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Lightfoot Halfling

by Meghan Luke Baumstark

I have always wanted halflings to be more "theifish" than they are. I have also wondered whether how usable the thief and the halfling classes are as written in BECMI. To explore these issues, I have home-brewed the Lightfoot Halfling (the Stout would be as-written in the RC). Any thoughts on the following would be much appreciated:

Lightfoot Halfling (Class)
XP Table: per halfling
Max Level: 8th
Hit Dice: d6
Prime Requisite: per halfling
Saving Throws: per halfling
Weapons: per halfling. No opportunity to specialize at levels four or eight.
Armor: per Thief
Attack: per Thief/Cleric up to level 8, thereafter per halfling minus one letter category (e.g. attack rank A at 300,000 XP)
Special Abilities:
Thief Skills – Pick Pockets +5%
Open Locks +5%
Find/Remove Traps +5%
Move Silently +10%
Hide in Shadows +15% (90% in woodlands, 33% indoors at 1st & 2nd levels)
Detect Noise +5%
Climb Walls -15%
Read Languages -5%
Backstab
-2 to Armor Class when being attacked by creatures that are Larger than man sized
+1 to individual initiative
(NOTES: Lightfoots cannot read magical scrolls like thieves, and do not get the "normal" (Stout) halfling's +1 to missile attacks or fighter combat options. They can specialize with weapons, but not until they reach 320,000 XP. From that point on, they function like other demihumans.)