Halflings, for the most part, lead sequestered lives and are often considered naive. This is not entirely accurate; halflings are not raised with fears and trepidation imparted to them by myth and fancy, but are reared on tales of self dependence and the overcoming of life’s many hurdles. For either or both reasons, halflings possess stout hearts and are not easily frightened, even in dire circumstances. This trait imparts a +2 bonus on all saving throws against fear.
This extraordinary ability allows a stout halfling to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the stout moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Stout halflings can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a stout does not need to make an attribute check to climb the surface.
This ability is affected by wearing armor other than leather armor, leather coat, and padded.
Halflings are practised at avoiding the prying eyes of others in outdoor settings. A successful check allows the halfling to hide making him or her almost invisible. If a halfling decides to move while attempting to remain concealed, he or she can still hide, but will suffer a penalty to the check. At up to one-half their movement rate, halflings suffer a -5 penalty to the check. At one-half their normal movement rate to full speed, they suffer a -10 to the check. It is impossible for a halfling to move faster than normal speed while hiding. If the halfling is being observed, even casually, the character cannot hide. If the observers are momentarily distracted, however, the halfling can attempt to hide. This check, however, has a -10 penalty because the character has to move quickly into hiding.
- Move Silently (Dexterity)
Halflings, being naturally small and dexterous, can move as quietly as a breeze upon a summer morn. With a successful dexterity check, halflings can move silently. They can move up to one-half their normal movement rate with no penalty to this check. For moving at one-half of their normal rate up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible to move silently while running or charging, so this type of action incurs a -20 to the check.
Halflings, with their large and piercing eyes, can see in starlight and moonlight just as a human can at dusk. They retain the ability to distinguish color and some detail under these conditions, though everything is cast in shadows. They have no enhanced vision underground, in torchlight, or under similar conditions of poor illumination.
A lifetime of good food, when combined with hard work and a self-reliant spirit, makes for a healthy people. Halflings are more resistant to the ills of life than most other races, so they receive a +2 bonus to all constitution saving throws.
+1 on attack rolls with thrown weapons and slings.
Halfling, Common or a local Mannish dialect, plus one per point of Intelligence modifier. Choose from: Dwarvish, Gnomish, Elvish, Goblin, Sylvan.
Small
20 feet
Fighter, Ranger, Rogue, Cleric, Druid
+1 Dexterity, -1 Strength, +1 Constitution
+2 conceal, +2 hide, +2 move silent, +2 Listen
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