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    [PFRPG] Player's Options: Half-Elves $2.00
    Average Rating:4.0 / 5
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    [PFRPG] Player\'s Options: Half-Elves
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    [PFRPG] Player's Options: Half-Elves
    Publisher: Purple Duck Games
    by Sean H. [Featured Reviewer]
    Date Added: 06/29/2014 11:14:28

    Player’s Options: Half-Elves provides Strandlings, half aquatic elves, and Wellens, children of a half-elven union, as their racial variants, both have good roleplaying potential and interesting mechanics though the Wellens’ enthusiastic ability, which can negate surprise, may be a little too powerful. Fifteen new feats emphasize the half-elven ability to adapt, though unpredictable behavior (which gives a combat bonus) and versatile hands (which help craft, preform and profession) may be a bit on the strong side. The eight flaws play off of either the physical or social effects of being of mixed heritage and can be useful to inspire roleplaying even if not used in full. The new equipment comprises a weaponized buckler, a bow that can be used as a melee weapon and a specialized type of rope, nothing ground breaking here. Overall, a useful set of ideas and options for half-elves and if they play a major part in your campaign world or you are a fan of playing them, this may be a worthwhile investment.

    Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

    Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/

    [4 of 5 Stars!]
    [PFRPG] Player's Options: Half-Elves
    Publisher: Purple Duck Games
    by Thilo G. [Verified Purchaser]
    Date Added: 08/21/2013 08:28:15

    An Endzeitgeist.com review

    The final installment of the Player's Option-series covering the core races is 11 pages long, with the cover coming as a separate -jpg, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let's take a look!

    After a short introduction on the racially boundaries transcending, star-crossed loves that create half-elves, we kick off with the first variant, so-called strandlings: These get +2 Con, -2 Cha, are amphibious and get a land and a swim speed of 20 ft. as well as low-light vision and familiarity with "elven" in the name and nets and tridents. Nothing to complain here! As an optional variant, selkins are provided, mixtures of terrestrial elves and merfolk - these get +1 natural armor and +1 to saves versus language-dependant spells they cast - which makes no sense - it should either be the DC or they should get this bonus to saves versus spells THEY can cast. They also get +1 to Perform (sing), but lose weapon familiarity and a more limited language selection.

    Next up are Wellens, the offspring of two half-elf parents: These get +2 to an ability-score of their choosing, low-light vision, count as elves, get +2 to saves versus enchantment spells and effects, +1 to initiative, +2 to Perception and Cultured as a bonus feat - no complaints here. Both come with full age. height and weight-tables.

    We also get 15 new feats - one requiring you to take it at first level and netting you two languages for each rank of linguistics. Not a particular fan of that one, as it further cheapens languages, but that's a personal preference and the 1st level restriction still makes it viable for me. What feels a bit overpowered to me would be the versatile worker feat - rolling each Craft, Profession or Perform check twice and taking the better result feels too strong for my tastes - especially since Craft is relevant for so many times of item-creation. Splitting the feat in two - one for craft and one for profession and perform may be the way to go. Ignoring the penalty to disguise as races or ethnicity are neat, as are flashes of insight that net +2 initiative and a 20% chance for a +1 bonus to CL with divinations. Also rather cool is a feat that makes you a good pantomime, allowing you to use diplomacy sans a shared language (and potentially silent!). Speaking of diplomacy - the inclusive feat helps with humanoid interactions. Ancestral understanding nets you two class skills of your choice at first level.

    Also interesting, not in benefits, but in mechanics, is a feat that allows you to choose either +3, +2 or +1 -and up to three humanoid subtypes, improving either your social powers with one by +3, one by +2 and the other +1 - you get the idea. We also get a complex, cool feat for half-elven stone-rope equipment tricks, providing, depending on your other abilities, up to 6 effects - Let me spell it out: This one is awesome! Two thumbs up for it! Less awesome would be Heritage Compounds, which allows you to enhance either direct hit damage, duration, DC or atk of alchemical items you use - the thing is, the feat lacks crucial information: How many items can be imbued per day? Do mutagens and formula count as alchemical items for the purpose of this feat? Once again cool is the Gemini Style - allowing you to count as having a free hand while wielding a weapon to e.g. snatch arrows. The two follow-up feats of the style allow users of dazzling display to count as if benefiting from concealment or substitute all attacks of your flurry of blows for combat maneuvers. neat one - powerful, but also hard to get.

    Next up are 8 new flaws - from an alienating heritage to essentially a dissociative disorder, we get 8 really cool flaws that once again make an excellent addition to the pdf.

    The pdf closes with items - chakram bucklers, curved bows (mundane and regular) as well as the half-elven stone rope and a lucky coin - all killer here


    Editing and formatting are very good, though not perfect - I noticed some minor slip-ups here and there. layout adheres to 4WFG's two-column b/w-standard and the pdf comes sans bookmarks, but at this length (barely) doesn't need them.

    Author Ryan Costello Jr. has created some awesome feats and content herein and balance-wise, i have nothing to complain this time around. Half-elves usually make for relatively bland supplements and honestly, I didn't expect to like this pdf as much as I did - mostly, these options are interesting, balanced and viable, lending more distinct options for the half-breeds that one is accustomed to. While some of the feats herein are not as awesome as I would have liked and while there are some minor ambiguities in one feat, generally this is a very good offering that has a couple of pieces inside that had me smile indeed- hence, my final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

    Endzeitgeist out.

    [4 of 5 Stars!]
    [PFRPG] Player's Options: Half-Elves
    Publisher: Purple Duck Games
    by Megan R. [Featured Reviewer]
    Date Added: 07/26/2013 09:54:20

    This is a quite interesting, if a bit random, collection of thoughts, game mechanics and useful items on the topic of the Half-Elf... well worth a look if you play one, or if you GM them.

    It starts with a discourse on the dissociation half-elves feel. Based on the wildly-differing life-spans of their human and elven parents, many come from broken homes and even when parents stay together their halfbreed children never quite seem to live up to expectation... naturally causing difficulty for both parents and children alike.

    We then read of two particular types of half-elf, complete with full game mechanical information for those wishing to play them. These are the Strandlings, children of aquatic elves and land-living humans (or land-living elves and merfolk), and Wellens, the result when two half-elves have children. Wellens are particularly interesting because they do not feel so much at odds with the rest of the world as most half-breeds.

    Next comes a collection of feats designed with half-elves in mind. Take care, several need to be taken when the character is created (such as Ancestral Understanding), but they are an interesting array, seeking to highlight the particular uniqueness of half-elves.

    If you use Player's Options: Flaws there are some new ones for half-elf characters to consider, mostly ones highlighting that dissociation caused by being neither human nor elven. Played with care, these could prove impetus for potent role-playing (or could end up in self-indulgent wallowing, don't go overboard!).

    Finally, there are a few new items of equipment designed for or by half-elves. Interestingly, there are some weapons developed out of a half-elvish response to outsiders assuming that half-elves have the same natural proficiencies as elves! These should be fun to experiment with...

    A nice collection, highlighting the distinctive traits of half-elves - not the best of both elf and human, perhaps, but interesting in their own right.

    [4 of 5 Stars!]
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