Sunday, March 1, 2026

Random Hobbit Advancement

When you level up, you gain a random benefit based on your race or class. Here's what hobbits get.

You can either roll a d10 for your culture to get a result from a tightly-bound part of the table or roll a d50 to get anything from the entire table.

This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with halflings in it. 

- The random dwarf advancement table is here.
- The random human advancement table is here.
- The random elf advancement table is here.
- The random elf-friend advancement table is here.

Note: When you roll an advancement option twice, you can either select the option above or below the rolled benefit. However, a few advancements can be upgraded several times or unlock a new art entirely. These are noted in the text.

Art by Goran Gligovic

Harfoots

The Harfoots were browner of skin, smaller, and shorter, and they were beardless and
bootless; their hands and feet were neat and nimble; and they preferred highlands and hillsides.

  1. All's Well that Ends Better: When you Carouse, you may roll twice and take either event.
  2. Elusive: In combat, as a fast action, you can make a specific enemy unable to hit you if they are also engaged with another foe.
  3. Gaffer's Wisdom: Ask the GM if you're forgetting something and receive an honest reply.
  4. Neat and Nimble: Once per week, you can declare that a sprung trap doesn't affect you because of your small size: blades whizz over your head, you're too light to set off pressure plates, etc.
  5. Out with the Frying Pan: You can wield tools and trinkets as improvised weapons (stats a dagger): frying pans, cooking ladles, long sausages, etc.
  6. Patient Packer: You may use your Skill instead of Strength to determine the number of your carried items.
  7. Slumberous: Ignore up to 1 bane each camp. Additionally, if ever put to sleep magically, you may choose to wake up.
  8. Where There's Life There's Hope: When you heal from Hope, you always reroll the Hope dice if you roll a 1 or 2.
  9. …And Need Of Vittles: At camp, if you participate in the cooking and merriment, you may spend a point of Hope and have everyone in the company benefit from the healing.
  10. Wrapped Tight: Fresh rations will keep for a week in your pack.

Stoors

The Stoors were broader, heavier in build; their feet and hands were larger; and they preferred flat lands and riversides.

  1. Climb with Hands and Feet: You may climb sheer surfaces as if you had a rope. If you ever do fall, treat your fall as if it were 15' shorter.
  2. Extra Padding: Wearing armour never imposes a penalty on your Subtlety rolls.
  3. Finder: If looking for something that you or someone you're with has lost, you always have a sense of which cardinal direction it's in. Things never directly owned by a person ("My ancestor's magic ring, to which I have a claim") don't count.
  4. Fox Trick: If you are ever in a position where you are trying to hide from observers, you may take 1d6 damage to find cover in an implausible (but not impossible) manner and hide in plain sight.
  5. Riddle Master: You get a number of "free" guesses for riddles equal to your Understanding. These are asked to the GM and represent your thought process. If your guess is wrong, you don't really guess that.
  6. Stone Skipper: The range of your thrown weapons and slings doubles. Also, you can skip a stone 2d100 times.
  7. Storyteller's Memory: You can recall specific images very well. You can ask the GM questions about the details of anything you've seen or heard.
  8. Tricksy: Once per day, if a foe misses you with an attack, you may say that they've driven their weapon into the earth and gotten it stuck. It takes 1 turn to free.
  9. Underfoot: If you are engaged with two foes and one misses in their attack against you and the dice rolled is even, you may force the GM to use that result against the other enemy.
  10. Voice of Birds: You can whistle any bird song you've heard before so faithfully even birds are fooled. Audible at great distances. If you try to call a bird in, roll a d6: 1) None are in the area; 2-4) 2-4 normal birds endemic to the area come to you; 5-6) A magical or intelligent bird comes to your call.

Fallohides

The Fallohides, the least numerous, were a northerly branch. They were more friendly with Elves than the other Hobbits were, and had more skill in language and song than in handicrafts; and of old they preferred hunting to tilling.

  1. Brave in a Pinch: You are resistant to fear damage.
  2. Button-Busting Feat: Once per week, if you would fail an attribute test, you may choose to succeed instead.
  3. Hobbits Stick Together: You inspire a +2 bonus to Morale to all NPC hobbits in your service.
  4. Lucky Number: When the entire company must make a test to avoid some doom, everyone gains +2 if you pass the test first.
  5. Lustrous Toehair: +3 Beauty tests to determine reactions with other halflings.
  6. Merry: You heal +2 damage from Hope.
  7. Smoke like a Dragon: If you have an active pipe going, you can take 1d6 damage and finish the pipe to generate enough smoke to create a fog cloud that obscures your entire general area.
  8. Rustic Courtesy: Although nobody knows of hobbits, you make a positive first impression. Once a day, you can cause an NPC to default to a positive reaction instead of a neutral one.
  9. Weather Songs: The first time you travel in a type of weather, note it down. At the end of the day, you may make a traveling song specifically for that type of weather. Write at least four lines of poetry. The next time you travel in the same weather, you may sing your song. Every member of the company gets +1 to all tests related to their jobs that day. Keep track of all your weather songs.
  10. Wrassling: You gain a +2 bonus to Maneuvers.

All Hobbits

  1. +1 Skill
  2. +1 Subtlety
    • You may gain this advancement up to 3 times.
  3. +5 Endurance
    • You may gain this advancement up to 3 times.
  4. Art of Smoking: When you smoke for an hour, you can ponder riddles. Tell the GM about something that you believe to be true. They will say: "You don't doubt your guess," "Close to the mark, but not quite" or "You're not sure that's right."
  5. By the Hair of your Toes: Once per day, when taking a Critical Wound, you can roll twice and choose which effect to receive.
  6. Comforts of Home: You may take on the jobs of both cook and quartermaster at the same time.
  7. For the Shire!: Once per combat, you may make a Melee attack as a fast action instead of a fell action.
  8. Good Cook: When you take the job of cook, the company gains 1 boon while camping.
  9. Gourmand: You have exceptional taste. With just a tiny taste of food, you can tell what the ingredients are (e.g., if there's a little extra poison in there). You can also follow your nose to kitchens, root cellars, inns, larders, etc.
  10. Hole Dwellers: You gain +1 to tests while underground.
  11. Laughing People: Once per session, if you tell a joke in character that makes the table laugh, the company gains 1 Bonus Hope.
  12. Light of Step: You may use your Skill attribute instead of Strength when it comes to matters of climbing, acrobatics, and moving swiftly.
  13. Plain Hobbit Sense: When there's a choice between two (and only two) equally weighted options, you may ask the GM for their opinion.
  14. Shields for Serving Bowls: If wearing no armour, set your Defense to +2 from your small size and agility.
  15. Shortcut to Mushrooms: When you take the job of herbalist, on a successful test, the GM will give you a mushroom from the region's herb table (if available) in addition to a randomly rolled herb.
  16. Shy of the Big Folk: You may always act in a surprise round if you are surprised by creatures larger than you.
  17. Six Meals a Day: Eat a ration to heal 2 damage. You can do this up to six times per day.
  18. Sure at the Mark: You may use your Skill rating instead of your Valour rating when using thrown weapons or slings.
  19. Tough as Old Tree Roots: When you've taken damage equal to ½ of your Endurance total, gain a +1 bonus on all attack and attribute tests.
  20. Tough in the Fibre: Whenever you camp, you always heal at least 3 damage taken.

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