Ibis Empire Races: Halfling

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Grubsnatcher
Patreon Supporter
Joined: 2012-11-01 15:21
Ibis Empire Races: Halfling

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:

  • Squeeze. A halfling can squeeze into any hole which is at least one foot by one foot wide in as an action.

  • 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.

  • 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”.

  • 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.

  • Undersized: A halfling cannot use two-handed weapons.

  • 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.

  • Weak: The Halfling receives -4 to Open Doors and other feats of raw strength.

  • Extra Restful: Once per day, a halfling can recover his base healing rate by resting for an hour.

  • 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.

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Grubsnatcher
Patreon Supporter
Joined: 2012-11-01 15:21

Halfling Half-Lazy

Prime Requisite: STR

Requirements: DEX 9

Hit Dice: 1d6

Maximum Level: 11

Experience

Title

Level

Hit Dice

Damage Bonus

0

Pathetic

1

1d6+1

1

2000

Careless

2

2d6+2

1

4000

Dullard

3

3d6+3

2

8000

Comatose

4

4d6+4

2

16000

Dally

5

5d6+5

2

32000

Idler

6

6d6+6

3

65000

Inert

7

7d6+7

3

130000

Laggard

8

8d6+8

3

250000

Sheriff

9

9d6+9

4

370000

Sheriff

10

9d6+12

4

490000

Sheriff

11

9d6+15

4

The halfling half-lazy is trained in the use of all weapons and armor, but cannot use two-handed weapons. The character can use a shield and dual wield. At first level, halfling half-lazy hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience. Halfling half-lazy also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level.

The halfling half-lazy can backstab, pickpockets and open locks as Thief of the same level, even if wearing armor heavier than leather.

Lacking rigid bones, the halfling can squeeze into any space which is at least one foot by one foot as an action. A halfling can squeeze out of a bond on a roll of 3+. A halfling which does nothing for an entire day can consume sloth. While doing so the halfling does not need to eat, drink water or sleep, but probably will. The halfling is charmless, when forced into an action he doesn't want to do, he can instead decide to do nothing. This includes magical charms and compulsions. Once per day, the halfling can take an extra rest taking about an hour, allowing him to heal his base healing rate. The halflings have more cushion therefore receive +1 hit point per level.

The half-lazy is considered a good luck charm by many. Once per round, after a roll is made, the halfling can give another character a +1 to an attack throw, saving throw, thief skill or Proficiency roll. Good job, you are not completely useless.

The half-lazy is the personification of slothfulness, storing up energy to do a burst of activity. When doing nothing for turn, a half-lazy gains the effects of the Haste spell next turn. Just don't let it go to your head. A halfling may drain enthusiasm from someone by draining his own lust of life. Before initiative is rolled, he and another target within 60' receive -1 initiative.

Of course the halfling is a ball of weaknesses. A halfling is slothborn receiving a -4 penalty to Paralysis saving throws, -1 to surprise checks and when forced to do work, make 50% less in a day. They are easily encumbered with 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. The halfing is also weak, receiving -4 to opening a stuck doors or other feats of raw strength.

When a halfling half-lazy reaches 5th level, he becomes a beacon of energy and heroism, in comparison to his normal kin. Any henchmen and mercenaries hired by the halfling gain +1 bonus to morale score whenever he personally leads them. At 9th level, a half-lazy can build a halfling hill fortress. When he finishes the fortress, up to 3d6 1st level halflings will find a way to loaf around the fortress. Just don't let them get in the walls.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1

19+

14+

12+

16+

17+

10+

2-3

18+

13+

11+

15+

16+

9+

4

17+

12+

10+

14+

15+

8+

5-6

16+

11+

9+

13+

14+

7+

7

15+

10+

8+

12+

13+

6+

8-9

14+

9+

7+

11+

12+

5+

10

13+

8+

6+

10+

11+

4+

11

12+

7+

5+

9+

10+

3+

Proficiency List: Alertness, Animal Training, Beast Friendship, Blind Fighting, Buoyancy, Combat Reflexes, Climbing, Combat Trickery (disarm), Command, Craft, Dungeon Bashing, Eavesdropping, Fighting Style, Half-Active, Healing, Leadership, Mapping, Manual of Arms, Military Strategy, Survival, Passing Without Trace, Precise Shooting, Riding, Running, Sludge Squeeze, Skirmishing, Skulking, Trap Finding, Weapon Finesse, Weapon Focus

Buoyancy: A halfling can carry up to 6 stone without worrying about drowning, including armor. His swimming rate is ½ his normal rate, instead of ¼.

Half-Active: The halfling is half-active, ignoring the -1 surprise penalty and 50% production penalty from slothborn.

Sludge Squeeze: The halfling version of contortionist. A halfling can squeeze into nearly any space. As long as the space is 1 foot by 1 inch wide, he can squeeze into the area.

Grubsnatcher
Patreon Supporter
Joined: 2012-11-01 15:21

Halfling Treasure Hunter

Prime Requisite: DEX

Requirements: None

Hit Dice: 1d4

Maximum Level: 13

Experience

Title

Level

Hit Dice

0

Borrower

1

1d4+1

1200

Mistaken Crook

2

2d4+2

2400

Unrequested Banker

3

3d4+3

4800

Villain

4

4d4+4

9600

Rapscallion

5

5d4+5

19200

Scamp

6

6d4+6

40000

Sneaky Snake

7

7d4+7

75000

Good Bad Egg

8

8d4+8

175000

Defrauder Defender

9

9d4+9

275000

High Lowlife

10

9d4+11

375000

High Lowlife

11

9d4+13

475000

High Lowlife

12

9d4+15

575000

High Lowlife

13

9d4+17

The halfling treasure hunter can only be bothered to wear leather armor and lighter and can use any one-handed weapon and all missile weapons. The character cannot use a shield or use a weapon two-handed but can dual wield. At first level, halfling treasure hunter hits an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience.

The halfling treasure hunter can backstab, open locks, find and remove traps, move silently, climb walls, hide in shadows, hear noises, pickpockets and open locks as Thief of the same level. At 4th level, the halfling treasure hunter can pickpocket in combat. When a treasure hunter rolls a natural 20 on his attack throw against a target, he may take one loose, non-held item from the target, such as backpacks or a currently unused weapon. At 9th level the treasure hunter can create an opening, allowing others to gain the benefit of backstab. When the halfling treasure hunter has a valid target for a melee backstab, he may trick the opponent to revealing his vitals to enemy on a roll 11+. If successful, another character may gain the benefits of backstab instead of the treasure hunter.

The halfling treasure hunter can cause a distraction with his action, allowing himself to hide or skulk away as an 11+. The skill increases by +1 every two levels. When causing a distraction, other character's look away from the halfling, not knowing his current location until the end of his turn. If he ends his turn in shadow, he may attempt a Hide in Shadow test.

Lacking rigid bones, the halfling can squeeze into any space which is at least one foot by one foot as an action. A halfling which does nothing for an entire day can consume sloth. While doing so the halfling does not need to eat, drink water or sleep, but probably will. The halfling is charmless, when forced into an action he doesn't want to do, he can instead decide to do nothing. This includes magical charms and compulsions. Once per day, the halfling can take an extra rest taking about an hour, allowing him to heal his base healing rate. The halflings have more cushion therefore receive +1 hit point per level.

Of course the halfling is a ball of weaknesses. A halfling is slothborn receiving a -4 penalty to Paralysis saving throws, -1 to surprise checks and when forced to do work, make 50% less in a day. They are easily encumbered with 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. The halfing is also weak, receiving -4 to opening a stuck or other feats of raw strength.

At 9th level, a half-lazy can build a halfling treasure hunter guild hall. When he finishes the fortress, up to 3d6 1st level halflings will find a way to loaf around the fortress. Just don't let them get in the walls.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1-2

17+

13+

12+

14+

15+

10+

3-4

16+

12+

11+

13+

14+

9+

5-6

15+

11+

10+

12+

13+

8+

7-8

14+

10+

9+

11+

12+

7+

9-10

13+

9+

8+

10+

11+

6+

11-12

12+

8+

7+

9+

10+

5+

13

11+

7+

6+

8+

9+

4+

Proficiency List: Acrobatics, Alertness, Bargaining, Beast Friendship, Blind Fighting, Bribery, Buoyancy, Cat Burglary, Caving, Disguise, Gambling, Knowledge, Language, Lip Reading, Lockpicking, Mapping, Mimicry, Navigation, Survival, Passing Without Trace, Precise Shooting, Seafaring, Sniping, Sludge Squeeze, Theology, Trap Finding, Weapon Finesse, Weapon Focus

A majority of these knowledge-based proficiency, such as Theology and Seafaring is not gained through diligence and dedication. Instead, the halfling has gotten into the walls of a church or boat, learning through overheard conversations.