Reimagining the Halflings

chronoplasm

First Post
The halflings are a race of rodent people native to the green hills of Genma, though the majority of them now live in cities. They have short, plump bodies covered in thick fur. Their pink, clawed limbs and long pointed ears poke out from the coat, and only a pair of black globe-like eyes are visible beneath. Some halflings, if they are highly proficient in magic, may grow tenticles from their snouts like that of an illithid.
Their soft bodies are malleable and amorphous. Their spines can stretch and their ribcages can flatten, allowing them to squeeze through tight spaces.

Halfling Claws
Requirement: Halfling, Strength 15, Dexterity 15
Benefit: Your unarmed attacks count as light blades and you have burrow 6.

Halfling Senses
Requirement: Halfling
Benefit: You have darkvision and Nature +2.

Zoogmaw
Requirement: Halfling, Warlock
Benefit: You can use the zoogmaw racial power.

Zoogmaw Halfling Attack
At-Will. Standard
Attack: Constitution vs. AC
Hit: The target is dealt d4+Intelligence modifier damage and you gain charisma modifier temporary hit points.
 

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All right, just to let you know, Mole-Lings is an awesome idea.


Getting a new at-will, and such a game changing one, from a single feat seems unbalanced. At-will powers are extremely difficult to get in the basic rules of the game and that seems to be a deliberate flavor and balance choice. As it is this feat seems so good everyone would take it if they could.

The way you have it written it will also be available to anyone with the warlock multi-class feat. Which is pretty crazy.

I'd make the burrow power speed 5.

In addition, it seems problematic to me because what exactly is burrow going to do for you?

If it's functionally equivalent to fly in that it acts as a slightly less good version of teleport I would definitely dial it down to an encounter power.

I mean, at the least, it's going to let you get through walls and other 'impassable' terrain types and that is a huge tactical advantage.
 

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