Chakas – Feral Halfling Pack Class for DCC

I have been writing a Pelucidar, Lost World style pyroclastic barbarian wilderness campaign setting. Below you will find my rules for playing as a pack of savage feral halflings in a game of Dungeon Crawl Classics.


Chakas – Feral Halfling Pack Class

Chakas are devolved halflings, gone feral from generations of hard scrabble, hand to mouth, living in the savage wilderness of the Thunderlands. They have a complex social structure and often dress in scraps of hide and fur or harnesses twisted from gristle and resin. They also favor crudely fashioned stone and bone jewelry woven into their matted hair. There are numerous tribes of Chakas roaming the Thunderlands, each with varying levels of development and superstition. Some make trade and give offerings to crude icons built from mud while others weave baskets and mats from reeds, and a few groups are barely more than predator packs.

Roll 3d6 in order for Ability scores. All Chakas in the mob share the same stat line.

They travel in small familial mobs. The largest and strongest, is the Alpha, and is considered the leader by the rest of the mob. Chose an alpha from the group and make a note of it.

Roll d4 for starting HP. Each mob of Chakas consists of 1-6 members, the HP are divided between them, any odd points going to the Alpha. You may have as many Chakas in your mob as you have Hit Points, up to a total of 6. So 3 HP = 3 Chakas with 1 HP each. You can also have any combination of HP and Chakas. Such as 5 HP = 3 Chakas, one with 4 HP and two with 1. A Chaka mob with 10 HP could have 5 members with 2 HP each or 2 members with 5 each. Once you have chosen your mob set up you must maintain it. If members are killed you can add the extra HP to remaining members as they are recovered, through rest or healing, or you can save them and recruit new Chakas from the wilderness when the GM allows it. When recruiting is allowed, the Chaka player can recruit d3 new Chakas from the wilderness, up to the cap of 6 total and as long as the available number of HP is sufficient.


Chakas have an elaborate racial language and are constantly chattering to one another in incomprehensible squeaks and barks. They speak no other common tongues, but it is possible to communicate with them through crude pantomime and sign language.

Chakas are omnivorous and always hungry. Because of this they will often over hunt and area and tend to be nomadic, constantly on the move in search of new food sources. They also love shiny, sparkly objects and will often kill to get them. Mobs of Chakas will often attach themselves to groups of larger stronger adventurers, allowing them to lead the way while the Chakas pick through the scraps.


Commonly Chakas use no weapons but attack with ripping fangs and tearing claws. They attack by swarming the same target. They get one attack for the entire mob.

If you would like to escalate the primitive tool use of the mob and equip them with sharp rocks, bone clubs, or pointy sticks use a D16 to hit and the damage dice explodes on a roll of 3.

Chakas attack with a d20 action die (at lower levels), +1 for each Chaka in the group. Chakas do not add STR modifier to the to hit roll.

Damage is d3 x (the number of Chakas in the mob) + Level + Strength Modifier.

So a 1st level Chaka mob with 3 members and a STR of +1 has a range of 5-11 damage.

The mob rarely separates, but if this occurs, only the group containing the Alpha may attack, as the others lack the courage to do so without their leader.

Chakas mob up during combat, but they can disperse and carry out normal tasks at an increased rate. Tasks such as, clearing rumble, digging, gathering herbs or fruits, looting bodies or searching areas for loot or secrets are completed quicker with more Chakas at hand. Increase the rate of action for these tasks by one for each Chaka engaged.


Special Racial Abilities:

Confusing Chatter

The Chakas jump about, flailing their limbs, barking and shrieking loudly, this behavior can confuse d3 opponents in melee combat. The affected targets must make a DC10 Will save or lose all actions for their next round.

Bum Rush

The Chakas all swarm over a single opponent, clinging and slapping, until the victim is pulled to the ground. The victim must make a successful DC 10 + (the number of Chakas in the mob) to avoid being knocked prone. If they fail they are knocked down and stunned for 1 round. They must make the above check each round after to shake off the Chakas and regain their feet.

Hail of Debris

Chakas will often assault foes with a hail of debris. Grabbing anything loose at hand and hurling it at their enemies. They can affect 1 target with a severe pelting of sticks, rocks, and other less savory elements for 1 point of damage and a chance to stun for 1 round. DC 15 +(the number of Chakas in the mob) Reflex save to avoid.


A mob of Chakas can scatter in all directions, disappear into the shadows and there remain motionless for long periods of time. Chakas Hide roll is +5.

Chaka Birth Augur and Lucky Roll:

Roll 1d10

  1. Well fed: Fortitude saving throws
  2. Arboreal: Reflex saving throws
  3. Stubborn: Will saving throws
  4. Fat of the Land: HP (applies at each level)
  5. Savage: Melee Damage
  6. Low Cunning: Find Traps
  7. Hunter/Gatherer: Find Secret Doors
  8. Pure bred: Saving Throws
  9. They Bounce: Fumbles
  10. Go for the Throat: Critical Hit rolls


Zero Level Chakas:

Zero level Chakas are all rolled separately. They do not have the mob ability as 4 zeros are considered a mob. Chakas gain all class and racial abilities at 1st level. If more than one Chaka remains after a funnel use the best stat line for the Alpha and absorb the others into his/her beginning mob.

These rules can also be used to simulate a certain race of teddy bears which dwell on a particular verdant moon, long long ago and far far away.

Merry Christmas!


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