Halflings are a little more complicated than in the Labyrinth Lord book. They still require a DEX and CON of 9 or higher; the prime requisites are still STR and DEX. They still use a D6 for HP and cap out at 8th Level. They CANNOT use 2-Handed weapons, but CAN wear any armor.
HALFLING SKILLS
Halflings were always sort of a cross between Fighters and Thieves, so we're going to use Bruce Heard's experimental Thief skills for Halflings. Our Halflings have modified skills as per this chart:
HALFLINGS VS MAGIC
Halflings have a unique and special connection to the world. Halflings NEVER wear shoes because they must feel a direct connection to the earth. In fact, if a Halfling is standing directly in dirt, mud, or grassland they enjoy a +1 Bonus to all Savings Throws against Magic in any shape or form, including from spells, wands, staves, rods and (possibly) some artifacts. This ability does NOT work in sand, on rock or stone, on brickwork, or on wooden planks. A grassy forest floor will work, standing on a fallen tree will NOT.
IMPROVED ABILITIES
Every time you achieve a Level where your Saving Throws improve, you may select 1 of the Improved Combat Abilities listed on the Combat Page.
HALFLING STARTER PACK
1 One-Handed Weapon and
1 Ranged Weapon OR 1 Shield
Backpack
Wineskin
Tinderbox
Candles
Tools (Lockpicks, Crowbar, Skeleton Key, Rope, Grappling Hook)
2d6 Gold



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