Halfling Alternate Racial Traits in Aralla | World Anvil

Halfling Alternate Racial Traits

Replaces Fearless

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.  

Evasive Nomad

Song’o halflings rarely grow up in one place, as they are quick to move to a new home whenever they are discovered. Halflings with this racial trait gain a +2 racial bonus on Reflex saves, but they take a –2 penalty on saving throws against fear effects.  

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.  

Small Quarter Ally

Segadan halflings most often live in the Small Quarter alongside other people of similar stature, such as gnomes. A halfling with this racial trait grants herself and all allies of the same size category within 60 feet a +1 luck bonus on saving throws against fear effects.    

Replaces Fearless, Halfling Luck

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.  

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.  

Replaces Fearless, Keen Senses

Fey-Quickened

Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks.  

Replaces Fearless, Sure-Footed

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.  

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 emotionUM descriptor, they can confer a +1 morale bonus on saves versus fear on all adjacent allies for a number of rounds equal to the spell’s level.  

Skulker

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.  

Underfoot Dodger

City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.  

Replaces Halfling Luck

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.  

Halfling Jinx

You lose the halfling luck racial trait (and its +1 racial bonus on saving throws) and instead 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.  

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. Once per day as a standard action, a halfling with this trait can confer good luck on a single nonmagical token (such as a button or a ring). Any creature carrying this token gains a +1 luck bonus on Will saves. This effect lasts for 1 hour.  

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.  

Unlucky Halfling

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.  

Replaces Halfling Luck, Keen Senses

Unfettered

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 +2 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.  

Replaces Halfling Luck, Sure-Footed, Weapon Familiarity

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 +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.  

Replaces Keen Senses

Acquisitive

Halflings with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard.  

Attentive

Halflings with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed.  

Danger Detection

Song’o halflings have learned to hone in on any indication of danger. Halflings with this racial trait gain a +4 racial bonus 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).  

Dusksight

Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. 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. The miss chance for total concealment applies normally.  

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 keen senses.  

Replaces Keen Senses, Language

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.  

Replaces Keen Senses, Sure-Footed

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. 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.  

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 +2 racial bonus on Sleight of Hand checks and Stealth checks.  

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.  

Replaces Slow Speed, 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.  

Replaces Sure-Footed

 

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 +4 racial bonus on checks with one Craft, Perform, or Profession skill.  

Festive

Halflings who hail from Segada partake in the City of Keys’ many festivals to foster a strong sense of community and bring fortune to their peers. Once per day, a halfling with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined.  

Outrider

Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.  

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 +2 racial bonus on Bluff and Stealth checks.  

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.  

Surreptitious

Halflings skilled in eavesdropping on suspicious visitors are highly prized in human courts. These halflings are skilled at maintaining innocuous disguises and vanishing before being confronted. Halflings with this trait gain a +2 racial bonus on Disguise and Stealth checks.  

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.  

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.  

Replaces Sure-Footed, Weapon Familiarity

Deep Jungle

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 +2 racial bonus on Survival checks and are proficient with blowguns. In addition, they have the poison use ability (they never risk poisoning themselves accidentally).  

Resourceful

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.  

Replaces Weapon Familiarity

Behind the Veil

Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.  

Dimdweller

Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.  

Shadowhunter

Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).  

Shadowplay

Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level.