Halflings

Believed to be the result of a powerful goblin’s dying curse, halflings are human children cursed with eternal youth. Born to human parents, a halfling’s nature does not become apparent until they reach 7 or 8 years of age, at which point they cease growing. These halflings will never reach physical, emotional, or sexual maturity, forever retaining the exhuberance and inquisitiveness of youth long after their parents and pears have passed. Unless slain by violence, halflings never die.

Typically optimistic and cheerful by nature, halflings are blessed with uncanny luck and driven by a child’s curiosity. Older halflings, long outliving their family and peers, have few ties to their communities and often take up the adventuring life. They make up for their child-like forms and lack of strength with a great capacity for learning and years (often centuries) of experience, and make excellent, if easily distracted, scholars.

While once very rare, halflings have become increasingly more common, with perhaps one in every five hundred human children being born as a halfling. This increased birth-rate, combined with their immortality has resulted in halflings forming a significant portion of the population of most human societies. No-one has yet determined the cause of this increase in the halfling population.

Physical Description: Halflings are indistinguishable from normal human children, appearing in both stature and temperament as a human child of 6-8 years old. Even the tallest halfling barely reaches 5 feet in stature, and the majority are between three-and-a-half and four feet in height. They have the full range of coloration found among humans.
Halflings are naturally immortal. Once they reach “maturity” (between 7 and 8 years old), they cease all physical development. They have no concept of a “middle age” and no maximum lifespan. Like the human children that they resemble, halflings have a greater capacity for learning than any other race, their brains continuing to grow new cells and renew themselves throughout the halfling’s supernatually long lifespan.

Society & Relations: Halflings are, by nature of their birth, fully integrated into human society. Halflings may be born as peasants, nobles, or anything in between, though their supernaturally long lifespans means that they often have much greater social mobility than their normal counterparts. Even with the experience and knowledge that comes with great age, halflings must always work to avoid being treated like children.
Unlike their human parents, Dwarves and Elves tend to accept halflings for the immortal sages that they are, since all humans are “children” to these old races. Gnomes especially despise halflings, seeing the birth of halflings as reproductive competition.

Alignment and Religion: Halflings are loyal to their friends and families, but since they quickly outlive such connections they’ve come to grips with the fact that sometimes they’ll need to scrap and scrounge for survival. Most halflings are neutral as a result.
While halflings most commonly adopt the religion of their human parents, the Jahans have started actively recruiting halflings, believing that the halflings immortality and growing numbers are a result of the growing influence of Raz-Jah and his efforts to make Tel-Avi into his eternal kingdom.

Adventurers: Their inherent luck and curiosity coupled with lack of familial ties makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.

Names: Most “adult” halflings have two or more names, usually keeping the birth-names given them by their human parents, but often adopting a large number of aliases during their long lives.

Racial Traits

  • Type: Humanoid (halfling)
  • +2 Dexterity, +2 Charisma, -2 Constitution, –4 Strength: Halflings have the physical attributes of a child.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  • Ageless: Halflings never take ability score bonuses or penalties for aging and cannot be magically aged.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • 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.
  • Halfling Jinx: In addition to their inherent luck, halflings gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.
  • Skilled: Halflings are able to learn a lot in their long lifespans and gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Child-like: Halflings receive a +2 racial bonus on Bluff checks when dealing with adults of any other race and a +10 racial bonus on Disguise checks to pass for a human child.
  • Languages: Halflings gain the starting languages of their human parents.

Random Height and Weight:

  • Height: 42 inches + 2d4 inches
  • Weight: 35 lbs + 4d10 lbs

Halflings

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