Halfling

Halflings read, write, and speak their own language. Particularly intelligent halflings know other languages as well, including any of the following Shadow languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Species Traits

Halflings have the following traits:

Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.

Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.

Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks. In addition, halflings gain the bonus skills Read/Write Language (any one) and Speak Language (any one).

Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.

Halfling: CR 1/2; Small humanoid (Shadowkind); HD 1d8; hp 4; Mas 10; Init +1; Spd 20 ft.; Defense 12, touch 12, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap –5; Atk +0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +1 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot); Full Atk +0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +2 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses; AL varies; SV Fort +1, Ref +4, Will +1; AP 0; Rep +0; Str 8, Dex 13, Con 10, Int 11, Wis 10, Cha 11.

Skills: Bluff +1, Climb +1, Diplomacy +2, Hide +5, Jump +1, Knowledge (any one) +1, Listen +2, Move Silently +3, Read/Write Halfling, Read/Write Language (any one), Sleight of Hand +3, Speak Halfling, Speak Language (any one).

Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency.

Possessions: Slingshot, knife, taser, casual clothes, disposable camera.

Advancement: By character class.

Halfling Fast Hero 1/Charismatic Hero 1: CR 2; Small humanoid (Shadowkind); HD 1d8 plus 1d6; hp 11; Mas 10; Init +3; Spd 20 ft.; Defense 17, touch 17, flat-footed 14 (+1 size, +3 Dex, +3 class); BAB +0; Grap –4; Atk +1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot); Full Atk +1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/ 19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses; AL varies; SV Fort +2, Ref +6, Will +0; AP 1; Rep +2; Str 10, Dex 17, Con 10, Int 14, Wis 8, Cha 13.

Skills: Balance +5, Bluff +3, Climb +2, Diplomacy +3, Escape Artist +5, Gather Information +3, Hide +11, Jump +2, Knowledge (current events) +3, Knowledge (popular culture) +4, Knowledge (streetwise) +4, Listen +3, Move Silently +7, Perform (any one) +2, Read/Write Halfling, Read/Write Language (any three), Sleight of Hand +7, Speak Halfling, Speak Language (any three), Tumble +7.

Feats: Archaic Weapons Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency.

Talent (Fast Hero): Evasion.

Talent (Charismatic Hero): Fast-talk.

Possessions: Slingshot, knife, loaded Pathfinder (.22 revolver), speed loader (with 6 extra .22 rounds), taser, casual clothes, disposable camera.