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     A Halflings normally stand between 3’ to about 4’5” tall. Legend has it that a once great Halfling King stood to the proud height of five feet. These small, unassuming beings are fleet of foot and quick of Mind, and have garnered quite the reputation for Larceny, though it may or may not be true. Halflings are resourceful and quick, perfectly at home among the many other non-violent races or within their own settled communities. Some tend to give into the wanderlust and travel abroad, while many stay where they have established a home being quite organized, orderly and industrious. This shows the diversity of the Halfling race, their willingness to adapt to the surroundings given to them or to go out and find one suitable to the individual’s personality.
    Halflings are peculiar in the way they choose their rulers. A law set long ago states that the King must be chosen from a noble line and be one of the tallest of the Halflings. So there is a chance that the crown will not always stay with the same family, though it has for the past 800 years. Unlike some of the other Races on Tratia halflings do not generally think one sex is better than the other. All are expected to pull their weight and help where one is able to. Be it tilling a field or tending a child. Many people have been confused by this way of life when they see a man tending a youngling while the wife does the chores.

Society Structure and Location.

Racial Skills

Prowl: 45%
Stalk/Capture: 35%
Wilderness survival: 35%
Advantages

Pounce: Felinids can pounce an opponent sometimes by surprise but often have the quicker first step. -1 to initiative, if sneaking up on someone. Requires a successful prowl and hide in shadows roll.
Extreme Rake: This Skill availible at level five, allows felinids to go into a flurry of rakes with their claws where they can attack with them 4 times in one round, but they lose their next two attacks, and cannot evade during the round used and the next round. Can only be used four times per day.
Felinids have some of the most alert senses; they gain a +5% to any Alertness roll, and +5% to hit with their bite and claws

   
Disadvantages

Felinids are out of place in large cavernous and water environments. They cannot select skills that coincide with these two regions until Level 7.

Felinids can only wear armor of the light class.

They can also use only small weapons until level 5, where they can be taught how to use other weapons.

Due to their normally solitary nature they are at a -10% to diplomacy and charm skills when dealing with other races..