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Mongoose Publishing - The Quintessential Halfling, RPG, D20

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The Quintessential
Halfling
Gareth Hanrahan
Contents
Credits
Editor
Richard Neale
Introduction
2
Character Concepts
4
Developer
Paul Tucker
The Prestige Halfling
20
Tricks of the Halflings
44
Cover Art
Anne Stokes
Halfling Feats
55
Tools of the Halflings
59
Interior Illustrations
Alejandro Villen, Chad Sergesketter, David
Molinas, Eric Bergeron, Marcio Fiorito, Tony
Parker, Stephen Shepard & Patricio Soler
Halfling Subraces
73
Halfling Magic
87
The Halfling Pantheon
90
Production Manager
Alexander Fennell
Secrets of the Halflings
96
Playtesting
Mark Howe, Daniel Scothorne, Mark Sizer,
Michael Young, Mark Billanie, Daniel
Haslam, Jamie Godfrey,
Alan Moore
Clan and Family
106
Halfling Structures
117
Designer’s notes
122
Character Sheet
124
Proof Reading
Andrew Wilson
Licence
128
Open Game Content & Copyright Information
The Quintessential Halfling ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any
means without the written permission of the publisher is expressly forbidden. The Quintessential Halfling is presented under the Open Game and
D20 Licences. See page 128 for the text of these licences. All text paragraphs and tables containing game mechanics and statistics derivative of
Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names,
places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game
Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are
Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Licence version 3.0. A copy of this Licence
can be found at www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with
Permission. Printed in America.
Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
1
INTRODUCTION
Introduction
from the friendless black sheep to the faithful hero’s
sidekick, each with their own unique quirks and reasons
for adventuring. A chapter of prestige classes explores
new options and powers for higher-level characters,
as well as delving into important positions in halfling
culture like the Clan Matriarch or Clan Defender.
New tricks let the halflings do what they do best, such
as assimilating into cultures, confidence tricks and
cooking. New feats are included to support these tricks
as well as giving new options for halflings in combat.
Tools of the Halflings contains a host of new items
crafted and used by the small folk.
T
he smallest and humblest of the races, halflings
often go unnoticed in the grand scheme of things.
It is this obscurity that is also their strength, for
fate often turns on factors that go unnoticed until the
last moment. It is in these moments, when the whole
world seems to hold its breath, that the halflings arise
to greatness. From the fields and hedgerows, from the
alleyways and burrows, from garden and shadow, the
little folk emerge to fulfil their destinies.
Unlike many of the other fantasy races, the halflings are
not a composite built from different mythologies, but
spring from a small handful of clear sources. Halflings
therefore have a rich, coherent background to draw
from, but lack the varied breadth of other races.
The
Quintessential Halfling
attempts to rectify this by
building on those sources and introducing new varieties
and breeds of halfling. Every halfling adventurer,
regardless of class, will find their place in this book.
The naïve but determined adventurer, the beguiling
trickster, the lethal assassin, the cryptic fortune teller,
the master chef, the wise old crone, the undetectable
thief – all these halfling archetypes and more can be
found within these pages.
The halflings are renowned for their ability to integrate
into any society and thrive in any place. New subraces
of the halfling are described in the chapter of the same
name, from the chaotic waterborn to the eerie twistborn.
Halfling magic and secrets are also revealed here for the
first time. Finally, the true heart of the race, the halfling
clans, are detailed and discussed, complete with rules
for rising in influence and guiding a clan.
The Collector’s
Series
The Collector’s Series is a range of class and
racial sourcebooks from Mongoose Publishing,
all designed to greatly widen a player’s
options for his character within the d20
games system. Slotting seamlessly into any
fantasy-based campaign, each will give a
comprehensive guide to one class or race
within the game, allowing both players and
Games Masters to present old character
types in a completely new way without
overpowering or unbalancing the game as
a whole. The Collector’s Series will not
necessarily allow players to create a better
character, but they will be able to do a lot
more than they ever thought possible before.
The Quintessential
Halfling
In this sourcebook, halfling players will find a veritable
feast of new options and ideas for their characters. The
book kicks off with character concepts, a set of ideas
and suggestions for different types of halfling character,
2
 INTRODUCTION
A hush fell over the children when the storyteller entered the room. The old bard settled into a comfortable chair next
to the fire. He poked the embers for a moment, letting the silence build. Then, he began.
‘This is the story of the beginning of the defeat of the King of Fallen Trees. The master bard Reul told the tale like
this; “Seven adventurers came to the burrow of the Highfield Clan, asking for a thief to help them steal the Viridian
Dagger, which was of course the only thing that could destroy the King. Now, the best thief among the Highfields was
a youngling named Otho, but Otho hid from the adventurers for he feared the King of Fallen Trees.
The Matriarch of the Clan found Otho and said to him, ‘Otho, you should go with the adventurers. The King of Fallen
Trees is far away, yes, but his power is growing and his rot is spreading. If he is not dealt with, one day his taint will
threaten this clan. Your steps are the lightest, your hands are the quickest, your wit the sharpest. Now, your soul must
be the bravest. Do you understand?’ He nodded.
Otho left with the adventurers. From the druid’s glen, they stole the Viridian Dagger, that green sacrificial blade whose
cuts bring life, not death. They crept into the palace of the King of Fallen Trees, where the walls oozed and moaned
and cracked like scabs over festering sores. In the heart of that rotten place, they found the King of Fallen Trees, his
dead eyes green and bright. He was like a long-dead stag impaled on a tree-stump, like a corpse covered in maggots,
like a green fire in the heart of cold black ash. He was all these things at once, and terrible in every aspect.
The adventurers leapt to the attack. Magic spells cut the air like thunderbolts, mighty warriors drew steel together and
hewed at the dead flesh of the king, prayers echoed around the chamber and brought a host of shining angels down
into the fight…but all the while, young Otho cowered in the corner, transfixed with fear by those dread green eyes,
clutching the Viridian Dagger tightly in his shaking hands.
And when all the rest had fallen to his dark power, the King of Fallen Trees stretched out a blackened arm, heavy with
ivy and moss and things that crawl, and he reached for Otho…’
‘That can’t be right’ piped one of the children.
‘That is how the story goes’ said the bard. ‘That is how Reul told it.’
‘But the King of Fallen Trees is going to kill Otho, and that’s not what should happen. Otho should remember what
the Matriarch told him, and be brave, and drive the Viridian Dagger into the King’s heart at the last moment, and all
should end happily!’
The storyteller frowned. ‘This is not the story of the defeat of the King. This is the story of how his defeat began. Otho
did die at the King’s hand, and the Viridian Dagger was lost. The lament for Otho passed into song, that song became
a tale and that tale was told by Reul to the children of his time, just as I am telling a story to you now.
One of the children who listened, and be assured he didn’t interrupt the storyteller, was Drogo Highfield. Drogo heard
the story and resolved to slay the King of Fallen Trees and, many years and many adventures later, he did. This is the
end of Otho’s tale, yes, but it is the beginning of Drogo’s story.’
‘And how does that story end?’ asked the child.
‘With the beginning of yours, of course. That is why we tell these stories, child. Ties of blood bind us together, to
family and to clan, but it’s in the stories that we forge our souls. Do you understand?’
The child nodded. ‘So, what do you want to do?’ asked the storyteller.
‘I want to hear the rest of the story.’
3
 CHARACTER CONCEPTS
Character
Concepts
T
he world is a very big and very dangerous place.
Anyone who goes out adventuring risks life and
limb and may fall victim to all sorts of horrible
fates. Halflings are able to get out of danger when the
need arises, but the question is, why would a halfling get
into danger in the first place? Waving big swords and
chopping down rampaging monsters is better suited to
tall folk. Wise halflings keep their heads down. There
are those, however, who leave the safety of home and
hearth, going out to try their luck and skill against
the world. It is these halflings, or rather, the few who
survive long enough to win wealth and fame, of whom
the songs are sung and tales are told. This chapter hums
the first few bars of the songs of heroes, looking at
possible beginnings for a halfling character.
Character Concepts are a core idea for the Quintessential
series of sourcebooks from Mongoose Publishing. Each
concept carries with it a small bonus and penalty, as
well as providing a base for roleplaying. They give a
new character some history and a place within the game,
which can be built on by the player over time. Any one
Character Concept may be applied to a character as it
is being created. They are entirely optional and are
intended to add a little Roleplaying spice to a character,
not wholly define the character’s personality from the
start. Treat them as starting points, not inhibitors.
to the head of the clan. The world outside the family
mansion, of course, has little respect for one’s status in
halfling society. Young aristocrats must quickly adjust
to fending for themselves. Their previous life can stand
them in good stead, however, as they are trained in
leadership and the skills of a gentleman.
Clan Loyalty?
Some of the character concepts have a modifier to Clan
Loyalty, as do some of the sub-races. Optional rules
using Clan Loyalty are explained on page 106. If those
rules are not being used, ignore references to a Clan
Loyalty score.
Adventuring:
Aristocrats have the best equipment
money can buy and few responsibilities. They can pick
and choose their quests, knowing that if they do fall
on hard times, they can always return to the protective
embrace of the family. Most aristocrats have the force
of will and personality to realise they are unofficial
ambassadors for the halfling race to the world at large
and try to act accordingly, but some never grow out of
being coddled and expect the finest luxuries even in the
middle of the wilderness.
Aristocrat
In the older and wealthier halfling clans, there are
young nobles who have no need to learn a craft or make
anything of themselves. Halflings do not have the same
beliefs humans do about duty or service; many halfling
nobles are not expected to rule over or even protect their
kin any more than any other clan member would. Such
young nobles are free to entertain themselves as they
see fit, so they often become adventurers, spending their
youth travelling the world.
Roleplaying:
The halfling aristocrat is usually a
younger child of a country lord and should be played
as such. As halflings are generally less warlike than
other races, their nobility tend to be cultured and much
less violent than the kings and dukes of humanity. A
halfling lord would not dream of riding around in plate
While halfling nobles are rarely as spoiled as the worst
excesses of the human aristocracy, they are used to
being respected and honoured due to their close ties
4
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