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    Halflings

    Random Starting Ages

    Adulthood Intuitive1 Self-Taught2 Trained3
    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.

    Random Height and Weight

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 2 ft. 8 in. +2d4 in.
    (2 ft. 10 in. - 3 ft. 4 in.)
    30 lbs. +(2d4 lbs.)
    (32 - 38 lbs.)
    Female 2 ft. 6 in. +2d4 in.
    (2 ft. 8 in. - 3 ft. 2 in.)
    25 lbs. +(2d4 lbs.)
    (27 - 33 lbs.)
    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.

    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.

    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.
    • 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.

    Defense Racial Traits

    • 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.

    Feat and Skill Racial Traits

    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

    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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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]

      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 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.

    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.