Table of Contents
Halfling (Demihuman Class)
Ability minimums: CON 9, DEX 9
Prime requisite: DEX and STR
Hit Die type: 1d6
Combat aptitude: Martial
Maximum level: 8
Armour: Any appropriate to size, including shields
Weapons: Any appropriate to size
Languages: Alignment, Common, Halfling
Halflings are small, rotund demihumans with curly hair upon their heads and feet. They weigh about 60 pounds and are around 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 a +10% bonus.
Armour and weapons: Armour must be tailored to halflings’ small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Defensive Bonus
Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
Hiding
Halflings have the ability to avoid detection, apparently vanishing from sight. The chance of success depends on the circumstances:
- Woods or undergrowth: 90%.
- Dungeons: 33% in normal lighting conditions. There must be some form of cover (e.g. shadows) and the Halfling must remain motionless and silent.
Initiative Bonus (Optional Rule)
If using the optional rule for individual initiative (see Combat), halflings gain a +1 bonus to initiative rolls.
Listening at Doors
Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).
Missile Attack Bonus
Halflings’ accuracy 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.
Halfling Level Progression
| Saving Throws | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | XP | HD | THAC0 | D | W | P | B | S |
| 1 | 0 | 1 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
| 2 | 2,000 | 2 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
| 3 | 4,000 | 3 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
| 4 | 8,000 | 4 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 5 | 16,000 | 5 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 6 | 32,000 | 6 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 7 | 64,000 | 7 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
| 8 | 120,000 | 8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
THAC0: Attack matrix row to use. (Ascending AC attack bonus in [].)
*: Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
