Halflings

Halflings don't have a great deal of power vis-a-vis other demihumans or even humans. This race uses the same experience tables as do humans. Halflings gain their magic resistance at 9th level and breath weapon resistance at 24th level. All halflings can hide as specified in the DDC. skill (the halfling Thief bonus for hide does apply to this). The halfling racial weapon is the sling.

Halfling Fighter

Hit Dice: 1d6 to Level 9, +1 HP per level thereafter

Special Abilities: Gain Fighter special combat Options and extra attacks two levels later than would a human. Fighter. No known Halfling Paladins or Avengers exist, and Halflings can only attempt to become Knights after attaining 12th level (they don't get much respect as fighters), and then only in human-dominated areas (Halfling clans don't have knights).

Halfling Cleric

Prime Requisites: Wisdom and Dexterity. Additional Requirements: Dexterity and Constitution must be 9+

Experience Bonus: 5% if Wisdom or Dexterity is 13+, 10% if both are 13+

Hit Dice: 1d4 to level 9, +1/2 HP per level thereafter.

Weapons: May use daggers and darts as well as blunt weapons

Special Abilites: Halfling clerics cannot turn Undead. Halfling clerics must become druids upon attaining 9th level. There may be any number of Halfling druids of high level. Halfling druids may be of any alignment. Halfling druids retain the ability to cast evil and good-effecting spells.

Halfling Magic-User

Prime Requisites: Intelligence and Dexterity. Additional Requirements: Dexterity and Constitution must be 9+

Experience Bonus: 5% if Intelligence or Dexterity is 13+, 10% if both are 13+

Hit Dice: 1d3 to level 9, +1/2 HP per level thereafter.

Special Abilities: As human Magic-User. Halfling Magic-Users do not gain the Halfling spell resistance. Spells cast upon "unnatural" monsters are at half effect.

Halfling Thief

Prime Requisite: Dexterity. Additional Requirements: Dexterity and Constitution must be 9+

Experience Bonus: 10% if Dexterity is 13+(!)

Hit Dice: 1d3 to level 9, +1 HP per level thereafter.

Special Abilities: Halfling Thieves have a 20% failure rate when reading Magic-User scrolls. Halflings have the following modifiers for Thief Special Abilities:

Halfling Thief Skill Modifiers
Find Traps Climb Walls Move Silently Hide in Shadows Pick Pockets
+5 +5 +20 +30 +10

Halfling Saving Throws

Cleric
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 7 8 10 14 11
5-8 5 6 8 12 9
9-12 3 4 6 10 7
13-16 2 3 4 8 5
17-20 2 2 2 6 3
21-24 2 2 2 4 2
25-36 2 2 2 2 2

Fighter
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-3 8 9 10 13 12
4-6 6 7 8 11 10
7-9 4 5 6 9 8
10-12 2 3 4 7 6
13-15 2 2 3 6 5
16-18 2 2 2 5 4
19-21 2 2 2 4 3
22-24 2 2 2 3 2
25-36 2 2 2 2 2

Magic User
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-5 9 10 9 14 11
6-10 7 8 7 12 8
11-15 5 6 5 10 5
16-20 3 4 3 8 2
21-24 2 2 2 6 2
25-28 2 2 2 4 2
29-36 2 2 2 2 2

Thief
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 9 10 9 14 11
5-8 7 8 7 12 9
9-12 5 6 5 10 7
13-16 3 4 3 8 5
17-20 2 2 2 6 3
21-24 2 2 2 4 2
25-36 2 2 2 2 2

Return to Table of Contents.