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Knightfall's Campaigns' Bestiary Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 1013241" data-attributes="member: 2012"><p><strong>The return of the hairfoot halflings!</strong></p><p></p><p><strong><em>Halfling, Hairfoot</em></strong></p><p><strong>Small Humanoid (Halfling)</strong></p><p><strong>Hit Dice:</strong> 1d8 (4 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 13 (+1 size, +1 Dex, +2 leather armor)</p><p><strong>Attacks:</strong> Short sword +2 melee; or sling +4 ranged</p><p><strong>Damage:</strong> Short sword 1d6-1; or sling 1d4-1</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits</p><p><strong>Special Qualities:</strong> Racial traits</p><p><strong>Saves:</strong> Fort +3, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 9 (-1), Dex 13 (+1), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 11 (+0)</p><p><strong>Skills:</strong> Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4</p><p><strong>Feats:</strong> Weapon Finesse</p><p></p><p><strong>Continent/Region:</strong> Harqual</p><p><strong>Climate/Terrain:</strong> Any land and underground</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 by others, are a small, fun-loving race of demihumans found all over the continent of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other unique 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. Hairfoot halflings are becoming more rare on Harqual 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. Hairfoots are found in larger numbers south of the Great Expanse an are more common in the Far South than humans are.</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, rakasta, rockwood gnomes, 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 and watchfulness. This behavior is more common amongst northern hairfoots than southern ones, due to years of mistrust of evil humanoids and oppression from the same.</p><p></p><p>Hairfoots speak Halfling and Common.</p><p></p><p><strong>Combat</strong></p><p>Hairfoots prefer to 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>Hairfoots that live in the Far South often fight unarmed or use tiny-sized sianghams.</p><p></p><p><em>Racial Traits</em> (Ex): See below.</p><p></p><p><strong>Hairfoot Halfling 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 Trickery.</p><p></p><p><strong>Hairfoot Halfling Traits</strong></p><p>Hairfoot halflings benefit from a number of racial traits:</p><p>-> -2 to Strength, +2 to Dexterity.</p><p>-> 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.</p><p>-> Speed: Base land speed is 20 feet.</p><p>-> Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</p><p>-> +1 racial attack bonus with slings or thrown rocks.</p><p>-> +1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps.</p><p>-> +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling’s +1 bonus to saving throws in general.).</p><p>-> Skills: Hairfoot 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.</p><p>-> Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc. Hairfoot halflings living in the Far South of Harqual’s continent have the following bonus instead: Goblin, Heverkent, Kitt, Rakasta, and Suar.</p><p>-> Favored Class: Rogue. A multiclass hairfoot halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p>-> ECL: +0</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1013241, member: 2012"] [b]The return of the hairfoot halflings![/b] [b][i]Halfling, Hairfoot[/i][/b] [b]Small Humanoid (Halfling)[/b] [b]Hit Dice:[/b] 1d8 (4 hp) [b]Initiative:[/b] +1 (Dex) [b]Speed:[/b] 20 ft. [b]AC:[/b] 13 (+1 size, +1 Dex, +2 leather armor) [b]Attacks:[/b] Short sword +2 melee; or sling +4 ranged [b]Damage:[/b] Short sword 1d6-1; or sling 1d4-1 [b]Space/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Racial traits [b]Special Qualities:[/b] Racial traits [b]Saves:[/b] Fort +3, Ref +2, Will +1 [b]Abilities:[/b] Str 9 (-1), Dex 13 (+1), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 11 (+0) [b]Skills:[/b] Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4 [b]Feats:[/b] Weapon Finesse [b]Continent/Region:[/b] Harqual [b]Climate/Terrain:[/b] Any land and underground [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 by others, are a small, fun-loving race of demihumans found all over the continent of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other unique 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. Hairfoot halflings are becoming more rare on Harqual 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. Hairfoots are found in larger numbers south of the Great Expanse an are more common in the Far South than humans are. Hairfoots tend to get along with most good or neutral aligned races and make friends easily. They often form close ties with kitts, rakasta, rockwood gnomes, 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 and watchfulness. This behavior is more common amongst northern hairfoots than southern ones, due to years of mistrust of evil humanoids and oppression from the same. Hairfoots speak Halfling and Common. [b]Combat[/b] Hairfoots prefer to 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. Hairfoots that live in the Far South often fight unarmed or use tiny-sized sianghams. [i]Racial Traits[/i] (Ex): See below. [b]Hairfoot Halfling 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 Trickery. [b]Hairfoot Halfling Traits[/b] Hairfoot halflings benefit from a number of racial traits: -> -2 to Strength, +2 to Dexterity. -> 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. -> Speed: 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. -> +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.). -> Skills: Hairfoot 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. -> Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc. Hairfoot halflings living in the Far South of Harqual’s continent have the following bonus instead: Goblin, Heverkent, Kitt, Rakasta, and Suar. -> Favored Class: Rogue. A multiclass hairfoot halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. -> ECL: +0 [/QUOTE]
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