The Halfling Adventurer- Surprisingly Deadly

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Kaiser_Kris
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The Halfling Adventurer- Surprisingly Deadly

Post by Kaiser_Kris »

Halflings are generally considered a likeable, easygoing people, with little interest in adventuring or fighting, and stereotypically, those that do adventure are rogues, who rely on their natural swiftness to see them through in a world filled with larger and stronger races. There exist a few Halflings, however, that have adopted the mantle of adventurer as a profession, and possess a well-rounded set of skills, honing the natural abilities of a Halfling to perfection, and developing a variety of new ones. The Halfling Adventurer possesses skills and techniques gleaned from fighters, rogues, rangers, bards and other characters and utilize them in their never-ending quest to gain the recognition they deserve.

Halfling Adventurer: (Dexterity)

Hit Dice: d8

BAB Progression: As Ranger/Paladin

Weapons Allowed: Any weapons usable by a small character.

Armour Allowed: Any up to +5 AC before enchantments.

Alignment: Any good

Racial Restriction: Halflings only

Experience Point Progression: As Ranger

Precision Tactics: Halfling Adventurers are particularly skilled in finding the weak spots on large enemies, ones that are often missed by larger and clumsier warriors. Once per day at 1st level, they can add their Dexterity bonus to the attack roll and inflict bonus damage equal to their level. At 6th, 11th, 16th and 21st levels, they gain the ability to perform this feat once more per day.

Halfling Weapon Specialization: At 1st level, the Halfling adventurer can choose from the dagger, short sword, shortbow or sling to receive a +1 bonus to hit in. At 7th level, they gain a +1 bonus to hit and damage with this weapon, and again at 13th and 20th level.

Climb, Hide, Listen, Move Silently: As Rogue

Open Lock, Traps: As Rogue, but adding half their level instead of their full level.

Natural Charm: At 3rd level, the Halfling Adventurer can use her easy manner and natural charm to place a spell of sorts over someone they are engaged in conversation with. This spell functions much like charm person and can only be used on an individual whom is indifferent or friendly towards the Adventurer. This ability can be used once per day at 3rd level, 2 times at 7th level, 3/day at 11th level, 4/day at 15th level, 5/day at 19th level, and 6/day at 23rd level.

Easy Stride: At 4th level, the Halfling Adventurer gains the ability to move through either limiting natural terrain (bushes, broken terrain) or large crowds or other urban impediments at normal speed, without leaving a trail.

Fearlessness: At 5th level, the Halfling Adventurer becomes immune to fear.

Surprising Fortitude: At 7th level, the Halfling Adventurer gains a +2 additional bonus to all constitution saving throws and checks.

Ascension Power: At 20th level, the Halfling Adventurer gains the ability to, once per day, target an individual large creature and receive their Precision Tactics bonus for every attack against that creature until it is dead. The Halfling Adventurer also gains the ability to use a suggestion once per day on a creature it is in a friendly conversation with, as well a a permanent +2 increase to either Charisma or Dexterity.

Deific Power: At 25th level, the Halfling Adventurer's demigod nature manifests in increasing the luck of herself and his allies, allowing one unfavorable roll per day to be rerolled, taking the higher of the two for the Halfling Adventurer herself and one unfavorable roll for each of up to five allies.

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Relaxo
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Post by Relaxo »

I LOVE IT!

Seems balanced and fun.

I think, add the Rogue bonuses that Halflings get for Rogue skills to, right?
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Kaiser_Kris
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Post by Kaiser_Kris »

Relaxo wrote:
I LOVE IT!

Seems balanced and fun.

I think, add the Rogue bonuses that Halflings get for Rogue skills to, right?

Yes. Rogues are still the best at traditional Rogue-ly activities (and the Adventurer can't back/sneak attack), but they can definitely help out, or pick up the slack of the party doesn't have a proper Rogue.

Of the ones I've done so far, this was the most fun to think up. These guys are like David vs. Goliath, all the time.

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Lurker
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Post by Lurker »

I'm a huge fan of halflings, so love this one, I'll have to copy/paste it when I get home!

Thanks for sharing
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csperkins1970
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Post by csperkins1970 »

Seems like the perfect class for good ol' Bullroarer Took.
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Reena Mallory- A Halfling Adventuress

Post by Kaiser_Kris »

There's been a lot of talk about this class, so I thought I'd do up an actual Halfling Adventurer.
Reena Mallory

Level 10 Halfling Adventurer

Primes- Dexterity, Charisma

Languages- Halfling, Common (Illyrian), Icenian

Str 13 (+1), Dex 19 (+3), Con 13 (+1), Int 9 (0), Wis 12 (+1), Cha 16 (+2)
HP: 61 (10d8+10)
AC: 18 (Wears steel breastplate w/regular helmet)
BtH: +9
Attacks:

Shortbow of Gravity +2: BtH: +16 Damage: 1d6+3 Range: 60 feet

Shortsword: BtH: +10 Damage: 1d6+1
Skill Checks/Saving Throws:

Strength: +11

Dexterity: +19

Constitution: +14

Intelligence: +10

Wisdom: +11

Charisma: +18
Racial Abilities:
Fearless: +2 to saves against fear.
Hide: +2 bonus on top of existing bonuses.
Move Silently: +2 bonus on top of existing bonuses.
Duskvision
Resistant: +1 to Constitution saving throws

Class Abilities:
Precision Tactics: Can use 2/day. Add +3 to attack bonus and +10 to damage bonus against large creatures.
Halfling Weapon Specialization: +2 to hit, +1 to damage with shortbow.

Climb, Hide, Listen, Move Silently: +10 bonus.

Open Lock, Traps: +5 bonus
Natural Charm: Can use 2/day. Affects neutral or friendly creatures as charm person.
Easy Stride: Move through crowds or difficult terrain at normal speed, cannot be tracked.
Fearlessness: Immune to fear.
Surprising Fortitude: +2 to all constitution saves.

Items: (With thanks to Treebore for his handy item list)

Shortbow of Gravity +2: Flying creatures struck with this magical weapon must make a Strength save at +10 CL or find themselves unable to fly for 1d8 rounds.

Goggles of Darkvision: Grants darkvision up to 120 feet.

Scarf of Indescribable Cuteness: So named by Reena, this garment makes neutral or good-aligned creatures unable to attack her unless they make a Charisma save at base value. This item does not, however, work if she has attacked or blatantly threatened them.

Shortsword

Steel Breastplate

Helmet, regular

Backpack

Bedroll

Belt pouch large

Blanket, winter

Canteen gallon

Flint and steel

Hammer small

Lantern hooded

Oil 6 flasks

Pitons / spikes

Rope 50 hemp

Sack large

Thieves' Tools

Torch

Whetstone/weapon kit

Mount:

Empress, a small mule

The only child of a well-to-do halfling mercantile family in the country of Icenia, Reena was groomed from an early age in the elusive arts of confectionary, with an eye to having her take over the family business, which supplied candy to the Duchess of Cydonia. However, much to her bourgeois family's horror, Reena seemed little interested in the family business and preferred to practice archery with the boys at the village square. It was not that she didn't love candy- indeed, she has an increasingly famous sweet tooth, but that she had no desire to sell it for a living.

When she was twenty-three, Reena finally made the decision to part ways with her family, taking her beloved shortbow, her miniature mule Empress and enough provisions for a week of travel. After a comical series of misadventures, Reena ended back in her hometown, which had been conquered by hobgoblins and their ogre commander. Rallying the locals, Reena managed to slay the hated ogre warlord and drive the remaining hobgoblins from her village.

Understanding that their daughter was not going to be a confectioner after all, her parents insisted in at least getting her properly outfitted as an adventurer and before long, she had crossed over the sea into the Batavian Counties, where she first encountered an adventuring party led by Henrik Ironspear. Joining them, she has had a series of exciting and perilous adventures, including a terrifying encounter with an Abyssal Knight (whereupon she won the Gravity Bow) and a less perilous but far more awkward with the famous halfling rogue Condelus the Quick (who presented her with the Scarf of Indescribable Cuteness).

These days, Reena has found her way to the great city of Solfest, capital of the Illyrian Empire and along with her party, continues to adventure, both in the great city and in locations far away from it. And she still absolutely loves candy, and will go to great lengths to acquire it.

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clavis123
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Post by clavis123 »

This class is excellently done, and a great take on the archetypal Halfling. I like how you've remained true to the source material while making the concept your own. I would definitely love to try the class out as a player. Good work.
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