Halfling Champion
| Level | Ability |
|---|---|
| 1 | Halfling fighting technique |
| 2 | Halfling fighting technique |
| 3 | Halfling fighting technique |
| 4 | Halfling fighting technique |
| 5 | +1 Dex |
| 6 | Knowledge bearer -10% |
| 7 | Essential skill (Ride) |
| 8 | Pass without trace 1/day |
| 9 | Knowledge bearer -20% |
| 10 | +2 Dex |
| 11 | Essential skill (Handle Animal) |
| 12 | Knowledge bearer -30% |
| 13 | Animal growth 1/day |
| 14 | Essential skill (Spot) |
| 15 | +3 Dex |
| 16 | Knowledge bearer -40% |
| 17 | Commune with nature 1/day |
| 18 | Nondetection 1/day |
| 19 | Knowledge bearer -50% |
| 20 | +4 Dex |
Halfling Champion Ability Descriptions
Fighting Technique: At each of his first four levels, the champion gains a cultural fighting technique from his culture without the expenditure of time or XP. He may choose any fighting technique that he meets the prerequisites for, and is assumned to be practicing it throughout his travels; the technique costs him neither time nor experience to learn.
Knowledge Bearer: The champion is responsible for teaching the fighting techniques that he knows to his entire race so that they can better fight their enemies. The spirits of his ancestors guide him and his pupils, making the techniques easier to learn. Anyone learning the technique from a champion of at least 6th level gets the listed discount on the amount of XP needed to learn the technique.
Essential Skill: Many of the fighting techniques used by champions are made more effective through skill use, and the martial traditions of the various races emphasize their own unique talents and proficiencies. As a result, champions gain access to certain skills as class skills regardless of their actual classes. If the character already has these skills available as class skills then he gains a +2 bonus on the skill instead.
