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