Halfling Reeve Level Progression | Spells | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | 1st | 2nd | 3rd |
1 | 0 | Halfling Runner | 1d6 | 19[0] | 8 | 9 | 10 | 13 | 12 | - | - | - |
2 | 2,500 | Halfling Strider | +1d6 | 19[0] | 8 | 9 | 10 | 13 | 12 | - | - | - |
3 | 5,000 | Halfling Scout | +1d6 | 19[0] | 8 | 9 | 10 | 13 | 12 | - | - | - |
4 | 10,000 | Halfling Courser | +1d6 | 17[+2] | 6 | 7 | 8 | 10 | 10 | 1 | - | - |
5 | 20,000 | Halfling Tracker | +1d6 | 17[+2] | 6 | 7 | 8 | 10 | 10 | 2 | - | - |
6 | 40,000 | Halfling Guide | +1d6 | 17[+2] | 6 | 7 | 8 | 10 | 10 | 2 | 1 | - |
7 | 80,000 | Halfling Pathfinder | +1d6 | 14[+5] | 4 | 5 | 6 | 7 | 8 | 2 | 2 | - |
8 | 160,000 | Halfling Warden | +1d6 | 14[+5] | 4 | 5 | 6 | 7 | 8 | 3 | 2 | 1 |
Reeves are the sworn protectors of rural halfling communities. They patrol the wilderness surrounding these idyllic villages, forgoing home comforts to ensure that predators and enemies do not endanger their kinsfolk or threaten the simple peace of the little folk.
Prime requisites: A halfling reeve with at least 13 in one prime requisite gains a 5% bonus to experience. If both CON and WIS are 13 or higher, the halfling gets a +10% bonus.
Alignment: As protectors, reeves must be lawful. If a reeve ever changes alignment, they lose all special class abilities and become a halfling of the same level. The character may be able to regain their reeve status by performing a special quest.
Armour must be tailored to halflings’ small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
See Magic in Old-School Essentials for full details on divine magic.
Spell casting: From 4th level, due to a deep connection with nature, a reeve gains the ability to cast spells. The power and number of spells available to a reeve are determined by the character’s experience level. Reeves have the same spell selection as druids. If not using druid spells, reeves have the same spell selection as clerics, but cannot memorise cure light wounds until reaching 6th level.
A party with a reeve succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance (see Wilderness Adventuring in Old-School Essentials).
Reeves receive a +1 bonus to attack and damage rolls made against goblins and related creatures (e.g. bugbears and hobgoblins). In campaigns where goblins do not commonly threaten halfling communities, the referee may specify other types of enemies instead.
A reeve may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to a halfling community (not other PCs!).
Halfling reeves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old-School Essentials).
In the wilderness, a reeve has a 5-in-6 chance of hiding and moving silently.
Reeves receive a +1 bonus to attack and damage rolls made against wolves of all kinds and werewolves.
A halfling reeve may build a small cabin or hunting lodge within six miles of a halfling community. They will attract the service of 2d6 1st level halflings and one 3rd level halfling reeve to aid them in patrolling the wilderness and protecting the community.