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Halflings

by John Walter Biles

Fang Spearman of the Shires, Level 1 Skirmisher
Small natural humanoid XP 100
Initiative +4 Senses Perception +0
HP 29; Bloodied 14
AC 15; Fortitude 14, Reflex 13, Will 12
Saving Throws: +5 vs. Fear affects
Speed 6
m Spear (standard; at-will) | Weapon
The Spearman may shift one square before or after attacking; +6 vs. AC; 1d8 + 4 damage.
r Javelin (standard; at-will) | Weapon
Ranged 10; +6 vs. AC; 1d6+3
Tactical Manoeuvring (Move, Refresh 5-6)
The Fang Spearman shifts 2 squares.
Wall of Spears Formation
When adjacent to two or more Fang Spearmen or Knight-Heroes, the Fang Spearman gains +2 to hit with his attacks.
Nimble Reaction
Halflings gain a +2 racial bonus to AC against opportunity attacks.
Second Chance (immediate interrupt, when the halfling would be hit by an attack; encounter)
The Halfling forces the attacker to reroll the attack and take the new result.
Alignment Unaligned Languages Common, Hin
Skills: Acrobatics +5, Athletics +7, Endurance +7, Stealth +8, Thievery +5
Str 14 (+2) Dex 16 (+3) Wis 10 (+0)
Con 13 (+1) Int 10 (+0) Cha 14 (+2)
Equipment Leather Armour, Brace of Javelins, Spear

Knight-Hero of the Shires, Level 4 Soldier
Small natural humanoid XP 175
Initiative +6 Senses Perception +4
HP 56; Bloodied 28
AC 20; Fortitude 20, Reflex 17, Will 17
Saving Throws: +5 vs. Fear affects
Speed 5
m Mace (standard; at-will)
Before he attacks, one ally adjacent to him or the target may shift one square; +11 vs. AC; 1d8 + 5 damage.
M Knightly Command (standard; at-will)
One ally makes an immediate basic melee attack on the target, who must be adjacent to the Knight-Hero.
M Hold the Line (standard; refresh 5-6)
+11 vs. AC; 3d6+4 damage and all allies within 5 squares gain +2 to AC and cannot be pushed, pulled, or slid until the end of his next turn.
Nimble Reaction
Halflings gain a +2 racial bonus to AC against opportunity attacks.
Second Chance (immediate interrupt, when the halfling would be hit by an attack; encounter)
The Halfling forces the attacker to reroll the attack at –2 to hit and take the new result.
Alignment Unaligned Languages Common, Hin
Skills: Acrobatics +3*, Athletics +6*, Endurance +6*, Stealth +6*, Thievery +3* Skills with a * are reduced by 4 to reflect how heavily armoured he is.
Str 16 (+5) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 12 (+3) Cha 16 (+5)
Equipment Plate Armour, Heavy Shield, Mace

Knight-Heroes of the Shire command the Fangs of the Shire, units of 40-60 Hin Soldiers who form the standing army of the Shires in peace time and form the core of volunteer / militia units in wartime. Halfling Soldiers (see below) and Halfling Slingers (MM 152) make up the bulk of Shire military forces. (Along with a handful of Halfling Thief scouts). Knight-Heroes and Fang members typically ride war ponies to the battlefield, but then fight on foot so they can actually hide themselves.

Krondar, Level 4 Skirmisher
Small natural humanoid XP 175
Initiative +6 Senses Perception +8
HP 58; Bloodied 29
AC 18; Fortitude 16, Reflex 15, Will 13
Saving Throws: +5 vs. Fear affects
Speed 5
m Shortsword (standard; at-will)
The Krondar may shift one square before or after the attack; +9 vs. AC; 1d6 + 4 damage
M Twin Strike (standard; at-will)
Make 2 attacks at the same or different targets: +9 vs. AC; 1d6 damage.
r Crossbow (standard; at-will)
Ranged 10; +9 vs. AC; 1d10+4 damage
Evasive Strike (standard; Refresh 5-6)
The Krondar shifts up to 2 squares before or after the attack; +9 vs. AC; 3d6+4 damage and Slow (save ends)
Target of Justice
The Krondar designates one foe to whom his attacks do +1d6 damage (once a round)
Nimble Reaction
Halflings gain a +2 racial bonus to AC against opportunity attacks.
Second Chance (immediate interrupt, when the halfling would be hit by an attack; encounter)
The Halfling forces the attacker to reroll the attack at –2 to hit and take the new result.
Alignment Good Languages Common, Hin
Skills: Acrobatics +5*, Athletics +10*, Endurance +5*, Nature + 8, Stealth +8*, Thievery +5* Skills with a * are reduced by 1 to reflect how heavily armoured he is.
Str 18 (+6) Dex 14 (+4) Wis 12 (+3)
Con 18 (+6) Int 12 (+3) Cha 14 (+4)
Equipment Chainmail, Light Shield, 2 Shortswords, Crossbow

Krondar are the deputies of the Sheriffs of the Shire. They ride the roads, looking for trouble and enforcing the law and helping out communities. Krondar typically work together in groups, sometimes directly supervised by their Sheriff and sometimes working without him. About 2 dozen Krondar report to each Sheriff.

Master of the Shires, Level 8 Controller
Small natural humanoid XP 350
Initiative +8 Senses Perception +9
HP 88; Bloodied 44
AC 22; Fortitude 19, Reflex 20, Will 21
Saving Throws: +5 vs. Fear affects
Speed 6
m Quarterstaff (standard; at-will) | Divine, Weapon
+6 vs. AC; 1d8 + 5 damage and Slow (save ends)
Stinging Swarm (standard; at-will) | Conjuration, Divine, Implement, Poison
Area 1 square within 10 squares; +12 vs. Reflex; 1d6+5 Poison damage; the swarm stays until the end of the Master’s next turn. It may be moved up to 6 squares as a move action. A standard action may be used to make it move into an occupied square and attack as above. Anyone who enters the swarm’s square or begins their turn in it suffers 5 points of Poison damage. It can be dismissed at will as a free action if desired. It is treated as an ally for purposes of flanking.
Entangling Terrain (standard; Refresh 5-6) | Divine, Zone
Burst 3 within 10; +12 vs. Reflex; 1d8+5 and Immobilised (save ends). This zone lasts until the end of his next turn. Anyone who begins their turn in the zone or enters it is attacked again. Sustain Minor: The zone lasts another turn.
Denial (Immediate Reaction; Refresh 5-6) | Divine
The Master targets a zone or conjuration; +12 vs. Will of its creator; the zone or conjuration is dispelled.
Nimble Reaction
Halflings gain a +2 racial bonus to AC against opportunity attacks.
Second Chance (immediate interrupt, when the halfling would be hit by an attack; encounter)
The Halfling forces the attacker to reroll the attack and take the new result.
Ritual Caster
Masters typically study ritual casting and possess some rituals. Among common ones are: Animal Messenger, Endure Elements, Water Walk, Traveller’s Feast, Remove Affliction, and Water Breathing
Alignment Unaligned Languages Common, Hin
Skills: Acrobatics +10, Arcana +12, Heal +14, Nature +14, Religion +12, Thievery +10
Str 15 (+6) Dex 18 (+8) Wis 20 (+9)
Con 16 (+7) Int 17 (+7) Cha 18 (+8)
Equipment Leather Armour, Quarterstaff (scaled for Halfling), Pony

Masters are Hin who have studied the nature lore passed down from the Gentle Ones, using it to defend the Shires and protect nature.