Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.

Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.

Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

Adventures: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.


Alignment and Religion: Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they’ve come to grips with the fact that sometimes they’ll need to scrap and scrounge for survival. Most halflings are neutral as a result.

Society: Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.

Relations: A typical halfling prides himself on his ability to go unnoticed by other races—it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they’re not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.

Game Rule Information

Alignment: Any.
Hit Die: d6.
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills:
The halfling’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

  • Skill Ranks Per Level: 6 + Int modifier.
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Halfling Jinx, Size Matters Not, Skirmish (+1d6)
2nd +1 +0 +3 +3 Superior Luck, Thrown Weapon Training
3rd +2 +1 +3 +3 Comforts of Home, Uncanny Luck 1/day
4th +3 +1 +4 +4 Favored Mark, Bonus Feat
5th +3 +1 +4 +4 Fast Friend, Sniper’s Vision
6th +4 +2 +5 +5 Skirmish (+1 AC), Uncanny Luck 2/day
7th +5 +2 +5 +5 Cast the First Stone, Detect Wealth
8th +6 +2 +6 +6 Evasion, Bonus Feat
9th +6 +3 +6 +6 Favored Mark, Uncanny Luck 3/day
10th +7 +3 +7 +7 Hide in Plain Sight
11th +8 +3 +7 +7 Skirmish (+2d6)
12th +9 +4 +8 +8 Uncanny Luck 4/day, Bonus Feat
13th +9 +4 +8 +8 Ricochet Shot
14th +10 +4 +9 +9 Favored Mark, Stand Firm
15th +11 +5 +9 +9 Uncanny Luck 5/day
16th +12 +5 +10 +10 Skirmish (+2 AC), Bonus Feat
17th +12 +5 +10 +10 Opportunity Knocks
18th +13 +6 +11 +11 Inconspicuous Aura, Uncanny Luck 6/day
19th +14 +6 +11 +11 Favored Mark
20th +15 +6 +12 +12 Dexterity Boost, Sniping Mastery, Bonus Feat

Weapon and Armor Proficiency: A halfling is proficient with all simple weapons, shortswords, double slings, staff slings, and stitched slings. Halflings are proficient with Light armor, but not with shields.

Hafling Jinx (Su): A halfling gains the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and she must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 the halfling’s level + the halfling’s Charisma modifier). If your target makes this saving throw, it is immune to her jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until she attempt to use her jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.

Size Matters Not (Ex): A halfling learns to neutralize some of the natural advantage gained by particularly large opponents. The halfling gains a +4 bonus on Combat Maneuver checks and Combat Maneuver Defense made against opponents at least two size categories larger than herself.

Skirmish (Ex): A halfling relies on mobility to deal extra damage and improve her defense. At 1st level, a halfling deals an extra 1d6 points of damage on all attacks during any round in which she moves at least 10 feet.
The extra damage only applies against living creatures that have a discernible anatomy. Elementals, Oozes, Proteans, and Incorporeal creatures are not vulnerable to this additional damage. The halfling must be able to see the target well eough to pick out a vital spot and must
be able to reach such a spot. Halflings can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. This bonus increases to an extra 2d6 points of damage at 11th level.
At 6th level, the halfling also gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the halfling has moved 10 feet, and lasts until the start of her next turn. This bonus improves to +2 at 16th level.
A halfling loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Superior Luck (Ex): At 2nd level, the halfling’s racial bonus on all saving throws increases to +2.

Thrown Weapon Training (Ex): Starting at 2nd level, a halfling gains the benefits of weapon training, as per the fighter ability, with thrown weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
For the purposes of this ability only, the following weapons are added to these groups:

  • Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, double sling, halfling sling staff, harpoon, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.

Comforts of Home (Su): Starting at 3rd level, a halfling can sense the location of the nearest nourishment consisting of berries, fruit, mushrooms, and small game animals within 1 mile. In the wilderness, she knows in which direction food or water lies and whether it is safe to eat or drink. In towns and cities, the halfling can find safe taverns that have good food. Using either of these abilities takes 10 minutes.
In addition, she can automatically sense if food or drink within 10 feet is dangerous, but she does not learn specifically why the food is dangerous. She must be able to see and smell the food for this ability to work. For example, she can tell that a stew would be harmful if eaten, but can’t say whether the meat is rotten or the food has been poisoned.

Uncanny Luck (Ex): At 3rd level, a halfling gains a second chance against certain dangers. She can reroll any Reflex save she has just rolled. If she chooses to use this ability (which must be decided before the result of the original save is known), she must abide by the second roll. She may use this ability once per day at 3rd level and one additional time per day for every three levels gained thereafter. She can’t use this ability more than once per round.

Bonus Feats: At 4th level, and every four levels thereafter (8th, 12th, 16th, 20th), the halfling may take one of the following feats as a bonus feat. The halfling must meet all the feat’s prerequisites. Additional Traits, Ammo Drop, Arcane Jinx, Area Jinx, Bolster Jinx, Childlike, Distant Jinx, Fascination Jinx, Halfling Slinger, Improved Unarmed Strike, Jinx Alchemy, Jinxed Spell, Juggle Load, Large Target, Lucky Halfling, Malicious Eye, Mounted Archery, Pass for Human, Point Blank Shot, Sluggish Jinx, Versatile Jinxer, Weapon Finesse, Well-Prepared, Whip-Slinger, or Worst Case Jinx.

Favored Mark (Ex): At 4th level, a halfling may select a humanoid race (dwarf, elf, goblinoid, human, and so on) as a favored mark. Due to her extensive study of her chosen race and training in the proper techniques for persuading such creatures, the halfling gains a +2 bonus to Appraise, Bluff, Diplomacy, and Sense Motive checks when using these skills in negotiation with creatures of this type.
At 9th, 14th, and 19th levels, the halfling may select an additional favored mark. In addition, at each such interval, the bonus against any one favored mark (including the one just selected, if so desired) increases by 2.

Fast Friend (Ex): At 5th level, halflings pick up the lay of the land very quickly. A halfling may make a Diplomacy check to gather information after only 1 hour of socializing rather than the normal 1d4 hours. The halfling may retry a failed check 3 times in the same evening without drawing attention or suspicion.

Sniper’s Vision (Ex): At 5th level, halflings gain a +2 bonus on thrown weapons attacks made against targets with some degree of cover (see “thrown weapon training” above for a list of appropriate weapons); this bonus effectively reduces the benefit of cover as the halfling is adept at aiming for the exposed part of the foe. Additionally, if the halfling misses the target due to concealment, she can reroll the miss chance percentile roll one time to see if she actually hit.

Cast the First Stone (Ex): Beginning at 3rd level, a halfling gains further ability to react to danger before her senses would normally allow it. Any time she is able to act in the surprise round, she gains a +4 bonus on her initiative roll.

Detect Wealth (Sp): Once per day at 7th level, a halfling can detect the presence and approximate amount of the greatest concentration of wealth in an area. This is a specific kind of divination, similar to a locate object spell cast by a 5th-level wizard with the following exceptions. The ability’s area of effect has a radius of a quarter mile; the ability’s duration is one minute; and the ability detects the greatest single source of wealth within the area.
If a source of wealth is diffused over an area (such as a flock of sheep or a vein of precious ore), the halfling only gets a sense of direction until he reaches the approximate geographical center of the area.
Note that wealth is measured in more than coins, and even though a halfling determines where a valuable object is, she does not necessarily know why something is valuable or how to dispose of the wealth. For instance, a lord’s art collection might be the greatest concentration of wealth in his fief. How the halfling can get and liquidate that wealth for the betterment of her community is left up to her discretion.
This ability is blocked by even a thin sheet of lead. Polymorph any object fools this ability.

Evasion (Ex): At 8th level and higher, a halfling can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the halfling is wearing light armor or no armor. A helpless halfling does not gain the benefit of evasion.

Hide in Plain Sight (Su): At 10th level, a halfling can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a halfling can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Rocochet Shot (Ex): Beginning at 13th level, when using a sling or similar projectile weapon, the halfling can fire a shot at a wall, or piece of solid terrain, and have it ricochet off it. When she does this, she can use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and the halfing’s own square to determine the effects of concealment.
Alternatively, if the halfling makes a normal shot with his weapon and strikes her target, she may have the shot ricochet off the first target and strike a second target adjacent (within 5-feet) to the first. The halfling immediately makes a second attack roll, with an attack bonus equal to the first roll’s attack -2.
The halfling can use this ability a number of times per day equal to his class level.

Stand Firm (Ex): Beginning at 14th level, a halfling has gained such a self-confident, do-or-die attitude that she inspires her allies. All allies within 20 feet gain a +2 morale bonus on saving throws against fear effects.

Opportunity Knocks (Ex): At 17th level, a halfling gains the ability to react to openings in combat. Once per round the halfling can make a ranged attack against an opponent that has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. A halfling cannot use this ability more than once per round, even if she has the Combat Reflexes feat.

Inconspicuous Aura (Su): At 18th level, a halfling can make herself look so small and helpless that her opponents ignore her in favor of other targets. This ability functions exactly like the sanctuary spell cast by a spellcaster of the halfling’s class level. The Will save DC to resist this effect is 10 + 1/2 the halfling’s class level + the halfling’s Charisma bonus. The halfling can use this ability three times per day as an immediate action.

Dexterity Boost (Ex): At 20th level, the halfling gains an additional +2 racial bonus to his Dexterity score.

Sniping Mastery (Ex): At 20th level, a halfling who has hidden at least 10 feet away from her target can make one or more ranged attacks, then immediately hide again as a free action. She takes only a –10 penalty on her Stealth check to do so (rather than the normal –20).


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