Beastmen are creatures of sin, born from the misery of human emotions. Beastmen are universally hated and despised, but a single beastman has survived to gain some acceptance. The Beastman of Sloth, the Halfling.
Halfling Value
Value |
Halfling |
XP Cost |
4 |
Halfling + 5 racial powers + 5 thief skills |
1025 xp |
3 |
Halfling + 4 racial powers + 3 thief skills |
725 xp |
2 |
Halfling + 3 racial powers |
300 xp |
1 |
Halfling + 1 racial power |
150 xp |
0 |
Halfling |
80 xp |
Halfling 0: At Halfling 0, all halfling gain the following custom powers:
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Squeeze. A halfling can squeeze into any hole which is at least one foot by one foot wide in as an action.
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Sloth Consume: A halfling which does absolutely nothing for a full day does not need to eat, drink water or sleep, even though he probably will. While squeezed in a space, he cannot make an actions except to move.
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Charmless. A halfling which is forced into an action against his will, such as through charm or dominate person, he can decide to instead do “nothing”.
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Slothborn. A halfling receives a -4 penalty to Paralysis saving throws, suffers a -1 to surprise checks and when forced to work, makes 50% less in a day.
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Undersized: A halfling cannot use two-handed weapons.
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Easily Encumbered: Halflings have a base movement of 90'. Halfings can only carry 3 stone without becoming encumbered. When carrying 4 stone their encounter movement rate is reduced to 60'. When carrying 5-6 stone, their encounter rate is reduced to 45'. When carrying 7 stone or more, their encounter movement rate is reduced to 30'. A halfling can carry a maximum of 12 stone, modified by its Strength bonus or penalty.
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Weak: The Halfling receives -4 to Open Doors and other feats of raw strength.
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Extra Restful: Once per day, a halfling can recover his base healing rate by resting for an hour.
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More Cushion: The halfling has more cushion, and therefore more empty space for his organs. He receives +1 hit points per hit die.
Additional points allocated to the Halfling Value provide a variety of additional racial powers, depending the total value.
Halfling 1: Good luck Charm: The halfling can become a lucky charm of the group. Once per turn, after a roll is made, the Halfling may give the subject a +1 to a throw or roll. Good job, you aren't completely useless
Halfling 2: A halfling has become the epitome of slothful, by storing up energy in his fat ass. A halfing which does nothing during a round, gains the spell of Haste on himself for the next round.
A halfling may give himself a -1 Initiative when he rolls Initiative. In doing so, he gives another target a -1 Initiative with no saving throw allowed. He must use this ability before initiative is rolled.
Halfling 3: The halfling has the ability to cast Sleep once every 8 hours. The halfling also has access to three thief skills.
Halfling 4: The halfling also gains the ability to cast Hold Person, as long as he does nothing else. The halfling gains the ability to cast the spell Slow once every 8 hours. The halfling gains five thief skills.