出典 Heroes from the Fringe 28ページ
Hailing from the bureaucratic Degasi city of Segada, Segadan halflings relish the comforts their prosperous city provides. The halflings of Segada nonetheless remain suspicious of Chelish settlers in the Segadan protectorates of Anchor’s End and Canorus, given Cheliax’s history of enslaving halflings. Segadan halflings are well suited to take the attentive alternate racial trait, as well as the festive and small quarter ally alternate racial traits described below.
出典 Heroes from the Fringe 28ページ
Deep in the jungles outside the former Chelish colony of Sargava in the Mwangi Expanse, the mysterious Song’o halflings avoid almost all non-Mwangi. These halflings live in temporary villages, abandoning sites when they are discovered and resettling in ever more isolated areas of the jungle. Many believe this intense aversion to outside interaction is due to early Chelish slavers settling the region and Sargava’s oppression of the native Mwangi. Song’o halflings are well represented by the deep jungle alternate racial trait, as well as the danger detection and evasive nomad alternate racial traits described below.
出典 Heroes from the Fringe 28ページ
Song’o halflings rarely grow up in one place, as they are quick to move to a new home whenever they are discovered. Halflings with this racial trait gain a +2 racial bonus on Reflex saves, but they take a –2 penalty on saving throws against fear effects.
This replaces fearless.
出典 Heroes of the Wild 5ページ
The character sees the world more like a native of the First World. Select two of the following skills:Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
出典 Heroes from the Fringe 28ページ
Segadan halflings most often live in the Small Quarter alongside other people of similar stature, such as gnomes. A halfling with this racial trait grants herself and all allies of the same size category within 60 feet a +1 luck bonus on saving throws against fear effects.
This replaces fearless.
出典 Legacy of the First World 5ページ
Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses.
Replaces Fearless, Sure-Footed
出典 Legacy of Dragons 11ページ
Halflings enjoy the companionship of copper dragons and other lighthearted representatives of dragonkind and learn to share the joyousness of that bond with others. When halflings with this trait cast spells or use spell-like abilities of the abjuration school or with the emotionUM descriptor, they can confer a +1 morale bonus on saves versus fear on all adjacent allies for a number of rounds equal to the spell’s level. This trait replaces fearless and weapon familiarity.
出典 Inner Sea Races 213ページ
Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to アーマー・クラス. This racial trait replaces fearless and weapon familiarity.
出典 Heroes of the Streets 9ページ
City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.
出典 Halflings of Golarion 27ページ
You lose the halfling luck racial trait(and its +1 racial bonus on saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx(難易度 = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.
出典 From Halflings of Golarion 26ページ、relating to all the Halfling Jinx feats. - Nethys
Only halflings may select the Halfling Jinx trait. All but one of the feats in this article require the Halfling Jinx racial trait as a prerequisite. A halfling jinx wizard can select these feats using his class bonus feats as long as he meets all the prerequisites. Many of these feats add to the effect of a halfling’s jinx; unless otherwise stated, the feat’s effect is in addition to the basic jinx’s penalty on saving throws. For example, a halfling with the Alchemical Obstruction feat creates jinxes that penalize saving throws and interfere with alchemical items. A halfling can select the Ability Focus monster feat(see page 314 of the Pathfinder RPG Bestiary) to increase the 難易度 of his jinx.
出典 Legacy of Dragons 11ページ
Halflings with this trait learn to share their luck with others much in the way a gold dragon can imbue objects with good fortune. Once per day as a standard action, a halfling with this trait can confer good luck on a single nonmagical token(such as a button or a ring). Any creature carrying this token gains a +1 luck bonus on Will saves. This effect lasts for 1 hour. This trait replaces lucky.
出典 Inner Sea Races 213ページ
These halflings take a –1 penalty on saving throws but also gain a +1 racial bonus to the caster level and save 難易度 of all curse spells and spell-like abilities. In addition, such halflings can use ill omenAPG as a spell-like ability once per day. This racial trait replaces halfling luck.
Replaces Halfling Luck, Keen Senses
出典 Inner Sea Races 213ページ
Former slips liberated from slavery train to ensure they will never be slaves again. They gain a +4 racial bonus on Escape Artist checks and a +2 racial bonus on saving throws against effects that cause the entangled condition, to 戦技防御値 against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces halfling luck and keen senses.
出典 Inner Sea Races 212ページ
Humans often entrust halfling families with the care of children and animals, a task that has helped them develop keen insight. Such halflings gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces halfling luck, sure-footed, and weapon familiarity.
出典 Heroes from the Fringe 28ページ
Song’o halflings have learned to hone in on any indication of danger. Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap(or similar signs of danger, subject to the GM’s discretion).
This replaces keen senses.
出典 Blood of Shadows 4ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
出典 Heroes of the Wild 5ページ
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The 難易度 for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
出典 Inner Sea Races 213ページ
Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed.
出典 Inner Sea Races 213ページ
Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed.
出典 Heroes from the Fringe 28ページ
Halflings who hail from Segada partake in the City of Keys’ many festivals to foster a strong sense of community and bring fortune to their peers. Once per day, a halfling with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined.
This replaces sure-footed.
出典 Inner Sea Races 213ページ
Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.
出典 Heroes of the High Court 15ページ
Halflings skilled in eavesdropping on suspicious visitors are highly prized in human courts. These halflings are skilled at maintaining innocuous disguises and vanishing before being confronted. Halflings with this trait gain a +2 racial bonus on Disguise and Stealth checks. This racial trait replaces sure-footed.
出典 Blood of Shadows 4ページ
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
出典 Blood of Shadows 4ページ
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
出典 Blood of Shadows 4ページ
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons(including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day(rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
出典 Blood of Shadows 5ページ
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.