In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains. The heritage of the nomad also serves more urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers, and criminals. The tribal nomads of the plains can sometimes be found in the cities, but often the halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.
Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A half ling’s ears are pointed, but proportionately not much larger than those of a human.
Halflings originated on the Talenta Plains and still thrive there, continuing the nomadic traditions they have practiced for thousands of years. Technically subject to Galifar before the Last War, many halflings of the Talenta Plains spread to the extent of civilization, and halflings are now found in every city in Khorvaire. They bring their glib tongues and quick minds to whatever trades they choose to follow.
A typical halfling prides himself on his ability to go unnoticed by other races—it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they’re not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.
Alignment and Religion
Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they’ve come to grips with the fact that sometimes they’ll need to scrap and scrounge for survival. Most halflings are neutral as a result. Halflings, if they choose to be reverent, will often choose gods such as Olladra or Boldrei to worship.
Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.
The halfling House Ghallanda carries the Mark of Hospitality, granting its members magical abilities related to food, drink, and shelter. Members of this house operate inns and restaurants, prepare food for royalty, or conjure food for their fellow nomads in the Talenta Plains. House Jorasco carries the Mark of Healing, enabling its members to provide curative services in cities throughout Khorvaire.
Antal, Boram, Evan, Jamir, Kaleb, Lem, Miro, Sumak.
Anafa, Bellis, Etune, Filiu, Lissa, Marra, Rillka, Sistra, Yamyra.
Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Alternate Racial Traits
Dinosaur Bond (Talenta): Halflings of the Talenta Plains gain a + 2 bonus on Handle Animal and wild empathy checks made against dinosaurs, and gain a + 2 bonus on saving throws against fear effects while adjacent to a friendly dinosaur. This ability replaces Fearless.
Talenta Weapon Familiarity (Talenta): Halflings with this racial trait are proficient with Talenta boomerangs and treat any weapon with the word “Talenta” in its name as martial weapons. This racial trait replaces Weapon Familiarity.
Talenta Halfling: Talenta halflings have the dinosaur bond and Talenta weapon familiarity racial traits.
Favored Class Bonuses
Alchemist (Talenta, Herbalist Archetype): Add + 1/2 on Craft (alchemy) checks and Survival checks to find edible substances.
Druid (Talenta): Add + 1 hit point or + 1 skill rank to the druid’s dinosaur animal companion. If the druid ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Paladin (Talenta): Add + 1 hit point or + 1 skill rank to the paladin’s dinosaur special mount. If the paladin ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
Ranger (Talenta): Add + 1 hit point or + 1 skill rank to the ranger’s dinosaur animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
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