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Prime Requisite: Strength and Dexterity.

Other Requirements: Dexterity of 9 or better, Constitution of 9 or better.

Experience Bonus: 5% for either Strength or Dexterity of 13 or more, 10% for both Strength and Dexterity of 13 or more.

Hit Dice: 1d6 per level up to 8th level.

Maximum Level: 8.

Armor: Any; shield is permitted; armor must be designed specifically for halflings.

Weapons: Any Small melee weapon; short bow; light crossbow.

Special Abilities: Fighter Maneuver (Set Spear vs. Charge); at 900,000 XP, Fighter Combat Options); Combat Bonuses (- 2 AC vs. monsters larger than man-size, + 1 to attack roll with missile weapons, + 1 to Individual Initiative); half damage from spells at 300,000 XP, half damage from dragon breath at 2,100,000 XP; 90% chance to hide motionless in woodlands, 33 % chance to hide motionless in dimly lit building interiors.



  A halfling is a short demihuman, and looks much like a human child with slightly pointed ears. A halfling stands about 3' tall and weighs about 60 pounds. Halflings rarely have beards.

  Halflings are outgoing but not unusually brave, seeking treasure as a way to gain the comforts of home, which they so dearly love. Halflings prefer to live in pleasant areas of fair countryside near rolling hills and gentle streams. When not working or adventuring, halflings will spend most of their time eating, drinking, talking with friends, and relaxing. Their communities are called shires, and their recognized spokesman is called a Sheriff. Halfling families live in Clans.

  Halflings are woodland folk, and usually get along well with elves and dwarves. They have special abilities in the outdoors. Halflings behave similarly to fighters and dwarves. A halfling's saving throws are as good as those of dwarves. Halflings may only advance to 8th level. This limitation is balanced by their woodland abilities, saving throws, and combat bonuses.


Halfling Experience Table



Attack Rank























































* Automatically takes half damage from any damage-causing spell or spell-like effect.

** Gains the Fighter Combat Options. Two attacks per round possible at this level.

† Automatically takes half damage from any breath weapon.

†† Three attacks per round possible at this level.




































Class Details


  Prime Requisite: A halfling has two prime requisites: Strength and Dexterity. If either of these ability scores is 13 or greater, the character gains a 5% bonus to experience points earned in every adventure. If both of these scores are 13 or greater, the experience points bonus is 10 %.

  Minimum Scores: A halfling character must have a score of 9 or greater in both Dexterity and Constitution.

  Hit Dice: Roll a 6-sided die (ld6) to determine a halfling's hit points. A halfling starts with 1d6 (1-6) hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each level of experience.

  Armor: A halfling may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size. Even dwarf-sized armor is too large for them.

  Weapons: A halfling may use any Small melee weapon and may use short bows and light crossbows. (If you're unsure whether a weapon is Small or not, see the Weapons Table found in Chapter 4.)


Halfling Saving Throws Table





Death Ray/Poison




Magic Wands




Paralysis/Turn to Stone




Breath Attack*








* At 2,100,000 XP, halflings take half damage from breath weapons, or one-quarter damage if the saving throw is successful.

** At 300,000 XP, halflings take half damage from spells, or one-quarter damage if the saving throw is successful.

















Special Abilities


Combat Bonuses

All halflings gain the following bonuses when in combat.


Halfling Combat Bonuses Table

- 2 bonus to armor class when attacked by

creatures larger than man-sized (i.e.,

an AC of 6 becomes a 4)

+ 1 bonus to the attack roll when using any

missile weapon

+ 1 bonus to individual initiative


  A creature is larger than man-sized when it is referred to as "giant," "gargantuan," or "enormous" in a monster description. It is likewise larger than man-sized if it is a real-world creature which the DM considers bigger than a man (for example, a horse). As a rule of thumb, any nonhuman- shaped creature whose size is not otherwise given in a description can be presumed to be larger than man-sized if it has 4 or more HD.


Special Attacks

  In combat, a halfling may use the Set Spear vs. Charge maneuver. They are too small to utilize the Lance Attack maneuver, however.


Fighter Combat Options

  When the halfling's experience point total reaches 900,000, he gains the Fighter Combat Options. For the multiple attacks option, two attacks are possible at 900,000 experience points, and three attacks at 3,000,000 experience points. The halfling can use the smash and parry options as described, but cannot use the disarm option effectively against a giant-sized opponent.


Special Defenses

  Experienced halflings become more resistant to both magic and breath weapons. When the halfling reaches the 300,000 experience point mark, he automatically takes only half damage from any damage-causing spell or spell-like effect (such as from a magical item). If the effect allows a saving throw, a successful roll indicates that he takes only damage.

  In addition, when the halfling reaches the 2,100,000 experience point mark, he likewise automatically takes only half damage from breath weapons (most notably dragon brearh, but including all sorts of breath weapon attacks), and takes only damage if he successfully makes a saving throw (if the attack allows one).

  When modifying sustained damage, always round fractions down. If the result is point of damage or less, the character takes 1 point of damage.


Woodland Abilities

  Outdoors, halflings are difficult to spot, having the ability to hide in woods or underbrush. In such cover, they have a 90% chance to remain unseen (the DM will roll). Halflings can even hide in building interiors such as dungeons, though not with as much success. In such situations, if a halfling finds some deep shadows or cover to hide in, his chance drops to 33%; if he cannot find shadows or cover, he has no chance at all.

  This ability is not the same as the thiefs Move Silently or Hide in Shadows abilities. To use his ability, the halfling must stay motionless. If he tries to move to another site, anyone can see him.

  When your halfling uses this ability, inform the DM. He'll roll percentile dice (d%) for the halfling. On a roll of 90 or less, the halfling will remain unnoticed. On a 91 or greater, observers with a chance to detect the halfling will do so. In a dungeon or other building interior, the DM will roll d %. On a roll of 33 or less, the Halfling remains undetected; on a 34 or greater, an observer who has a chance to detect him will do so.

  Indoors, a light bright enough to banish shadows and illuminate everything well (such as magical light) will ruin the hiding attempt. Naturally, if the halfling character is himself carrying a light, it will be impossible for him to hide.


Higher Experience Levels


  A halfling reaching 8th experience level is usually referred to by the title of sheriff. In your campaign, this may be a merely honorary title, or the DM may choose to have the halfling character be elected to a local sheriff’s position.

  Regardless of his experience level, a Halfling may build a stronghold whenever he has the money and the interest. The stronghold will attract a whole community of other halflings if constructed in a place suited to their preferences.

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