Halflings are short, generally plump people, very much like small humans. Their faces are round
and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered
with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is
approximately 150 years.
Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the
comforts of home to dangerous adventuring. They enjoy good living, rough humor, and
homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they
are observant and conversational if in friendly company. Halflings see wealth only as a means of
gaining creature comforts, which they love. Though they are not overly brave or ambitious, they
are generally honest and hard working when there is need.
Halfling homes are well-furnished burrows, although most of their work is done on the surface.
Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking
halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like
halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any
of these other three, they get along with other races far better.
There are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the
most common type, but for player characters, any of the three is acceptable.
Through their contact with other races, halfling characters are allowed to choose initial
languages from common, halfling, dwarf, elf, gnome, goblin, and orc, in addition to any other
languages the DM allows. The actual number of languages the character knows is limited by his
Intelligence (see the Intelligence Table) or by the number of proficiency slots he allots to languages (if that
optional system is used).
All halfling characters have a high resistance to magical spells, so for every 3-� points of
Constitution score, the character gains a +1 bonus on saving throws vs. wands, staves, rods, and
spells. These bonuses are summarized on the Constitution Saving Throw Bonuses Table.
Halflings have a similar resistance to poisons of all sorts, so they gain a Constitution bonus
identical to that for saving throws vs. magical attacks when they make saving throws vs. poison
(i.e., +1 to +5, depending on Constitution score).
Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport
of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown
weapons and slings.
A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal
armor. Even then, the halfling must either be alone, or with a party comprised only of halflings or
elves, or 90 feet or more away from his party to gain this bonus. If he fulfills any of these
conditions, he causes a -4 penalty to opponents' surprise rolls. If a door or other screen must be
opened, this penalty is reduced to -2.
Depending on their lineage, certain halfling characters have infravision. Any halfling character has
a 15% chance to have normal infravision (this means he is pure Stout), out to 60 feet; failing that
chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or
Stout/Hairfeets lineage), effective out to 30 feet.
Similarly, halflings with any Stoutish blood can note if a passage is an up or down grade
with 75% accuracy (roll a 1, 2, or 3 on 1d4). They can determine direction half the time (roll a 1,
2, or 3 on 1d6). These abilities function only when the character is concentrating on the desired
information to the exclusion of all else, and only if the character is pure or partially Stout.
Halfling characters have a penalty of -1 to their initially generated Strength scores, and they gain a
bonus of +1 to Dexterity.
Racial Ability Adjustments:
+1 Dexterity
-1 Strength