Halfling

Halflings are the adventurous, daredevil gunslingers of the frontier.

  • Humanoid.
  • +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, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on Climb, Jump, Listen, and Spot checks.
  • +4 racial bonus on Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +1 racial bonus on attack rolls with firearms.
  • Halflings start each day with 1 bonus grit point. This allows the halfling to have 1 more grit than points of wisdom bonus when starting the day, but once he spends a point of grit he is again limited to a number of grit points equal to his wisdom modifier. If a halfling does not have a pool of grit points, this ability grants him 1 grit point (provided his wisdom modifier is 0 or higher), which he can use to perform any first-level gunslinger deed. A halfling without gunslinger levels does not regain grit after it is spent for the day.
  • Automatic Languages: Frontier Common and Halfling.

Personality: Halflings are adventurous and fearless. They are curious about all things and love the excitement of the frontier. They are passionate and show their emotions easily. They also have a tendency to be somewhat cocky, sure that their luck will hold up in any situation. They are master gunslingers, and often draw before they think.

Physical Description: Halflings look like half-sized humans. They are slight of build and have nimble fingers. They love to express themselves through their fashion choices.

Relations: Halflings are mostly on good terms with all the frontier races, though the others may find halflings to be somewhat too erratic. Their thirst for excitement can be a little off-putting to the native races, but they usually aren’t perceived to be a threat.

Alignment: Halflings’ love for excitement and adventure means they tend toward chaotic alignments.

Lands: Halflings mostly live on the very edge of the frontier, wherever most of the excitement can be found.

Religion: Some halflings pay homage to the Highfather, asking blessings when they embark on a particularly dangerous task, or whispering thanks when they scrape by on the edge of their teeth. Most, however, simply rely on their own luck to get them by.

Language: Halflings speak Frontier Common.

Names: Halfling names are much like human names, but they often have nicknames that they pick up from adventures they have had.

Classes: Halflings have a penchant for gunplay, and so often take the gunslinger class. They take levels in any class that can help them get by, and isn’t too badly hampered by their small size – rogue, factotum, beguiler, sorcerer, psychic rogues, and so on. Classes such as barbarian and fighter rarely appeal to a Halfling, since they are smaller and weaker than the big folk.

Adventurers: Halflings adventure purely for the adventure’s sake. They love excitement and encountering new and unusual things. Their curiosity is boundless. They also love to show off their gunplay and other skills.

Character Options: Halflings qualify for feats and prestige classes that require the Halfling subtype.

Luckstruck template
Luckstruck is an inherited template that can be applied to any halfling. Luckstruck halflings appear similar to normal halflings, but are more attractive, more suave and debonair, and have an even stronger “devil-may-care” attitude.

  • Luckstruck halflings gain the chaotic subtype.
  • +2 charisma.
  • Incredible Luck: Once per day a luckstruck halfling can reroll any d20 roll before the DM announces if the result was a success or failure. The result of the second roll is used in place of the first.
  • Luckstruck halflings are immune to fear effects.
  • Luckstruck halflings gain a +4 bonus to initiative checks.
  • Freedom of Movement (Su): For a number of rounds per day equal to his hit dice, a luckstruck halfling can use freedom of movement as a supernatural ability. Activating this ability is a free action.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License