The Forgotten Truth

Player > Ancestry > Halfling > Feats

Halfling Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a halfling, you select from among the following ancestry feats.

Adroit Manipulation FEAT 1

Lost Omens Character Guide p.44


UNCOMMONHALFLING

Access Mihrini ethnicity


You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.


Distracting Shadows FEAT 1

Core Rulebook p.52


HALFLING

You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.


Halfling Lore FEAT 1

Core Rulebook p.52


HALFLING

You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.


Halfling Luck [free-action]FEAT 1

Core Rulebook p.52


FORTUNEHALFLING

Frequency once per day
Trigger You fail a skill check or saving throw.


Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.


Halfling Weapon Familiarity FEAT 1

Core Rulebook p.52


HALFLING

You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword.
In addition, you gain access to all uncommon halfling weapons. For you, martial halfling weapons are simple weapons, and advanced halfling weapons are martial weapons.


Innocuous FEAT 1

Lost Omens Character Guide p.44


HALFLING

Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.


Intuitive Cooperation FEAT 1

Lost Omens Character Guide p.44


UNCOMMONHALFLING

Access Jaric ethnicity


You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.


Sure Feet FEAT 1

Core Rulebook p.52


HALFLING

Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not flat-footed when you attempt to Balance or Climb.


Titan Slinger FEAT 1

Core Rulebook p.52


HALFLING

You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279).


Unassuming Dedication FEAT 1

Lost Omens Character Guide p.44


UNCOMMONHALFLING

Access Uhlam ethnicity


Your family instilled the values of care and patience into you from a young age. You gain a +1 circumstance bonus to checks to perform a downtime activity.


Unfettered Halfling FEAT 1

Core Rulebook p.52


HALFLING

You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.


Watchful Halfling FEAT 1

Core Rulebook p.52


HALFLING

Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.


Cultural Adaptability FEAT 5

Core Rulebook p.53


HALFLING

During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.


Easily Dismissed FEAT 5

Lost Omens Character Guide p.44


UNCOMMONHALFLING

Access Chelaxian nationality


You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed. On a success, you aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s discretion), observers notice you right away.


Halfling Ingenuity FEAT 5

Lost Omens Character Guide p.44


HALFLING

Prerequisites Halfling Luck


While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren’t trained in that skill. If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.


Halfling Weapon Trickster FEAT 5

Core Rulebook p.53


HALFLING

Prerequisites Halfling Weapon Familiarity


You are particularly adept at fighting with your people’s favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon’s critical specialization effect.


Shared Luck FEAT 5

Lost Omens Character Guide p.45


HALFLING

Prerequisites Halfling Luck


You are evidence that it’s lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it’s worse than their first roll. If you have Guiding Luck, you can’t use Guiding Luck’s effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.


Cunning Climber FEAT 9

Lost Omens Character Guide p.45


HALFLING

Whether you are climbing a ship’s rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can’t. You gain a climb Speed of 10 feet. You can take the Legendary Climber feat even if you don’t have the Quick Climb feat, provided you meet its other prerequisites.


Fade Away FEAT 9

Lost Omens Character Guide p.45


HALFLING

Prerequisites Easily Dismissed


Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day.


Guiding Luck FEAT 9

Core Rulebook p.53


HALFLING

Prerequisites Halfling Luck


Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.


Helpful Halfling FEAT 9

Lost Omens Character Guide p.45


HALFLING

When you aid a friend with a task, you find many ways to help and avoid interfering. On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don’t give your ally a –1 circumstance penalty to their check.


Irrepressible FEAT 9

Core Rulebook p.53


HALFLING

You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.


Ceaseless Shadows FEAT 13

Core Rulebook p.53


HALFLING

Prerequisites Distracting Shadows


You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.


Cobble Dancer FEAT 13

Lost Omens Character Guide p.45


HALFLING

You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can Step into difficult terrain and enemies in difficult terrain are flat-footed to you.


Halfling Weapon Expertise FEAT 13

Core Rulebook p.53


HALFLING

Prerequisites Halfling Weapon Familiarity


Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained.


Incredible Luck FEAT 13

Lost Omens Character Guide p.45


HALFLING

Prerequisites Halfling Luck


Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Helpful Halfling, you can still use Halfling Luck on an ally instead of yourself only once per day.