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Sunday, December 25, 2011

Halfling racial-class the Barbaric Frontier variant

Prime attributes: Dexterity 15+(+5% experience bonus)
Hit Dice: 1d6/level(gains 1 hp/level after 9th)
Armor/shield permitted: any
Weapons permitted: any

The most “human” race of demi-humans, short very often fat with furry feet. Peaceful and jovial people living in small enclaves on outskirts of human civilization.


Level
Experience
Base “to hit” bonus
Hit Dice(d6)
Saving Throw
1
0
+0
1+1
14
2
2,000
+0
2
13
3
4,000
+1
2+1
12
4
8,000
+2
3
11
5
16,000
+2
3+1
10
6
32,000
+3
4
9
7
64,000
+4
4+1
8
8
128,000
+5
5
7
9
256,000
+6
5+1
6
10
350.000
+7
5+2
5



Deadly accuracy with missiles: Halflings receive a +2 bonus to attack roll when firing missile weapons in combat.

Near invisibility: When not engaged in combat, Halflings are hard to see and move with almost total silence

Hard to Hit: Being small, Halflings typically are awarded some defensive bonus in combat because they are hard to hit(+2 against men-folk and +4 against giants).

Saving Throw: Halflings don’t use magic and as such are somewhat immune to it; Halflings get +4 on saving throws vs. magic. Since they are such hardy folk, Halflings also get +1 on saving throws against death, poisons and insanity.





















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