Races/Halfling

Description
Physical Description: Halflings are a much smaller race, usually around 3 feet in height. Halflings seem odd to other races, preferring to walk barefoot, which exposes the tufts of hair on the top of their broad feet. Other than this halflings look a decent bit like smaller humans, with their other notable feature being their pointed ears, though generally similar size to a human’s rather than being long like an elf.

Society: Halfings tend to live in small villages rather than cities, keeping to a quieter farming life. Some halflings exist within human societies as well, living out their lives within the cities. Halflings live in an odd balance of being both the type to seek out peace and quiet and causing mischief; usually of the harmless variety, but their small stature and penchant for trouble can lead them quickly into a life of thievery in the large cities.

Relations: To this adaptability halflings tend to live in relative harmony with other races, generally capable of having a connection to both nature and civilization. As such it is not uncommon for even a halfling village to be under the rule of another kingdom, simply left alone or traded with for their quality crops, and not much more.

Type: Humanoid(Halfling)

Shireling Halfling
Description: The Shireling is a much more peace loving variant of Halfling, tending to keep as farmers and not leave their villages. This is not to say they cannot be strong fighters, as they can be adept hunters and deadly with a sling. As such rarely witnessed, but these halflings have been known to hold their own against smaller groups of potential invaders or bandits to their villages.

Ability Score Modifiers: Shireling Halflings gain a +2 racial bonus to Agility and Endurance, and a -2 penalty to Strength.

Size: Small (+1 Size Bonus to AC and Attack Rolls; -1 Penalty to MSB and Saves against maneuvers; and a +4 size bonus on stealth and acrobatics checks to fly).

Base Speed: 20 feet

Starting Languages: Common, Halfling

Special Vision Types: None

Trait: Shireling Halflings gain a +2 racial bonus on all Profession(Farmer) or Profession(Chef) checks, your choice. In addition Shirelings are automatically proficient in all Sling keyword weapons, in addition any Sling keyword weapon they gain proficiency with from another source (such as a feat or class feature), they may instead wield slings of that type sized one size category larger than them (usually medium) without needing to increase the number of hands require to wield it, nor do they take a penalty (for example a hafling could still wield a medium sling in one hand without penalty).

Mixed Blood Trait: Mixed Blood Secondary Shirelings gain a +1 racial bonus on attack rolls with Sling keyword weapons.

Fleetfoot Halfling
Description: Fleetfoot halflings are the more common variety of halfing to be seen within human settlements, having adapted to a quicker pace to keep up with the longer strides of the other races.

Ability Score Modifiers: Fleetfoot Halflings gain a +2 racial bonus to Agility and Psyche, and a -2 penalty to Strength.

Size: Small (+1 Size Bonus to AC and Attack Rolls; -1 Penalty to MSB and Saves against maneuvers; and a +4 size bonus on stealth and acrobatics checks to fly).

Base Speed: 30 feet

Starting Languages: Common, Halfling

Special Vision Types: None

Trait: Fleetfoot Halflings gain a +4 racial bonus on Bluff checks. In addition Fleetfoot are adept and blending into a crowd, as such gain a +4 bonus to stealth checks to hide behind a creature a size category larger than them or to move at full speed when stealthed.

Mixed Blood Trait: Mixed Blood Secondary Fleetfoot gain a +2 bonus to move at full speed when stealthed.

Adaptable Luck (Race)
Prerequisite: Halfling(Any), Halfling Luck

Benefit: Up to three times per day, you may gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. You must choose to use this ability before you make the roll or check. Using adaptive luck in this way is not an action.

Adaptable Fortune (Race)
Prerequisite: Halfling(Any), Halfling Luck, Adaptable Luck

Benefit: You gain an additional use per day of adaptable luck. In addition the luck bonus from adaptable luck improves by an additional 2.

Blundering Defense (Race)
Prerequisite: Halfling(Any), Cautious Fighter, Defensive Stance

Benefit: When in defensive stance and fighting defensively or using the total defense action, all allies adjacent to you gain ½ your dodge bonus from these actions as a luck bonus to their AC.

Cautious Fighter (Race)
Prerequisite: Halfling(Any), Defensive Stance

Benefit: While in defensive stance, you gain an additional +2 dodge bonus when using total defense or when fighting defensively.

Cautious Swing (Race)
Prerequisite: Halfling(Any), Cautious Fighter, Defensive Stance

Benefit: Once per day while in defensive stance, you can make a single melee attack while taking the total defense action at a -4 penalty. You gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.

Special: If you have the adaptable luck feat, you may expend uses of adaptable luck to use desperate swing an additional time per day.

Danger Detection (Race)
Prerequisite: Halfling(Any)

Benefit: You gain a +4 racial bonus on perception checks to notice  creatures in stealth, a weapon being drawn, or a hidden trap.

Fortunate One (Race)
Prerequisite: Halfling(Any), Halfling Luck, Adaptable Luck, Adaptable Fortune

Benefit: You gain an additional use per day of Adaptable Luck. In addition you may now choose to use adaptable luck after dice has been rolled, but before the results have been revealed.

Halfling Luck (Race)
Prerequisite: Halfling(Any)

Benefit: The halfling gains a +1 racial bonus on all saving throws.

Improved Halfling Luck (Race)
Prerequisite: Halfling(Any), Halfling Luck

Benefit: Once per day, when one of your allies (other than yourself) within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

Improved Low Blow (Race)
Prerequisite: Halfling(Any) or Goblinoid(Goblin); Low Blow

Benefit: When making a critical hit against a foe larger than yourself treat your weapon size as one size category larger for the purpose of determining the damage it deals. If wielding a light weapon you may choose to treat the bonus damage from Low Blow as precision damage.

Low Blow (Race)
Prerequisite: Halfling(Any) or Goblinoid(Goblin)

Benefit: You deal an additional +1 damage on a critical hit for each size category a creature is above yourself. This bonus improves to +2 per size category difference if this attack was made with a light weapon.

Risky Striker (Race)
Prerequisite: Halfling(Any) or Goblinoid(Goblin); Power Stance

Benefit: When in power stance, you may choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every 4 levels thereafter, the penalty increases by –1 and the damage bonus increases by 2. You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn.

Small Quarters Ally (Race)
Prerequisite: Halfling(Any)

Benefit: You may grant yourself any adjacent allies of the same size category a +1 luck bonus on saving throws against mind-affecting effects.