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ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 6/17
INTELLIGENCE: 6/18
WISDOM: 3/17
DEXTERITY: 8/19
CONSTITUTION: 10/18
CHARISMA: 3/18
RACIAL PREFERENCES, 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).
RACIAL PREFERENCES, Stout (HS):
RACIAL PREFERENCES, 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:
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.
| WEAPON | HOBBITS |
| Dagger | 1-2/1-2 |
| Poinard | 1-3/1-2 |
| Short Sword | 1-3/1-4 |
| Rapier | 1-4/1-3 |
| Scimitar | 1-4/1-4 |
| Broadsword | 1-4/1-4 |
| Bastard Sword | 1-4/1-8 |
| Great Sword | 1-5/2-9 |
| Small Axe | 1-3/1-2 |
| Battle Axe | 1-41-4 |
| Great Axe | 1-6/2-12 |
| 8' Spear | 1-3/1-4 |
| 12' Spear | 1-3/1-5 |
| 16' Pike | 1-3/1-6 |
| Halberd | 1-5/1-6 |
| Warhammer/Small Mace | 1-3/1-2 |
| Large Mace | 1-4/1-3 |
| 2-Handed Mace | 1-5/1-4 |
| Military Pick | 1-3/1-4 |
| Flail | 1-3/1-4 |
| Morning Star | 1-4/1-3 |
| Javelin | 1-3/1-3 |
| Throwing Axe | 1-3/1-2 |
| Sling Stone | 1-2/1-2 |
| Self Bow Arrow | 1-3/1-3 |
The Hobbit Point of View
by Roger Moore
| Dragon | Races | AD&&D | Best of Dragon, Vol. III | Dragon 59 |
The smallest and physically
weakest of all the
demi-human races are
hobbits, so named because
they are
almost exactly one-half
the size of humans. Male halflings average 3’ in height
and females slightly less;
they all weigh
about 50-60 Ibs., and they
look much like
small humans. In fact, evidence
suggests that halflings are more closely related to humans than any other
demihuman race.
Most humans tend to see
halflings as
child-like, basically happy,
naive, and
hungry most of the time.
Some of these
observations may be correct,
but the
whole impression is still
rather superficial. How do halflings see themselves
and the rest of the world?
How do they
see us?
One of the key words in halfling
society is security.
The world, from their viewpoint,
is both helpful and hostile, and it’s
the hostile part that concerns
them. The
average halfling has a strength
rating of
about 8, weaker even than
an average
kobold. Direct hand-to-hand
combat with
an opponent of almost any
sort can easily be a losing proposition due to this
physical weakness, along
with the halfling’s height disadvantage (against most
creatures) and the limited
fighting ability
halflings can achieve (most
never exceed the 4th level).
These facts profoundly affect
halflings’
lifestyles and the structure
of their community. Halfling fighters, despite their
disadvantages, are still
quite common in
any such community. They
function in
an almost entirely defensive
role, generally unwilling to travel with large armies
off to war except in the
most urgent circumstances. Halfling fighters also serve
as the local police or sheriff’s
department, keeping the peace among their fellows and among the non-halfling
travellers who pass through town.
Halfling fighters are known
to go adventuring, but they rarely go very far and
are prone to retire quickly
soon after
they reach their highest
level of ability.
Then they may become involved
in the
local militia or government,
devoting the
rest of their lives to community
service
(for which they are much
appreciated).
Halfling clergy, either druids
or normal clerics, almost never go adventuring
unless it is a matter of
great importance
to the halfling people.
Their primary
function is to help maintain
the security
of the halfling community
to the best of
their abilities, and their
most common
prayers are for the continued
support of
their deities in keeping
their homes safe
and their lives untroubled.
The normal (0-level) members
of the
halfling community generally
believe in
an orderly, cooperative
system of working together to ensure the continued
stability of their society.
Individuals who
break the rules are scolded
and punished for “rocking the boat,” and it is
impressed upon them that
their activities
are endangering not only
themselves but
their neighbors as well.
“Safety in numbers” is the moral of many of the children’s stories halfling
youngsters hear.
This outlook tends to discourage
notions of going adventuring in all but the
most courageous — or foolhardy.
It is an interesting contradiction
of
their society that, while
halfling adventurers and heroes who leave the community for long periods
of time are much
revered, they are also seen
as being outside the bounds of “normal” halfling behavior. No parent tells
a child to grow up
and be like Uncle Boffo,
who killed a
worg singlehandedly and
saved his
friends from death by backstabbing
a
ghoul. “Uncle Boffo is not
like us regular
halflings,” mother would
say instead.
“We’re awful glad he’s around,
but still it
was foolish of him to go
adventuring like
that when he knows he could
get hurt or
lost. We’re safer staying
here at home.”
The negative consequences
of this insistence upon security are readily apparent. The average halfling
is reluctant
to take action in unexpected
situations
without looking for a consensus
among
other halflings of what
would be the best
thing to do. Thus, halflings
tend to appear shy, fearful, and overcautious when
on their own for the first
time. Their society appears stagnated in the eyes of
other races, and they tend
to close themselves off from the rest of the world.
Halfling life, while it
seems to suit them
well, can be described at
worst as clannish and on the boring side. Yet there is a
great strength in this lifestyle,
too. Once
motivated by a leader-type
toward some
course of community action,
halflings en
masse can be powerfully
effective in
dealing with invaders, disasters,
or other
such problems. Oppressors
can be overthrown almost before they are even aware
there is a rebellion afoot,
due to the halflings’ speed and the intense cooperation
halflings demonstrate in
a group of their
fellows. On more than one
occasion,
brigands who had previously
raided a
halfling community have
been completely wiped out on their second raid, because they overestimated
their abilities
against such apparently
weak folk.
How is this possible? This
ability is
largely due to the halflings’
sense of organization and willingness to work together. At least as much
of a factor is that
halflings, more than any
other race except elves, are natural-born guerrilla
fighters. This is not to
say they practice
warfare a great deal — they
don’t. But
halflings can conceal themselves
in natural terrain so well as to become effectively invisible. Their feet
(usually noticeable only because they are hairy) are
thick-soled and well adapted
for silent
movement.
Hobbit Warrior
Most helpful of all in many
ways is
their skill with missile
weapons. Short
people of any race, unless
they are very
strong, are at a disadvantage
in hand-to-hand combat. The best they can hope for
is to kill an opponent before
the enemy
gets within striking distance;
this is where
bows, arrows, and slings
fill the bill. Halflings have practiced long and hard with
short bows and slings for
this very reason, as well as using them for hunting
and sport. Halflings have
exceptional
natural dexterity as well.
All this combines to make them +3 to hit when using
any short bow or sling —
an amazing
degree of accuracy, especially
for a halfling who also has exceptionally high
dexterity.
Hobbit Warrior
Imagine, then, the effectiveness
of a
group of 30 halflings, wearing
only
leather armor and equipped
with short
bows, hiding in a woods
by a roadside,
awaiting the passage of
a robber gang
who cannot see or hear them.
Bows are
very quiet, and pinpointing
the location
of a bow-sniper in a forest
is hard enough
without having to locate
a sniper who
can effectively disappear
in the same environment. And halflings do not shoot to
wound. They have trouble
taking prisoners, for the same reasons they aren’t
good at close combat.
One of the things a small
person can
do to protect himself is
to ally himself
with a bigger person, even
if that bigger
person isn’t the most likable
sort of guy.
Halflings seem to make such
alliances
on a larger scale than other
races. It is
very unusual to find a halfling
community located more than a couple hours’ ride
at most from either a dwarven,
elven, or
human town.
Depending on the makeup of
the nearest town(s), the population of a halfling
community will include varieties
of halflings that resemble their non-halfling
neighbors. Hairfeet live
near men, have
no infravision, and reside
in small cottages. Tallfellows live in forests (some in
hollow trees) and have infravision
like
elves, as well as being
more lithe and
elven in appearance. Stouts
are shorter
than hairfeet, live in caves
and tunnel
complexes, and have infravision.
They
can detect slopes and other
underground
features in a fashion similar
to dwarves.
Some of these similarities
are probably due to imitation and the effects of the
environment. However, there
is always
the possibility of an occasional
crossmarriage and subsequent mixing of the
gene pool. Cross-racial
marriages are
quite rare in halfling society,
but have
been known to occur. Very
little is said or
heard about them, though.
Most halfling towns are
set in temperate hills and plains. The dwellings
themselves tend to vary as described above,
but are usually a curious
mixture of
above-ground cottages and
hillside burrows and tunnels. Individual homes are
outfitted for comfort and
a restful atmosphere; greens and yellows
are much
used in interior color.
Large spaces are
set aside for outdoor gatherings
like parties, community meetings, and sports
events. Gardens are common,
and halflings are prone to outfit their homes with
odd bits of natural decoration:
rocks,
minerals, plants, bark.
Everything about halfling
society contributes to the feeling of closeness and
safety. Even maps of halfling
manufacture rarely describe areas external to the
community, other than noting
(on the
margin, in small print)
that to the northeast is “where all the humans live,” or
that “the mountains are
said to be in this
direction,” and so on. Halfling
communities located near dangerous areas are
often honeycombed with subsurface
tunnels and ambush points, should invasion
occur, and the lands around
are heavily
scouted by missile-armed
patrols; ambush points are likely to be maintained
as well.
Despite their misgivings
about the
“bigger folks,” halflings
are generally
open and conversational
with others.
They have good relations
with other races, though the bigger people are seen
with some suspicion, Halflings
in general do not bear hatred for any race and are
prone to accept even the
normally unacceptable sorts like half-orcs into their
community (though everyone
will be
watching, of course). Halflings
are usually trusting and honest, though they
also enjoy pranks and may
become evasive if uneasy with their company.
With all the things working
to discourage halflings from ever becoming adventurers, one wonders why
some do anyway. Every society, no matter how closely knit, will have some
rebels, those who
don’t fit smoothly into
the usual Scheme
of Things. Many halfling
adventurers
(particularly thieves and
fighter/thieves)
are from this sort of background.
They
grow tired of the unchanging
nature of
their life at home and set
off seeking a
little excitement.
Nearly all halfling adventurers
start
out with naive attitudes
and high expectations of how things are going to turn
out; subsequently, some
fall prey to the
multitude of subtler dangers
one meets
in the adventuring life.
Yet even then,
these halflings see their
troubles as a fair
price to pay. Going adventuring
is a sort
of protest against comfort,
a reaction to
having things come too easily.
Certainly
these adventurers aren’t
rejecting all
comforts (some have been
known to
bring their pillows with
them in case they
were unable to find a bed).
Adventuring is a dare to
halflings, a
calculated risk. It makes
the adventurer
more acutely aware of his
or her own
limitations and capabilities,
and, in the
words of one halfling, “It
makes you feel
more alive.” Halfling adventurers
of any
class almost never travel
alone, and prefer going in a large group with a lot of
non-halflings in it. (Any
being who is not
a halfling is automatically
seen as capable and experienced in adventuring.)
Because of their natural
abilities to
move silently and hide,
most halflings
desire to take up a profession
that makes
the best use of these talents.
Being a
fighter has the drawback
of putting the
halfling in frequent close-combat
situations (the disadvantages of which have
been noted before). But
being a thief, or
a combination fighter and
thief, is another matter entirely.
Now, it should be noted that
halflings
as a whole are law-abiding
and honest.
They don’t make a living
picking one
another’s pockets, or filching
gems from
treasure rooms. Thieves,
however, aren’t
supposed to get into direct
combat. They
are supposed to move silently,
hide a lot,
and make moves unseen by
their opponents Thieves learn to open locks (fueling a halfling’s normally
irrepressible curiosity about what is going on behind
locked doors). As for stealing,
well, that
can be rationalized as borrowing,
or taking things that someone has too many of
and won’t miss anyway, and
besides, it
would be nice to have that
ring....
Though they aren’t the best
at climbing because of their size, and they have
trouble with other written
languages,
halflings make excellent
thieves. They
almost never admit to being
of that profession, though. Halfling thieves describe
themselves most often as
simply “adventurers” or “scouts.” One diminutive miss,
a master of the thieving
art, says, “I’m a
fighter. I just happen to
do my best fighting from behind.”
Halflings who adventure for
a long
time often undergo a subtle
change in
the way they view their
home community. They become mildly acute critics of
the stifling aspects of
halfling society,
exceedingly aware of the
stagnant atmosphere, the extreme concern with
safety, the closed-mindedness
that permeates halflings’ lives.
Yet they, the adventurers,
are also
among the most vigorous
defenders of
their home towns. After
a long period of
hazardous journeying, after
seeing the
innumerable horrors lurking
in the outside world, the quiet and security of a
halfling community is a
wonderful relief
indeed. “There have been
times,” said
one returned adventurer,
“when I wished
a demon or two would come
through
town and make things interesting.
I was
so bored. But then, if I
really want to see
demons, I can go to a dungeon.
It’s better that things stay quiet here at home
even if it is a little dull.”
Halfling religion mirrors
the race’s preoccupation with security. Yondalla, the
most powerful and widely
worshipped
halfling deity, is usually
known as the
“Protector” who serves as
a guardian
against evil forces. She
is able to hide her
worshipers with illusions,
usually making them invisible or disguising them as
natural foliage. Yondalla’s
symbol is appropriate, too: the shield, representing
defensive power and security.
Her holy
day is called “Safeday.”
Yondalla is also
the “Provider,” an aspect
perhaps related to the halfling love for comfort. Yondalla uses a variety
of magical weapons
in the defense of her people,
but none of
them are particularly important
in the ceremonies for her worship, or even in the
tales in which they appear.
It was Yondalla, by the way, who gifted halflings
with their resistance to
magic and poison, to protect them even further from
the ravages of the world.
The smallest of all the demi-humans,
then, is a race that at
first glance should
have been quickly overwhelmed
by the
great cruel world long ago.
It wasn’t,
though, and halflings continue
to thrive
in close cooperation with
the other demihuman and human races. Though halflings maintain a low-key
existence, individuals arise with surprising regularity to
considerable heights of
fame (or infamy)
as thieves; as such; they
will continue to
remind the rest of the world
that the halflings are still here — with each purse
stolen, each treasure chest
broken into,
and each pocket picked.
Material for this article
came from the
various AD&D™
tomes, Iibrams, and manuals, as well as from Paul H. Kocher’s
excellent Master of Middle
Earth (paperback, Ballantine Books). My thanks, too,
to Cassandra Proudfoot,
who was able
to point out some of the
finer points of
the thieving life. By the
way, wherever
you are, I want my wallet
back.
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.