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.
[Campaign Rule. Haflings have a base movement rate of 9".]
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, stoves, 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 a monster [70%] (d6, 1-4) of the time. If a door must be opened, chance for surprise drops to [35%] (d6, 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 [miners,] 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.
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.
Halfling characters must accept a penalty of -1 from their initially generated Strength ability score, and they gain a bonus of +1 on Dexterity.