In the fey realms, couplings between creatures of all kinds exist, leading to naturally born half-breeds such as centaurs, satyrs, and elflings. As the name implies, elflings are born to elven and halfling parents.
Elflings are slight of frame and stand on average a head taller than their halfling kin. Most have elven skin tones ranging from oak to birch, and their hair, which is an elfling’s most prized trait, is often long and worn in a style befitting their wild or regal upbringing.
Society: Elflings grow up raised by their tribe, be it primarily elven, halfling, or a mix of the two. Societies that include elflings often do more trade with the world beyond their forests.
Relations: Elflings are seen by other races as a curiosity. Their personalities are as varied as the halflings and elves they grow up around. Most maintain a cheery, if somewhat untamed disposition.
Alignment and Religion: An elfling’s religion depends greatly on the race that raises her. They lean toward neutral and good alignment.
Adventurers: Elflings make great rangers and rogues, and while they aren’t as charismatic, decent sorcerers or bards. They tend to avoid more structured studies such as cleric or monk.
Names: Elflings are usually named by the society in which they are raised. Some blend elven and halfling to honor both.
|65 years||+3d6 years
(68 – 83 years)
(70 – 95 years)
(72 – 107 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 0 in.||+2d6 in.||65 lbs.||+(2d6×2 lbs.)|
|Female||3 ft. 11 in.||+2d6 in.||57 lbs.||+(2d6×2 lbs.)|
Elflings usually have the following racial traits.
- Ability Score Racial Traits: Elflings are exceptionally nimble, but inattentive and physically weak. They gain +4 Dexterity, -2 Strength, -2 Wisdom.
- Type: Elflings are humanoids with both the halfling and the elf subtypes.
- Small: Elflings are Small creatures gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- Base Speed: Elflings have a base speed of 30 feet.
- Languages: Elfling begin play speaking Common, Elven, and Sylvan. Elflings with high Intelligence scores can choose Dwarven, Elven, Gnome, Goblin, and Halfling.
- Sleep Immunity: Elflings are immune to magic sleep effects.
- Fearless: Elflings receive a +2 racial bonus on all saving throws against fear.
- Keen Senses: Elflings receive a +2 racial bonus on Perception checks.
- Natural Climbers: Elflings receive a +2 racial bonus on Climb checks.
- Low-Light Vision: Elflings can see twice as far as humans in conditions of dim light.
Elflings can select any elf or halfling alternate racial traits that replace elven magic (see below), fearless, or keen senses. In addition, elflings can select the following racial traits.
- Elven Magic: Some elflings receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elflings receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. This racial trait replaces sleep immunity and fearless.
- Fey Heritage: Elflings born in the Overrealm are considered fey creatures. This replaces the elfling’s type and low-light vision.
- Gregarious: An elfling can sometimes get by with his charm better than his bravery. When he uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the elfling’s Charisma-based skills for the next 24 hours. This replaces fearless.
- Nimble Fallers: Growing up in trees gives some elflings a better grasp of how to safely fall from them. These elflings land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. This replaces natural climbers.
- Pixieling: Some elflings never grow any larger than a house cat. These pixielings, as they are called by their Small-sized cousins are Tiny. This doesn’t change the elfling’s Ability scores, but it does reduce its base speed to 20 ft. Like other tiny creatures, pixielings take up a space of 2-1/2 feet by 2-1/2 feet, with a reach of 0. They gain a +2 size bonus to AC and attack rolls, but suffer a -2 penalty to CMB and CMD. Finally, being Tiny grants pixielings a +8 racial bonus on Stealth checks.
The following options are available to all elfling characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. In addition, an elfling can pick any elf or halfling favored class bonus.
- Bard: Add a +1/2 bonus to the Will DC of fascinate when used on elves or halflings.
- Battle Augur: Add +1/4 hour to the duration of constant effects gained through battle augury.
- Druid: Add +1 hit point to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
- Heir Apparent: Add a +1/2 bonus on Diplomacy checks made to influence elves and halflings. At +5, the heir can take 10 when using influential in an elven or halfling community.
- Mesmerist: Add +1/6 of a new mesmerist trick.
- Ranger: Add +1/6 of a new combat style bonus feat.
- Rogue: Add +1/6 of a new rogue talent.
- Sorcerer: Add one spell known from the fey bloodline spell list. This spell must be at least one level below the highest-level spell the sorcerer can cast.
- Summoner: Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that allow the eidolon to model an azata or fey creature.
- Swashbuckler: Add +1/2 to Acrobatics checks when attempting to move through a threatened area or an enemy’s space.
The following racial archetype is available to elflings:
The following feats are available to an elfling character who meets the prerequisites.
Elflings can be trained by otherworldly beings they call mystics. These mystics teach the elflings a variety of things similar to what a mentor might teach an heir apparent. The heir still picks an adventuring goal from which to gain his suggested capital expense items.
The mystics will sometimes take on students of other races, but only when they can be certain those races will not pervert their teachings. To use one’s mystic training to commit evil acts is to lose the mystics’ blessing until atoned.
Chanter: The heir gains a 1st-level bardic performance, as the bard class feature, for which she can use Perform (oratory). She gains 1 additional performance for each personal training she has related to this teacher. Her effective bard level is equal to half her heir apparent level.
Starting at 2nd level, the heir can use personal training to add another Perform skill she can use with her performances. She can also use personal training to gain versatile performance, or well-versed. The heir can have only as many versatile performances as a bard of her effective level.
At 10th level, if the heir continues her training with the chanter, her effective bard level is equal to her heir apparent level -3. She gains lore master and can use personal training to gain it up to 1 additional time.
Cook: The heir adds half her heir apparent level to Profession (cook) checks. She can use that skill to find and prepare food while traveling at half her overland speed (DC 10). She can provide food and water for one other person for every 2 points by which her check result exceeds 10.
Starting at 2nd level, the heir can use personal training to gain access to spells that create, change, or destroy food. She gains 1 such spell for each personal training. The heir’s effective caster level for her chosen spells is equal to her ranks in Profession (cook), and she can take 10 minutes per spell level to cast one with a successful skill check equal to 15 + the spell level. The heir must have some way to prepare food to benefit from this.
At 10th level, if the heir continues her training with the cook, she can prepare a meal during downtime which grants the benefits of bull’s strength, cat’s grace, or similar spells to creatures that eat her prepared food for up to 1 hour per heir apparent level. Only one of these effects can be on a creature at any time. The heir also takes only 5 minutes per spell level to cast one of her chosen spells. Once per day per personal training she has related to this teacher, the heir can cast one of her chosen spells as a spell-like ability instead.
Numerologist: The heir gains a +1 deflection bonus to AC when wearing light or no armor and a +1 competence bonus on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. Once per day as a spell-like ability, the heir can roll 1d6 as a free action and choose to reduce the d20 roll of an enemy she can see and hear by that amount or increase her roll by the same. She can use this an additional time per day for every 2 personal trainings she has related to this teacher.
Starting at 2nd level, the heir can use personal training to increase her competence bonus or deflection bonus. After she increases one of these bonuses, she must increase the other before doing so again. She can also use a personal training to apply her d6 to damage rolls (an enemy’s or her own). Finally, she can use personal training to apply her d6 to increase the d20 roll of an ally she can see and hear.
At 10th level, if the heir continues her training with the numerologist, she can reroll a 1 on a die she rolls, but must keep the second roll, even if it lands on 1 again. She can use personal training at 8th level and again at 14th level or higher to increase her d6 to a d8, then to a d10, respectively. Finally, she can use personal training to reroll 1’s and 2’s instead.
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.