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|This material is published under the OGL 1.0a.|
|Size/Type:||Small Humanoid (Halfling)|
|Hit Dice:||1d8 (4 hp)|
|AC:||15 (+1 size, +1 Dex, +3 studded leather)|
|Attacks:||Longsword +2 melee; or heavy crossbow +3 ranged|
|Damage:||Longsword 1d8-1; or heavy crossbow 1d10|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Halfling traits|
|Special Qualities:||Halfling traits|
|Saves:||Fort +3, Ref +2, Will +1|
|Abilities:||Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11|
|Skills:||Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4|
|Feats:||Weapon Focus (longsword)|
|Climate/Terrain:||Any land and underground|
|Organization:||Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs)|
|Advancement:||By character class|
Halflings speak Halfling and Common.
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.
Halfling Traits (Ex): Halflings benefit from a number of racial traits.
Small: Halflings gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
+1 racial bonus to all saving throws.
+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.)
+1 racial attack bonus with a thrown weapon.
Skills: Halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
They generally speak Elven in addition to the usual halfling languages.
Tallfellow Traits (Ex): These are in addition to the basic halfling traits, except where noted here.
+2 racial bonus to Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
Skills: Tallfellows are less athletic than lightfeet and do not receive any bonus to Climb, Jump, and Move Silently checks.
They speak Dwarven fluently.
Deep Halfling Traits (Ex): These are in addition to the basic halfling traits, except where noted here.
Darkvision up to 60 feet.
Stonecunning: Like dwarves, deep halflings receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Skills: Deep halflings receive a +2 racial bonus to Appraise checks and Craft checks that are related to stone or metal. They are less athletic than lightfeet and do not receive any bonus to Climb, Jump, and Move Silently checks.
A halfling's favored class is rogue.
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