Halfling
Halflings are described as
optimistic, cheerful little people who are curious to a fault, strangely lucky,
and don’t really have a culture of their own, preferring to adopt whatever
culture they happen to be in at the time. They make for great rogues, bards,
and sorcerers, but can really excel at almost any class thanks to the excellent
alternate racial traits available to them.
Racial
Traits:
Ability
Scores: Halflings get +2 to Dexterity and Charisma, and -2 to Strength. This
makes them extremely good at both ranged combat and highly mobile melee combat.
Size:
Halflings are Small, giving them a bonus to Stealth that will come in handy if
you decide to sneak around. They also get a +1 bonus to attack rolls thanks to
their size.
Speed: Like
gnomes, halflings only get a 20 ft movement speed, and it is still affected by
encumberance.
Fearless: A bonus
on saves against fear effects can definitely come in handy. This also stacks
with halfling luck, so you get an effective +3 against fear effects. Not bad at
all!
Halfling
Luck: +1 to ALL saving throws is a huge deal. However, there are several great
options for alternate racial traits that replace Halfling Luck, so don’t ignore
those.
Sure-Footed:
+2 to Climb and Acrobatics isn’t terribly exciting, and it can be
replaced by Fleet of Foot, which I highly recommend.
Weapon
Familiarity: Like gnomes, halflings only have a single weapon
with their race name in it, and that’s the Halfling Sling Staff. While this is
a decent weapon, I do wish this ability could be replaced with something more
useful.
Keen Senses: A +2 to
the best skill in the game is absolutely awesome. Keep this one.
Alternate
Race Traits:
Adaptable
Luck [Halfling Luck]: This is a
decent ability, but honestly it’s just not nearly as good as the ability it
replaces. I’d stick with Halfling Luck over this one.
Craven [Fearless,
Halfling Luck]: This ability is sort
of weird, because it gives the most benefit when you’re under the affect of a
fear effect. You also never get to benefit from morale bonuses against fear
effects, which can be painful. However, a +1 to initiative is great, a +1 to
attack when flanking is very nice (especially for a Rogue), and a speed boost
of 10 feet when you’re scared is pretty cool. I like this option.
Fleet of
Foot [Slow Speed, Sure-footed]: This
ability is one of the best racial abilities in the game. You get to be a small
creature while giving up basically the only negative part of being a small
creature. Take this one.
Halfling
Jinx [Halfling Luck]: This ability is very interesting, and there are a whole
slew of feats that you can take to boost its utility in battle. For a halfling
Witch or debuffer-focused Bard, this could be a great complement to Hexes or
Bardic Performance.
Ingratiating
[Keen Senses, Sure-footed]: The
bonuses from this ability are nowhere near worth what you have to give up. Stay
away from this one.
Low Blow [Keen
Senses]: Keen Senses is just way better than this one, unless you’re going to
be a critical-focused character, like a Magus or critical-based Fighter.
Outrider [Sure-footed]:
For a halfling Cavalier or any other mounted character, this is probably worth
your time.
Polyglot [Keen
Senses]: A bonus to LInguistics
checks and an extra known language is not really worth trading away a +2 to
Perception, so this one’s no good.
Practicality
[Fearless, Sure-footed]: This one might be worth it if you’re more
worried about illusion spells than fear effects. I’d probably recommend it.
Shiftless [Sure-footed]:
If you’re going to be the party “face”, this is definitely worth the trade.
Swift as Shadows [Sure-footed]: For a sniper, reducing the
penalty to Stealth from sniping is incredibly valuable, but for any other
character this probably isn’t worth your time.
Underfoot [Halfling
Luck]: +1 to all saving throws is definitely better than +1 AC. You probably
shouldn’t choose this one.
Wanderlust [Fearless,
Halfling Luck]: For a buff-focused caster, this one might be worth your time.
Otherwise, no good.
Warslinger [Sure-footed]:
If you’re planning to use a sling, this one’s probably a good choice.
Sacred
Keepsakes: While these are not actually a racial trait, they
are a halfling-only option from Halflings of Golarion that your GM might let
you take which give a very small boost to a specific divine spell. There’s no
negative consequences to picking one, so you may as well!
UnArcaneElections' Thoughts on New Alternate Racial Traits
UnArcaneElections' Thoughts on New Alternate Racial Traits
- Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Halflings can take this trait in place of weapon familiarity. Source PPC:BoS Seems rather situational, but you are likely not to suffer from trading out the lacklustre Weapon Familiarity, so the question becomes: Can you trade out Weapon Familiarity for something even better? See below. This alternate racial trait is better for a Halfling than for a Dwarf or a Gnome, because the affected skills use Charisma and Dexterity, both of which a Halfling gets a bonus for, AND you are trading out a lacklustre racial trait instead of a good racial trait to get it.
- Caretaker: 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. Source PCS:ISR This replaces two lacklustre to okay racial traits, each of those has a MUCH BETTER replacement, but inexcusably, it also replaces Halfling Luck. Okay, repeat after me: I am not beholden to Human Poo Machines . . . .
- Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity. Source PPC:BoS Although the bonuses are restricted to concealment resulting from darkness or dim light, this could still be a worthwhile trade if your class gives you the weapon proficiencies you want (considering the Halfling Weapon Familiarity granted proficiencies, it probably will). The problem with this trait is that as a Weapon Familiarity replacement, it is competing with Shadowhunter (if you are martial) or Shadowplay (if you are a spellcaster) (see below); if you are primarily skill-oriented, consider it anyway.
- Driven Worker: 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. Source PCS:ISR If Fleet of Foot (see below) wasn't already available, this might be good for certain professionally-oriented characters, but Fleet of Foot is just too good to pass up.
- Dusksight (2 RP): 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. Halflings can take this trait in place of keen senses. Source PPC:BoS Another alternate racial trait that shoots itself in the foot by replacing something that would synergize with it, in this case a bonus to Perception.
- Fey Magic (2 RP): 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 DC for the spell-like 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. This trait replaces keen senses. Source: HotW If you've been paying attention to Fey Magic and Fey Thoughts alternate racial traits of different races, you'll notice that they don't always replace the same thing, and so the tradeoffs may differ. In this case, the tradeoff is giving up Perception, which really hurts.
- Fey Thoughts (1 RP): 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. This trait replaces fearless. Source: HotW If you've been paying attention to Fey Magic and Fey Thoughts alternate racial traits of different races, you'll notice that they don't always replace the same thing, and so the tradeoffs may differ. Nevertheless, getting two skills in class in exchange for Fearless could be just what you need, but make sure your class gives you a good Will Save or at least a feature like Bravery.
- Human Shadow: 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. Source PCS:ISR This set of situational bonuses replaces both Keen senses, which you need to keep, and Sure-Footed, which you need to replace with Fleet of Foot instead of this garbage.
- Secretive Survivor: 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. Source PCS:ISR At least this skill alternative racial trait gives you unrestricted bonuses to Bluff and Stealth, which depend upon ability scores you have bonuses to, so it isn't bad in itself. The problem with it is that it replaces Sure-Footed, which you need to replace with Fleet of Foot.
- Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical 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). Halflings can take this trait in place of Weapon Familiarity. Source PPC:BoS If you need this feat, your class may have given you the weapon proficiencies you want, but even if not, you get to be not helpless against Incorporeal creatures if they catch you without a magic weapon, a +2 bonus when removing negative levels, and faster recovery of physical ability damage, so still a good trade.
- Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity. Source PPC:BoS If you are a spellcaster that actually has a decent selection of Darkness, Light, or Shadow spells, and not martial enough to get the full benefit of Shadowhunter and not skill-oriented enough to get the full benefit of Dimdweller (see above for both), this is what you want to trade Weapon Familiarity for.
- Skulker: 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 AC. This racial trait replaces fearless and weapon familiarity. Source PCS:ISR Replacing Weapon Familiarity wouldn't hurt except that it has better replacements (see above); replacing Fearless often hurts; but if you need to set up Sneak Attack and don't have an accuracy booster (Rogues and Ninjas, I'm looking at you), you'll be glad to have this.
- Unfettered: 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 CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces halfling luck and keen senses. SourcePCS:ISR Very thematically fitting, but unfortunately this alternate racial trait shoots itself in the foot by trading out both the Halfling Luck and Keen Senses you need to avoid recapture.
- Unlucky Halfling: These halflings take a –1 penalty on saving throws but also gain a +1 racial bonus to the caster level and save DC of all curse spells and spell-like abilities. In addition, such halflings can use ill omen as a spell-like ability once per day. This racial trait replaces halfling luck. Source PCS:ISR This is highly fitting thematically and mechanically to a debuffer. The problem is that in trading out Halfling Luck for this, you get an effective -2 penalty to Savies. If you are of a class that gets good Fortitude and Will Saves (such as Antipaladin, Bad Touch Cleric, Bad Channel Cleric, or Hexcrafter Magus), you might be able to afford to compensate for this, if not (such as a Witch), you probably won't be able to afford this.
Classes:
Alchemist: A
halfling can make a very good bomber-style alchemist, just like a gnome can,
although the halfling Alchemist favored class option is not as useful, since
you can always just pay some gold to copy a formula from a scroll. The Grenadier is a solid option, and I would
also consider the Beastmorph archetype, as some of the
abilities you can gain through alter self and beast shape can
come in really handy.
Barbarian: Let’s
face it, small characters were never meant to be Barbarians. The penalty to
Strength is pretty much always going to cause you a problem. Now, with that
said, if you’re dead-set on a halfling Barbarian, my recommendation is to take
the Urban Barbarian archetype, using your
Controlled Rage ability to gain a bonus to Dexterity, and be a ranged
Barbarian. Make sure to pick up the Fleet of Foot racial trait I talked about
earlier, as you’re giving up the Barbarian’s Fast Movement ability for this
archetype. You can probably make good use of the halfling Barbarian favored
class bonus with this build too (adding it to Surprise Accuracy), since it lets
you gain a much higher morale bonus to one attack per rage as a swift action.
Bard:
Halflings make exceptional caster or buffer Bards, thanks to their boost to
Charisma. The penalty to Strength is going to keep you out of melee for the
most part, but that’s totally fine. Bards have tons of archetypes available to
them, and none of them specifically scream “HALFLING” to me, so just check all
of them out!
Cavalier
[Samurai]: Halflings can make great Cavaliers for all the
same reasons that gnomes do, but they have the addded bonus of getting a racial
Cavalier order, the Order of the Paw, which makes dog and wolf
mounts even better! The favored class option is also pretty great, treating
your halfing Cavalier as a higher level for his challenge damage when making
attacks of opportunity. I’d strongly suggest picking up a weapon with range, Improved Unarmed Strike, and Combat Expertise to get as many attacks of
opportunity as possible. I would also consider picking up overrun feats up
through Greater Overrun, since the Order of the Paw
gives bonuses to overrun maneuvers. The Strategist archetype also seems like a
good choice for a halfling.
Cleric: Halflings
aren’t amazing as Clerics, since they don’t have a bonus to Wisdom. The
Charisma bonus does help with Channel Energy, so a halfling Cleric can make a
good “party face” type of cleric. To that end, the Evangelist archetype replaces some channel
energy dice with the equivalent of bardic performance, which also uses
Charisma. Also make sure to check out the Sacred Keepsakes from Gnomes of
Golarion, as they offer small boosts to divine casters that can come in handy,
particular the Blessed Button keepsake, which makes the ammunition of a sling
which you cast bless weapon on count as magic for the
purposes of bypassing damage reduction.
Druid: Nothing
keeps a halfling from being a good Druid, but their ability score bonuses mean
they probably aren’t going to excel at it either. The best way to maximize your
Druidic awesomeness as a halfling is to take advantage of your small size and
use your animal companion as a mount. It’s also important to note that the
halfling’s small size and penalty to Strength can be easily overcome by using
Wild Shape, and this can be made even more powerful by taking one of the
[insert animal name here] Shaman archetypes. I personally prefer the Saurian Shaman, since they get the most
options for wild shape by far, and summoning dinosaurs using summon nature’s
ally spells as a standard action is a seriously excellent ability. The
halfling Druid’s favored class bonus is also pretty sweet, adding +1/4 luck
bonus per level to her animal companion. Make sure to also look at the Sacred
Keepsake choices, especially the Harvester’s Pouch or Trainer’s Whistle.
Fighter:
Halflings can make for good ranged fighters, so the Archer archetype is definitely your
friend. You might also want to consider the Warslinger alternate racial trait I
talked about above. If you really want to go into melee with your little
Fighter, you might consider the Aldori Swordlord archetype, the abilities
of which focus on defense and dodging attacks. The favored class bonus is
relatively weak, so I’d stick with a bonus hit point per level instead.
Gunslinger:
Gunslingers are really just ranged Fighters with guns, so a halfling can
obviously turn out to be a great Gunslinger. The halfling’s boost to Charisma
makes the Mysterious Stranger archetype a very good
option, so you’ll want to consider that as well.
Inquisitor: Without
a bonus to Wisdom, the Inquisitor class isn’t the best choice for a halfling.
You may, however, find that combining the Inquisitor’s abilities with the
Halfling Jinx alternate racial trait serves you well. The Infiltrator archetype strikes me as a good
choice for a halfling, as they excel at being sneaky and also have good
Charisma bonuses to things like bluff and diplomacy. Make sure to look at the
Sacred Keepsake choices, especially the Decisive Game Piece.
Magus:
Halflings aren’t really meant for melee, so Magus is generally a poor choice
for them. The exception to this, of course, is the Myrmidarch archetype, but it still is a
weak option compared to a full spellcaster. If you ARE trying to make a
melee-based Magus out of your halfling, I’d suggest looking at the Kapenia Dancer archetype, which adds
flavor and the ability to give your weapon of choice, the bladed scarf, reach
using your arcane pool, which can keep you out of harm’s way in the right
situation.
Monk: A
halfling can make a surprisingly excellent Monk, though the lack of a Wisdom
bonus will always hurt your optimizability. The best choice is the most obvious
one: the Zen Archer. This class is always up for
debate because of using a flurry with a single weapon, which some of the
Pathfinder developers have balked at, but as of now it’s still a legal choice
for your character. Another possible way to make an excellent halfling Monk is using
the Sohei archetype, which gives you several
excellent options for mounted combat. This is one of the few times I’d strongly
suggest multiclassing, however, because the Sohei doesn’t actually get a bonded
mount. My suggestion is to take a level of Cavalier (Order of the Paw) at first
level to get an excellent wolf mount, and pick up the Boon Companion feat at that level also. Then,
as you take your next four levels in Sohei, your mount will become more
powerful. After that, you may want to alternate Cavalier and Monk levels.
Another great option is to combine the Maneuver Master archetype with the
halfling-specific Underfoot Adept archetype, giving you tons
of trip attempts that can be used on enemies much MUCH larger than yourself.
Oracle: A
halfling oracle is a great choice, without a doubt. First off, definitely pick
up the Fleet of Foot alternate racial trait, because then you can choose the
Lame oracle curse and you’ve just effectively negated the curse’s penalty. The
halfling’s Charisma boost will serve you very well as an Oracle, and the
favored class bonus is really excellent as well, letting you treat your
Oracle’s Curse class feature as if you were a higher level. You’ll probably
also want to look at the Community Guardian halfling-specific
archetype, which grants a few interesting buff-style revelations. Make sure to
look at the Sacred Keepsakes, especially the Blessed Button.
Paladin [Antipaladin]:
Halflings can make very good Paladins, thanks to the Charisma boost and the
mount class feature. I would suggest going with a ranged build, but sadly the
only truly ranged-focused archetypes, the Divine Hunter and the Holy Gun, both give up the mount for a
bond with your bow, so I would recommend against them. Stick with a vanilla Paladin,
focusing on using your Smite Evil ability at range and possibly dipping into
the Zen Archer Monk to get the ranged flurry of blows feature, though that will
require you to wear no armor. I’d also like to point out that the Antipaladin
is limited for a halfling when compared to the Paladin, since he can’t choose a
bonded mount (though he can still summon a creature that can serve as a mount
using his fiendish boon ability).
Ranger: A ranger
isn’t the best choice for a halfling, since you don’t get your animal companion
until later levels, and there’s no bonus to Wisdom. You could, however, pick up
the Beastmaster archetype to get your animal
companion at first level. I also like the Infiltrator archetype for a halfling
Ranger, more for flavor than anything, since halflings don’t really have much
of a society of their own in Golarion, so it makes sense for a halfling Ranger
to pick up abilities of those he’s around a lot.
Rogue [Ninja]: Halflings were practically born
to be Rogues, and they make even better Ninjas thanks to the Charisma boost. In
either case, you should be picking up both the Fleet of Foot and Craven
alternate racial traits. If you decide to go with a ninja, the Vanishing Trick
ninja trick can be invaluable. If you decide to stick with the Rogue, make sure
to check out the Filcher archetype, which is only available
to halflings, and lets your little Rogue become a master thief, even in the
heat of combat. Sadly, there is only one other archetype that can be combined
with the Filcher, and that’s the Investigator, which is not that exciting.
Oh, and the favored class bonus is crap, ignore it unless you’re planning to
use a sling.
Sorcerer: Sorcerer
is a great option for a halfling, thanks to the Charisma bonus and not having
to rely on Strength. The halfling Sorcerer favored class bonus gives you
additional uses of your first-level bloodline power, so you may want to choose
a bloodline that has a good first power to take advantage of that. I’d
recommend the Aquatic (or Seaborn), Daemon, Deep Earth (or Bedrock), Maestro, or Umbral bloodlines for decent 1st-level powers
(but see my Bloodline Guide for more details on that). If
you’re looking to be a sneaky mix of Sorcerer and Cleric, the Razmiran Priest archetype works very well
for a halfling, and it leads nicely into the Razmiran Priest prestige class as well.
You can also make good use of the halfling jinx racial trait thanks to your
high Charisma, and there are a bunch of feats that can make your jinxes more
powerful (see my halfling Witch entry below for some details).
Summoner: Personally,
I like halflings as Summoners for several reasons. First off, and most
importantly, you get a bonus to Charisma which is both your primary casting
stat and important for the abilities of your eidolon. Secondly, since the
eidolon should theoretically be doing all the attacking (other than a few
exceptional builds that I’ll mention in a minute), you don’t have to worry
about that pesky Strength penalty very much. Third, this is yet another class
that gives you a creature you can ride on right at first level, and I always
love that. If you do decide to ride around on your eidolon, the Shield Ally
ability will give you a +2 shield bonus to AC and a matching circumstance bonus
to your saves pretty much all the time, and when combined with your small size
and high Dex, not much is going to hit you. There aren’t any arechetypes that
are specifically any better for halfling Summoners unless you want to go the Synthesist route,
as replacing all of your physical stats with your eidolons can be sweet for a
small character. The favored class bonus is +1 skill rank for an eidolon, which
is really only useful if you’re using your eidolon as a skill monkey.
Witch: The
Witch isn’t the most optimal choice for a halfling with the standard racial
traits, since Hex DCs are Intelligence-based. However, if you decide to augment
your Hexing ability with the halfling jinx racial trait, you can put together
some pretty amazing debuffing combos. For example, if you were to take the Malicious Eye feat along with the Sluggish Jinx feat, every time you
successfully use your Evil Eye Hex on a target, they’ll also take a penalty to
initiative and attack rolls, in addition to the penalty to saving throws from
halfling jinx. You can also combine this with Worst Case Jinx to cause all beneficial
effects cast on the target of your Evil Eye hex to be minimized, which can keep
your enemies from effectively healing themselves or buffing their allies. If
you really want to get the most out of both Hexes and Jinxes separately, you
may also consider grabbing Versatile Jinxer to change the DCs for your
jinxes to be based on Intelligence. The favored class option is pretty good,
giving you a boost to caster level when casting patron spells, which can be
very helpful.
Wizard: You can
make a good Wizard as a halfling, but the lack of an Intelligence boost hurts
your chances a bit. There also aren’t really any good racial options or Wizard
archetypes that fit. You could focus on a debuffing build and use jinxes like I
suggested with the Witch, but honestly the Witch just does that way better. The
favored class bonus is also not that interesting, since raising your effective
caster level for your familiar’s abilities doesn’t give it extra hit points.
UnArcaneElection's Thoughts on New Classes:
- Arcanist: Like a Wizard, this is a 9/9 Intelligence-dependent spellcaster, but while Halflings do not get an Intelligence bonus, they do get a Charisma bonus, and some Arcanist abilities (including several of the Arcane Exploits) are Charisma-based, and being a Gnome does help with that. The Dexterity bonus is also especially welcome on a class for which Initiative is especially important. The Favored Class Bonus would be theoretically helpful (getting more Arcane Exploits), but it scales way too slowly to be of much use.
- Bloodrager: See Barbarian, except that the Charisma bonus helps, so it's not all bad; but make sure you get Fleet of Foot (see above) to upgrade to normal speed, even so, you might want to go mounted, and the Bloodrider archetype fits that want. The Favored Class Bonus adds 1/4 to your armor class versus opponents at least one size larger than you -- not bad.
- Brawler: The Small size and Strength penalty of Halflings hurts melee characters unless they have ways to compensate, so get Fleet of Foot (see above) to upgrade to normal speed; even so, you won't get any particular synergy with this class, nor with feat-based methods of compensating for being Small such as the Monkey Style feat chain (which unfortunately takes too long to come online), nor does Brawler offer a mounted archetype to make Small characters happy. The Dexterity bonus is helpful, and the Favored Class Bonus helps you get more Combat Maneuver Defense with very good scaling, so this is serviceable if not outstanding.
- Cavalier/Samurai: As already in the guide, except that new Halfling alternate racial traits for martials (see above) upgrade martial classes a bit; also add mention of the Daring Champion archetype, which gets Swashbuckler's (Charisma-dependent) Panache and Deeds, although unfortunately trading out Mount in the process (in principle, you could get a mount by some other means, such as the Nature Soul + Animal Ally + Boon Companion feat chain). Also consider the Daring General archetype if Leadership is not banned -- Leadership is Charisma-dependent, and this archetype gives you Iterative Cohorts! Unfortunately, although Daring General doesn't trade out Mount, it does trade out some other Cavalier abilities that Daring Champion also trades out, so you can't combine the archetypes.
- Hunter: See Ranger, but being a Wisdom-dependent 6/9 instead of 4/9 spellcaster with a Strength penalty and no Wildshape hurts. Still, Hunter lends itself to being Mounted with a full-progression Animal Companion, so it's not all bad. The Favored Class Bonus improves ALL Saves of your Animal Companion at a scaling rate that is not too shabby for Saves, which, combined with new alternate racial traits that improve things for Halfling martials (see above), bumps Hunter up to a decent choice for a Halfling.
- Investigator: Like Alchemist, except you never get Bombs, so you have to engage in melee to do damage (although at least you get a Dexterity bonus to help with going Finesse), and Investigators aren't particularly charismatic. On the other hand, Investigators are better Rogues than Rogues (even Unchained), and being Small is good for that -- just be sure to get Fleet of Foot (see above) to upgrade to normal speed. As with Gnome, the Halfling Investigator Favored Class Bonus adds Extracts to your Formula Book (but not at the highest level you can use), which is a trap unless you live and work in such a dump that you can't pick up more Extracts for a little cash.
- Kineticist: Unfortunately, Halflings do not get a Constitution bonus (unlike in Lord of the Rings), but they do get a Dexterity bonus, which helps Kineticists to hit. Kineticist is a quasi-spellcaster whose primary (quasi-)spellcasting attribute is Constitution, for which Halflings get no bonus, but no penalty. The Halfling Charisma bonus does not directly help Kineticist class features, but Kineticsts can be decent Face characters, so it's not totally useless; alternatively, if you hard-dump Charisma to get 4 points out of it to use on other things in the point buy, you will be at 9 instead of 7. Some of the Elements give you ways to fly, thus overcoming the disadvantage of Slow speed, if you really need something incompatible with Fleet of Foot. The Favored Class Bonus improves your Internal Buffer, but scales way too slowly to be of use; with the class feature Burn putting a tax on your effective Hit Points, you can instead consider a bonus Hit Point per level to be a good Favored Class Bonus. (Avoid the Overwhelming Soul archetype like the plague unless you are planning on being Undead,although admittedly Halflings are a bit better at this than -- for instance -- Dwarves; for most people, this archetype should really be called Underwhelming Soul.)
- Magus: For the most part, the Magus is a mainly melee class, and an Intelligence-dependent 6/9 spellcaster on top of that, and Halflings don't get an Intelligence bonus. The Dexterity bonus does help with going Finesse, although keep in mind that most Dexterity-to-Damage feats have been nerfed to make them incompatible with Spell Combat (and the current exception, Dervish Dance, will probably be nerfed as well) Magus does offer a few archetypes to help make things better, though. Harrow-themed Card Caster gets Harrowed Spellstrike, enabling Spellstrike at range with Touch spells without requiring Reach Spell metamagic or the Reach Spellstrike + Distant Spellstrike Magus Arcana chain to enable use of such spells (unlike the following ranged archetypes); Eldritch Archer doesn't give you Harrowed Spellstrike, but does give you Ranged Spell Combat and Ranged Spellstrike (which requires the aforementioned metamagic or Magus Arcana to make it fully functional); Myrmidarch acts a melee/ranged switch-hitter, giving Ranged Spellstrike but not Ranged Spell Combat (and unfortunately trading out Spell Recall and Improved Spell Recall, although on the plus side also giving you Weapon Training and Armor Training, the latter of which eventually helps with the speed problem); Eldritch Scion adds no ranged options, but makes your spellcasting spontaneous and Charisma-dependent, although before you get too excited, note that the archetype itself doesn't work very well. The Favored Class Bonus (1/6 of a Magus Arcana) is another one of those nice ideas that just scales too slowly to be of much use .
- Medium: This is a Charisma-dependent spellcaster, and although it normally only uses 4/9 spellcasting, the Archmage and Heirophant Spirits temporarily upgrade this to 6/9 spellcasting, for which the Charisma bonus is welcome. The Halfling racial characteristics (apart from the Charisma bonus) do not particularly synergize with the Medium class features unless you keep Halfling Luck (for your Saves) and choose the Favored Class Bonus, which improves your Seance Boon with decent scaling, but unfortunately doesn't help allies in Shared Seance. The problem is that the Medium class itself just doesn't seem very good no matter what race you are -- the concept is fine, but the execution of the design doesn't seem very good (the playtest version had so much promise -- maybe we'll eventually get a Harrowed Medium archetype that revives and fleshes this out, and if done right, Halflings should be very good with it).
- Mesmerist: This is another Charisma-dependent spellcaster, this time using 6/9 spellcasting, for which the Charisma bonus is welcome; apart from being Small, you could get Halfling Jinx to pour even more debuffing hurt on your enemies; as always, get Fleet of Foot to upgrade to normal speed. The Favored Class Bonus (same for Halfling as for Gnome) increases the number of Mesmerist Tricks usable per day with decent scaling, so overall Mesmerist is a very good option for a Halfling.
- Occultist: This 6/9 Occult caster is Intelligence-dependent rather than Charisma-dependent, so Halfling ability score adjustments are not amazing for it, but at least not terrible. The class design tends to put Occultists on the front line, so the Dexterity bonus is helpful, but other Halfling characteristics not so much; as always, get Fleet of Foot to upgrade to normal speed. The Favored Class Bonus gives you 1/2 point of Mental Focus per day, which is good enough to bump the rating of this class up for Halflings.
- Psychic: This is the 9/9 Occult caster, and it is Intelligence-Dependent, and you don't get an Intelligence bonus as a Halfling. On the other hand, it is also somewhat MAD by design, with Wisdom or Charisma being an important secondary ability score depending upon your choice of Psychic Discipline. The Favored Class Bonus makes your Charisma bonus 1/3 higher for determining effect or uses per day of Psychic Discipline Powers, so overall Psychic with the right Psychic Discipline is a decent choice for a Halfling.
- Shaman: Like Cleric, but generally with no help from the Gnome's Charisma bonus (unless you choose the Life Spirit, which has Charisma-dependent Channeling), so having Wisdom-dependent 9/9 spellcasting with no bonus to Wisdom isn't so great. The Favored Class Bonus adds 1/2 to the Shaman's effective class level for the purpose of determining spirit animal's natural armor adjustment, Intelligence, and special abilities, which bumps.the rating of this class for Halflings back up to decent, despite the relative lack of Charisma-dependent abilities.
- Skald: See Bard, but Skalds are more front-line martial than Bards, for which the Constitution bonus helps, but the Strength penalty and Small size hurt (yet again, get Fleet of Foot to upgrade your speed to normal). Use the Urban Skald archetype to go Dexterity-based, although make sure the rest of your part can benefit from this, because Skald is one of the classes most dependent upon the rest of the party composition (actually, this is true of all currently released Skald archetypes) -- in the worst case, different characters will have incompatible primary physical attributes, but in the best case you will make your whole party amazing. The Favored Class Bonus boosts your Critical confirmation rolls with one weapon, which is decent if you are going for a Critical-focused build, but otherwise not great.
- Slayer: Slayers are like Rogues, but are not as Dexterity-dependent and better made for holding their own in straight-up fights, so this hurts Halflings who would be Slayers, since they have a Strength penalty (unlike Gnomes, at least they can upgrade their speed with Fleet of Foot -- see a pattern here?), although Small size does help with Stealth and avoiding hits. The Favored Class Bonus gives you a +1/4 Dodge Bonus against your Studied Target -- not too shabby.
- Spiritualist: Spiritualists are Wisdom-dependent 6/9 Occult spellcasters, and Halflings do not have a Wisdom bonus, so Spiritualist is not an optimal choice for a Gnome. The Favored Class Bonus adds 1/4 to the number of rounds your Phantom can be out of sight and Line of Effect before being sent back to the Ethereal Plane -- not a big enough bonus to keep you from needing to avoid this situation like the plague except at very high levels.
- Swashbuckler: Swashbucklers are like Rogues, and just as Dexterity-dependent, for which Halflings get a bonus, and once again upgrade your speed with Fleet of Foot, no excuses They are also Charisma-dependent (for Panache), which helps Halflings, although watch out for your poor Fortitude Save. The Favored Class Bonus (same as for Gnomes) increases your uses per day of Charmed Life at a slow but usable rate. A particularly appropriate archetype for Small characters is Mouser, which lets you get inside your opponent's defenses; this works even if you only dip a single level, but seems fine for full progression as well.
- Vigilante (see below for ratings): Vigilantes are like any of several sorts of other classes, depending upon choice of Vigilante Specialization and/or archetype. The Gnome bonus to Constitution and the Hardy trait or the Unstoppable replacement for this helps with the poor Fortitude Save, and the Gnome bonus to Charisma hurts the social aspects of this class. The Favored Class Bonus is another of those nice ideas that just scales too slowly to be of much use (1/6 Social Talent). Whatever you do, upgrade your speed with Fleet of Foot.
- Standard Vigilante with Avenger Specialization: While this is supposed to be sneaky, it is also supposed to be able to hold its own in a straight-up fight, but only gets d8 Hit Dice -- although the Halfling Dexterity bonus helps with this, Small size and a Strength penalty hurt.
- Standard Vigilante with Stalker Specialization: This is more like a Rogue -- sneaky but without the Base Attack Bonus improvement, but the Dexterity and Charisma bonuses help.
- Brute Vigilante: This is just a bad archetype, regardless of whether or not you are a Gnome, and then the Strength penalty hurts on top of that -- about the only thing good to say about it is that it will be harder for you take out your party when you go berserk.
- Cabalist Vigilante: See Witch, but the lack of Intelligence Bonus hurts less, because this is a 6/9 spellcaster.
- Gunmaster Vigilante: This is like a Gunslinger; slightly better on a Halfling than on a Gnome, due to getting a Dexterity bonus. Still, you are probably better off just being a Gunslinger.
- Magical Child Vigilante: This is like a Summoner, including the Charisma dependence, which is good for Halflings. Also, this just feels totally right thematically, although Gnomes take first prize for this.
- Mounted Fury Vigilante: This is the Cavalier substitute Vigilante, and as noted elsewhere, a mounted Halfling is a happy Halfling, although it's not as critical as for a Gnome. The basic problem is that it just isn't a very good archetype, although at least it isn't as bad as Brute -- still, just be a Cavalier instead.
- Psychometrist Vigilante with Avenger Specialization: See Standard Vigilante with Avenger Specialization above, but this adds a certain amount of Intelligence-dependence. Halflings don't get an Intelligence bonus, but they don't get a penalty either, so this is probably okay but not great as long as you build carefully.
- Psychometrist Vigilante with Stalker Specialization: See Standard Vigilante with Stalker Specialization above, but this adds a certain amount of Intelligence-dependence. Halflings don't get an Intelligence bonus, but they don't get a penalty either, so this is probably okay as long as you build carefully, although better than with Avenger Specialization for the same reasons that Standard Vigilantes with Stalker Specialization are better on a Halfling chassis than Standard Vigilantes with Avenger Specialization.
- Warlock Vigilante: Gnomes will be okay with the spellcasting and Mystic Bolt parts of this archetype, for which they get neither bonuses nor penalties, and the Dexterity bonus helps in case you get stuck on the front line, while the Charisma bonus especially helps the Social Simulacrum part, which needs to disguise itself as you. Solidly serviceable, but not amazing.
- Wildsoul Vigilante with Avenger Specialization: See Standard Vigilante with Avenger Specialization above, but this adds a certain amount of Intelligence-dependence. Halflings don't get an Intelligence bonus, but they don't get a penalty either, so this is probably okay as long as you build carefully.
- Wildsoul Vigilante with Stalker Specialization: See Standard Vigilante with Stalker Specialization above, but this adds a certain amount of Intelligence-dependence. Halflings don't get an Intelligence bonus, but they don't get a penalty either, so this is probably okay as long as you build carefully, although better than Avenger Specialization for the same reasons that Standard Vigilantes with Stalker Specialization are not as good on a Halfling chassis as Standard Vigilantes with Avenger Specialization.
- Zealot Vigilante: Wisdom-dependent spellcasting and some abilities that use Wisdom-dependent skills (although not as many as on an Inquisitor) -- being a Halfling doesn't hurt this, but doesn't help either, except when using the Channel Energy Talent, which gives you Channel Energy like a Cleric, including the Charisma dependence.
- Warpriest: This is like Cleric, but with no Charisma-dependent abilities -- everything is Wisdom-dependent, for which Halflings get no penalty, but no bonus either, and being on the front-line with Small size (and Slow speed if you didn't get Fleet of Foot) hurts, although the Dexterity bonus helps for going Finesse. The Favored Class Bonus adds 1/4 to your effective Warpriest level for determining Sacred Weapon damage (which is unfortunately hurt by being Small), although keep in mind that if you get to high levels, this saturates at effective 20th level unless your GM house rules past 20th level; on the other hand, in PFS and some Adventure Paths, you won't be able to get to levels that high, and many Adventure Paths will just barely get to levels that high.
Racial
Favored Class Bonuses:
Alchemist: Adding
extracts to your book is decent if you don’t want to spend gold on it, but
since you CAN just add these by picking up a scroll of the spell, it’s not the
best option out there.
Barbarian: This one is pretty terrible, becuase you increase
your effective Barbarian level for only two abilities, and one of those is
optional! Stay away!
Bard: This is
an extremely situational bonus, so unless you’re planning to have to infiltrate
human or elf settlements as a child all the time, take the skill point instead.
Cavalier: This is a good favored class bonus, because it lets
you increase your effective class level to determine the damage you do with
attacks of opportunity, and if you’ve made a halfling Cavalier you’re likely
trying to get lots of attacks of opportunity.
Cleric: If you
get a 1st-level domain power that you love, this is a great option, otherwise
ignore it.
Druid: Adding a
luck bonus to the saving throws of your animal companion is pretty incredible,
especially since as a Small character you’re likely going to be riding your
companion and letting it take all the hits.
Fighter: This would be a good bonus if it
worked for CMD checks against more than just two maneuvers. While trip and
grapple are the two most common combat maneuvers, this still isn’t quite up to
snuff.
Gunslinger: This is actually one of the better favored class
options in the game, because you get to add to two different, stacking bonuses
to AC. First, you’ll want to spend 8 levels of favored class bonus on
increasing your constant Dodge bonus to AC from the Nimble class feature by +2,
resulting in a total Dodge bonus to AC of +7 at 20th level (AWESOME!). Then
after those 8 levels, you can spend all 12 of your other favored class bonuses
to increase the bonus you get when using Gunslinger’s Dodge by +3. This means that
against a ranged attack, at 20th level, your Gunslinger can spend juse one grit
point to drop prone, giving you a total of +14 dodge/untyped bonus to AC
against that attack, which is pretty damned impressive.
Inquisitor: The ability to change your teamwork feat more times
per day can be very poweful, especially if you’re running an Inquisitor build
that doesn’t have super high Wisdom. If you’ve picked up an archetype that
drops Solo Tactics and Teamwork Feats, however, you’re not going to be interested
in this one.
Magus: Magus’
arcana are one of the best parts of being a Magus, so getting more arcana is a
great option for a favored class bonus.
Monk: I’m not a huge fan of this option for two reasons:
1) if you’re grappling a lot, you probably should have chosen a Medium-sized
race, and 2) several of the best monk archetypes drop Stunning Fist, so if
you’ve chosen one of those archetypes the second half of the bonus is useless
to you.
Oracle: Boosting
your effective level for the Oracle’s curse can be a very VERY good option.
Read my explanation of this ability in the Gnome section, as they get the exact
same favored class option. It’s great.
Paladin: A few extra hit points gained when using Lay on
Hands doesn’t seem that powerful, but don’t forget that you can use Lay on
Hands on yourself as a swift action, meaning that if you get in trouble and
your HP is low, you can heal yourself with it every single round without
missing a beat. Those extra hit points can really add up over several rounds,
so I like this one.
Ranger: The
Ranger’s favored enemy class feature is great, and this favored class bonus
boosts the dodge bonus to AC that you get against any of your favored enemies,
so this is seriously great.
Rogue: If you’re
going to be using a sling, dagger, or the Halfling Sling Staff, you’ll
definitely want to take this favored class option, but if not then it’s
useless.
Sorcerer: Bloodline powers can be very useful,
and so if you have a 1st-level one that’s measured in uses per day, consider
taking this option.
Summoner: An extra
skill rank for your eidolon isn’t the most exciting thing on earth unless
you’re planning to use the eidolon as the party’s skill monkey (usually along
with the Master Summoner archetype).
Witch: Caster
level boosts are not easy to come by, so this one is pretty much a no-brainer
for a halfling Witch. Patron spells are usually a mix of really good and only
decent spells, so make sure to pick a patron with really good spells!
Wizard: Your familiar shouldn’t be going into battle. Like,
ever. I’d suggest you pick up a skill point or hit point instead of this one.
Racial
Archetypes:
Community Guardian (Oracle): For a
healing or buffing-based Oracle, you would do well to consider taking this
archetype. The two Revelations gained both focus on buffing and healing your
allies, with the first-level ability focused on skill checks, and the
third-level ability granting either an AC bonus or hit point healing. Also note
that you gain several really good class skills, including the best skill in the
game, Perception, by taking this archetype.
Filcher (Rogue): This archetype is all
about appraising items on your enemies, stealing those items from them, and
then sneakily using those items against other enemies. You’re going to want
your Sleight of Hand checks to be as high as possible, because starting at
fourth level, you’ll learn to use the Steal combat maneuver but substitute your
Sleight of Hand check for the normal CMB check, which means you’ll be able to
steal pretty much anything from an enemy at higher levels. Want to mess with an
enemy caster? Steal his spell component pouch. Want to make it easier for your
Witch friend to Hex the enemy? Steal his cloak of resistance. Seriously, this
can be crazy good in a lot of diverse situations, so I’d recommend it.
Underfoot Adept (Monk): This archetype is all about moving around and
through your enemy’s squares and tripping them up. Right from the beginning,
you take a lesser penalty for using Acrobatics while moving at full speed, so
make sure to pick up the Fleet of Foot racial option. You also gain Improved
Trip as a bonus feat with no prerequisites, and as you gain levels you can trip
larger and larger foes. If you want to build a tripping build that is
unconventional and very mobile, a halfling Underfoot Adept would be a great way
to do it.
Order of the Paw (Cavalier Order): While
not technically an archetype, halflings get their own option for their Cavalier
Order, and it’s a pretty good one. If you’re playing a halfling Cavalier, it’s
likely that you’ll be riding a wolf or riding dog for most of your career, and
this order gives you some nice options that are specific to canine mounts,
along with some more general abilities that help all your allies. I especially
like Canine Ferocity, which treats your canine mount as one size larger for
calculating the bull rush or overrun combat maneuvers.
Prestige
Classes:
Daggermark Poisoner: I like this prestige class for a halfling because I
can imagine a halfling Ninja who specializes in poisoning his foes working
toward entry into the Daggermark Poisoners’ Guild, diligently learning how to
craft more and more dangerous poisons. The 6th-level ability Swift Poisoning
lets you pull out a vial of poison and apply it to a weapon all as a swift
action that doesn’t provoke attacks of opportunity, which is great, but the
most incredible ability is your 8th-level Instantaneous Toxicology, which lets
you create a poison in ONE ROUND. Awesome!
Halfling Opportunist: This prestige class
is halfling-specific, and to be honest I’m not a huge fan of it toward the
beginning, because its main ability, Exploitive Maneuver, requires a lot of
work from the GM to determine whether any given action by the enemy can be
exploited. However, if you’re willing to stick with this class for all five
levels, you’ll be rewarded with the Opportunity Attacker ability, which lets
you apply your sneak attack damage to ALL attacks of opportunity!
Mammoth Rider: This is one of my favorite
new prestige classes from Paths of Prestige, and for a halfling it’s just
incredible. I’ve already discussed at length how nice being mounted can be for
a halfling, and Mammoth Rider boosts your mount up to Huge size at first level.
This means that at 10th character level, our halfling Cavalier’s wolf mount
suddenly grows to Huge size, which is just crazy awesome. If you choose to
continue in the Mammoth Rider class from that point on, your steed will get
even more powerful every two levels, but you’ll be missing out on the
Cavalier’s high-level abilities, so I would actually suggest sticking with just
a one-level dip for the Huge-size mount.
Racial
Feats:
Adaptive Fortune: If you have the adaptable luck racial trait,
this will give you an extra use of it per day and increase the bonus it grants.
This is decent, but I prefer the standard halfling luck racial trait.
Blundering Defense: This one is a little
strange, since it requires you to take a defensive action, but you get to
provide your adjacent allies a luck bonus to AC. This might be a good feat to
take along with the Stalwart Defender prestige class, since you’ll be taking
defensive actions anyway.
Cautious Fighter: This feat goes with the
one right before it, increasing your dodge bonus when fighting defensively or
taking the total defense action.
Childlike:
If you want people to think you’re a human child (for some reason), this is the
feat to take. However, there are just too many good feats out there to make
this worthwhile.
Courageous Resolve: This feat either
increases your saves against fear effects if you have the fearless trait, OR it
lets you gain the benefits of morale bonuses against fear effects if you have
the craven trait. It’s probably worth taking if you chose craven.
Desperate Swing:
This feat goes along with the two above that have to do with the total defense
action, allowing you to take an attack during a total defense action. If you
could use it more than once per day, I’d like this feat, but for one attack a
day it’s not really worth a feat.
Fortunate One:
If you’re focusing on using bonuses from your adaptable luck trait, this is a
great feat to pick up, but as I said before, the standard halfing luck trait is
better overall.
Halfling Slinger: This feat is just a version
of Weapon Focus that’s specific to the sling. It will stack with Weapon Focus
if you take both feats, so if you’re going to be focusing completely on using a
sling, then you should definitely pick this feat up, but Weapon Focus is better
because it qualifies you for other feats.
Improved Low Blow: Low blow isn’t a terribly great racial
trait, so I’d suggest ignoring this one UNLESS you’re planning to be an Underfoot
Adept Monk, in which case it’s probably more than worth a feat slot.
Lucky Halfling: If you’re worried about
your Wizard failing a reflex save, or your tank failing a Will save, this feat
might be worth picking up, since it lets you substitute your own saving throw
for your ally’s once per day.
Lucky Healer:
This feat lets you re-roll the damage healed by a single healing spell or
effect up to three times per day (using your adaptable luck race trait). If
you’re the party tank, this feat might be worth your time, but otherwise I’d
say ignore it.
Lucky Strike:
Similar to the Lucky Healer feat right above this, you can spend your adaptable
luck race trait to gain a reroll, but this time it’s on a damage roll. This
could be really useful for those times when you REALLY need to deal a huge
amount of damage to the BBEG.
Pass for Human:
If you want to make people think you’re a human child instead of a halfling,
you can take this feat after you already have the Childlike feat, and you get another +10 on
your Disguise checks. I find this to be absolutely NOT worth a feat slot,
because you already had to waste one feat on this!
Risky Striker:
Now we’re talking! This feat is essentially Power Attack, but instead of taking
a penalty to your attack roll, you take the penalty to your AC. This feat will
also stack with Power Attack, and the bonus damage is multiplied on a critical
hit, so any melee damage-dealing class will want to pick this up. (I’m looking
at you, Mr. Cavalier!)
Sure and Fleet:
Just like any other feat that gives you +2 to two skill checks, I don’t believe
this is worth one of your precious feat slots. Stay away.
Surprise Strike:
This is yet another feat in the Cautious Fighter line of feats I talked about
up above, and this one is definitely not worth a feat slot either. When you
take a once-per-day attack while using the total defense action, you don’t take
the -4 penalty to the attack roll. Whoopie...?
Uncanny Defense:
Yet ANOTHER feat in the Cautious Fighter line of feats, but this one is
actually very nice. You get to add half of your dodge bonus to AC from taking
the total defense action to your reflex saves and your CMD. For a
defense-oriented character (like the Stalwart Defender we talked about
earlier).
Well-Prepared:
This is one of the strangest feats in the game, and it’s really better for
role-playing than for optimization, but despite that I really like it. Think of
a situation like this: “Oh man, does anyone have a flask of holy water? We
really need to anoint this corpse before it regenerates back into a ghoul!”
“Actually, I happen to have one of those stored in my boot for just such a
situation!” You’ll be the party hero all the time!
Jinx Feats
(Thanks to Gobo Horde for this section!)
Arcane
Jinxer: Arcane casters only. This one
allows you to sacrifice spell slots to reduce the saves of your opponent when
resisting the jinx. Actually quite decent in the mid levels, as offering a
level 3 spell will dramatically affect his ability to resist. Great for
Charisma based casters (sorcerers, summoners and to a lesser extent, bards).
Area Jinx: Requires Widen Spell. This
changes your jinx from a target to a burst targetable anywhere in your range
allowing you to affect multiple targets in close proximity. The feat tax to get
this is noticeable unless you planned on getting widen spell anyways and as
such, lowers this from a blue to a green.
Bolster
Jinx: Requires Great Fortitude, Iron Will or Lightning Reflexes.
Increases the penalty by the same amount you gain from its corresponding feat.
Since those are good feats to have anyways, this is a pretty good feat. A -3
will save is a great debuff.
Distant
Jinx: This one doubles the range of your jinx allowing you to stay further
away from combat and still jinx or makes it easier to jinx while hiding
(assuming you can hide while jinxing, as there is nothing that says it alerts
your target to your jinx attempt). Just generally not worth it unless you are a
debuffer or controller and don’t want to get close, but there are better feats.
Fascination
Jinx: Requires Bardic Performance. This allows you to hit a creature already
affected by your fascinate ability with a -1 to saves and a -10 to initiative.
Lame. First you have to fascinate a target as a standard action allowing it a
will save, then you have to affect it by this jinx as another standard action
allowing it another save just to give it -10 initiative. Super
situational. Also, you must be a bard.
Jinx
Alchemy: Requires Swift Alchemy, Lvl 3.
This neat little jinx prevents those you jinx from drinking anything beneficial
for the next 24 hours. Sadly it does not stop them from eating or drinking
normal food so you can’t use it to starve someone to death. While neat that you
can prevent someone from drinking any healing potions or the like, that healing
usually comes from wands. Might be useful for a NPC going up against a
Drunken master monk. Do note that you CAN use this against your fellow fighter
and laugh at him, as he can no longer get drunk. Sadly I just can’t rate it
high, so it gets yellow purely for flavor.
Jinxed
Spell: Metamagic feat. Requires 2 metamagic feats. Without looking at the
prerequisites, this one is quite decent and similar to the malicious eye feat.
It rides a spell and bypasses the required save which is nice. As long as you
were taking the two metamagic feats anyways and can tolerate a level bump AND
have room for the feat you are good. I would say situational mostly because of
what it takes to get it and the added need of investing more into other jinx feats
to get the most benefit out of it.
Malicious
Eye: Requires Evil Eye hex. This one is actually really good for a witch that
intends to evil eye enemies and then cackle away. A creature that fails against
a evil eye hex automatically gets affected by the jinx, no second will save, no
immunity for 24 hours because he does not actually roll to save, you can jinx
multiple targets at a single time and you can still use your regular jinx
unimpeded. The fact that witches focus on Intelligence and not Charisma doesn’t
even matter as Charisma is no longer needed. Stack it with Bolster jinx and you
can get some really good debuffs going.
Sluggish
Jinx: Your jinx also affects your targets initiative and attack rolls. Not
really that great considering its most noticeable effect is only -1 to attack
rolls. If you stack it with bolster jinx, then you would have an argument for a
-3 to attack rolls being decent but you are better off staying away from this
feat.
Versatile Jinxer: Requires Iron Will. Changes your
DC to Int based or Wis based. Works well with the bolster jinx feat for Int
based characters. Otherwise you are looking at 2 feats just to change the DC
type of your jinx. This allows non-Cha based characters to get better benefit
from the jinxes but at a high cost so is more flavorful than optimal.
Worst Case Jinx: Requires
5 ranks of Knowledge [Arcana]. This makes all beneficial variable gains for the
jinxed target count as the lowest amount. Could be useful for the witch jinxer
to keep the targets she hexes from gaining meaningful buffs but would mostly be
regaled to NPCs casting it on the PCs causing them to waste more charges
healing.
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