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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 4071699" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">HALFLING, HAIRFOOT</span></strong></p><p><strong>Hairfoot Halfling, 1st-Level Warrior</strong></p><p><strong>Small Humanoid (Halfling)</strong></p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>AC:</strong> 14 (+1 size, +1 Dex, +2 leather armor), touch 11, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2)</p><p><strong>Full Attack:</strong> Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Qualities:</strong> Hairfoot halfling traits</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1)</p><p><strong>Skills:</strong> Climb +2, Handle Animal +1, Hide +5, Jump +2, Listen +2, Move Silently +3, Survival +2</p><p><strong>Feats:</strong> Weapon Finesse</p><p></p><p><strong>Continent/Region:</strong> Harqual</p><p><strong>Environment:</strong> Any temperate land</p><p><strong>Organization:</strong> Solitary, pair, family (2–4), caravan (11–20 plus 2 1st-level sergeants and 1 leader of 3rd to 5th-level), or band (30–100 plus 50% noncombatants plus 1 1st-level sergeant per 20 adults, 3 3rd-level lieutenants, 1 5th-level captains, and 6–10 dogs)</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p>Hairfoot halflings, often simply called hairfoots, are a small, fun-loving race of demihumans found throughout the temperate lands of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other halfling races hold sway (i.e. the sahne in the Fallenlands).</p><p></p><p>Hairfoots often live solitary, pastoral lives but can also be found living amongst humans and elves as well. They are becoming more rare the further north one travels. It is unheard of for them to live north of the Greystone Mountains or the Kingdom of Ahamudia on the southern shore of the Ragik Peninsula. Hairfoots are common throughout the lands west of the Great Forest but are more scattered along the Eastern Shores on the other side of the continent. They, as a race, do not have communities south of the Great Expanse, where lightfoot halflings hold sway.</p><p></p><p>Hairfoots tend to get along with most good or neutral aligned races and make friends easily. They often form close ties with kitts, half-elves, and elves. They trust good humans and dwarves, as well, but often are less gregarious towards them. Hairfoots will only come to trust a good half-orc or another naturally evil-inclined individual after a long period of caution. Hairfoots are glad to meet a rakasta, forest gnome or a lightfoot halfling when traveling in the southern lands. They find lightfoot society strange but intriguing.</p><p></p><p>Hairfoots speak Halfling.</p><p></p><p><strong>Combat</strong></p><p>Hairfoots prefer too fight defensively, usually hiding and launching ranged attacks as the foe approaches. They prefer small, light weapons such as daggers, short swords, and sickles when fighting close quarters, but are at their best when using slings or throwing small rocks. Hairfoot have been known to take down a much larger opponent with one well-placed rock.</p><p></p><p><strong>Hairfoot Halflings as Characters</strong></p><p>Hairfoot halflings favor the rogue class, although most are experts or warriors. Hairfoots often become druids, rangers, bards and sorcerers, although many have chosen the path of the illusionist as well. Hairfoots are rarely fighters and are never barbarians. Hairfoots often multiclass as rogue/rangers, rogue/druids, or rogue/illusionists. Those that become bards or sorcerers almost never multiclass.</p><p></p><p>Hairfoot halflings worship the deities of the Pantheon of the North, as well as their own patron pantheon. Most hairfoots pay homage to Hendomar the Badger Brother or to Kuil, the North God of Rogues and Illusions. Hairfoot clerics of Hendomar can choose any two of the following domains: Animal, Good, Earth, Halfling, and Water. Hairfoot clerics of Kuil can choose any two of the following domains: Good, Illusion, Knowledge, Luck, and Skullduggery.</p><p></p><p><strong>Hairfoot Halfling Traits</strong></p><p>Hairfoot halflings benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Wisdom. Hairfoots are quick on their feet and are highly intuitive, but they lack physical strength and rarely follow scholarly pursuits.</li> <li data-xf-list-type="ul">Small. As Small creatures, hairfoot halflings s gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.</li> <li data-xf-list-type="ul">Hairfoot halfling base land speed is 20 feet.</li> <li data-xf-list-type="ul">Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">+1 racial attack bonus with slings or thrown rocks. Hairfoots are good at throwing rocks and using them in slings. Hairfoots don’t gain this bonus with other ranged weapons like lightfoots do.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps.</li> <li data-xf-list-type="ul">+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.).</li> <li data-xf-list-type="ul">Hairfoot halflings are good with animals, self-sufficient, and stealthy. They receive a +2 racial bonus to Handle Animal, Move Silently, and Survival checks. Their keen hearing bestows a +2 racial bonus to Listen checks.</li> <li data-xf-list-type="ul">Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc.</li> <li data-xf-list-type="ul">Favored Class: Scout. A multiclass hairfoot halfling's scout class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 4071699, member: 2012"] [B][COLOR="DarkOrange"]HALFLING, HAIRFOOT[/COLOR][/B] [B]Hairfoot Halfling, 1st-Level Warrior[/B] [B]Small Humanoid (Halfling)[/B] [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 20 ft. (4 squares) [B]AC:[/B] 14 (+1 size, +1 Dex, +2 leather armor), touch 11, flat-footed 13 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2) [B]Full Attack:[/B] Dagger +3 melee (1d3/19-20/x2) or sling +4 ranged (1d3/x2) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Qualities:[/B] Hairfoot halfling traits [B]Saves:[/B] Fort +4, Ref +2, Will +1 [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1) [B]Skills:[/B] Climb +2, Handle Animal +1, Hide +5, Jump +2, Listen +2, Move Silently +3, Survival +2 [B]Feats:[/B] Weapon Finesse [B]Continent/Region:[/B] Harqual [B]Environment:[/B] Any temperate land [B]Organization:[/B] Solitary, pair, family (2–4), caravan (11–20 plus 2 1st-level sergeants and 1 leader of 3rd to 5th-level), or band (30–100 plus 50% noncombatants plus 1 1st-level sergeant per 20 adults, 3 3rd-level lieutenants, 1 5th-level captains, and 6–10 dogs) [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 Hairfoot halflings, often simply called hairfoots, are a small, fun-loving race of demihumans found throughout the temperate lands of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other halfling races hold sway (i.e. the sahne in the Fallenlands). Hairfoots often live solitary, pastoral lives but can also be found living amongst humans and elves as well. They are becoming more rare the further north one travels. It is unheard of for them to live north of the Greystone Mountains or the Kingdom of Ahamudia on the southern shore of the Ragik Peninsula. Hairfoots are common throughout the lands west of the Great Forest but are more scattered along the Eastern Shores on the other side of the continent. They, as a race, do not have communities south of the Great Expanse, where lightfoot halflings hold sway. Hairfoots tend to get along with most good or neutral aligned races and make friends easily. They often form close ties with kitts, half-elves, and elves. They trust good humans and dwarves, as well, but often are less gregarious towards them. Hairfoots will only come to trust a good half-orc or another naturally evil-inclined individual after a long period of caution. Hairfoots are glad to meet a rakasta, forest gnome or a lightfoot halfling when traveling in the southern lands. They find lightfoot society strange but intriguing. Hairfoots speak Halfling. [B]Combat[/B] Hairfoots prefer too fight defensively, usually hiding and launching ranged attacks as the foe approaches. They prefer small, light weapons such as daggers, short swords, and sickles when fighting close quarters, but are at their best when using slings or throwing small rocks. Hairfoot have been known to take down a much larger opponent with one well-placed rock. [B]Hairfoot Halflings as Characters[/B] Hairfoot halflings favor the rogue class, although most are experts or warriors. Hairfoots often become druids, rangers, bards and sorcerers, although many have chosen the path of the illusionist as well. Hairfoots are rarely fighters and are never barbarians. Hairfoots often multiclass as rogue/rangers, rogue/druids, or rogue/illusionists. Those that become bards or sorcerers almost never multiclass. Hairfoot halflings worship the deities of the Pantheon of the North, as well as their own patron pantheon. Most hairfoots pay homage to Hendomar the Badger Brother or to Kuil, the North God of Rogues and Illusions. Hairfoot clerics of Hendomar can choose any two of the following domains: Animal, Good, Earth, Halfling, and Water. Hairfoot clerics of Kuil can choose any two of the following domains: Good, Illusion, Knowledge, Luck, and Skullduggery. [B]Hairfoot Halfling Traits[/B] Hairfoot halflings benefit from a number of racial traits: [LIST][*]-2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Wisdom. Hairfoots are quick on their feet and are highly intuitive, but they lack physical strength and rarely follow scholarly pursuits. [*]Small. As Small creatures, hairfoot halflings s gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. [*]Hairfoot halfling base land speed is 20 feet. [*]Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]+1 racial attack bonus with slings or thrown rocks. Hairfoots are good at throwing rocks and using them in slings. Hairfoots don’t gain this bonus with other ranged weapons like lightfoots do. [*]+1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps. [*]+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.). [*]Hairfoot halflings are good with animals, self-sufficient, and stealthy. They receive a +2 racial bonus to Handle Animal, Move Silently, and Survival checks. Their keen hearing bestows a +2 racial bonus to Listen checks. [*]Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc. [*]Favored Class: Scout. A multiclass hairfoot halfling's scout class does not count when determining whether he suffers an XP penalty for multiclassing.[/LIST] [/QUOTE]
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