Halflings
The race from the third fruit of Eliwyn reborn, the halflings were supposed to be tallest of the races, willow-wand thin. However, Zheenkeef kicked their fruit across the world and it bounced from the cliffs to the plains, squashing them to half their original size. They are one of the mortal races, and Maal judges their souls upon their death.
Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home. If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
You Might... Get along well with a wide variety of people and enjoy meeting new friends. Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.
Others Probably... Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation. Think you bring good luck with you.
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child. Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black. Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
Society
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, or encourage guile, like Darmon. Though no diety is more venerated amongst Halflings than Anwyn. Popular Edicts: share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice Popular Anathema: take your luck for granted
Names Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home. If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
You Might... Get along well with a wide variety of people and enjoy meeting new friends. Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.
Others Probably... Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation. Think you bring good luck with you.
Physical Description
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child. Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black. Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
Society
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
Beliefs
Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, or encourage guile, like Darmon. Though no diety is more venerated amongst Halflings than Anwyn. Popular Edicts: share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice Popular Anathema: take your luck for granted
Names Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
Heritages
Gutsy Halfling
Source Player Core pg. 59
Your family line is known for keeping a level head and staving off fear when the chips were down. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Hillock Halfling
Source Player Core pg. 59
Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Jinxed Halfling
(Uncommon)Source Player Core pg. 59
You were born with a strange blessing: bereft of the typical halfling luck, you can instead manipulate the fortunes of others. You can never take the Halfling Luck feat, and you gain the Jinx action.
Nomadic Halfling
Source Player Core pg. 59
Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
Observant Halfling
Source Character Guide pg. 43 2.0
Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Twilight Halfling
Source Player Core pg. 59
Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.
Wildwood Halfling
Source Player Core pg. 59
You hail from deep within a jungle or forest, and you've learned how to use your small size to wriggle through undergrowth and other obstacles. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth
Comments