Pathfinder 2e Halfman *Halfling* Extras/Alterations
GM NOTE: If running just a Pathfinder 2e game on Valerick, which is the base structure I've more or less decided to draw a lot of my influence from, you can simply use the appropriate Ancestry and certainly bend and manipulate the lore and such of the various heritage or notes about halflings of Golarian to fit Valerick's lore as you and your table feels appropriate. Alternatively however you will find a breakdown here of both what the Ancestry would look like if you wish to play the full homebrew setup (including hit dice instead of flat hit points for class levels, the altered magick system, etc). You will also find extra Ancestry Feats here as well.
Halfmen Mechanics in Valerick
Starting Ancestry Hit Points: 6+Constituition Modifier
Size: Small
Speed: 20 feet
Ability Modifiers: +2 Dexterity, +2 Charisma, +2 Wisdom, -2 Strength
Languages: Unchanged, though as per standard for how I run games if the racial language of a party member isn't on the standard list for PF2e for you, so long as it narratively makes sense and the GM and the Player are cool with it, its available and on the list.
Glass Half Full: Halfmen are notoriously lucky, even suspiciously so for no percieveable reason anyone can understand. Every day the first time a Halfman Character rolls a Natural 1 it instead counts as a 10.
Ancestry Feats 1st Level
Tough Guts
Feat 1
Traits: Halfman, Common
Source: Adventures in Valerick
Access: Be a Halfman character.
Halfmen on Valerick are notorious for their love of food and the culinary arts, and they do treat it a bit like an extreme sport, willing to try experimental and even dangerous dishes. As such they seem to have evolved with a uniquely toughened constitution in regards to toxins, sickness and poisoning. They gain +2 to any save against Poison damage effects, Persistent Poison Damage, the Poisoned condition or the Sickened Conditons, or diseases and illnesses. They also gain Poison Resist=character level.
Corruptive Resistance
Feat 1
Traits: Uncommon, Halfman
Source: Adventures in Valerick
Access: Be a Halfman Character
Halfmen are an interesting bunch when it comes to the Void and the twisting of manna and magick. Whilst not just overarchingly resistant such as the Dwarves, they seem to possess some sort of natural resistance against the corrupting and twisting touch of the Void. They gain +2 to any saving throw against Arcane, Primal and Occult spell effects, curses or environmental hazards, as well as gaining Damage Resist=character level against any magick effect or damage source with the Void-Tainted Trait.
Ancestry Feats 5th level
I've had worse!
Feat 5
Traits: Halfman, Uncommon
Cost: 1 Action
Source: Adventures in Valerick
Access: Be a Halfman character who took Tough Guts Feat
By now you've had all manner of terrible dish from undercooked chicken to durian fruit and everything in between. You've put your insides through the wringer but have come out stronger for it. As a single action, you can simply strip yourself of 1 instance of the Sickened or Poisoned Condition/4 character levels, or alternatively simply shed persistent Poison damage equal to your character level as you simply, through will and tough guts, force yourself to feel fine.
Ancestry Feats 9th level
Mutative Resistance: Feat 9
Traits: Halfman, Uncommon
Source: Adventures in Valerick
Access: Be a Halfman
Halfmen are also seemingly difficult to forcibly alter in any real way in their physiology and psychology. They gain a circumstance bonus equal to 1/2 their character level when rolling saving throws against mutation or mental breaks.
Ancestry Feats 13th level
Ironguts Feat 13
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman with I've Had Worse Feat
Halfmen are notoriously resistant to being poisoned in any way, and the truth of the matter is because it would seem they often can't be. You are immune to any non magickal source of poison damage, poison persistent damage and the Poisoned Condition.
Ancestry Feats 17th level
Incorruptible
Feat 17
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman and have the Mutative Resistance Feat.
Halfmen are well known for their resistance to the Void in general and the corruptive and mutative forces of creatures from the realm of Nightmares and their magicks. In truth by some means or another, eventually a Halfman whom is exposed to such forces over and over and continues to resist them seems to develop a natural immunity. Upon selecting this Feat, the character is immune to Mutative or Mental Break effects.
Feat 9
Traits: Halfman, Uncommon
Source: Adventures in Valerick
Access: Be a Halfman
Halfmen are also seemingly difficult to forcibly alter in any real way in their physiology and psychology. They gain a circumstance bonus equal to 1/2 their character level when rolling saving throws against mutation or mental breaks.
Ancestry Feats 13th level
Ironguts Feat 13
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman with I've Had Worse Feat
Halfmen are notoriously resistant to being poisoned in any way, and the truth of the matter is because it would seem they often can't be. You are immune to any non magickal source of poison damage, poison persistent damage and the Poisoned Condition.
Ancestry Feats 17th level
Incorruptible
Feat 17
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman and have the Mutative Resistance Feat.
Halfmen are well known for their resistance to the Void in general and the corruptive and mutative forces of creatures from the realm of Nightmares and their magicks. In truth by some means or another, eventually a Halfman whom is exposed to such forces over and over and continues to resist them seems to develop a natural immunity. Upon selecting this Feat, the character is immune to Mutative or Mental Break effects.
Feat 13
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman with I've Had Worse Feat
Halfmen are notoriously resistant to being poisoned in any way, and the truth of the matter is because it would seem they often can't be. You are immune to any non magickal source of poison damage, poison persistent damage and the Poisoned Condition.
Ancestry Feats 17th level
Incorruptible
Feat 17
Traits: Rare, Halfman
Source: Adventures in Valerick
Access: Be a Halfman and have the Mutative Resistance Feat.
Halfmen are well known for their resistance to the Void in general and the corruptive and mutative forces of creatures from the realm of Nightmares and their magicks. In truth by some means or another, eventually a Halfman whom is exposed to such forces over and over and continues to resist them seems to develop a natural immunity. Upon selecting this Feat, the character is immune to Mutative or Mental Break effects.
Comments