The Halfling Vagabond

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The Halfling Vagabond

Playbook
You can’t quite say why, but one day you began to dream of mountains, seas, and monsters. Now you wander from town to
town, never staying anywhere long. The stories of men fascinate you, and you haven’t had your fill of adventure yet.

You are stealthy and charming, but lack the strength of the big folk. Your Dexterity and Constitution begin at 12, your Strength
begins at 4, and all of your other ability scores begin at 8.

How did you come to the lands of men?

1d12 What did your old gaffer do? Gain

+2 Wis, +1 Str, 1 Con,


1 Your family tilled the land and grew famous mushrooms.
Skill: Farming
+1 Con, +1 Int, +1 Wis,
2 Your mother and father baked the best bread in the land.
+1 Cha, Skill: Cooking
+2 Cha,
3 Your father was the mayor of a large village.
+1 Str, +1 Int, +1 Wis
+2 Dex, +1 Int, +1 Wis,
4 Your mother brewed the famous southern ale, and other halflings always came to visit.
Skill: Brewing
+2 Con, +2 Dex,
5 The fields around your family’s lands are famous for the finest smoking leaf.
+1 Cha

+2 Cha, +1 Dex, +1 Wis,


6 Your family has been, for generations, lords of a great halfling hall.
Skill: Command

+1 Str, +1 Dex, +1 Con,


7 Every generation, someone in your family has an adventure.
+1 Int, +1 Cha
+2 Cha, +1 Int, +1 Dex,
8 Your grandfather was a bard, traveling from inn to inn singing tales. a performance skill of your
choice
+2 Wis, +1 Dex, +1 Con,
9 Your mother was an apiarist, raising bees and cultivating their honey.
Skill: Animal Lore
+2 Str, +1 Con, +1 Wis,
10 Your father, your brothers, and all your cousins raise great hounds for the hunters.
Skill: Animal Lore
+3 Int,
11 You come from a family of eccentric inventors, never quite trusted by your neighbors.
+1 Dex, +1 Con
+2 Con, +1 Str, +1 Int,
12 Your father kept the ferry. You come from a long line of boatmen.
Skill: Boating

1d8 What possessed you to leave your comfortable home? Gain

1 You need to find your fortune. +2 Int, +1 Str

2 You joined a band of dwarves traveling far from your home. +2 Cha, +1 Con

3 You were cast out for doing something strange. +1 Con, +1 Int, +1 Wis

4 You found a treasure map and couldn’t resist. +1 Str, +1 Dex, +1 Int

5 Goblins destroyed your home. +2 Str, +1 Wis

6 Some human traders came to your village and you were overwhelmed by curiosity. +2 Cha, +1 Dex

7 One night, you glimpsed a band of passing elves and knew you had to follow them. +2 Wis, +1 Dex

8 Your feet simply carried you away. +2 Con, +1 Dex

Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY


When you left your own people, you found it difficult to live with humans. However,
1d8 Gain
the other characters became your fast friends. Who else became your friend?

1 The innkeep loves your company and your stories. +2 Cha, +1 Int

2 The hunters taught you much human woodcraft, and learned much of yours. +2 Dex, +1 Wis

3 You made fast friends with a local merchant. +1 Dex, +1 Int, +1 Cha

4 Because of your size, you became the town’s favorite babysitter (you prefer the term “childherd”). +2 Str, +1 Cha

5 Grandmother Weaver said you were not the first halfling she had met. +2 Wis, +1 Dex

6 The brewmaster regularly has you sample his ales. +2 Con, +1 Int

7 You tried to prove your worth by serving with the human militia. +2 Str, +1 Con

The local humans drafted you to serve as their local judge. You’ve met everybody on their
8 +2 Wis, +1 Int
worst day.

You took to the road and you never looked back. You become a level 1 Rogue. You gain the class abilities Fortune’s Favor
and Highly Skilled, and the skill Stealth. The tables below will give you all your bonus skills from your class abilities.
What have you learned on your travels?

1d6 What did you learn in the last town you passed through? Gain

+3 Con,
1 The chill of winter cobblestones on your feet at night.
Skill: Survival

+3 Dex,
2 The ire of watchful guards.
Skill: Stealth
+3 Int,
3 The tales of all the travelers in the inn.
Skill: Folklore

+3 Dex,
4 The quickest way out of the pillory.
Skill: Lockpicking

+3 Con,
5 Your unusual size and talents made you the temporary star of their sports and games.
Skill: Athletics

+3 Cha,
6 Everyone’s secrets.
Skill: Gossip

1d6 Why have you been in this particular town so long? Gain

+2 Cha,
1 The people here are the friendliest you’ve met.
Skill: Folklore

+2 Con,
2 The local pastries keep you in debt to the baker.
Skill: Flattery
+2 Wis,
3 You found a cache of old books, and, even better, old maps.
Skill: Pathfinding
+2 Int,
4 There is something in town that you really want, but haven’t been able to get it yet.
Skill: Stealth

+2 Wis,
5 Strangely, you set up shop.
a trade skill of your choice

+2 Str,
6 You’ve made fast friends with a local thug.
Skill: Survival

Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY


Trouble seems to follow you. What happened to you in this town?
1d6 Gain
The player to your right was there during your troubles.
You got caught pocketing some pastries at the fair and had to talk your way out of it. The +2 Cha,
1
friend to your right paid off the seller, and gains +1 Cha. Skill: Deceit

A fae lord mistook you for his plaything and you fled. The friend to your right cast salt behind +2 Dex,
2
you to throw off the chase, and gains +1 Dex. Skill: Athletics

A group of weary mercenaries came to town with the intent of taking whatever they liked. You
+2 Con,
3 rallied the villagers and stood up to them. The friend to your right stood at your side as you
Skill: Command
blocked their path, and gains +1 Con.

A giant eagle carried you and your friend a day to the east and dropped you in the branches
+2 Con,
4 of a tall oak. It was hard to find your way back. The friend to your right figured out why the
Skill: Pathfinding
eagle did such a strange thing, and gains +1 Con. Ask your friend what the eagle was up to.
Late one night you heard a strange beast snuffling through the village and sounded the alarm.
+2 Wis,
5 The friend to your right is the only other one to get a clear look at the monster, and gains
Skill: Alertness
+1 Wis.
You puzzled out some old runes carved in the city square, following them to the dragon’s bones
+2 Int,
6 buried beneath the town. The friend to your right pulled you away as the bones began to stir,
Skill: Ancient History
and gains +1 Int. Neither of you are sure what will happen next.

1d6 What reminds you of home? Gain

+2 Int,
1 A collection of old maps.
somewhat accurate maps
+2 Cha, an unerring
2 The pungent smell of smoke. firestarter, your hand-
carved pipe
+2 Wis,
3 A memento of a lost love.
a lock of golden hair
+2 Str,
4 Fast work in the kitchen.
a set of fine knives
+2 Con,
5 A book of family recipes.
a cookbook
+2 Dex, a length of
6 Sleeping in the trees on warm summer nights.
good halfling rope

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 2 for being a rogue.
2. Record your ability scores. In the space beside each, re-
cord your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.

3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 5.
ment, as well as any other pieces of gear you may want
to buy. The Halfling Vagabond begins with the following 9. Your hit points are 8 plus your Constitution bonus.
equipment: a dagger, traveler’s clothing, camping sup-
plies, knowledge of all the nearby roads, and 4d6 silvers. 10. Fill in your saving throws using the chart on the back
of this booklet.
4. Pick an alignment. Your character may be Lawful, Cha-
otic, or Neutral. If you can’t decide, simply choose to be 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
Neutral; most people are. ons you think you might use. Your to hit bonus for a melee
weapon is your BAB plus your Strength bonus, while you
5. Your Base Attack Bonus comes from your class. As a use your Dexterity bonus instead for any missile weapons.
level 1 rogue, you have a BAB of +1. Your Strength bonus also adds to the damage of any melee
weapon.

Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY


Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the re- A character may spend a Fortune Point in the follow-
sult to your score in the relevant ability. If the number on
the die is equal to your score or lower, you succeed. If it is ing ways:
higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. If a +2 to his score for a single roll, even without having
the number equals that armor class or exceeds it, the at- an appropriate skill for the task at hand.
tack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities
Point to get a reroll on any failed roll during the
Hit Dice: d8
course of play, such as an ability score check, saving
Initiative Bonus: +2
throw, or to hit roll.
Armor: Rogues may wear any armor lighter than plate.

Fortune’s Favor: Rogues have luck beyond that of oth- Cheat Death: A dying character may spend a Fortune
er men. They receive five Fortune Points instead of the Point to stabilize at 0 hit points and not continue tak-
normal three. ing damage every round.

Highly Skilled: Rogues receive two additional skills at first Ability Score Bonus
level. Your Playbook has already given you your extra skills.
1 -4
Rogues gain an additional skill every odd numbered level
thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, 2-3 -3
they may get better at one which they already have, increas- 4-5 -2
ing the bonus for that skill by a further +2. 6-8 -1
9-12 0
Halfling: As a halfling, you also have the Halfling Spirit and 13-15 +1
Small Stature special rules, found on p.31 of Beyond the Wall
16-17 +2
and Other Adventures. Note that you cannot have a Strength
higher than 10, even if you roll it. Being a halfling is hard. 18-19 +3

Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 13 16 12 15 14
2 1,500 +1 13 16 12 15 14
3 3,000 +1 13 16 13 15 14
4 6,000 +2 13 16 13 15 14
5 12,000 +3 12 15 11 13 12
6 25,000 +3 12 15 11 13 12
7 50,000 +4 12 15 11 13 12
8 100,000 +5 12 15 11 13 12
9 200,000 +5 11 14 9 11 10
10 300,000 +6 11 14 9 11 10
Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY

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