Halfling Details - Race as Class

The Halflings of the Stabala Forest have a distinct culture, different from Humans and Elves. Considered by most Humans and some Elves to be less "civilized" than the taller races. Halflings tend to be a bit xenophobic toward most Humans and those Elves who are strangers.

The Stromu

Halflings, who call themselves the Stromu, are a race of small, woodland beings whose existence is intertwined with the heart of nature. These inquisitive and skilled creatures call the forests and woods their home, preferring the lofty embrace of the trees to burrows or tunnels. 

Physical Description

Standing at an average height of 3.5 to 4 feet, the Stromu may be small in stature, but they possess an extraordinary affinity for the woods that nurtured them. With skin tones ranging from the rich hues of walnut to the soft khaki of fallen leaves, their appearance seamlessly blends with the vibrant flora surrounding them. Their hair, a spectrum of medium blondes to fiery gingers, is reminiscent of the sunlight filtering through the branches. Deep brown or pale grey eyes reflect the wisdom gained from their connection with the natural world.

Culture and Folkways

Intrinsically communal, the social practices of Stromu reflect family organization. They dwell in harmony with their environment, practicing a balanced and sustainable way of life. Their homes, crafted among the branches of towering trees, reflect their reverence for the forest. Elaborate treehouses, connected by intricate networks of bridges and platforms, serve as both dwellings and sanctuaries.

To make group decisions, the Stromu gather in Circles, with each member's voice valued equally. They share stories of their ancestors, myths, and legends that have been passed down through generations. Their music, a haunting and melodic blend of woodwind instruments and natural rhythms, serves as a conduit to the spirits and a way to celebrate their bond with the earth.

In a world of magic and adventure, the Stromu emerge as a race deeply rooted in the spirit of the wild, embodying the delicate balance between civilization and nature. 

The Guardian

A Halfling Guardian is a warrior with experience in the outdoors, hunting, woodcraft, and foraging. Their exceptional skills as hunters and trackers rival those of even the most seasoned rangers. These Guardians of the wild are keenly attuned to the rhythms of the forest, capable of reading signs and omens that remain hidden from outsiders.

Prime Requisite: Strength

Hit Dice: d6

Guardians use the FIGHTER Attack and Saving Throw matrices.

Special Abilities

  • Ultra-vision - the ability to see in the dark, outside under the moon- or star-light nearly as well as Humans in daylight, out to 10" range. This distance is halved underground or in an enclosed space.
  • Vanish into Undergrowth - Halflings may disappear into the underbrush in the Wilderness (95% chance of success), even if they are under observation (70%). This ability is less effective underground (40%) and typically not possible indoors (in non-nature-like surroundings).
  • Wilderness Tracking - Guardians are highly skilled trackers in the wilderness. At 1st level a Guardian is able to follow tracks (Base 55% chance of success) through natural areas. There is a -20% penalty in underground caverns, -40% penalty for indoor constructions.
  • Animal Friendship - Guardians gain a +2 to any Reaction Rolls for normal or giant animals (not monstrous or fantastic creatures).
  • Missile Attacks - Halflings gain +1 with Ranged weapons. Guardians have the basic Halfling ability to be especially keen-eyed with missile weapons and are able to increase base damage from missile attacks by +1 at first level and an additional +1 at the 4th, 8th & 12th levels.
  • Saving throws - Halfling Guardians receive +2 on all Saves except Poison and Breath Weapon.

Experience Table


As servants of their clan, Guardians do not build Strongholds. They will attract a group of like-minded Followers at ninth level:
  • 1d2 Guardians, Level (1d6)
  • 2d4 x (CHA modifier) 0-level Halfling Light Foot
  • 3d4 x (CHA Modifier) 0-level Halfling Archers

The Woodwight

Guided by their profound connection to the wilderness, the Stromu have honed their abilities as Woodwights, a form of druid-like magic that allows them to shape-shift and commune with the spirits of the land. Their magical talents are interwoven with their culture, allowing them to communicate with the creatures of the woods and harness the energy of the elements. Like the trees they revere, they have learned to adapt, shift, and endure.

Prime Requisite: Wisdom

Hit Dice: d6

A Woodwight uses the CLERIC Attack and Saving Throw matrices, and use the MAGIC-USER experience point table & Spellcasting table.

Special Abilities

Forest Lore: As stewards of the forest, and friends of the fey creatures that inhabit it, the Woodwight gains a great deal of knowledge of the flora and fauna of the forest. The Woodwight gains the following abilities at the indicated level:
  1. Identify pure water.
  2. Identify plant.
  3. Identify animal tracks and sign.
  4. The ability to pass through overgrown areas without leaving a trail and at a normal movement rate.
  5. The ability to shape living wood by touching it and singing to it (approximately one cubic foot per level).
  6. Speak with Fey creatures.
  7. Change form three times per day into a mundane-type animal, gaining all the physical characteristics thereof.
    • The size of the creature may vary from one ounce to twice the Woodwight's own weight.
    • Half of any damage taken in either form will be healed in the transformation.
    • The transformation takes 30 seconds (three combat rounds).
Spellcasting: Woodwights select spells to fill their spell slots by studying magic books, "talking" to the trees, and from the various spirits of the forest. The Woodwight may be of any alignment, but may only learn spells from creatures of the same ethos. A Woodwight may not wear or even carry any iron when spellcasting. Any iron within five feet of a Woodwight casting a spell will heat up due to the negative magical resonance.
  • First round: metal is very warm
  • Second round: metal is hot, 1d4 hp damage to those in contact
  • Third round: metal is searing, 2d4 hp damage to those in contact
  • Fourth round: metal is merely hot again, 1d4 hp damage
  • Fifth round: metal is very warm
Dryad indicates the spell must be learned from a friendly Dryad in the Forest.
Sylph indicates the spell must be learned from a friendly Sylph in the Forest.
Book indicates the spell must be learned from a Woodwight Mentor.
Woodwights may learn magic spells from Elves, at a one-level penalty, First level Elven spells can only be learned and cast by Second level or higher Woodwights, and so on.



Holy Water: A Woodwight may create a gourd full of Holy Water by casting Purify Comestibles upon a gourd of freshly-drawn spring water, that has been given freely and Blessed by the Nymph or Rusalka of the spring.


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