Halfling Racial Feats
The following feats are available to halflings.
- Adaptive Fortune
Your luck takes on almost legendary proportions.
Prerequisites: Fortunate One, adaptable luck racial trait, character level 10th, halfling.
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.
- Ammo Drop
Your coordination is so perfect that you can simply drop ammunition from your hand at the exact moment required for it to fall into an open sling as you twirl it around.
Prerequisites: Sleight of Hand 1 rank, proficient with sling.
Benefit: You can load a sling or one end of a double sling with one hand as a swift action or move action. This does not provoke an attack of opportunity.
- Blundering Defense (Combat)
Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.
Prerequisites: Cautious Fighter, halfling.
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 gain this bonus while they are adjacent to you.
- Cautious Fighter (Combat)
You care more about survival than victory.
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, halfling.
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 halflings for adaptable luck.
Prerequisites: Adaptable luck racial trait, halfling.
Benefit: The number of times per day you can use the adaptable luck racial trait increases by 1.
- Halfling Slinger (Combat)
You have honed your racial talent for slingcraft.
Benefit: You gain a +1 racial bonus on attack rolls made using a sling.
- Improved Low Blow (Combat)
You are adept at hitting larger opponents where it hurts.
Prerequisites: Base attack bonus +4, halfling, 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 teh new result even if it is worse.
- Juggle Load (Combat)
Your fingers are so nimble that reloading your sling is almost effortless for you.
Prerequisites: Ammo Drop, Sleight of Hand 1 rank, proficient with sling.
Benefit: You can load a sling or double sling as a free action. This does not provoke an attack of opportunity. This feat allows you to fire your sling as many times in a full-attack action as you could attack if you were using a bow.
- Lucky Healer
Your luck allows you to draw from magical healing far more efficiently than most.
Prerequisites: Adaptive luck racial trait, halfling.
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.
- Lucky Strike (Combat)
Your luck increases the potency of your weapon attacks.
Prerequisites: Base attack bonus +5, adaptive luck racial trait, halfling.
Benefit: Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater.
- Risky Striker (Combat)
You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.
Prerequisites: Base attack bonus +1, halfling.
Benefit: You can choose to take a -1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or full-attack action with a melee weapon. The effects last until your next turn.
- Sure and Fleet
You are both fast and careful.
Prerequisites: Fleet of foot racial trait, halfling.
Benefit: You gain a +2 racial bonus on Acrobatics and Climb checks.
- Surprise Strike (Combat)
You actually seem to do more damage when frantically trying to avoid your enemies.
Prerequisites: Cautious Fighter, Desperate Swing, base attack bonus +6, halfling.
Benefit: Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing Feat, you take no penalty on the attack roll.
- Uncanny Defense (Combat)
Your instinct for self-preservation gives you many advantages.
Prerequisites: Cautious Fighter, base attack bonus +3, halfling.
Benefit: While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 the dodge bonus to AC you gained from taking that action.
- Whip-Slinger (Combat)
You can use your sling as a sap to make attacks of opportunity.
Prerequisite: Proficient with sling.
Benefit: When wielding a sling, double sling, or halfling sling staff, you threaten areas around you as normal and can make attacks of opportunity with the sling into those threatened areas. The sling deals 1d4 nonlethal bludgeoning damage (1d6 for a Medium wielder), threatens on a critical hit on a 20, and deals x2 damage on a critical hit. If the sling isn’t loaded with ammunition when you make the attack of opportunity, you take a -4 penalty on the attack roll.
Normal: Slings and double slings are ranged weapons, do not threaten areas, and cannot make attacks of opportunity. A halfling sling staff can be used as a simple melee weapon that deals bludgeoning damage equal to that of a club its size; as a melee weapon, it threatens areas normally and its wielder can make attacks of opportunity with it.