HALF-HIGH ELVES: THE KIN-DER RACE

As most halfelf PCs are Half-High Elf, their listing comes first instead of in alphabetical order.

Kin-der do not really have a race, per se, or a true culture, or their own language, as they mostly either belong to a human or high elven culture. High elves call them Kin-der, but most humans call them simply Halfelves. Most PC Halfelves are assumed to be half-human and half high-elf. Half-Drow (Eb-kin), or Half-Aquatic elf (Mer-kin) are also possible for PCs. Gray elves, Sylvan elves, and Wild elves cannot mate with humans, or if they can, it must be so rare as to hardly ever happen.

Take the Kin-der racial traits found here, but then either add the high elven or the human cultural traits found elsewhere, or maybe even a different culture (non human, non high elven, but remember to take the -2 CHA penalty if you do this).

Kin-der are a cross between human and high elf, and may look more human (almost indistinguishable from a human 10% of the time) or may look more high elven (almost indistinguishable from a high elf 10% of the time). Their appearance more often favors that of the mother's race. However, 80% of the time, they look like a cross between the two races and one can tell they have mixed blood. Regardless of their looks, they generally have the same racial traits.

Kin-der reach majority in their mid twenties (25) and usually live to about 150 to 160, but 185 or so is about as old as they can get.

KIN-DER RACIAL TRAITS
(Add these if your PC's race is KIN-DER)

Medium Size
Base Speed 30 feet.

Immunity to Sleep spells and similar magical effects
+2 racial saving throw bonus against Enchantment spells or effects.

Low-Light Vision: Kin-der see twice as far as a human does in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colors even then, and in better illumination, often have superior color vision to most humans, being able to distinguish more shades of colors than most, just as their high elven parent can. Kin-der and elves get a -1 bonus to the DC of spotting forgeries and artistic frauds because of this heightened color sense, spotting subtle differences in shades of ink or paint many humans cannot detect even under the best illumination.

+1 racial bonus on Listen, Search, and Spot Check rolls (though they do not have their high elven parent's ability to notice secret doors as well).

High Elven Blood. That is, spells and magic items that affect high elves with also affect Kin-der.

KIN-DER CULTURAL TRAITS
(Add these if your PC grew up in a KIN-DER culture)

+2 Racial Bonus to Diplomacy and Gather Information. A lifetime spent as those between two camps, the halfelf often learns to listen to both sides and find solutions acceptable to both.

As previously stated, there is really no half-high elven culture. Aside from the bonus listed above, you should instead proceed to the appropriate culture (human, high elven, or otherwise) and add those cultural traits. Remember that if it is not human or high elven, to also take a -2 CHA penalty.

HALF-AQUATIC ELF: THE MER-KIN RACE

Mer-kin do not really have a race, per se, or a true culture, or their own language. Because of their need to breathe water every day, they most likely belong to an aquatic elven culture. It is possible, however, to be raised in a human culture bordering the sea or ocean, an inland lake, or a large river. Aquatic elves and humans both call this crossbreed Mer-kin.

Take the Mer-kin racial traits found here, but then either add the aquatic elven or the human cultural traits found elsewhere, or maybe even a different culture (non human, non aquatic elven, but remember to take the -2 CHA penalty if you do this and if the DM allows a third choice).

Mer-kin are a cross between a human and an aquatic elf, and they look it. Mer-kin have slight gills and always at least a hint of green skin. Their hair is most often bluish in color, though sometimes it may be greenish in hue. Like their aquatic parent, their fingers and toes have slight webbing. Regardless of their looks, they generally have the same racial traits.

Mer-kin reach majority by 20, and usually live to about 120. But 150 or so is about as old as they can get.

MER-KIN RACIAL TRAITS
(Add these if your PC's race is MER-KIN)

Medium Size
Base Speed 30 feet.
Swim 30 feet

Gills (Mer-kin have greater tolerance for leaving water than their aquatic parent, but need to return within 4 hours/point of CON (after that, refer to the suffocation rules on page 88 in the DMG).

Immunity to Sleep spells and similar magical effects
+2 racial saving throw bonus against Enchantment spells or effects.

Low-Light Vision: Mer-kin see three times as far as a human does in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colors even then, and in better illumination, often have superior color vision to most humans, being able to distinguish more shades of colors than most, just as their aquatic elven parent can. Mer-kin and elves get a -1 bonus to the DC of spotting forgeries and artistic frauds because of this heightened color sense.

NOTE: Most aquatic societies live in shallow water, usually less than 50 feet deep, and often less than 20 feet deep and near shore. Below 50 feet, sunlight is often totally blocked. Members of such races also cannot go too deep, despite being able to breath water, and often may only go about 50 feet deeper than a human before problems of water pressure make traveling even deeper problematic.

+1 racial bonus on Listen, Search, and Spot Check rolls (though they do not have their elven parent's ability to notice secret doors as well).

+2 racial bonus on Listen checks if they are in water, as sound travels better in water.

Aquatic Elven Blood. That is, spells and magic items that affect aquatic elves with also affect Mer-kin.

MER-KIN CULTURAL TRAITS
(Add these if your PC grew up in a MER-KIN culture)

As previously stated, there is really no Mer-kin culture. Instead, proceed to the appropriate culture (human, aquatic elven, or otherwise) and add those cultural traits. Remember that if it is not human or aquatic elven to also take a -2 CHA penalty.

HALF-DROW: THE EB-KIN RACE

Eb-kin do not really have a race, per se, nor a true culture, nor their own language, as they mostly either belong to a human or drow culture. Drow and humans both call them Eb-kin.

Take the Eb-kin racial traits found here, but then either add the drow or the human cultural traits found elsewhere, or maybe even a different culture (non human, non drow, but remember to take the -2 CHA penalty if you do this).

Eb-kin are a cross between human and drow, usually - though not always - a product of rape, prisoner enslavement, or the like as human prisoners are taken as unwilling partners. Eb-kin most often have an ashen pallor or light charcoal gray coloring. Their hair may be black or white and their eyes are almost always black and never red, like their drow parent.

Eb-kin reach majority by 20 years, and usually live to about 140 to 160, but 180 or so is about as old as they can get.

EB-KIN RACIAL TRAITS
(Add these if your PC's race is EB-KIN)

Medium Size
Base Speed 30 feet.

Immunity to Sleep spells and similar magical effects
+2 racial saving throw bonus against Enchantment spells or effects.

Low-Light Vision: Eb-kin see twice as far as a human does in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colors even then, and in better illumination, often have superior color vision to most humans, being able to distinguish more shades of colors than most. Eb-kin and elves get a -1 bonus to the DC of spotting forgeries and artistic frauds because of this heightened color sense.

NOTE: The dark vision genetic trait of drow somehow reverts to the normal elven low-light vision trait, demonstrating whatever it is that made drow vision like that must be a recessive trait, but one that overrides normal low-light vision. Certain sages find this interesting.

+1 racial bonus on Listen, Search, and Spot Check rolls (though they do not have their drow parent's ability to notice secret doors as well).

Drow Blood. That is, spells and magic items that affect drow with also affect Eb-kin.

EB-KIN CULTURAL TRAITS
(Add these if your PC grew up in a HALFELVEN culture)

As previously stated, there is really no Eb-kin culture. Instead, proceed to the appropriate culture (human, drow, or otherwise) and add those cultural traits. Remember, if it is not human or drow, also take a -2 CHA penalty.

© February of 2002
by
James L.R. Beach
Waterville, MN 56096