Tags

, , , , , , , , , , , , , , , , ,


Panzoasia800

Long patronized and taken for granted by the other Peoples of Panzoasia, the Humblekin (as they call themselves) are starting to demand some respect! This version of the B/X Halfling expands the class to 14 Levels, rethinks some classic tropes, and adds some new abilities. In addition to the obvious, my other influences include “The Wizard of Oz”; “Willy Wonka and the Chocolate Factory”; old Folk and Country songs, and the folktales of household helper fairies such as Brownies, Hobs, Robs, and Dobbies. These Halflings are more the downtrodden working-folk of a fantasy Appalachia, or Black Country, than the happy yoeman farmers of an idealized English landscape. They’ve got good reason to adventure!

See The B/X Dwarf Reimagined for the underlying assumptions of the Panzoasian character classes.

Halfling Rover

Abilities: Str: 3d6 | Int: 3d6 | Wis: 3d6 | Dex: 1d8+10 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Small Target.
Restrictions and Weaknesses: Gourmand, Small Stature.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Halflings in general are usually Good, but Halfling Rovers are often rebels who have embraced the freedom of Chaos.
Starting Age: 15+d6. (Panzoasian Halflings mature at the same rate as Humans.)
Starting Language(s): Western Common (+ Western Elven if Elf-kin, Western Gnomish if Gnome-kin, or Western Dwarven if Dwarf-kin).


Typical Starting Equipment:
• Home-made Quilted Armor (AC 8[11]).
• Short Sword scavenged from an old battlefield.
• 2 Throwing Knives.
• Bag of 6 sharp-edged rocks for throwing.
• Haversack.
• Patchwork pants or skirt, held up with suspenders.
• Clogs (if Man-kin or Elf-kin).
• Small salt-clay holy symbol, or pierced gold coin, worn on a string.
• Coin purse.
• Carrying pole (with tied bundle on end).
• Box of Odd Job tools (hammer, file, small saw, nails, awl, needle & thread, glue packet, buttons, etc.).
• Tin Whistle or Jaw Harp.
• Piece of straw (held in mouth).
• Bag of flavored chewing weed.
• Copy of “Standing Tall as Humblekin – A Book for Us”.
• 12 Rushlights, with holder.
• Goose feather pillow.
• Flask of homemade “moonshine” liquor.
• Bar of homemade soap.
• Sponge.
• Small frying pan.
• 1 week of rations (cured sausage, hardtack bread, cheese, dried potatoes, turnips, and hard-boiled eggs,).
• Short-legged dog (resembles a Corgi).
• 10 silver pieces, and 10 copper pieces.


Your character is a young Humblekin – called a “Halfling” by the Dwarves, Elves, Gnomes, and Humans. Well, the others should know by now that the Humblekin aren’t just half of anything!

Why has your character decided to rove as an adventurer? Are they dissatisfied with the idea of laboring for “The Bigs” the rest of their years? Do they want a lifestyle that they’ll never have if they just do what’s expected of them and act like “a good little Halfling”. Are they determined to see the world – and not just the small farming plot their parents rent for more money than they ever seem to make? Perhaps your character is less than thrilled by the prospect of working the coal mines all day long – and hacking up black dust all night. Or, maybe they’re one of the few well-off Humblekin, who wants something more than to just take over the local Candymaker’s Guild.

Others may think your character can’t handle the challenges of Monster-haunted dungeons and wilderness, but the Humblekin have a knack for hiding and avoiding harm. Being small makes it hard for the lumbering “Bigs” to catch your character. Having to survive on the margins has taught Humblekin how to repair anything (at least temporarily). You’re much stronger and faster than you look – your People have had to be. And generations of poverty have made the Humblekin able to use ordinary rocks as deadly weapons!

To which of the four “Kins” does your character belong? Were their parents “Man-kin” living in a shack, or in the slums of a Human city? Are they one of the “Elf-kin” who dwell on the lowest level of hollowed out Zoswood trees – or even inside giant Homestead Mushrooms! Are they a “Gnome-kin”, born in a burrow under an artificial earth-mound? Or, were they born to the “Dwarf-kin” who farm lichen, raise goats, and mine the “ignoble” minerals that Dwarves are too proud to dig up themselves? One thing is for certain – it’s the constant hard work of the Humblekin that makes it possible for the vainglorious Humans to sail their big ships; for the Elves to play their silly games; for the Gnomes to make their strange devices; and for the Dwarves to tunnel in search of iron, gold, and gemstones.

As Humblekin, your character stands about 3 feet tall. Their skin tone is similar to that of the local Humans, but somewhat ruddier. They probably have dimples, and an upturned, “button” nose. If male, they probably grow long sideburns, but have no other facial hair. The Humblekin often sport fanciful hairstyles that incorporate large curls. Traditionally, they dress in patchwork. If your character is Man-kin, they look very much like an extremely short Human. If they are Elf-kin, they have pointed ears. If your character is Gnome-kin, they tend to put on weight, have thick-soled hairy feet, and don’t need (or like) to wear shoes. If they are Dwarf-kin they are stoutly built, also traditionally eschew footwear – and if male, can actually have a thick mustache!

The inhabitants of Halfling communities are as diverse as Humans in their occupations and skills. The Halfling Rover Class represents the typical abilities of those Humblekin who choose to leave home, and find themselves on the road.

 

Special Abilities of Halfling Rovers

Expert with Slings and Thrown Objects: When your character uses a sling, or a thrown object (such as a throwing knife or rock), you get an additional +1 Bonus to your Attack and Damage Rolls.

  • In your character’s hands, a sling inflicts 1d4+1 damage (2 – 5), and ordinary rocks do 1d3+1 (2 – 4) damage.
  • Halfling Rovers can pick up almost any hard objects and use them as improvised projectiles – even ones other people would find too awkward to use. A Hafling Rover in a rocky field is something to be feared!

Hide: You can roll a Dexterity Check for your character to completely conceal themselves in their environment, or blend into shadows, so long as they remain still.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Odd Jobs: If your character has their set of Odd Job tools with them, you can roll a Dexterity Check for them to do any of the following:

  • Repair any broken item (the repair lasting until the end of the adventure).
  • Repair ripped clothing or cloth items (until the end of the adventure).
  • Deactivate a trap that they know exists. (They have no special ability to detect traps, however).
  • Build a shelter, or other construction (provided they have enough materials).
  • Rig up temporary containers, bags, or other items to transport treasure.
  • Re-tailor clothing into other shapes, including usable ropes and tents.
  • Re-configure found objects into usable weapons or armor that will last until the end of the adventure. Left alone with pots and pans, a Halfling might make temporary plate mail!
  • Sew up bleeding wounds (restoring 1 hp), or remove parasites such as Green Slime.

Small Target: Your character get a +2 Bonus to their Armor Class when they are attacked by human-sized opponents.

  • When attacked by opponents up to twice the size of a Human, the Bonus is +3.
  • When attacked by opponents more than twice Human size, your AC Bonus is +4. Dragons and Giants hate having to fight Halflings!

Restrictions and Weaknesses of Halfling Rovers

Gourmand: Halflings tend to be almost constantly hungry, and are notably obsessed with good food and drink.

  • Saves versus Charm Person, Quest, and Geas spells (and similar kinds of mental manipulation) are made with a 2 Penalty, if the would-be charmer offers your character something tasty to eat or drink.
  • On the positive side, everyone knows that Halflings tend to be great cooks, and can make almost anything taste good!

Small Stature: Because your character is only 3 feet tall, they cannot use armor or weapons sized for anyone larger.

  • Your character must wield any hand-to-hand weapon more than a foot long with two hands. They cannot use any weapon more than 5 feet long at all.
  • Note that despite being half the size of a Human, Halflings can move just as fast as one!

Destiny at 9th Level

If upon attaining 9th Level (or any time after) your character settles down into a predominantly Halfling community, they will be elected Sheriff (or Headman).

  • If they build a new Halfling community instead, it will attract d100+50 new settlers of your character’s Alignment, who will confirm your character as Sheriff or Headman.
  • If, however, your character continues to wander, they will attract 1d4 1st level Halfling Rovers, who will become your character’s companions and supporters.

Destiny at 14th Level

Once they attain 14th Level, your character’s renown is such that they will be widely considered the greatest living Humblekin.

  • Other Humblekin will address your character with the title “Daddy” or “Momma”, and all Halfling Sheriffs will be expected to bow to your character’s wishes.
  • Your character’s word will automatically override that of any other judges at Halfling beauty pageants, cooking contests, talent shows, and similar events.

Permutations and Variations of the Halfling Rover

DWARVEN ROVER
A Dwarven misfit who from a young age has wandered the roads and byways of the surface world – whether by choice or necessity.

  • Special Abilities: Infravision (as per Dwarven Dungeoneer), Expert with Slings and Thrown Objects, Hide, Odd Jobs, Resist Magic (as per Dwarven Dungeoneer).
  • Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

ELVEN ROVER
A wandering Elf alienated from their own People – perhaps an orphan , or the child of an exiled mother.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.
  • Special: Your first language is Common, and if you speak Elven, you do so poorly.

GNOMISH ROVER
An itinerant Gnome who makes their living however they can.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Expert with Slings and Thrown Objects, Friend of Burrowing Critters (as per Gnomish Tinkerer), Hide, Odd Jobs.
  • Restrictions and Weaknesses: Short Legs, Small Stature.
  • Destiny at 9th Level: As Gnomish Tinkerer.
  • Destiny at 14th Level: As Gnomish Tinkerer.

HUMAN ROVER
A vagrant who lives by their wits.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Odd Jobs.
  • Restrictions and Weaknesses: None.
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

 

Halfling Rover Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Humble Walker

1d6

19 [0]

1,500 (8 hours)

2

Humble Hiker

2d6

18 [+1 ]

4,000 (24 hours)

3

Humble Rambler

3d6

18 [+1]

7,000 (36 hours)

4

Humble Scout

4d6

17 [+2]

13,000 (48 hours)

5

Humble Roamer

5d6

17 [+2]

25,000 (60 hours)

6

Humble Trekker

6d6

16 [+3]

50,000 (72 hours)

7

Humble Journeyer

7d6

16 [+3]

100,000 (84 hours)

8

Humble Explorer

8d6

15 [+4]

180,000 (96 hours)

9

Humble Wayfarer (or Sheriff)

9d6

15 [+4]

300,000 (108 hours)

10

Humble Wayfarer (or Sheriff)

9d6+2

14 [+5]

420,000 (120 hours)

11

Humble Wayfarer (or Sheriff)

9d6+4

14 [+5]

540,000 (132 hours)

12

Humble Wayfarer (or Sheriff)

9d6+6

13 [+6]

660,000 (144 hours)

13

Humble Wayfarer (or Sheriff)

9d6+8

13 [+6]

780,000 (156 hours)

14

Daddy of All Kin / Momma of All Kin

9d6+10

12 [+7]

Halfling Rover Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

11

15

2

11

12

13

10

14

3

10

11

12

9

13

4

9

10

11

8

12

5

8

9

10

7

11

6

7

8

9

6

10

7

6

7

8

5

9

8

5

6

7

4

8

9

4

5

6

3

7

10 – 14

3

4

5

2

6


Typical Names for Halfling Men

  • Jonny
  • Kenan
  • Carrow
  • Tewey
  • Perserverence
  • Geren
  • Bambo
  • Woody
  • Post
  • Hammer

Typical Names for Halfling Women

  • Emmee
  • Soo
  • Jo
  • Patience
  • Rosey
  • Bella
  • Mazey
  • Meadow
  • Cookie
  • Sparkle

Halflings often name their children after objects, foodstuffs, animals, places, and virtues. They also freely adopt Elven, Dwarven and Gnomish names. Additionally, it is common for a Halfling’s name to actually be a hyphenated combination of two names – for example, “Jonny-Post” for a man, or “Cookie-Soo” for a woman. Halflings surnames tend to consist of a geographical location prefixed with a descriptor. For example, “Darkwood”, “Whitehill” or “Fairmeadow”. Married couples combine their surnames with a hyphen. An adult Halfling can choose to use either their father’s or mother’s original surname – either is considered acceptable, so long as the Halfling is consistent in its use.