Halflings
A) History:
No deviation from standard D&D description. However, there are some organizational differences that describe how halflings interact in this world. halfings live within 3 major civilizations. They either live in the eastridge foothills, baker's field, or within highman cities.
B) Role playing:
halflings are a very peaceful race, and have no desire for warfare, or conquering neighboring civilizations. they prefer celebration and merriment above all things. halfling culture centers around agriculture & raising herd animals. Their hillside villages are lush and pleasing to look upon. public safety and order is kept in every halfling village by a halfling sheriff. they get along with all federation races, especially with humans.
c) Racial features: (These are in addition to standard racial features).
1) All halflings learn advanced farming techniques from a very early age. As such, all halflings get
the agriculture proficiency as a free nonweapon proficiency slot.
2) culinary arts are a time-honored tradition in all halfling villiages. From a very early age, all
halflings learn amazing recipes that are kept secret within halfling families. As such,
all halflings get the cooking proficiency as a free slot.
3) Since all halflings are naturally nimble, they get a permanent +1 to saving throws vs breath
weapons.
4) Having grown up studying the culinary arts also always halflings to get a +1 to saving throw vs
poisons, to detect by just taste along if food that has been offered to them has been poisoned.
5) Halfling agility also grants them a +3 to hit & damage with ranged or thrown weapons.
6) Halflings show exceptional aptitude for rogue trade skills. As such, halfing classes with rogue
trade skills all get an additional +5% to each trade skill.
7) charming facial features: due to their innocent features, Halflings give assailants a second
thought on attacking them. thus, haflings gain a +2 to perturb.
d) Restrictions:
1) halflings have no reverence towards the light or the void. As such, they rely on allies for
spiritual guidance. gnomes gettheir healing abilities from technology.
2) Alignment: Can be anything that is not Evil. (LG, NG, CG, LN, TN, CN)
3) Allowable classes: warrior, Ranger, Priest, thief, bard. (5 total)
4) Halflings cannot begin play with exceptional strength.
E) Other:
1) Language: Realm speak
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Halfling height.
4) Coloration and distinguishing marks: standard Gnome coloration.
5) Racial Specific: No deviation from standard D&D description.
No deviation from standard D&D description. However, there are some organizational differences that describe how halflings interact in this world. halfings live within 3 major civilizations. They either live in the eastridge foothills, baker's field, or within highman cities.
B) Role playing:
halflings are a very peaceful race, and have no desire for warfare, or conquering neighboring civilizations. they prefer celebration and merriment above all things. halfling culture centers around agriculture & raising herd animals. Their hillside villages are lush and pleasing to look upon. public safety and order is kept in every halfling village by a halfling sheriff. they get along with all federation races, especially with humans.
c) Racial features: (These are in addition to standard racial features).
1) All halflings learn advanced farming techniques from a very early age. As such, all halflings get
the agriculture proficiency as a free nonweapon proficiency slot.
2) culinary arts are a time-honored tradition in all halfling villiages. From a very early age, all
halflings learn amazing recipes that are kept secret within halfling families. As such,
all halflings get the cooking proficiency as a free slot.
3) Since all halflings are naturally nimble, they get a permanent +1 to saving throws vs breath
weapons.
4) Having grown up studying the culinary arts also always halflings to get a +1 to saving throw vs
poisons, to detect by just taste along if food that has been offered to them has been poisoned.
5) Halfling agility also grants them a +3 to hit & damage with ranged or thrown weapons.
6) Halflings show exceptional aptitude for rogue trade skills. As such, halfing classes with rogue
trade skills all get an additional +5% to each trade skill.
7) charming facial features: due to their innocent features, Halflings give assailants a second
thought on attacking them. thus, haflings gain a +2 to perturb.
d) Restrictions:
1) halflings have no reverence towards the light or the void. As such, they rely on allies for
spiritual guidance. gnomes gettheir healing abilities from technology.
2) Alignment: Can be anything that is not Evil. (LG, NG, CG, LN, TN, CN)
3) Allowable classes: warrior, Ranger, Priest, thief, bard. (5 total)
4) Halflings cannot begin play with exceptional strength.
E) Other:
1) Language: Realm speak
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Halfling height.
4) Coloration and distinguishing marks: standard Gnome coloration.
5) Racial Specific: No deviation from standard D&D description.