Difference between revisions of "Halfling"

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== Halfling ==
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{{cc
'''Requirements:''' Minimum CON 9, minimum DEX 9
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| class = Demihuman Class
 +
| req = Minimum CON 9,<br />minimum DEX 9
 +
| prime = DEX and STR
 +
| hd = 1d6
 +
| maxlvl = 8
 +
| armour = Any appropriate to size,<br />including shields
 +
| weap = Any appropriate to size
 +
| lang = Alignment, Common, Halfling
 +
}}
  
'''Prime requisite:''' DEX and STR
+
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.
  
'''Hit Dice:''' 1d6
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'''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.
  
'''Maximum level:''' 8
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== Combat ==
  
'''Armour:''' Any appropriate to size, including shields
+
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 [[The Referee’s Role|referee]]). They cannot use longbows or two-handed swords.
  
'''Weapons:''' Any appropriate to size
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== Defensive Bonus ==
 
 
'''Languages:''' Alignment, Common, Halfling
 
  
 +
Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).
  
Halflings are small, rotund demihumans with furry feet and curly hair. 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.
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== Hiding ==
  
'''Prime requisites:''' A halfling with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 16 or higher, the halfling gets a +10% bonus.
+
Halflings have the ability to avoid detection, apparently vanishing from sight:
  
=== Combat ===
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* In woods or undergrowth, a halfling can hide with a 90% chance of success.
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 swords.
 
  
=== Defensive Bonus ===
+
* In dungeons, a halfling can hide in normal lighting conditions with a 2-in-6 chance of success. There must be some form of cover (e.g. shadows) and the halfling must remain motionless and silent.
Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).
 
  
=== Hiding ===
+
== Initiative Bonus (Optional Rule) ==
Halflings have an uncanny ability to disappear from sight:
 
  
In woods or undergrowth, a halfling can hide with a 90% chance of success.
+
If using the optional rule for individual initiative (see '''''[[Combat]]'''''), halflings get a bonus of +1 to initiative rolls.
  
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.&nbsp;
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== Listening at Doors ==
  
=== Initiative Bonus (Optional Rule) ===
+
Halflings have a 2-in-6 chance of hearing noises (see '''''[[Dungeon Adventuring]]''''').
If using the optional rule for individual initiative (see '''''Combat''''' in ''Core Rules''), halflings get a bonus of +1 to initiative rolls.
 
  
=== Listening at Doors ===
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== Missile Attack Bonus ==
Halflings have a 2-in-6 chance of hearing noises (see '''''Dungeon Adventuring''''' in ''Core Rules'').
 
  
=== Missile Attack Bonus ===
 
 
Halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
 
Halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
  
=== Stronghold ===
+
== 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 ===
+
Any time a halfling wishes (and has sufficient money), they may build a [[Strongholds|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.
  
{| style="padding=5px;"
+
== Halfling Level Progression ==
| style="border:none;padding:0.049cm;"|
 
| style="border:none;padding:0.049cm;"|
 
| style="border:none;padding:0.049cm;"|
 
| style="border:none;padding:0.049cm;"|
 
| colspan="5"  style="border:none;padding:0.049cm;"| '''Saving Throws'''
 
  
 +
{| class="mw-datatable wikitable" style="text-align: center;"
 +
|+ style="caption-side: top; text-align: center;" | Halfling Level Progression
 +
| colspan="4" style="border-left:hidden; border-top:hidden;" |
 +
! scope="col" colspan="5" | Saving Throws
 
|-
 
|-
| style="border:none;padding:0.049cm;"| '''Level'''
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! scope="col" | Level
| style="border:none;padding:0.049cm;"| '''XP'''
+
! scope="col" | XP
| style="border:none;padding:0.049cm;"| '''HD'''
+
! scope="col" | HD
| style="border:none;padding:0.049cm;"| '''THAC0'''
+
! scope="col" | THAC0
| style="border:none;padding:0.049cm;"| '''Death'''
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! scope="col" style="border-left:solid 2px gray;" | D
| style="border:none;padding:0.049cm;"| '''Wands'''
+
! scope="col" | W
| style="border:none;padding:0.049cm;"| '''Paralysis'''
+
! scope="col" | P
| style="border:none;padding:0.049cm;"| '''Breath'''
+
! scope="col" | B
| style="border:none;padding:0.049cm;"| '''Spells'''
+
! scope="col" | S
 
+
|-
 +
| 1 ||      0 || 1d6 || 19 [0]
 +
| style="border-left:solid 2px gray;" | 8 || 9 || 10 || 13 || 12
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 1
+
| 2 ||   2,000 || 2d6 || 19 [0]
| style="border:none;padding:0.049cm;"| 0
+
| style="border-left:solid 2px gray;" | 8 || 9 || 10 || 13 || 12
| style="border:none;padding:0.049cm;"| 1d6
 
| style="border:none;padding:0.049cm;"| <nowiki>19 [0]</nowiki>
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 9
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 13
 
| style="border:none;padding:0.049cm;"| 12
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 2
+
| 3 ||   4,000 || 3d6 || 19 [0]
| style="border:none;padding:0.049cm;"| 2,000
+
| style="border-left:solid 2px gray;" | 8 || 9 || 10 || 13 || 12
| style="border:none;padding:0.049cm;"| 2d6
 
| style="border:none;padding:0.049cm;"| <nowiki>19 [0]</nowiki>
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 9
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 13
 
| style="border:none;padding:0.049cm;"| 12
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 3
+
| 4 ||   8,000 || 4d6 || 17 [+2]
| style="border:none;padding:0.049cm;"| 4,000
+
| style="border-left:solid 2px gray;" | 6 || 7 || 8 || 10 || 10
| style="border:none;padding:0.049cm;"| 3d6
 
| style="border:none;padding:0.049cm;"| <nowiki>19 [0]</nowiki>
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 9
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 13
 
| style="border:none;padding:0.049cm;"| 12
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 4
+
| 5 || 16,000 || 5d6 || 17 [+2]
| style="border:none;padding:0.049cm;"| 8,000
+
| style="border-left:solid 2px gray;" | 6 || 7 || 8 || 10 || 10
| style="border:none;padding:0.049cm;"| 4d6
 
| style="border:none;padding:0.049cm;"| <nowiki>17 [+2]</nowiki>
 
| style="border:none;padding:0.049cm;"| 6
 
| style="border:none;padding:0.049cm;"| 7
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 10
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 5
+
| 6 || 32,000 || 6d6 || 17 [+2]
| style="border:none;padding:0.049cm;"| 16,000
+
| style="border-left:solid 2px gray;" | 6 || 7 || 8 || 10 || 10
| style="border:none;padding:0.049cm;"| 5d6
 
| style="border:none;padding:0.049cm;"| <nowiki>17 [+2]</nowiki>
 
| style="border:none;padding:0.049cm;"| 6
 
| style="border:none;padding:0.049cm;"| 7
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 10
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 6
+
| 7 || 64,000 || 7d6 || 14 [+5]
| style="border:none;padding:0.049cm;"| 32,000
+
| style="border-left:solid 2px gray;" | 4 || 5 || 6 || 7 || 8
| style="border:none;padding:0.049cm;"| 6d6
 
| style="border:none;padding:0.049cm;"| <nowiki>17 [+2]</nowiki>
 
| style="border:none;padding:0.049cm;"| 6
 
| style="border:none;padding:0.049cm;"| 7
 
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 10
 
| style="border:none;padding:0.049cm;"| 10
 
 
 
 
|-
 
|-
| style="border:none;padding:0.049cm;"| 7
+
| 8 || 120,000 || 8d6 || 14 [+5]
| style="border:none;padding:0.049cm;"| 64,000
+
| style="border-left:solid 2px gray;" | 4 || 5 || 6 || 7 || 8
| style="border:none;padding:0.049cm;"| 7d6
+
|}
| style="border:none;padding:0.049cm;"| <nowiki>14 [+5]</nowiki>
 
| style="border:none;padding:0.049cm;"| 4
 
| style="border:none;padding:0.049cm;"| 5
 
| style="border:none;padding:0.049cm;"| 6
 
| style="border:none;padding:0.049cm;"| 7
 
| style="border:none;padding:0.049cm;"| 8
 
  
|-
+
'''D:''' Death / poison; '''W:''' Wands; '''P:''' Paralysis / petrify; '''B:''' Breath attacks; '''S:''' Spells / rods / staves.
| style="border:none;padding:0.049cm;"| 8
 
| style="border:none;padding:0.049cm;"| 120,000
 
| style="border:none;padding:0.049cm;"| 8d6
 
| style="border:none;padding:0.049cm;"| <nowiki>14 [+5]</nowiki>
 
| style="border:none;padding:0.049cm;"| 4
 
| style="border:none;padding:0.049cm;"| 5
 
| style="border:none;padding:0.049cm;"| 6
 
| style="border:none;padding:0.049cm;"| 7
 
| style="border:none;padding:0.049cm;"| 8
 
  
|}
+
[[Category:Character Classes]]
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
 

Latest revision as of 12:09, 1 February 2023

Demihuman Class
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


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.

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 swords.

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 the ability to avoid detection, apparently vanishing from sight:

  • In woods or undergrowth, a halfling can hide with a 90% chance of success.
  • In dungeons, a halfling can hide in normal lighting conditions with a 2-in-6 chance of success. 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 get a bonus of +1 to initiative rolls.

Listening at Doors

Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).

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.

Halfling Level Progression

Halfling Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.