Halflings are a quaint and reserved people who build simple homes in pastoral hills near forests and rivers. They’re about 3’ tall, with large furry feet and a small stature that makes them naturally stealthy and nimble. They record large family trees and enjoy mealtime, parties, and festivities. They are generally peaceful and keep to themselves, but have the occasional inkling for adventure. In these cases, they make for agreeable road companions, and are highly sought after for their skills as burglars.
Hit Dice: Halflings gain +1d4 hit die per level.
Requirements: A character must have a Dexterity of 9+ and a Constitution of 9+ to qualify for the halfling class.
Restrictions: Halflings cannot wield bastard swords, flails, great axes, pole arms, two-handed swords, mauls, or longbows. They can wield battle axes, swords, and morningstars, but only with two-hands. They can use shields and wear any armor, but the armor must be tailored to their small stature to fit properly.
Alignment: Halflings are almost always neutral since most are not concerned with grand causes or the struggle of law and chaos, only with the peace and comfort of their own communities. Lawful halflings are uncommon but may be found as village sheriffs or in similar positions of authority. Chaotic halflings are also rare and will usually be outcasts, scoundrels, bandits, or outlaws.
HALFLING EXPERIENCE LEVEL TABLE
| Level | Title | XP | HD | Attack Bonus | Listen | Luck |
| 1 | Rascal | 0 | 1d4 | +0 | 1-2 | 1 |
| 2 | Scamp | 1500 | 2d4 | +1 | 1-2 | 1 |
| 3 | Hellion | 3000 | 3d4 | +1 | 1-2 | 1 |
| 4 | Miscreant | 6000 | 4d4 | +2 | 1-3 | 1 |
| 5 | Drifter | 12,000 | 5d4 | +2 | 1-3 | 2 |
| 6 | Freebooter | 25,000 | 6d4 | +3 | 1-3 | 2 |
| 7 | Wanderer | 50,000 | 7d4 | +3 | 1-4 | 2 |
| 8 | Vagabond | 100,000 | 8d4 | +4 | 1-4 | 2 |
| 9 | Rapscallion | 150,000 | 9d4 | +4 | 1-4 | 3 |
| 10 | Reeve | 200,000 | 10d4 | +5 | 1-5 | 3 |
| 11 | Jack | 250,000 | 11d4 | +5 | 1-5 | 3 |
| 12 | Thain | 300,000 | 12d4 | +6 | 1-5 | 3 |
HALFLING SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +5 | +4 | +5 | +2 | +3 |
| 2 | +5 | +4 | +5 | +2 | +3 |
| 3 | +6 | +5 | +6 | +3 | +4 |
| 4 | +6 | +5 | +6 | +3 | +4 |
| 5 | +7 | +6 | +7 | +4 | +5 |
| 6 | +7 | +6 | +7 | +4 | +5 |
| 7 | +8 | +7 | +8 | +5 | +6 |
| 8 | +8 | +7 | +8 | +5 | +6 |
| 9 | +9 | +8 | +9 | +6 | +7 |
| 10 | +9 | +8 | +9 | +6 | +7 |
| 11 | +10 | +9 | +10 | +7 | +8 |
| 12 | +10 | +9 | +10 | +7 | +8 |
HALFLING KNACK BONUS TABLE
| Level | CL | MS | PP | SH |
| 1 | +5 | +3 | +6 | +4 |
| 2 | +6 | +4 | +7 | +5 |
| 3 | +7 | +5 | +8 | +6 |
| 4 | +8 | +6 | +9 | +7 |
| 5 | +9 | +7 | +10 | +8 |
| 6 | +10 | +8 | +11 | +9 |
| 7 | +11 | +9 | +12 | +10 |
| 8 | +12 | +10 | +13 | +11 |
| 9 | +13 | +11 | +14 | +12 |
| 10 | +14 | +12 | +15 | +13 |
| 11 | +15 | +13 | +16 | +14 |
| 12 | +16 | +14 | +17 | +15 |
Special Features
Defense Bonus: A halflings gets a +2 bonus to their AC against creatures larger than a human.
Initiative: A halfling adds +1 to initiative rolls.
Knacks: Halflings have an uncanny knack for certain mischievous activities, allowing them to do things other classes cannot. To perform a knack check, roll 1d20 + Knack Bonus. Refer to the table above for Knack Bonuses per level. An ability modifier is also applied to the roll, depending on the skill being tested.
- Climbing (CL): Halflings are exceptional climbers, applying their knack bonus to all checks to climb. The halfling’s Strength or Dexterity modifier is applied to these checks.
- Move Silently (MS): A halfling can attempt to move completely silently, and if successful, cannot be heard even with a successful listen check. This allows the halfling to sneak up on or sneak past adversaries without being noticed. Their Dexterity modifier is also applied to the check. This is a DC 20 check in most circumstances, but the referee may adjust the DC by +/-4 to account for particularly noisy or quiet surfaces.
- Pick Pockets (PP): On a successful dexterity check, the halfling can steal things off of another creature without them noticing. Failure means the halfling is unable to grab the object. If the roll is failed by a margin of 5 or more, the attempt is noticed by the target. The halfling’s knack bonus is added to these rolls.
- Stay Hidden (SD): A halfling can all but disappear into shadows as well as in woods and undergrowth. They must remain completely motionless, unable to move or attack. On a successful DC 20 check, the halfling remains undetected even if an observer succeeds on a search check. The halfling’s Dexterity modifier is applied to the check. The halfling cannot hide in shadows while in broad daylight or other situations with very bright lighting, but can at dusk, twilight, nighttime, and in shadowy, torchlit interiors. A halfling can hide in woods or undergrowth in any lighting conditions.
Listen: Halflings have keen ears, able to detect feint noises that others can’t hear. This is reflected as an increased chance on the d6 roll for listen checks (see table above). The referee rolls these checks, as per the normal rules.
Luck: Fortune favors the bold. A halfling gains 1 Luck Point (LP) per day. This increases to 2 LP per day at level 5, and 3 LP per day at level 9. A Luck Point can be spent to reroll any ability check, knack check, attack roll, saving throw, or damage roll. The new result must be accepted. The halfling may spend another LP to reroll again if desired. Unspent Luck Points do not carry over to the next day.
Missile Bonus: A halfling gets a +1 bonus to attacks with missile weapons (including thrown weapons).
At 9th Level: If the halfling controls a stronghold, they attract 5d6x10 rascals who act as guards and patrols.

