Except otherwise noted these halflings apply most of what is already written in the core rulebook about halflings to their cultures.
Halflings in this world are farmers and as such very practical people. They generally measure the risk before taking it and adventuring is quite common before settling down to raise a family and live as a respectable farmer or business owner's life. This means they rarely let their curiosity drive them into reckless or dangerous situations, but a few of those do exist.
Uhlan
+2 Dexterity, +2 Charisma
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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Sidekick: These halflings work best when working alongside their companions. These halflings gain a +1 racial bonus to skill checks made with their class skills as long as they are adjacent to an ally.
Outrider: These halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.
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 skill 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.
Owls
+2 Dexterity, +2 Charisma
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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
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.
Trustworthy Façade: A small number of halflings seem to never get accused of anything, always being given the benefit of the doubt. The first time another creature or opponent wins an opposed roll against the halfling’s Bluff check using the creature’s or opponent’s Sense Motive, they initially assume that they merely misunderstood the halfling and that such upright halflings could never have been trying to trick them. The halfling’s Bluff check still fails, but the other character is not angered or suspicious, believing the halfling has made a mistake, is joking, and/or doesn’t understand the error of his statement; subsequent attempts against the same creatures or opponents do not gain the benefit of this ability.
Urchin: These halflings make their living in human cities disguised as small children or performing other small-time scams. These halflings gain a +2 racial bonus to Bluff and Disguise checks.
Integration: Many halflings possess a nearly miraculous ability to integrate into virtually any society. They may automatically shift an NPC’s attitude one step toward helpful without having to make a Diplomacy check. This ability is usable only once per day against a single NPC.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Wildcat
+2 Dexterity, +2 Charisma
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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
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 throwa to avoid trample attacks.
Low Blow: Some halflings train extensively in how to attack larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
Blinking Ancestry: Some halflings can trace their bloodline back to a group of divine creatures who were merged by a deity, combining the forms of blink dogs and halflings. If they possess at least 5 Hit Dice these halflings can blink as the spell as an immediate action a number of times per day equal to 3 + their Charisma bonus (minimum 1/day), at a caster level equal to their Hit Dice.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.