Hobbits are very much like
small
humans,
thus their name.
?Hobbits are very much like
small humans, thus being sometimes referred to as halflings (archaic).>
As PCs, it is assumed that
any of the sub-races of the race of halflings
can be considered as that
of the halfling character in question.
Complete information on
hobbits
is found in AD?D, MM.
?trim above.>
Permitted Class Options:
A character of the hobbit race can be a fighter,
a thief, or a fighter/thief.
<revised in UA>
As hobbits are unable to
work beyond 6th level as fighters, it is most probable that the character
will be a thief or a multi-classed fighter/thief.
Ability
Score |
Cleric
(All) |
Druid
(All) |
Hairfoot (F) | Stout (F) | Tallfellow (F) | Thief
(All) |
15 | 4 | 61 | 4 | 5 | 6 | U |
16 | 4 | 72 | 4 | 5 | 6 | U |
17 | 5 | 93 | 5 | 6 | 7 | U |
18 | 6 | 114 | 5 | 6 | 7 | U |
18/50 | - | - | 6 | 7 | 8 | - |
18/90 | - | - | 7 | 8 | 9 | - |
19 | 8 | 135 | 8 | 9 | 10 | U |
20 | 10 | 135 | 8 | 9 | 10 | U |
1: CHA 15 also required.
2: CHA 15 also required. If CHA
is 16 or greater, the character can attain 8th level.
3: CHA 16 also required. If CHA
is 17 or greater, the character can attain 10th level.
4: CHA 17 also required. If CHA
is 18 or greater, the character can attain 12th level.
5: CHA 19 also required.
Multi-class Restrictions:
In the latter case the character is limited to the armor and weaponry of
a
thief whenever any such
functions are to be performed during the course
of an adventure. Furthermore,
earned experience is always divided
evenly between the two classes,
even though the character may no longer
be able to gain additional
levels as a fighter.
Saves:
All halfling characters have a high resistance to magic spells, so for
every
31/2 points of
constitution
ability the character possesses,
he or she gains a + 1 on
saves
vs. wands,
staves, rods, and spells.
This converts to the following
bonuses for constitution:
4-6 =
+ 1,
7-10
= +2,
11-13
=+3,
14-17
= +4, and
18 =
+5.
As halflings also have a
similar resistance to poisons of all sorts, they
gain
a constitution bonus identical
to that for saving throws versus magical
attacks when they make saving
throws versus poison, i.e. +1 to +5
depending on constitution
score.
Languages:
All halfling characters are able to speak the following languages in
addition to mankind's "common
tongue" and the alignment language:
dwarven, elven, gnome, goblin,
halfling, and orcish.
Halflings with INT above
16 can learn one additional language for every point of intelligence they
possess above the 16 minimum,
so at 17 INT the character
can learn one additional language, and at 18 intelligence two can be learned.
* Infravision: Certain
halfling characters have infravision.
Those with mixed blood are
assumed to have infravision which functions up to 30' distant, while those
of pure Stoutish blood are able to see heat radiation variation at up to
60'
(normal infravision).
Similarly, halflings of mixed
type and those of pure Stoutish blood are able to note if a passage is
an up or down grade 75% (d4, 1-3) of the time,
and they can determine direction
50% of the time.
Note that these abilities
function only when the character is concentrating on the desired
information to the exclusion of all other thought ?? activity.
* Surprise: If alone
(or well in advance - 90' or more - of a party which does not
consist entirely of halflings
or elves not in metal armor) and not in metal
armor, halfling characters
are able to move very silently; thus, if they do
not have to open some form
of door or other screen, they will surprise
(q.v.)
a monster 66 2/3% (d6, 1-4)
of the time. If a door must be opened,
chance for surprise drops
to 33 1 /3% (d6, 1-2).
Hobbit characters must accept
a penalty of -1 from their initially
generated strength ability
score, and they gain a bonus of + 1 on dexterity.
DMG:
Hobbits are
quite similar to gnomes,
although
they eat more and drink less.
They also are prone to favor
natural beauty and the outdoors more than they do their burrows.
They are not forward,
but they
are observant and conversational if in friendly company.
Because they are more open
and outgoing than either dwarves or elves,
they
get along with most other races far better than the former two do.
Halflings see wealth as
a means of gaining comforts only,
for they
love creature comforts.
If they are not overly brave
or ambitious,
they
are generally honest and hard-working when there is need.
Halflings love stories and
good jokes and are perhaps a trifle boring at times.
<ENCOUNTER
REACTIONS>
<
TRAIT \ GENERAL TENDENCIES:
perceptive, loquacious*
TRAIT \ INTERESTS: foods
& preparation <note: add a few rolls on the food
table to the treasure type>
TRAIT \ BRAVERY (named NPCs): reroll if 4(foolhardy) or 5(fearless). second roll applies.
* Hobbits (friendly+) and
copper dragons are special cases, when it comes to TALK.
Extended scripts (eg. Menzoberranzan,
BG), instead of the default "1-liners"**, might not be a bad idea.
Weather, how's your Mom,
what did you have for breakfast, bits of wisdom, etc, etc, etc, etc.
Think of it like this: how
long does your average combat last?
With the hobbits, very mundane,
"perhaps a trifle boring".
** even
that might be too detailed for most monsters. see the notes for TALK templates
at Encounter Reactions (D102.8).
TALK(zy)
if l = l
then
speaker(active character) && tone(HAUGHTY(LG), MEEK(), ABUSIVE(),
NICE()) && gift(TRADE) =
result(attack, hostile, neutral.hostile, neutral, neutral.friendly, friendly,
helpful)
>
<ENCOUNTER REACTIONS>
AT A GLANCE:
Halflings are the smallest
of the major races, and to see their communities outside some major (and
minor) cities, the most numerous (and growing).
They tend to resemble small
street urchins, wise beyond their years.
The Halfling of the FR
has a light covering of hairy down all over their bodies, which is most
noticable on the backs of their hands and tops of their bare feet.
Often their faces are bare,
though there are more than a few full-bearded halflings as well.
ELMINSTER'S
NOTES:
The Halfling people have
a saying: "First there were Dragons, then
Dwarves,
then Elves, then
Men.
Then it's our turn!"
This attitude that all will
turn out to their benefit (and be served up to them on a silver
platter) is typical of the Halfling mindset; cocksure, confident,
and with more than a streak of larceny.
A Halfling's appearance,
similar to that of a small human child, belies the fact that this is a
race with the same basic needs as any other.
They live in many of the
same areas as mankind, and may be considered a competitor.
Yet as opposed to being
hostile, Halflings have a smug, far-sighted attitude that these lumbering
giants will eventually leave, destroy themselves, or give themselves up,
and that which remains will be theirs.
This is not to say that halflings
as a race or individuals are evil, for they would do nothing to harm another
unless harm had been inflicted on them.
But the tendency to take
advantage is strong.
Many a human thieves'-guild
has as its master-thief a small child-like creature who can sneak into
and out of areas that larger folk cannot manage.
Halflings are delighted by
the concept of money, which they consider a human
invention which redeems the race.
They enjoy gathering bunches
of it, but unlike the dwarves and their ancient hordes, they see no point
in keeping it, rather frittering it away on gifts, parties, and purchases.
Money is a way of keeping
score on how well you are doing against the lumbering men.
Halflings come in all shades
and with the same variety of hair and eye color as men.
They tend to respect their
families as groups you do not steal from (though borrowing is permitted),
and show a strong loyalty to friends and those who have stood up for them.
There seem to be no racial
sub-groups of Halflings, though to the far south there is said to be a
nation of the creatures, called Luiren, whose inhabitants have pointy ears.
?>
Considering the fact that
most of the dominant races of the Inner Sea have come originally from the
South, the idea of a Halfling nation is disturbing in the least.
Hobniz Homelands (Greyhawk)
01-02 | Bissel |
03-05 | Celene |
06-07 | Dyvers |
08-11 | Furyondy |
12-13 | Geoff |
14-16 | Gran March |
17-19 | Great Kingdom |
20-22 | Greyhawk |
23-25 | Highfolk |
26-27 | Idee |
28-32 | Irongate |
33-35 | Keoland |
36-38 | Nyrond |
39-40 | Theocracy of the Pale |
41-42 | Perrenland |
43 | Shield Lands |
44-45 | Spindrift Isles |
46-47 | Sterich |
48-49 | Tenh |
50-57 | County of Ulek |
58-60 | Principality of Ulek |
61-66 | County of Urnst |
67-74 | Duchy of Urnst |
75-76 | Veluna |
77-83 | Wild Coast |
84-87 | Yeomanry |
88 | Dreadwood |
89-90 | Gamboge forest |
91-92 | Gnarley Forest |
93-94 | Grandwood Forest |
95-96 | Vesve Forest |
97-00 | Welkwood |
Hobniz Clothing
(Greyhawk):
Gnomes ? halflings dress in a similar fashion,
often
replacing their trousers with knee-length
britches.
The gnomes favor more stolid colors --
brown
breeks, a tan blouse, green boots and belt,
with a dark
brown jacket or coat. A halfling in the
same garb
might have a yellow shirt and top off with
a cap of
green with a bright yellow feather in it.
Both races
will often wear striped clothing. When
hunting or at
war, they likewise favor garb of a curiously
mottled
sort, with greens and browns intermixed.
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 6/17
INTELLIGENCE: 6/18
WISDOM: 3/17
DEXTERITY: 8/19
CONSTITUTION: 10/18
CHARISMA: 3/18
RACISM, Hairfoot (HH): Neutral (duergar, svirfneblin, half-orcs), Tolerant
(AG: -5%: hill dwarves, mountain dwarves, gray elves, high elves, valley
elves, wild elves, wood elves, surface gnomes, half-elves, humans), Antipathy
(L: -5%, AG: -10%: drow), Preferred (L: +20%, AG: +15%: all halflings).
RACISM, Stout (HS):
RACISM, Tallfellow (HT):
STARTING AGE: Druid (40+3d4), Fighter (20+3d4), Thief (40+2d4)
AGE CATEGORIES: Young adult (23-33), Mature (34-68), Middle-aged (69-101),
Old (102-144), Venerable (145-199)
RACIAL TENDENCIES:
HEIGHT, M: 36. 01-10 (-d3), 11-90 (d100, 01-30 = -d3(/2), 31-70 = 0,
71-00 = +d3(/2)), 91-00 (+d6).
HEIGHT, F: 33. 01-10 (-d3), 11-90 (d100, 01-30 = -d3(/2), 31-70 = 0,
71-00 = +d3(/2)), 91-00 (+d3).
WEIGHT, M: 60. 01-10 (-2d4), 11-50 (d100, 01-30 = -d4, 31-70 = 0, 71-00
= +d4), 51-00 (+2d6).
WEIGHT, F: 50. 01-10 (-2d4), 11-50 (d100, 01-30 = -d4, 31-70 = 0, 71-00
= +d4), 51-00 (+2d4).
NPC ABILITY SCORE MODIFIERS: