Hey all, coming here !
I'll try to create a deep halfling with a elemental racial variant. I have mixed a deep halfling, ghostwise (races of faerun) and elemental racial variant (from unearthed arcana) What is your opinion about it?
These Halflings are shorter and stockier than the common Lightfeet. Deep earth Halflings are about 2½ tall and weigh between 30 and 35 pounds. They take great pleasure in gems and fine masonry, often working as jewellers or stonecutters. They rarely mix with humans and Elves, but enjoy the company of Gnomes and Dwarves and speak Dwarven fluently.
• Deep earth halfling have no special bonuses or penalties.
• Small: As a Small creature, a deep earth halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Darkvision out to 60 feet.
• Deep earth Halfling base land speed is 20 feet.
• +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 morale bonus on saving throws against fear.
• +2 racial bonus on Listen checks.
• +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal: A deep earth halfling has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• Elemental Bond (Ex): A deep earth halfling forges a bond with the Elemental Plane of Earth, allowing him to summon more or more powerful earth creatures than normal. When casting a summon nature’s ally spell or summon monster spell or other to summon a creature with the earth subtype, he may treat the spell as if it were the next-higher-level version of that spell. This benefit allows him to summon a single more powerful creature than he might otherwise be able to summon, or more the same type of creature that he could normally summon. For example, a deep earth Halfling druid who casts summon nature’s ally I could summon a single Small earth elemental (as if he had cast summon nature’s ally II). When casting summon nature’s ally V, the druid could summon one huge earth elemental, one average xorn, 1d3 large earth elementals or1d4+1 medium earth elementals or minor xorns (as if he had cast summon monster VI). A deep earth halfling druid with this ability who casts summon nature’s ally IX can summon two elder earth elementals (instead of one). The character permanently gives up her ability to summon creatures that have the air, fire, or water subtype.
• Improved Stonecunning: Like dwarves, deep earth halflings have a +4 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep earth halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep earth halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
• Speak without Sound (Su): Deep earth halfling can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. Hecan speak and listen to only one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.
• Stability: An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If the standard race already has this ability, the bonuses stack.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
I'll try to create a deep halfling with a elemental racial variant. I have mixed a deep halfling, ghostwise (races of faerun) and elemental racial variant (from unearthed arcana) What is your opinion about it?
These Halflings are shorter and stockier than the common Lightfeet. Deep earth Halflings are about 2½ tall and weigh between 30 and 35 pounds. They take great pleasure in gems and fine masonry, often working as jewellers or stonecutters. They rarely mix with humans and Elves, but enjoy the company of Gnomes and Dwarves and speak Dwarven fluently.
• Deep earth halfling have no special bonuses or penalties.
• Small: As a Small creature, a deep earth halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Darkvision out to 60 feet.
• Deep earth Halfling base land speed is 20 feet.
• +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 morale bonus on saving throws against fear.
• +2 racial bonus on Listen checks.
• +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal: A deep earth halfling has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• Elemental Bond (Ex): A deep earth halfling forges a bond with the Elemental Plane of Earth, allowing him to summon more or more powerful earth creatures than normal. When casting a summon nature’s ally spell or summon monster spell or other to summon a creature with the earth subtype, he may treat the spell as if it were the next-higher-level version of that spell. This benefit allows him to summon a single more powerful creature than he might otherwise be able to summon, or more the same type of creature that he could normally summon. For example, a deep earth Halfling druid who casts summon nature’s ally I could summon a single Small earth elemental (as if he had cast summon nature’s ally II). When casting summon nature’s ally V, the druid could summon one huge earth elemental, one average xorn, 1d3 large earth elementals or1d4+1 medium earth elementals or minor xorns (as if he had cast summon monster VI). A deep earth halfling druid with this ability who casts summon nature’s ally IX can summon two elder earth elementals (instead of one). The character permanently gives up her ability to summon creatures that have the air, fire, or water subtype.
• Improved Stonecunning: Like dwarves, deep earth halflings have a +4 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep earth halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep earth halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
• Speak without Sound (Su): Deep earth halfling can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. Hecan speak and listen to only one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.
• Stability: An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If the standard race already has this ability, the bonuses stack.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.