Halflings were a core race in d20 and Pathfinder. The halflings here are significantly more awesome.
- "Go ahead, call me short. I'll weaponize my boot into your kneecap."
The world is a dangerous place, and for the smaller races, it can be even more intimidating. Halflings - called as such by humans, as an adult halfling is roughly half the height of an adult human - face this world with stoicism that is only outmatched by dwarves. They have learned to use their size to their advantage, improving their understanding of stealth and hiding, while at the same time learning to compensate for it, by training beasts of burden and traveling in large groups. Halfling caravans can be found scattered throughout Adnez, though those who find themselves farther afield - by choice or by force - often integrate into other societies with relative ease.
Adaptable and pragmatic, halflings have learned how to take anything and turn it into either a weapon or a defensive measure. When shown the way of Technology by dwarves, halflings took the machinery and adapted it into the way of the gunslinger; when gnomes taught them of the Blue, halflings took those teachings and molded them into weapons, both for their adults in the form of the learner, and for their children in the form of the trainer.
Armed with an instinctual heightened sense of situational awareness, halflings - despite their size - make excellent combatants, leveraging their size when it can possibly be an asset and finding ways to compensate when it would be a detriment. Their pragmatic sense of optimization leads them to find ways to cut corners without losing efficiency, though in doing so they can often get in trouble with those who insist on doing it the "right way." For halflings, most efficient and most effective way is always the "right way," regardless of how difficult it may be for others to see that or even how dangerous it may be: halfling Technology, in particular, is less robust than that of others, but often matches their needs almost perfectly.
Personality: Halflings are always on the lookout for any edge they can gain in a situation, which makes them shrewd and pragmatic. These tendencies are almost genetic in nature, so even an average halfling is strong in these skills; however, this pragmatic angle can, at times, be off-putting for others. They tend to be fearless but cautious, preferring to investigate multiple angles on a problem and then diving into it head-first.
|Starting Age||Aging Effects|
|Adulthood||Simple||Moderate||Complex||Middle Age||Old||Venerable||Max Age|
|Age||20 years||+2d4||+3d6||+4d6||50 years||75 years||100 years||+5d20 years|
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 8"||+2d4"||30 lbs.||x1 lbs.|
|Female||2' 6"||+2d4"||25 lbs.||x1 lbs.|
Physical Description: Halflings are short, standing at roughly half the height of humans. They are comparable in size to many of the other Lynaen-speaking races: gnomes, clavats, among others, and this fact has lent credence to the idea that, in the distant past, these races are descendants of one progenitor race. Unique among these races, however, halflings have sharpened ears, similar to elves; it is not known if there is relation between the two races.
Males rarely develop facial hair, though some families are known for having unusually hairy feet.
Their clothing is more functional than stylish, often having a great many pockets, as halflings prefer to be prepared for whatever comes their way, and the best way to be able to do so is to be able to carry a significant amount of gear.
Ethos: Halflings tend towards an almost-paradoxical combination of Green and Black virtues. They see themselves as a people set apart in the world, and thus look out for themselves and those like them first, before others. Their communities are strong but insular, and will gladly take from outsiders what they need to survive. In larger cities, halfling communities are not uncommon; these are not ghettos, but instead essentially immobile halfling caravans within a city's walls, where outsiders may be welcome but are, at the very least, treated suspiciously.
Halfling Lands: Halflings do not lay claim to land. Instead, those who still travel in caravans consider the land the caravan is on at that very moment to be theirs, without care or concern for established political boundaries; those who live in established halfling communities within cities or other settlements consider their region of that city to be "halfling territory," and treat it as they would a caravan that simply does not move.
Religion: A pragmatic people, halflings do not often turn to religion to solve their problems, though there are a number of Saints whose ethics roughly match those of halflings in general and are often worshipped. Due to their tendency to take anything and turn it into a weapon, most halflings who are strongly religious take up the title of paladin.
Names: Halfling names are a combination of their given name and the name of the caravan from which they originally hail - these names spring from the time of the Woodland League, and have been kept the same ever since. Halflings that hail from a city or have no caravan use the name 'Eld, the general halfling name.
Male Names: Liat, Locke, Mat, Minu, Roth, Tella.
Female Names: Ashe, Cara, Eiko, Lena, Pelo, Shar.
Caravan Names: 'Balar, 'Cathari, 'Eld, 'Entyl, 'Lynaen, 'Nasyln, 'Mejis, 'Ned, 'Soleil, 'Syth.
Adventurers: Halfling life tends to produce adventurers, as they are wanderers at heart. Halfling culture does not disapprove of those who would leave their caravans - some threats are beyond the scope of the halfling people, and may call upon the halflings to assist in their solution. The majority of halflings not already in a caravan are often pulled to the adventuring life by wanderlust, as the halfling desire to travel - as evidenced by their caravans - is strong even in those many generations removed from a caravan.
The following is a rough overview of some of the highlights of halfling culture.
Halflings Are Responsible For...
Halfling Racial Prestige Classes
- None yet.
Halfling Racial Traits (d20)
- -2 Strength, +2 Dexterity, +2 Perception. Halflings are agile and perceptive, but notably less strong than other races, with significantly less body weight for leverage.
- Size: Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A halfling’s base land speed is 30 feet. Despite their small stature, halflings are quite adept at covering ground quickly.
- Halflings have low-light vision, with a base multiplier of x2.
- Weapon Familiarity: Halflings treat any weapon with the word "halfling" in its name as one step less complex, and all gunblades as one step less complex.
- Weapon Improvisation: Halflings halve any penalties associated with using improvised weapons, and double the range increment of thrown improvised weapons. Halflings are adept at turning their surroundings against their foes.
- Fearless: Halflings receive a +4 racial bonus on all saving throws against fear.
- Outrider: +4 racial bonus on Handle Animal and Ride checks in regards to chocobos. Halflings have raised chocobos for the entirety of their race's history, and they know how to raise and ride them.
- Underfoot: Halflings gain a +1 dodge bonus to AC against foes Large or larger and a +2 bonus on Reflex saving throws to avoid crush and trample attacks. If a halfling's size is changed, these bonuses only apply against creatures at least two size categories larger than the halfling.
- Wanderlust: Halflings receive a +2 bonus on Knowledge (geography) and Survival checks. In addition, whenever they use a Force ability or maneuver that provide or enhance movement, halflings treat their Force-user or initiator level as +1 higher than normal.
- Automatic Languages: One Common language, two Trade languages, Lynaen. Bonus Languages: Any.
- Favored Class: Choose one - gunslinger, trainer.