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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 4420140" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">HALFLING, LIGHTFOOT</span></strong></p><p><strong><span style="color: darkorange">Lightfoot Halfling, 1st-Level Warrior</span></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> 13 (+1 size, +1 Dex, +1 padded armor), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3)</p><p><strong>Full Attack:</strong> Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Lightfoot traits</p><p><strong>Special Qualities:</strong> Lightfoot traits</p><p><strong>Saves:</strong> Fort +5, Ref +3, Will +1 (+3 against fear)</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)</p><p><strong>Skills:</strong> Climb +4, Gather Information +0, Hide +5, Jump +0, Knowledge (local) +1, Listen +1, Move Silently +3</p><p><strong>Feats:</strong> Weapon Focus (short sword), Urban Tracking (B)</p><p></p><p><strong>Continent/Region:</strong> Harqual/The Far South</p><p><strong>Environment:</strong> Warm plains, hills, and forests</p><p><strong>Organization:</strong> Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or wagon train (40 – 100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level wagon master, 8-10 dogs, 2-5 riding dogs, and 5-10 wagons being pulled by 2 ponies per wagon)</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p><em>This humanoid stands about half as high as a human. It has an athletic build, ruddy skin, straight brown hair, and bright-green eyes. An expensive and finely-crafted shortbow is strapped to its back and it wears a short sword on its hip.</em></p><p></p><p>Lightfoot halflings dominate the lands of the Far South and have population numbers that meet if not exceed many of the other races in the southern lands. They are more numerous than hobgoblins, kitts, and even humans, regardless of the events of the time of The Transformation. That magical conjunction greatly changed the lands of the Nebral Peninsula by duplicating/teleporting the human cities of the Belin to Harqual from and alternate Material Plane. The mists of The Transformation caused many lightfoot communities to disappear into nothingness all across the Far South.</p><p></p><p>Even with this grievous loss, lightfoots continue to thrive. From Mt. Song and Bandontown on the Nebral Peninsula to Zafira and Woodhold on the Varan Peninsula, the lightfoot are found everywhere in the Far South. From Selquin and Osebye in the west to Jyl and Waile in the east, the lightfoots thrive.</p><p></p><p>Lightfoots speak Halfling and the common language of the Far South, Suar.</p><p></p><p><strong>Combat</strong></p><p>Lightfoot halflings prefer to fight only when there is no choice. They are rarely the aggressors but will attack humans that try to intimidate them by force. They use stealth to their advantage whenever possible but will circle the wagons and give everything they've got when hard pressed. Their leaders are often outriders and fight while mounted on riding dogs or war ponies.</p><p></p><p><em>Racial Traits</em> (Ex): See below.</p><p></p><p>The lightfoot halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p><p></p><p><strong>Lightfoot Society</strong></p><p>Lightfoots are the most urban of all the halfling races on Harqual; although, they do tend to wander from city to city in nomadic wagon trains, like gypsies. However, these families also own property in many of the Far South’s cities and communities. When a lightfoot gets too old to travel then he or she retires to his or her favorite community and settle down to raise the next generation of lightfoots. These lightfoot elders are highly respected.</p><p></p><p>While lightfoot halflings tend to be distrustful of humans and goblinoids, for the most part, they have good relations with kitts, the Torin, the rakasta, and rockwood gnomes. There are many communities in the Far South where lightfoots are more numerous than humans (i.e. Zafira). In these communities, things are built to Small size and Medium-sized equipment cost as much as three times more than normal, unless you can find a rakasta trader willing to sell Medium-sized items. (Then it only costs twice as much.)</p><p></p><p><strong>Lightfoots as Characters</strong></p><p>Lightfoots favor the rogue class; however, most lightfoots encountered will be commoners or experts. Lightfoots often multiclass as bard/fighters, bard/traders, cleric/rogues, elementalist/rogues, fighter/rogues, ranger/rogues, ranger/traders, and rogue/traders. Lightfoots rarely become psionic characters but when a lightfoot is born with psionic potential he or she often chooses to become a lurk.</p><p></p><p>Lightfoot halflings worship almost any deity known in the Lands of Harqual but they do consider the Halfling Deities to be their patron gods. Lightfoot halflings often choose any of the following North Gods or Interloper Gods if they don't worship one of the Halfling Deities: Bast, Dionysus, Draven, Halmyr, Kuil, Olidammara, Sanh, Tok, and Xan Yae. Only the vilest of lightfoots would ever choose to worship one of the Sword Gods; however, they have been known to pay homage to the dead Sword God known as Vespin.</p><p></p><p><strong>Lightfoot Traits</strong></p><p>Lightfoot halflings benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Dexterity.</li> <li data-xf-list-type="ul">Small: As Small creatures, lightfoots 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">Speed: Base land speed is 20 feet.</li> <li data-xf-list-type="ul">+1 racial attack bonus with all ranged weapons.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws. Lightfoot halflings 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 lightfoot's +1 bonus to saving throws in general.)</li> <li data-xf-list-type="ul">Racial Feat: Lightfoot halflings gain the Urban Tracking feat from Unearthed Arcana as a bonus feat at first-level.</li> <li data-xf-list-type="ul">Skills: Lightfoot halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks. Lightfoot halflings can use Knowledge (local) untrained.</li> <li data-xf-list-type="ul">Automatic Languages: Halfling and Suar. Bonus Languages: Dwarven (Torin-dialect), Elven, Gnome, Goblin, Kitt, Orc, and Rakasta.</li> <li data-xf-list-type="ul">Favored Class: Rogue. A multiclass lightfoot halfling's rogue class does not count when determining whether she suffers an XP penalty for multiclassing.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 4420140, member: 2012"] [B][COLOR="DarkOrange"]HALFLING, LIGHTFOOT[/COLOR][/B] [B][COLOR="darkorange"]Lightfoot Halfling, 1st-Level Warrior[/COLOR][/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] 13 (+1 size, +1 Dex, +1 padded armor), touch 12, flat-footed 12 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3) [B]Full Attack:[/B] Small short sword +3 melee (1d4/19-20/x2) or Small shortbow +3 ranged (1d4/19-20/x3) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Lightfoot traits [B]Special Qualities:[/B] Lightfoot traits [B]Saves:[/B] Fort +5, Ref +3, Will +1 (+3 against fear) [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1) [B]Skills:[/B] Climb +4, Gather Information +0, Hide +5, Jump +0, Knowledge (local) +1, Listen +1, Move Silently +3 [B]Feats:[/B] Weapon Focus (short sword), Urban Tracking (B) [B]Continent/Region:[/B] Harqual/The Far South [B]Environment:[/B] Warm plains, hills, and forests [B]Organization:[/B] Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or wagon train (40 – 100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 1 9th-level wagon master, 8-10 dogs, 2-5 riding dogs, and 5-10 wagons being pulled by 2 ponies per wagon) [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] Standard [B]Alignment:[/B] Often neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 [I]This humanoid stands about half as high as a human. It has an athletic build, ruddy skin, straight brown hair, and bright-green eyes. An expensive and finely-crafted shortbow is strapped to its back and it wears a short sword on its hip.[/I] Lightfoot halflings dominate the lands of the Far South and have population numbers that meet if not exceed many of the other races in the southern lands. They are more numerous than hobgoblins, kitts, and even humans, regardless of the events of the time of The Transformation. That magical conjunction greatly changed the lands of the Nebral Peninsula by duplicating/teleporting the human cities of the Belin to Harqual from and alternate Material Plane. The mists of The Transformation caused many lightfoot communities to disappear into nothingness all across the Far South. Even with this grievous loss, lightfoots continue to thrive. From Mt. Song and Bandontown on the Nebral Peninsula to Zafira and Woodhold on the Varan Peninsula, the lightfoot are found everywhere in the Far South. From Selquin and Osebye in the west to Jyl and Waile in the east, the lightfoots thrive. Lightfoots speak Halfling and the common language of the Far South, Suar. [B]Combat[/B] Lightfoot halflings prefer to fight only when there is no choice. They are rarely the aggressors but will attack humans that try to intimidate them by force. They use stealth to their advantage whenever possible but will circle the wagons and give everything they've got when hard pressed. Their leaders are often outriders and fight while mounted on riding dogs or war ponies. [I]Racial Traits[/I] (Ex): See below. The lightfoot halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. [B]Lightfoot Society[/B] Lightfoots are the most urban of all the halfling races on Harqual; although, they do tend to wander from city to city in nomadic wagon trains, like gypsies. However, these families also own property in many of the Far South’s cities and communities. When a lightfoot gets too old to travel then he or she retires to his or her favorite community and settle down to raise the next generation of lightfoots. These lightfoot elders are highly respected. While lightfoot halflings tend to be distrustful of humans and goblinoids, for the most part, they have good relations with kitts, the Torin, the rakasta, and rockwood gnomes. There are many communities in the Far South where lightfoots are more numerous than humans (i.e. Zafira). In these communities, things are built to Small size and Medium-sized equipment cost as much as three times more than normal, unless you can find a rakasta trader willing to sell Medium-sized items. (Then it only costs twice as much.) [B]Lightfoots as Characters[/B] Lightfoots favor the rogue class; however, most lightfoots encountered will be commoners or experts. Lightfoots often multiclass as bard/fighters, bard/traders, cleric/rogues, elementalist/rogues, fighter/rogues, ranger/rogues, ranger/traders, and rogue/traders. Lightfoots rarely become psionic characters but when a lightfoot is born with psionic potential he or she often chooses to become a lurk. Lightfoot halflings worship almost any deity known in the Lands of Harqual but they do consider the Halfling Deities to be their patron gods. Lightfoot halflings often choose any of the following North Gods or Interloper Gods if they don't worship one of the Halfling Deities: Bast, Dionysus, Draven, Halmyr, Kuil, Olidammara, Sanh, Tok, and Xan Yae. Only the vilest of lightfoots would ever choose to worship one of the Sword Gods; however, they have been known to pay homage to the dead Sword God known as Vespin. [B]Lightfoot Traits[/B] Lightfoot halflings benefit from a number of racial traits: [list][*]-2 to Strength, +2 to Dexterity. [*]Small: As Small creatures, lightfoots 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. [*]Speed: Base land speed is 20 feet. [*]+1 racial attack bonus with all ranged weapons. [*]+1 racial bonus to all saving throws. Lightfoot halflings are highly capable of avoiding mishaps. [*]+2 morale bonus to saving throws against fear. (This bonus stacks with the lightfoot's +1 bonus to saving throws in general.) [*]Racial Feat: Lightfoot halflings gain the Urban Tracking feat from Unearthed Arcana as a bonus feat at first-level. [*]Skills: Lightfoot halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks. Lightfoot halflings can use Knowledge (local) untrained. [*]Automatic Languages: Halfling and Suar. Bonus Languages: Dwarven (Torin-dialect), Elven, Gnome, Goblin, Kitt, Orc, and Rakasta. [*]Favored Class: Rogue. A multiclass lightfoot halfling's rogue class does not count when determining whether she suffers an XP penalty for multiclassing.[/list] [/QUOTE]
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