Halfling (CR 1/2)
AC: 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +4, Ref +2, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Longsword +3 melee; or light crossbow +3 ranged
Full Attack: Longsword +3 melee; or light crossbow +3 ranged
Damage: Longsword 1d6/19-20; or light crossbow 1d6/19-20
Special Attacks/Actions: Halfling traits
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Special Qualities: Halfling traits
Feats: Weapon Focus (longsword)
Skills: Climb +2, Hide +4, Jump -4, Listen +3, and Move Silently +1
Advancement: By character class
Climate/Terrain: Warm plains
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)
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. There tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.
Halfling Traits (Ex): Halflings benefit from a number of racial traits:
- +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.