Marshal - Halfling (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter (no multiclassing)
Racial Requirements 	Halfling
Ability Requirements 	Charisma 11, Intelligence 11, Strength 11, Wisdom 11
Prime Requisite 	Intelligence, Strength
Aligments 	LG, NG, LN, N; rarely LE
Social Rank 	Middle class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	No (halflings)
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Initial Weapons 	Any (see below)
Additional WP Slot 	3
Additional Weapons 	Any (see below)
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Alertness (CRH), law (CPalH), observation (CTH), tracking
Recommended Proficiencies	Animal handling, appraising, armorer, blacksmithing, bowyer/fletcher, camouflage (CRH), etiquette, heraldry, hunting, information gathering (CTH), local history, languages (modern), mountaineering, reading lips, rope use, set snares, trailing (CTH), weaponsmithing
Secondary Skills 	Armorer, bowyer/fletcher, forester, groom, hunter, trapper/furrier, weaponsmith
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==Overview==
Most halfling law officers in Faerûn are called sheriffs, though in Tethyr some are called magistrates and in Luiren all are called warders. Many adventurer and mercenary halflings retire every year to their homelands but still feel a need to roam the Realms, stir up trouble, and accomplish something useful while doing it. Some eventually become marshals, also known as deputy-rangers or road sheriffs: law enforcers given authority by local officials to wander afar in search of those who commit crimes against their halfling communities. Marshals are usually regarded with considerable doubt, concern, and mistrust by their less aggressive brethren, but the marshals do not care what others think of them. They relish their work and the excitement it brings.
Only large halfling communities have a need for halfling marshals. At this time, only Luiren, Tethyr's Purple Hills (County Vintor), and halfling communities near Esmeltaran in eastern Amn have marshals or similar farranging law officials.
A major difference between the halfling marshal and the manhunter is that the marshal knows the law and acts under proper authority, points that are not necessarily true of the manhunter.
==Description==
Halfling sheriffs have no designated uniforms. In Luiren, most wear a brown cap with a bird feather in it. By custom, in the Purple Hills of Tethyr, the cap is dyed purple, and in Amn it is dyed yellow (for gold). Marshals, however, rarely even bother with the little caps, wearing anything they like regardless of local custom, propriety, or regulations. (This is not a chaotic trait, as halfling culture regards insignia as unimportant.) Marshals are at least mindful to bathe often. Small weapons are kept hidden, though a bow or sword is often displayed. Marshals carry no papers for identification, as the only identification they feel they need is recognition by the officials or sheriffs who hired them, when the marshals return with their prey in tow.
==Roleplaying==
It would be perfectly correct to borrow the Canadian Mounties' slogan for halfling marshals, as they always strive to get their man—or whatever sort of being it is they are hunting. A single-mindedness about this goal is required. Marshals work well with many sorts of beings so long as this goal is followed, and they don't mind gathering up willing allies to set off in search of criminals. (Halfling law is very loose in matters of organizing a posse, so long as helpers do not expect to be paid.)
While halfling marshals are not particular about their physical appearance, they are very particular about giving a good account of themselves and serving the greater needs and interests of their homelands. In this, they are as dangerous and dogged as manhunters. Indeed, they have no qualms about killing their quarry if there is no other way to bring a being back for justice. Still, they make every effort to capture a being alive for a proper trial.
As fighters, halfling marshals can use any sort of weapon in theory. Their height, however, restricts their use of large weapons. Further, many marshals use certain rules of thumb in selecting their weapons. Among the initial choices, at least one missile weapon (short bow, short composite bow, or the sling) is typically selected, and at least one hand-to-hand weapon of a small, easily concealed size (for example, dagger or knife) is also picked. Favored "general purpose" weapons include the hand axe, short sword, club (easy to replace), horseman's mace (like the club, it leaves bruises without messy open wounds), and hammer (doubles as tool). The weapon most commonly taken with specialization is the sling, because the halfling already gets a +1 bonus with any thrown weapon and sling.
Finally, a halfling marshal may choose a weapon proficiency bonus in punching or wrestling if desired, and he may freely use sapping (knockout) attacks with blunt weapons, as outlined in The Complete Fighter's Handbook or the PLAYER'S OPTION: Combat & Tactics book. Called shots are commonly used with missile weapons, using the detailed system in either of the two sources cited above.
==Special Advantages==
A halfling marshal has the usual halfling talents with thrown weapons and slings, infravision, surprising opponents, and detecting underground phenomena. He can also hide in natural terrain if wearing any clothing lacking bright colors or shiny metal, with a base chance of success of 20% plus 5% per level (no other bonuses applicable).
A marshal gains no modifier to the reaction rolls of NPC halflings. They love him for catching criminals, but his dangerous and unpredictable ways make them a bit afraid of him, too. The marshal does get a -4 modifier (toward "friendly") to reactions from halfling sheriffs.
A marshal gets a predetermined reward for every wanted outlaw he brings to justice, alive or dead. The rewards for living prisoners are higher than those for dead ones, but both are substantial, nonetheless. Rewards of about 1,000 gp per level of the wanted criminal are suggested but can be modified to suit the circumstances.
A halfling marshal is very aware of his perceived shortcomings in the eyes of bigger races regarding his height. His experience in dealing with criminals and deceitful practices have made him very cynical and cautious, and he dislikes being taken advantage of. This has led to the development of three powers.
First, the halfling marshal has a 5% chance per level of knowing if someone is telling him a lie. To this base score is added his magical defensive adjustment based on Wisdom, so a marshal with 16 Wisdom has a 7% chance per level of detecting a lie. The maximum possible score for this ability is 95%. This ability can be used once per round, with failure indicating that the marshal does not know the truth from a lie (though he can still figure it out with detective work). This is an instinctive talent, not a magical one. If undetectable lie is used, the marshal can be fooled but still has his detective work to back him up.
Second, the marshal has an improved chance to detect any pickpocketing attempt against him. Double his effective level when calculating a thief's chances of getting caught picking the marshal's pocket, attempting to palm an item in front of the marshal, or making any other use of this ability.
Third, the marshal gains a +2 bonus to avoid being surprised from his great caution. This applies against all ambushes, backstabbing attempts, and other surprise attacks, and is cumulative with the alertness proficiency bonus.
==Special Disadvantages==
A halfling marshal is always "on call." He is expected to respond to emergencies day and night, tracking down extremely dangerous individuals. (The marshals don't see this as a disadvantage.) It is rare that a marshal takes time off to explore dungeons, loot treasures, or kill monsters, but a person he is seeking might be hiding in a dungeon, and if a party is going there, fine.
Halflings do not get exceptional Strength ratings and are gravely restricted as to the type of weaponry they can use because of their size. Marshals gain the hatred (if not the derision) of all criminal groups, and many bigger folk like humans, elves, and dwarves feel that halflings have no business acting tough when they are so ridiculously short. Marshals shrug this attitude off and focus on doing their duty and catching criminals that the bigger folk cannot.