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Halfling

He knew that standing toe-to-toe with the ogre was a good way to get himself killed, yet here he was, dodging about, trying to avoid being turned into jam. However, the ogre was awfully slow. He slipped around to cut the tendon along the back of its left ankle. Boots would probably have protected, but the creature barely wore a loin cloth. Moving quickly, he brought the thing to is knees. Then its neck was in reach. Perhaps toe-to-toe is better than at a distance, since they are so clumsy.

He is a halfling. A demihuman who keeps to himself, mostly. The big folk are always too loud and almost always too angry to spend any time around. They don't know how to properly enjoy a good meal or a good drink without getting into fisticuffs. Naturally stealthy and agile, he makes as good a thief as he does a warrior, and oftentimes better than either of the human variety.

Lvl \ Pts EXP Title Hlth Mastery
Weapon / Spell / Skill
1 \ 1 0 Underfoot - 3 / - / 4
2 \ 2 100 Underfoot - 4 / - / 5
3 \ 3 200 Underfoot +2 5 / - / 6
4 \ 4 350 Tiller - 6 / - / 7
5 \ 5 550 Tiller - 7 / - / 8
6 \ 6 800 Tiller +2 8 / - / 10
7 \ 7 1,100 Crofter - 9 / - / 12
8 \ 8 1,450 Crofter - 10 / - / 14
9 \ 9 1,850 Crofter +2 11 / - / 16
10 \ 10 2,300 Hayward - 12 / - / 18
11 \ 10 2,800 Hayward - 14 / - / 20
12 \ 10 3,350 Hayward +2 16 / - / 22
13 \ 10 3,950 Chapman - 18 / - / 24
14 \ 10 4,600 Chapman - 20 / - / 26
15 \ 10 5,300 Chapman +2 22 / - / 28
16 \ 10 6,050 Keeper - 24 / - / 31
17 \ 10 6,850 Keeper - 26 / - / 34
18 \ 10 7,700 Keeper +2 28 / - / 37
19 \ 10 8,600 Forespeaker - 30 / - / 40
20 \ 10 9,550 Forespeaker - 32 / - / 43
21 \ 10 10,550 Forespeaker +2 35 / - / 46
22 \ 10 11,600 Stoutheart - 38 / - / 49
23 \ 10 12,700 Stoutheart - 41 / - / 52
24 \ 10 13,850 Stoutheart +2 44 / - / 55
25 \ 10 15,050 Soothfast - 47 / - / 58
26 \ 10 16,300 Soothfast - 50 / - / 62
27 \ 10 17,600 Soothfast +2 53 / - / 66
28 \ 10 18,950 Noble (Hathel) - 56 / - / 70
29 \ 10 20,350 Noble (Hathel) - 59 / - / 74
30 \ 10 21,800 Noble (Hathel) +2 62 / - / 78

Equipment Restrictions

  • Armor: Medium
  • Shield: Any
  • Weapons: Any (see Short Stature)

Halfling Experience Table

Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.

Title. You should use this title when talking with other characters. Instead of saying "I'm Touchberry, a Fifth Level Halfling," you should say "I'm Touchberry, the Homebody."

Health. You gain 2 health per 3 levels of experience in addition to any health gained from your endurance.

Skills. At first level, you begin with 4 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.

Spell Mastery. This class does not have access to magic.

Weapon Mastery. At first level, you begin with 3 Weapon Mastery points, which must be spent immediately on Weapon Types or Combat Styles. You may use these points to advance Weapon Types and Combat Styles to Untrained mastery, but no further at this level.

  • You gain 1 Weapon Mastery point per level. At level 11, this increases to 2 points per level. At level 21, this increases to 3 points per level.
  • Starting at level 2, each time you invest a point into a Weapon Type, you can invest one point for free into a single Combat Style, up to Master mastery.
  • You can obtain Master mastery with a halfling.

Leveled Abilities

You gain abilities below as you increase level.

Mortal

As a Mortal being, you have no innate damage immunity or vulnerability. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.

Halfling Nature

Small. Your small size makes it hard for larger creatures to hit you. You have dominance on defense rolls against creatures large or larger.

Unobtrusive. You automatically advance in the Stealth Skill Mastery. You begin with Untrained Mastery, gain Basic Mastery at level 3, Skilled Mastery at level 6, gain Expert Mastery at level 10, Master Mastery at level 15, and Grand Mastery at level 21. These skills do not count against your Skill Mastery points.

Resilient. You have Dominance on trials against Exhausted, Tainted, and Infected conditions.

Full Recovery. When you rest, you regain the maximum health for that type of rest instead of rolling.