Halfling Renegade (Campaign Class)

Prime Requisite: DEX
Requirements: None
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.

Most halflings live in tribes on the Forest Ridge on the western flank of the Ringing Mountains, but there are small tribes of halfling renegades in the Tablelands of the Tyr Region. They roam the wastelands and hunt for food—including the occasional human or demi-human.

Halfling renegades are fierce and merciless warriors, even without formal training. They advance in attack throws and saving throws by two points every four levels. At first level, halfling renegades hit an unarmored foe (AC 0) with an attack throw of 10+. In addition, they gain an accuracy bonus of +1 to all attack throws with missile weapons. They may fight with any missile weapons and any one-handed melee weapons, and may fight with two weapons, but may not wield two-handed weapons. Due to their short stature, halfling renegades can never use great axes, two-handed swords or longbows. They cannot wear armor heavier than leather, and cannot use shields.

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.

Halfling renegades have animal reflexes, and gain a +1 bonus on surprise rolls and initiative rolls.

Any time a halfling renegade's party is in country familiar to the halfling renegade, they get a +4 bonus on proficiency throws to avoid getting lost.

Halfling renegades are difficult to spot, and have an ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, if the halfling renegade is motionless and quiet in cover, he can escape detection with a proficiency throw of 14+ on 1d20.

Halfling renegades are expert at wilderness evasion. In any terrain except clear and grassland terrain, the character's party receives a +5 bonus to proficiency throws to evade. A party guided by the character can evade wilderness encounters even when surprised on a skill roll of 19+.

Halfling renegades are naturals at acrobatics, and gain +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, a halfling renegade may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent can now be attacked with a +2 bonus to the attack throw, and gains no benefit from his shield. They gain their usual +4 on the attack throw and bonus to damage. Halfling renegades may not tumble with an encumberance of 6 stone or more.

Halfling renegades 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 renegades gain skills just as thieves: move silently, climb walls, hide in shadows, hear noise. A halfling renegade also has the ability to backstab as a thief.

At 9th level (Halfling Chieftain), halfling renegades can establish a fastness in a natural setting, such as a forest or glen. Rather than impose upon nature, this keep must blend seamlessly with it. A total of 3d6×10 1st level halfling NPCs will move in to help with it and defend the fastness 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 Renegade Proficiency List: Animal Husbandry, Animal Training, Beast Friendship, Blind Fighting, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate, knock down), Contortionism, Endurance, Fighting Style, Land Surveying, Mimicry, Naturalism, Navigation, Precise Shooting, Running, Signaling, Skirmishing, Skulking, Sniping, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus

Halfling Renegade Level Progression

Experience Title Level Hit Dice Backstab
0 Halfling Scout 1 1d4 ×2
1,450 Halfling Savage 2 2d4 ×2
2,900 Halfling Renegade 3 3d4 ×2
5,800 Halfling Explorer 4 4d4 ×2
12,000 Halfling Raider 5 5d4 ×3
24,000 Halfling Tracker 6 6d4 ×3
50,000 Halfling Pathfinder 7 7d4 ×3
100,000 Halfling Ranger 8 8d4 ×3
230,000 Halfling Chieftain 9 9d4 ×3
360,000 Halfling Chieftain, 10th level 10 9d4+1* ×4
490,000 Halfling Chieftain, 11th level 11 9d4+2* ×4
620,000 Halfling Chieftain, 12th level 12 9d4+3* ×4
750,000 Halfling Chieftain, 13th level 13 9d4+4* ×5
* Hit point modifiers from Constitution are ignored

Halfling Renegade Skills

Level Move Silently Climb Walls Hide in Shadows Hear Noise Acrobatics
1 17+ 6+ 19+ 10+ 20+
2 16+ 5+ 18+ 9+ 19+
3 15+ 5+ 17+ 8+ 18+
4 14+ 4+ 16+ 7+ 17+
5 13+ 4+ 15+ 6+ 16+
6 12+ 4+ 14+ 5+ 15+
7 10+ 3+ 12+ 4+ 14+
8 8+ 3+ 10+ 3+ 13+
9 6+ 3+ 8+ 2+ 12+
10 4+ 3+ 6+ 1+ 11+
11 2+ 2+ 4+ 0+ 10+
12 2+ 2+ 3+ -1+ 9+
13 1+ 1+ 2+ -2+ 8+

Halfling Renegade Attack and Saving Throws

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

Created with Hit Dice Value 0, Fighting Value 1, Thievery Value 3, and Halfling Value 0.