More Than Half a Man - A Half-Elf's Handbook

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More Than Half a Man
The Half-Elf's Handbook



Greetings, fellow adventurers. Well, adventurers-to-be anyway. It's a dangerous world out there, and we half-elves have got to do our part to help protect it as well. Fortunately, our rather skillful and diverse skill set can help us contribute to any adventuring party we're a part of.

In this guide, you'll see options for how you should adventure rated. The rating system was started by Dictuum-Mortuum, and helps you see at a glance how useful an option is to you.
Sky Blue options are among the best choices for you, and should always be considered.
Blue options are good choices. Any half-elf going with this option won't be disappointed.
Black options are acceptable choices. They aren't the best options you have, but they'll work if that's what you want.
Purple options are limited choices. They're generally bad, and only work if you really work at it.
Red options are bad choices. It's really, really hard for any half-elf to make these work, and they should generally be avoided.

Special Mentions

The Face of the Future
Half-Elf Features



Before we get into what adventuring profession you should specialize in, let's take a look at what you have to work with. Every half-elf that goes adventuring will share these traits.

Ability Score Bonuses: We get a bonus to Constitution and Charisma. This tends us towards magical professions, although they aren't the only classes we specialize in.

Vision: We get low-light vision. May or may not come into play.

Languages: We start with three languages: common, elven, and one other of our choice. Try learning a language that no one in your party knows.

Skill Bonuses: We get a bonus to Diplomacy and Insight, which makes us rather good when it comes to skill challenges.

Dilettante: One of our defining racial features, we can use the at-will power of another class once during an encounter (and at-will at paragon tier). This versatility allows us several builds that no other class can use. What powers are good for this feature will be expanded upon below.

Dual Heritage: One of our other big features, we can use human and elf feats; of course, some elven feats are off-limits to us because we lack elven accuracy.

Group Diplomacy: Allies nearby gain a bonus to Diplomacy. This is one of our weaker racial features that really only sees play during skill challenges.

A Jack of All Trades
What to do about Dilettante



Strength Options
Coming Soon








Wisdom Options
Coming Soon


Charisma Options
Coming Soon

The Blades of Elves and Men
Martial Half-Elves

The Music of the Universe
Arcane Half-Elves

Speaker for the Gods
Divine Half-Elves

The Facets of Nature
Primal Half-Elves

Mind over Matter
Psionic Half-Elves

Walkers in the Dark
Shadow Half-Elves

Controlling the Chaos
Elemental Half-Elves

Bringing the Two in Harmony
Half-Elf Feats and Paragon Paths

Heroes of Legend
Half-Elf Builds

Looks like the placeholders are finished. Just want to say I'll be watching this with interest. With Half-Elves being able to take advantage of Human and Elf options, in addition to their own, this could be a lot of work.
I am also looking forward to this handbook. It looks like it'll be a lot, though, what with Versatile Master and all...
Yeah, I intend to get some stuff up tomorrow, if I can fit it in. I'm also working on updating Swords and Sorcery too, so...
For my half-elf CHR-based Star'Lock, I took Vicious Mockery (Bardic) for my Dilettante.  Now (assuming I hit) I can keep somebody at -2 to-hit for three turns while my real-striker friends pound on them.

Winston Churchill: "There is nothing more exhilarating than to be shot at without effect."  (Note that warlocks have middling-to-low armor.)

Best complements I have yet received

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

{BRJN} If Bhaal approves of The Joker, does he approve of Jack Nicholson's portrayal or Heath Ledger's protrayal more?

{Stigger} That question is utterly classic, and completely on target.

 

Prepped ahead of time:

I started the 4e thread "1001 Failed Interrogation Results" (now lost in that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

(News bulletin: Updated thread to be posted after I review the 5e DMG)

 

My 5e characters

Active:

Erevyn Meliamne, Wood Elf Rogue1/Monk2, AL, inspired by "Radar O'Reilly" from M*A*S*H: Perception(max)

Alavos of Kirauma, Half-elf Ancients Paladin8, HotDQ / Tiamat, Warlord themed - now an NPC because I was voted DM for our group !

Characters Ready-to-go:

none at present; gotta work on somebody from below !

Concepts I'm kicking around:

Tiefling Bard - party "face", skillful, future business master (using 3e FRCS background material) and patron to beginning adventurers.

Barbarian w/Tough feat, to be nearly indestructible

"Truenamer" cleric - all spells are Verbal

"Buggy" Wizard - insect flavor on everything.  His DMPC / BBEG version is going to become a beetle version of a Worm That Walks.  (See the 4e MM picture of a Lamia.)  Because lichdom is so cliche.

 

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