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HALFLING

RACIAL FEATURES

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and 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.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Athletics checks.

Halfling Weapon Familiarity: Halflings gain the Halfling Heritage Equipment talent as a bonus talent at 1st level.

Underfoot: Halflings gain a +1 dodge bonus to AC when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

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ALTERNATE RACIAL FEATURES

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. Three times per day, a halfling can gain a +2 luck bonus 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 +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

 

Blessed: Halflings with this trait receive a +2 racial bonus on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.

Clever Combatant: In a world full of people larger and stronger, many a halfling learns that quick and clever action is the best method of self-defense. They gain the Scoundrel sphere as a bonus talent at 1st level. This replaces keen senses and halfling weapon familiarity.

Fear Facer: Some halflings are almost impossible to scare. They roll twice on saving throws against fear effects, taking the higher result, and reduce the duration of any fear effects they suffer from by 1 round (minimum 1). This racial trait replaces fearless and keen senses.

 

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. This racial trait replaces slow speed and sure-footed.

Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.

 

Halfling Jinx: You gain the ability to curse another creature with bad luck at will as a standard 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 –1 penalty 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 racial trait replaces halfling luck.


Shiftless: Halflings have a reputation for larceny and guile — and sometimes it’s well deserved. Halflings with this racial trait gain a +2 racial bonus on Influence checks to lie and on Sleight of Hand checks. Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

Skilled Chef: You learn a single recipe, choosing a single entree and flavor. This functions as the iron chef blacksmith recipes class feature, treating your effective blacksmith level as level 1. If you ever gain the recipes class feature, you gain Extra Smithing Insight as a bonus feat and must choose a smithing insight that grants additional options for their recipes class feature (such as the fruits or starches smithing insights). The Extra Smithing Insight feat gained this way does not count against the number of times you may gain the feat normally. This racial trait replaces halfling luck.

RACIAL FEATS
 

Adaptive Fortune

Your luck takes on almost legendary proportions.

Prerequisites: Fortunate One, adaptable luck racial trait, character level 10th, halfling.

Benefit: Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for each type of use by 2.

Childlike [Background]

Your resemblance to a human child tends to make others trust you, perhaps more than they should.

Prerequisites: Cha 13, halfling.

Benefit: You can take 10 on Influence checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Fortunate One

You have an even greater knack than most halflings for adaptable luck.

Prerequisites: Adaptable luck racial trait, halfling.

Benefit: The number of times per day you can use the adaptable luck racial trait increases by 1.

Proud Feet [Background]
Your feet are as tough and calloused as any boot, but still quite sensitive and nimble.
Prerequisites: sure-footed halfling racial trait.
Benefit: When you are barefoot, you are as protected from the elements, terrain and traps as if you were wearing solid, well-constructed boots. While barefoot you move with speed and assurance, allowing you to take 10 on Acrobatics and Athletics checks, even if threats or distractions would normally prevent you from doing so.

Well-Prepared

Somehow, you always seem to have the right tools or supplies close at hand.

Prerequisite: halfling.

Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry — if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.

Special: At the GM’s option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

FAVORED CLASS BONUSES

Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Armorist: Reduce the summoning time of 1 piece of bound equipment per 4 levels taken to a swift action. If the time required to summon that piece of bound equipment is already a swift action, this instead reduces it to a free action.

Barbarian: Add 1 foot to the range increment of thrown weapons the barbarian wields.

Bard: Add +1/2 on checks to pass secret messages, Influence checks to gather information, and Disguise checks to appear as a child.

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 6 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: When cooking an herb, add +1/2 to the druid's class level to determine how many individuals can be fed by the end result, as well as the duration and magnitude of effect.

Elementalist: Gain +1/6 of a dodge bonus to AC.

Eliciter: Gain a +1/4 bonus to Influence and Sense Motive checks.

Fey Adept: Gain a +1/2 bonus to Stealth checks.

Fighter: Add +1 to the fighter’s CMD when resisting a trip or grapple attempt.

Investigator: Add a +1/2 bonus to all Disable Device checks made to pick a lock or disarm or reset a trap.

Magus: Gain a +1 foot increase to the magus' base move speed.

Malefactor: Add +1/4 to penetrate and save against curses with the malefactor's cursebreaker ability.

Monk: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the monk’s Strength modifier.

Occultist: Gain a +1/2 bonus on Spellcraft checks to identify the properties of magic items and on Use Magic Device checks to emulate a race.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger’s studied target.

Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Sentinel: Deal +1/3 damage to creatures challenged with the Guardian sphere ability if they are 2 or more sizes larger than you.

Shifter: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Soul Weaver: Increase the duration of all bound nexus abilities that have a duration by +1/6 of a round.

Summoner: Add +1 skill rank to the summoner’s eidolon.

Witch: Gain a +1/2 bonus to any skill of the witch's choice.

Wizard: Add +1/2 to the wizard’s effective class level for the purposes of determining his familiar’s natural armor adjustment, Intelligence, and special abilities.

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