Races: Halfling

Ethnicities


Dalsatt

The Dalsatt halflings originate from seafaring tribes that lived along the wintery northern coasts of Asteropa.

Kennishona

The Kennishona halflings originate in semi-nomadic tribes of the cnetral plains of Anowakowa.

Khondi

The Khondi are nomadic halfling tribes that roam the vast plains and deserts of northing Zhoulong.

Moyapo

The Moyapo halflings originate from semi-nomadic tribes in the river jungles of Anzica.

Pingchai

The Pingchai halflings originate from the halfling tribes that inhabited the plains of eastern Zhoulong.

Qasiri

The Qasiri halflings originate from nomadic tribes that wander the deserts of Khaliram.

Valois

The Valois are the halfling people originating from the western plains and valleys of Asteropa.

Watupi

The Watupi people inhabit the jungels of central Sengola.

Languages


  • Valois:

Racial Traits


Standard Traits (11 CP)

  • Type: Halflings are primanoids with the halfling subtype.
  • Size: Halflings are Small creatures and gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +1 size bonus on Stealth checks, and their space is reduced to 1/4 sqr. (-2 CP)
  • Base Speed: Halflings have a base speed of 20 feet.
  • Languages: Halflings begin play speaking a regional Lucklyn language. Halflings with high Intelligence scores can choose a regional language from the following: Dwarvish, Elvish, Gnome, Goblish, Human, and Lucklyn. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Halfling Luck: A number of times per day equal to their total Hit Dice, halflings can reroll a natural 1 on any d20 roll. They must accept the new result. (1 CP)
  • Halfling Pluck: Halflings receive a racial bonus equal to half of their total Hit Dice on all saving throws against fear. (1 CP)
  • Halfling Sense: Some attribute it to them being simpletons, while others more generously attribute it to them having a strong satisfaction in life, but regardless, halflings are innately resistant to being mind-controlled. They receive a racial bonus equal to half of their total Hit Dice on all saving throws against mind-affecting effects. (1 CP)

Feat and Skill Racial Traits

  • Nimble: Halflings receive a racial bonus equal to their total Hit Dice on Escape Artist and Stealth checks. (4 CP)
  • Sure-Footed: Halflings receive a racial bonus equal to their total Hit Dice on Acrobatics and Climb checks. (4 CP)

Senses Racial Traits

  • Keen Senses: Halflings receive a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)

Alternate Physical Traits

Cultural Traits

  • Quickslinger: Trained to handle slings since childhood, halflings with this trait can reload a sling as a free action. Reloading a sling is still a provoke action requiring two hands. (2 CP)
  • Warslinger: Trained for war since childhood, halflings with this trait gain a racial bonus equal to half of their total Hit Die (minimum +1) on attack rolls made with weapons from the sling group. (3 CP)

Alternate Traits

  • Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. A number of times per day equal to their character level, a halfling can gain a luck bonus equal to half of their character level on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full bonus; if they choose to do so afterward, they only gain half of the bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
  • Acquisitive: Halflings with this trait receive a racial bonus equal to their character level on Appraise checks. They gain advantage on the check when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses.
  • Attentive: Halflings with this trait receive a racial bonus equal to their character level on Sense Motive checks. They gain advantage on the check to notice when someone is enchanted or possessed. This racial trait replaces keen senses.
  • Behind the Veil: Characters with this trait gain a racial bonus equal to their character level on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Halflings can take this trait in place of weapon familiarity.
  • Blessed: Halflings with this trait receive a racial bonus equal to half of their character level on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
  • Caretaker: Humans often entrust halfling families with the care of children and animals, a task that has helped them develop keen insight. Such halflings gain a racial bonus equal to their character level on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a bonus equal to their caretaker's character level to one ability score or split among several ability scores of the character’s choice. This racial trait replaces halfling luck, sure-footed, and weapon familiarity.
  • Craven: While most halflings are fearless, some are skittish, making them particularly alert. Halflings with this racial trait gain a racial bonus equal to half of their character level on initiative checks and on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet per character level and they gain a dodge bonus equal to half of their character level to Armor Class. This racial trait replaces fearless and halfling luck.
  • Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment, and gain a racial bonus equal to their character level when doing so. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids, and gain a racial bonus equal to their character level on those checks. The racial trait replaces keen senses and sure-footed.
  • Danger Detection: Halflings with this racial trait gain a racial bonus equal to their character level on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion). This replaces keen senses.
  • Deep Jungle: Some reclusive halfling tribes flourish in tropical locales. They gain a racial bonus equal to their character level on Survival checks and are proficient with blowguns, and gain a racial bonus equal to half of their character level with that weapon. In addition, they have the poison use ability (they never risk poisoning themselves accidentally). This racial trait alters halflings’ languages and replaces sure-footed and weapon familiarity.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a racial bonus equal to their character level on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity.
  • Driven Worker: Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a racial bonus equal to their character level on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed.
  • Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. In addition, the miss chance percentage is reduced by an amount equal to their character level. The miss chance for total concealment applies normally. Halflings can take this trait in place of keen senses.
  • Evasive Nomad: Halflings with this racial trait gain a racial bonus equal to half of their character level on Reflex saves, but they take a –2 penalty on saving throws against fear effects. This replaces fearless.
  • Festive: A number of times per day equal to her character level, a halfling with this racial trait can grant an ally within 60 feet a luck bonus equal to her character level on one skill check as a free action; this bonus can be applied after the ally’s check result is determined. This replaces sure-footed.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast a number of times per day equal to her character level. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses.
  • Fey-Quickened: You gain Run as a bonus feat and a racial bonus equal to half of your character level on initiative checks. This racial trait replaces fearless and keen senses.
  • Fey Thoughts: 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, and you gain a racial bonus equal to their character level on checks with those skills. This trait replaces fearless.
  • Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. At character level 3rd, and every 2 levels after, their base speed increases by 5. This racial trait replaces slow speed and sure-footed.
  • Halfling Jinx: Halflings with this racial trait gain the ability to curse another creature with bad luck at will as a 2-act action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a penalty equal to half of the your character level on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This replaces halfling luck.
  • Human Shadow: Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a racial bonus equal to their character level on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed.
  • Ingratiating: Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a racial bonus equal to their character level on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a racial bonus equal to their character level on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.
  • Irrepressible: Halflings with this trait receive a racial bonus equal to half of their character level on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
  • Joyous Companion : Halflings enjoy the companionship of copper dragons and other lighthearted representatives of dragonkind and learn to share the joyousness of that bond with others. When halflings with this trait cast spells or use spell-like abilities of the abjuration school or with the emotion descriptor, they can confer a morale bonus equal to half of their character level on saves versus fear on all adjacent allies for a number of rounds equal to the spell’s level. This trait replaces fearless and weapon familiarity.
  • Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a racial bonus equal to half of their character level on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
  • Luckbringer: Halflings with this trait learn to share their luck with others much in the way a gold dragon can imbue objects with good fortune. A number of times per day equal to her character level as a 2-act action, a halfling with this trait can confer good luck on a single non-magical token (such as a button or a ring). Any creature carrying this token gains a luck bonus equal to half of the halfling's character level on Will saves. This effect lasts for a number of hours equal to the halfling's character level. This trait replaces lucky.
  • Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a racial bonus equal to their character level on Handle Animal and Ride checks. This racial trait replaces sure-footed.
  • Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a racial bonus equal to their character level on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak a Human, Halfling, and any one other regional language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.
  • Practicality: Halflings value hard work and common sense. Halflings with this racial trait gain a racial bonus equal to their character level on any one Craft or Profession skill, as well as on Sense Motive checks, and a racial bonus equal to half of their character level saves against illusions. This racial trait replaces fearless and sure-footed.
  • Resourceful: Halflings with this trait do not take any penalties and instead gain a racial bonus equal to half of their character level on attack rolls with improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces sure-footed and weapon familiarity.
  • Secretive Survivor: Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a racial bonus equal to their character level on Bluff and Stealth checks. This racial trait replaces sure-footed.
  • Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a racial bonus equal to half of their character level on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of a number of points equal to their character level per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.
  • Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at one and a half times their caster level. Halflings can take this trait in place of weapon familiarity.
  • Shiftless: Halflings have a reputation for larceny and guile—and sometimes it’s well deserved. Halflings with this racial trait gain a racial bonus equal to their character level on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
  • Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a racial bonus equal to half of their character level on attacks against foes who are denied their Dexterity bonus to DV. This racial trait replaces fearless and weapon familiarity.
  • Small Quarter Ally: A halfling with this racial trait grants herself and all allies of the same size category within 60 feet a luck bonus equal to half of their character level on saving throws against fear effects. This replaces fearless.
  • Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving and for sniping by an amount equal to their character level. This racial trait replaces sure-footed.
  • Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a dodge bonus equal to half of their character level to DV against foes larger than themselves and on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
  • Underfoot Dodger: City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a racial bonus equal to their character level on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.
  • Unfettered: Former slips liberated from slavery train to ensure they will never be slaves again. They gain a racial bonus equal to their character level on Escape Artist checks and a racial bonus equal to half of their character level on saving throws against effects that cause the entangled condition, to CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces halfling luck and keen senses.
  • Unlucky Halfling: These halflings take a –1 penalty on saving throws but also gain a racial bonus equal to half of their character level to the caster level and save DC of all curse spells and spell-like abilities. In addition, such halflings can use ill omen as a spell-like ability a number of times per day equal to their character level. This racial trait replaces halfling luck.
  • Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a racial bonus equal to their character level on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level one and a half times higher than normal. This racial trait replaces fearless and halfling luck.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. They gain a racial bonus equal to half of their level on attack rolls made with those weapons.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Arc Slinger Combat Point-Blank Shot, proficient with sling or halfling sling staff Reduce ranged attack penalties due to range by 2.
Arcane Jinxer Arcane spellcaster, Halfling Jinx trait You can expend a prepared arcane spell or available arcane spell slot to give your jinx target a penalty on its jinx save equal to the level of the expended spell or spell slot.
Area Jinx Widen Spell, Halfling Jinx trait Your jinx has a radius of 10 feet possibly affecting multiple targets.
Blundering Defense Combat Cautious Fighter, halfling Whenever you fight defensively or use the total defense action, allies gain a luck bonus to DV and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
Bolster Jinx Great Fortitude, Iron Will, or Lightning Reflexes; Halfling Jinx trait A jinxed target’s penalty on Fortitude, Reflex, or Will saves increases if you have the Great Fortitude, Lightning Reflexes, or Iron Will feat, respectively.
Cautious Fighter Combat Halfling When fighting defensively or using total defense, your dodge bonus to DV increases by 2.
Childlike Cha 13, halfling +2 on Disguise checks to look like human child, take 10 on Bluff checks.
Desperate Swing Combat Cautious Fighter, BAB +1, halfling Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an AoO using this feat.
Distant Jinx Halfling Jinx trait The range of your jinx increases by 30 feet.
Fascination Jinx Bardic performance class feature, Halfling Jinx trait A creature you jinx that is fascinated by a bard’s fascinate ability takes a –10 penalty on initiative checks while affected by the jinx. A creature under the effect of your fascinate ability has a –2 penalty on its save against your jinx.
Halfling Slinger Combat Halfling You gain a +1 racial bonus on attack rolls made using a sling.
Improved Low Blow Combat BAB +4, halfling, low-blow racial trait Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse.
Jinx Alchemy Swift alchemy class feature, Halfling Jinx trait A creature suffering from one of your jinxes cannot benefit from the effects of potions, elixirs, or any other substance that he must ingest in order to activate.
Lucky Halfling Halfling You may roll saving throw for an ally once per day.
Lucky Strike Combat BAB +5, adaptive luck racial trait, halfling Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater.
Malicious Eye Evil eye witch hex, Halfling Jinx trait When a creature fails a save against your evil eye hex, add the effect of your jinx to the effect of the hex.
Pass for Human Half-elf, half-orc, or halfling +10 on Disguise checks to look like a human.
Phaenya's Luck Cha 13, Halfling Once per day, you can opt to gain a +5 luck bonus on a single saving throw. However, if you use this ability, you gain a -2 penalty on all other saving throws until sunrise the next morning.
Relentless Cheer Teamwork Halfling, fearless and halfling luck racial traits +1 on all saves, increasing to +3 vs. fear, when adjacent to allies who have this feat.
Risky Striker Combat BAB +1, halfling You can choose to take a –1 penalty to DV to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your BAB reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.
Sluggish Jinx Halfling Jinx trait Your jinx’s penalty on saving throws also applies to the target’s initiative and attack rolls.
Surprise Strike Combat Cautious Fighter, Desperate Swing, BAB +6, halfling Once per day, when fighting defensively or making an AOO while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll.
Tierra's Sense Halfling You add your Wisdom bonus on initiative checks.
Uncanny Defense Combat Cautious Fighter, BAB +3, halfling While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to DV you gained from taking that action.
Versatile Jinxer Iron Will, Halfling Jinx trait The DC of your jinx is based on your choice of Intelligence or Wisdom instead of Charisma.
Well-Prepared Halfling Retrieve a specific mundane item from your person.
Worst Case Jinx Knowledge (arcana) 5 ranks, Halfling Jinx trait Beneficial variable effects on a jinxed target always result in the minimum possible amount for the effect.
Whip Slinger Combat Proficient with sling You threaten normally even when wielding a sling, double sling, or halfling sling staff.
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