Halflings are quite similar to gnomes, although they eat more and drink less. They also are prone to favor natural beauty and the outdoors more than they do their burrows. They are not forward, but they are observant and conversational if in friendly company. Because they are more open and outgoing than either dwarves or elves, they get along with most other races far better than the former two do.
Halflings see wealth as a means of gaining comforts only, for they love creature comforts. If they are not overly brave or ambitious, they are generally honest and hard-working when there is need. Halflings love stories and good jokes and are perhaps a trifle boring at times.
As player characters, it is assumed that any of the sub-races of the race of halflings can be considered as that of the halfling character in question.
A character of the halfling race can be a fighter, a thief, or a fighter/thief. As halflings are unable to work beyond 6th level as fighters, it is most probable that the character will be a thief or a multi-classed fighter/thief. In the latter case, the character is limited to the armor and weaponry of a thief whenever any such functions are to be performed during the course of an adventure.
Furthermore, earned experience is always divided evenly between the two classes, even though the character may no longer be able to gain additional levels as a fighter.
Of ruddy complexion, halflings tend toward brown or sandy brown hair coloration, and have brown or hazel eyes. Their dress is usually colorful, but their trousers and coats are likely to be serviceable grey, tan, or brown material. Halflings have a life expectancy of 150 or more years.
They have no infravision. They shun water. (MM, p.50)
Tallfellow: A taller (4 +'), slimmer halfling, with fairer skin and hair. Tallfellows are very rare. They use more armor, ride ponies and carry more spears. It is possible for exceptionally strong (17, 18) tallfellows to work to 5th or 6th level of fighting ability. They can speak elvish and are very friendly with elves. They live for about 180 years on the average.
Stout: This kind of halfling is a bit smaller (3½+) and stockier than the typical (hairfeet). They use more armor also, and employ morning stars in addition to the usual halflingish arms. Very strong stouts (18) are able to work up to 5th level fighting ability. Stouts have infravision and can detect sloping passageways. They have no fear of water and can swim. These halflings are able to speak dwarvish and enjoy dwarven company. Stouts reach the age of 200 or more years. (MM, p.50)
[Druid = 6th]
Fighter = 4th; Stout-Str 18+/Tall-Str 17= 5th; Tall-Str 18+ = 6th
Thief = U
Str 6/17 (14) [-1]
Int 6/18
Wis 3/17
Dex 8/18 [+1]
Con 10/19
Cha 3/18
[Druid]
Fighter
Fighter/Thief
Thief
Halflings are basically hard-working, orderly and peaceful citizens and peaceful of communities similar to humans - although their villages usually contain many burrow homes as well as surface cottages.
All halfling characters have a high resistance to magic spells, so for every 3½ points of Constitution ability, the character possesses, he or she gains a +1 on saving throws versus wands, staves, rods, and spells. This converts to the following bonuses for Constitution: 4-6 = +1, 7-10 = +2, 11-13 = +3, 14-17 = +4, and 18 = +5.
As halflings also have a similar resistance to poisons of all sorts, they gain a Constitution bonus identical to that for saving throws versus magical attacks when they make saving throws versus poison, i.e. +1 to +5 depending on Constitution score.
If alone (or well in advance — 90-ft. or more — of a party which does not consist entirely of halflings or elves not in metal armor) and not in metal armor, halfling characters are able to move very silently; thus, if they do not have to open some form of door or other screen, they will surprise (q.v.) a monster 66⅔% (do, 1-4) of the time. If a door must be opened, chance for surprise drops to 33⅓% (do, 1-2).
Certain halfling characters have infravision. Those with mixed blood are assumed to have infravision which functions up to 30-ft. distant, while those of pure Stoutish blood are able to see heat radiation variation at up to 60-ft. (normal infravision).
Similarly, halflings of mixed type and those of pure Stoutish blood are able to note if a passage is an up or down grade 75% (d4, 1-3) of the time, and they can determine direction 50% of the time. Note that these abilities function only when the character is concentrating on the desired information to the exclusion of all other thought and activity.
They are exceedingly clever at both quiet movement and hiding. In natural terrain they must be treated as invisible if they have any form of vegetation in which to conceal themselves. (MM, p.50)
Halfling characters must accept a penalty of -1 from their initially generated Strength ability score, and they gain a bonus of +1 on Dexterity.
All halfling characters are able to speak the following languages in addition to mankind’s “common tongue” and their alignment language: dwarven, elven, gnome, goblin, halfling, and orcish. Halflings with Intelligence above 16 can learn one additional language for every point of Intelligence they possess above the 16 minimum, so at 17 Intelligence the character can learn one additional language, and at 18 Intelligence two can be learned.
Chance Of Hearing Noise: 3 in 20 (15%)
The usual protection worn by halflings consists of padded or leather armor. Halflings are typically weaponed as follows: small sword and short bow (10%), small sword and spear (10%), short bow (10%), sling (20%), small sword (10%), spear (20%), hand axe (20%).