Halfling Culture

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Inteligence +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Halfling. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aquan, Dwarvish, Elvish, Gnome, and Goblin
  • Local Knowledge: A character of the Halfling Culture can make knowledge (local) checks untrained so long as the check pertains to an area with a sizable halfing population. In addition, they always roll such checks with advantage.
  • Halfling Weapons: Characters with this trait are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Attentive: Characters with this trait gain a +2 cultural bonus on perception checks.   Caretaker: Halfling culture places a great deal of emphasis on caretaking one's charges and knowing their needs. Characters with this trait gain a +2 cultural 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.   Fearless: Halflings receive a +2 cultural bonus on all saving throws against fear. 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.     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.   Low Blow: Some halfling cultures train extensively in the art of attacking larger creatures. Characters with this trait gain a +1 cultural bonus on critical confirmation rolls against opponents larger than themselves.   Luck Bringer: A character with this trait and a Charisma score of 11 or higher gains the spell-like ability 3/day - resistance. When using this ability, the bonus granted is a Luck bonus instead of resistance and the bonus lasts for 1 minute per character level. The caster level for this effect is equal to the character's level.     Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. A character with this trait always treats linguistics as a class skill. If they gain linguistics as a class skill from class levels, they instead gain a +2 cultural bonus on linguistics checks. Additionally, a character with this cultural trait also begins 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  
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.   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.     Underfoot Dodger: Halfling cultures are often integrated with cultures of predominantly larger creatures. Characters with this trait gain a +5 cultural bonus on acrobatics checks to move through the spaces of creatures larger than them. If a Character with this trait is of size small or smaller, they do not treat crowd squares as dificult terrain; otherwise, they gain a +1 dodge bonus to AC when adjacent to 2 or more enemies.     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
 

Favored Class Bonus

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.

Barbarian: 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.

Cavalier: 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.

Magus: The magus gains 1/6 of a new magus arcana.

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.

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).

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

Rogue: Choose a weapon from the following list

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

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.

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 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.


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