Halfling Feats

BLOODED [Racial]

You know what it means to fight for your life, and you understand the value of quick wits and quicker reactions when blades are bared and deadly spells are chanted.

Prerequisite: Dark Halfling, Dark Elf, Gray Dwarf, or Goblinoid, Human (Svimohz)

Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks. You cannot become shaken, and you ignore the effects of the shaken condition. However, you can still be frightened or panicked.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

DISCIPLINE [Racial]

Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.

Prerequisite: Halfling, Elf, Human, or Gnome

Benefit: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.

Special: You may select this feat only as a 1st-level character.

DISRUPTING FEINT [Racial]

When you can feint you change direction with chilling effect.

Prerequisite: Must be a Halfling, Quick Feinting, Bluff 6 ranks

Benefit: The Disturbing Feinting feat enables the use of three tactical maneuvers. Creatures immune to mind-affecting spells and abilities cannot be affected by this feat; regardless of the outcome of the opposed check, a creature can be affected only once by each of these maneuvers in a 24-hour period.

Cringe: You change your features to appear weak and unworthy of an opponent's best efforts. To use this maneuver, you must use the total defense action in the same turn. You then make a Bluff check as a free action. From the end of your turn until the beginning of your next turn, any opponent that attempts to make a melee attack against you must make a Sense Motive check opposed by your Bluff check result. Failure means that the opponent takes a -5 penalty on weapon damage rolls (minimum 1 point) against you for 1 minute.

Taunt: You change your movement to mock an opponent. To use this maneuver, you must selecte a target creature, who must be no more than 10 feet from you, must have missed you with a melee or ranged attack in the previous round, and is a humanoid, monstrous humanoid, or giant. You then make a Bluff check as a free action, opposed by the selected creature's Sense Motive check. If your check is successful, your foe takes a -2 penalty on attack rolls for 1 minute.

Unnerve: You change your movements to become a more terrifying foe. To use this maneuver, you must hit the target creature with a melee attack. You then make a Bluff check as a free action, opposed by a Sense Motive check from the foe you hit. If your check is successful, your foe takes a -2 penalty to AC for 1 minute

HIN DRIFTER [Racial]

Your extensive travels give you an advantage while in one region.

Prerequisite: Halfling

Benefit: You gain a +2 bonus on Hide, Spot, and Survival checks you make while in one chosen region.

Special: May be take at character creation

THE RAISER’S SENSE [Racial]

You display a shrewd perception of danger. Other halflings say the blessing of The Raiser is upon you.

Prerequisite: Halfling

Benefit: You add your Wisdom bonus on initiative checks.

HIN WANDERMAGE [Racial]

You have a natural affinity for spells that take you from place to place.

Prerequisite: Lightfoot Halfling

Benefit: You gain +1 caster level when casting a spell that helps you travel. If you are a wizard, you may add a spell in your tradition to your spellbook for free when you become able to cast it. This does not count against the two free spells you add to your spellbook at each class level. The tradition of the Hin wandermage consists of the following spells at the appropriate levels: 0-open/close; 1st-expeditious retreat, mount; 2nd-endurance; 3rd-fly, phantom steed, water breathing; 4th-air walk, freedom of movement; 5th-ethereal jaunt, plane shift, teleport; 6th-find the path, transport via plants, wind walk, word of recall; 7th-refuge, shadow walk, teleport without error; 8th-etherealness; 9th-gate, teleportation circle.

HIN WARRIOR [Racial]

You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from the back of a dinosaur mount.

Prerequisite: Must be a Halfling

Benefit: You treat the boomerang as martial weapons; you gain a +1 bonus on damage rolls with any of those weapons while mounted. If you have any of the following feats for the boomerang, you can apply the feats' effects to all three weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization.

MOTHER LUCK [Racial]

You can rely on a good dose of luck to get you through almost any scrape. Other halflings say the blessing of The Raiser is upon you.

Prerequisites: Halfling, Cha 13

Benefit: Once per day, you can opt to gain a +5 luck bonus on a single saving throw. However, if you use this ability, you gain a –2 penalty on all other saving throws until sunrise the next morning.

QUICK FEINTING [Racial]

You can quickly alter your opponent's opinion of you as a threat. Your movements when fighting are confusing and misleading allowing you to feinting in combat better then others.

Prerequisite: Must be a Halfling, Dex 13, Bluff 5 ranks

Benefit: When you use Quick Feinting your buff to Feint in Combat is a move action. You use Bluff to mislead an opponent in melee combat so that it can't dodge your next attack effectively. To feint, make a Bluff check opposed by your target's Sense Motive check, the target doe not add its base attack bonus to the roll along with any other applicable modifiers. If your Bluff check result exceeds this Sense Motive check result, your target is denied its Dexterity bonus to AC (if any) for the next melee attack you make against it. This attack must be made is the same next turn. Feinting in this way against a nonhumanoid is difficult because it's harder to read a strange creature's body language; you take a -3 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it's even harder; you take a -6 penalty. Against a nonintelligent creature, it's impossible. Feinting in combat does not provoke an attack of opportunity.