Halflings
Shorter and stockier than most of the mortal races, Halflings are typically gregarious and outgoing, forming bustling communities of their own or integrating seamlessly into those of others. They make excellent companions and there are many famous Halflings riders.
As the name suggests Halflings stand about half the height of humans, rarely growing more than 3ft tall - rumours of an unusually giant 4ft halfling are usually attributed to a mixed bloodline. They are usually fairly...stout in build, although there is a lot of variation in this.
Haflings come in a wide variety of skin tones and with most known eye colours, and usually have pointed ears.
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Statistics
Halflings gain the following ability automatically.
Small - Halflings are smaller than many, gaining a +10% to Agility and taking a -1 on damage with melee weapons.
Halflings also gain three of the following ability.
Fellowship - Gain +10 to Fellowship.
Lucky - Gain an additional +1 to luck each level.
Companion - Gain an Animal Companion with the Unusual Mount ability
Social Animal - Gain an additional Social Talent.
Civic Minded - Gain +10 to Fellowship.
Underdog - Add +5 to hit, or +10 to hit against creatures larger than the Halfling.
Bloodline
Finally, the character selects one of the below abilities;
Pure Halfling - Gain an additional racial ability.
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.