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650997
2224005
2224005
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
650997
650997
2224005
Fly checks. Because of the strange and somewhat fragile
construction of this cape, only Small or smaller billow
capes function properly. Larger billow capes take all the
penalties resulting from high winds, but grant none of the
benefits when the wearer falls.
Halfling Jugglesticks: This group of four brightly
colored sticks is adorned with colorful streamers that can
be juggled and manipulated to create displays and patterns.
Half lings use them to even greater effect, gaining a +2
circumstance bonus on Perform (comedy) checks.
Roar Cord: This thin length of rope has many oddly
shaped bits of hollow metal fixed along its length. As
a standard action, a creature can swing a roar cord over
its head to generate a variety of eerie noises. For the next
round, any creature within 60 feet of the roar cord takes a
–2 penalty on Perception checks that rely on sound and a –1
penalty on saving throws against fear effects. The roar cord
can be used as a bardic instrument (string instrument)
that grants the bard a +2 bonus on Perform checks when
using the countersong bardic performance.
Halfling Equipment
Item Cost Weight Craft DC
Alchemical preserves 50 gp — 20
Billow cape 100 gp 4 lbs. —
Halfling jugglesticks 25 gp 1 lb. —
Roar cord 15 gp 1 lb. —
Halfling Feats
Half lings have access to the following feats.
Benefit: When fighting defensively or using total
defense, your dodge bonus to AC increases by 2.
Courageous Resolve
Even when others run, you tend to stand your ground.
Prerequisites: Craven racial trait or fearless racial
trait, half ling.
Benefit: If you have the fearless racial trait, your racial
bonus on saving throws against fear effects increases to
+4. If you have the craven racial trait, you still take the
–2 penalty on fear saves, but you can gain the benefit of
morale bonuses on saving throws against fear effects.
Desperate Swing (Combat)
You land your most telling blows in desperate situations.
Prerequisites: Cautious Fighter, base attack bonus +1,
halfling.
Benefit: Once per day, you can make a single melee
attack while taking the total defense action. You take a –4
penalty on attack rolls when making this attack. You also
gain a +4 bonus on critical confirmation rolls made while
fighting defensively or making an attack of opportunity
using this feat.
Fortunate One
You have an even greater knack than most half lings for
adaptable luck.
Prerequisites: Adaptable luck racial trait, half ling.
Benefit: The number of times per day you can use the
adaptable luck racial trait increases by 1.
Adaptive Fortune
Your luck takes on almost legendary proportions.
Prerequisites: Fortunate One, adaptable luck racial trait,
character level 10th, half ling.
Benefit: Increase the number of times per day you can
use the adaptable luck racial trait by 1. Furthermore, when
you use adaptable luck, increase the luck bonus for each
type of use by 2.
Blundering Defense (Combat)
Your feverish and sometimes comical defensive techniques
offer enough distraction to aid allies.
Prerequisites: Cautious Fighter, half ling.
Benefit: Whenever you fight defensively or use the total
defense action, allies gain a luck bonus to AC and CMD
equal to 1/2 the dodge bonus you gain from the action
you are taking. Allies only gain this bonus while they are
adjacent to you.
Cautious Fighter (Combat)
You care more about survival than victory.
Prerequisite: Half ling.
Improved Low Blow (Combat)
You are adept at hitting larger opponents where it hurts.
Prerequisites: Base attack bonus +4, half ling, low-blow
racial trait.
Benefit: Your bonus to confirm critical hits against
opponents larger than yourself improves to +2.
Furthermore, once per day, after you fail to hit with
a critical hit confirmation roll, you can reroll the
confirmation roll, but must take the new result even if
it is worse.
Lucky Healer
Your luck allows you to draw from magical healing far
more efficiently than most.
Prerequisites: Adaptive luck racial trait, half ling.
Benefit: Spend a use of your adaptive luck racial
trait to reroll the damage healed from a single magical
healing effect (such as a spell with “cure” in the title
or channel energy). You regain a number of hit points
equal to the new roll or the original roll, whichever is
greater. Other creatures healed by the effect do not gain
this benefit.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012