Halflings are the most welcome of visitors throughout Blackmoor. They bring stories and goods to trade and are free from other races’ mistrust. Halflings are uniquely able to obtain secret information, a trait which has made them important friends in dangerous lands.
Personality: Halflings are kind and friendly folk who love to tell stories and eat. They are known throughout the land for their ability to entertain. While they are friendly, they are also skilled traders and drive hard bargains, using their natural charisma to influence their dealings with others. Halflings are industrious and quickly adapt to the customs of the lands in which they settle.
Physical Description: Halflings stand 3 to 3 1/2 feet tall and weigh in at a portly 50 to 75 pounds. Halflings have dark hair and eyes. They wear practical and unassuming clothing to prevent provocation from those who would think to take advantage of their diminutive stature. Halflings live long lives, reaching maturity at 45 and becoming elders at 175.
Halfling Culture: Halflings raise their families wherever they can earn their keep. Family is a strong tie in halfling communities, though the dwarven clan concept does not find a home within halfling society. Halflings are fond of cooking and have developed such an affinity for the craft that they are often sought as chefs by humanoid nobles. Halflings tend to seek out their own fortunes and focus their wealth and successes on their immediate families.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. Race information listed in this section are adaptations of the races created in that book. For additional details, pick up a copy of the source book.
+2 Con or +2 Dex
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Evasive (Racial Power)
Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.
Champion Feat: The enemy's reroll takes a –5 penalty instead.