HOBBIT/HALFLING --------------- 3 1/2 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 curly or wavy hair which is usually brown or black. Red and blonde are uncommon. Skin color is similar to the Big People(humans). They have short, woolly hair on the tops of their feet and rarely wear shoes. 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 quite fond of parlor games, as well as rhymes, riddles, and songs, and will invent new ones on the spot for any occasion. 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 craftsmanship 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. Hobbits are very curious and inquisitive. * HIT POINTS: D6+1 + CON Bonus per level. 2 points/level after 9th. * +1 REFLEX and +2 to SPELLS Saving Throws. * Hobbits can use light or medium armor and shield. * Can use any small to medium-sized weapon(a longsword would be a 2-h sword for a Hobbit and a man-sized dagger would be a shortsword). They prefer clubs, daggers, short bows, shortswords, staves, staff- slings, slings, and javelins. * Hobbits get a number of attacks(melee or missile, excluding crossbows) against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Hobbit would have 3 attacks/ round against these. ------------------------------------------------------------------------ Fighting Ability: Begin with +1 to Normal Man THACO. Add +1 at levels 3, 5, 7, 8, 9, 11, 13, 15. (DEX/PER)Filching: Begin with +1. Add +1 every level through level 16. ------------------------------------------------------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19(D20) level 4 = 1-3 level 10 = 1-5 * Hobbits can also attempt to Move Silently as a Thief does. Use the table above. If this roll fails, have all creatures in the vicinity make a Hear Noise Roll to see if the Hobbit is still moving quietly enough to go un- noticed. --------------------------------------------------------------------------- * +2 to hit with slings and thrown weapons/objects. Treat long range as medium range. Slings or thrown objects/weapons can be used as melee weapons by Hobbits as well, and they can throw or sling 'on the run' (while moving/running). * Large humanoids such as ogres and trolls, etc, attack hobbits at -2 to hit. Giants attack at a -4. * Languages: Hobbits begin knowing Common, Elvish, Gnome, + 1 animal language of choice (fox, raven, squirrel, giant eagle, etc). * Hobbits can use any magic item that Fighters or Thieves can use as well as all general purpose magic items. * +2 on rolls to disbelieve an illusion (Hobbits are very down to earth). * Hobbits get a Saving Throw against Ability Drain effects if no saving throw exists or +2 on rolls if one does (Hobbits are very resilient). * Hobbits are surprised on a roll of 1. They surprise on a 1-4 when moving normally. * Hide in natural surroundings("in plain sight"): Any Hobbit remaining still while in a natural environment containing some measure of con- cealment(tall grasses, small bushes and shrubs, etc) has a passive 90% chance of remaining undetected without having to make a Stealth Roll. * Hobbits step lightly, so are difficult to track outdoors. Only a ranger, elf, druid, or barbarian can do so. * Hobbit Luck: During any game session, 1 roll can be re-rolled. At level 8, 2 rolls can be re-rolled. And, at level 14, 3 rolls can be re-rolled. * Hobbit Taunt: Once per fight at level 1, 2 times/fight at level 7, and 3 times/fight at level 13. The Hobbit Taunt is used to enrage enemies into blindly attacking while ignoring their own de- fenses. The taunt is usually spoken or sung in the form of a rhyming chant which causes an enemy creature within 6" that is capable of hearing and understanding the taunt to have to make a Save vs SPELLS. Failure means the creature CHARGES in wildly, attacking at -2 to-hit and with a pen- alty of -2 to AC. The taunt can affect any creature of up to twice the XP level/HD of the taunting Hobbit. * 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 per game session at first level, twice/session at 5th, 3 times/session at 9th, and 4 times/session at 13th. * 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(9 in 10 chance). When playing cards(only) against Thieves and Pirates or ANY game against Bards, you gain no advantage. Hobbits are also quite fond of riddles and stories and tend to have huge stores of them in memory. --------------------------------------------------------------------------- At 4th level ------------ * +1 on Reaction Rolls from other Hobbits and intelligent, Good-aligned creatures. * +1 to Morale of any Halfling troops the Hobbit is leading in combat. At 5th level ------------ * Hobbits get a +4 to saves against Fear effects, including magical spells. This stacks with Saving Throws vs SPELLS if applicable. At 7th level ------------ * Hobbits get 2 attacks/round. At 8th level ------------ * +2 on Reaction Rolls from other Hobbits and intelligent, Good-aligned creatures. * +2 to Morale of any Halfling troops the Hobbit is leading in combat. At 9th level ------------ * An adventuring Hobbit's reputation is widely known and may found a new shire if a wilderness area with good farmland is found and claimed. They will attract D6 x 100 other hobbits to settle the area. At 10th level ------------- * Hobbits are immune to Fear effects, magical or mundane (Hobbits are very sturdy). At 13th level ------------- * Add another damage die to all damage rolls. At 14th level ------------- * A Hobbit can create 1 magical artifact relating to thievery or mischief (the Marauder's Map from Harry Potter for example). * +3 on Reaction Rolls from other Hobbits and intelligent, Good-aligned creatures. * +3 to Morale of any Halfling troops the Hobbit is leading in combat.