20-LEVEL HALFLING CLASS
Requirements: Dexterity 9, Constitution 9
Prime Requisites: Strength and Dexterity
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)
Halflings have a gentle nature, and value free time, good food, and good drink. They engage in playful activities when not on an adventure. They love comfort and often spend their riches on the most extravagant items. Halflings prefer to live a bucolic, rustic lifestyle, amidst fertile meadows, rolling hills, and shady forests, with well-tended gardens and farmland, amidst their own kind in realms known as “shires.”
Halflings are even smaller than gnomes, only attaining a height of around 2’9” to 3’ and averaging about 50 to 60 pounds. They are as diverse in appearance as humans but have furry feet and curly hair. Halflings typically live for 150 to 200 years.
|20th-level Sheriff and dumb Daikini. Art by Jeff Dee.|
Male halflings have a base height of 3’0”, females 2’9”. To this (d6) 1-3 Subtract 1d4” or 4-6 Add 1d4”.
Male halflings have a base weight of 60 pounds, females 50 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d4 pounds, 2d4 for females.
Halflings start out at 20+2d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.
Age provides the following modifiers to 1st level characters:
- Adolescent (22 to 32) -1 to Wisdom and +1 to Constitution.
- Adult (33 to 69) +1 to Strength and +1 to Constitution.
- Middle-Aged (70 to 99) +1 to Intelligence and +1 to Wisdom.
- Elderly (100 to 149) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.
- Venerable (150 to 200) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.
Agile: Halflings have keen coordination that grants them +1 bonus to hit on any missile or thrown weapon attacks; this bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Any creature larger than man-sized suffers a -2 penalty to hit halflings; this increases to -3 at 6th level, -4 at 11th level, and -5 at 16th level. At 1st level, man-sized creatures suffer a -1 penalty to hit halflings; this improves to -2 at 4th level, -3 at 8th level, and -4 at 16th level.
Burglars: At 5th level a halfling chooses one of following thief abilities: find and remove traps, pick locks, or pick pockets. The halfling has a 2 in 6 chance of performing this ability. This ability increases to 3 in 6 at 10th, 4 in 6 at 15th, and 5 in 6 at 19th.
Hardy Folk: Halflings are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. At 13th level halflings suffer half damage/effect on a failed save versus Poison, Death, and Paralysis attacks and one-quarter damage/effect on a successful save (or none, as the case may be with all-or-nothing rolls).
Languages: Halflings speak their alignment tongue, Common, and Halfling.
Lucky: At 7th level once per day a halfling may reroll a single die roll of his own or force the reroll of an enemy’s die roll; an enemy must be present and in line-of-sight of the halfling for the halfling to be able to use this ability but does not need to be targeting the halfling. The halfling gets the better of the two rolls, the enemy the worse (for them) of the two die rolls. The halfling may do this once per day. The halfling may do this twice per day at 12th level and three times per day at 17th level.
Quick: Halflings are dexterous folk who get a +1 bonus to initiative rolls when alone or in a party composed only of halflings.
Small Sized: Halflings may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. They may otherwise use any weapon, wear any armor, and may use shields.
Stealthy: Halflings have an uncanny ability to disappear in the wilderness. In forest, shrub, tall grasses, or other similar outdoor cover, halflings can hide with 90% ability; this increases 1% every odd level up to 99% at 19th level. They have a 2 in 6 chance to hide in shadows or behind other forms of cover (including man-sized beings) when indoors, underground in labyrinths, or caverns; this chance increases to 3 in 6 at 3rd, 4 in 6 at 7th, and 5 in 6 at 14th. In any case, they must remain silent and motionless to hide outdoors or in shadows. At 2nd level they gain the ability to move silently on a 2 in 6 chance. This increases to 3 in 6 at 8th, 4 in 6 at 12th, and 5 in 6 at 18th. Halflings are very stealthy, and whenever in woods or meadows alone or only with other halflings, elves, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).
Reaching 9th Level: When a halfling reaches 9th level, he can build a stronghold. Halfling strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the sheriff of the people (their leader) and must rule them wisely and well. The halfling might also be invited to become sheriff of an existing shire.
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Note: In the Original Edition, all halfling saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level halfling fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the halfling did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Halfling Saving Throws (Corrected) chart below has been corrected from the original errors in calculating halfling saving throws. It is not as generous, but it more closely fits the intent of the original design.
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