Ruins of Adventure
- Ability Score Adjustment: +1 Dexterity, -1 Strength
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Thief + any one1
- Height (M/F): 32 in / 30 in +2d8
- Weight (M/F): 52 lbs / 48 lbs +5d4
- Starting: 20 +3d4 years
- Middle/Old/Venerable: 50 / 67 / 100
- Maximum: 100 +1d100
- Bonus Languages: Common, Luiric
- Recommended Languages: Chuklian, Daraktan, Dethek, Espruar, Gnim
- Movement: 9
- Thief Skills:
- Pick Pockets: +5%
- Open Locks: +5%
- Find/Remove Traps: +5%
- Move Silently: +10%
- Hide in Shadows: +15%
- Detect Noise: +5%
- Climb Walls: -15%
- Read Languages: -5%
- Special Abilities:
- By nature, halflings are nonmagical this gives a bonus to halflings’ saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3½ points of Health score. These bonuses are summarized on the Dwarf page.
- Similarly, halflings have exceptional resistance to toxic substances. All halfling characters make saving throws against poison with the same bonuses that they get against magical attacks.
- Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.
- A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal armor. Even then, the halfling must either be alone, or with a party comprised only of characters with similar abilities (such as elves, bugbears, or other halflings), or 90 feet or more away from his party to gain this bonus. If he fulfills any of these conditions, he causes a -4 penalty to opponents’ surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2.
- Halflings have infravision to a range of 30 feet.
- Because of their burrowing tendencies, halflings gain the following bonus “Detection Proficiencies”. See the entry for dwarves for details on detection proficiencies.
- Detect grade or slope in passage: Wis +4
- Determine direction underground: Wis
- Special Restrictions:
- Halflings are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, halflings have 2/3 the carrying capacity of a human of equal strength.
Background: Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years.
Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.
Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.
1 Yes, it is possible for a Halfling to become a Thief/Bard, Thief/Spy, or Thief/Lonewolf, thus gaining remarkably fast advancement in the core thief skills. Halflings are awesome like that.