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Halfling

Halfling

Favored class: Rogue

Halflings are very agile but are small and are not as strong as the other races. They are naturally good at hiding and using throwing weapons and are a bit luckier than the other races.

Halflings are a dimunitive people with great spirit and tenacity. They are very adaptable and have learned to use their small size as a great advantage, often overcoming huge obstacles in resourceful ways.

Stat Notes:

Halflings start with higher dexterity and lower strength.

Strengths: Luck bonus to saves, bonus to attack and defense due to small size, bonuses to jump and move silently skills, bonuses when using thrown weapons.

Weaknesses: Slightly lower strength.

Str -2
Dex +2
Con 0
Int 0
Wis 0
Cha 0

Automatic Feats 12

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
  • Halflings are surprisingly lucky and gain a +1 bonus to all saves.
  • Halflings are agile and gain a +2 bonus to Jump and Move Silently checks.
  • Halflings have keen ears and gain a +2 bonus to Listen checks.
  • As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
  • Halflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.
  • Halfling Focus: Dart
    +1 bonus on attack rolls when using a dart.
  • Halfling Focus: Shuriken
    +1 bonus on attack rolls when using a shuriken.
  • Halfling Focus: Throwing Axe
    +1 bonus on attack rolls when using a throwing axe.
  • Halfling Focus: Throwing Dagger
    +1 bonus on attack rolls when using a throwing dagger.
  • Halfling Focus: Throwing Hammer
    +1 bonus on attack rolls when using a throwing hammer.
  • Halfling
    You are considered a Halfling. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 3

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Greater Dragonmark of Healing
    Requires Lesser Dragonmark of Healing, 9th level
    Activate this ability to harness the bloodline of House Jorasco to cast Heal once per rest. Also allows you to use your Least and Lesser Marks of Healing an extra time per rest.
  • The bloodline of House Jorasco bestows on you a +2 bonus to your Heal skill. Activate this ability to cast Cure Light Wounds three times per rest.
  • Lesser Dragonmark of Healing
    Requires Least Dragonmark of Healing, 6th level
    Activate this ability to harness the bloodline of House Jorasco to cast Cure Serious Wounds two times per rest. Also allows you to use your Least Mark of Healing an extra time per rest.

Enhancements Full tree →

The Halfling tree. Hover a cell for what it does; the full page has every rank and description.

Jorasco Dragonmark Focus 0/3
Jorasco Dragonmark Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 dragonmark use per day, +1 Heal
Stealthy 0/3
Stealthy
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Hide and Move Silently
Acrobatic 0/3
Acrobatic
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Balance, Jump, and Tumble. +2 Armor Class while tumbling.
Halfling Cunning 0/3
Halfling Cunning
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Bluff skill and to hit while performing Sneak Attacks.
Bold 0/3
Bold
Ranks: 3 Cost: 1 AP Requires: 1 AP
You overcome fear quickly - fear and shaken effects are removed from you after 12 seconds.
Lesser Dragonmark of Healing 0/1
Lesser Dragonmark of Healing
Ranks: 1 Cost: 2 AP Requires: 5 AP
Lesser Dragonmark Spell: Cure Serious Wounds. (Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.)
Break Out The Leeches 0/1
Break Out The Leeches
Ranks: 1 Cost: 1 AP Requires: 5 AP
Lesser Dragonmark Spell: Positive Energy Leeches. (Removes one negative level, one poison, and one disease from your living target once every 3 seconds. Duration is equal to your Heal skill.)
Nimble Reaction 0/3
Nimble Reaction
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
Halfling Guile 0/1
Halfling Guile
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 Sneak Attack die

(Sneak Attacks work as long as the monster you attack isn't focused on you.)
Heroic Companion 0/3
Heroic Companion
Ranks: 3 Cost: 1 AP Requires: 5 AP
Action Boost: Grants an ally +0.25\ and +2 to hit and saving throws.
Greater Dragonmark of Healing 0/1
Greater Dragonmark of Healing
Ranks: 1 Cost: 2 AP Requires: 10 AP
Greater Dragonmark Spell: Heal. (Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.)
Skillful Thrower 0/1
Skillful Thrower
Ranks: 1 Cost: 2 AP Requires: 10 AP
You gain +2 to hit and damage while using a throwing weapon.
Improved Dodge 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% Dodge when wearing light or no armor.
Halfling Guile 0/1
Halfling Guile
Ranks: 1 Cost: 1 AP Requires: 10 AP
+1 Sneak Attack die

(Sneak Attacks work as long as the monster you attack isn't focused on you.)
Master Thrower 0/1
Master Thrower
Ranks: 1 Cost: 1 AP Requires: 15 AP
You gain a +1 Competence bonus to the Critical Threat Range of returning thrown weapons.
Halfling Agility 0/1
Halfling Agility
Ranks: 1 Cost: 2 AP Requires: 15 AP
Up to once per second when you are hit, you gain 1% dodge until you are missed. This effect can stack up to 5 times.
Halfling Guile 0/1
Halfling Guile
Ranks: 1 Cost: 1 AP Requires: 15 AP
+1 Sneak Attack die

(Sneak Attacks work as long as the monster you attack isn't focused on you.)
Core Enhancements
Halfling Luck 0/1
Halfling Luck
Ranks: 1 Cost: 1 AP
+1 to all Saving Throws
Halfling Dexterity 0/1
Halfling Dexterity
Ranks: 1 Cost: 2 AP
+1 Dexterity
Halfling Luck 0/1
Halfling Luck
Ranks: 1 Cost: 1 AP
+1 to all Saving Throws
Halfling Dexterity 0/1
Halfling Dexterity
Ranks: 1 Cost: 2 AP
+1 Dexterity
Halfling Luck 0/1
Halfling Luck
Ranks: 1 Cost: 1 AP
+1 to all Saving Throws

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Halfling in a past life. You gain +1 to the Move Silently skill. This is the first of three Past Life: Halfling feats, each of which grants a different bonus.
  • You were a Halfling in a past life. You gain +1 to Dexterity. This is the second of three Past Life: Halfling feats, each of which grants a different bonus.
  • You were a Halfling in a past life. You gain +1 Racial Action Point. This is the final Past Life: Halfling feat.