Halfling Rain Priest (Campaign Class)

Prime Requisite: WIS
Requirements: DEX 9
Hit Dice: 1d4
Maximum Level: 13

Halflings look like human children, just over 3' tall and weighing around 60 lb. Even in ancient age, they have soft, smooth faces and bright, child-like eyes. They have a vicious reputation as hunters and man-eaters.

Halfling rain priests lead the tribes of the Forest Ridge in worship of the sky and the live-giving rain.

Halfling rain priests are able combatants. At first level, halfling rain priests hit 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. In addition, they gain an accuracy bonus of +1 to all attack throws with missile weapons. They can use bolas, daggers, darts, nets, saps, shortbows, slings, spears, and staffs. Due to their short stature, halfling rain priests can never use great axes, two-handed swords or longbows. They can fight with two weapons. Halfling rain priests cannot wear armor heavier than hide or furs, and cannot use shields. Halfling rain priests can use any magic items usable by clerics.

Halflings are alert and gain a +4 bonus on any proficiency throws to detect secrets doors. With a proficiency throw of 18+ they can notice secret doors with just casual observation. They also gain a +1 bonus to avoid surprise. Halflings are naturally stealthy and their opponents suffer a -1 penalty to surprise rolls when encountering a halfling. Halflings gain a +1 bonus (total +2) to surprise rolls when in the wilderness due to their attunement to nature. In addition, halflings are an ancient people, and the values for all their saving throws are reduced by 2. These adjustments are already factored into the saving throws on the Halfling Rain Priest Attack and Saving Throws table.

A halfling rain priest is a master of the forest, familiar with edible and poisonous foods, healing herbs, and signs of unnatural danger found in the forest or jungle terrain with a proficiency throw of 11+. He is also friend to birds and beasts and can identify plants and fauna with a proficiency throw of 11+, and can understand the subtle body language and moods of birds and beasts (though they may not understand him). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.

Halfling rain priests can commune with nature spirits once per week, as the commune spell. It takes 1 turn (10 minutes) to cast.

Halfling rain priests can pass without trace, leaving no sign of their passing over wilderness terrain, and may not be tracked. For every 3 levels of experience, the character may cover the tracks of an additional traveling companion.

Halfling rain priests gain skills just as thieves: move silently and hide in shadows.

Halfling rain priests have the ability to turn undead, as clerics.

At 2nd level (Halfling Healer), halfling rain priests may call on the spirits to gain divine spells, which are granted through carrying out careful morning rituals. The power and number of divine spells available to a character is determined by level according to the Halfling Rain Priest Progression table. See below for the Halfling Rain Priest's spell repertoire.

At 6th level (Halfling Witch Doctor), a halfing rain priest can perform spiritual rituals. He may re-gain the ability to cast a spell of a level he had previously expended. Each ritual requires one hour (6 turns). The halfling rain priest may perform a spiritual ritual as often as desired, but may not regain the same level of spell more than once per day.

Upon attaining 8th level (Halfling Elder), the halfling rain priest gains the ability to spiritwalk. After 1 turn (10 minutes) of chanting, the halfling rain priest enters a deep trance during which his spirit walks free of his body. Once a spiritwalk begins, it continues until the halfling rain priest's spirit returns to his body, to a maximum duration of 1 hour per level. The halfling rain priest can see and hear normally, move around at his normal movement rate, and pass through solid objects without difficulty. However, the spiritwalking halfling rain priest cannot see into, hear sounds from, or move through an area warded by an anti-magic shell or protection from evil spell or similar effect. The spiritwalking halfling rain priest is incorporeal and invisible, but can be detected with detect invisible or true seeing, harmed by spells and magic weapons if detected, and forced to return to his body with dispel evil. If the halfling rain priest's body is destroyed, the character dies at the end of the spiritwalk. If the halfling rain priest's spirit is destroyed, his body falls into a catatonic slumber that can only be lifted with restore life and limb, resurrection, or wish. Spiritwalking is so taxing that it can be performed but once per week.

Like other divine spellcasters, a halfling rain priest gains the ability to do magical research. At 5th level or higher, the halfling rain priest is able to research spells, scribe scrolls, and brew potions. At 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs, and at 11th level, a halfling rain priest may learn and cast ritual divine spells of great power (6th and 7th level), and craft magical constructs. These activities are explained in the Campaign chapter of the ACKS rulebook.

At 9th level (Halfling Grandfather), the halfling rain priest may establish or build a new halfling village that attracts halflings from far and wide. Halflings of the character's tribe will be the first to live under his roof, but halflings from other tribes will also come and live nearby to be ruled by the character. A total of 3d6×10 1st level NPCs of the same race will move in to help maintain and defend the village at no cost to the character. As with elven fastnesses, all ordinary animals within 5 miles of the stronghold become kind and helpful to the halflings. Additional rules for fastnesses are detailed in the Campaign chapter.

Halfling Rain Priest Proficiency List: Animal Husbandry, Animal Training, Apostasy, Battle Magic, Climbing, Command, Diplomacy, Divine Blessing, Divine Health, Eavesdropping, Healing, Knowledge, Laying on Hands, Leadership, Loremastery, Martial Training, Mimicry, Mystic Aura, Navigation, Precise Shooting, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Signaling, Skulking, Survival, Theology, Unflappable Casting

Halfling Rain Priest Level Progression

Spell Progression
Experience Title Level Hit Dice Move Silently Hide in Shadows 1 2 3 4 5
0 Halfling Herbalist 1 1d4 17+ 19+
1,400 Halfling Healer 2 2d4 16+ 18+ 1
2,800 Halfling Shaman 3 3d4 15+ 17+ 2
5,600 Halfling Medicine Man 4 4d4 14+ 16+ 2 1
11,000 Halfling Chieftain 5 5d4 13+ 15+ 2 2
22,000 Halfling Witch Doctor 6 6d4 12+ 14+ 2 2 1 1
45,000 Halfling Rain Priest 7 7d4 10+ 12+ 2 2 2 1 1
90,000 Halfling Elder 8 8d4 8+ 10+ 3 3 2 2 1
220,000 Halfling Grandfather 9 9d4 6+ 8+ 3 3 3 2 2
410,000 Halfling Grandfather, 10th level 10 9d4+1* 4+ 6+ 4 4 3 3 2
560,000 Halfling Grandfather, 11th level 11 9d4+2* 2+ 4+ 4 4 4 3 3
710,000 Halfling Grandfather, 12th level 12 9d4+3* 2+ 3+ 5 5 4 4 3
860,000 Halfling Grandfather, 13th level 13 9d4+4* 1+ 2+ 5 5 5 4 3
* Hit point modifiers from Constitution are ignored

Halfling Rain Priest Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 11+ 8+ 14+ 11+ 13+ 10+
3–4 10+ 7+ 13+ 10+ 12+ 9+
5–6 9+ 6+ 12+ 9+ 11+ 8+
7–8 8+ 5+ 11+ 8+ 10+ 7+
9–10 7+ 4+ 10+ 7+ 9+ 6+
11–12 6+ 3+ 9+ 6+ 8+ 5+
13 5+ 2+ 8+ 5+ 7+ 4+

Created with Hit Dice Value 0, Fighting Value 1, Thievery Value 1, Divine Value 2, and Halfling Value 0.

Halfling Rain Priest Divine Spell List

First Level Divine Spells
1Cure Light Wounds *
2Delay Disease PC
3Faerie Fire
4Light *
5Locate Animal or Plant PC
6Pass Without Trace PC
7Predict Weather PC
8Purify Food and Water
9Salving Rest PC
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Charm Animal
4Cure Moderate Wounds * PC
5Delay Poison
6Holy Chant
7Obscuring Cloud
8Resist Fire
9Speak with Animals
10Warp Wood PC
Third Level Divine Spells
1Call Lightning PC
2Continual Light *
3Cure Blindness
4Cure Disease *
5Cure Major Wounds * PC
6Growth of Animals
7Prayer
8Remove Curse *
9Water Breathing
10Water Walking PC
Fourth Level Divine Spells
1Command Animals PC
2Create Water
3Cure Serious Wounds *
4Dispel Magic
5Divination
6Neutralize Poison *
7Skinchange PC
8Speak with Plants
9Spirit of Healing PC
10Summon Animals PC
Fifth Level Divine Spells
1Atonement
2Commune
3Control Animals PC
4Control Wind PC
5Create Food
6Cure Critical Wounds *
7Growth of Plants
8Insect Plague
9Lower Water
10Summon Weather PC
* Reversible spell
PC Spell found in the Player's Companion