Opportunity Attacker (Ex)
At 5th level, a halfling opportunist masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals her sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC.
PLAYER COMPANION Traits Hafling Traits C haracter traits represent unique advantages conferred by a character’s formative experiences or innate qualities. Only halfling characters (or members of other races who take the Adopted trait) may select the traits detailed below. Many of them demand additional requirements, such as the character worshiping a specific deity or hailing from a particular part of Golarion. Race Traits Only halflings may select one of these traits.
Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Lettered: You can read a smattering of most languages and know enough to make pretty good guesses about the rest. Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistic checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.
Providential Passenger: Those who travel for a living understand that your mere presence could make the difference between success and failure once a journey begins, and this gives you an edge when negotiating your fare or other privileges. Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step. Scrounger: Others may call it junk, but you call it a bargain. You can buy objects with the broken condition at half price (instead of the normal three-quarters price). The value of the unbroken version of these objects cannot exceed four times your character level. The price you pay for this object can never exceed more than twice your character level in gp (for example, at 5th level you can spend up to 10 gp on a broken object, meaning you can buy any object that, if not broken, has a value of 20 gp or less). Perfect Servant: Your training as a maid or valet has left you with unconscious mannerisms that seem to put members of the upper class at ease. You gain a +3 trait bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat.
® TM Regional Traits The following regional traits are each tied to a specific country in Golarion. You must be from that country or have spent a significant amount of time there earlier in life to select one of these traits.
Cheap to Feed (Osirion, Varisia): Life in a big city taught the consequences of pride. Now you have no qualms about pointing out how little of a burden your upkeep would prove to potential employers, captors, innkeepers, or anyone else able to provide you with the necessities of life. You gain a +3 trait bonus on Bluff checks made in order to gain food, water, or shelter.
Dusk Dancer (Nidal): Growing up in shadowy Nidal has given you the confidence to avoid hazards which you can barely see. You gain a +2 trait bonus on Reflex saves in dim light or darkness.
Equality for All (Andoran): Even when facing foes much larger than yourself, you still embody the Andoran ethos of liberty. You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.
Legalistic Liberation (Molthune, Osirion): You followed—or some might say exploited—the rules and earned your freedom by finding the loopholes within your homeland’s labyrinthine codes regulating slavery and indentured servitude. You gain a +1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation.
Rabble Rebel (Galt): Your time spent amid angry mobs has taught you exactly how to use crowds of people to distract your opponents. If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him.
Isger Fixer (Isger): Everyone in Isger knows how to make do with substandard equipment, and you can improvise tools and materials in order to keep a damaged object working for just a little bit longer. Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).
Halflings Golarion OF Pomp and Pageantry (Taldor): Though others think you merely waste time, you know that those extra flourishes and ceremonial touches actually make your work just that much better. You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check.
Clumsy Slave (Cheliax, Katapesh): As a former slave, you learned how to conceal your malice toward your owner behind a facade of clumsiness. The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it).
Religion Traits Religion traits are tied to specific deities. The following religion traits reference the deities presented on page 43 of the Pathfinder RPG Core Rulebook, as well as two halfling deities presented on pages 51–52 of Pathfinder Campaign Setting: Gods and Magic and pages 17–18 of this book. You must worship the listed deity to select these traits.
Backstabber (Thamir Gixx): Pledging your faith to Norgorber’s lethal shadow gives you the skill to make a brutal attack against an opponent who cannot fully fend you off. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Call for Help (Chaldira Zuzaristan): Offering your devotion to and modeling your life on Desna’s impetuous companion means you frequently find yourself in a jam but also ensures that you can always rely upon your friends to bail you out. When you take the total defense action, allies gain a +1 trait bonus on rolls made against a creature threatening you.
Dawn Renewal (Sarenrae): Your morning prayers often send a welcome spark of divine vitality into your most recent patients. When you use the Heal skill to provide long-term care, your patients heal an extra 2 hit points at sunrise. Good Dreams (Desna): Your dreams often give you a hint of possible dangers you might face during your day—such as a fall, a blast of fire, or a poisonous snake— and this hint sometimes makes all the difference. Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait (see page 27), you cannot select this trait, and vice versa.
Provider (Erastil): Few things exalt your faith more than feeding the hungry with your own honest sweat. You gain a +1 trait bonus on any d20 roll to acquire food or water for others. Though this bonus most often applies to Survival checks, it could also apply to attacking monsters that are safe and nutritious to eat (mainly animals and plants). However, Erastil takes a dim view of waste and of those who scorn his favor, and if you abuse this gift (for example, by using the bonus to defeat a bear, then only eating one bite of it), he punishes you with a –2 penalty on attacks, checks, and saves for 24 hours.
Self-Sacrifice (Shelyn): You honor your goddess through your willingness to take risks for those you care about. As a move action, you can use your own body to grant soft cover (Core Rulebook 196) to an adjacent ally regardless of the difference in your respective sizes. Sense of Order (Abadar): Your ability to notice even the slightest change, and the discomfort it causes, made service to Abadar a logical choice. You gain a +3 trait bonus on any Perception check made to identify any changes to a location that have occurred since you last visited it.
Sensing Imperfection (Irori): Your belief in Irori has honed your ability to recognize when someone lies or dissembles. Sense Motive is a class skill for you, and you gain a +1 trait bonus on Sense Motive checks.
Venom-Drenched (Norgorber): You have nothing to fear from one sort of poison. In fact, you can actually drink the toxic brew in order to make your blood dangerous. You are immune to one specific nonmagical poison (Core Rulebook 559). If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.
