Post by Vaynor on Mar 24, 2007 23:50:10 GMT -5
Halflings are a simple, nomadic race. They have no permanent cities or villages. Traveling across the plains of Aficcin, it is rare not to see a large group of traveling halflings. They carry their cities on their horses, and rarely frequent an area for more than a month.
Halflings are willful and stubborn, and very private. They rarely interfere in the matters of humans (who dominate their plains), they see politics as meaningless and trivial. They have no leader past the leader of their group. The leader is often simply the strongest, and any may challenge his rule with a fight. Each tribe has at least one shaman, who heals injuries, manages the weather, and is a source of advice and inspiration. The shaman also often advise the leader of the tribe.
Halflings are on very good terms with the elves, and often inhabit their woods from time to time. They dislike the vand, and tolerate the humans. All other beings are too far from their lands to be of importance.
Halfling:
- +2 Dex, -2 Int
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 20 feet.
- +1 racial bonus on all saving throws.
- +2 racial bonus on Climb, Jump, and Listen checks.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- Spell-like Abilities: A halfling can cast mount as a spell-like ability 1/day (CL 3).
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Goblin, and Kromm.
- Available Classes: Thief, Vecht, Shaman, Warrior
City halflings are a divergent race from the nomadic type. They live amongst the humans, in their larger cities, mostly, as they prefer an urban life to that of a villager. City halflings are incredibly versatile and intelligent, much different from their nomadic brethren. City halflings are more sly, cunning, and power-enthused than most, and have even mastered the art of the venaar. City halflings are prized amongst thieves guilds for their size and stealth, along with their cunning and natural aptitude for magic. City halflings also lead a much more social life than their counterparts, and tend to be very polite and sociable.
City halflings even partake in the humans political system, only recently having been awarded positions in the court. They enlist in the human army mostly as spellcasting troops, using their powerful air magic to defeat their foes. However, many city halflings also become spies for Aficcin, using their stealth to infiltrate Frohaf without detection.
While courteous, city halflings have a fiery temper and if insulted or attacked will defend themselves with vigor. This often leads to both street and gang violence, but city halflings that abide by the law are treated with dignity and respect.
City halflings are constantly attempting to push the bounds of their intelligence by researching new and powerful magic (though some would attribute this as compensating for their size). Because of their perseverance, many city halflings are employed as researchers.
City Halfling:
- +2 Int, -2 Con
- Small: As a Small creature, a city halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- City halfling base land speed is 20 feet.
- Add +1 to the Difficulty Class for all saving throws against spells cast by city halflings. This adjustment stacks with those from similar effects.
- +2 racial bonus on Spellcraft checks.
- +2 racial bonus on Hide and Move Silently checks.
- Spell-Like Abilities: A city halfling can cast prestidigitation as a spell-like ability 1/day (CL 3).
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Goblin, and Kromm.
- Available Classes: Thief, Venaar, Warrior
Halflings are willful and stubborn, and very private. They rarely interfere in the matters of humans (who dominate their plains), they see politics as meaningless and trivial. They have no leader past the leader of their group. The leader is often simply the strongest, and any may challenge his rule with a fight. Each tribe has at least one shaman, who heals injuries, manages the weather, and is a source of advice and inspiration. The shaman also often advise the leader of the tribe.
Halflings are on very good terms with the elves, and often inhabit their woods from time to time. They dislike the vand, and tolerate the humans. All other beings are too far from their lands to be of importance.
Halfling:
- +2 Dex, -2 Int
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 20 feet.
- +1 racial bonus on all saving throws.
- +2 racial bonus on Climb, Jump, and Listen checks.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- Spell-like Abilities: A halfling can cast mount as a spell-like ability 1/day (CL 3).
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Goblin, and Kromm.
- Available Classes: Thief, Vecht, Shaman, Warrior
City halflings are a divergent race from the nomadic type. They live amongst the humans, in their larger cities, mostly, as they prefer an urban life to that of a villager. City halflings are incredibly versatile and intelligent, much different from their nomadic brethren. City halflings are more sly, cunning, and power-enthused than most, and have even mastered the art of the venaar. City halflings are prized amongst thieves guilds for their size and stealth, along with their cunning and natural aptitude for magic. City halflings also lead a much more social life than their counterparts, and tend to be very polite and sociable.
City halflings even partake in the humans political system, only recently having been awarded positions in the court. They enlist in the human army mostly as spellcasting troops, using their powerful air magic to defeat their foes. However, many city halflings also become spies for Aficcin, using their stealth to infiltrate Frohaf without detection.
While courteous, city halflings have a fiery temper and if insulted or attacked will defend themselves with vigor. This often leads to both street and gang violence, but city halflings that abide by the law are treated with dignity and respect.
City halflings are constantly attempting to push the bounds of their intelligence by researching new and powerful magic (though some would attribute this as compensating for their size). Because of their perseverance, many city halflings are employed as researchers.
City Halfling:
- +2 Int, -2 Con
- Small: As a Small creature, a city halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- City halfling base land speed is 20 feet.
- Add +1 to the Difficulty Class for all saving throws against spells cast by city halflings. This adjustment stacks with those from similar effects.
- +2 racial bonus on Spellcraft checks.
- +2 racial bonus on Hide and Move Silently checks.
- Spell-Like Abilities: A city halfling can cast prestidigitation as a spell-like ability 1/day (CL 3).
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Goblin, and Kromm.
- Available Classes: Thief, Venaar, Warrior