Post by Stix on Mar 13, 2009 6:33:36 GMT -5
Beyond the Ringing Mountains are jungles that flourish in rains that never reach the tablelands or the Sea of Silt. There life is abundant, the foliage thick and untamed. The undisputed rulers of these jungles are the halflings.
Halflings are very short humanoids, muscled and proportioned like humans, but they have the faces of wise and beautiful children. Once they reach adulthood, their features never succumb to their years; it's very difficult for an outsider to determine a given halfling's age. A halfling is virtually always in peak physical condition.
Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Political differences between them are settled wherever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman witch doctors.
On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understand. It is difficult for a halfling to compensate in conversation for a listener who isn't intimately familiar with halfling culture, and as such they easily become frustrated with outsiders. Depending upon how "official" a meeting is, outsiders often have to take great pains to learn local customs merely to communicate with the halflings in question. Of course, halflings who have travelled widely outside their traditional jungle home have a much greater tolerance of those with a "lack" of halfling culture; so much so that they can communicate easily and without frustration.
Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth-the yardsticks by which other races measure cultural success. Halfling culture cares for the individual's inward being, his identity and spiritual unity with his race and environment. Their culture does not provide for more traditional values, and vices such as greed and avarice are particularly discouraged.
Oddly, the richness of the land may be disturbed and examined, even used for a halfing's own gain. However, those riches belong to the land and, in the mind of the halfling, should never be moved away. For instance, nature intended a spring to bring water only to a certain area. To move the water through irrigation to some other area is not what nature had in mind. Similarly, an archaeological find in the jungle that yields a great pile of gold and metals is an event that shouldn't be tampered with-the gold might be used to raise a spectacular series of clerical buildings on the spot, but it should not be carted off to some other location.
Halflings are very comfortable when in their own groups. While not afraid to adventure on their own among other races, they tend to have a difficult time adjusting to other customs and points of view. However, being generally open-minded, rather than becoming abrasive or combative, halflings tend to be curious and, at times, utterly confused by the behavior of others.
To quell their own confusion, their curiosity demands that they attempt to learn many of the customs of those they confront on the outside world. This is not to say that a halfling character will adopt these customs. On the contrary, they will almost certainly not, but a wide variety of experience is encouraged by the clerical teachings of halfling witch doctors; they see the customs of others as no threat to their own and as a welcome chance to learn through a different point of view.
The accomplishments that are normally held in high esteem by other races are completely alien to halflings. For example, tremendous booty from an adventure might tantalize other races, but a halfling would, instead, be concerned with how his part in the adventure will help advance halfling culture, his own knowledge or inner well-being; the treasure would not be a consideration for the halfling. Also, whereas many other races will think less of halflings because of their small size, they quite honestly see great bulk as a drawback in others.
When among others of his kind, a halfling will never cross or lie to his brethren. They will help each other in times of need, regardless of danger.
Strength: 5 to 18
Dexterity: 14 to 22
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 9 to 22
Charisma: 6 to 19
Size: Small
Movement Rate: 6
+1 to attacks with hurled weapons and slings
–4 to opponents' surprise rolls when not in metal armor
Bonuses vs. poison, rod/staff/wand, spell:
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Thief
Cleric/Psionicist
Thief/Psionicist
Fighter/Thief/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid".)
Male height range: 3' - 3'8"
Female height range: 2'10" - 3'6"
Male weight range: 50 - 80 lbs
Female weight range: 45 - 75 lbs
Starting age range: 28 - 43
Lifespan: 90 years
Halflings begin play with 5 Character Points. They may purchase the following racial abilities:
Charm immunity (10): The PC’s enlightened outlook on life has given him a greater insight into the surrounding world. The Halfling is immune to all first-level charm spells.
Cliff climber (5): The PC is one of the Rhul-thaun, a civilized tribe living on the Jagged Cliffs. The halfling has an 80% success rate when climbing rocky inclines, and does not suffer the -15% halfling racial penalty.
Identify plants (5): The PC can identify plants as per the druid ability.
Major life shaping (15): The halfling’s blood runs true to his life-shaping ancestors of legend. Once per week, the halfling can cast heal, regenerate, or restoration. At 12th level, the halfling can use each of these abilities once per week.
Minor life shaping (10): The PC can lay on hands, as a paladin. At 9th level, this ability improves to 5 HP per level.
Pass without trace (5): In jungle or forest terrain, the PC can pass without trace at will.
Vicious bite (5): The halfling has trained himself to tear flesh from edible opponents with his filed teeth. A successful bite attack inflicts damage as a dagger.
Halflings are very short humanoids, muscled and proportioned like humans, but they have the faces of wise and beautiful children. Once they reach adulthood, their features never succumb to their years; it's very difficult for an outsider to determine a given halfling's age. A halfling is virtually always in peak physical condition.
Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Political differences between them are settled wherever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman witch doctors.
On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understand. It is difficult for a halfling to compensate in conversation for a listener who isn't intimately familiar with halfling culture, and as such they easily become frustrated with outsiders. Depending upon how "official" a meeting is, outsiders often have to take great pains to learn local customs merely to communicate with the halflings in question. Of course, halflings who have travelled widely outside their traditional jungle home have a much greater tolerance of those with a "lack" of halfling culture; so much so that they can communicate easily and without frustration.
Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth-the yardsticks by which other races measure cultural success. Halfling culture cares for the individual's inward being, his identity and spiritual unity with his race and environment. Their culture does not provide for more traditional values, and vices such as greed and avarice are particularly discouraged.
Oddly, the richness of the land may be disturbed and examined, even used for a halfing's own gain. However, those riches belong to the land and, in the mind of the halfling, should never be moved away. For instance, nature intended a spring to bring water only to a certain area. To move the water through irrigation to some other area is not what nature had in mind. Similarly, an archaeological find in the jungle that yields a great pile of gold and metals is an event that shouldn't be tampered with-the gold might be used to raise a spectacular series of clerical buildings on the spot, but it should not be carted off to some other location.
Halflings are very comfortable when in their own groups. While not afraid to adventure on their own among other races, they tend to have a difficult time adjusting to other customs and points of view. However, being generally open-minded, rather than becoming abrasive or combative, halflings tend to be curious and, at times, utterly confused by the behavior of others.
To quell their own confusion, their curiosity demands that they attempt to learn many of the customs of those they confront on the outside world. This is not to say that a halfling character will adopt these customs. On the contrary, they will almost certainly not, but a wide variety of experience is encouraged by the clerical teachings of halfling witch doctors; they see the customs of others as no threat to their own and as a welcome chance to learn through a different point of view.
The accomplishments that are normally held in high esteem by other races are completely alien to halflings. For example, tremendous booty from an adventure might tantalize other races, but a halfling would, instead, be concerned with how his part in the adventure will help advance halfling culture, his own knowledge or inner well-being; the treasure would not be a consideration for the halfling. Also, whereas many other races will think less of halflings because of their small size, they quite honestly see great bulk as a drawback in others.
When among others of his kind, a halfling will never cross or lie to his brethren. They will help each other in times of need, regardless of danger.
Strength: 5 to 18
Dexterity: 14 to 22
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 9 to 22
Charisma: 6 to 19
Size: Small
Movement Rate: 6
+1 to attacks with hurled weapons and slings
–4 to opponents' surprise rolls when not in metal armor
Bonuses vs. poison, rod/staff/wand, spell:
Constitution | Bonus |
4–6 | +1 |
7–10 | +2 |
11–14 | +3 |
15–18 | +4 |
19+ | +5 |
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
12 | 16 | 12 | N/A | N/A | 14 | 12 | 14 | 12 | 12 | N/A | 16 | N/A | N/A | Unlimited |
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Thief
Cleric/Psionicist
Thief/Psionicist
Fighter/Thief/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid".)
Male height range: 3' - 3'8"
Female height range: 2'10" - 3'6"
Male weight range: 50 - 80 lbs
Female weight range: 45 - 75 lbs
Starting age range: 28 - 43
Lifespan: 90 years
Halflings begin play with 5 Character Points. They may purchase the following racial abilities:
Charm immunity (10): The PC’s enlightened outlook on life has given him a greater insight into the surrounding world. The Halfling is immune to all first-level charm spells.
Cliff climber (5): The PC is one of the Rhul-thaun, a civilized tribe living on the Jagged Cliffs. The halfling has an 80% success rate when climbing rocky inclines, and does not suffer the -15% halfling racial penalty.
Identify plants (5): The PC can identify plants as per the druid ability.
Major life shaping (15): The halfling’s blood runs true to his life-shaping ancestors of legend. Once per week, the halfling can cast heal, regenerate, or restoration. At 12th level, the halfling can use each of these abilities once per week.
Minor life shaping (10): The PC can lay on hands, as a paladin. At 9th level, this ability improves to 5 HP per level.
Pass without trace (5): In jungle or forest terrain, the PC can pass without trace at will.
Vicious bite (5): The halfling has trained himself to tear flesh from edible opponents with his filed teeth. A successful bite attack inflicts damage as a dagger.