Mortal Races - Halflings

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Halflings

All the halflings on Naboria are descendants of Kender brought from Krynn by Hero's Bane, the Keeper of Gates, as a practical joke, or from their cross-breed with elves. Although they are descendants of Kender, they are not the same. They are not as 'annoying' as their ancestors, and do not steal everything they see - but they are still skilled in the arts of thievery. Some physical and psychological characteristics remain, as fearlessness, taunting and spell resistance. They are not as playful as Kender, and many have adopted some elven traits. However, their concentration abilities are still as bad as the from Kender. Halflings cannot focus on an activity for very long time, and get bored quickly. They are curious but not as extremely as Kender. No halfling would risk certain death just out of boredom and curiosity. They don't have the Wisdom penalty from their ancestors. Halfling fearlessness is not absolute as by Kender. Kender fearlessness is strongly based on their childish nature. Naboria Halflings get only a save bonus vs. fear effects. A halfling knows when is better to run or not to enter a place - most unlike their ancestors. Halflings may be grim and driven in some general goals. Some halflings are clerics, but there is not organized halfling church. Most halflings are rogues, but they are also dangerous fighters and rangers, and welcomed bards. Due to their incapacity to concentrate for very long, no halfling has ever finished the first month of the 5-10 years lasting formation for wizards. Also due to their chaotic nature, no halfling has ever been admitted in a Paladin Order. Halflings have spread all over Naboria and can be found in almost any settlement with exception of the Restless Wastes. They have following traits:

  • -2 Str, +2 Dex.
  • Small size.
  • Base move 20 feet.
  • Low-light Vision.
  • +1 racial bonus on all saves vs. spells.
  • Fearlessness: +5 save bonus against fear, both natural and magic.
  • +1 racial bonus to attack with throwing weapons and slings.
  • Alertness. Halflings get the same bonuses as by the Alertness Feat (+2 bonus to Listen and Spot checks).
  • Taunting (Ex): as the spell.
  • +2 bonus to Move Silently, Climb, Open Lock, Pick Pocket and Disable Device.
  • Favoured Class: Rogue.
  • Automatic Language: Kender Speech (2/2) and Regional Language.

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Age, height and weight

Table 1: Aging Effects

Race MaturityMiddle AgeOldVenerableMaximum Age
Halfling15 30 75 100 5d20

Table 2: Height and Weight

Race Base HeightModifierBase WeightModifier
Halfling, male 80 cm 2d10 12 Kg x0.3
Halfling, female75 cm 2d10 10 Kg x0.3

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