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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