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SPECIAL ABILITIES
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Affable [trait] You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Devotee of the Old Gods (Knowledge [religion]) (trait) You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods grants you a +1 trait bonus on saving throws against divine magic.
Eschew Materials [feat] Cast spells without materials, if component cost is 1 gp or less.
Fearless [racial] +2 racial bonus vs Fear saves.
Halfling Luck [racial] +1 bonus to all saving throws.
Halfling Weapon Familiarity [racial] Proficient with slings, and treat all weapons with "halfing" in the name as martial weapons.
Keen Senses [racial] +2 racial bonus to Perception skill checks.
Serpent's Fang + Poison (1 CON, 7 rounds/day, DC 12) (Ex) [class] Bite attack deals 1d4 damage + Poison (Bite-injury; DC 12; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)
Serpentine [class] Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Sure-Footed [racial] +2 racial bonus to Acrobatics and Climb skill checks.
Toughness [feat] You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).