Table of Contents
–2 Strength, +2 Dexterity: Halflings are quick and stealthy, but weaker than humans.
Halflings receive a –2 penalty to all Diplomacy skillchecks when dealing with other races.
Small: Halflings gain a +1 size bonus to Armor Class and a +1 size bonus on all attack rolls.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump and Move Silently checks: Halflings are agile.
+2 racial bonus on saving throws against spells and spell‐like effects.
+1 racial attack bonus with a thrown weapon: javelins and slings are common weapons in feral halfling society, and many halflings are taught to throw at an early age.
+4 racial bonus on Listen checks: Halflings have keen ears. Their senses of smell and taste are equally keen; they receive a +4 to all Wisdom checks that assess smell or taste.
Automatic Languages: Halfling. Bonus Languages: Common, Dwarven, Elven, Gith, Kreen, Rhul‐thaun, Sylvan, and Yuan–ti.
Typical Physical Characteristics
Halflings are small creatures, standing only about 3 1/2 feet tall and weighing 50 to 60 pounds. Rarely affected by age, halfling faces are often mistaken for the faces of human children. They live to be about 120 years old.
Halflings villages are rare in the tablelands. Most halflings live in tribes or clans in the Forest Ridge, or in the Rohorind forest west of Kurn. Many dwell in treetop villages. Non–halflings typically only see these villages from within a halfling cooking pot.
Halflings tend towards law and evil. Uncomfortable with change, halflings tend to rely on intangible constants, such as racial identity, family, clan ties and personal honor. On the other hand, halflings have
little respect for the laws of the big people.
Most halflings have a common outlook on life that results in considerable racial unity across tribal and regional ties. Rarely will one halfling draw the blood of another even during extreme disagreements. Only renegade halflings do not share this racial unity, and are cast out of their tribes because of it.
Halfling society is difficult for other races to understand, as such concepts as conquest and plundering have no place. The most important value in halfling society is the abilities of the inner self as it harmonizes with the environment and the rest of the halfling race.
Halflings are extremely conscious of their environment. They are sickened by the ruined landscape of the Tyr region and desperately try to avoid having similar devastation occur to their homelands in the Forest Ridge. Most halflings believe that care must be taken to understand and respect nature and what it means to all life on Athas.
Halfling culture is expressed richly through art and song. Story telling in which oral history is passed on to the next generation is an important part of each halfling community. Halflings rely on this shared culture to express abstract thoughts and complicated concepts. This causes problems and frustration when dealing with non‐halflings. Typically halflings assume that whomever they are talking to have the same cultural background to draw upon, and find it difficult to compensate for a listener who is not intimately familiar with the halfling history and “lacks culture.”
Generally open‐minded, wandering halflings are curious about outside societies and will attempt to learn
all they can about other cultures. Never, will they adopt aspects of those cultures as their own, believing halfling culture to be innately superior to all others. Nor do they seek to change others’ culture or views.
While halflings are omnivorous, they vastly prefer meat. Their meat heavy diet means that halflings view all living creatures, both humanoid and animal, as more food than equals. At the same time, most halflings believe that other races have the same perception of them. As a result, halflings are rarely likely to trust another member of any other race.