Halfling
Halfling
Halfling Humanoid
Claiming no place as their own, Halflings control few settlements larger than villages. Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.
Optimistic and cheerful, blessed with uncanny luck, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easygoing, they are the best kind of opportunists, and their passions favor joy over violence. Even in the jaws of danger, halflings rarely lose their sense of humor.
Many taller people Dismiss halflings due to their size or, worse, treat them like children. Halflings use these prejudices and misconceptions to their advantage, gaining access to opportunities and Performing deeds of daring mischief or Heroism. A halfling's curiosity is tempered by wisdom and caution, leading to calculated risks and narrow escapes.
While their wanderlust and curiosity sometimes drive them toward adventure, halflings also carry strong ties to house and home, often spending above their means to achieve comfort in their homelife.
If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
Size: Small
Speed: 25 feet
Ability Boosts: Dexterity, Wisdom, Free
Ability Flaws: Strength
Languages: Common, Halfling, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Traits: Halfling,Humanoid
Keen Eyes: Your eyes are sharp, allowing you to make out small details about Concealed or even Invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
You might...
- Get along well with a wide variety of people and enjoy meeting new friends.
- Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.
- Hold a deep and personal hatred of the practice of slavery and devote yourself to freeing those who still labor against their will.
Others probably...
- Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.
- Think you bring good luck with you.
- Underestimate your strength, endurance, and fighting prowess.
Physical Description
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
Most halflings prefer to walk barefoot rather than wearing shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
Society
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have no cultural homeland in the Inner Sea region, and they instead weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family.
Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures.
Alignment and Religion
and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.
Names
Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance. This goes only for their own people, however halflings have names that suit them, and they understand that elves and humans might have longer names to suit their own aesthetics. Humans in particular have a tendency to refer to halflings by nicknames, with 'Lucky' being common to the point of absurdity.
Sample Names
Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
HERITAGES
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
Gutsy Halfling
Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Source: Core Rulebook pg. 51
Hillock Halfling
Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Source: Core Rulebook pg. 51
Jinxed Halfling
Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Jinx
Curse Necromancy Occult
Frequency once per day
You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher.
Critical Success None
Success The target is unaffected and is temporarily immune for 24 hours.
Failure The target is Clumsy 1 for 1 minute.
Critical Failure The target is Clumsy 2 for 1 minute.
Source Advanced Player's Guide pg. 46
Source: Advanced Player's Guide pg. 46
Nomadic Halfling
Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
Source: Core Rulebook pg. 52
Observant Halfling
Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Source: Character Guide pg. 43
Twilight Halfling
Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain Low-Light Vision.
Source: Core Rulebook pg. 52
Wildwood Halfling
You hail from deep in a jungle or forest, and you've learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.
Source: Core Rulebook pg. 52
ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). You select from among the following ancestry feats.
Name | Level | Prerequisites | Benefit | ||
Adroit Manipulation | 1 | — | — | ||
Distracting Shadows | 1 | — | — | ||
Folksy Patter | 1 | — | — | ||
Halfling Lore | 1 | — | — | ||
Halfling Luck | 1 | — | — | ||
Halfling Weapon Familiarity | 1 | — | — | ||
Innocuous | 1 | — | — | ||
Intuitive Cooperation | 1 | — | — | ||
Prairie Rider | 1 | — | — | ||
Sure Feet | 1 | — | — | ||
Titan Slinger | 1 | — | — | ||
Unassuming Dedication | 1 | — | — | ||
Unfettered Halfling | 1 | — | — | ||
Watchful Halfling | 1 | — | — | ||
Cultural Adaptability | 5 | — | — | ||
Easily Dismissed | 5 | — | — | ||
Halfling Ingenuity | 5 | Halfling Luck | — | ||
Halfling Weapon Trickster | 5 | Halfling Weapon Familiarity | — | ||
Shared Luck (Halfling) | 5 | Halfling Luck | — | ||
Step Lively | 5 | — | — | ||
Cunning Climber | 9 | — | — | ||
Dance Underfoot | 9 | Step Lively | — | ||
Fade Away | 9 | Easily Dismissed | — | ||
Guiding Luck | 9 | Halfling Luck | — | ||
Helpful Halfling | 9 | — | — | ||
Irrepressible | 9 | — | — | ||
Unhampered Passage | 9 | — | — | ||
Ceaseless Shadows | 13 | Distracting Shadows | — | ||
Cobble Dancer | 13 | — | — | ||
Halfling Weapon Expertise | 13 | Halfling, Weapon Familiarity | — | ||
Incredible Luck (Halfling) | 13 | Halfling Luck | — | ||
Toppling Dance | 13 | Dance Underfoot | — | ||
Shadow Self | 17 | legendary Stealth | — |