Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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 and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
In time immediately after the breaking of the world the halflings beseeched their patron deity Le’farin for aid. Le’farin took pity upon them and gifted them with the first of the Air Rays that would become both their means of escape from the land and sea in turmoil and their homes and means of travel ever after.
From that day on the halfling peoples of the world have been filled with wanderlust and this was aided by their beloved Air Rays. Immense Rays that swim the air currents and house clans of halflings on their backs, used by them, loved by them, and taken care of by them.
Typically one halfling will be chosen by the Air Ray to bond symbiotically. This Speaker will be able to feel the Ray’s emotions & pain, see through its eyes, and suggest courses across the skies.
As the halfling clans are bound to their flying nomadic Rays they too are nomads and have become merchants and traders over time.