HOBBIT (can only progress to level 9) ------------------------------------- 3 to 4 feet tall, 80 pounds. Hobbits are a merry folk and like plenty of food, drink, and pleasant conversation. Hobbits live in temperate areas with rolling hills, woods, and good farm land. Most of their homes are excavated into the sides of the hills themselves although there are always a few surface structures(mills, stores, and the like). Hobbits have a loosely class-based society, but relatively free movement between groups is possible. Their culture is rustic and agrarian based with shires containing small farms, orchards, and mills. A few Shirriffs (voluntary honor) patrol the shire borders protecting it from dangerous trespassers(and occasionally catching runaway cows). They are also in charge of raising the shire militia if need be. They are headed by the First Shirriff who answers to the Mayor(largely an honorary position) of the shire. Shirriffs typically wear light armor and a feathered cap. They carry with them a staff, staff-sling, or club, a small knife, and a length of rope for a lasso. Hobbits are fond of gnomes(when they aren't pulling practical jokes), wary of elves(although the more adventure-y hobbits can be very enamored of elves), and love the craftsmenship and 'solidity' of dwarves. They typically stay out of the way of the Big People except in places like the Western March where there is a close friendship between the two. * HIT POINTS: D6+1 per level. CON bonus at first level only. * Attacks as a Fighter, Saves on B/X Dwarf/Hobbit Table. * Only light or medium armor and shield. * Can use any weapon sized for a hobbit(a longsword would be a 2-h sword for a Hobbit). They prefer clubs, daggers, short bows, short swords, staves, staff-slings, slings, and javelins. * Hobbits also get a number of attacks per round equal to their xp level against "Normal Men" with THROWN WEAPONS/OBJECTS AND SLINGS. (See Misc Combat Rules). * +3 to hit with slings and thrown weapons. Treat long range as medium range. * Large humanoids such as ogres and trolls, etc attack hobbits at -2 to hit. Giants attack at a -4. * +2 on rolls to disbelieve an illusion (Hobbits are very down to earth) * Languages: Hobbits begin knowing Common, Elvish, + 1 animal language of choice (fox, raven, squirrel, etc). * At 4th level: +4 to Saving Throws vs Fear spells/effects. * At 8th level, Hobbits are immune to Fear effects/spells (Hobbits are very resilient). * Hear noise on a 1-2. * Surprised on a roll of 1, Surprise on a 1-4 when moving normally. * Hide in natural surroundings("in plain sight") on 1-11(D12). And even in dungeons, they can Hide In Shadows on a roll of 1-2(D6). * Stealth: Hide in Shadows, Move Silently on 1-4(D6). if this roll fails, have everyone nearby roll a Hear Noise check to see if the hobbit was detected. * Hobbits step lightly, so are difficult to track outdoors. Only a ranger, elf, druid, or barbarian can do so. There is a base 1 in 6 chance with +1 for every 3 levels the tracker has above the Hobbit he is tracking. (This assumes such things as the signs have not been washed away by heavy rains and the hobbit is not intentionally covering his tracks). * Pick Pockets/Palming/Concealing Small Items(base chance of 1-4 on D6). * Hobbit Luck: During any game session, 1 roll can be re-rolled. At level 4, 2 can be re-rolled. And, at level 8, 3 can be re-rolled. * Handy Hobbit: Whenever you need a useful adventuring item, it can almost certainly be found buried inside your backpack, stuffed in a pouch, or deep in one your many pockets (even if it is not declared on your character sheet). This ability has a few restrictions: 1) It must be something genuinely useful/necessary at the present moment (100' of rope, a cooking pot, flint and tinder, a mirror, camping shovel, snare wire, blanket, tobacco pipe, utility tool, handker- chief, matches, lantern, pair of gloves, glue, writing pen, etc). 2) It must be something that can fit into whatever container you are producing it from( i.e. not a 10' pole). 3) It can't be a weapon (although a small knife which might double as a weapon is acceptable). Knives do 1-2hp of damage. 4) It must be a generic item, not a specific, unique, or magical item (e.g. Scroll of Turning Undead or Orcus' letter to his mom). The item takes up no space and has no weight until you actually produce it. Situations that might destroy it, such as being immersed in water, have no effect on it until it is produced. If your pack/pouches or their contents are lost or stolen, the ability is lost...until you get a new backpack/set of pouches and fill them with stuff. This ability can be used once/day at first level, twice/ day at 4th, and thrice/day at 8th. * Culinary Artist: With even the most meager ingredients, a hobbit can prepare a meal that is nourishing, flavorful, and satisfying. Eating such gives a +2 to morale rolls, +3 to reaction rolls(if the creature eating the hobbit meal was neutral or negatively inclined toward the hobbit), and heals an extra D4 of damage per person(usable once per day). * Unsurpassed Gardeners: Hobbits grow many types of plants - some of which have curative or minor magical properties. Hobbit gardens and orchards bloom more beautifully, grow lusher, and bear more deli- cious fruit than most. Hobbits are also known for the growing and smoking of fine pipeweed. * Expert at parlor games: cards, board games, chess, wordgames, etc. Against non-hobbits, you win most of the time. Hobbits are also quite fond of riddles and tend to have huge stores of them in memory