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Halfling

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Overview[edit]

Halflings are clever, capable, and resourceful survivors. They are notoriously curious and show a daring that many larger Races can’t match.

Racial Traits[edit]

Deities[edit]

Further information: Deity feats

Feats[edit]

Dragonmark Feats[edit]

Further information: Dragonmarks

There is one dragonmark carried by Halflings - Mark of Healing, carried by House Jorasco.

Racial feats[edit]


Racial past life feats[edit]

Enhancements[edit]

Halfling enhancements tree

Core abilities[edit]

Icon Enhancement Halfling Luck.png
Halfling Luck : +1 to all Saving Throws
AP Cost: 1 Level: 1 Progression: 0 No requirements
DexterityColored.png
Dexterity : +1 Dexterity
AP Cost: 2 Level: 4 Progression: 1 Requires: Halfling Luck
Icon Enhancement Halfling Luck.png
Halfling Luck: +1 to all Saving Throws
AP Cost: 1 Level: 7 Progression: 3 Requires: Halfling Dexterity
DexterityColored.png
Dexterity: +1 Dexterity
AP Cost: 2 Level: 11 Progression: 4 Requires: Halfling Luck
Icon Enhancement Halfling Luck.png
Halfling Luck: +1 to all Saving Throws
AP Cost: 1 Level: 16 Progression: 6 Requires: Halfling Dexterity

Tier One[edit]

Requires Halfling Luck

Icon Enhancement Jorasco Dragonmark Focus.png
Jorasco Dragonmark Focus: +1/+2/+3 dragonmark use per day, +1/+2/+3 Heal
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Least Dragonmark of Healing
Icon Enhancement Stealthy.png
Stealthy: +1/+2/+3 Hide and Move Silently. Rank 3: Throw attacks you perform while sneaking deal +1[W] damage.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Acrobatic.png
Acrobatic: +1/+2/+3 Balance, Jump, and Tumble. +2/+4/+6 Armor Class while tumbling.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Halfling Cunning.png
Cunning: +1/+2/+3 Bluff skill and to hit while performing Sneak Attacks.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Bold.png
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Icon Enhancement Lesser Dragonmark of Healing.png
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Jorasco Dragonmark Focus
Icon Enhancement Break Out The Leeches.png
Break Out The Leeches: Lesser Dragonmark Spell: Positive Energy Leeches. (Removes one negative level, one poison, and one disease from your living target once every 3 seconds. Duration is equal to your Heal skill. This ability shares a counter with Lesser Dragonmark of Healing)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Lesser Dragonmark of Healing
Icon Enhancement Nimble Reaction.png
Nimble Reaction: +1/+2/+3 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Acrobatic
Icon Enhancement Guile.png
Guile: +1 Sneak attack die
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Cunning
Icon Enhancement Heroic Companion.png
Heroic Companion: Action Boost: Grants an ally +0.25/+0.5/+1[W], +2/+4/+6 to hit and saving throws, 0/+2%/+4% Dodge and 0/0/+10 Physical Resistance Rating. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires 10 APs spent in tree

Icon Enhancement Greater Dragonmark of Healing.png
Greater Dragonmark of Healing: Greater Dragonmark Spell: Heal.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lesser Dragonmark Focus
Icon Enhancement Skillful Thrower.png
Skillful Thrower: You can use your Dexterity modifier for damage with returning thrown weapons.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Enhancement Improved Dodge.png
Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Dodge, Nimble Reaction
Icon Enhancement Guile.png
Guile: +1 Sneak attack die
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Guile - Tier 2

Tier Four[edit]

Requires 15 APs spent in tree

Icon Enhancement Master Thrower.png
Master Thrower: You gain a +1 Competence bonus to the Critical Threat Range of returning thrown weapons.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Skillful Thrower
Icon Enhancement Halfling Agility.png
Halfling Agility: Up to once per second when you are hit, you gain 1% dodge until you are missed. This effect can stack up to 5 times.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Improved Dodge
Icon Enhancement Guile.png
Guile: +1 Sneak attack die
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Guile

Additional Background[edit]

While not considered to be separate races, there are certainly two distinct types of Halflings. Khorvaire (civilized) Halflings, and Talenta Halflings. Except where noted below, the following entries are for the Talenta Halflings.

Physical Description[edit]

Male and Female Halfling

Halflings typically stand about 3 feet tall, and weigh only 30-35 pounds. Skin color ranges from a dark tan to ruddy, and eye color is typically black or brown. Their hair is usually black, and falls straight. Males often wear long sideburns, but beards are rare and mustaches almost unheard of. Halflings are considered adults at the age of 20 and usually live into their second century.

Lands[edit]

The Talenta plains are located in what was the northeastern section of Cyre. They are bordered to the west by the Mournland and lake Cyre, to the south and east by the Blade Desert, to the north-east by the Ironroot mountains, and to the north by Karnnath. The Halflings have lived on these lands for as long as any can remember, although before the influx of humans into Khorvaire they ranged across a much larger area of lands than they do today.

The plains are mostly grassland steppes, but there is an unusual variety of wildlife. The most notable are the dinosaurs that roam the planes, ranging in size from similar to a small dog to as large as an elephant. Halflings will typically domesticate these dinosaurs, using them as mounts for riding while traveling or hunting.

Politics[edit]

The Halflings of Talenta are nomadic and tribal by nature. On all of the plains, there is only one permanent community - Gatherhold, which is maintained by House Ghallanda and visited and used by all tribes occasionally but permanently occupied by none. Tribes can range in size from as few as fifty to as many as a thousand or more.

Halflings hold all members of a tribe to be of equal worth, and also of all tribes to be equal. Tribes tend to elect a leader, called a Lath, to make decisions for the tribe as a whole. The Lath only has power as long as he has the trust of the tribe, and a new Lath can be elected at any time.

A Lathon would be a leader of leaders, with the ability to speak for all tribes. There is, and has been, only one of these. Lathon Halpum, who was elected to speak for the Halflings at the Thronhold negotiations on behalf of the Halfling tribes.

They also have no prejudices against any of the other races, with the exception of Valenar elves who virtually every tribe has had a skirmish with. Valenar elves are viewed as enemies for trying to encroach on Halfling lands, but also with respect for their fighting skills.

However, because of their isolation, and distrust of civilization, few Talenta Halflings have learned the languages of other races. Even when they have learned some language, they often don't learn or refuse to use names for objects, preferring to refer to them by a descriptive phrase instead.

Dragonmarks[edit]

Halflings may carry one of two dragonmarks:

The Mark of Hospitality, carried by House Ghallanda. This house is based out of Gatherhold on the Talenta plains, although it does do a majority of its business elsewhere on Khorvaire.

The Mark of Healing, carried by House Jorasco. This house moved its headquarters to Karrnath in order to be closer to the greater number of people that needed its services.

Society[edit]

Halflings have always been nomads and hunters. As such, Talenta Halflings are taught riding, fighting, hunting, and tracking almost from birth. All Halflings are considered hunters, in addition to whatever other duties they may have within the tribe.

As such, hunting is seen almost as a spiritual event. Even common daily events are often considered in terms of hunting, predator, and prey. Halflings also have a special mask that they wear before setting out on a hunt. Donning the mask is almost ritualistic in itself, and when wearing it, they try to become one with the hunt, not speaking except with whistles and hand signals. It is also used to help hide their sense of self, so that their spirit may bond with that of their dinosaur mount.

Talenta Halflings rarely follow any of the common organized religions of Khorvaire. Besides the spirituality of the hunt itself, they also honor the spirits of their ancestors and the souls of their dinosaur mounts. The honor they feel for their ancestors is more a sign of respect than any actual belief that the spirits are still present. However, in battle, every Halfling hopes to unite their spirit with that of their mount's, so that together they will be something greater, and that the spirit of the Halfling may be proven as worth as that of their dinosaur is already known to be.

The Talenta Halflings tend to own very few possessions. Being nomadic, they must by necessity keep only what they or their mounts can carry. But even then it is minimalist. Even the largest of the Halfling tribes can strike camp and be on the move within ten minutes of deciding to do so. What possessions they do own tend to be ornately decorated, often with geometric shapes, or pictures that tell a story.

Khorvaire Halflings: Khorvaire Halflings tend to fit in with whatever civilization they are living in. Many have been gone from the plains for generations, and do not know anything more about them than anyone else living outside them.

Khorvaire Halflings tend to put a strong emphasis on the value of friendship, to the point of considering close friends to be family, and show deep loyalty to family and friends. Some of their nomadic heritage does show, in that they still place value on readiness and self-reliance, and tend to place little value on personal possessions.

References[edit]