Halflings (9 RP)
+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 Combat Maneuver Bonus and Combat Maneuver Defense, 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 skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Random Starting Age
(22 - 28 years)
(23 - 38 years)
(24 - 44 years)
Random Starting Height & Weight
||2 ft. 8 in.
(2 ft. 10 in. - 3 ft. 4 in.)
(32 - 38 lbs.)
||2 ft. 6 in.
(2 ft. 8 in. - 3 ft. 2 in.)
(27 - 33 lbs.)
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by
a powerful wanderlust, halflings make up for their short stature with an abundance
of bravado and curiosity. At once excitable and easy-going, halflings like
to keep an even temper and a steady eye on opportunity, and are not as prone
to violent or emotional outbursts as some of the more volatile races. Even
in the jaws of catastrophe, halflings almost never lose their sense of humor.
Their ability to find humor in the absurd, no matter how dire the situation,
often allows halflings to distance themselves ever so slightly from the dangers
that surround them. This sense of detachment can also help shield them from
terrors that might immobilize their allies.
Halflings are inveterate opportunists. They firmly believe they can turn any
situation to their advantage, and sometimes gleefully leap into trouble without
any solid plan to extricate themselves if things go awry. Often unable to physically
defend themselves from the rigors of the world, they know when to bend with
the wind and when to hide away. Yet halflings' curiosity often overwhelms their
good sense, leading to poor decisions and narrow escapes. While harsh experience
sometimes teaches halflings a measure of caution, it rarely makes them completely
lose faith in their luck or stop believing that the universe, in some strange
way, exists for their entertainment and would never really allow them to come
Though their curiosity drives them to seek out new places and experiences,
halflings possess a strong sense of hearth and home, often spending above their
means to enhance the comforts of domestic life. Without a doubt, halflings
enjoy luxury and comfort, but they have equally strong reasons to make their
homes a showcase. Halflings consider this urge to devote time, money, and energy
toward improving their dwellings a sign of both respect for strangers and affection
for their loved ones. Whether for their own blood kin, cherished friends, or
honored guests, halflings make their homes beautiful in order to express their
feelings toward those they welcome inside. Even traveling halflings typically
decorate their wagons or carry a few cherished keepsakes to adorn their campsites.
Physical Description: Halflings rise to a humble height of 3 feet.
They prefer to walk barefoot, leading the bottoms of their feet to become roughly
calloused. Tufts of thick, curly hair warm the tops of their broad, tanned
feet. Their skin tends toward a rich cinnamon color and their hair toward light
shades of brown. A halfling's ears are pointed, but proportionately not much
larger than those of a human.
Halflings prefer simple and modest clothing. Though willing and able to dress
up if the situation demands it, their racial urge to remain quietly in the
background makes them rather conservative dressers in most situations. Halfling
entertainers, on the other hand, make their livings by drawing attention, and
tend to go overboard with gaudy and flashy costumes.
Society: Rather than place their faith in empires or great causes,
many halflings prefer to focus on the simpler and humbler virtues of their
families and local communities. Halflings claim no cultural homeland and control
no settlements larger than rural assemblies of free towns. Most often, they
dwell at the knees of their human cousins in human cities, eking out livings
as they can from the scraps of larger societies. Many halflings lead perfectly
fulfilling lives in the shadow of their larger neighbors, while some prefer
more nomadic lives, traveling the world and experiencing all it has to offer.
Halflings rely on customs and traditions to maintain their own culture. They
have an extensive oral history filled with important stories about folk heroes
who exemplify particular halfling virtues, but otherwise see little purpose
in studying history in and of itself. Given a choice between a pointless truth
and a useful fable, halflings almost always opt for the fable. This tendency
helps to explain at least something of the famous halfling adaptability. Halflings
look to the future and find it very easy to cast off the weight of ancient
grudges or obligations that drag down so many other races.
Relations: A typical halfling prides himself on his ability to go unnoticed
by other races—a trait that allows many halflings to excel at thievery
and trickery. Most halflings know full well the stereotypical view other races
take of them as a result, and go out of their way to be forthcoming and friendly
to the bigger races when they're not trying to go unnoticed. They get along
fairly well with gnomes, although most halflings regard these eccentric creatures
with a hefty dose of caution. Halflings respect elves and dwarves, but these
races often live in remote regions far from the comforts of civilization that
halflings enjoy, thus limiting opportunities for interaction. By and large,
only half-orcs are shunned by halflings, for their great size and violent natures
are a bit too intimidating for most halflings to cope with.
Halflings coexist well with humans as a general rule, but since some of the
more aggressive human societies value halflings as slaves, they try not to
grow too complacent. Halflings strongly value their freedom, especially the
ability to travel in search of new experiences and the autonomy this requires.
However, practical and flexible as always, enslaved halflings seldom fight
back directly against their masters. When possible, they wait for the perfect
opportunity and then simply slip away. Sometimes, if enslaved for long enough,
halflings even come to adopt their owners as their new families. Though they
still dream of escape and liberty, these halflings also make the best of their
Alignment and Religion: Halflings are loyal to their friends and families,
but since they dwell in a world dominated by races twice as large as themselves,
they have come to grips with the fact that sometimes they need to scrape and
scrounge for survival. Most halflings are neutral as a result. Though they
usually make a show of respecting the laws and endorsing the prejudices of
their communities, halflings place an even greater emphasis on the innate common
sense of the individual. When a halfling disagrees with society at large, he
will do what he thinks is best.
Always practical, halflings frequently worship the deity most favored by their
larger and more powerful neighbors. They also usually cover their bets, however,
by giving Desna her due. The goddess of both luck and travel seems a natural
fit for most halflings and offering her a quick prayer every now and then is
only common sense.
Adventurers: Their inherent luck coupled with their insatiable wanderlust
makes halflings ideal candidates for lives of adventure. Though perfectly willing
to pocket any valuables they come across, halflings often care more for the
new experiences adventuring brings them than for any material reward. Halflings
tend to view money as a means of making their lives easier and more comfortable,
not as an end in and of itself.
Other such vagabonds often put up with this curious race in hopes that some
of their mystical luck will rub off. Halflings see nothing wrong with encouraging
this belief, not just in their traveling companions, but also in the larger
world. Many try to use their reputation for luck to haggle for reduced fare
when traveling by ship or caravan, or even for an overnight stay at an inn.
They meet with mixed success, but there are just enough stories circulating
about the good fortune that befalls people traveling with halflings to give
even the most skeptical pause. Of course, some suspect that halflings deliberately
spread these reports for just that reason.
Male Names: Antal, Boram, Hyrgan, Jamir, Lem, Miro, Sumak, Tribin,
Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka,
Sistra, Wyssal, Yamyra.
Often overlooked due to their diminutive size, halflings have an amazing ability to seamlessly insert themselves into the grand narrative of the world around them. Quick, deft, and strong-willed, they blend into the societies of other races and quickly make themselves indispensable. Though sometimes stereotyped as sneaks and thieves by other races—and with plenty of examples to back up the allegations—halflings as a rule are neither. Rather, most halflings are adaptable and easy-going, and though their curiosity sometimes gets them into trouble, most gnomes meet adversity with a tenacity and courage that belies their small stature.
Halflings rarely live in segregated communities, but their cultural kinship with other halflings (and to a lesser extent with gnomes) is an unspoken connection between those who know what it is to be so small and ignored in a world full of bigger creatures.
Halflings who choose to become adventurers often favor light armor and weapons that play to their natural dexterity, emphasizing a variety of skills to be ready for any occasion. Though rarely looking for a fight, their insatiable curiosity often leads them to wander far and wide—and sometimes straight into danger.
- Alchemist: Halflings' natural curiosity leads them to experimentation, and few classes reinforce this tendency so much as that of the alchemist, where new and ever-more incendiary (sometimes literally) discoveries are always just around the corner.
- Barbarian: Though larger races may laugh at the idea of a halfling barbarian, few do so to his face. Though weaker than many other barbarians, the sheer fury of a raging halfling can catch many opponents off guard.
- Bard: Halflings love to sing, dance, and celebrate, and their bards are masterful entertainers with the common touch. Though sometimes employed in high halls and grand theaters, halfling bards are even more likely to be found engaging their wanderlust on the road, bringing mirth and merriment to new audiences every day.
- Cavalier: Halflings may be too small to effectively master horsemanship, but astride a pony, riding dog, or more exotic mount, a halfling cavalier can turn the japes of larger rivals on their heads, leading soldiers into battle with complete fearlessness and inspiring great heroics with their skill and dedication.
- Cleric: halflings have an enduring faithfulness in one another, and this devotion carries over to their gods. Their good humor, curiosity, and ability to blend into new societies with ease make them natural missionaries.
- Druid: Though halflings tend to appreciate the finer points of civilization, some halfling druids find solace and enlightenment in the wilds, and others ally themselves with the animals already present in cities.
- Fighter: Halflings are often less bloodthirsty than other races, yet they still understand and appreciate the value of a trained warrior capable of defending her kin.
- Inquisitor: With their ability to blend in with the scenery and eavesdrop without being noticed, halflings pick up clandestine information quite easily, and this combined with their curiosity makes them perfect inquisitors, especially suited to investigating other races.
- Monk: Many halflings seek the simple life of devotion and dedication that is the monk's path. With their placid and seemingly harmless appearance and their dedication to hard work, monks blend seamlessly into halfling communities, though many a raider has learned his error after attacking an unarmed halfling.
- Oracle: Though oracles are rare among most races, in places where halflings are oppressed or enslaved, oracles become more common, acting as the secret spiritual centers of a community when open worship or organization is forbidden. Halfling oracles often venerate the spirits of earth, nature, or even heroes of the past.
- Paladin: Given the high value they place on community, hearth, and home, many halflings aspire to be paladins. Enemies who do not take them seriously soon learn their error as these stout crusaders unleash the fury of heaven upon those of evil motives.
- Ranger: Halflings may not be renowned for hunting, but only because their great skill is overlooked by those unable to overcome their prejudices. Halfling rangers are experts at bringing down game both large and small, blending into the wilds as easily as their brethren blend into the cityscape, or using their tactical acumen in conjunction with their trusted animal companions (who sometimes act as their steeds as well).
- Rogue: Rogues are stereotypical halfling adventurers, making their way as jocular raconteurs, cunning burglars, and daring highwaymen. With their light step and deft hands, halflings make natural thieves and pickpockets, a fact not overlooked by their detractors.
- Sorcerer: Halfling sorcerers often keep their magical abilities concealed until they're needed, the better to catch their opponents off-guard, and often favor charms to enhance their natural persuasiveness or massive evocations that make their small size seem irrelevant.
- Summoner: Halflings are endlessly curious, and some seek the path of the summoner to explore the myriad possible forms that magical life can take. Their eidolons are generally flamboyant in their color, with appearances as wild as their summoners' imaginations, and sometimes used as mounts.
- Witch: Though halflings have a reputation for wide-eyed naiveté, they also tend to collect secrets, and some follow this route to the superstitious calling of the witch, becoming wise women, herbalists, and crazed knowledge-seekers.
- Wizard: Halfling wizards often seek their arcane secrets out of a combination of curiosity and a desire to rise above their physical size and force other races to take notice of them. As a result, they tend to prefer flashy spells and flagrant displays of power.
Alternate Racial Traits
You can exchange one or several of your character's normal racial Traits, but of course you cannot exchange the same racial trait more than once.
As with any alternate or optional rule, you must first get the permission of your GM to exchange any of your character's normal racial Traits for those listed here.
- 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.
- AcquisitiveHorror Adventures: Halflings with this trait receive a +1 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses.
- AttentiveHorror Adventures: Halflings with this trait receive a +1 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces keen senses.
- BlessedHorror Adventures: Halflings with this trait receive a +1 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.
- CaretakerInner Sea Races: 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 +1 racial
bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +1 bonus to one ability score 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 +1 bonus on initiative checks and a +1 bonus 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 and they gain a +1 dodge bonus to Armor Class. This racial trait
replaces fearless and halfling luck.
- Creepy DollHorror Adventures: 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. 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. The racial trait replaces keen senses and sure-footed.
- Deep JungleHorror Adventures: Some reclusive halfling tribes flourish in tropical locales. These halflings begin play speaking only Halfling (in addition to any additional languages gained from having a high Intelligence score), rather than Common and Halfling. They gain a +1 racial bonus on Survival checks and are proficient with blowguns. 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.
- Driven WorkerInner Sea Races: 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 +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed.
- 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.
- Human ShadowInner Sea Races: 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 +1 racial bonus 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 +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.
- IrrepressibleHorror Adventures: Halflings with this trait receive a +1 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.
- Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces
- Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus 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 +2 racial bonus 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 Common, Halfling, and any one other 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 +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.
- ResourcefulHorror Adventures: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off Guard or Throw Anything feats for the purpose of qualifying for feats. This racial talent replaces sure-footed and weapon familiarity.
- Secretive SurvivorInner Sea Races: 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 +1 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.
- 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 Bluff and Sleight of Hand checks, and Sleight of Hand is
always a class skill for them. This racial trait replaces sure-footed.
- SkulkerInner Sea Races: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.
- 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 by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
- Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
- UnfetteredInner Sea Races: Former slips liberated from slavery train to ensure they will never be slaves again. They gain a +4 racial bonus on Escape Artist checks and a +1 racial bonus 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 HalflingInner Sea Races: These halflings take a -1 penalty on saving throws but also gain a +1 racial bonus 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 once per day. This racial trait replaces halfling luck.
- Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces fearless and halfling luck.
- Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
You can combine various alternate racial traits to create halfling subraces
or variant races, such as the following.
- Avenging: Unlike most halflings, members of this subtype actively look for trouble in their quest to avenge slights and wrongdoings. Whether resisting a local bully, monster, or troops of an oppressive ruler, halfling warriors of this secret subculture don masks and strike back on behalf of their community. These halflings have the low blow, underfoot, and warslinger alternate racial traits.
- Nomadic: These halflings were born on the road and most follow it until the end of their days. They travel fast and light and never miss a chance for either profit or adventure. These halflings have the fleet-footed, polyglot, and wanderlust alternate racial traits.
- Slave Born: These halflings come from lineages that have spent countless generations as property. Though usually free themselves, the weight of slavery still bears down on their souls, making them eager to please and prone to sudden fits of fear. These halflings have the craven and ingratiating alternate racial traits.
Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, halflings have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all halflings who have the listed Favored Class.
- 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.
- Arcanist: Gain 1/6 of a new arcanist exploit.
- Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from
the surprise accuracy rage power.
- BarbarianHorror Adventures: Add 1 foot to the range increment of thrown weapons the barbarian wields. This option has no effect unless the barbarian has selected it 5 times (or another increment of 5).
- Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear
as an elven, half-elven, or human child.
- Bloodrager: Gain a +1/4 dodge bonus to AC while bloodraging against creatures at least one size category larger than the bloodrager.
- Brawler: Gain a +1 bonus to the brawler's CMD when resisting a grapple or overrun combat maneuver.
- Cavalier: Add +1/2 to the cavalier's effective class level for the purposes of determining the damage he deals when making an attack of opportunity
against a challenged foe.
- CavalierHorror Adventures: The cavalier's mount gains a +1/2 bonus on saving throws against fear effects. If the cavalier ever replaces his mount, the new mount gains this bonus.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier.
The cleric adds +1/2 to the number of uses per day of that domain power.
- Druid: Add a +1/4 luck bonus on the saving throws of the druid's animal companion.
- Fighter: Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
- Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger's dodge deed.
- Hunter: The hunter's animal companion gains a +1/4 luck bonus on saving throws. If the hunter replaces her animal companion, the new animal companion gains this bonus.
- Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.
- Investigator: Add one extract formula from the investigator's list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
- Kineticist: Increase the capacity of the kineticist's internal buffer by 1/6 point.
- Magus: The magus gains 1/6 of a new magus arcana.
- Medium: Increase the bonus the medium gains from its seance boon by 1/3 point. This doesn't increase the bonus allies gain from shared seance.
- Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.
- Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2
to the number of stunning attacks he can attempt per day.
- MonkHorror Adventures: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the monk's Strength modifier.
- Occultist: Add 1/2 point of mental focus per day.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining
the effects of the oracle's curse ability.
- Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
- Psychic: The psychic treats her Charisma bonus as 1/3 point higher for the purpose of determining the number of uses or rounds per day of her discipline powers.
- Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's
- 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.
- Shaman: Add 1/2 to the shaman's effective class level for the purpose of determining her spirit animal's natural armor adjustment, Intelligence, and special abilities.
- Skald: Choose a weapon from the following list: dagger, sling, or any weapon with the word "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus doesn't stack with those gained through Critical Focus and similar effects.
- Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer's studied target.
- 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.
- Spiritualist: Add 1/4 to the number of rounds that the spiritualist's incorporeal phantom can be out of sight and line of effect before being sent back to the Ethereal Plane.
- Summoner: Add +1 skill rank to the summoner's eidolon.
- Swashbuckler: Increase the number of times the swashbuckler can use charmed life by 1/4.
- Vigilante: Gain 1/6 of a new social talent.
- Warpriest: Add 1/4 to the warpriest's effective level when determining the damage of his sacred weapon.
- Witch: Add +1/4 to the witch's caster level when determining the
effects of the spells granted to her by her patron.
- 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.
Halflings have access to the following equipment.
Halflings have access to the following feats.
Halflings have access to the following spells.
Halfling Sacred Keepsakes
Halflings of Golarion
Among halflings, tradition demands that young people must perform a noteworthy task before they can cross the threshold into adulthood. As a sign of their success, most earn or claim some minor token or memento. Though these keepsakes rarely have much value, halflings tend to cherish them and often carry them to their graves. However, for those few who hear the call of the gods, these tokens sometimes prove far more useful.
The sacred keepsakes detailed below give halflings new options when casting a particular 1st-level divine spell (sacred keepsakes have no effect on arcane spells). When used as an additional divine focus for the spell, a keepsake gives the caster the option to make that spell more effective or simply different. Each keepsake earned at the end of a halfling's coming of age task is unique and usually irreplaceable. However, a halfling who loses his keepsake might, if especially devoted, gain a nearly identical copy as a reward for completing a particularly important quest or assignment that directly benefits his faith.
Many halflings who are divine spellcasters attach their keepsakes to their holy symbols to prevent loss and to keep the keepsakes handy for casting spells. If the keepsake is too large or unsuitable for attaching to a holy symbol (such as the half-deck or game piece), it is worn on a strap around the neck or wherever the holy symbol is worn. If the keepsake is near the holy symbol, a halfling can grab them both at the same time with one hand and cast the spell as normal. If the keepsake is hidden away, the halfling must spend a move action to retrieve it before casting the spell. Only the halfling who earned the keepsake can use it for the following purposes. These keepsakes are not magic items and do not radiate magic.
Since they only offer the chance to cast a variation of one specific 1st-level spell, these keepsakes have little real impact upon a particular character. GMs who wish to make a keepsake more powerful, perhaps by offering up variant spells for each spell level, should probably require that the character spend a feat to balance out the advantage gained.
Black Bead: Usually a trophy seized from a foe, this bead
often commemorates tasks involving defeating a threat through manipulation or
deception rather than direct action. A halfling who uses the bead while casting cause fear can target multiple creatures within range of the spell so long as
their total Hit Dice does not exceed 5. A creature that fails its saving throw
becomes shaken for 1d4 rounds; a successful save means that the spell has no
Blessed Button: This brass button often commemorates tasks
requiring the youth to destroy or drive off a threat to the community without
directly engaging it in hand-to- hand combat. A halfling who uses it while
casting bless weapon on a sling affects enables the sling to confer the spell's
benefits to the ammunition it fires.
Constable's Nail: This bent iron nail is often given to
young halflings to commemorate tasks involving capturing a criminal or another
outlaw and bringing her safely to trial. A halfling who uses it while casting
magic weapon may have the spell give the weapon the merciful ability instead
of an enhancement bonus. In the hands of anyone but the caster, the weapon
loses the merciful ability and reverts to the normal effect of magic weapon.
Decisive Game Piece: This object, gathered from a larger
set of game pieces, often commemorates tasks involving gaining a strategic
advantage over a more powerful foe. A halfling who uses it while casting bane
may give opponents who fail their saves a -2 penalty to CMD instead of the
normal spell effect.
Half-Deck: This partially intact deck of cards often commemorates
tasks in which the young halfling must successfully take calculated risks in
order to achieve a noteworthy goal. A halfling who uses it while casting divine
favor gains a luck bonus on all skill and ability checks instead of on attack
and damage rolls.
Harvester's Pouch: This simple leather pouch, designed to
dangle from a belt so the wearer could easily drop freshly picked fruits or
vegetables into it, often commemorates tasks in which the halfling provided
food for the elderly or infirm. A halfling who uses it while casting goodberry
can focus all of the spell's magic into a single berry. If eaten, this berry
cures 1 point of ability damage. A creature can only benefit from this version
of the spell once during any given 24-hour period.
Jagged Dice: This pair of ruined dice is often given to
young halflings to commemorate tasks that involve coordinating a group in order
to accomplish something that benefits the community as a whole. A halfling
who uses it while casting deathwatch can, instead of learning about the injuries
of nearby creatures, gain a rough understanding of their relative power. The
GM should offer a ranking of creatures by their CR (without stating their actual
CR) from most powerful to least.
Knotted Strap: This coarse bit of leather, drawn into a
tight loop, often commemorates tasks involving defending a wild place from
encroaching civilization. A halfling who uses it while casting shillelagh can
cast the spell on a sling to give it the abilities of a +1 sling. Ammunition
launched from this sling deals damage as if fired by a Large creature (bullets
1d6, stones 1d4) regardless of the halfling's current size. If not wielded
by the caster, the weapon behaves as if unaffected by this spell.
Midnight Bandana: This dark bit of cloth often commemorates
tasks involving eliminating a threat to the community by stealth or sabotage.
A halfling who wears it while casting sanctuary on herself can cause the spell
to affect only one creature instead of all opponents within range. This creature
gets a saving throw as normal to resist the effects of the spell. If it fails
this saving throw, the halfling can attack it without automatically ending
the spell. Each round in which the halfling makes an attack against the target,
regardless of the number of attacks or whether or not any actually succeed,
the target may make another saving throw in order to overcome the spell and
retaliate. Whenever the halfling successfully strikes the target, she reduces
the remaining duration of the spell by 1 round. For instance, if the spell
had 5 rounds remaining and the halfling struck the target three times in a
single round, the spell has only 2 rounds left on its duration.
Noble Needle: This sharp, sturdy needle often commemorates
tasks that involve great risks or sacrifices. A halfling who uses it while
casting cure light wounds can deal up to 1 hit point of damage/level (maximum
5) to herself and then add this amount to the number of hit points recovered
by the target of the spell.
Persuasive Arrowhead: This arrow fragment often commemorates
tasks involving protecting a specific animal from hunters or other threats.
A halfling who uses it while casting charm animal gains a +10 bonus on Handle
Animal checks regarding the charmed animal.
Resilient Spring: This tightly wound spring often commemorates
tasks that involve great physical prowess. A halfling who uses it while casting
jump can, as a swift action, choose to sacrifice some or all of the spell's
bonus on Acrobatics checks (up to a maximum of her caster level) for the remaining
duration of the spell in order to gain an equal bonus on any one skill or ability
check that turn relating to Strength, Dexterity, or Constitution.
Trainer's Whistle: This simple whistle often commemorates
tasks in which the halfling finds ways to eliminate the threat posed by particular
sorts of animals without actually killing them. A halfling can, when first
gaining this keepsake, designate one specific kind of animal (bears, wolves,
cats, and so on) for which she has a particular affinity. When she uses the
keepsake while casting calm animals, she can affect her chosen animal kind
plus one other kind of animal (instead of the spell's normal limitation of
affecting only one kind of animal). Alternatively, she can only affect her
chosen kind of animal, and then adds her caster level to the number of HD of
animals affected (this is in addition to the normal 2d4 + caster level worth
of HD affected).
Vital Cup: This battered clay cup often commemorates tasks
involving making the community a safer and more wholesome place. A halfling
who uses this cup while casting bless water can pour the resulting water on
one weapon or piece of ammunition to imbue it with the power of the holy water.
the first creature the halfling strikes with this weapon during the next 24
hours takes additional damage as if it had been struck by a flask of holy water
(assuming the creature is harmed by holy water).
Whirling Earring: Usually fashioned from a broken shield
or armor, this bent earring often commemorates tasks involving daring risks
which paid off not so much through skill or cunning but rather by sheer luck.
A halfling who uses the earring to cast entropic shield can, as an immediate
action, end the spell to make a ranged attack against her automatically miss.
She must make this decision before the attacker actually makes the attack roll.