The halflings page was last modified 08 September 2006.

RACE (HALFLINGS)

[ Halfling Racial Traits (Hairfoot Halflings) | Stout Halfling Racial Traits | Tallfellow Halfling Racial Traits | Halfling Age | Halfling Height and Weight ]

HALFLING RACIAL TRAITS (HAIRFOOT HALFLINGS)
 
+2 Dexterity, 2 Strength.
 
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a 4 size penalty on grappling checks, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and their lifting and carrying limits are one-half of those of a Medium character.
 
Halflings base land speed is 20 feet.
 
+2 racial bonus on saving throws against poison.
 
+2 racial bonus on saving throws against spells and spell-like effects.
 
+1 racial bonus on attack rolls with thrown weapon and slings.
 
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
 
+2 racial bonus on Listen checks.
 
+2 racial bonus on Move Silently checks.
 
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Giant, Gnome, Goblin, and Orc.
 
Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether an experience point penalty is taken for multiclassing (see XP for Multiclass Characters, page 60 of the Player's Handbook).

STOUT HALFLING RACIAL TRAITS: These are in addition to the basic hairfoot halfling traits, except where noted.
 
Darkvision: Stout can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and stout can function just fine with no light at all.
 
Stonecunning: This ability grants a stout a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A stout who merely comes within 10 feet of unusual stonework can make a Search check as if actively searching, and a stout can use the Search skill to find stonework traps as a rogue can. A stout can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
 
+2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
 
Unlike other halflings, stout are less stealthy than hairfoot halflings and do not have a racial bonus on Move Silently checks.
 
Automatic Languages: Dwarven, Halfling, and Undercommon. Bonus Languages: Common, Giant, Gnome, Goblin, and Orc. This trait replaces the hairfoot halfling's automatic and bonus languages.

TALLFELLOW HALFLING RACIAL TRAITS: These are in addition to the basic hairfoot halfling traits, except where noted.
 
+2 racial bonus on Listen, Search, and Spot checks. A tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if actively looking for it.
 
Unlike other halflings, tallfellow are less stealthy than hairfoot halflings and do not have a racial bonus on Move Silently checks.
 
Automatic Languages: Common and Halfling. Bonus Languages: Elven, Giant, Gnome, Goblin, Orc, and Sylvan. This trait replaces the hairfoot halfling's automatic and bonus languages.

HALFLING AGE
  You can choose or randomly generate your character's age. If you choose it, it must be the at least the minimum age for the character's race and class (see Table: Random Starting Ages). Your character's minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character's race and class on Table: Random Starting Ages.
  Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

TABLE 6–4: RANDOM STARTING AGE
  Race
Adulthood

Berserker
Rogue
Sorcerer

Bard
Ranger
Warrior

  Cleric
Druid
Monk
Wizard
  Halfling   20 years   +2d4   +3d6   +4d6

TABLE 6–5: AGING EFFECTS
  Race   Middle Age*   Old**   Venerable   Maximum Age
  Halfling   50 years   75 years   100 years   +5d20 years
  *
At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  **
At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
 
At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

HALFLING HEIGHT AND WEIGHT
  Choose your character's height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Random Height and Weight.
  The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

TABLE 6–6: RANDOM HEIGHT AND WEIGHT
  Race   Average
Height
  Height
Modifier
  Average
Weight
  Weight
Modifier
  Hairfoot Halfling, male   2' 8"   +2d4   30 lb.   x 1 lb.
  Hairfoot Halfling, female   2' 6"   +2d4   25 lb.   x 1 lb.
  Stout Halfling, male   2' 8"   +2d4   30 lb.   x 1 lb.
  Stout Halfling, female   2' 6"   +2d4   25 lb.   x 1 lb.
  Tallfellow Halfling, male   3' 7"   +2d4   50 lb.   x 1 lb.
  Tallfellow Halfling, female   3' 4"   +2d4   45 lb.   x 1 lb.

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