Fatalistic but 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 grim sense of humour.
Halflings are inveterate opportunists. Less able than the big folk to physically defend themselves from the rigours 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.
Halflings rise to a humble height of 3 feet. 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 colour and their hair toward light shades of brown. A halfling's ears are pointed, but proportionately not much larger than those of a human.
Though halflings dominate the population of the great river banks of the world, most halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Their legends have it that once all halflings lived in splendour and luxury, but some disaster drove them into exile.
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 neighbours, while some prefer more nomadic lives on the road, travelling the world and experiencing all it has to offer.
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. 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.
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.
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.
+2 Dexterity, +2 Charisma, +2 Constitution, –4 Strength: Halflings are nimble, strong-willed and tough, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their Defence, a +1 size bonus on attack rolls, a –1 penalty to their Combat Manoeuvre Attack and Combat Manoeuvre Defence, and a +4 size bonus on Stealth checks.
Fragile: Halflings have only 75% of their Constitution score (round up) as Wound Points.
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, Climb and Stealth skill checks.
Weapon Familiarity: Halflings are proficient with any thrown weapon, 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, and Goblin.