storm 0/1
Power of the Storm
Ranks: 1 Cost: 1 AP Requires: 15 AP
Greater Dragonmark Activate: Your attacks gain Shocking, +25 Electrical Spell Power, and you gain 10 temporary spell points any time you take electrical damage from a spell. You also gain a +2 bonus to Reflex saves, but suffer a -2 penalty to Caster Levels with Earth spells and -2 to your Fortitude Saves. This effect lasts for 2 seconds per point of Concentration skill you have.
Human Improved Recovery 0/1
Human Improved Recovery
Ranks: 1 Cost: 2 AP Requires: 15 AP
+20 Positive Healing Amplification
Dilettante Special Ability 0/1
Dilettante Special Ability
Ranks: 1 Cost: 2 AP Requires: 15 AP
Gain abilities from your Dilettante Class Enhancements
Improved Dilettante 0/1
Improved Dilettante
Ranks: 1 Cost: 1 AP Requires: 15 AP
Improves your Dilettante feat.
Core Enhancements
Half-Elven Versatile Nature 0/1
Half-Elven Versatile Nature
Ranks: 1 Cost: 1 AP
As a Half-Elf, you will be able to choose which heritage you take after, giving you the choice of either Human or Elven Core Enhancements as you progress through this tree's core.

For each Elven Core Enhancement you select, this enhancement increases the range of your Point Blank Shot and Ranged Sneak Attack by 2 meters.

For each Human Core Enhancement you select, this enhancement has no effect.
Elven Dexterity / Human Adaptability 0/1
Elven Dexterity / Human Adaptability
Ranks: 1 Cost: 2 AP
Select an ability score increase, choosing whether to be more elven or human. Your selection here will affect your selection at level 11.
Elven Accuracy / Human Versatility 0/1
Elven Accuracy / Human Versatility
Ranks: 1 Cost: 1 AP
Choose a racial ability, and whether to be more elven or human. Your selection here will affect your selection at level 16.
Elven Dexterity / Human Adaptability 0/1
Elven Dexterity / Human Adaptability
Ranks: 1 Cost: 2 AP
Choose an ability score. Your elven or human decisions at level 4 will restrict this choice.
Elven Accuracy / Human Versatility 0/1
Elven Accuracy / Human Versatility
Ranks: 1 Cost: 1 AP
Choose a racial ability. Your elven or human decisions at level 7 will restrict this choice.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Half-Elf in a past life. You gain +1 to the Diplomacy skill. This is the first of three Past Life: Half-Elf feats, each of which grants a different bonus.
  • You were a Half-Elf in a past life. You gain +1 to Charisma. This is the second of three Past Life: Half-Elf feats, each of which grants a different bonus.
  • You were a Half-Elf in a past life. You gain +1 Racial Action Point. This is the final Past Life: Half-Elf feat.