Halflings

## Racial Traits

### Standard Racial Traits

* **Ability Score Modifiers**: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
* **Size**: Halflings are Small creatures.
* **Base Speed**: Halflings have a base speed of 20 feet.
* **Languages**: Halflings begin play speaking Low Elvish (Lumoran Common) and one additional language of your choice.

### Other Racial Traits

* **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.
* **Sure-Footed**: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
* **Weapon Familiarity**: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
* **Keen Senses**: Halflings receive a +2 racial bonus on Perception checks.

### Alternate Racial Templates

Halflings, while not as common as humans, are present in nearly every land on Lumora with different fey ancestries being more common in different regions. The various templates below are sorted by the region.

#### Stalwart

Stalwart Halflings, like their human counterparts, hail from Etraine. Full members of the various noble houses, they receive similar benefits to the humans.

##### House Ash

* **Runeweaver**: Members of House Ash gain the Basic Magic training feat, which must be spent on the Enhancement Sphere as well as an additional bonus magic talent that must be spent in the Enhancement Sphere. This racial trait replaces weapon familiarity and halfling luck.
* **Elbow Grease**: You gain a bonus equal to half your level to any one Craft or Profession of your choice and Knowledge: Engineering checks. This racial trait replaces sure-footed and keen senses.

##### House Berendell

* **Thoughtweaver**: Berendell Stalwarts gain the Basic Magic Training feat in their choice of the Illusion or Mind Sphere, and increase your caster level in the chosen sphere by +1. This racial trait replaces the halfling luck and fearless traits.
* **Willworkers**: You gain a bonus equal to half your level to Sense Motive and Diplomacy checks. This racial trait replaces sure-footed and keen senses.

##### House Bridger

* **Talented Craftsmen**: Members of House Bridger gain an the Artifice sphere as a bonus talent, as well as an additional bonus talent from the Artifice sphere. This trait replaces the sure-footed and weapon familiarity racial trait.

##### House Brightscale

* **Draconic Heritage**: Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They also gain Eldritch Heritage as a bonus feat, ignoring its usual prerequisites, and can ignore the Charisma prerequisites of any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This racial trait replaces Halfling Luck.

##### House Garnier

* **Platinum Spoon**: Members of House Garnier begin play with an additional 2,000 Gold to their starting wealth. This trait replaces fearless and sure-footed.

##### House Holfort

* **Drakerider**: You gain the Beastmastery sphere as a bonus martial talent, but you must choose the Ride package. This trait replaces sure-footed and fearless.

##### House Leinvall

* Leinvall halflings will receive the same style feat as their human counterparts when it has finished development.
* **Dragon Scholar**: Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon’s spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces halflings' fearless racial trait.

##### House Rockford

* **Giant Ancestry**: Increase your size to medium and your speed increases to 30 feet. Aside from some mildly pointed ears and a too-large head, you are indistinguishable from a human. This trait replaces weapon familiarity.

##### House Steelhearth

* **Disciple of the Rock**: Members of House Steelhearth gain the Trap Sphere as a bonus martial talent. This trait replaces the halfling luck racial trait.

##### House Tanith

* **Tanith Puppetry**: Choose one of the following. This trait replaces both the halfling luck and weapon familiarity racial traits.
	+ You gain the Familiar Bond feat as a bonus feat, ignoring prerequisites, then at 7th level you gain Improved Familiar as a bonus feat.
	+ You gain the Manaweft Puppet feat as a bonus feat, ignoring its usual prerequisites. You may choose Premier Puppeteer as a feat later, ignoring its usual prerequisites.

##### House Twinleaf

* **Eternal Summer**: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Diplomacy and Sense Motives as class skills. You are immune to the penalties of old age. This cannot raise your starting ability scores above the cap of 19. This racial trait replaces keen senses and halfling luck.