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<blockquote data-quote="BOZ" data-source="post: 2626290" data-attributes="member: 1241"><p>and here are the original stats and description:</p><p></p><p>HALFLINGS, Wild</p><p>Created by: Arthur Collins</p><p></p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 3-30</p><p>ARMOR CLASS: 7</p><p>MOVE: 9?</p><p>HIT DICE: 1-1 (2-5 hp)</p><p>% IN LAIR: 20%</p><p>TREASURE TYPE: See below</p><p>NO. OF ATTACKS: 1 weapon</p><p>DAMAGE/ATTACK: By weapon type</p><p>SPECIAL ATTACKS: Missile use (+3 with bow or sling); possible spell use</p><p>SPECIAL DEFENSES: Save at 4 levels higher; possible spell use</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Average to very</p><p>ALIGNMENT: Neutral good</p><p>SIZE: S (3? tall)</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defence Modes: Nil</p><p>LEVEL/XP: III/18 + 1/hp and up</p><p></p><p>Known mostly only as a fireside tale, the so-called ?forest children? are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as ?Bramblings? (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear ?Big Peoples? (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings.</p><p>Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Their infravision is superior for halflings (extending to a 60? range), and their sense of smell is keen enough to identify most creatures at 120? when the wind blows in their favor. Wild halfings are limited to the 3rd level of fighting ability; they make up for this deficiency by utilizing their skills to set snares and traps (which is one of their preferred modes of hunting). The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages.</p><p>Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent.</p><p>Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier.</p><p>Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings?s lair, sounding a general alarm if trouble threatens. </p><p>Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities. In addition, they are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep?s wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1.</p><p>Wild halflings typically carry the following weapons:</p><p> Short bow 20%</p><p>Sling 10%</p><p>Flint dagger 10%</p><p>Club and net 10%</p><p>Spear 10%</p><p>If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves.</p><p>All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as ?messengers? to convey simple messages, such as a request for another Bramling?s presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities).</p><p>All wild halflings have thieving abilities commensurate with their level. They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having ?mysteriously? reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims. The wisewomen are master herbalists, and all such wild halfling druids learn to make the following potions: </p><p>First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist.</p><p>Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons.</p><p>Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison.</p><p>Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities.</p><p>Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep.</p><p>Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours.</p><p>A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings? belongings (maximum value: base 50 gp). Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram?s horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halfling are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day?s walk of their lairs.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2626290, member: 1241"] and here are the original stats and description: HALFLINGS, Wild Created by: Arthur Collins FREQUENCY: Very rare NO. APPEARING: 3-30 ARMOR CLASS: 7 MOVE: 9? HIT DICE: 1-1 (2-5 hp) % IN LAIR: 20% TREASURE TYPE: See below NO. OF ATTACKS: 1 weapon DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: Missile use (+3 with bow or sling); possible spell use SPECIAL DEFENSES: Save at 4 levels higher; possible spell use MAGIC RESISTANCE: Standard INTELLIGENCE: Average to very ALIGNMENT: Neutral good SIZE: S (3? tall) PSIONIC ABILITY: Nil Attack/Defence Modes: Nil LEVEL/XP: III/18 + 1/hp and up Known mostly only as a fireside tale, the so-called ?forest children? are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as ?Bramblings? (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear ?Big Peoples? (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings. Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Their infravision is superior for halflings (extending to a 60? range), and their sense of smell is keen enough to identify most creatures at 120? when the wind blows in their favor. Wild halfings are limited to the 3rd level of fighting ability; they make up for this deficiency by utilizing their skills to set snares and traps (which is one of their preferred modes of hunting). The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages. Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent. Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier. Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings?s lair, sounding a general alarm if trouble threatens. Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities. In addition, they are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep?s wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1. Wild halflings typically carry the following weapons: Short bow 20% Sling 10% Flint dagger 10% Club and net 10% Spear 10% If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves. All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as ?messengers? to convey simple messages, such as a request for another Bramling?s presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities). All wild halflings have thieving abilities commensurate with their level. They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having ?mysteriously? reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims. The wisewomen are master herbalists, and all such wild halfling druids learn to make the following potions: First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist. Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons. Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison. Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities. Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep. Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours. A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings? belongings (maximum value: base 50 gp). Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram?s horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halfling are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day?s walk of their lairs. [/QUOTE]
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