The Quintessential Halfling
| Author | Gareth Hanrahan |
| Publisher | Mongoose Publishing |
| Publish date | 2003 |
| OGL Section 15 | qhalf |
The material below is designated as Open Game Content
Although most of these classes are open to all races, several of the prestige classes below require membership of a halfling clan. While it is possible for a non-halfling to become a clan member, usually it is only halflings who rise to positions of great influence and importance within the clans.
Clan Defender
The Clan Defender is one of the most honoured titles in a clan. The Defender is the clan’s last line of defence, the shield against destruction and disaster. In times of war, he may do whatever is necessary to hold the line against invaders. Knowing that one is permitted, even expected, to order the deaths of one’s kinfolk is a terrible burden, but the clan defender must be ready to use all weapons and tactics to defend the clan. Although there is only one “official” Clan Defender in a clan, whose duties include training the militia and guarding the safety of the Matriarch, the larger clans have several fighters trained in the proper techniques.
A halfling clan left without a Defender is vulnerable and incomplete. The best of these unofficial defenders will be called home immediately if the active Defender sickens, dies or is unable to carry out his duties. Even clans that have abandoned many of the traditions and customs of the halfling folk maintain the role of Defender; in a hostile world filled with bigger, nastier things, it is good to know that someone equally nasty is there to watch over the clan.
Even though the position is heaped with glories and privileges and every halfling child is raised on tales of the heroism and honour of past Defenders, few Halflings actually want to become Defenders. The burden of duty and isolation is too heavy for most and the training required too demanding. Often, the role goes to adventurers who left the clan years ago. Their long sojourn ends where it began, in the heart of the clan.
Hit Dice: d10
Requirements
To become a clan defender, a character must fulfill all the following criteria:
Alignment: Any lawful.
Base Attack Bonus: +10
Skills: Hide 6 ranks, Intimidate 6 ranks
Feats: Combat Reflexes, Leadership, Mounted Combat, Point Blank Shot, Weapon Finesse
Special: The character must either be elected as Clan Defender by his clan or else trained by the current holder of the position.
Class Skills
The clan defender class skills (and the key ability for each) are Balance (Dex), Climb (Str), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Clan Defender
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +0 | +2 | Hold the Line +1 |
| 2 | +2 | +0 | +0 | +3 | Inspire Devotion |
| 3 | +3 | +1 | +1 | +3 | Hold the Line +2 |
| 4 | +4 | +1 | +1 | +4 | Bonus Feat |
| 5 | +5 | +1 | +1 | +4 | Hold the Line +3 |
| 6 | +6 | +2 | +2 | +5 | Fighting Withdrawal |
| 7 | +7 | +2 | +2 | +5 | Hold the Line +4 |
| 8 | +8 | +2 | +2 | +6 | Bonus Feat |
| 9 | +9 | +3 | +3 | +6 | Hold the Line +5 |
| 10 | +10 | +3 | +3 | +7 | Blood of the Clan |
Class Features
All of the following are class features of the clan defender prestige class.
Weapon and Armour Proficiency: Clan defenders are proficient with all simple and martial weapons, light and medium armour and with shields.
Hold The Line (Ex): Clan defenders are trained not to let anyone past, no matter what. As long as he does not move from his position, he gains a resistance bonus to all saves and a morale bonus to attacks equal to his Hold the Line bonus. Furthermore, he may make an attack of opportunity whenever anyone moves into his threatened area.
Inspire Devotion (Ex): At 2nd level, the clan defender inspires the rest of the clan to fight the invader. Any allied halflings within 60-ft. of the defender gain a +1 morale bonus to all attacks.
Bonus Feat: At 4th and 8th level, the clan defender gains a bonus feat, which can be any of those available as a bonus feat for fighters.
Fighting Withdrawal (Ex): At 6th level, the clan defender can use Hold The Line while taking a 5-ft. step away from an opponent.
Blood of the Clan (Su): At 10th level, the clan defender may sell his life dearly in the defence of his kinfolk. He may continue to act normally if reduced below zero hit points as long as he makes a DC 30 Will save each round. He gains a +1 morale bonus to this Will save for every member of the clan within 60 ft. The character cannot be healed of damage while using this ability, nor does this ability function if he is reduced to -10 hit points or greater.
Clan Matriarch
The heart and soul of any halfling clan, the goddess of the hearth, the matriarch watches over her kin with attentive care. She is the living voice of the clan, the repository of wisdom and authority, the head of the family, the ultimate judge and final court of appeal – and the scariest little old grandmother ever.
While every halfling clan has a matriarch, not every clan head has the fortitude and zeal needed to follow the path of a matriarch, a path set down at the dawn of time by Grandmother. It is quite easy to see which clans are ruled by a matriarch and which are not; the will of the matriarch yokes the rather feckless, chaotic spirits of the halflings and welds them into a terrifyingly efficient machine. A clan matriarch can quickly marshal the resources of an entire clan and set them to a particular task. Depending on her goals and the needs of the clan, a matriarch could set up a vast crime syndicate, send out dozens of adventurers to search for the solution to some problem or become the power behind the throne in a human kingdom.
The only way to become a matriarch is to be chosen by one’s kin at a clan moot following the death of the previous matriarch. Usually, the eldest female in the clan is chosen, but sometimes a particular charismatic or influential halfling can win the support of the majority of the clan despite being a few years younger. Almost every matriarch conforms to the stereotype of the crotchety old halfling grandmother, leaning on a stick and telling her kinsfolk in excruciating detail exactly what is wrong with their actions, their choices, their lives and their generation in general and she is usually entirely correct.
Hit Dice: d4
Requirements
To become a clan matriarch, a character must fulfil all the following criteria:
Skills: Diplomacy 10 ranks, Knowledge (religion) 6 ranks, Sense Motive 10 ranks
Special: Must be a halfling female
Special: Must be elected by the clan
Class Skills
The clan matriarch class skills (and the key ability for each) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis).
Skill Points at Each Level: 4 + Int modifier.
Clan Matriarch
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Loyalty Bonus |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Blood Knows Blood | +1 |
| 2 | +1 | +0 | +0 | +3 | Guide the Clan I | +2 |
| 3 | +1 | +1 | +1 | +3 | Blessings of the Matriarch | +3 |
| 4 | +2 | +1 | +1 | +4 | Guide the Clan II | +4 |
| 5 | +2 | +1 | +1 | +4 | Healing Touch | +5 |
| 6 | +3 | +2 | +2 | +5 | Guide the Clan III | +6 |
| 7 | +3 | +2 | +2 | +5 | Command | +7 |
| 8 | +4 | +2 | +2 | +6 | Guide the Clan IV | +8 |
| 9 | +4 | +3 | +3 | +6 | Clan Wisdom | +9 |
| 10 | +5 | +3 | +3 | +7 | Clan Spirit | +10 |
Class Features
All of the following are class features of the clan matriarch prestige class.
Weapon and Armour Proficiency: Clan matriarchs gain proficiency in the short sword. They gain no additional armour proficiencies.
Clan Loyalty Bonus: In many ways, the clan matriarch is the living incarnation of the clan. Her actions are always in tune with the clan’s best interests. At every level, the matriarch’s Clan Loyalty increases by +1.
Blood knows Blood (Ex): At 1st level, the clan matriarch understands her kin better than they know themselves. Anyone attempting to use Bluff on the matriarch suffers a morale penalty to the check equal to their Clan Loyalty score.
Guide the Clan I (Ex): At 2nd level, the grandmother learns to draw on exactly the right resources of her family. She may select any one project for the clan; any halflings from the clan involved in that project gain a +1 synergy bonus to all related skill checks. At 4th, 6th and 8th level, she may initiate another project or increase the synergy bonus for an existing project.
Blessings of the Matriarch (Su): At 3rd level, the matriarch can bless any member of her clan. This gives a +1 morale bonus to all skill checks and attack rolls for the duration of one task. A matriarch may only give one blessing at a time, although she can withdraw a blessing at any time.
Healing Touch (Su): At 5th level, the clan matriarch can channel the healing abilities of Grandmother. She may lay on hands as a paladin. However, the amount of hit points she can heal per day is equal to her Clan Loyalty score.
Command (Sp): At 7th level, the matriarch is so used to being obeyed, she can impose her will on others. She may cast greater command as a cleric of equal level three times per day.
Clan Wisdom (Ex): At 9th level, the matriarch’s Wisdom is permanently increased by two points.
Clan Spirit (Su): At 10th level, the matriarch dies and become a clan spirit that watches over her kin. She may now grant up to second level divine spells as a minor deity to halfling clerics of the clan.
Darkfinder
There is evil in the world. Even in the warm hearths of the happiest, cosiest clans, fingers of ice and shadow are always tapping at the windows. When dark things come from the houseless hills or creep from sunless woods, there are those who stand between the peaceful, simple folk and the monsters. What roads would any dare to tread, what safety would there be in quiet lands or in the homes of simple men at night, save for the efforts of rangers, clan defenders, adventurers and wandering heroes?
Darkfinders go further. While rangers and adventurers drive back evil when it appears, the darkfinders travel into the very heart of darkness to learn its weaknesses and root it out before it grows strong. Part spy, part inquisitor, part assassin, the darkfinder mistrusts and is mistrusted by all. To the darkfinder, anyone could be an undead monster in disguise, a worshipper of evil powers, a cultist of some demon or a murderous lycanthrope waiting for the silver hunger to rise.
To simple folk, the darkfinder is a stormcrow bringing news of danger or a troublemaker poking into their private affairs. It is a terrible and thankless duty, unappreciated by most folk, but if it were not for the darkfinders, the dark would find them first…
Hit Dice: d8
Requirements
To become a darkfinder, a character must fulfil all the following criteria:
Skills: Climb 4 ranks, Disguise 4 ranks, Gather Information 6 ranks, Intimidate 4 ranks, Knowledge (arcana) 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Sense Motive 6 ranks
Feats: Alertness, Blindfight, Dodge
Class Skills
The darkfinder class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Darkfinder
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Sense Evil, Shroud I |
| 2 | +1 | +0 | +0 | +3 | Even Shadows Bleed |
| 3 | +2 | +1 | +1 | +3 | Shroud II |
| 4 | +3 | +1 | +1 | +4 | Shroudlight |
| 5 | +3 | +1 | +1 | +4 | Shroud III |
| 6 | +4 | +2 | +2 | +5 | Investigative Insight |
| 7 | +5 | +2 | +2 | +5 | Shroud IV |
| 8 | +6 | +2 | +2 | +6 | Mass Shroud |
| 9 | +6 | +3 | +3 | +6 | Shroud V |
| 10 | +7 | +3 | +3 | +7 | Death Shroud |
Class Features
All of the following are class features of the darkfinder prestige class.
Weapon and Armour Proficiency: Darkfinders gain no additional weapon or armour proficiencies.
Sense Evil (Sp): Darkfinders may detect evil at will as a spell-like ability.
Shroud (Su): The darkfinder can shield himself from detection and divination. This shroud can be invoked at will, but while it is active, the darkfinder is surrounded by an aura of cold and darkness. Anyone within 15 feet of the darkfinder feels a strange chill and anyone familiar with darkfinders will realise that one is nearby. As the darkfinder advances in level, the strength of this magical shroud increases. The shroud also becomes colder and colder, inflicting cold damage on everyone within the shroud other than the darkfinder.
† At 1st level, the shroud protects the darkfinder’s mind. He gains a +4 resistance bonus to Will saving throws against mind-reading spells such as detect thoughts.
† At 3rd level, the shroud cloaks the darkfinder’s body. While the shroud is active, he gains a +2 circumstance bonus to Hide and Move Silently checks. It inflicts one point of cold damage per round to others in the shroud.
† At 5th level, the shroud guards the darkfinder against scrying. While shrouded, he is under the effects of nondetection. It inflicts two points of cold damage per round to others in the shroud.
† At 7th level, the darkfinder’s shroud even guards his words. He gains a +6 resistance bonus to Sense Motive and Bluff checks made when trying to hide his identity or goals. It inflicts three points of cold damage per round to others in the shroud.
† At 9th level, the shroud mimics the effects of a mind blank spell. It inflicts four points of cold damage per round to others in the shroud.
Even Shadows Bleed (Su): The darkfinder’s weapons can injure creatures normally immune to damage. His weapons gain the ghost touch ability and he may halve the damage reduction of a monster. For example, when striking a creature with damage reduction 15/-, the darkfinder’s damage is only reduced by 8 points.
Shroudlight (Su): The darkfinder may invert his shroud, creating a field of warmth and light around him. This also creates a protection from evil effect on everyone within 15-ft. of the darkfinder, as cast by a cleric of level equal to the darkfinder. Anyone who leaves the vicinity of the darkfinder loses the protection. The darkfinder may use shroudlight once per day.
Investigative Insight (Ex): The darkfinder gains a +2 insight bonus to Gather Information and Search checks.
Mass Shroud (Su): Anyone within the darkfinder’s shroud gains the shroud’s protection against scrying and other detection as if they were the darkfinder. Others still suffer the cold damage.
Death Shroud (Su): If any ally of the darkfinder dies within the area of effect of the shroud, his will can hold back the shadow of death for a brief time. The dead character is instantly resurrected and it is the darkfinder, not the other character, who loses one level. The resurrected character will die again within one week unless a death ward or raise dead spell is cast on it. Note that the darkfinder cannot use this ability to resurrect himself.
Dungeon Scout
The vast labyrinths that wind beneath the earth call for a specialised type of scout. In a realm of echoing corridors and trap-filled tombs, filled with hideous, unimaginable monsters and cut off from any hope of reinforcement or aid, the scout must be incredibly stealthy, cunning and resourceful.
The unspoken requirement is that the dungeon scout must also be able to compensate for the lack of stealth and cunning on the part of his comrades. Most adventurers who explore dungeons are armoured in plate mail that clanks and clatters or are absent-minded arcanists who trip over their own robes to examine ancient runes. From the perspective of the dungeon scout, the rest of the party are almost terminally clueless about survival in the dark places. The scout constantly has two problems to deal with, the unknown monsters ahead of him and the rest of the party behind.
At the same time, the scout knows that the fighting skills and magic of his companions is needed to combat the dangers of the dungeon. Sometimes, the scout must slip away into the shadows, ranging far off into the darkness of the underworld, but at other times he must fight side by side, relying on others. This combination of solitary exploration and unified action suits the halfling mindset very well, they are used to big folk being annoyingly noisy, but work well with others when they have to. Halflings also find looting treasure from catacombs to be much more fun than real work.
While dungeon scouts are renowned for their acerbic attitude and constant denigration of their companions (‘You make more noise than a bulette in heat doing a mating dance’), their skills make them among the most valued adventuring specialists.
Hit Dice: d6
Requirements
To become a dungeon scout, a character must fulfill all the following criteria:
Skills: Decipher Script 4 ranks, Disable Device 4 ranks, Knowledge (dungeoneering) 6 ranks, Move Silently 6 ranks, Search 6 ranks, Survival 6 ranks
Feats: Alertness, Blindfight, Track
Class Skills
The dungeon scout class skills (and the key ability for each) are Climb (Str), Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Knowledge (architecture and engineering)(Int), Knowledge (dungeoneering)(Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Dungeon Scout
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 | Scout Option, Group Stealth |
| 2 | +1 | +0 | +3 | +0 | Thread the Maze |
| 3 | +2 | +1 | +3 | +1 | Scout Option, Group Hide |
| 4 | +3 | +1 | +4 | +1 | Sixth Sense |
| 5 | +3 | +1 | +4 | +1 | Scout Option, Group Co-ordination |
Class Features
All of the following are class features of the dungeon scout prestige class.
Weapon and Armour Proficiency: Dungeon scouts gain no additional weapon or armour proficiencies.
Scout Option (Ex): At 1st, 3rd and 5th level, the dungeon scout may select any one of the following abilities.
† Stonecunning, as per the dwarf racial ability, which allows the dungeon scout to notice oddities in stonework.
† Notice Secret Doors: The ability to automatically make a Search check when passing within 5-ft. of a secret door, as per the elf racial ability.
† Improved Notice: The dungeon scout must have taken the Notice Secret Doors ability (or be an elf) to take this option. The range at which the scout can notice secret doors increases to a number of feet equal to the character’s Wisdom score.
† Sneak Attack: The dungeon scout gains a +1d6 sneak attack. This sneak attack damage stacks with sneak attack damage from other sources.
† Dungeon Tumble: The scout gains a +2 circumstance bonus to Jump and Tumble checks made while in an enclosed space, i.e. when there is a wall within 5-ft. of the character when the check is made.
† Darkvision: The scout gains darkvision out to 60-ft.
† Bonus Skill Points: The scout gains 2 bonus skill points which may only be spent on class skills.
Group Stealth (Ex): The dungeon scout is skilled at concealing the noises and disturbances made by his companions when travelling with a party. If everyone in the group is called upon to make Move Silently checks, the dungeon scout may accept a competence penalty to his roll to give any other member of the group an equal competence bonus to theirs. The scout may use this ability with a number of people equal to his Dexterity bonus.
Thread the Maze (Su): A lost scout is a dead scout. The dungeon scout gets a +3 insight bonus to Survival checks when tracking or navigating while underground.
Group Hide (Ex): As Group Stealth, but the scout can now use the ability with Hide checks.
Sixth Sense (Su): The scout is now attuned to his companions. He may make a Reflex save (DC 15) when one of his companions is attacked unexpectedly (i.e. caught flatfooted) or triggers a trap. If the save succeeds, the scout may immediately take a single move or standard action. This action is outside the normal initiative cycle; the scout might still be flatfooted after taking this action. This ability may only be used once per round.
Group Co-Ordination (Ex): As Group Stealth, but the scout can now use the ability with Spot, Search or Survival checks.
Enclosure Druid
The green threads of life push their way through fence and wall. The fierce, wild life energy that breathes through the plains and pulses in the heart of the forest can be found, tamed and diminished, but eternally present even in the most enclosed farmland. The most tame and sedate sheep or cow is still, somewhere deep in their slow blood, a thing of wild nature.
Most druids loathe or at best grudgingly tolerate farmland. Small, subsistence-level cottage farms and gardens are acceptable; such things do enclose and chain the land, but they are small and essentially irrelevant, tiny cankers in the bark of the world. Larger farms, such as those vast croplands and pastures that serve no purpose other than filling the endlessly hungry maw of the blighting cities, are of course anathema to the druids, for those farms virtually enslave nature in a prison of stone and dull monoculture.
Halfling farming techniques, even those employed on a large scale, are much more acceptable to druidic beliefs. The halflings consider themselves gardeners more than farmers and are in harmony with the dance of nature and the rhythm of the seasons. The strength of the clan bond also works in the halflings’ favour, as halfling druids are willing to advise and aid their clan instead of marching in, ranting about nature being enslaved in stone chains and calling down lightning.
Druids are integrated into halfling agriculture and halfling communities. Such druids are referred to as enclosure druids, as they watch over nature within the walls and fences of civilisation. The first such druids were halflings, but druids of other races sometimes watch over a small rural village or isolated community and so also become enclosure druids. They learn to extend druidic magic into society, tying wilderness and civilisation together with green threads of life.
Hit Dice: d8
Requirements
To become an enclosure druid, a character must fulfill all the following criteria:
Alignment: Any neutral
Skills: Craft (building) 4 ranks, Gather Information 4 ranks, Handle Animal 4 ranks, Heal 4 ranks, Knowledge (nature) 4 ranks
Special: Ability to cast druidic spells
Special: The enclosure druid must bond with a community by living among them for at least a season. A community is defined as no more than 400 people (i.e., a village, hamlet or thorp) but a community may be part of a larger town (i.e., an enclosure druid could bond with the halflings living in on the edge of a large human city).
Class Skills
The enclosure druid class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Enclosure Druid
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Enrichment I, Craft Magic | +1 level |
| 2 | +1 | +3 | +0 | +3 | Social Summoning | +1 level |
| 3 | +2 | +3 | +1 | +3 | Weatherguard | |
| 4 | +3 | +4 | +1 | +4 | Enrichment II, Social Shape | +1 level |
| 5 | +3 | +4 | +1 | +4 | Watchful Harmony | +1 level |
Class Features
All of the following are class features of the enclosure druid prestige class.
Weapon and Armour Proficiency: Enclosure druids gain no additional weapon or armour proficiencies.
Spellcasting: Enclosure druids continue to rise in spellcasting ability as if they were gaining levels in their previous spellcasting class. They only gain in spellcasting ability, not in other aspects of the class.
Enrichment (Su): The enclosure druid’s magic goes deep into the soil of his community. When he casts plant growth using the ‘enrichment’ effect, the productivity of plants within the area of effect is increased by half instead of by one-third during the coming year. Furthermore, the druid can choose to use the enrichment effect on farm animals, increasing their health and yield, businesses, increasing profitability or even families, bringing them prosperity and population growth.
Craft Magic (Sp): When the druid uses stone shape or wood shape, he may choose to channel the spell through one of the crafters in his community, using their craft skills instead of the druid’s instinct. The product of the spell may then have fine detail and/or moving parts.
Social Summoning (Sp): When casting any one of the summon nature’s ally spells, the druid can choose to summon a member of the community instead of an animal. The person summoned must be of a level lower than the level of the spell, so summon nature’s ally III can only summon people of second level or lower. The summoned individual appears with the garb and tools of their trade and will serve the druid for the duration of the spell. As usual, the druid may choose to summon multiple lower-level people instead of one higher-level individual.
Weatherguard (Sp): At 3rd level, the druid’s magic encompasses his community, above and below. He may cast control weather once per day, but the effect of the spell is limited to the boundaries of the community.
Enrichment II (Su): At 4th level, the effect of enrichment increases to improve productivity to twice normal.
Social Shape (Sp): When using wild shape, the druid can choose to adopt the form of a humanoid instead of an animal or dire animal.
Watchful Harmony (Sp): At this level, the druid can weave nature and civilisation together for the defence of the community. He is continually communing with nature and under the effects of a foresight, as the spells, while within the boundaries of the community. This is a supernatural ability.
Halfling Allfriend
Most halfling communities have at least one allfriend. Some serve as ambassadors, dealing with outsiders and strangers. Others specialise in rescuing halfling youths from themselves, visiting town jails and bargaining with city guards for their release. In regions with a halfling community or clan, the allfriend is a common sight, always present whenever halfling issues are being discussed. Within days of a halfling caravan rolling into town, an allfriend has the ear of the local authorities and is busy winning friends and influencing people.
Other allfriends are less civically minded and use their uncanny diplomacy and charisma for confidence tricks. A skilled thief might be able to scale a castle wall, squeeze through an arrow slit, hide from the guards, unlock the coffers and steal the gold, but an allfriend can knock on the door and within five minutes have convinced the lord of the castle to lend him all the money.
The allfriend is a combination of politician, lawyer, bard, diplomat and trickster, although some would say they are all the same thing. Silver-tongued eloquence is but one weapon in the allfriend’s arsenal; his true strength is his ability to find common ground with anyone and anything. Becoming an allfriend requires a great amount of natural charisma, but the key is empathy. Understand the other person’s needs and point of view and both can be manipulated with ease.
Allfriend adventurers are rare, but not unheard of. Travellers visiting distant lands or even other planes sometimes recruit allfriends as spokesmen and negotiators. While magic can solve the problems of foreign tongues and communication, it takes the understanding of an allfriend to deal with the strange cultures encountered.
Hit Dice: d6
Requirements
To become an allfriend, a character must fulfill all the following criteria:
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Sense Motive 8 ranks Feats: Negotiator
Special: The allfriend must have dealt with at least ten dangerous encounters through diplomacy or trickery, not combat
Class Skills
The allfriend class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (local)(Int), Knowledge (nobility and royalty)(Int), Knowledge (religion)(Int), Listen (Wis), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 4 + Int modifier.
Halfling Allfriend
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Intuit Desires, Contacts |
| 2 | +1 | +0 | +0 | +3 | Read the Situation |
| 3 | +2 | +1 | +1 | +3 | Charm Offensive, Contacts |
| 4 | +3 | +1 | +1 | +4 | Manipulation |
| 5 | +3 | +1 | +1 | +4 | Winning Smile, Contacts |
Class Features
All of the following are class features of the allfriend prestige class.
Weapon and Armour Proficiency: Allfriends gain no additional weapon or armour proficiencies.
Intuit Desires (Ex): The allfriend’s approach is based on understanding what others want and this ability allows him to sense what drives the motives of others. Whenever the allfriend succeeds at a Sense Motive check, he gains one piece of information about why the target of the check was acting in such a way. For example, if the allfriend senses that an orc is trying to trick him, he not only spots the bluff, but he also intuits if the orc hopes to eat him, steal from him or was ordered to lie to him.
Contacts (Ex): At 1st, 3rd and 5th levels, the allfriend gains a number of non-player character contacts equal to his Charisma modifier. These contacts are people who implicitly trust the allfriend and will go out of their way to aid him. The Player should consult with the Games Master to determine what a particular contact can do, but options include:
† A craftsman contact could give the character a 10% discount on equipment purchases.
† A cleric contact could give the character a 10% discount on healing or crafting magical items.
† A noble contact could get the character into the royal palace or intercede on some political or legal matter.
† An adventurer contact could accompany the allfriend in especially dangerous situations or pass on information about monsters and magical items.
† A spy contact could keep track of rumours and events in distant lands.
† A bard contact could spread tales and songs of the allfriend.
In general, a contact is of lower level than the character. Higher level contacts are possible, but they tend to have more responsibilities and are therefore less able to aid the character. A 3rd level village cleric might be able to help his friend at any time, but a 10th level cleric might be too busy with his duties to give anything more than token help.
As the allfriend is especially friendly with these contacts, he gains a +6 insight bonus to any Sense Motive checks to notice if they are acting out of character or under the effect of mind-altering magic.
If a contact dies, the allfriend may recruit a replacement contact after 1d4 weeks, chosen from among the characters the allfriend encounters during this time. An allfriend who acquires the Leadership feat may choose to gain an equal number of extra contacts instead of followers.
Read the Situation (Ex): The experienced allfriend can sense what is about to happen by reading subtle hints in speech and body language. He gains an Initiative bonus equal to the number of ranks in Sense Motive, but only when the Initiative roll is caused by the deliberate actions of other characters he can see. For example, the allfriend would gain this bonus when the orc he was speaking with suddenly attacks or when another party member pulls a lever activating a trap. He would not get this bonus if he triggered a trap by walking down a hall or if the orc attacked from ambush.
Charm Offensive (Sp): The allfriend may cast charm person as a sorcerer of equal level three times per day. If the allfriend has a Charisma of 19 or higher, he may use charm monster instead. Furthermore, if the allfriend senses that another character is already affected by a mind-affecting spell, he can tell how old the spell is and how long until it expires.
Manipulation (Ex): At this level, the allfriend learns to consciously and deliberately adjust the attitudes and emotions of others. He may add his Intelligence bonus to his Charisma score.
Winning Smile (Su): Once per day, the allfriend may use this ability to change another character’s attitude to Friendly. This is a mind-affecting ability and can only be used on characters who are both stronger and bigger than the allfriend. The target is permitted a Will save (DC 20) to resist this effect, but the saving throw suffers a circumstance penalty equal to the allfriend’s Charisma Bonus.
Halfling Grenadier
A healthy dose of luck, a knack for throwing things accurately and a lack of any self-preservation whatsoever; these are the traits of the infamous halfling grenadiers. Their dangerous tactics are rarely welcomed by halfling generals or clan defenders, so most grenadiers are either adventurers, mercenaries or in the service of humans or gnomes.
Grenadiers specialise in a rather unreliable and dangerous type of weapon. Their limited range and unpredictable effects means that a grenadier is often risks being injured by his own devices. An archer hardly ever shoots himself in the foot, a swordsman may nick his thumb on the blade but do no more grievous injury, but the grenadier is almost assured of staggering out of the smoke and chaos of combat blackened and burnt by his own weapons. It is a mark of the indomitable spirit and devil-may-care attitude of the grenadier that they come out of most fights grinning and jabbering happily about the big explosions they have caused.
Hit dice: d8
Requirements
To become a grenadier, a character must fulfill all the following criteria:
Skills: Craft (alchemy) 4 ranks, Climb 4 ranks, Disable Device 4 ranks, Spot 4 ranks
Feats: Lightning Reflexes, Quick Draw
Class Skills
The grenadier skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Halfling Grenadier
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Improved Throw |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 | Craft Grenade | +1 |
| 2 | +1 | +0 | +3 | +0 | Bonus Attack | +2 |
| 3 | +2 | +1 | +3 | +1 | Big Splash | +3 |
| 4 | +3 | +1 | +4 | +1 | Bonus Attack II | +4 |
| 5 | +3 | +1 | +4 | +1 | Pockets of Last Resort | +5 |
Class Features
All of the following are class features of the grenadier prestige class.
Weapon and Armour Proficiency: Grenadiers gain no additional weapon or armour proficiencies.
Improved Throw (Ex): Practice makes perfect and grenadiers have a lot of practise throwing grenade-like weapons. When using such weapons, the grenadier can add his Improved Throw bonus to attack rolls and to the range increment of the weapon.
Craft Grenades (Ex): Grenadiers are constantly busy making replacement weapons. The grenadier gains a +2 insight bonus to Craft checks when crafting items and may make an Craft check to make new grenadelike weapons (alchemist’s fire, thunderstones and so on) every week, even while adventuring, travelling or otherwise engaged.
Bonus Attack (Ex): If the grenadier makes a full attack, he may throw one extra grenade at his full base attack bonus.
Big Splash (Ex): The grenadier can increase the range of splash damage from his grenades. Doing so inflicts a –4 penalty to the attack roll, but doubles the range of splash damage to 10-ft.
Pockets of Last Resort (Ex): Grenadiers almost always have a few grenades stuffed into some obscure pocket or fold of clothing. When the grenadier is out of grenadelike weapons to throw, he may roll on the following table once:
| Last Resort | |
|---|---|
| D12 roll | Grenade |
| 1 | Oil |
| 2 | Holy Water |
| 3 | Alchemist’s Fire |
| 4 | Tanglefoot Bag |
| 5 | Thunderstone |
| 6 | Caltrop |
| 7 | Honeycomb |
| 8 | Net |
| 9 | Slow-burning |
| 10 | Slumber |
| 11 | Smoke |
| 12 | Vermin |
Headhunter
They whisper to each other in the night. Their voices are scratchy and breathless, for without lungs they must gasp each word out by gulping in mouthfuls of air. Some are blind, for their eyes burst during the shrinking process and the sockets sewed shut. They constantly complain and pester the others to describe what is going on. The tsantsa are never quiet. Beneath, the headhunter smiles and turns over in his contented sleep.
The noise of his tsantsa is a chorus of praise to him. The headhunters are the most feared warriors among the pygmy halfling tribes. They learn the art of turning the disembodied heads of fallen enemies into tsantsa, shrunken undead heads whose spirits are bound to that of the head-hunter. Taking the heads of enemies is a mark of pride and honour for the warrior. Furthermore, as his skills grow, he learns to channel the spirits of the heads and use their abilities.
Headhunters normally prey upon the warriors of neighbouring tribes and villages. Each headhunter is in competition with all the rest, as whoever has the most and best tsantsa has a great advantage over the others and threatens to add them all to his tsantsa collection. A headhunter will therefore go to great lengths to track down a particular powerful interloper in the forest, the more dangerous the foe, the better the head.
Hit Dice: d8
Requirements
To become a headhunter, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Craft (leatherworking) 6 ranks, Survival 6 ranks
Feats: Improved Critical, Track, Craft Tsantsa
Class Skills
The headhunter class skills (and the key ability for each) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.
Headhunter
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +0 | +2 | Awaken Tsantsa, Tsantsa Bonus +2 |
| 2 | +2 | +0 | +0 | +3 | Watchful Eyes, Tsantsa Bonus +4 |
| 3 | +3 | +1 | +1 | +3 | Tsantsa Bonus +6 |
| 4 | +4 | +1 | +1 | +4 | Counsel of the Heads, Tsantsa Bonus +8 |
| 5 | +5 | +1 | +1 | +4 | Tsantsa Bonus +10 |
| 6 | +6 | +2 | +2 | +5 | Spellcasting, Tsantsa Bonus +12 |
| 7 | +7 | +2 | +2 | +5 | Tsantsa Bonus +14 |
| 8 | +8 | +2 | +2 | +6 | Detonate Head, Tsantsa Bonus +16 |
| 9 | +9 | +3 | +3 | +6 | Tsantsa Bonus +18 |
| 10 | +10 | +3 | +3 | +7 | Wicked Decapitating Strike, Tsantsa Bonus +20 |
Class Features
All of the following are class features of the headhunter prestige class.
Weapon and Armour Proficiency: Headhunters gain no additional weapon or armour proficiencies.
Awaken Tsantsa (Su): One of the first abilities learned by the headhunter is the art of awakening the spirit of a shrunken head. He links his own soul to the trapped spirit. The tsantsa becomes an undead creature with the Intelligence, Wisdom and Charisma it possessed in life.
As it is bonded to the soul of the headhunter, it cannot be turned or destroyed while in his possession. Separated from the headhunter, it can still be drawn on by him, but can be destroyed as easily as any other such item. A headhunter may bond to a maximum number of tsantsa equal to one plus his Wisdom modifier (minimum of one). A headhunter may remove his bond with one head to bond with another as a full-round action. The headhunter must touch the head to bond with it.
Each head can be drawn upon a maximum of five times per day.
Tsantsa Bonus (Su): By drawing on the soul trapped within a shrunken head, the headhunter can enhance his own abilities. He may gain an insight bonus to attack rolls up to his tsantsa bonus, or the base attack bonus possessed by any head in life, whichever is lower. For
example, a character with a tsantsa bonus of +6 carrying the head of a 5th level fighter (Base Attack Bonus +5) could get a +5 bonus to attacks.
Drawing on a head is a free action.
Watchful Eyes (Ex): The tsantsa hanging from the headhunter’s belt warn him of danger, giving him the Alertness feat for free.
Counsel of the Heads (Su): The headhunter can force any of his heads to give him advice, allowing him to access any knowledge or other specialist skill possessed by the head. The head is forced to make a skill check and truthfully tell the headhunter the result, the head can speak in riddles, but must be truthful and accurate. This counts as drawing on the head.
Spellcasting (Su): The headhunter may draw on any spell known by one of his heads, casting it as if he were that head. Heads of divine spellcasters regain spells normally, as do those of sorcerers. A headhunter carrying a wizard’s head must also carry a spellbook and prepare spells as normal. Casting a spell using a tsantsa counts as drawing on that head.
Detonate Head (Su): By setting fire to the soul of a head, the headhunter may throw the head as a grenade-like weapon with a range increment of 10- ft. On impact, it explodes inflicting a number of d6 of fire damage equal to the headhunter’s tsantsa bonus. The explosion has a radius of 15-ft.
Detonating a head does not draw on the spirit within, so a head can be used five times in one day and then detonated.
Wicked Decapitating Strike (Su): At 10th level, the headhunter’s master of the tsantsa bond is so great that he can instantly shrink and bond with a head. If the headhunter inflicts a critical hit using a slashing weapon that reduces a humanoid opponent to –10 or less, he can choose to magically turn that head into a tsantsa and bond with it immediately.
Knight of the Road
The road is deeply important to halflings. Many of them spend their whole lives travelling, either as vagabond adventurers or in tinker caravans with their entire family. The road ties clans together and brings new opportunities and new wonders. Some even worship the road as a strange form of deity.
The Knights of the Road arise from this confluence of mystery and necessity. They begin as nothing more than warriors who patrol the roads and byways that wind across the land and clear the path of obstacles, bandits, monsters and other dangers. As they continue their long walk down the road, the Road takes them and blesses them. They become something quite like paladins of fate and travel, always arriving just in the nick of time to help pilgrims beset by dangers.
Adventurers, who spend so much time on the road being buffeted by the whims of fate, often become knights of the road, sometimes, without even realising it, they fall into the patterns of belief and behaviour that will draw them into an eerie symbiosis with the road. Others seek to become knights of the road and go out hunting bandits or beasts.
Hit dice: d10
Requirements
To become a knight of the road, a character must fulfill all the following criteria:
Skills: Move Silently 4 ranks, Ride 6 ranks, Search 4 ranks, Survival 6 ranks
Feats: Endurance, Track
Special: Must have stopped to aid at least three fellow travellers on the road.
Class Skills
The knight of the road class skills (and the key ability for each) are Balance (Dex), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Scry (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at Each Level: 4 + Int modifier.
Knight of the Road
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1 | 2 | 3 |
|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +0 | Fast Travel | - | - | - |
| 2 | +2 | +3 | +0 | +0 | Keep to the Path, Lay on hands | - | - | - |
| 3 | +3 | +3 | +1 | +1 | Road Signs | - | - | - |
| 4 | +4 | +4 | +1 | +1 | Fast Travel II | 0 | - | - |
| 5 | +5 | +5 | +1 | +1 | Synchronicity | 0 | - | - |
| 6 | +6 | +5 | +2 | +2 | Keep to the Path II | 1 | - | - |
| 7 | +7 | +5 | +2 | +2 | Roadscry | 1 | - | - |
| 8 | +8 | +6 | +2 | +2 | Keep to the Path III | 1 | 0 | - |
| 9 | +9 | +6 | +3 | +3 | Summon Road | 1 | 1 | - |
| 10 | +10 | +7 | +3 | +3 | Roadwalk | 2 | 1 | 0 |
Class Features
All of the following are class features of the knight of the road prestige class.
Weapon and Armour Proficiency: Knights of the Road gain no additional weapon or armour proficiencies.
Spellcasting: At 4th level, the Knight of the Road gains the ability to cast a small number of divine spells. To cast a spell, the knight must have a Wisdom score of at least 10 + the spell’s level. Bonus spells are based on Wisdom and saving throws against these spells have a DC of 10 + the spell level + the knight’s Wisdom modifier. Spells are chosen from the ranger spell list and are prepared and cast in the same way as a ranger casts spells.
Fast Travel (Ex): While on a road, alleyway, street or other man-made path, the character’s movement is increased by 5-ft. Overland travel speed is increased by 25% for the knight and his companions. At fourth level, this increases to an extra 10-ft. of movement and a 50% increase in travel speed.
Road Signs (Ex): The knight’s great familiarity with the road allows him to spot signs of travel even on smooth flagstones. The knight gains an insight bonus equal to his class level to
Survival checks made for tracking other travellers on the road.
Lay on Hands (Sp): The knight can lay on hands, as a paladin. Each day he can cure a total number of hit points equal to his charisma bonus (if any) times his class level. This ability stacks with the lay on hands ability of the paladin.
Keep to the Path (Ex): While the knight is standing on a road, he gains a +1 circumstance bonus to his Armour Class and saving throws. His great familiarity with the terrain gives him confidence and enhanced agility.
Synchronicity (Su): The knight is always in the right place at the right time. He gains a +2 insight bonus to initiative and can never be surprised while on a road. He also tends to happen upon travellers who need his help or can aid him.
Keep to the Path II (Ex): The knight’s bonus to armour class and saving throws increases to +2. Furthermore, he cannot be flanked while on a road.
Roadscry (Su): The character may make a Concentration check to watch over any point on the road. The DC for this check equal to the distance in miles along the road between the knight and the target. The knight sends his mind out, which runs along the road in astral form at great speed to spy on the target location. The knight can see and hear whatever he is looking on. Using this ability is a move action.
Keep to the Path III (Ex): The knight’s bonus to armour class and saving throws increases to +3. He also gains a +1 bonus to all attacks made while standing on a road.
Summon Road (Su): The world is old and ancient roads criss-cross the land like faded scars. The knight of the road can evoke these ancient roads, causing them to rise up again beneath his feet. By taking a full-round action, the knight can use this supernatural ability summon up a road directly beneath him. This causes a mild earth tremor, causing effects similar to those of an earthquake spell. No fissures open up in the ground and cliffs do not crumble, but the rising road can shatter buildings and collapse tunnels. This ability can also be used to raise a fallen bridge. The summoned road has a length in feet equal to 20 times the character’s class level and is twice as wide as the knight’s level.
The character can summon a road once a day and it lasts a number of days equal to the character’s total class levels, before disappearing once more into obscurity.
Roadwalk (Su): At this level, the character can channel his substance into the road, merging with it and reappearing elsewhere. He can teleport as per the spell, to any point along the road he is currently travelling. Furthermore, when using this ability, he regains lost hit points as if he had rested for a day. This is a supernatural ability and can be used once per day per five character levels.
Master Chef
As a race, the halflings do not have a mere love affair with well-cooked food, they have a long but still burning passionate marriage with it. Second only to the Clan Matriarch and standing shoulder to shoulder with the clerics, defenders and elders of the clan, the chef is one of the most respected and honoured members of any halfling family. The chef has ceremonial duties to prepare clan banquets and various ritual feasts, but usually practices their craft on a daily basis. Halfling peasants often eat as well, if not as much, as human lords.
The best of the chefs sometimes manage to rise to the rank of Master Chef. This takes more than merely honing one’s cooking skills; the Master Chef must be ready to quest for the rarest ingredients, study the arts of alchemy and herbalism and even master a little magic. A druid will willingly tell or, more likely, lecture at length that every living thing contains within it a spark of divine life energy and that consuming this spark in the feral rush of the hunt is a sacrament of life and an affirmation of the great cycle of nature.
Furthermore, most civilised meals take too long and by the time the food is prepared, the divine spark of life it once contained has decayed and vanished, devoured by entropy and lost to the cycle forever. The Master Chef, then, must learn to nurture and preserve the little spark of life in his ingredients as he prepares the meal, coaxing it back into full bloom until a meal of venison and vegetables gives the diners a sense of crashing through the greenwood, heavy antlers weighing down their heads and hot blood rushing through their veins while simultaneously hurling their souls into the dark loam of the earth, there to slowly take root and grow and sprout, a long slow black green moment of constant life.
The Master Chef stands between life and death, between hunter and hunted and draws the entire world in until the experiences of a hundred lifetimes explode out with every transcendent mouthful!
They also cook.
Hit Dice: d6
Requirements
To become a master chef, a character must fulfill all the following criteria:
Skills: Appraise 8 ranks, Craft (cooking) 12 ranks, Knowledge (nature) 6 ranks, Profession (herbalist) 8 ranks, Spellcraft 6 ranks, Survival 6 ranks
Feats: Skill focus (Craft (cooking))
Class Skills
The master chef class skills (and the key ability for each) are Animal Empathy (Cha), Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Innuendo (Wis), Knowledge (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.
Master Chef
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Lethal Utensils, Healing Meal |
| 2 | +1 | +3 | +0 | +3 | Stand the Heat, Fortifying Meal |
| 3 | +2 | +3 | +1 | +3 | Get Out of the Kitchen, Distracting Meal |
| 4 | +3 | +4 | +1 | +4 | Slice and Dice, Inspiring Meal |
| 5 | +3 | +4 | +1 | +4 | Heroes Feast, Divine Meal |
Class Features
All of the following are class features of the master chef prestige class.
Weapon and Armour Proficiency: Master chefs gain no additional weapon or armour proficiencies.
Magical Meals (Su): During his career, the master chef learns to prepare various dishes that have supernatural properties. These meals are prepared like a normal meal (Tricks of the Halflings), but can only be created by a master chef.
Lethal Utensils (Ex): The chef is familiar with every one of his tools, from the sturdiest frying pan to the sharpest meat cleaver. He may use such an item as a weapon that inflicts 1d4+1 points of damage, threatens a critical on a 20, has a thrown range increment of 10- ft. and is either slashing, piercing or bludgeoning (as appropriate). He is considered proficient in the use of such weapons.
Healing Meal (Su): The chef learns to prepare a special broth of meats and spices that greatly accelerates natural healing. Characters eating the meal heal at twice the normal rate that day. The Craft (cooking) DC for this meal is 15.
Stand the Heat (Ex): Years of slaving over a hot grill hardens the chef to extremes of temperature. The master chef may ignore the first five points of fire damage perround from any source.
Fortifying Meal (Sp): The chef learns to prepare a magical meal that imbues those who eat it with the strength of an animal. Any one of the following spells is cast upon all the diners: bull’s strength, cat’s grace or bears endurance. The spells are cast as if the master chef were a sorcerer five levels higher than his class level. The Craft (cooking) DC for this meal is 20.
Get Out Of The Kitchen (Ex): Nothing is more dangerous than a cook in his own kitchen. He knows the location of every weapon, every hot surface and every piece of cover or concealment. He knows where to hit the cupboard to make the far cabinet drawer pop out, sending a shower of sharp knives pouring out. He knows where enemies are because the vibrations of their footsteps makes the jam in the jars quiver in a certain way. The kitchen is his kingdom, his fortress and he defends it with the ferocity of a cave bear in its den. When in his kitchen, the master chef is considered to have a reach that encompasses the whole area. He may throw items or make attacks of opportunity on anyone in his kitchen.
Distracting Meal (Su): By preparing a meal containing all of a creature’s favourite foods, the master chef can create an incredibly distracting dish. If a creature of the targeted species comes within 60-ft. of the dish, it must make a DC 20 Will save or head straight for the food, ignoring other distractions. The Craft (cooking) DC to prepare the meal is 15.
Slice and Dice (Ex): The unexpected accuracy and ferocity of the master chef’s improvised cutlery attacks now takes his enemies by surprise, giving him a +2d6 sneak attack. This stacks with sneak attacks from other sources.
Inspiring Meal (Su): This ceremonial meal is usually prepared when a clan is going to war. It gives a +1 morale bonus to all attacks and saving throws to everyone who partakes for the next 2 hours. Furthermore, it doubles the duration of all other morale bonuses. For example, the inspire courage ability of bardsong gives a morale bonus for as long as the bard sings, plus another five rounds. If those who hear the bardsong are also under the effects of an inspiring meal, the bonus from bardsong lasts for twice as long as the bard sings, plus another ten rounds. The DC to prepare this meal is 25.
Heroes’ Feast (Sp): At this level, the master chef is attuned to the magic of food. He may cast heroes’ feast once per day for up to 20 people as a caster of level equivalent to the character’s master chef level..
Divine Food (Sp): The chef learns to prepare a meal so delicious, it is quite literally a religious experience. Anyone who eats the food may choose to either commune with a deity of their choice and ask three questions, commune with nature or have a vision. The DC to prepare the meal is 30.
Master of Hounds
Halfling riding dogs are a vital part of the clan. Their barking warns of danger, their speed carries Halfling messengers quickly through wood and fen and their ferocious jaws and unquestionable loyalty make them valued defenders of the hearth. Most halfling households have a pair of dogs and almost every halfling has ridden dogs at least a few times in his life.
Halflings who become Masters of Hounds have two duties. Firstly, they must raise and train the dogs of the clan, as well as teaching riding and animal husbandry skills to the other halflings. Secondly, the Master of Hounds must protect the clan dogs from mistreatment or neglect. The bond between halflings and their dogs is much more of a partnership than humanity’s relationship with horses, for example and the Master of Hounds must ensure that both sides fully respect this partnership. Most Masters are especially zealous about this aspect of their duties and more than a few humans have received a fierce tongue lashing, or worse, from a halfling offended by the treatment of their dogs.
Adventuring Masters of Hounds are common, but many retire after the loss of a particular beloved canine companion. Others continue adventuring for years afterwards to take revenge on whoever killed their dogs. To the Master of Hounds, the loss of a riding dog is the loss of a portion of his soul.
Hit Dice: d8
Requirements
To become a master of hounds, a character must fulfill all the following criteria:
Skills: Handle Animal 6 ranks, Ride 5 ranks, Survival 6 ranks
Feats: Mounted Combat, Ride-by Attack, Spirited Charge
Class Skills
The master of hounds class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Master of Hounds
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | ~Special | Bonded Dogs |
|---|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | Interpreter | 1st |
| 2 | +2 | +0 | +3 | +0 | Opportune Strike | 2nd |
| 3 | +3 | +1 | +3 | +1 | Share Strength | 3rd |
| 4 | +4 | +1 | +4 | +1 | Co-ordinated Pack | 4th |
| 5 | +5 | +1 | +4 | +1 | Canine Spirit | 5th |
Class Features
All of the following are class features of the master of hounds prestige class.
Weapon and Armour Proficiency: Masters of hounds gain no additional weapon or armour proficiencies.
Bonded Dog (Su): At every level, the master of hounds can empathically bond with one of his riding dogs. The two can communicate empathically just like a paladin and his mount.
Interpreter (Ex): At 1st level, the master of hounds learns from his bonded animal and gains great insights into training other animals. He gains a +4 insight bonus to Handle Animal checks.
Opportune Strike (Ex): At 2nd level, the master of hounds can take advantage of his mount’s attacks. He may make an attack of opportunity with a +4 circumstance bonus to the attack roll on anyone knocked prone by a dog’s Trip attack within his threatened area.
Share Strength (Sp): The master of hounds can protect his dogs through the bond. Three times a day, he may cast shield other on any of his bonded dogs. Furthermore, all his bonded dogs now benefit from the halfling +1 bonus to all saving throws.
Co-ordinated Pack (Ex): By communicating through their shared empathic bonds, the master of hounds and his bonded dogs can co-ordinate their attacks to take advantage of the weaknesses of enemies. When any two are adjacent or flanking the same enemies, they both gain a +2 circumstance bonus to their attacks.
Canine Spirit (Su): Finally, the master of hounds learns to draw on the spirit of his animals. Whenever any of his dogs is killed, he may absorb the animal into himself, becoming a weredog. Weredogs have the same statistics as werewolves as described in SRD. This state lasts for one month, when the dog’s spirit moves onwards, or until the dog is raised. During this time, the master of hounds is a lycanthrope, but is in full control, is not subject to involuntary transformations and retains his own mind while transformed.
Second-storey Thief
Go to any thieves’ guild and listen to their tales. If you can patter cant, you will hear tell of famous thieves of yore, who stole the silver from the moon and the song of the swan before lifting a whole hoard from underneath a sleeping dragon without disturbing a single scale on the beast. These rogues are legends in the trade, who single-handedly accomplished feats of incredible skill and cunning.
The wealthiest rogues, however, are not legends in the trade. Rather than tempt fate by risking the most difficult heists, staking their loot, staking their freedom, often even staking their life on a single flick of the wrist or leap from rooftop to rooftop, they work in pairs.
When a thief has a partner, one can keep a lookout while the other works. Climbing a sheer wall is much easier when someone else provides a safety line. Two heads are better than one when solving a puzzle or disarming a trap…and, of course, most important of all, two thieves can carry twice as much loot.
The halflings refer to such partners in crime as secondstorey thieves. They are especially common among halflings, due to their close family ties as well as the need for extra strength and reach when thieving in a human-scale city. For example, one halfling can stand on the other’s shoulders and be as tall as a human. Such partnerships are especially common for siblings; among halflings, twins are always suspected of being thieves.
Second-storey thieves are uncommon among adventurers, as few parties include a pair of rogues. Some adventurers do learn the techniques of the class to aid the party thief and to have an extra pair of agile hands should the rogue be captured. However, a true second-storey thief, one who understands the spirit of the system as well as the methods, would never allow his partner to take the fall.
Hit Dice: d6
Requirements
To become a second-storey thief, a character must fulfill all the following criteria:
Skills: Balance 4 ranks, Bluff 6 ranks, Climb 4 ranks, Concentration 4 ranks, Disable Device 6 ranks, Spot 4 ranks
Feats: Combat Expertise
Special: A second-storey thief must train with a partner. The partner does not have to become a second-storey thief, but both must have gained a level during their training time together. A thief can have multiple partners, but can only train with a number of partners equal to his Intelligence modifier at any one time. A second-storey thief can only use abilities of a certain level with those he has trained with for that long; for a second-storey thief to use his second ability, Got Your Back, he must have trained with a partner for at least two levels. To use his fourth-level ability, Throw and Catch, he must have trained with that partner for at least four levels.
Class Skills
The second-storey thief class skills (and the key ability for each) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Second-Storey Thief
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +2 | Conspiratorial Whispers |
| 2 | +1 | +0 | +3 | +3 | Got Your Back, Sneak Attack +1d6 |
| 3 | +1 | +1 | +3 | +3 | Double-team |
| 4 | +2 | +1 | +4 | +4 | Throw and Catch, Sneak Attack +2d6 |
| 5 | +2 | +1 | +5 | +4 | Improved Double-team |
Class Features
All of the following are class features of the secondstorey thief prestige class.
Weapon and Armour Proficiency: Secondstorey thieves gain no additional weapon or armour proficiencies.
Sneak Attack (Ex): The second-storey thief gains sneak attack damage at 2nd and 4th levels. This sneak attack damage stacks with sneak attack damage from other sources and is not limited by the second-storey thief’s partner (i.e. a fourth-level second-storey thief may use the extra sneak attack damage gained at fourth level even if he has only trained with that partner for one level).
Conspiratorial Whispers (Ex): At 1st level, the second-storey and his partner have spent so much time working together that they share an extraordinary, almost telepathic bond. They receive a +2 insight bonus to Bluff checks made when working together and may make an Innuendo check even if one has no ranks in the skill. They also get a +2 insight bonus when making a Spot check to watch out for their partner.
Got Your Back (Ex): At 2nd level, the thief covers for his partner, searching half an area while the other searches the rest or double-checking every move while disarming a trap. When using certain skills, the pair can choose to make a single check instead of both rolling. The second-storey thief makes the combined roll, adding two-thirds of the partner’s ranks in the skill to his own. Any of the following skills can be used with this ability: Disable Device, Forgery, Gather Information, Intimidate, Listen, Open Lock, Search, Survival, Use Rope.
Double-team (Ex): At 3rd level, the two master the art of fighting side by side. When attacking the same foe, or when fighting side by side, both may both use the Combat Expertise or Power Attack feats if either possesses the feat. Furthermore, one may take the penalty to his attack while the other gains the benefit. For example, if a fighter partner has the Power Attack feat, the second-storey thief may reduce his own attack by five to increase his partner’s damage by five. The maximum penalty that may be accepted is –10, plus the second-storey thief’s class level and the character may only accept the penalty while making an attack.
Throw and Catch (Ex): At 4th level, the two learn to work together in the air and on heights, acting as support for each other. Balance, Climb, Jump and Tumble are added to the list of skills usable with the Got Your Back ability.
Improved Double-team (Ex): At 5th level, the two continue to improve their team tactics. They both gain a +2 circumstance bonus to attacks and armour class. Furthermore, when flanking an opponent with a partner, the second-storey thief may choose to use his partner’s Base Attack Bonus instead of his own.
Spell Completist
The halfling love of collecting things is well known. Some are obsessed with rings or knives, paintings by a particular artist. Other halflings collect pretty stones, sea-shells, recipes or monster teeth. They adore both order and trivia, perhaps as a result of their love of genealogy and clan structures. Halflings often pay little attention to danger or major events, but can lavish time and effort on incredibly inconsequential debates or collections.
Although many of the great works have been lost over the ages, there are still many thousands of spells in existence. In addition to the hundreds of relatively common dweomers held in the libraries and spellbooks of many wizards, there are thousands of unique scrolls containing lost or rare incantations. Enterprising or creative wizards create new spells to bolster their own power. Many wizards’ guilds and universities demand that apprentices confirm their skills by creating a new spell. Dungeons and ruins hide many of the ancient secrets of lost civilisations founded on mighty magic. It is impossible for a single wizard to track down every spell from a single school, let alone every spell in existence.
The Spell Completist just sees that as a challenge. These wizards, usually halflings due to the race’s love of collecting, but obsession is certainly not a uniquely halfling trait, seek to collect and scribe every spell. They are consummate archivists and researchers, digging through mounds of decaying lorebooks and rotting scrolls to find a tiny scrap of new magic. Truly dedicated spell collectors would go into the very pits of hell just to trade spells with archfiend wizards.
The majority of spell completists are humans, but halflings make up a disproportionate amount of the remainder. Half-Orcs rarely see the point in such collections. Gnomes are more than capable of being obsessed about things, while dwarves are rarely taken with magic. Finally, the few elves who are spell completists are often envied by other collectors, as their long life allows the elves to assemble truly impressive collections. Spell completists often meet to trade spells, although rivalries between different collectors are common. Some even stoop to theft or worse to get particularly rare spells.
Hit Dice: d4
Requirements
To become a Spell Completist, a character must fulfill the following criteria:
Skills: Concentration 4 ranks, Knowledge (arcana) 4 ranks, Spellcraft 6 ranks
Feats: Skill Focus (spellcraft)
Special: Wizard (or wizard-style spellcasters who use spellbooks or an analogue) only.
Class Skills
The Spell Completist class skills (and the key ability for each) are Appraise (Int), Concentration (Con), Craft (bookbinding) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Int), Scry (Int), Search (Int), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Spell Completist
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Spell Compression | +1 level of existing class |
| 2 | +1 | +0 | +0 | +3 | +1 level of existing class | |
| 3 | +1 | +1 | +1 | +3 | Comparative Lore | |
| 4 | +2 | +1 | +1 | +4 | +1 level of existing class | |
| 5 | +2 | +1 | +1 | +4 | +1 level of existing class | |
| 6 | +3 | +2 | +2 | +5 | Greater Spell Mastery | |
| 7 | +3 | +2 | +2 | +5 | +1 level of existing class | |
| 8 | +4 | +2 | +2 | +6 | +1 level of existing class | |
| 9 | +4 | +3 | +3 | +6 | Switch Spell | |
| 10 | +5 | +3 | +3 | +7 | +1 level of existing class |
Class Features
All of the following are class features of the spell completist prestige class.
Weapon and Armour Proficiency: Spell completists gain no additional weapon or armour proficiencies.
Spellcasting: Spell completists continue to rise in spellcasting ability as if they were gaining levels in their previous spellcasting class. They only gain in spellcasting ability, not in other aspects of the class.
Spell Compression: At 1st level, the spell completist learns techniques for scribing and learning spells that takes up less time, space and money. The cost for scribing spells is divided by twice his spell completist class level.
Comparative Lore (Ex): At 3rd level, the spell completist begins to draw connections between different spells and techniques. His encyclopaedic knowledge of magic helps when studying new effects. He gains an insight bonus to all Spellcraft checks equal to one-tenth the number of spells in his spellbooks.
Greater Spell Mastery: At 6th level, the spell completist’s familiarity with his collection is such that he can memorise the incantations and gestures for many spells. He gains the Greater Spell Mastery ability. This is identical to the Spell Mastery feat, but the character can prepare a number of spells equal to his Intelligence score instead of his Intelligence modifier.
Switch Spell (Su): At 9th level, the spell completist is familiar with so many spells that he can use the similarities between them to modify spells on the fly. By making a Spellcraft check at a DC of 30 + the level of the spell, he can swap a prepared spell for another of the same school and level in his spellbooks. This may be attempted a number of times per day equal to the character’s Intelligence modifier. Doing this is a free action.
Wild Card
Having the element of surprise is everything. Preparation, skill, magic, they all come to nothing if the attack comes when you are off-balance. The wild card specialises in surprise. Whatever the situation, the wild card can be relied upon to surprise someone, ideally, the opposition, but luck can be fickle.
Being a wild card requires a sincere devotion to chaos and fortune. Few wild cards can stay faithful to anything except chance; they may try to stay loyal to their clan, to their friends or to a promise, but their moods change with the winds. They simply cannot do otherwise. Some are travelling entertainers or jesters, others bandits or thieves, but they are all fortune’s fools.
As the wild card walks his twisting path, he becomes attuned to synchronicity, the hidden order in random events that underlies the world. Events seem to coalesce and cascade around him; it is always the wild card who bumps into the old man who is looking for an adventurer, it is always the wild card who accidentally picks up the pouch containing the cursed ring. He is always in the right place at the right time or wrong place at the wrong time, depending on how his luck holds.
Wild cards are drawn to crises where order teeters on the brink of collapse, such as revolutions or disasters. While other races, most commonly half-elves, can become wild cards, the majority are halflings. The socalled “happy-go-lucky” attitude of the race and their innate luck gives them a head start when trying to attune themselves to chaos. Most wild cards are rogues or bards, although any class can follow the path.
Hit Dice: d6
Requirements
To become a wild card, a character must fulfill all the following criteria:
Alignment: Any chaotic
Skills: Bluff 8 ranks, Tumble 4 ranks
Feats: Absurdly Lucky, Alertness, Combat Reflexes
Special: The wild card must have made peaceful contact with a chaotic outsider at some point.
Class Skills
The wild card class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Open Lock (Dex), Sleight of Hand (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
Wild Card
| Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +2 | Random Factor |
| 2 | +1 | +0 | +3 | +3 | Whatever Comes To Hand, Unpredictable Attack |
| 3 | +1 | +1 | +3 | +3 | Synchronicity, Random Factor II |
| 4 | +2 | +1 | +4 | +4 | Blessings of Chaos |
| 5 | +2 | +1 | +4 | +4 | Fortune’s Fool |
Class Features
All of the following are class features of the wild card prestige class.
Weapon and Armour Proficiency: Wild cards gain no additional weapon or armour proficiencies.
Random Factor (Su): At 1st level, the wild card becomes progressively more attuned to fortune. The player may reroll one roll per day. The intent to use this ability must be declared before rolling the die the first time, the Player may then choose their preferred roll. At 3rd level this ability may be used twice per day. This is a supernatural ability.
Whatever Comes To Hand (Ex): At 2nd level, the wild card trusts to luck rather than training when using weapons. He loses any weapon proficiencies he possesses, but now only suffers a –2 instead of a –4 penalty when using a weapon without possessing the appropriate proficiency.
Unpredictable Attacks (Ex): At 2nd level, the wild card masters the flow of random events in combat. He may make an attack of opportunity against anyone who holds their action within the wild card’s threatened area.
Synchronicity (Su): At 3rd level, the wild card masters and is mastered by synchronicity, the pattern of chance meetings, odd co-incidences and meaningful randomness that underlies reality. The wild card ends up where he needs to be, overhears conversations that contain meanings for him and perceives signs and portents in the shapes of clouds and trash in the streets.
Synchronicity constantly gives the wild card a +4 insight bonus to Gather Information checks. Furthermore, the character may read patterns giving information equal to a divination spell cast by a cleric of equal level to the caster. This supernatural ability may be used once per day.
Blessings of Chaos (Su): At 4th level, the wild card learns to push the envelope of chance. If he fails any check, saving throw or roll by an amount equal to his Wisdom bonus, he may invoke this supernatural ability and make the check a successful one. For example, if a wild card has a wisdom modifier of +3, he could use this ability to hit with an attack roll that is within three of the target’s Armour Class. Blessings of Chaos may be used three times per day.
Fortune’s Fool (Su): At 5th level, the wild card becomes an agent of chaos. Once per day, he may choose to automatically succeed any roll. However, at some point in the future, chaos will take its due and he will automatically fail one roll specified by the Games Master.
