Halflings
Halflings are considered by many people to be the
most humanlike of the demihuman races. Some
halflings find this description insulting, but most
simply say that it is untrue. Whether the previous
statement is true or not matters little. It would, however,
explain the fact that halflings are the most common
demihuman race on the Demiplane of Dread.
Several of Ravenloft's Core domains contain sizable
halfling communities-including the Necropolis cities of
Delagia and Rivalis. Many of Ravenloft's larger cities.also
have sizable halfling communities, although these are
sometimes slums.
Description
Halflings are a diminutive race of demihumans who
resemble human children. They have chestnut to dark-brown hair, eyes of similar colors, and tanned complexions.
Their faces are rounded, almost chubby looking, and they
have broad, friendly features.
The typical male halfling stands in the neighborhood of
one yard tall, while females are only slightly shorter. Their
solid builds bring their weight in at about sixty-five or
seventy pounds for men, and sixty to sixty-five pounds for
women. Halflings live to be as old as two hundred years,
although few actually pass one hundred fifty years.
Use Tables 60 and 62 to create a new halfling character
for use in a RAVENLOFT campaign.
Table 60: Halfling Physical Characteristics
Trait |
|
Formula |
Height, Male |
|
32+2d8 inches |
Height, Female |
|
30+2d8 inches |
Weight, Male |
|
52+5d4 pounds |
Weight, Female |
|
48+5d4 pounds |
Starting Age |
|
20+3d4 years |
Maximum Age |
|
100+1d100 years |
Table 61: Halflings Aging Effects
Age |
|
Years |
|
Effects |
Middle (1/2 Base Max.) |
|
50 |
|
-1 Srt/Con; +1 Int/Wis |
Old (2/3 Base Max.) |
|
67 |
|
-2 Str/Dex; -1 Con; +1 Wis |
Venerable (Base Max.) |
|
100 |
|
-1 Str/Dex/Con; +1 Int/Wis |
Three varieties of halfling exist: Tallfellow, Stouts, and
Hairfoots. All three are represented in the Land of the Mists.
In addition, crosses between the races are very common.
Use Table 62: Halfling Ancestry to determine the ancestry
of a newly created halfling character.
Table 62: Halfling Ancestry
Die Roll |
|
Heritage |
1-15% |
|
Pure Stout |
16-30% |
|
Pure Tallfellow |
31-45% |
|
Pure Hairfoot |
46-60% |
|
Stout & Tallfellow |
61-75% |
|
Stout & Hairfoot |
76-90% |
|
Tallfellow & Hairfoot |
91-100% |
|
Tallfellow, Hairfoot, & Stout |
Despite their variations in ancestry, halflings favor similar
styles of dress and have generally corresponding customs.
Soft, comfortable fabrics dominate halfling dress. They like
nice clothes, but they shun the finery of elves. By the same
token, they appreciate the need for utilitarian garments but
disdain the often spartan garb of the dwarves. In dress, as in
all things, comfort is the key concern for any halfling. It is
this, no doubt, that leads them to avoid wearing shoes
whenever possible.
Personality
Of all the demihuman races in Ravenloft, only halflings can
move about freely in the world of men. Even though they
are easily distinguished from their taller cousins, halflings
are similar enough in appearance and mannerisms to avoid
the xenophobia having experienced by most demihumans.
It may be that much of the success halflings have enjoyed
in dealing with humans comes from their habit of
disappearing. A halfling is generally content to live his life
without a great deal of contact with the outside world. As
the saying goes, out of sight is out of mind; and halflings are
quite content to be both.
Ravenloft's halflings are remarkably similar to their kin on
other worlds, having experienced little change by the Mists.
The Demiplane's little people are not as outgoing as those
on Oerth or Toril, but they do retain a love of good food, a
warm hearth, and a comfortable chair.
Halflings enjoy the gentle comforts of the world that many
other demihuman races seem to overlook. They do not crave
gold like the dwarves; if they have enough money to live
comfortably, they are content. The gems and jewels that fascinate gnomes interest them only as curiosities. The high
grandeur of a typical elf's lifestyle also has little appeal to
them, for it is often so pretentious as to be uncomfortable.
Halfling culture is similar to that of the European
countryside. They keep their gardens, raise a few pigs or
chickens, and avoid having more to do with outsiders than
they can help. Halfling names are similar to those found in
old English. Among women, the most popular names are
Elvina and Thylda. On the other hand, Hildric and Wynne
are very common names for men.
Ability Scores
Halflings are a nimble, agile race, and all characters of this
type receive a +1 bonus to their Dexterity score. Their
diminutive physical construction, however, results in a -1
penalty to their Strength score.
Special Abilities
The halflings of Ravenloft are a gentle and largely timid folk,
as out of place amid the horrors of the Mist as the majestic
elves. They possess certain abilities, however, that have
enabled them to survive in a land where so many folk
perish.
Magic Resistance
Halflings have the same resistance to magic as dwarves.
This manifests in a bonus to their saving throws vs. rod,
staff, and wand and their saving throws vs. spell. Table 50
(see page 231) shows the bonus associated with various
Constitution scores.
Poison Resistance
Halflings have exceptionally sturdy constitutions and are
resistant to poisons. Whenever a halfling is called upon to
make a saving throw vs. poison, he receives the same
bonus indicated for magic resistance (see Table 50).
Combat Bonuses
Halflings have exceptional hand-eye coordination and grow
up playing games like darts, stick ball, and ponyshoes.
Because of this, they gain a +1 bonus to any attack roll
made with a thrown weapon or sling.
Surprise Bonus
Halflings move as silently as elves, often catching their
opponents completely off guard. Because of this, a halfling
imposes a -4 penalty on his opponents' surprise rolls. If a
halfling must open a door or other portal to reach the foe,
this penalty is reduced to -2.
Wearing metal armor or traveling in the company of
nonhalflings (other than elves) negates this ability. In the
latter case, the halfling must move at least ninety feet away
from his companions in order to regain this advantage.
Infravision
Depending upon his heritage, a halfling may or may not
have infravision (the ability to see clearly in the infrared
portion of the spectrum). Table 63: Halfling Infravision
details the type of infravision associated with halfling
characters of various ancestry. See Chapter 13 in the
Dungeon Master Guide for details on this optional version of
infravision.
Table 63: Halfling Infravision
Heritage |
|
Infravision |
Pure Stout |
|
Normal (60 feet) |
Pure Tallfellow |
|
None |
Pure Hairfoot |
|
None |
Stout & Tallfellow |
|
Limited (30 feet) |
Stout & Hairfoot |
|
Limited (30 feet) |
Tallfellow & Hairfoot |
|
None |
Tallfellow, Hairfoot, & Stout |
|
None |
Keen Senses (Stouts Only)
Stouts have certain special abilities that other halflings lack.
Many theorize that this is the result of dwarf blood
assimilated by the race long ago, but the truth of this
assertion remains unknown.
Table 64: Stoutish Senses
Ability |
|
Roll |
Detect sloping passages |
|
1-3 (on 1d4) |
Determine direction |
|
1-3 (on 1d6) |
Determination
Halflings, although they are physically small and generally
regarded as "soft" by many other races, exhibit
determination, stubbornness, and (when events demand it)
bravery. This is reflected in bonuses to the various checks
that adventuring halflings are called upon to make. Table
65: Halfling Fear, Horror, and Madness Check Adjustments
indicates these adjustments.
Table 65: Halfling Fear, Horror, and Madness Check Adjustments
Heritage |
|
Fear |
|
Horror |
|
Madness |
Stout |
|
+2 |
|
- |
|
- |
Tallfellow |
|
- |
|
+2 |
|
- |
Hairfoot |
|
- |
|
- |
|
+2 |
Stout & Tallfellow |
|
+1 |
|
+1 |
|
- |
Stout & Hairfoot |
|
+1 |
|
- |
|
+1 |
Tallfellow & Hairfoot |
|
- |
|
+1 |
|
+1 |
Tallfellow, Stout & Hairfoot |
|
(+1 to any
2 types of checks) |