Favored Class: Oracle +1 hp
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Thinblood Resistance: Raziya is accustomed to torture at the hands of her cruel forebears and gains a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. She also gains the poison use ability and never risks poisoning herself when applying poison to a weapon.
Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Languages: Half-elves begin play speaking Common and Elven
Master Herbalist (Su): Seidr has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1) (1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, Seidr can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
Healer’s Way (Su): Seidr combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier (6). With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has [minimum one] (1d6). Using this ability is a standard action unless Seidr targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
Blackened: Seidr's hands and forearms are shriveled and blackened, as if she had plunged her arms into a blazing fire, and her thin, papery skin is sensitive to the touch. She takes a –4 penalty on weapon attack rolls, but she adds burning hands to her list of spells known.