Heroes of High Favor: Halflings

In keeping with the theme of this series, Halflings explores halflings and new rules for their favored class, rogues. The book was extensively overhauled to be compatible with the 3.5 revision.

In addition to the usual new feats and 10 rogue multi-class prestige classes, the book has many new rules and options, including:

Lashworking -- you'd be amazed what nimble fingers can do with a few sticks and a bit of twine

Bluffs and Feints -- a selection of bluffs for those who long for more than simply "The target is denied his Dex bonus..." (We particularly like The Angry Penguin...)


Dirty Fighting -- do something with your sneak attack dice besides killing


Ropemaking -- fire-proof, water-proof, grease-proof, noose-proof, saw-cord, incendiary fuses... and a bit of box twine


Halfling Graffiti -- the code of tramps and vagabonds everywhere; add a little "everyday magic" to your halfling


Trapmaking -- From Granny's Tonic to the Dirty Knobber, a selection of traps you can build with everyday items and set up in 10 minutes or less!


"Jellija For Sale" -- A short introductory adventure for a solo halfling rogue.

We are extremely happy with this, our fourth book in the Heroes of High Favor series. Thanks to the inspired writing of co-author Jeremy Baldridge and the skills of Bad Axe Games' ENnie nominated design team, we feel this is the most flavorful and visually appealing book of the series so far.
 

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It's been a long time in coming but Heroes of High Favor Halflings is out. Like previous books, this one works with the idea of the favored class of the race. In this case, the stereotypical halfling rogue. The book is broken up into five chapters with an appendix making it an 80 page book, equal to the Elves, the larger in the series.

The short review is that if you enjoyed the previous books in the series, this book takes those ideas and moves forward. There are new feats, skill uses, prestige classes and role playing ideas for the race in question. The appendix is an adventure for a halfling rogue. It continues the tradition of strong material from the BadAxe house even with a new writer, Jeremy Baldridge.

The first chapter is merely an introduction to the series and the book with definitions of what is open game content and what's not. With some of the legal mumbo jumbo out there for certain products, it's nice to see an easy method of identification, using the words, Open Game Content at the bottom of a page that's Open. Reminds me of the good old days.

Chapter two gets into the feats and skills. There are three types of feats here, halfling, general, and fighter. I was a bit surprised that there were a few feats dealing with ranged weapons that I'd want to use for my own elf rogue who uses knives. The first of these would be the good old Deadeye where you get your Dexterity modifier for damage and the second would be Power Throw, where you sacrifice accuracy for more damage and the third would be Throwing Mastery where you get a bonus to attack and damage with thrown or slung weapons.

Of more interest to those seeking to maximize their Bluff skills, are the various special maneuvers you can now perform with it. These tricks require some other skills like Perform (dance) or Escape Artists and range from “A Friendly Kick in the Junk” where you add a little extra damage to your sneak attack from that oh so sensitive attack to Angry Penguin where you entrap your opponent in his own equipment. Nicely done material that'll see some use in the braver halflings and bluff masters.

Another useful section is Craft (Lashworking). We get a lot of ideas about different ropes and other goods that can be made with such skills. How about Huts, Palisades and Rafts? Carts and Baskets? All simple stuff right? But it gets better because we have different materialls like Dragonamne, a fire resistant rope or Carbon Cord, an acid resistant rope. It includes the DC to make as well as the market value making the materials easy to add or simply buy from a store.

Those more interested in the traps a rogue can make might now like the examples here but I find they fit the halfling quite nicely. These range from Clumsy Barfly where broken bottles and other class is set on the floor creating caltrops to One Eyed Farmer where you use a rake or other similar tool with a dagger tied to it so that when the user steps on one end, wham! Dagger in the eye. I couldn't help but think of good old Sideshow Bob and the spoof of Cape Fear they did where he kept stepping on these rakes and getting bashed in the face.

Now what if you want some more information or uses for Sleight of Hand? We've got different knacks or specialties for you then. For each four ranks you have, you get one knack. These range from Baby Face, where you can retry a failed skill attempt with only a +5 DC penalty to Mugger, where you get a +2 bonus to pick the pockets of prone targets. It's a nice section and like the various Martial Arts we've seen in Dragon and other sources, the abilities aren't outrageous or overpowering.

The Halfling Graffiti on the other hand, I'm not too sure about. These require a quick Decipher Script check to make and activate and provide little bonuses at a minor XP cost. The fact that you don't have to have a feat or anything to make them is a little too empowering so I'd probably make a “Tag” feat or something to allow a Halfling to use the Graffiti. These range from Good Hiding Spot, where you get a +4 luck bonus to hide, to Good Cover, where you get a +1 luck bonus to AC.

Continuing with the innovation, we get Dirty Fighting. Here, the rogue can set aside damage dice, and roll them up, total them, and compare them to a DC check associated with different attacks. For example, Crippling Strike is a DC 10 so if a rogue wants to use it, they're going to have to use a minimum of two dice and roll, check their total against the DC. If they make it, the enemy then gets a Fortitude save against the total of your sneak attack check. If they fail, their movement is halved. Not bad but a little on the weak side as you need a minimum of two dice, meaning you're at least a third level rogue and at worst, you're enemy will have to make a DC of 12. If that's a third level fighter or ranger, he'll need a 9 on average. The tricks do allow a lot of customized use though and don't add greatly to combat although it does add a new level of options.

The part of the book many will want to know about, is the Prestige Classes. These focus on the favored class of the character and combine it with every other class in the PHB. The PrCs are listed as you'd find the core classes in the PHB so it starts with the Razorback, the barbarian rogue, and ends with the Tramp Wizard. Now back in the day, when I was reading some books by the guy who did Dragondoom and other Tolkien inspired work, I remembered the Thorn Walkers, a group of 'Warrows' (i.e. Halflings) that protected their lands and thought they'd be fighter-thieves or fighter-rangers or some type and was looking for something like that here.

While I didn't see that, I did see a lot of cool PrCs that add a lot of needed depth to the halflings. Take the Blood Grifter, a fighter-rogue who takes his dirty fighting to a new level. These individuals gain special tricks like Glintflash, where they blind their opponent and bonuses to their Dirty Fighting Checks. A bit odd, the Dissonant is a bard-rogue who uses dissonance in his playing to increase spells that inflict sonic damage or create such bad sounding music, that those about him can be shaken for the duration of the performance.

Each PrC is first broken down by the class combination. So the Mercurial, the monk-rogue, is detailed with what they're like, how they fit into halfling society, and how to mimic the class with a monk-rogue combination. It'd be nice to see a level by level progression with BAB, ST, and special abilities written out but that'd take too much room and would only be a suggested progression as players are fickle in what they want. It then provides a 10 level PrC with special abilities and progression table.

Like previous books, the role playing section isn't deep nor detailed, being two pages long. It's a listing of halfling proverbs with what they mean, often with two meanings, a hidden one and an obvious one. Remember little adventurers, “Risk is just a four-letter word for Opportunity.” For those who've never played a halfling before, this is good material for reference.

The introductory adventure allows a halfling rogue to get some friends and enemies as they progress through some basic testing to see if they're rogue enough to learn about the thieves guild. This acts as a good spotlight for players, especially new ones, to see how their skills work and to see how DC's can be set for different options. It's not combat intensive and provides some story award experience points, giving GMs some ideas on how such options can be handled when dealing with fewer players.

The book ends with two pages of advertisements, one for the whole Heroes series, and another for the limited printing of Grim Tales. The OGL at the end of the book wraps things up.

The book added pages without increasing cost which is a good thing. It continues to use the same artists from previous books, so if you like Andrew Hale's art, you're in for a treat. Editing is fair, writing flows along well.

Not quite the massive sourcebook that another company might put out, this book packs the crunch in quite nicely and allows not only halflings, but rogues to gain some new abilities. I enjoyed the mix of optional abilities, feats and PrCs and look forward to seeing the compilation.
 


The Heroes of High Favor is a d20 series that seems to provoke comments like "You’ll either love the series or hate it" – but it’s not true. I wasn’t enamoured with the Heroes of High Favor: Dwarves much but I really did like the Heroes of High Favor: Half-orcs.

The Heroes of High Favor have a good shtick. The book takes the preferred character class of the race in question and pairs that off with every other core class in the style of a multi class to produce a prestige class. This didn’t do anything for me for the dwarves because fighter prestige classes are ten a penny and pretty boring. The half-orcs, on the other hand, are still under catered to and interesting barbarian prestige classes continue to be rare. What’s this to do with Halflings of High Favor? Well. Let’s just pause and admire the unfortunate class of words :) Heroes of Knee High Favor: Halflings. Hmm, no, perhaps not. The halfling preferred class is rogue. That’s not as boring as the fighter but it has received more attention than the barbarian class. There are some interesting combos to expect; the rogue-paladin, the rogue-cleric and the rogue-barbarian even. I didn’t even need to open the book to come to this conclusion. Talk about pre-judging a product.

Let’s get to the prestige classes in just a minute. The /other/ shtick these Bad Axe Game books have is a look at the racial talent of the, er, race. Heroes of High Favor: Halflings breaks from tradition just a little bit here by going through a range of synergic rogue crafts. Lashworking is the art and science of putting together ad hoc equipment. Rather nicely the mechanics assume the dice rolls are going for a "do it quickly!" scene surviving bit of equipment but you can pick a higher DC value if the halfling intends to make something sellable. A similar craft is ropemaking. The book manages to find quite a few interesting uses for ropes too. Then there’s trapmaking. If many gamers have put the humble rope to good uses in the course of an adventure then that’s nothing compared to encounters with traps. I wouldn’t say the traps that complete this section are terribly new but they’re not the annoyingly refused and unlikely high fantasy cliches that stalk too many dungeons either. These new skills conclude with an updated skill synergy list. I can’t quite see an expert trapmaker not also having an expertise with ropes.

Two big hairy feet. I mean - eighteen new d20 feats. We’ve got the carefully balanced new combat feats in here; melee and ranged. They’re good. What’s more interesting to me are the few social feats, like crowdworker and the goldbrick counterfeit master.

Halflings and rogues are independently known for their tricks and sneaky ways; put the two together and you need something extra-specially sneaky. Once again – a bit like the traps, lashworks and ropes – these Heroes of High Favor don’t take that bet. Rather than risk scraping the barrel and dragging up a bunch of new tricks that might or might not prove to be popular Heroes of High Favor: Halflings polishes up some of the better but under used classics. The coin swap, the bump, the plant or even the cutpurse. In a section of its own in the "A Vagabond’s Bag of Tricks" section there’s halfling graffiti. Hands up. I really do like this sort of thing. I greatly enjoy working out the signs in-game and trying to master them in character. They’re a wonderful and entirely self-contained "encounter" that can stretch through a whole campaign and they don’t distract at all. Heroes of High Favor: Halflings actually draws the graffiti for us as well. Perfect.

Fight dirty? Sure. There’s a dirty fighting section in the book that is small but potent.

The Razorback is the rogue-barbarian class. They’re quick and dangerous. They’d make excellent skirmishers, the sort of combat-scout that could scout ahead, aside or just behind the party, catch trouble and hold it in melee until the group caught up.

Dissonants are rogue-bards and the idea here is a little strange. These talent musicians play the wrong notes on purpose. In fact, they practise playing well so they know the best time to play an off-key note and make you wince. Why do they do this? I’m not quite sure – perhaps some fantasy equivalent of surrealist Euro-trash avant-garde artists.

I really go for the Pantheist. Heroes of High Favor: Halflings don’t take the usual d20 fantasy supplement route and think up a new god for the rogue-cleric. No, instead the book knocks me over with an excellently halfling themed idea. The Pantheists are clerics who make sense of the contrasts, overlaps, nuisances and diversity of all their peoples’ faiths. Why do I like this idea so much? It’s typical to have halflings living successfully in human communities. The Pantheist will step straight into these campaign settings and without rocking the boat at all will add a whole new level.

The rogue-druids known as Wild Liberators are just the type to break into that mink farm and let all the little critters free. This is one of the more obvious prestige classes in the book but it works.

Blood Grifters wait until they’re underestimated before revealing their true combat skills. The rogue-fighter even has a bunch of feints and tricks designed to encourage foes to miss-judge them.

A Mercurial is an elite halfling rogue-monk. The class just embraces the D&D trend of only picturing the monk as a martial artist and paying little heed to mystical inner peace. The Mercurial’s inner peace comes from understanding the situation they’re in and so they’ll adapt to help those party members who need the most help at the time.

Jeremy Baldridge, the new Bad Axe author for the book, accurately points out how rare halfling paladins are. Halfling rogue-paladins are even more rare. Baldridge is also spot on when he points out that a rogue-paladin enjoys shades of grey in a way that a mundane paladin cannot and in many ways this makes them preferable for adventuring groups. If you can imagine halfling paladins and can imagine paladins who fight evil by applying a bit of thought, trick and guile then you can use the Precursor prestige class.

You’d call a rogue-ranger a Hobo Baron; it’s just not clear whether you’d call him that to his face. Hobo Barons rarely stay in the one place but are great at making do where ever they end up. I’m not so keen on the "Unruly mob" special ability though. Hobo Barons can’t magically summon up groups of hobos and tramps, there has got to be enough of the vagabonds around. The ability really only seems to apply to cities (and what percentage of adventures happen in cities) and at some point the characters (and NPCs!) will want to know where all these vagabonds came from. I could have sworn the wharf was deserted a minute a go!

You were smoking /what?/ when you saw the giant hand appear from nowhere and crush the kobold? The Calabash are halfling rogue-sorcerers and they can do away with all this chanting for their magic. They merely need to enjoy a draw on their pipe to cast the magic. It’s a little strange but I can see how halfling spellcasters who wanted to remain hidden might have developed the technique!

The Tramp Wizard isn’t quite a fun as the Calabash. Tramp Wizards make do with whatever they have to hand for their magic items and spells.

Heroes of High Favor: Halflings has, as the other Heroes of High Favor also have, a chapter on roleplaying at the end of the book. There’s just enough to be helpful, but only just. The Heroes of High Favor are half-sized books. This one is 78-paged long, but only two-thirds the width and height of a typical d20 supplement. I’ve got used to the Heroes of High Favor format as being no nonsense, more bang for your buck and less filler in favour of killer. I really don’t buy the small pre-written adventure at the back. I just about go for the roleplaying section but not the adventure as well. Many gamers love pre-written adventures, either to run them or take inspiration from them, and I’m sure many people will appreciate the adventure. I don’t.

Despite that small sulk at the end of the book, Heroes of High Favor: Halflings is up there with my favourite Heroes of High Favor. The interesting prestige classes out number the more mundane ones. The craftwork skills are more appealing than not and I do like the graffiti. Halfling lovers should go buy the book.

* This Heroes of High Favor: Halflings review was first posted at GameWyrd.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round

Heroes of High Favor: Halflings is a Dungeons & Dragons supplement from Bad Axe Games. This is a 78-page pocket-sized softcover by Jeremy Baldridge and Benjamin Durbin. The cover design by Andrew Hale and Brad Kelley depicts the door to a halfling burrow. Andrew Hale handles to the interior art. Heroes of High Favor: Halflings retails for $9.95.

In the old days of D&D, when there were such things as what race could be what class, the word halfling was synonymous with the word thief. This was so prevalent that even the kender of Dragonlance fame were made into an entire race of natural thieves. I had hoped that with the advent of 3E and the lifting of racial restrictions on classes, those days were behind us. Sad to say, they aren’t, apparently. The fault is not entirely on Bad Axe Games. This sourcebook is, as they state on the reverse, an exploration of the race’s favored class (something that holds true for all of their sourcebooks), but in so doing, I think they’ve missed the entire point that they were trying to make. Halflings make good rogues, but a rogue is not just a thief, and this book misses that fact.

Still, the book is not without hope. It does provide a few good points, some of which we’ll cover here. The artwork is nicely done (if a bit out of relevance in most places), and for those halflings that do intend to follow their favored class, there’s a good bit of material here that they will find useful.

We’ll start by looking at the feats. Given the nature of the remainder of the book, I was a bit surprised to find that none of the feats had “sneak attack” as a prerequisite (since it isn’t considered “official” to make a class a requirement for a feat or prestige class, most companies (including Wizards) get around this by requiring access to a particular class ability). In all fairness, there are some pretty good feats here that will be of use to any halfling, not just those with a penchant for thievery, as well as individuals of other races.

Take as an example, Flying Blackjack, which allows the character to make a ranged attack intended to cause unconsciousness, as opposed to lethality. In fact, surprisingly few of the feats (for a book about =ahem= halflings) require that the user be of size Small. The few feats that do bear this requirement are specified as Halfling feats. Of the 19 new feats that are described in Heroes of High Favor: Halflings, about half are specifically aimed at such beings.

There are several new uses for existing skills, many of which, as with feats, could be used by any individual, halfling or otherwise. Some are useful, others are amusing, and still others, such as “A Friendly Kick in the Junk” (in which the character seems to be surrendering, only to gain a bonus to their next sneak attack) could probably just as easily be simulated through good role-playing. There are plenty of uses for the new subskills of Craft (ropemaking and lashwork), and these will be of great value to any adventuring company, regardless of whether their membership includes any of the short folk. A dozen new traps are presented (for use with the Craft (trapmaking) skill, with such inventively amusing names as Fat Baby Swing, Flouring the Biscuits, and Rooster with a Cold. Unfortunately, their simplicity also lends them to be easily defeated, even by non-rogues. Heroes of High Favor: Halflings also suggests a couple of new skill synergies.

A new mechanic called “knacks” rewards characters who excel in Sleight of Hand by granting them special abilities called Pick Pocket Knacks. I have two problems with this. First, it reduces the value of the feat system by rewarding players simply for increasing ability in a skill. Secondly, some of the knacks themselves are questionable. Longarm is an excellent example. This knack permits the rogue to make a pick pocket attempt while using a pole between five and ten feet long to lift or dislodge items off a target. It seems to me that a character doing so would be easily noticed by any passerby, several of whom might alert the victim, even if they had no concern for the act itself, to say nothing of doing this in a crowded marketplace.

Halfling graffiti is, on the surface, a good idea. These pictograms, which are incomprehensible to other races, serve as trail markers, warnings, and travelers’ advice. Where the system breaks down is by giving the graffiti a magical power. Each symbol can be activated by any halfling willing to spend a minimal amount of experience to activate the effect. While most of the effects are no stronger than a 1st-level spell (a +4 luck bonus to a particular skill, for example) and last no more than an hour, it is the fact that halflings can make these magical markings without any sort of arcane knowledge. It just doesn’t fit with the concept of the race. At the very least, the creation of magical graffiti should cost a feat, though I’m not sure I’d permit it at all. The reasoning behind the incomprehensibility to other races is also very weak, at best (“…due to the fact that no two [symbols] look alike.”). A Decipher Script should allow even non-halflings to pick up the meaning, whereas halflings shouldn’t require a check at all (which they do, under the system as written).

There is no reason to limit the dirty fighting techniques described in Heroes of High Favor: Halflings to the small folk; any rogue could benefit from them. These are non-lethal alternates to the standard sneak attack, such as a blinding or deafening strike or knocking the opponent’s weapon aside to take a second, follow-up attack. Still, though not quite as powerful as the rogue’s crippling strike ability (optional at 9th level), these abilities do provide a fair benefit for relatively little cost (the rogue may opt to set aside “one or more of his sneak attack dice”). Better that these abilities should be feats and they should consume all of a rogue’s sneak attack, not just a part of it. It’s hard to imagine any rogue that would sacrifice more than 1d6 when they can reap both the benefits of one of these options in addition to the remainder of their sneak attack damage.

Heroes of High Favor: Halflings presents ten prestige classes. In effect, each combines the talents of one of the other ten classes with that of the rogue. The razorback, for example, is effectively a barbarian/rogue. The pantheist is a cleric/rogue. The blood grifter is a fighter/rogue. Strangely, for a book about halflings, none of these classes have halfling as a requirement, which means that unless the DM wishes to put this restriction on them, they can be picked up by any race.

Surprisingly, despite the fact that all of them combine with rogue in some fashion, the prestige classes are the strongest advocate in the book of drawing attention away from the image of the race as a bunch of thieving rascals. In most cases, the role-playing opportunities of the prestige classes serve to develop a much broader and well-rounded character, one with a meaning. The prestige classes are actually the most interesting part of the book, and I welcome their addition to my campaign (though a few seem a tad unbalanced; the rogue/druid, for example, seems terribly underpowered, gaining only seven special abilities, and most of these are front-loaded (picked up in the first three levels), whereas the blood grifter picks up 20 special abilities, averaging two per level increase). On average, a prestige class should gain one special ability per level (unless an ability gained is particularly powerful).

The chapter on halfling roleplaying, for a book on halflings, is woefully short and almost seems like something thrown in just so the title can be upheld without claims of false advertisement. The whole chapter consists of two pages, offering six halfling proverbs and their “meaning.” This is a pitiful attempt at justifying this as a complete book on halflings. There could have been… nay, should have been much more role-playing material.

Finally, the book finishes up with an adventure for a first-level halfling (what else?) rogue. In “Jellija For Sale,” the character (this is a solo jaunt) gets the opportunity to practice their rogue skills, establish a contact in the city’s criminal underworld, and join a Thieves’ Guild. This is, of course, something to which all halflings aspire because, as we all know by now, they are a race of low-down, good-for-nothing thieves. This could have been dropped, for my money, and the eight pages wasted on it could have been spent on detailing the lives and other role-playing background material on halflings. You know, the things they do when they aren’t out robbing other folks blind?

Critical Hit
The prestige classes are the highlight of this work, and the most useful part of the book. They show the forethought and possibility that I wish had been evident elsewhere within these pages. It was refreshing break to see rogues that weren’t busy devising new ways to trick, rob, or otherwise take advantage of other people.

Critical Fumble
If you’re going to make a book about halfling thieves, then you should call it such. This is not a book about halflings, it’s a book about halfling thieves. In fact, there is very little in this book about halflings in general, just about halfling rogues. The introduction even goes so far as to add to the stereotype by stating, “…a warrior of small stature lacks presence and command, a diminutive priest’s preaching is lost in a crowd, an arcane caster who uses his spell book for a booster seat in the pub looses his mystique...” With this wording, the book makes it clear (at least in the author’s minds) that halflings are left with few options except to take up the mantle of the rogue.

Where is the information about the lifestyles of halflings? Where is the mention of halfling sheriffs and such? The prestige classes are a great start, but they should have been limited to halflings (an easy fix, but it’s something that should not have been overlooked). While it’s true that a halfling’s favored class is rogue, that class does not define their lifestyle, and there are many rogues beyond the ubiquitous thief.

The stereotyping and the questionable game balance of several of the options are the two things that kill this supplement. I held out high hopes for this series. A set of books with solid information filling out the lifestyles and other details of these races would have been welcome. Material on the halfling language, what “commoner” halflings spend their time doing, and how they feel about the larger peoples of the world would have been fantastic. Instead, what has been produced is a series of books about how to exploit the stereotypical image of the race.

Coup de Grace
Given that the text is the same size as that used in the core books, the small size of Heroes of High Favor: Halflings is a detriment. The book could have been full-sized and much more complete on the subject material, and it would have been a much better work. As it stands, $9.95 is probably too much to ask for this book. I’d take the bargain that FRP Games is offering, myself. The prestige classes, with a little work for balance, might make it worth that much (and there is some decent material in here of rogues, regardless of race).

The artwork is fair, with the faces of the characters showing some good expression. They don’t quite have the image that I would have given halflings (if I could draw worth a damn), but I suppose that’s a matter of opinion. Still, no paladin of any race would ever wear an outfit like the one that the precursor prestige class (rogue/paladin) is shown wearing. They just have too much pride.

Open Game Content, consists of rule-related text, and is clearly marked by a small bar at the bottom of the page, bearing the words “Open Content.” There is no index, but a table of contents provides a decent, if brief, overview of the work.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com. Comments left here will not be answered by the reviewer.
 

Want to be consistent?

"In the old days of D&D, when there were such things as what race could be what class, the word halfling was synonymous with the word thief. This was so prevalent that even the kender of Dragonlance fame were made into an entire race of natural thieves. I had hoped that with the advent of 3E and the lifting of racial restrictions on classes, those days were behind us. Sad to say, they aren’t, apparently. The fault is not entirely on Bad Axe Games. This sourcebook is, as they state on the reverse, an exploration of the race’s favored class (something that holds true for all of their sourcebooks), but in so doing, I think they’ve missed the entire point that they were trying to make. Halflings make good rogues, but a rogue is not just a thief, and this book misses that fact. "


BTW, every single HOHF book has been the same size and shape. why bash this fact in your review? Bias showing a little?

Also it is rather sad that you bash the artwork becuase the pictures don't fit YOUR image of a halfling. I guess the world does revolve around you.

Ok first you gripe that the book focuses too much on being a thief. Then you go on with:

"Surprisingly, despite the fact that all of them combine with rogue in some fashion, the prestige classes are the strongest advocate in the book of drawing attention away from the image of the race as a bunch of thieving rascals. "

Didnt you just complain that you didnt want the book to be too focused on thieves?
 

Want to be consistent?

"In the old days of D&D, when there were such things as what race could be what class, the word halfling was synonymous with the word thief. This was so prevalent that even the kender of Dragonlance fame were made into an entire race of natural thieves. I had hoped that with the advent of 3E and the lifting of racial restrictions on classes, those days were behind us. Sad to say, they aren’t, apparently. The fault is not entirely on Bad Axe Games. This sourcebook is, as they state on the reverse, an exploration of the race’s favored class (something that holds true for all of their sourcebooks), but in so doing, I think they’ve missed the entire point that they were trying to make. Halflings make good rogues, but a rogue is not just a thief, and this book misses that fact. "

Ok first you gripe that the book focuses too much on being a thief. Then you go on with:

"Surprisingly, despite the fact that all of them combine with rogue in some fashion, the prestige classes are the strongest advocate in the book of drawing attention away from the image of the race as a bunch of thieving rascals. "

BTW, every single HOHF book has been the same size and shape. why bash this fact in your review? Bias showing a little? Also it is rather sad that you bash the artwork becuase the pictures don't fit YOUR image of a halfling. I guess the world does revolve around you.
 

No need to snipe at the reviewer, Doc. Although I may agree in general with your critiques, I'm happy for the review. The additional perspective is thought-provoking.
 

Heroes of High Favor: Halflings

Heroes of High Favor: Halflings is a character-option supplement by Bad Axe Games. As with the rest of their Heroes of High Favor series, the book focuses on a race (in this case, halfling), with a particular emphasis on the race's favored class (in this case, rogue.)

Unlike the previous book in the series, Heroes of High Favor: Halflings is not written by Bad Axe Games' founder, Benjamin Durbin. Jeremy Baldridge (who edited previous books in the series) receives cover credit, though Mr. Durbin is also cited as a writer on the interior.

A First Look

Heroes of High Favor: Halflings is a reduced size 80-page perfect bound softcover book, still a nickel short of $10 as previous books in the series.

The cover of the book depicts a round door, like you might see as the entry way for the hillside dwelling of a halfling.

The interior is black-and-white. Once again, Andrew Hale heads up the artwork. The art is generally well done, and a bit less cartoonish than in some of the prior books... what little is left is probably appropriate for halflings!

A Deeper Look

As fans of the series may well know, the Heroes of High Favor series of books looks at races from the standpoint of the role that their favored class plays in defining the flavor of the race. In doing so, the book becomes something of a class book as well. In this case the topic is halflings and thus, rogues.

The book is small, and wastes little space. After a brief introductory chapter, the book dives into feats and skills.

The feats paint a picture of small nimble and highly mobile halfling. Bounder removes height limits on most jumps and reduced the minimum move for a running jump. Confounding throw allows some maneuvers traditionally restricted to melee with thrown weapons. Guttershipe gives a hefty bonus for a halfling to disguise itself as a child of one of the larger races. And we see Refined Skill Focus again, which provides +3 to 1 skill, +2 to 2 skills, or 2 ranks in 1 skill. Of course, this seemingly simple feat is less astounding now that the skill focus feat in 3.5e already is +3 to one skill.

There is a section on new uses for existing skills as with many character option books. This one has a surprisingly robust selection of variants for using the bluff skill. Various bluff maneuvers also require 5 ranks in some other skill. For example example roll with the punches requires 5 ranks in tumble. If you succeed in a feint using this variant, your opponent's next attack does not add strength bonus to damage, as you fake a position of vulnerability and really roll with the punch.

As with earlier books in the series, craft skills receive a fair bit of attention, defining some sample tasks for craft skills such as lashworking, ropemaking, and trapmaking.

Finally, the chapter rounds out with some sensible additions to skill synergies, such as between craft (trapmaking) and disable device and both sense motive and bluff with profession (gambler).

The third chapter is entitled A Vagabond's Bag of Tricks and is really a more detailed extension of the new skill uses in the second chapter. The chapter presents three main rules variants: pick pockets knacks, halfling graffiti, and dirty fighting.

Pick pockets knacks is a reasonable extension of the sleight of hand skill. For every four ranks, the character may select 1 "knack" which is a minor feat like benefit that can be used with sleight of hand.

The halfling graffiti rules allows halflings with decipher script to scribe graffiti which are essentially minor runes. Each use requires a small amount of xp and gives (generally) a bonus to certain tasks. It probably wouldn't disrupt the game greatly, but the concept doesn't sit well with me. As far as I am concerned, if you want to use magic, be a spellcaster.

The third section, dirty fighting, is possibly the most interesting. It allows rogues to forego any sneak attack dice in exchange for receiving a special benefit when striking an enemy with an attack eligible for the bonus damage. Here's the twist, though: you still roll the dice, you just don't do damage with them. Essentially, these dice must match or exceed the DC of the effect you are trying to achieve. For example, a blinding strike (which really only gives a penalty to spot checks) requires the rogue roll 15 or more on the sneak attack dice. Though I normally don't advocate mixing dice resolution methods, this system does have a certain elegance.

The fourth chapter has the mixed class concepts (and associated prestige classes) that made the series famous. All the concepts are combinations of the rogue with the other core classes. Each is discussed as a class combo first, and then a specialized prestige class applicable to the combo is presented. The prestige class concepts are: Razorback (rogue/barbarian), Dissonant (rogue/bard), Pantheist (rogue/cleric), Wild liberator (rogue/druid), Blood Grifter (rogue/fighter), Mercurial, (rogue/monk), Precursor (rogue/paladin), Hobo baron (rogue/ranger), Calabash (rogue/sorcerer), and Tramp Wizard (rogue/wizard). Most of these are synthesis between the two classes, or their functions should be obvious from the name. Possible exceptions are the Pantheist (which is sort of a fantasy Unitarian with the ability to ignore alignment restrictions), Blood Grifter (dirty fighting specialist), and Tramp Wizard (who specialized in, well, scavenging and otherwise making other uses from existing magic items.)

The brief fifth chapter provides some interesting roleplaying notes, in the form of halfling proverbs. Not only can the proverbs themselves be quipped by the erstwhile halfling player, but each one describes some defining traits of halflings; the proverbs just keep them easy to keep in mind. For example, "a bad egg makes a good stone" refers to the halfling propensity for scavenging and improvising.

Finally, the book tops all the material off with an introductory adventure for a single first level halfling rogue. No hack and slay adventure this one, the character is confronted with tests to skills appropriate to a theif-style rogue, and has some roleplaying potential as well.

Conclusions

This is a fine addition to the series. I found the skills and feats chapter the most appropriate to the "roguish halfling" style. I am not quite as enamored with the tricks chapter, as some of them strike me as a little too much to be giving in that sort of rule option. The prestige classes/class combinations seem a little less inspired than those that appeared in the previous book, but perhaps a little less forced and a little more competent.

Overall Grade: B-

-Alan D. Kohler
 

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