TEXT: Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d12
  What did your old gaffer do?
  Gain
  1
  Your family tilled the land and grew famous mushrooms.
  +2 Wis, +1 Str, 1 Con, 
  Skill: Farming
  2
  Your mother and father baked the best bread in the land.
  +1 Con, +1 Int, +1 Wis, 
  +1 Cha, Skill: Cooking
  3
  Your father was the mayor of a large village.
  +2 Cha, 
  +1 Str, +1 Int, +1 Wis
  4
  Your mother brewed the famous southern ale, and other halflings always came to visit.
  +2 Dex, +1 Int, +1 Wis, 
  Skill: Brewing
  5
  The fields around your family’s lands are famous for the finest smoking leaf.
  +2 Con, +2 Dex, 
  +1 Cha
  6
  Your family has been, for generations, lords of a great halfling hall.
  +2 Cha, +1 Dex, +1 Wis, 
  Skill: Command
  7
  Every generation, someone in your family has an adventure.
  +1 Str, +1 Dex, +1 Con, 
  +1 Int, +1 Cha
  8
  Your grandfather was a bard, traveling from inn to inn singing tales.
  +2 Cha, +1 Int, +1 Dex, 
  a performance skill of your 
  choice
  9
  Your mother was an apiarist, raising bees and cultivating their honey.
  +2 Wis, +1 Dex, +1 Con, 
  Skill: Animal Lore
  10
  Your father, your brothers, and all your cousins raise great hounds for the hunters.
  +2 Str, +1 Con, +1 Wis, 
  Skill: Animal Lore
  11
   You come from a family of eccentric inventors, never quite trusted by your neighbors.
  +3 Int, 
  +1 Dex, +1 Con
  12
  Your father kept the ferry. You come from a long line of boatmen.
  +2 Con, +1 Str, +1 Int, 
  Skill: Boating
  1d8
  What possessed you to leave your comfortable home?
  Gain
  1
  You need to find your fortune.
  +2 Int, +1 Str
  2
  You joined a band of dwarves traveling far from your home.
  +2 Cha, +1 Con
  3
  You were cast out for doing something strange.
  +1 Con, +1 Int, +1 Wis
  4
  You found a treasure map and couldn’t resist.
  +1 Str, +1 Dex, +1 Int
  5
  Goblins destroyed your home.
  +2 Str, +1 Wis
  6
  Some human traders came to your village and you were overwhelmed by curiosity.
  +2 Cha, +1 Dex
  7
  One night, you glimpsed a band of passing elves and knew you had to follow them.
  +2 Wis, +1 Dex
  8
  Your feet simply carried you away.
  +2 Con, +1 Dex
  The Halfling Vagabond
   Playbook
  You can’t quite say why, but one day you began to dream of mountains, seas, and monsters. Now you wander from town to 
  town, never staying anywhere long. The stories of men fascinate you, and you haven’t had your fill of adventure yet.
  You are stealthy and charming, but lack the strength of the big folk. Your Dexterity and Constitution begin at 12, your Strength 
  begins at 4, and all of your other ability scores begin at 8.
  How did you come to the lands of men?
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d8
  When you left your own people, you found it difficult to live with humans. However, 
  the other characters became your fast friends. Who else became your friend?
  Gain
  1
  The innkeep loves your company and your stories.
  +2 Cha, +1 Int
  2
  The hunters taught you much human woodcraft, and learned much of yours.
  +2 Dex, +1 Wis
  3
  You made fast friends with a local merchant.
  +1 Dex, +1 Int, +1 Cha
  4
  Because of your size, you became the town’s favorite babysitter (you prefer the term “childherd”).
  +2 Str, +1 Cha
  5
  Grandmother Weaver said you were not the first halfling she had met.
  +2 Wis, +1 Dex
  6
  The brewmaster regularly has you sample his ales.
  +2 Con, +1 Int
  7
  You tried to prove your worth by serving with the human militia. 
  +2 Str, +1 Con
  8
  The local humans drafted you to serve as their local judge. You’ve met everybody on their 
  worst day.
  +2 Wis, +1 Int
  You took to the road and you never looked back. You become a level 1 Rogue. You gain the class abilities Fortune’s Favor 
  and Highly Skilled, and the skill Stealth. The tables below will give you all your bonus skills from your class abilities. 
  What have you learned on  your travels?
  1d6
  What did you learn in the last town you passed through?
  Gain
  1
  The chill of winter cobblestones on your feet at night.
  +3 Con, 
  Skill: Survival
  2
  The ire of watchful guards.
  +3 Dex, 
  Skill: Stealth
  3
  The tales of all the travelers in the inn.
  +3 Int, 
  Skill: Folklore
  4
  The quickest way out of the pillory.
  +3 Dex, 
  Skill: Lockpicking
  5
  Your unusual size and talents made you the temporary star of their sports and games.
  +3 Con, 
  Skill: Athletics
  6
  Everyone’s secrets.
  +3 Cha, 
  Skill: Gossip
  1d6
  Why have you been in this particular town so long?
  Gain
  1
  The people here are the friendliest you’ve met. 
  +2 Cha, 
  Skill: Folklore
  2
  The local pastries keep you in debt to the baker.
  +2 Con, 
  Skill: Flattery
  3
  You found a cache of old books, and, even better, old maps. 
  +2 Wis, 
  Skill: Pathfinding
  4
  There is something in town that you really want, but haven’t been able to get it yet.
  +2 Int, 
  Skill: Stealth
  5
  Strangely, you set up shop.
  +2 Wis, 
  a trade skill of your choice
  6
  You’ve made fast friends with a local thug.
  +2 Str, 
  Skill: Survival
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d6
  Trouble seems to follow you. What happened to you in this town?
  The player to your right was there during your troubles.
  Gain
  1
  You got caught pocketing some pastries at the fair and had to talk your way out of it. The 
  friend to your right paid off the seller, and gains +1 Cha.
  +2 Cha, 
  Skill: Deceit
  2
  A fae lord mistook you for his plaything and you fled. The friend to your right cast salt behind 
  you to throw off the chase, and gains +1 Dex.
  +2 Dex, 
  Skill: Athletics
  3
  A group of weary mercenaries came to town with the intent of taking whatever they liked. You 
  rallied the villagers and stood up to them. The friend to your right stood at your side as you 
  blocked their path, and gains +1 Con.
  +2 Con, 
  Skill: Command
  4
  A giant eagle carried you and your friend a day to the east and dropped you in the branches 
  of a tall oak. It was hard to find your way back. The friend to your right figured out why the 
  eagle did such a strange thing, and gains +1 Con. Ask your friend what the eagle was up to.
  +2 Con, 
  Skill: Pathfinding
  5
  Late one night you heard a strange beast snuffling through the village and sounded the alarm. 
  The friend to your right is the only other one to get a clear look at the monster, and gains 
  +1 Wis.
  +2 Wis, 
  Skill: Alertness
  6
  You puzzled out some old runes carved in the city square, following them to the dragon’s bones 
  buried beneath the town. The friend to your right pulled you away as the bones began to stir, 
  and gains +1 Int. Neither of you are sure what will happen next.
  +2 Int, 
  Skill: Ancient History
  1d6
  What reminds you of home?
  Gain
  1
  A collection of old maps.
  +2 Int, 
  somewhat accurate maps
  2
  The pungent smell of smoke. 
  +2 Cha, an unerring 
  firestarter, your hand-
  carved pipe
  3
  A memento of a lost love. 
  +2 Wis, 
  a lock of golden hair
  4
  Fast work in the kitchen.
  +2 Str, 
  a set of fine knives
  5
  A book of family recipes. 
  +2 Con, 
  a cookbook
  6
  Sleeping in the trees on warm summer nights.
  +2 Dex, a length of 
  good halfling rope
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, re-
  cord your ability score bonus using the chart on the back 
  of this booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want 
  to buy. The Halfling Outrider begins with the following 
  equipment: a dagger, traveler’s clothing, camping sup-
  plies, knowledge of all the nearby roads, and 4d6 silvers.
  4. Pick an alignment. Your character may be Lawful, Cha-
  otic, or Neutral. If you can’t decide, simply choose to be 
  Neutral; most people are.
  5. Your Base Attack Bonus comes from your class. As a 
  level 1 rogue, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 2 for being a rogue.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 5.
  9. Your hit points are 8 plus your Constitution bonus.
  10. Fill in your saving throws using the chart on the back 
  of this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
  ons you think you might use. Your to hit bonus for a melee 
  weapon is your BAB plus your Strength bonus, while you 
  use your Dexterity bonus instead for any missile weapons. 
  Your Strength bonus also adds to the damage of any melee 
  weapon.
  Fill out Your Sheet!
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Making Tests
  Ability Score Checks: Roll a d20 and compare the re-
  sult to your score in the relevant ability. If the number on 
  the die is equal to your score or lower, you succeed. If it is 
  higher, then you fail. 
  Saving Throws: Roll a d20. If the result is equal to the 
  saving throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack 
  bonus. Compare the result to the enemy’s armor class. If 
  the number equals that armor class or exceeds it, the at-
  tack was successful. Otherwise, the attack missed.
  Class Abilities
  Hit Dice: d8
  Initiative Bonus: +2
  Armor: Rogues may wear any armor lighter than plate.
  Fortune’s Favor: Rogues have luck beyond that of 
  other men. They receive five Fortune Points instead 
  of the normal three. 
  Highly Skilled: Rogues receive two additional skills at 
  first level. Your Playbook has already given you your extra 
  skills. Rogues gain an additional skill every odd numbered 
  level thereafter (3rd, 5th, 7th, etc). Instead of gaining a 
  new skill, they may get better at one which they already 
  have, increasing the bonus for that skill by a further +2.
  Halfling: As a halfling, you also have the Halfling Spirit 
  and Small Stature special rules, found on p.25 of the ‘Core 
  Rules’ Booklet. Note that you cannot have a Strength 
  higher than 10, even if you roll it. Being a halfling is hard.
  Fortune Points
  A character may spend a Fortune Point in the follow-
  ing ways:
  Help a Friend: Normally, a character may only help a 
  friend with an ability score check if he has a relevant 
  skill. By spending a Fortune Point, a character may 
  lend a helping hand and thereby give his compatriot 
  a +2 to his score for a single roll, even without having 
  an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune 
  Point to get a reroll on any failed roll during the 
  course of play, such as an ability score check, saving 
  throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune 
  Point to stabilize at 0 hit points and not continue tak-
  ing damage every round.
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  Save
  1
  0
  +0
  13
  16
  12
  15
  14
  2
  1,500
  +1
  13
  16
  12
  15
  14
  3
  3,000
  +1
  13
  16
  13
  15
  14
  4
  6,000
  +2
  13
  16
  13
  15
  14
  5
  12,000
  +3
  12
  15
  11
  13
  12
  6
  25,000
  +3
  12
  15
  11
  13
  12
  7
  50,000
  +4
  12
  15
  11
  13
  12
  8
  100,000
  +5
  12
  15
  11
  13
  12
  9
  200,000
  +5
  11
  14
  9
  11
  10
  10
  300,000
  +6
  11
  14
  9
  11
  10
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Playbooks/Beyond the Wall Elves Dwarves Fae/Beyond the Wall Halfling Vagabond.pdf