GENERAL: 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, yet a halfling’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. 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. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. To say that many halflings live by the saying “Those who run away live to see another day” is not without warrent. Though their curiosity often 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. Halflings, like dwarves, appreciate a good tankard of ale, although they will niether turn away from a full wineskin nor a cup of mead.
PHYSICAL DESCRIPTION: Halflings rise to a humble height of 3 feet, similar in height to a gnome, but a bit more “filled out”. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling’s ears are pointed, but proportionately not much larger than those of a human.
RELIGION: Halflings claim no cultural homeland and usually control no settlements larger than rural assemblies of free towns, so their religious affiliations tend to be based on whatever area they may live, or even by whatever their current needs are. They do not build temples or religious buildings as such, but there are usually several homes that entertain religious ceremonies at various times throughout the week in a halfling settlement. They tend to favor gods of nature and agriculture.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. As with all races of the island, halflings may devote two (2) language slots to study a language not listed here.
SNOGARD ISLAND HALFLINGS: Several small villages were destroyed during the time of the banishment, and those halflings that did not parish during that time were relocated to the island with all the other races. Even with this uprooting of their lives, the halfling population remained optimistic that they would soon return to their villages and rebuild. After many centuries, the majority of halflings have concluded that the luck of their race has shown that this island is the place they were destined to be and are not so much worried about returning to their lost villages as they are with making a good life fot themselves on the island.
ABILITY SCORE MODIFICATIONS: +2 Dexterity, +2 Charisma, –2 Strength