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| [[TKDCC:Main Page]] | | [[TKDCC:Main Page]] |
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− | You are a little man with a big appetite
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− | and a comfortable home, which you
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− | plan to return to as soon as this one little
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− | quest is completed. And once you’re home, you
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− | plan to never leave again. The taller races might
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− | enjoy hunting for gold and glory, but all you ask
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− | for is a full stewpot, a cozy home, and pleasant
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− | interlocutors for teatime.
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− | Halflings are un-ambitious country-dwellers who
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− | live in well-ordered peace and quiet. Their small
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− | stature and modest goals let them escape the notice
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− | of most major powers. They keep to themselves
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− | and make contact with others only when
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− | they are inadvertently drawn into the affairs of
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− | “the taller races,” as they call elves, dwarves, and
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− | humans. Halflings prefer lives of farming, gardening,
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− | beer-brewing, and other simple crafts. The
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− | few that take up adventuring are usually traders
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− | or ne’er-do-wells who have somehow been thrust
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− | outside the ordered nature of their normal lives.
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− | Hit points: A halfling gains 1d6 hit points at each
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− | level. They’re small, but lucky.
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− | Weapon training: Halflings prefer to battle with a
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− | weapon in each hand. A halfling is trained in the
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− | use of the club, crossbow, dagger, handaxe, javelin,
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− | shortbow, short sword, sling, and staff. Halflings
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− | usually wear armor – it’s much safer, you
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− | know.
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− | Alignment: Halflings value community, family,
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− | and kinship. They are usually lawful, or at the
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− | very extreme, neutral. Chaotic and evil halflings
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− | are extremely rare.
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− | Two-weapon Fighting: Halflings are masters at
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− | two-weapon fighting, as follows:
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− | • Normally, two-weapon fighting depends on
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− | the character’s Agility to be effective (see
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− | pages 94-95). A halfling is always considered
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− | to have a minimum Agility of 16 when
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− | fighting with two weapons. This means he
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− | rolls at -1 die for his first attack and second,
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− | based on the dice chain (typically 1d16 for his
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− | first attack, and 1d16 for his second).
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− | • A halfling can fight with two equal-sized onehanded
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− | weapons, such as two handaxes or
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− | two short swords.
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− | • Unlike other characters, when fighting with
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− | two weapons, a halfling scores a crit and automatic
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− | hit on any roll of a natural 16.
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− | • If the halfling has an Agility score higher than
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− | 16, he instead uses the normal two-weapon
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− | fighting rules for his Agility.
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− | • When fighting with two weapons, the halfling
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− | fumbles only when both dice come up a 1.
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− | Infravision: Halflings dwell in pleasant homes
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− | carved from the sod beneath hills. As such, halflings
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− | can see in the dark up to 30’.
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− | Small size: Halflings are 2 to 4 feet tall, and the
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− | stoutest among them weighs no more than 70
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− | pounds. This small size allows them to crawl into
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− | narrow passages and through tiny holes.
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− | Stealth: Halflings are quite good at sneaking
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− | around. They receive a bonus to sneaking silently
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− | and hiding in shadows depending on their class
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− | level, as shown on table 1-18. This can be used in
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− | the same manner as a thief’s abilities.
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− | Good luck charm: Halflings are notoriously
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− | lucky. A halfling gains additional bonuses when
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− | expending Luck, as follows.
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− | First, a halfling doubles the bonus of a Luck check.
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− | For every 1 point of Luck expended, a halfling
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− | gains a +2 to his roll.
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− | Second, unlike other classes, a halfling recovers
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− | lost Luck to a limited extent. The halfling’s Luck
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− | score is restored each night by a number of points
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− | equal to his level. This process cannot take his
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− | Luck score past its natural maximum. (The process
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− | works similar to how the thief ability is described,
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− | above.)
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− | Third, a halfling’s luck can rub off on those around
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− | him. The halfling can expend Luck to aid his allies.
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− | The ally in question must be nearby and visible to
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− | the halfling. The halfling can act out of initiative
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− | order to burn Luck and apply it to the ally’s rolls.
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− | The halfling loses the Luck, and the ally receives
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− | the benefit. The halfling’s Luck modifier can apply to any roll made by an ally: attack rolls, damage rolls,
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− | saves, spell checks, thief skills, and so on.
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− | Note that the good luck charm ability applies to only one
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− | halfling in the party. There is luck to having a halfling
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− | with an adventuring party, but there is not “more luck”
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− | to having more than one halfling. If multiple halflings accompany
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− | an adventuring party, only one of them counts
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− | as a good luck charm, and that cannot change through
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− | rearranging or separating the party. Luck is a fickle thing
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− | governed by gods and game masters, and players would
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− | do well not to attempt to manipulate the spirit of this rule.
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− | Languages: At 1st-level, a halfling automatically knows
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− | Common, the halfling racial language, plus one additional
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− | randomly determined language. A halfling knows
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− | one additional language for every point of Int modifier, as
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− | described in Appendix L.
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