Halfling luck pathfinder

Halfling luck pathfinder DEFAULT

Halfling

Halflings are described as optimistic, cheerful little people who are curious to a fault, strangely lucky, and don’t really have a culture of their own, preferring to adopt whatever culture they happen to be in at the time. They make for great rogues, bards, and sorcerers, but can really excel at almost any class thanks to the excellent alternate racial traits available to them.


Racial Traits:

Ability Scores: Halflings get +2 to Dexterity and Charisma, and -2 to Strength. This makes them extremely good at both ranged combat and highly mobile melee combat.

Size: Halflings are Small, giving them a bonus to Stealth that will come in handy if you decide to sneak around. They also get a +1 bonus to attack rolls thanks to their size.

Speed: Like gnomes, halflings only get a 20 ft movement speed, and it is still affected by encumberance.

Fearless: A bonus on saves against fear effects can definitely come in handy. This also stacks with halfling luck, so you get an effective +3 against fear effects. Not bad at all!

Halfling Luck: +1 to ALL saving throws is a huge deal. However, there are several great options for alternate racial traits that replace Halfling Luck, so don’t ignore those.

Sure-Footed: +2 to Climb and Acrobatics isn’t terribly exciting, and it can be replaced by Fleet of Foot, which I highly recommend.

Weapon Familiarity: Like gnomes, halflings only have a single weapon with their race name in it, and that’s the Halfling Sling Staff. While this is a decent weapon, I do wish this ability could be replaced with something more useful.

Keen Senses: A +2 to the best skill in the game is absolutely awesome. Keep this one.

Alternate Race Traits:

Adaptable Luck [Halfling Luck]:This is a decent ability, but honestly it’s just not nearly as good as the ability it replaces. I’d stick with Halfling Luck over this one.

Craven [Fearless, Halfling Luck]:This ability is sort of weird, because it gives the most benefit when you’re under the affect of a fear effect. You also never get to benefit from morale bonuses against fear effects, which can be painful. However, a +1 to initiative is great, a +1 to attack when flanking is very nice (especially for a Rogue), and a speed boost of 10 feet when you’re scared is pretty cool. I like this option.

Fleet of Foot [Slow Speed, Sure-footed]:This ability is one of the best racial abilities in the game. You get to be a small creature while giving up basically the only negative part of being a small creature. Take this one.

Halfling Jinx [Halfling Luck]: This ability is very interesting, and there are a whole slew of feats that you can take to boost its utility in battle. For a halfling Witch or debuffer-focused Bard, this could be a great complement to Hexes or Bardic Performance.

Ingratiating [Keen Senses, Sure-footed]:The bonuses from this ability are nowhere near worth what you have to give up. Stay away from this one.

Low Blow [Keen Senses]: Keen Senses is just way better than this one, unless you’re going to be a critical-focused character, like a Magus or critical-based Fighter.

Outrider [Sure-footed]: For a halfling Cavalier or any other mounted character, this is probably worth your time.

Polyglot [Keen Senses]:A bonus to LInguistics checks and an extra known language is not really worth trading away a +2 to Perception, so this one’s no good.

Practicality [Fearless, Sure-footed]: This one might be worth it if you’re more worried about illusion spells than fear effects. I’d probably recommend it.

Shiftless [Sure-footed]: If you’re going to be the party “face”, this is definitely worth the trade.

Swift as Shadows [Sure-footed]: For a sniper, reducing the penalty to Stealth from sniping is incredibly valuable, but for any other character this probably isn’t worth your time.

Underfoot [Halfling Luck]: +1 to all saving throws is definitely better than +1 AC. You probably shouldn’t choose this one.

Wanderlust [Fearless, Halfling Luck]: For a buff-focused caster, this one might be worth your time. Otherwise, no good.

Warslinger [Sure-footed]: If you’re planning to use a sling, this one’s probably a good choice.

Sacred Keepsakes: While these are not actually a racial trait, they are a halfling-only option from Halflings of Golarion that your GM might let you take which give a very small boost to a specific divine spell. There’s no negative consequences to picking one, so you may as well!

Classes:

Alchemist: A halfling can make a very good bomber-style alchemist, just like a gnome can, although the halfling Alchemist favored class option is not as useful, since you can always just pay some gold to copy a formula from a scroll. The Grenadier is a solid option, and I would also consider the Beastmorph archetype, as some of the abilities you can gain through alter self and beast shape can come in really handy.

Barbarian: Let’s face it, small characters were never meant to be Barbarians. The penalty to Strength is pretty much always going to cause you a problem. Now, with that said, if you’re dead-set on a halfling Barbarian, my recommendation is to take the Urban Barbarian archetype, using your Controlled Rage ability to gain a bonus to Dexterity, and be a ranged Barbarian. Make sure to pick up the Fleet of Foot racial trait I talked about earlier, as you’re giving up the Barbarian’s Fast Movement ability for this archetype. You can probably make good use of the halfling Barbarian favored class bonus with this build too (adding it to Surprise Accuracy), since it lets you gain a much higher morale bonus to one attack per rage as a swift action.

Bard: Halflings make exceptional caster or buffer Bards, thanks to their boost to Charisma. The penalty to Strength is going to keep you out of melee for the most part, but that’s totally fine. Bards have tons of archetypes available to them, and none of them specifically scream “HALFLING” to me, so just check all of them out!

Cavalier [Samurai]: Halflings can make great Cavaliers for all the same reasons that gnomes do, but they have the addded bonus of getting a racial Cavalier order, the Order of the Paw, which makes dog and wolf mounts even better! The favored class option is also pretty great, treating your halfing Cavalier as a higher level for his challenge damage when making attacks of opportunity. I’d strongly suggest picking up a weapon with range, Improved Unarmed Strike, and Combat Expertise to get as many attacks of opportunity as possible. I would also consider picking up overrun feats up through Greater Overrun, since the Order of the Paw gives bonuses to overrun maneuvers. The Strategist archetype also seems like a good choice for a halfling.

Cleric:Halflings aren’t amazing as Clerics, since they don’t have a bonus to Wisdom. The Charisma bonus does help with Channel Energy, so a halfling Cleric can make a good “party face” type of cleric. To that end, the Evangelist archetype replaces some channel energy dice with the equivalent of bardic performance, which also uses Charisma. Also make sure to check out the Sacred Keepsakes from Gnomes of Golarion, as they offer small boosts to divine casters that can come in handy, particular the Blessed Button keepsake, which makes the ammunition of a sling which you cast bless weapon on count as magic for the purposes of bypassing damage reduction.

Druid: Nothing keeps a halfling from being a good Druid, but their ability score bonuses mean they probably aren’t going to excel at it either. The best way to maximize your Druidic awesomeness as a halfling is to take advantage of your small size and use your animal companion as a mount. It’s also important to note that the halfling’s small size and penalty to Strength can be easily overcome by using Wild Shape, and this can be made even more powerful by taking one of the [insert animal name here] Shaman archetypes. I personally prefer the Saurian Shaman, since they get the most options for wild shape by far, and summoning dinosaurs using summon nature’s ally spells as a standard action is a seriously excellent ability. The halfling Druid’s favored class bonus is also pretty sweet, adding +1/4 luck bonus per level to her animal companion. Make sure to also look at the Sacred Keepsake choices, especially the Harvester’s Pouch or Trainer’s Whistle.

Fighter: Halflings can make for good ranged fighters, so the Archer archetype is definitely your friend. You might also want to consider the Warslinger alternate racial trait I talked about above. If you really want to go into melee with your little Fighter, you might consider the Aldori Swordlord archetype, the abilities of which focus on defense and dodging attacks. The favored class bonus is relatively weak, so I’d stick with a bonus hit point per level instead.

Gunslinger: Gunslingers are really just ranged Fighters with guns, so a halfling can obviously turn out to be a great Gunslinger. The halfling’s boost to Charisma makes the Mysterious Stranger archetype a very good option, so you’ll want to consider that as well.

Inquisitor: Without a bonus to Wisdom, the Inquisitor class isn’t the best choice for a halfling. You may, however, find that combining the Inquisitor’s abilities with the Halfling Jinx alternate racial trait serves you well. The Infiltrator archetype strikes me as a good choice for a halfling, as they excel at being sneaky and also have good Charisma bonuses to things like bluff and diplomacy. Make sure to look at the Sacred Keepsake choices, especially the Decisive Game Piece.

Magus: Halflings aren’t really meant for melee, so Magus is generally a poor choice for them. The exception to this, of course, is the Myrmidarch archetype, but it still is a weak option compared to a full spellcaster. If you ARE trying to make a melee-based Magus out of your halfling, I’d suggest looking at the Kapenia Dancer archetype, which adds flavor and the ability to give your weapon of choice, the bladed scarf, reach using your arcane pool, which can keep you out of harm’s way in the right situation.

Monk: A halfling can make a surprisingly excellent Monk, though the lack of a Wisdom bonus will always hurt your optimizability. The best choice is the most obvious one: the Zen Archer. This class is always up for debate because of using a flurry with a single weapon, which some of the Pathfinder developers have balked at, but as of now it’s still a legal choice for your character. Another possible way to make an excellent halfling Monk is using the Sohei archetype, which gives you several excellent options for mounted combat. This is one of the few times I’d strongly suggest multiclassing, however, because the Sohei doesn’t actually get a bonded mount. My suggestion is to take a level of Cavalier (Order of the Paw) at first level to get an excellent wolf mount, and pick up the Boon Companion feat at that level also. Then, as you take your next four levels in Sohei, your mount will become more powerful. After that, you may want to alternate Cavalier and Monk levels. Another great option is to combine the Maneuver Master archetype with the halfling-specific Underfoot Adept archetype, giving you tons of trip attempts that can be used on enemies much MUCH larger than yourself.

Oracle: A halfling oracle is a great choice, without a doubt. First off, definitely pick up the Fleet of Foot alternate racial trait, because then you can choose the Lame oracle curse and you’ve just effectively negated the curse’s penalty. The halfling’s Charisma boost will serve you very well as an Oracle, and the favored class bonus is really excellent as well, letting you treat your Oracle’s Curse class feature as if you were a higher level. You’ll probably also want to look at the Community Guardian halfling-specific archetype, which grants a few interesting buff-style revelations. Make sure to look at the Sacred Keepsakes, especially the Blessed Button.

Paladin [Antipaladin]: Halflings can make very good Paladins, thanks to the Charisma boost and the mount class feature. I would suggest going with a ranged build, but sadly the only truly ranged-focused archetypes, the Divine Hunter and the Holy Gun, both give up the mount for a bond with your bow, so I would recommend against them. Stick with a vanilla Paladin, focusing on using your Smite Evil ability at range and possibly dipping into the Zen Archer Monk to get the ranged flurry of blows feature, though that will require you to wear no armor. I’d also like to point out that the Antipaladin is limited for a halfling when compared to the Paladin, since he can’t choose a bonded mount (though he can still summon a creature that can serve as a mount using his fiendish boon ability).

Ranger:A ranger isn’t the best choice for a halfling, since you don’t get your animal companion until later levels, and there’s no bonus to Wisdom. You could, however, pick up the Beastmaster archetype to get your animal companion at first level. I also like the Infiltrator archetype for a halfling Ranger, more for flavor than anything, since halflings don’t really have much of a society of their own in Golarion, so it makes sense for a halfling Ranger to pick up abilities of those he’s around a lot.

Rogue [Ninja]:Halflings were practically born to be Rogues, and they make even better Ninjas thanks to the Charisma boost. In either case, you should be picking up both the Fleet of Foot and Craven alternate racial traits. If you decide to go with a ninja, the Vanishing Trick ninja trick can be invaluable. If you decide to stick with the Rogue, make sure to check out the Filcher archetype, which is only available to halflings, and lets your little Rogue become a master thief, even in the heat of combat. Sadly, there is only one other archetype that can be combined with the Filcher, and that’s the Investigator, which is not that exciting. Oh, and the favored class bonus is crap, ignore it unless you’re planning to use a sling.

Sorcerer: Sorcerer is a great option for a halfling, thanks to the Charisma bonus and not having to rely on Strength. The halfling Sorcerer favored class bonus gives you additional uses of your first-level bloodline power, so you may want to choose a bloodline that has a good first power to take advantage of that. I’d recommend the Aquatic (or Seaborn), Daemon, Deep Earth (or Bedrock), Maestro, or Umbral bloodlines for decent 1st-level powers (but see my Bloodline Guide for more details on that). If you’re looking to be a sneaky mix of Sorcerer and Cleric, the Razmiran Priest archetype works very well for a halfling, and it leads nicely into the Razmiran Priest prestige class as well. You can also make good use of the halfling jinx racial trait thanks to your high Charisma, and there are a bunch of feats that can make your jinxes more powerful (see my halfling Witch entry below for some details).

Summoner:Personally, I like halflings as Summoners for several reasons. First off, and most importantly, you get a bonus to Charisma which is both your primary casting stat and important for the abilities of your eidolon. Secondly, since the eidolon should theoretically be doing all the attacking (other than a few exceptional builds that I’ll mention in a minute), you don’t have to worry about that pesky Strength penalty very much. Third, this is yet another class that gives you a creature you can ride on right at first level, and I always love that. If you do decide to ride around on your eidolon, the Shield Ally ability will give you a +2 shield bonus to AC and a matching circumstance bonus to your saves pretty much all the time, and when combined with your small size and high Dex, not much is going to hit you. There aren’t any arechetypes that are specifically any better for halfling Summoners unless you want to go the Synthesistroute, as replacing all of your physical stats with your eidolons can be sweet for a small character. The favored class bonus is +1 skill rank for an eidolon, which is really only useful if you’re using your eidolon as a skill monkey.

Witch: The Witch isn’t the most optimal choice for a halfling with the standard racial traits, since Hex DCs are Intelligence-based. However, if you decide to augment your Hexing ability with the halfling jinx racial trait, you can put together some pretty amazing debuffing combos. For example, if you were to take the Malicious Eye feat along with the Sluggish Jinx feat, every time you successfully use your Evil Eye Hex on a target, they’ll also take a penalty to initiative and attack rolls, in addition to the penalty to saving throws from halfling jinx. You can also combine this with Worst Case Jinx to cause all beneficial effects cast on the target of your Evil Eye hex to be minimized, which can keep your enemies from effectively healing themselves or buffing their allies. If you really want to get the most out of both Hexes and Jinxes separately, you may also consider grabbing Versatile Jinxer to change the DCs for your jinxes to be based on Intelligence. The favored class option is pretty good, giving you a boost to caster level when casting patron spells, which can be very helpful.

Wizard: You can make a good Wizard as a halfling, but the lack of an Intelligence boost hurts your chances a bit. There also aren’t really any good racial options or Wizard archetypes that fit. You could focus on a debuffing build and use jinxes like I suggested with the Witch, but honestly the Witch just does that way better. The favored class bonus is also not that interesting, since raising your effective caster level for your familiar’s abilities doesn’t give it extra hit points.

Racial Favored Class Bonuses:

Alchemist: Adding extracts to your book is decent if you don’t want to spend gold on it, but since you CAN just add these by picking up a scroll of the spell, it’s not the best option out there.

Barbarian:This one is pretty terrible, becuase you increase your effective Barbarian level for only two abilities, and one of those is optional! Stay away!

Bard: This is an extremely situational bonus, so unless you’re planning to have to infiltrate human or elf settlements as a child all the time, take the skill point instead.

Cavalier:This is a good favored class bonus, because it lets you increase your effective class level to determine the damage you do with attacks of opportunity, and if you’ve made a halfling Cavalier you’re likely trying to get lots of attacks of opportunity.

Cleric: If you get a 1st-level domain power that you love, this is a great option, otherwise ignore it.

Druid: Adding a luck bonus to the saving throws of your animal companion is pretty incredible, especially since as a Small character you’re likely going to be riding your companion and letting it take all the hits.


Fighter:This would be a good bonus if it worked for CMD checks against more than just two maneuvers. While trip and grapple are the two most common combat maneuvers, this still isn’t quite up to snuff.

Gunslinger:This is actually one of the better favored class options in the game, because you get to add to two different, stacking bonuses to AC. First, you’ll want to spend 8 levels of favored class bonus on increasing your constant Dodge bonus to AC from the Nimble class feature by +2, resulting in a total Dodge bonus to AC of +7 at 20th level (AWESOME!). Then after those 8 levels, you can spend all 12 of your other favored class bonuses to increase the bonus you get when using Gunslinger’s Dodge by +3. This means that against a ranged attack, at 20th level, your Gunslinger can spend juse one grit point to drop prone, giving you a total of +14 dodge/untyped bonus to AC against that attack, which is pretty damned impressive.

Inquisitor:The ability to change your teamwork feat more times per day can be very poweful, especially if you’re running an Inquisitor build that doesn’t have super high Wisdom. If you’ve picked up an archetype that drops Solo Tactics and Teamwork Feats, however, you’re not going to be interested in this one.

Magus: Magus’ arcana are one of the best parts of being a Magus, so getting more arcana is a great option for a favored class bonus.

Monk:I’m not a huge fan of this option for two reasons: 1) if you’re grappling a lot, you probably should have chosen a Medium-sized race, and 2) several of the best monk archetypes drop Stunning Fist, so if you’ve chosen one of those archetypes the second half of the bonus is useless to you.

Oracle:Boosting your effective level for the Oracle’s curse can be a very VERY good option. Read my explanation of this ability in the Gnome section, as they get the exact same favored class option. It’s great.

Paladin:A few extra hit points gained when using Lay on Hands doesn’t seem that powerful, but don’t forget that you can use Lay on Hands on yourself as a swift action, meaning that if you get in trouble and your HP is low, you can heal yourself with it every single round without missing a beat. Those extra hit points can really add up over several rounds, so I like this one.

Ranger: The Ranger’s favored enemy class feature is great, and this favored class bonus boosts the dodge bonus to AC that you get against any of your favored enemies, so this is seriously great.

Rogue: If you’re going to be using a sling, dagger, or the Halfling Sling Staff, you’ll definitely want to take this favored class option, but if not then it’s useless.


Sorcerer: Bloodline powers can be very useful, and so if you have a 1st-level one that’s measured in uses per day, consider taking this option.

Summoner: An extra skill rank for your eidolon isn’t the most exciting thing on earth unless you’re planning to use the eidolon as the party’s skill monkey (usually along with the Master Summoner archetype).

Witch: Caster level boosts are not easy to come by, so this one is pretty much a no-brainer for a halfling Witch. Patron spells are usually a mix of really good and only decent spells, so make sure to pick a patron with really good spells!

Wizard:Your familiar shouldn’t be going into battle. Like, ever. I’d suggest you pick up a skill point or hit point instead of this one.

Racial Archetypes:

Community Guardian (Oracle): For a healing or buffing-based Oracle, you would do well to consider taking this archetype. The two Revelations gained both focus on buffing and healing your allies, with the first-level ability focused on skill checks, and the third-level ability granting either an AC bonus or hit point healing. Also note that you gain several really good class skills, including the best skill in the game, Perception, by taking this archetype.

Filcher (Rogue): This archetype is all about appraising items on your enemies, stealing those items from them, and then sneakily using those items against other enemies. You’re going to want your Sleight of Hand checks to be as high as possible, because starting at fourth level, you’ll learn to use the Steal combat maneuver but substitute your Sleight of Hand check for the normal CMB check, which means you’ll be able to steal pretty much anything from an enemy at higher levels. Want to mess with an enemy caster? Steal his spell component pouch. Want to make it easier for your Witch friend to Hex the enemy? Steal his cloak of resistance. Seriously, this can be crazy good in a lot of diverse situations, so I’d recommend it.

Underfoot Adept (Monk):This archetype is all about moving around and through your enemy’s squares and tripping them up. Right from the beginning, you take a lesser penalty for using Acrobatics while moving at full speed, so make sure to pick up the Fleet of Foot racial option. You also gain Improved Trip as a bonus feat with no prerequisites, and as you gain levels you can trip larger and larger foes. If you want to build a tripping build that is unconventional and very mobile, a halfling Underfoot Adept would be a great way to do it.

Order of the Paw (Cavalier Order): While not technically an archetype, halflings get their own option for their Cavalier Order, and it’s a pretty good one. If you’re playing a halfling Cavalier, it’s likely that you’ll be riding a wolf or riding dog for most of your career, and this order gives you some nice options that are specific to canine mounts, along with some more general abilities that help all your allies. I especially like Canine Ferocity, which treats your canine mount as one size larger for calculating the bull rush or overrun combat maneuvers.

Prestige Classes:

Daggermark Poisoner:I like this prestige class for a halfling because I can imagine a halfling Ninja who specializes in poisoning his foes working toward entry into the Daggermark Poisoners’ Guild, diligently learning how to craft more and more dangerous poisons. The 6th-level ability Swift Poisoning lets you pull out a vial of poison and apply it to a weapon all as a swift action that doesn’t provoke attacks of opportunity, which is great, but the most incredible ability is your 8th-level Instantaneous Toxicology, which lets you create a poison in ONE ROUND. Awesome!

Halfling Opportunist: This prestige class is halfling-specific, and to be honest I’m not a huge fan of it toward the beginning, because its main ability, Exploitive Maneuver, requires a lot of work from the GM to determine whether any given action by the enemy can be exploited. However, if you’re willing to stick with this class for all five levels, you’ll be rewarded with the Opportunity Attacker ability, which lets you apply your sneak attack damage to ALL attacks of opportunity!

Mammoth Rider: This is one of my favorite new prestige classes from Paths of Prestige, and for a halfling it’s just incredible. I’ve already discussed at length how nice being mounted can be for a halfling, and Mammoth Rider boosts your mount up to Huge size at first level. This means that at 10th character level, our halfling Cavalier’s wolf mount suddenly grows to Huge size, which is just crazy awesome. If you choose to continue in the Mammoth Rider class from that point on, your steed will get even more powerful every two levels, but you’ll be missing out on the Cavalier’s high-level abilities, so I would actually suggest sticking with just a one-level dip for the Huge-size mount.

Racial Feats:

Adaptive Fortune:If you have the adaptable luck racial trait, this will give you an extra use of it per day and increase the bonus it grants. This is decent, but I prefer the standard halfling luck racial trait.

Blundering Defense: This one is a little strange, since it requires you to take a defensive action, but you get to provide your adjacent allies a luck bonus to AC. This might be a good feat to take along with the Stalwart Defender prestige class, since you’ll be taking defensive actions anyway.

Cautious Fighter: This feat goes with the one right before it, increasing your dodge bonus when fighting defensively or taking the total defense action.

Childlike: If you want people to think you’re a human child (for some reason), this is the feat to take. However, there are just too many good feats out there to make this worthwhile.

Courageous Resolve: This feat either increases your saves against fear effects if you have the fearless trait, OR it lets you gain the benefits of morale bonuses against fear effects if you have the craven trait. It’s probably worth taking if you chose craven.

Desperate Swing: This feat goes along with the two above that have to do with the total defense action, allowing you to take an attack during a total defense action. If you could use it more than once per day, I’d like this feat, but for one attack a day it’s not really worth a feat.

Fortunate One: If you’re focusing on using bonuses from your adaptable luck trait, this is a great feat to pick up, but as I said before, the standard halfing luck trait is better overall.

Halfling Slinger: This feat is just a version of Weapon Focus that’s specific to the sling. It will stack with Weapon Focus if you take both feats, so if you’re going to be focusing completely on using a sling, then you should definitely pick this feat up, but Weapon Focus is better because it qualifies you for other feats.

Improved Low Blow: Low blow isn’t a terribly great racial trait, so I’d suggest ignoring this one UNLESS you’re planning to be an Underfoot Adept Monk, in which case it’s probably more than worth a feat slot.

Lucky Halfling: If you’re worried about your Wizard failing a reflex save, or your tank failing a Will save, this feat might be worth picking up, since it lets you substitute your own saving throw for your ally’s once per day.

Lucky Healer: This feat lets you re-roll the damage healed by a single healing spell or effect up to three times per day (using your adaptable luck race trait). If you’re the party tank, this feat might be worth your time, but otherwise I’d say ignore it.

Lucky Strike: Similar to the Lucky Healer feat right above this, you can spend your adaptable luck race trait to gain a reroll, but this time it’s on a damage roll. This could be really useful for those times when you REALLY need to deal a huge amount of damage to the BBEG.

Pass for Human: If you want to make people think you’re a human child instead of a halfling, you can take this feat after you already have the Childlike feat, and you get another +10 on your Disguise checks. I find this to be absolutely NOT worth a feat slot, because you already had to waste one feat on this!

Risky Striker: Now we’re talking! This feat is essentially Power Attack, but instead of taking a penalty to your attack roll, you take the penalty to your AC. This feat will also stack with Power Attack, and the bonus damage is multiplied on a critical hit, so any melee damage-dealing class will want to pick this up. (I’m looking at you, Mr. Cavalier!)

Sure and Fleet: Just like any other feat that gives you +2 to two skill checks, I don’t believe this is worth one of your precious feat slots. Stay away.

Surprise Strike: This is yet another feat in the Cautious Fighter line of feats I talked about up above, and this one is definitely not worth a feat slot either. When you take a once-per-day attack while using the total defense action, you don’t take the -4 penalty to the attack roll. Whoopie...?

Uncanny Defense: Yet ANOTHER feat in the Cautious Fighter line of feats, but this one is actually very nice. You get to add half of your dodge bonus to AC from taking the total defense action to your reflex saves and your CMD. For a defense-oriented character (like the Stalwart Defender we talked about earlier).

Well-Prepared: This is one of the strangest feats in the game, and it’s really better for role-playing than for optimization, but despite that I really like it. Think of a situation like this: “Oh man, does anyone have a flask of holy water? We really need to anoint this corpse before it regenerates back into a ghoul!” “Actually, I happen to have one of those stored in my boot for just such a situation!” You’ll be the party hero all the time!

Jinx Feats (Thanks to Gobo Horde for this section!)

Arcane Jinxer:Arcane casters only. This one allows you to sacrifice spell slots to reduce the saves of your opponent when resisting the jinx. Actually quite decent in the mid levels, as offering a level 3 spell will dramatically affect his ability to resist. Great for Charisma based casters (sorcerers, summoners and to a lesser extent, bards).

Area Jinx:Requires Widen Spell. This changes your jinx from a target to a burst targetable anywhere in your range allowing you to affect multiple targets in close proximity. The feat tax to get this is noticeable unless you planned on getting widen spell anyways and as such, lowers this from a blue to a green.

Bolster Jinx:Requires Great Fortitude, Iron Will or Lightning Reflexes. Increases the penalty by the same amount you gain from its corresponding feat. Since those are good feats to have anyways, this is a pretty good feat. A -3 will save is a great debuff.

Distant Jinx: This one doubles the range of your jinx allowing you to stay further away from combat and still jinx or makes it easier to jinx while hiding (assuming you can hide while jinxing, as there is nothing that says it alerts your target to your jinx attempt). Just generally not worth it unless you are a debuffer or controller and don’t want to get close, but there are better feats.

Fascination Jinx:Requires Bardic Performance. This allows you to hit a creature already affected by your fascinate ability with a -1 to saves and a -10 to initiative. Lame. First you have to fascinate a target as a standard action allowing it a will save, then you have to affect it by this jinx as another standard action allowing it another save just to give it -10 initiative. Super situational. Also, you must be a bard.

Jinx Alchemy:Requires Swift Alchemy, Lvl 3. This neat little jinx prevents those you jinx from drinking anything beneficial for the next 24 hours. Sadly it does not stop them from eating or drinking normal food so you can’t use it to starve someone to death. While neat that you can prevent someone from drinking any healing potions or the like, that healing usually comes from wands. Might be useful for a NPC going up against a Drunken master monk. Do note that you CAN use this against your fellow fighter and laugh at him, as he can no longer get drunk. Sadly I just can’t rate it high, so it gets yellow purely for flavor.

Jinxed Spell: Metamagic feat. Requires 2 metamagic feats. Without looking at the prerequisites, this one is quite decent and similar to the malicious eye feat. It rides a spell and bypasses the required save which is nice. As long as you were taking the two metamagic feats anyways and can tolerate a level bump AND have room for the feat you are good. I would say situational mostly because of what it takes to get it and the added need of investing more into other jinx feats to get the most benefit out of it.

Malicious Eye:Requires Evil Eye hex. This one is actually really good for a witch that intends to evil eye enemies and then cackle away. A creature that fails against a evil eye hex automatically gets affected by the jinx, no second will save, no immunity for 24 hours because he does not actually roll to save, you can jinx multiple targets at a single time and you can still use your regular jinx unimpeded. The fact that witches focus on Intelligence and not Charisma doesn’t even matter as Charisma is no longer needed. Stack it with Bolster jinx and you can get some really good debuffs going.

Sluggish Jinx: Your jinx also affects your targets initiative and attack rolls. Not really that great considering its most noticeable effect is only -1 to attack rolls. If you stack it with bolster jinx, then you would have an argument for a -3 to attack rolls being decent but you are better off staying away from this feat.

Versatile Jinxer:Requires Iron Will. Changes your DC to Int based or Wis based. Works well with the bolster jinx feat for Int based characters. Otherwise you are looking at 2 feats just to change the DC type of your jinx. This allows non-Cha based characters to get better benefit from the jinxes but at a high cost so is more flavorful than optimal.

Worst Case Jinx:Requires 5 ranks of Knowledge [Arcana]. This makes all beneficial variable gains for the jinxed target count as the lowest amount. Could be useful for the witch jinxer to keep the targets she hexes from gaining meaningful buffs but would mostly be regaled to NPCs casting it on the PCs causing them to waste more charges healing.

Sours: http://www.pathfindercommunity.net/tyler-s-pathfinder-guides/race-of-pathfinder-an-optimization-guide/core-races/halfling

Halflings

Contents

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 to harm. 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 lives.

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. 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, Uldar, Vraxim.

Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra.

AdulthoodIntuitive1Self-Taught2Trained3
20 years+2d4 years
(22 – 28 years)
+3d6 years
(23 – 38 years)
+4d6 years
(24 – 44 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male2 ft. 8 in.+2d4 in.
(2 ft. 10 in. – 3 ft. 4 in.)
30 lbs.+(2d4 lbs.)
(32 – 38 lbs.)
Female2 ft. 6 in.+2d4 in.
(2 ft. 8 in. – 3 ft. 2 in.)
25 lbs.+(2d4 lbs.)
(27 – 33 lbs.)

Standard Racial Traits

  • Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.
  • Type: Halflings are humanoids with the Halfling subtype.
  • Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
  • 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.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • 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.
  • 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. This racial trait replaces keen senses. SourcePZO1135
  • 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. This racial trait replaces keen senses. SourcePZO1135
  • Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Halflings can take this trait in place of weapon familiarity. SourcePZO9466
  • 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. This racial trait replaces fearless. SourcePZO1135
  • 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. This racial trait replaces halfling luck, sure-footed, and weapon familiarity. SourcePZO9280
  • 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 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. The racial trait replaces keen senses and sure-footed. SourcePZO1135
  • Danger Detection: 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). This replaces keen senses. PPC:HftF
  • 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). This racial trait alters halflings’ languages and replaces sure-footed and weapon familiarity. SourcePZO1135
  • Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity. SourcePZO9466
  • 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. This racial trait replaces sure-footed. SourcePZO9280
  • Dusksight (2 RP): 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. Halflings can take this trait in place of keen senses. SourcePZO9466
  • Evasive Nomad: 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. This replaces fearless. PPC:HftF
  • Festive: 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. This replaces sure-footed. PPC:HftF
  • Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’sfavored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456
  • Fey-Quickened You gain Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses. SourcePZO9480
  • Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. Source: PZO9456
  • 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.
  • Halfling Jinx: Halflings with this racial trait 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. This replaces halfling luck.
  • 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. This racial trait replaces keen senses and sure-footed. SourcePZO9280
  • 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.
  • 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. This racial trait replaces fearless. SourcePZO1135
  • Joyous Companion (2 RP): 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 emotion 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. This trait replaces fearless and weapon familiarity. SourcePZO9470
  • 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.
  • Luckbringer (2 RP): 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 non-magical 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. This trait replaces lucky. SourcePZO9470
  • 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.
  • 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. This racial trait replaces sure-footed and weapon familiarity. SourcePZO1135
  • 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. This racial trait replaces sure-footed. SourcePZO9280
  • Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical 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). Halflings can take this trait in place of weapon familiarity. SourcePZO9466
  • Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity. SourcePZO9466
  • 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.
  • 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. This racial trait replaces fearless and weapon familiarity. SourcePZO9280
  • Small Quarter Ally: 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. This replaces fearless. PPC:HftF
  • 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.
  • 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. PPC:HotS
  • 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. This racial trait replaces halfling luck and keen senses. SourcePZO9280
  • 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. This racial trait replaces halfling luck. SourcePZO9280
  • 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.

FAQ

What kind of slings does the the Halfling warslinger’s reload ability work with?

The warslinger ability says, “Halflings with this racial trait can reload a sling as a free action.” It doesn’t say “any type of sling” or “all slings,” just “a sling.” The ability only affects standard slings, not halfling sling staffs or any other kind of sling.

[Source]

Racial Subtypes

You can combine various alternate racial traits to create 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 Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • 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 accuracyrage 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). SourcePZO1135
  • 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 overruncombat 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. SourcePZO1135
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’sWisdom 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’sanimal companion.
  • Fighter: Add +1 to the Fighter’sCMD 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. Source: PRG:OA
  • 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. Source: PRG:OA
  • Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3. Source: PRG:OA
  • Monk: Add +1 to the monk’sCMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
  • Monk: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the monk’sStrength modifier. SourcePZO1135
  • Occultist: Add 1/2 point of mental focus per day. Source: PRG:OA
  • 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’slay 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. Source: PRG:OA
  • Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger’sfavored enemies.
  • 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’snatural 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’sCharisma 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’sincorporeal phantom can be out of sight and line of effect before being sent back to the Ethereal Plane. Source: PRG:OA
  • Summoner: Add +1 skill rank to the summoner’seidolon.
  • Swashbuckler: Increase the number of times the swashbuckler can use charmed life by 1/4.
  • Vigilante: Gain 1/6 of a new social talent. SourcePZO1134
  • 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’scaster 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’snatural armor adjustment, Intelligence, and special abilities.

Racial Archetypes & Orders

The following racial archetypes and cavalier order are available to halflings:

Order of the Paw (Cavalier; Halfling)

Racial Feats

The following feats are available to a halfling character who meets the prerequisites.

Racial Classes and/or Prestige Classes

The following classes and/or prestige classes are available to a halfling character who meets the prerequisites.

Sacred Keepsakes

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 effect.

Blessed Button: This brass button often commemorates tasks requiring the youth to destroy or drive of 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 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.

Sours: https://www.d20pfsrd.com/races/core-races/Halfling/
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Halfling is one of the races available to the player in Pathfinder: Kingmaker.

Background[]

Brevan halflings tend toward transient lifestyles that shuffle them through Brevoy and the neighboring River Kingdoms every few years. The Fifth River Freedom denounces slavery as an abomination, and inhabitants uphold this tenet of the land as earnestly as they do any other. As a result, the River Kingdoms have become a haven for escaped or freed slaves—especially Chelish halflings—attempting to start a new life without the fear of bondage. A strong halfling liberation movement has taken root in the region, and freedom fighters from across Avistan often congregate in the northern River Kingdoms and southern Brevoy, consolidating their power and plotting emancipation raids throughout the Inner Sea. Non-crusading halflings often work as street performers, pickpockets, or legitimate shop or tavern owners; their natural penchant for stealth and showmanship makes them valuable assets to both the ruling elite and underground criminal organizations. The opportunity to help shape a kingdom from the ground up, to build a civilization where halflings can be a significant part of the leadership, could well be a draw to any ambitious halfling.

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 lives.

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. 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.

Gameplay modifiers[]

Standard Racial Traits[]

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: (Slow Speed) Halflings have a base speed of 20 feet.

Defense Racial Traits[]

HalflingLuck.png

Halfling Luck[]

Halflings receive a +1 racial bonus on all saving throws.

Offense Racial Traits[]

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Senses Racial Traits[]

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

List[]

Sours: https://pathfinderkingmaker.fandom.com/wiki/Halfling

Halflings

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 to harm.

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 lives.

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. 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, Uldar, Vraxim.

Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra.

+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 CMB and CMD, 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 checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb 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.

Halflings are naturally blessed with good luck and adaptability to their surroundings. The following rules correspond with these attributes and may be used with any halfling character.

Alternate Racial Traits

The following racial traits may be selected instead of existing halfling racial traits. Consult your GM before selecting any of these new options.

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.

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.

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.

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.

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.

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.

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.

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.

Racial Subtypes

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 Options

The following favored options are available to all halflings who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

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.

Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.

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.

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.

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.

Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.

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: 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.

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.

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.

The following racial order and racial archetypes are available to halflings.

The community guardian is chosen to protect and succor the weak and innocent within her community. Her calling also allows her to draw upon and focus the collective will in order to achieve those goals. A community guardian has the following class features.

Alignment: Any good.

Recommended Mysteries: ancestor, life, lore, nature.

Class Skills: A community guardian adds Knowledge (local), Linguistics, Perception, and Survival to her list of class skills. These replace the additional class skills from her mystery.

Bonus Spells: bless water (2nd), consecrate (4th), remove disease (6th), hallow (10th), heroes' feast (12th). These bonus spells replace the oracle's mystery bonus spells from these levels.

Revelations: A community guardian must take the following revelations at the listed levels.

Renewing Radiance (Su): Once per day you can produce a burst of swirling white light that provides a measure of protection and renewal to allies within 30 feet for 1 round. On their turn, the allies can choose either to gain a +1 sacred bonus to AC for 1 round or to heal a number of hit points equal to 1d6 + your Charisma bonus (their choice). If an ally is dying, it is stabilized instead. At 7th level, the bonus to AC increases to +2, and the healing increases to 2d6 + your Charisma bonus hit points, and at 14th level the bonus to AC increases to +3, and the healing increases to 3d6 + your Charisma bonus hit points. You must take this revelation at 3rd level.

Filcher (Rogue)

A filcher steals valuables without their owners even realizing it. Whether cutting purses in the midst of combat or replacing prized items with fakes under the noses of their owners, the filcher is the master of the quick and quiet steal. A filcher has the following class features.

Quicker than the Eye (Ex): At 2nd level, a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action. This ability replaces evasion.

Rummage (Ex): At 3rd level, a filcher learns how to assess the value of items at the quickest glance. She can even make startlingly accurate guesses about particular items merely by observing the bulges they make in pouches, backpacks, or similar containers. She gains a +1 bonus on Appraise checks and an additional +1 bonus every three levels thereafter.

As a swift action, a filcher can make an Appraise check in order to determine the relative value of each object carried by her target (DC = 10 + 1 for every object the filcher is trying to ascertain the relative value of). Though she never learns the actual prices of items when using rummage, she does gain enough information to list these items in order, from the most valuable to the least valuable. She can, by taking a –20 penalty on the check, add to this assessment any items carried by her target that she cannot see. This ability replaces trap sense +1, +2, +3, +4, +5, and +6.

Filch (Ex): At 4th level, a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver. This ability replaces uncanny dodge.

Superior Filching (Ex): At 8th level, a filcher becomes a master at separating owners from their property. She gains Greater Steal as a bonus feat, and opponents do not gain a +5 bonus to their CMD when she tries to remove items fastened to them. This ability replaces improved uncanny dodge.

Rogue Talents: The following rogue talents complement the filcher archetype: fast stealth, slow reactions; fast fingers, fast getaway ; black market connections, deft palm.

Advanced Talents: The following advanced rogue talents complement the filcher archetype: skill mastery; fast tumble ; weapon snatcher.

Order of the Paw (Cavalier)

Only dog- or wolf-riding halflings are eligible to join this order of cavaliers. When they do, they pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.

Edicts: The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.

Challenge: Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Order Abilities: A cavalier belonging to the order of the paw gains the following abilities as he increases in level.

Danger Ward (Ex): At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

Canine Ferocity (Ex): At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount is considered to be one size category larger for the purposes of determining the size of creature it is maneuvering against and the mount's CMB. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample (the mount can make a bite attack in place of a hoof attack), or Unseat. He must qualify for the feat selected.

Giant Slayer (Ex): At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least two size categories larger than the cavalier, he gains a bonus on damage rolls equal to 1/2 his cavalier level. This damage is multiplied on a critical hit.

An underfoot adept turns his diminutive stature and unorthodox footwork into a powerful weapon. Effortlessly moving across the battlefield, he ducks under the legs of larger creatures and then topples them with surprising attacks. An underfoot adept has the following class features.

The following options are available to halflings. At the GM's discretion, other appropriate races may also make use of some of these.

Halfling Equipment

Halflings have access to the following equipment.

Alchemical Preserves: Each small tin of this specially treated jam contains just enough of the gooey stuff to provide a halfling with a single serving of revitalizing nourishment. While any creature can eat these preserves as a standard action, it only affects halflings in a beneficial way. Halflings who eat the preserves recover from fatigue. Non-halflings who eat alchemical preserves become sickened for 1 round.

Billow Cape: This silk cape is constructed of many carefully arranged overlapping layers that are loosely stitched together. When exposed to a sudden influx of air, like that caused by falling, the cloak unfolds like a crude parachute. When falling, a creature wearing a billow cape is treated as if he had deliberately jumped from the height. When worn in areas of strong wind or greater, a billow cape hampers movement. In such wind conditions, the wearer treats all terrain as difficult terrain and takes a –4 penalty on Fly checks. Because of the strange and somewhat fragile construction of this cape, only Small or smaller billow capes function properly. Larger billow capes take all the penalties resulting from high winds, but grant none of the benefits when the wearer falls.

Halfling Jugglesticks: This group of four brightly colored sticks is adorned with colorful streamers that can be juggled and manipulated to create displays and patterns. Halflings use them to even greater effect, gaining a +2 circumstance bonus on Perform (comedy) checks.

Roar Cord: This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.

ItemCostWeightCraft DC
Alchemical preserves50 gp20
Billow cape100 gp4 lbs.
Halfling jugglesticks25 gp1 lb.
Roar cord15 gp1 lb.

Halfling Feats

Halflings have access to the following feats.

Adaptive Fortune

Your luck takes on almost legendary proportions.

Prerequisites: Fortunate One, adaptable luck racial trait, character level 10th, halfling.

Benefit: Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for each type of use by 2.

Blundering Defense (Combat)

Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.

Prerequisites: Cautious Fighter, halfling.

Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

Cautious Fighter (Combat)

You care more about survival than victory.

Prerequisite: Halfling.

Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

Courageous Resolve

Even when others run, you tend to stand your ground.

Prerequisites: Craven racial trait or fearless racial trait, halfling.

Benefit: If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven racial trait, you still take the –2 penalty on fear saves, but you can gain the benefit of morale bonuses on saving throws against fear effects.

Desperate Swing (Combat)

You land your most telling blows in desperate situations.

Prerequisites: Cautious Fighter, base attack bonus +1, halfling.

Benefit: Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.

Fortunate One

You have an even greater knack than most halflings for adaptable luck.

Prerequisites: Adaptable luck racial trait, halfling.

Benefit: The number of times per day you can use the adaptable luck racial trait increases by 1.

Improved Low Blow (Combat)

You are adept at hitting larger opponents where it hurts.

Prerequisites: Base attack bonus +4, halfling, low-blow racial trait.

Benefit: Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse.

Lucky Healer

Your luck allows you to draw from magical healing far more efficiently than most.

Prerequisites: Adaptive luck racial trait, halfling.

Benefit: When a magical healing effect (such as a spell with "cure" in the title or channel energy) cures you, you can spend one use of your adaptable luck racial trait to reroll the amount of damage cured. You regain a number of hit points equal to the new roll or the original roll, whichever is greater. Other creatures healed by the effect do not gain this benefit.

Lucky Strike (Combat)

Your luck increases the potency of your weapon attacks.

Prerequisites: Base attack bonus +5, adaptive luck racial trait, halfling.

Benefit: Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater.

Risky Striker (Combat)

You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.

Prerequisites: Base attack bonus +1, halfling.

Benefit: You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every 4 levels thereafter, the penalty increases by –1 and the damage bonus increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

Sure and Fleet

You are both fast and careful.

Prerequisites: Fleet of foot racial trait, halfling.

Benefit: You gain a +2 racial bonus on Acrobatics and Climb checks.

Surprise Strike (Combat)

You actually seem to do more damage when frantically trying to avoid your enemies.

Prerequisites: Cautious Fighter, Desperate Swing, base attack bonus +6, halfling.

Benefit: Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll.

Uncanny Defense (Combat)

Your instinct for self-preservation gives you many advantages.

Prerequisites: Cautious Fighter, base attack bonus +3, halfling.

Benefit: While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action.

Halfling Magic Items

Halflings have access to the following magic items.

Book of Marvelous Recipes

Aura moderate conjuration; CL 11th

Slot none; Price 28,800; Weight 3 lbs.

Description

The pages of this thick and travel-worn leather book visibly rewrite themselves as a reader flips through them, creating a number of delicious recipes that seem to anticipate the current craving or culinary desires of the reader. The recipes can aid the reader in creating such dishes, allowing him to use the Profession (cook) skill untrained, or granting a +4 competence bonus on such checks if the reader is trained in that skill.

Furthermore, once per day, this book can be used to enhance a meal the reader is cooking. When used in this way, it grants the meal being cooked the effects of a heroes' feast spell (caster level 11th).

Construction

RequirementsCraft Wondrous Item, heroes' feast, the creator must have at least 4 ranks in Profession (cook); Cost 14,400 gp

Escape Dust

Aura faint conjuration; CL 3rd

Slot none; Price 300 gp; Weight

Description

When a handful of this coarse, crystalline powder is thrown at a single creature, it circles around that creature and disrupts its ability to attack and see. Using this dust requires a ranged touch attack by its user (with a range increment of 5 feet), but doing so does not provoke attacks of opportunity. On a hit, the target is dazzled and cannot make attacks of opportunity or immediate actions for 1 round.

Construction

RequirementsCraft Wondrous Item, glitterdust; Cost 150 gp

Quickfingers Gloves

Aura faint transmutation; CL 5th

Slot hands; Price 2,500 gp; Weight

Description

These dark-colored, skin-tight gloves are typically made of either supple calfskin or silk. A wearer of these gloves with at least 1 rank in Sleight of Hand can perform such a check as a move action by taking a –10 penalty on the check rather than the normal –20. Both gloves must be worn for the magic to be effective.

Construction

RequirementsCraft Wondrous Item, cat's grace,haste; Cost 1,250 gp

Solidsmoke Pipeweed

Aura moderate conjuration; CL 7th

Slot none; Price 1,000 gp; Weight

Description

When smoked in any pipe, this pinch of magical tobacco produces a languid, milky-white smoke that the smoker can transform into useful objects. A halfling who puffs on the pipe as a full-round action can shape the smoke into an object weighing no more than 5 pounds and having a maximum volume of 1 cubic foot. The halfling can, on following rounds, spend additional full-round actions to increase the object's weight by 2 additional pounds and its volume by another cubic foot. The halfling must succeed at an appropriate Craft check to make a complex item. If the halfling stops puffing on her pipe for any reason before she finishes creating the object, the figure in the smoke collapses and her pipe is extinguished. Objects created by solidsmoke pipeweed last for 24 hours before fading away into vapor. Objects created by the pipeweed have the same hardness, hit points, and other qualities as manufactured objects of their type, but look smoky and indistinct. Each pinch of solidsmoke pipeweed is sufficient for 3 full rounds of smoking. A single larger item must be created with a single pinch of solidsmoke pipeweed, so any item created with this pipeweed can't be larger than 9 pounds and 3 cubic feet.

A halfling cannot create an object designed to exactly duplicate or replace another specific object. For instance, while she could create a smoky lock with its own key, she could not puff smoke into an existing keyhole and then create a key that would open that particular lock.

This smoke is caustic and chokes non-halflings. It grants non-halflings no benefits, and each time they spend a standard action to smoke the pipeweed, they are sickened for 1 round.

Construction

RequirementsCraft Wondrous Item, minor creation, creator must be a halfling; Cost 500 gp

Symbol of Luck

Aura faint evocation; CL 3rd

Slot none; Price 6,000 gp; Weight 1 lb.

Description

This translucent sphere of iron-hard glass changes shape to match its bearer's holy symbol within an hour of coming into her possession. After that transformation is complete, when this symbol is used by a halfling with the luck or adaptable luck racial trait to channel energy in order to heal, it also grants those healed a +1 luck bonus on saving throws for a number of rounds equal to the number of dice healed by the channel energy.

Construction

RequirementsCraft Wondrous Item, divine favor, the creator must be a halfling; Cost 3,000 gp

Halfling Spells

Halflings have access to the following spells.

Blessing of Luck and Resolve

School enchantment (compulsion) [mind-affecting]; Level cleric 2, inquisitor 2, paladin 2

Casting Time 1 standard action

Components V, S

Range touch

Target one living creature touched

Duration 1 minute/level (D), special see below

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take the new result, even if it is worse.

Blessing of Luck and Resolve, Mass

School enchantment (compulsion) [mind-affecting]; Level cleric 6, inquisitor 6, paladin 4

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

This spell functions like blessing of luck and resolve, except that it affects multiple creatures.

Escaping Ward

School abjuration; Level bard 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 round/level

This ward grants you extra maneuverability when you avoid attacks against larger foes. While affected by this spell, when you are attacked and missed by a creature that is at least one size category larger than you, you can, as an immediate action, move up to 5 feet away from the attacking creature. You can increase this movement by 5 feet for every 5 caster levels. This movement does not provoke attacks of opportunity.

Fearsome Duplicate

School illusion (figment); Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect monstrously distorted duplicate of you

Duration 1 minute/level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet, and use to interact with others. You can make the duplicate up to two size categories larger than you are and determine a theme as to how it alters your original appearance. However, this duplicate always retains some vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate checks when using that skill through the duplicate.

You can see, hear, taste, and smell your duplicate's surroundings as if you are actually present using your Perception skill. While you also remain aware of your own immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a –4 penalty on Perception checks while you control your duplicate.

The duplicate moves under your mental command, and while you need not act out its movements, you must take a standard action to control your duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your duplicate even if you have no line of sight or line of effect to it.

The duplicate immediately winks out of existence if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.

Village Veil

School illusion (figment) [mind-affecting]; Level bard 5, cleric 5, sorcerer/wizard 5, witch 5

Casting Time 1 standard action

Components V, S

Range long (400 ft. + 40 ft./level)

Area one 10-ft. cube per level

Duration 1 day/level

Saving Throw Will disbelief; Spell Resistance no

You throw an illusion over an area to make creatures that view or interact with it believe it has suffered some great catastrophe or calamity that renders it utterly worthless for their needs. You must set a few general guidelines when casting the spell as to the nature of this disaster (fire, tornado, bandit raid, plague, etc.), after which the illusion fills in the remaining details to make it seem realistic. When casting the spell, you can grant creatures with particular, clearly identifiable physical traits (race, gender, age category, etc.) immunity to this spell. This allows all such eligible creatures to perceive the true nature of the affected area instead of its illusory appearance. Creatures without this immunity that fail their saving throws always perceive the affected area as having absolutely nothing of interest or worth to them. Unless they have reason for suspicion, they always move on without closely investigating the area. Creatures with sufficient reasons for suspicion who do choose to investigate the area gain another saving throw, this one with a +2 bonus, as they enter the village and directly interact with the illusion.

You can expand the area of this spell by casting it multiple times. Each time you do, you must effectively "attach" the spell to the existing area by using the same disaster and granting the same sorts of creatures immunity to its effects. If you fail to do this, the entire illusion, no matter how large, disappears.

Sours: https://pathfinder.d20srd.org/advancedRaceGuide/coreRaces/halflings.html

Pathfinder halfling luck

This white filth has broken off all the buzz for me. It will not be anymore, I promise. Observing conspiracy (she walks for a while, then I catch up with the car) I take to. The stop closest to work. Leaving, he busily asks: In a week, right there, at the same time.

Halfling Builds, Tips and Tricks : D\u0026D 5e Race Guide

I want to feel your cock inside me. I took off Elena Vitalievna's dress and pulled down her panties. He spread his legs wider and spread her huge buns in different directions. A brown ring and a hairy hole wet with grease opened up in front of me. I got aroused in earnest.

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The member entered Masha's throat, tears came out. And the pussy behind was already on fire. Masha felt that she was about to finish.



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