Halfling Champion
You are the hardiest of your kin. You’re looked upon as a protector and guardian. You never set your heart to a life of adventure, but your skills drove you into the larger world. You take pride defending the peace and comforts your people live for. But sometimes you have to march amongst the tall-folk to ensure the safety of your fellows, right a wrong, or just to survive.
Hit points: Halfling champions gain 1d8 hit points at each level.
Weapon Training: As with all halflings, champions prefer to battle with a weapon in each hand. A halfling champion is trained in use of the club, crossbow, dagger, handaxe, javelin, shortbow, short sword, sling and staff. The champion is also trained to use a longsword, warhammer or heavy axe (see sidebar) as a two-handed weapon (see below).
Alignment: Halflings are typically lawful, champions are no exception. They value honor and selflessness, and use these tenets to protect their homes and allies. Neutral halfling champions exist, but tend to be loners that lend their skills to other races and peoples. Chaotic halflings, in general, are rare.
Two-weapon Fighting: As with all halflings, halfling champions are masters of fighting with a weapon in each hand. They are considered to have an Agility of at least 16 and can use two weapons of the same size. Halflings crit and automatically hit on any natural 16, and fumble only when both dice are natural 1s. In addition to this feature, halfling champions may use longswords, warhammers and heavy axes as two-handed weapons without suffering the -1 die initiative penalty.
Mighty Deeds of Arms: Halfling champions are exceptionally skilled at using weapons in combat, and may perform Mighty Deeds of Arms as a Warrior (refer to the warrior’s class description for more information).
Infravision: Halfling champions can see in the dark up to 30’.
Small size: Halfling champions may possess the physique of warriors, but they’re still small and may squeeze into tiny places. Their stature also gives them +3 bonus to sneaking silently and hiding in shadows.
Slow: All halflings have a base movement speed of 20’.
Inspirational luck: Halflings are extremely lucky, champions are no different. As with other halflings, champions double the bonus of any Luck expended. Halfling champions also recover luck easily at one point per level for each night of rest. But instead of just being a good luck charm, out of initiative the champion may burn 1 Luck and apply their Mighty Deed of Arms die to any ally’s attack roll. The ally also gets to perform the Mighty Deed as declared by the champion. As with the standard halfling and burglar classes good luck charm ability, only one halfling champion in a party can apply this ability.
Languages: Halfling champions automatically know common and the halfling racial language at 1st level. A halfling champion also knows one additional language per point of Int modifier.
Action dice: A halfling champion’s action dice is always used for attack rolls.
Career
Career Progression
Level | Attack | Crit Die/ Table | Action Die* | Ref | Fort | Will |
---|---|---|---|---|---|---|
1 | +1d3 | 1d8/III | 1d20 | +1 | +1 | +1 |
2 | +1d4 | 1d10/III | 1d20 | +1 | +1 | +1 |
3 | +1d5 | 1d12/III | 1d20 | +2 | +1 | +2 |
4 | +1d6 | 1d14/IV | 1d20 | +2 | +2 | +2 |
5 | +1d7 | 1d16/IV | 1d20 | +3 | +3 | +2 |
6 | +1d8 | 1d20/IV | 1d20+1d14 | +4 | +3 | +2 |
7 | +1d10 | 1d24/V | 1d20+1d16 | +4 | +3 | +3 |
8 | +1d10+1 | 1d30/V | 1d20+1d20 | +5 | +4 | +4 |
9 | +1d10+2 | 1d30/V | 1d20+1d20 | +5 | +4 | +4 |
10 | +1d10+3 | 2d20/V | 1d20+1d20 | +6 | +5 | +4 |
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Comments
Author's Notes
Originally from Crawl! Magazine No. 10