Halfling (Class)


Class Description: Halflings are a demi-human race. Like most demihuman races, they are less flexible than humans, and all halfling adventurers are represented by a single class.

Halflings are much shorter and lighter than humans, standing only 3’ tall. They are of a proportionally similar build to humans, with the exception of their feet—which are large and covered in hair. The soles of halflings’ feet are tough and resilient, and halflings often travel bare-footed.

Halflings’ skin tone has a similar range to that of humans, as does their hair colour. Halflings do not grow beards or moustaches, but the sideburns of adult males tend to be longer than those of humans.

Like dwarves, halflings are an inherently non-magical race, and possess no magic users or clerics of their own. They share the dwarves’ natural resilience and resistance to magical attacks, and although they are not as physically tough and adept at fighting as dwarves they make up for this with their natural stealth.

Halflings are very gregarious and can be commonly found living amongst humans and other demi-humans. If left to themselves, they form small villages in grasslands and hills where they excel at farming.

Halfling food production and the halfling love of cookery and brewing make them very popular amongst the other races.

Halfling adventurers make reasonably skilled warriors and scouts who are excel in outdoor environments.

Equipment Restrictions: Halflings can wear any armour or shield, and can use any small weapon. They cannot use medium or large weapons due to their small stature.

Halfling Abilities (See Table 4-7)

Hit Points: Halflings gain 1d6 hit points per level of experience until 9th level.

Table 4-6: Halfling abilities by level

Saving Throws
LevelExperienceHit DiceBase Attack BonusSkillsWeapon FeatsDeath Ray / PoisonMagic WandsParalysis / PetrifyBreath WeaponRod / Staff / SpellSpecial Abilities
92400009d646523454Spell Resistance
114800009d6+256622343Multiple Attacks/Smash/Parry
159600009d6+677722222Breath Evasion
1813200009d6+998722222Multiple Attacks (3)

They add their Con bonus to each of these rolls. After 9th level, halflings gain 1 hit point per level and do not add additional Con bonuses (but do retain the bonuses to previous rolls).

Base Attack Bonus: A halfling’s attack bonus is based on their level. See Chapter 10: Combat for details of how this translates into to-hit numbers for different armour classes.

Skills: A halfling starts with 4 skill points plus extra points equal to their Int bonus. These points can be used on the same skill or different skills. Halflings gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats: Halflings start with two weapon feats, which must be spent immediately on basic proficiency with two different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Halflings gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Saving Throws: Halflings make saving throws using the target difficulties listed on table 4-6.

Small: Halflings’ small size makes it hard for larger creatures to hit them. Halflings gain a –2 bonus to armour class against attacks from creatures of larger than human size.

Nimble: A halfling’s natural agility gives it a +1 bonus to attack rolls when using any missile weapon and a +1 bonus to initiative rolls.

Unobtrusive: In outdoor surroundings, a halfling who remains still can hide with a 90% chance of success providing there are bushes, rocks or trees that can be used as cover. Indoors, a halfling who remains still can hide with a 33% chance of success as long as there is cover or shadow available.

Halflings use this ability to hide in natural daylight, but magical light such as that from a Continual Light spell prevents this ability from working.

Spell Resistance: At 9th level and higher, a halfling only takes half damage from all spells and spell-like abilities. If the attack normally allows a saving throw for half damage then the halfling only takes a quarter of normal damage if they save successfully.

Multiple Attacks: At 11th level, a halfling is able to make two attacks per round against any creature that they are able to hit by rolling a 2+ on the attack roll (after modifiers).

At 18th level, this rises to three attacks. See Chapter 10: Combat for details of multiple attacks.

Smash: At 11th level, a halfling gains the ability to make smash attacks in melee. At the beginning of the round, the halfling’s player declares that their character is making a smash attack. The halfling automatically loses initiative, and takes a –5 penalty to their attack roll for the attack. However, if the attack hits then the halfling gets to add their strength score to the damage done by the attack as well as their strength bonus. See Chapter 10: Combat for details of smash attacks.

Parry: At 11th level, a halfling can choose to use the parry action. The halfling’s player declares that their character is parrying at the beginning of the round before initiative is rolled. The halfling makes no attacks during the round (and therefore needs no initiative score), but all incoming attacks are made at a –4 penalty.

Breath Evasion: At 15th level and higher, a halfling only takes half damage from all breath weapons such as those used by dragons. If the attack normally allows a saving throw for half damage then the halfling only takes a quarter of normal damage if they save successfully.