Halflings are a small and unprepossessing race, often living near human settlements at an agreeable remove from the bustle and hurriedness characteristic of humans. Halfling society is comfortable and staid, rooted in polite, placid, well-fed life. Halfling adventurers are thought aberrant, even lunatic, but also dashing and heroic figures, a charming and amusing contradiction of logic.
Halflings value learning and craftsmanship, as long as nothing is taken to an embarrassing extreme. They are capable of moving very quietly and are excellent marksmen; given the right personality, halflings can become excellent thieves. Halflings live to be 150 or more years old.
Summary of halfling Racial abilities:
- -1 Str, +1 Dex
- +1 bonus per 3.5 points of Con to saves against magic (both aimed magic items and spells) and poison.
- +3 bonus to attacks with a bow or sling
4 in 6 chance to surprise when travelling in nonmetal armour and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6
Common, dwarfish, gnome, goblin, halfling and orcish. For every point of intelligence above 16, a halfling may learn an additional language, but may not more than two additional languages regardless of intelligence
Use of thieving abilities is only possible when wearing armour permitted to thieves
Permitted Class Options:
Fighter, Druid, Thief, or Fighter/Thief.
- Fighter: 20+3d4
- Druid: 40+3d4
- Thief: 40+2d4
Minimum/Maximum ability scores (after adjustment for race);
If the ability scores rolled do not fall within these limits, then the race of halfling is not a valid choice for the character:
- Strength: 6/17
- Dexterity: 8/19
- Constitution: 10/18
- Intelligence: 6/18
- Wisdom: 3/17
- Charisma: 3/18
- Assassin: N/A
- Cleric: N/A
- Druid: 6
- Fighter: 4
- Illusionist: N/A
- Magic: User N/A
- Paladin: N/A
- Ranger: N/A
- Thief: Unlimited