Halfling
Halflings are small, rotund demihumans with furry feet and curly hair. they weigh about 60 lbs and are about 3′ tall. Halflings are a friendly and welcoming folk. Above all, they love the comforts of home and are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life.
Prime Requisites: a halfling with at least 13 in one prime requisite gains a 5% bonus to experience. If both Dex and Str are 13 or higher, the halfling gets 10% bonues.
Requirements: Minimum Con 9, minimum dex 9
Prime Requisite: Dex and Str
Hit Dice: 1d6
Maximum Level: 8
Armour: Any appropriate to size, including shields
Weapons: Any appropriate to size
Languages: Alignment, Common, Halfling.
Combat: Halflings can use all types of armour, but it must be tailored to their small size. similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed weapons.
Defensive Bonus: Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human sized).
Hiding: Halflings have an uncanny ability to disappear from sight.
- In woods or undergrowth, a halfling can hide with a 90% chance of success.
- In dungeons, a halfling can hide in shadows or behind other forms of cover. the chance of success is 2 in 6. Hiding requires the halfling to be motionless.
Halfling Level Progression | ||||||||
Saving Throws | ||||||||
Level | XP | HD | Thaco | D | W | P | B | S |
1 | 0 | 1d6 | 19 | 8 | 9 | 10 | 13 | 12 |
2 | 2,000 | 2d6 | 19 | 8 | 9 | 10 | 13 | 12 |
3 | 4,000 | 3d6 | 19 | 8 | 9 | 10 | 13 | 12 |
4 | 8,000 | 4d6 | 17 | 6 | 7 | 8 | 10 | 10 |
5 | 16,000 | 5d6 | 17 | 6 | 7 | 8 | 10 | 10 |
6 | 32,000 | 6d6 | 17 | 6 | 7 | 8 | 10 | 10 |
7 | 64,000 | 7d6 | 14 | 4 | 5 | 6 | 7 | 8 |
8 | 120,000 | 8d6 | 14 | 4 | 5 | 6 | 7 | 8 |
* Modifiers from CON no longer apply. | ||||||||
D: Death/Poison, W: Wands, P: Paralysis / Petrify, B: Breath Attacks, S: Spells / Rods / Staves |
Initiative Bonus (optional rule): If using the optional rule for individual initiative, halflings get a bonus of +1 to initiative rolls.
Listening at Doors: Halflings have a 2 in 6 chance of hearing noises.
Missile Attack Bonus: halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
Stronghold: Any time a halfling wishes (and has sufficient money), they may build a stronghold, which will form the basis of a new community of halflings. Halfling communities – known as Shires – are typically located in gentle countryside of little rivers and rolling hills. the leader of the community is called the Sheriff.