General Description
Halflings (called Shiroishuju, white dwarves, by Heibesu people) are short, cheerful, optimistic folk with an abundance of curiosity and a reputation for bringing good luck. They are easy-going, easily excitable, and opportunistic, though not as violent as many other races. Their ability to find humour in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.
Halflings sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Their curiosity can overwhelm their good sense, leading to poor decisions and narrow escapes. Despite their wanderlust, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Without a doubt, halflings enjoy luxury and comfort, but they have equally strong reasons to make their homes a showcase. Halflings consider this urge to devote time, money, and energy toward improving their dwellings a sign of both respect for strangers and affection for their loved ones. Halflings are often unable to physically defend themselves from the rigours of the world, and living in small villages on dwarven territory, particularly the plains, halflings turn to dwarves for protection. Over time, Halfling and Dwarven societies have become more symbiotic, and halflings often give either agricultural and crafted goods they produce to Dwarves as a token of friendship.
Physical Description: Halflings rise to a humble height of 3 feet. Their skin tends toward a light white colour and their hair toward light shades of brown, though many colourations are possible. Halflings prefer simple clothing. Though willing and able to dress up if the situation demands it, their racial urge to remain quietly in the background makes them rather conservative dressers in most situations. Halfling entertainers, on the other hand, make their livings by drawing attention, and tend to go overboard with gaudy and flashy costumes.
Society: Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns, and usually can be found near dwarven settlements or forts, which offer protection. Most often halflings and dwarves are often seen as a single society. Some prefer more nomadic lives, travelling the world and experiencing all it has to offer. Halflings rely on customs and traditions to maintain their own culture. They have an extensive oral history filled with important stories about folk heroes who exemplify particular halfling virtues, but otherwise see little purpose in studying history in and of itself.
Relations: A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery. They get along fairly well with dwarves, although most halflings regard them with a hefty dose of caution. They have not had much contact with Ton'keena and Kitsune, and generally follow the dwarven consensus for caution at the Ton'keena's expansion, though they also identify with the Ton'keena lust for adventure and cheerfulness. They absolutely hate the drows, who try to enslave them. Many halflings honour the kitsune after they freed many halflings as they helped the dwarves fight the drows, though they still keep wary of them.
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 have come to grips with the fact that sometimes they need to scrape and scrounge for survival. Most halflings are neutral as a result. They tend to follow some Reiki that live near their settlements, but most often rely on their tales. They do not practice organized religion, but still make a point in worshipping Sholanee (the Great Maiden), wife of the Great Warden, and from whom all Halflings are derived.
Adventurers: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal candidates for lives of adventure. They often care more for the new experiences adventuring brings them than for any material reward. Other such vagabonds often put up with this curious race in hopes that some of their mystical luck will rub off. Halflings see nothing wrong with encouraging this belief, not just in their traveling companions, but also in the larger world. They are not very common in Heibesu, outside of Dwarven areas.
Male Names: Antal, Boram, Hyrgan, Jamir, Lem, Miro, Sumak, Tribin, Uldar, Vraxim.
Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra.
Standard Racial Traits
Ability Score Racial Traits: +2 DEX, –2 STR.
Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Dwarven. Halflings with high Intelligence scores can choose from the following: any Ton'keena language (Catharian, Daarian, Tribal or Wild Mainland languages), Kitsunese, Tengu, Drow.
Racial Traits:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Sub-Racial Trait: Each Halfling must choose one of the following traits.
Slave-Born : Some Halflings were born into slavery at the whim of the Drow, or were taken very young as apprentices to usually Dwarven families as indentured servants. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk, even after they were freed. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks.
Village Halfling : More sedentary halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Wanderlust : Halflings love travel. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.
Warslinger : Halflings are experts at the use of the sling. Halflings with this racial trait are defenders or warriors who proudly defend their family or village. They can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Halflings (called Shiroishuju, white dwarves, by Heibesu people) are short, cheerful, optimistic folk with an abundance of curiosity and a reputation for bringing good luck. They are easy-going, easily excitable, and opportunistic, though not as violent as many other races. Their ability to find humour in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.
Halflings sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Their curiosity can overwhelm their good sense, leading to poor decisions and narrow escapes. Despite their wanderlust, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Without a doubt, halflings enjoy luxury and comfort, but they have equally strong reasons to make their homes a showcase. Halflings consider this urge to devote time, money, and energy toward improving their dwellings a sign of both respect for strangers and affection for their loved ones. Halflings are often unable to physically defend themselves from the rigours of the world, and living in small villages on dwarven territory, particularly the plains, halflings turn to dwarves for protection. Over time, Halfling and Dwarven societies have become more symbiotic, and halflings often give either agricultural and crafted goods they produce to Dwarves as a token of friendship.
Physical Description: Halflings rise to a humble height of 3 feet. Their skin tends toward a light white colour and their hair toward light shades of brown, though many colourations are possible. Halflings prefer simple clothing. Though willing and able to dress up if the situation demands it, their racial urge to remain quietly in the background makes them rather conservative dressers in most situations. Halfling entertainers, on the other hand, make their livings by drawing attention, and tend to go overboard with gaudy and flashy costumes.
Society: Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns, and usually can be found near dwarven settlements or forts, which offer protection. Most often halflings and dwarves are often seen as a single society. Some prefer more nomadic lives, travelling the world and experiencing all it has to offer. Halflings rely on customs and traditions to maintain their own culture. They have an extensive oral history filled with important stories about folk heroes who exemplify particular halfling virtues, but otherwise see little purpose in studying history in and of itself.
Relations: A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery. They get along fairly well with dwarves, although most halflings regard them with a hefty dose of caution. They have not had much contact with Ton'keena and Kitsune, and generally follow the dwarven consensus for caution at the Ton'keena's expansion, though they also identify with the Ton'keena lust for adventure and cheerfulness. They absolutely hate the drows, who try to enslave them. Many halflings honour the kitsune after they freed many halflings as they helped the dwarves fight the drows, though they still keep wary of them.
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 have come to grips with the fact that sometimes they need to scrape and scrounge for survival. Most halflings are neutral as a result. They tend to follow some Reiki that live near their settlements, but most often rely on their tales. They do not practice organized religion, but still make a point in worshipping Sholanee (the Great Maiden), wife of the Great Warden, and from whom all Halflings are derived.
Adventurers: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal candidates for lives of adventure. They often care more for the new experiences adventuring brings them than for any material reward. Other such vagabonds often put up with this curious race in hopes that some of their mystical luck will rub off. Halflings see nothing wrong with encouraging this belief, not just in their traveling companions, but also in the larger world. They are not very common in Heibesu, outside of Dwarven areas.
Male Names: Antal, Boram, Hyrgan, Jamir, Lem, Miro, Sumak, Tribin, Uldar, Vraxim.
Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra.
Standard Racial Traits
Ability Score Racial Traits: +2 DEX, –2 STR.
Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Dwarven. Halflings with high Intelligence scores can choose from the following: any Ton'keena language (Catharian, Daarian, Tribal or Wild Mainland languages), Kitsunese, Tengu, Drow.
Racial Traits:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Sub-Racial Trait: Each Halfling must choose one of the following traits.
Slave-Born : Some Halflings were born into slavery at the whim of the Drow, or were taken very young as apprentices to usually Dwarven families as indentured servants. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk, even after they were freed. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks.
Village Halfling : More sedentary halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Wanderlust : Halflings love travel. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.
Warslinger : Halflings are experts at the use of the sling. Halflings with this racial trait are defenders or warriors who proudly defend their family or village. They can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Base Height and Weight :
Gender
Male Female |
Base Height
2 ft. 9 in. 2 ft. 7 in. |
Height Modifier
+2d4 in. +2d4 in. |
Base Weight
40 lbs. 30 lbs. |
Weight Modifier
2d4 lbs. 2d4 lbs. |
Random Starting Age :
Adulthood
20 years |
Intuitive
+2d4 years |
Self-Taught
+3d6 years |
Trained
+4d6 years |
Intuitive : This category includes fighters and rogues.
Self-Taught : This category includes rangers and swashbucklers
Trained : This category includes alchemists, inquisitors, investigators and wizards.
Self-Taught : This category includes rangers and swashbucklers
Trained : This category includes alchemists, inquisitors, investigators and wizards.