| Prime Requisite: | STR and DEX |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 8 |
Halflings are small, hirsute demi-humans who average a height of 3' and rarely weigh more than 60lb. Their hair, skin, and eye colors range from light or pale to earth tones. They are a peaceful and pastoral people, usually content to live in their small, remote communities and avoid becoming entangled in the affairs of the "big folk."
Some rare halflings leave their homes, out of an uncharacteristic curiosity or wanderlust, to explore and adventure in the world. These halfling rovers usually return home in time, with great treasures and exciting stories, and resume a simple, quiet life.
Halfling rovers are skilled combatants. At first level, halfling rovers hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. In addition, the halfling rovers' sharp eyes and superior coordination give them an accuracy bonus of +1 to all attack throws with missile weapons. Halfling rovers also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd and 6th level. Halfling rovers can use any weapons except large weapons like arbalests, great axes, lances, longbows, pole arms, and two-handed swords, and can wear any armor. They may fight wielding a weapon and shield, wielding a weapon two-handed, or wielding two weapons. Halfling rovers can use any magic items useable by fighters.
Halflings are doughty people. The target values for all their saving throws versus Blast/Breath are reduced by 3, while the target values for all their other saving throws are reduced by 4. These adjustments are already factored into the saving throws on the Halfling Rover Attack and Saving Throws table below.
Halflings have quick reflexes and gain a +1 bonus to initiative. Outdoors, halflings are difficult to spot, having the ability to disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, a halfling who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20.
Halflings are able to use their size and agility to avoid the attacks of larger creatures, and receive a +2 bonus to Armor Class against opponents larger than human-sized.
Halfling rovers cannot advance higher than 8th level, and thus do not gain automatic followers. They can still become lords of a domain, but must follow the usual rules for being a domain ruler below 9th level.
Halfling Ranger Proficiency List: Acrobatics, Alertness, Ambushing, Animal Husbandry, Beast Friendship, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (Disarm, Force Back, Incapacitate, Knock Down, Overrun, Sunder), Contortionism, Eavesdropping, Endurance, Fighting Style, Illusion Resistance, Land Surveying, Manual of Arms, Mapping, Mimicry, Mountaineering, Naturalism, Passing Without Trace, Precise Shooting, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Rambler | 1 | 1d6 | +1 |
| 2,000 | Rover | 2 | 2d6 | +1 |
| 4,000 | Squire | 3 | 3d6 | +2 |
| 8,000 | Master | 4 | 4d6 | +2 |
| 16,000 | Reeve | 5 | 5d6 | +2 |
| 32,000 | Bailiff | 6 | 6d6 | +3 |
| 65,000 | Marshal | 7 | 7d6 | +3 |
| 130,000 | Sheriff | 8 | 8d6 | +3 |
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 11+ | 10+ | 13+ | 12+ | 13+ | 10+ |
| 2–3 | 10+ | 9+ | 12+ | 11+ | 12+ | 9+ |
| 4 | 9+ | 8+ | 11+ | 10+ | 11+ | 8+ |
| 5–6 | 8+ | 7+ | 10+ | 9+ | 10+ | 7+ |
| 7 | 7+ | 6+ | 9+ | 8+ | 9+ | 6+ |
| 8 | 6+ | 5+ | 8+ | 7+ | 8+ | 5+ |