Halfling

The Halflings are a mostly nomadic race, and lack a centralized nation of their own. They can be found in just about any region of Verail, often acting as wandering merchants, mercenaries, or in some cases, thieves. They are usually friendly, as most halflings rely on the people they encounter during their travels to make a living.

Most halflings travel in caravans made up of a single family, though occasionally two or three families may join together, especially as the result of a marriage. On some occasions individuals from other races run away from their lives to join the halfling caravans, seeking freedom or a fresh start. These individuals are usually welcomed with open arms, and are often given the last name of the halfling family there are living with. On rare occasions, many families of halflings may band together into a large caravan, known as a traveling city.

Halflings use large, covered wagons which also double as small huts. In fact, a halfling wagon at rest is easily mistaken for a building, and the arrival of a traveling city can often seem as if a city, or at least a small town, has appeared out of nowhere. Seafaring halflings instead use well-furnished ships, designed to function as both ships and houses.

Biology
Halflings appear similar to humans, although much smaller. They are often theorized to be descended from humans, though this has been not confirmed.

Racial Traits
- Ability Score Modifiers (0 RP): Halflings are friendly and nimble, but lack the physical strength of other races due to their size. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

- Size (0 RP): 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 CMB and CMD, and a +4 size bonus on Stealth checks.

- Type (0 RP): Halflings are humanoids with the Halfling subtype.

- Base Speed (-1 RP): Slow: Halflings have a base speed of 20 feet.

- Languages (0 RP): Halflings begin play speaking Common and one other language of their choice.

- Fearless (1 RP): Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

- Halfling Luck (2 RP): Halflings receive a +1 racial bonus on all saving throws.

- Wanderlust (4 RP): Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.

- Keen Senses (2 RP): Halflings receive a +2 racial bonus on Perception checks.

- Weapon Familiarity (1 RP): Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.