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Halflings


These are the bare bone rules fot this race. For a more general description, see the Birthright Rulebook, p 7.

  • +2 Dexterity, -4 Strength, +2 Wisdom.
  • Small-sized. As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying capacities are three-quarters those of Medium-size characters.
  • Base speed of 20 feet.
  • +2 racial bonus on Listen, Climb, Jump, and Move Silently checks.
  • +1 racial bonus to all saving throws.
  • +2 morale bonus on saving throws vs. fear.
  • +1 racial attack bonus with a thrown weapon.
  • Faerie Sight: Halflings possess the ability to see into the Shadow World. By concentrating, halflings may make a Spot check (DC 10) to detect evil, detect undead, and detect magic (necromantic only), all at the 5 th level of ability. This is a supernatural ability.
  • Enter Shadow: Three times per week, a halfling may attempt to dimension door or shadow walk. To succeed, the halfling must make a Wull Saving throw against a DC ranging from 25 (bright sunny summer day in a city) to 5 (cold winter night in a tomb). This is a spell-like ability.
  • Automatic Language: Any one of the bonus languages. Halflings have no language of their own.
  • Bonus Languages: Andu, Anuirean, Low Brecht, High Brecht, Basarji, Rjuven, Vos, Sidhelien, Karamhul, Giant, Gnoll, Ork, Orog.
  • Favored Class: Rogue

Special Realm Rules

None.


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Copyright © 1998 and onwards, Carl Cramér. Last update Wed, Feb 28, 2001.