OSE House Rules - Heflin
Changes and extensions to the OSE Halfling Class
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Basic Information
Requirements: Minimum DEX 9
Alignment: Neutral
Hit Points at First Level: 6
Hit Dice: d6
Armour: Any appropriate to size, including shields
Weapons: Any appropriate to size. They cannot use longbows, two-handed swords or other large weapons
Starting Languages: Common
Bonus Language Choices: Elvish, Dwarvish, Low Common
Starting Funds: 3d6 x 10sp
Starting Equipment: Heflin may begin with a sling and a pouch for holding stones, and an Adventurer's Pack (see Gear, Weapons and Armor). This reflects their society's affinity for hunting and self-sufficiency
Low Light Vision: Heflin have Low Light Vision. See Light and Vision
Fearless: Halflings are completely immune to magical fear of all kinds and the aura of dragons. This does not mean they are foolhardy, just unshakable in the face of things that would terrify others
Expert Marksmen: Heflin are skilled with thrown weapons, slings, and all kinds of bows. They receive a +1 to hit when wielding such weapons
Light Travelers: Heflin tend to travel light and do not bear heavy burdens well. Their base Carry Weight is 40lbs rather than the standard 60lbs
Defensive Bonus: Heflin receive a +2 to AC when attacked by creatures larger than human-sized
Quiet and Aware: See below for more information
Heflin Skill: See below for more information
Heflin (erroneously called "halflings" by humans) are small demihumans that weight about 60 lbs and stand about 3 feet tall. They have rather large, hairy feet and prefer to go barefoot. Their feet are sufficiently protected and insulated that they do not suffer frostbite in the winter, nor disease or parasitical infestation in warmer climes. Heflin as a race tend to take their pleasures very seriously, and the fat and happy Heflin stereotype has taken hold because rural farmers, while dedicated and fastidious in their work, have all the food that they could ever want and not a lot of reason to engage in moderation. Those used to that stereotype are very surprised the first time that they meet a chiseled, battle-scarred warrior Heflin, for they are also expert hunters and fearlessly protect their pastoral lands and way of life. The typical Heflin lives to be about 100 years old.
Heflin society is not in decline but has been slow to adapt to the changing world. Heflin enjoy their slow-paced, insular communities and would prefer to be left alone. Heflin view "outsiders" (that is, anyone - even other Heflin not from the immediate community) with suspicion and have no use for magic, which they see as an unnatural source of corrupting power. Despite this, they tend to have a natural affinity towards mankind and are known to trade their produce, livestock and herbs with men for comforts they cannot manufacture for themselves. Some Heflin leave their homelands to seek adventure and fortune. They are generally seen as troublemakers (and perhaps a touch crazy) by their kin who are not so inclined.
Quiet and Aware
Heflin have keen senses and a rapport with the natural world that provides them with several advantages when alone, grouped with other Heflin or travelling sufficiently away from larger, clumsier folk
- Hard to Surprise: A Heflin's keen senses can warn them of danger before it strikes - the slightest sound, vibration or the like may be sufficient to provide advanced warning of a surprise attack or other coming calamity. If the Referee determines that the Heflin is Surprised, each Heflin has a 5-in-6 chance to avoid being Surprised. The Heflin may share this foreknowledge in the form of a shout or whispered warning to any nearby companions if time permits
- Naturally Quiet: When desired, a Heflin can move slowly but virtually silently, so much so that even natural animals known for their hearing (dogs for example) may not hear them pass
- Naturally Stealthy: When desired, a Heflin can use nearby shadows, tall grasses or other cover to effectively hide from prying eyes. The Heflin cannot move while in this state, but detecting the hidden Heflin is very difficult. Of course, a thorough inspection of the area by a careful search, sufficient light and the like will all reveal the Heflin's hiding spot, but casual view or even a watchful visual inspection will not reveal the Heflin assuming sufficient cover and a moment's time are available for the Heflin to hide himself
Heflin Skill
Heflin, even those not raised as hunters or farmers, are adroit at stealthy stalking of prey, knowledgeable about farming and agriculture, competent with general bushcraft, and are generally keen-eyed and deft-handed. This acts as a secondary skill where appropriate or enhances the utility of a secondary skill should it align with this feature.
Advancement
When you have gained enough experience to increase your level, do the following:
- Roll the number of Hit Dice per the table below, apply your PHYS modifier (if any) to each die rolled and compare the total to your current hit points. If your current hit points are less than the total, set your hit points to this new total. If your current hit points are equal to or more than the total you rolled, add 1 to your existing hit points.
- The Referee will also roll one die matching your hit die. You may use this roll in place of one of your rolls if desired.
- Roll to determine if any of your Ability Scores increase
Stronghold
- A stronghold may be built or purchased any time sufficient funds are available
- Heflin strongholds often form the basis of a new community of Heflin. These communities, known as Shires, are typically located in gentle countryside of little rivers and rolling hills. Heflin will not be attracted to any settlement associated with the stronghold unless it is built in such a location
- The leader of the community is called the Sheriff among his folk
Experience and Level Table
Level | Experience | Hit Points | To-Hit | Death | Paralysis | Breath | Law | Chaos |
---|---|---|---|---|---|---|---|---|
0 | - | 1d6 | +0 | 10 | 12 | 15 | 11 | 14 |
1 | 0 | 6 | +0 | 8 | 10 | 13 | 9 | 12 |
2 | 2,000 | 2d6 | +0 | 8 | 10 | 13 | 9 | 12 |
3 | 4,000 | 3d6 | +0 | 8 | 10 | 13 | 9 | 12 |
4 | 8,000 | 4d6 | +2 | 6 | 8 | 10 | 7 | 10 |
5 | 16,000 | 5d6 | +2 | 6 | 8 | 10 | 7 | 10 |
6 | 32,000 | 6d6 | +2 | 6 | 8 | 10 | 7 | 10 |
7 | 64,000 | 7d6 | +5 | 4 | 6 | 7 | 5 | 8 |
8 | 120,000 | 8d6 | +5 | 4 | 6 | 7 | 5 | 8 |
9 | 240,000 | 9d6 | +5 | 4 | 6 | 7 | 5 | 8 |
10 | 360,000 | 9d6+1* | +7 | 2 | 4 | 5 | 3 | 6 |
11 | 480,000 | 9d6+2* | +7 | 2 | 4 | 5 | 3 | 6 |
12 | 600,000 | 9d6+3* | +7 | 2 | 4 | 5 | 3 | 6 |
* Modifiers from PHYS no longer apply