Halflings -- Rival's War

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==5th EDITION DND==
===Racial Traits===
-2 Strength, +2 Dexterity, +2 Charisma (0): Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small (0): Your size affects weapons you can use and how stealthy you are.
Slow Speed (-1): Your base walking speed is 25 feet.
Nimble (2): You can move through the space of any creature that is of a size larger than yours.
Trained Opportunists (2): You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Trained for Combat (1): You gain a +1 bonus to AC and attack rolls against humanoids of the lizardfolk subtype.
Weapon Familiarity (1): You are proficient with slings and spears.
Keen Senses (2): You have proficiency in the Perception skill.
Learned Curiosity (3): You are naturally inquisitive about the world around you; you have advantage on Investigation checks to gather information and on History checks. You also gain half your proficiency bonus when you make these checks (this stacks with existing proficiency).
Regional Proficiency (3): In addition to the proficiencies from your chosen background, you gain one of the following: Musical instrument, Stealth, Nature, Animal Handling, Brewer's supplies, Weaver's tools, Survival
Languages (0): You can speak, read, and write Common and Burgligan.
==PATHFINDER==
===Racial Traits===
-2 Strength, +2 Dexterity, +2 Charisma (0): Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small (0): Small creatures receive: 
o   +1 size bonus to AC and attack rolls 
o   -1 size penalty to CMB and CMD 
o   +4 size bonus to Stealth checks 
Slow Speed (-1): Base speed of 20 feet. 
Quick Reactions (2): Improved Initiative feat for free. 
Halfling Luck (2): +1 racial bonus on all saving throws. 
Defensive Training (1): Gain a +4 dodge bonus to AC against reptilian humanoids. 
Weapon Familiarity (1): Proficient with slings and spears. 
Keen Senses (2): +2 racial bonus on Perception checks. 
Curiosity (4): Naturally inquisitive about the world around them; gain +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. 
Regional Skill (3): +2 racial bonus to one of the following skills: Profession (Agriculture), Stealth, Knowledge (Nature), Handle Animal
Languages (0): Begin play speaking Common and Burgligan. Halflings with high Intelligence scores can choose from seven languages appropriate to the peoples in their region. 
==Section heading==
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Category:Main Game - The Rival's War