Halfling, Tallfellow (CR 1/2)
AC: 15 (+1 size, +1 Dex, +3 studded leather), touch 12, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +3, Ref +2, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Longsword +2 melee; or heavy crossbow +3 ranged
Full Attack: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
Special Attacks/Actions: Halfling traits
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Special Qualities: Halfling traits
Feats: Weapon Focus (longsword)
Skills: Climb +0, Hide +5, Jump +0, Listen +1, Move Silently +0, Search +4, and spot +2
Advancement: By character class
Climate/Terrain: Temperate forest
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.
Tallfellow Traits (Ex):
- +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.
- +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' keen hearing bestows a +2 racial bonus to Listen checks.