Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Halflings sometimes seem similar to gnomes, although they eat more and drink less.
MAXIMUM LEVEL BY CLASS
Druid = 8th
Fighter = 6th (8th if Primary Ability is 16+)
Thief = Unlimited
Fighter/thief
Halflings stand between 3 and 3-1/2 feet tall with short legs and fur-topped feet with leathery soles.
While short like gnomes, they are typically quicker and possess a natural stealthiness. They live in comfortable, burrow-like structures and are friendly with most races. Halflings are more comfortable on the water than gnomes or dwarves, being able fishermen. Halflings love creature comforts and when wealth is gained, this is where it tends to go. If halflings are not overly brave or ambitious, they are generally honest and hard-working when there is need. Halflings live to approximately 200 years.
Most halflings venerate the Earth Mother, although those that adventure tend toward the Wanderer. Otherwise, halflings living near humans, elves or gnomes will worship as they do.
Halflings that live near dwarves or elves will take on certain characteristics of their brethren—the statistics presented here offer a mix of the two. Halflings that live near humans are called Harfeet (the most common), those that live near dwarves or gnomes are called Tooks, and those that live near elves are called Halfkin (and these tend toward the taller end of the range for halfling height). These groups can inter-breed (and do frequently) and the resulting halfling is termed “Mixed”. Unlike some of the other races, halflings have no bias based on heritage and happily welcome their fellows no matter where they were raised. The GM may add or subtract abilities based upon the halfling type.
Ability Scores. Your Dexterity score increases by 1 and your Strength decreases by 1. Minimums are a 6 Strength, 6 Intelligence, 8 Dexterity, and a 10 Constitution. Maximums are a 17 Strength, 17 Wisdom, and 19 Constitution.
Age. Halflings mature at the same rate as humans, and PCs begin when they’re in their mid-30s. Halflings have a lifespan of approximately 200 years.
Alignment. Most halflings tend toward good and law. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings are Small humanoids, standing around 3 feet tall and weighing 50 lbs. Pay careful attention to weapon size rules ("SIZ") and gear bulk rules.
Speed. Your base walking speed is 90 feet per round.
Hear Check. [complex]—+15%.
Starting Languages. Common, Dwarf, Elf, Gnome, Goblin, Halfling, and Orc.
Infravision. You have infravision in dark conditions. You can see in dim light outdoors out to 100 yards as if it were daylight.
Expert Miner. [complex] The character must be immobile and concentrate looking at all adjacent areas within 10 feet.
Detect grades or slopes in passages—75%
Determine direction underground—50%
Forest Sneak. When outside in areas covered in vegetation and you are clothed appropriately, you have a base chance to hide in shadows as if you were an 8th level thief (49%). If you are a thief, you use the higher chance to hide in shadows.
Resistance. [magic, poison] You gain a Constitution racial bonus on saves against poison and magic. See Constitution.
Ring Failure. Anytime you don a magic ring, you must make a resistance roll: 01-20 the ring will never work for you; 21-00 the ring will function some of the time. If functioning, continuous functions (protection, fire resistance) will always work but invoked functions (invisibility, feather falling) have a 20% chance per use of malfunctioning (not working). Additional invocation attempts may be made during each subsequent round (action type/time required as if using the item normally). See Magic Items, Rings.
Stealth. Halflings not in metal armor will gain a +34% bonus to surprise others (this is halved if a door or similar portal must be opened). Likewise, halflings not in metal armor have a 34% chance to move silently. If you are a thief, you use the higher chance to move silently.
Weapon Bonus. Halflings gain a +1 bonus to attack rolls with slings and (halfling crafted) composite short bows.