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Hazkali
2008-03-14, 02:15 PM
"Last week some tall-folk from the village came down to the camp, and torched our wagons. Why? Because we're halflings. Easy targets. Well, they weren't laughing the next night, when their barns caught light. Or the next night, when their houses did the same. Or the night after that, when somehow they broke their kneecaps and put out their eyes...but I wouldn't know anything about that." - Jingo Blackthorn, halfling enforcer.

Not my best work, I admit, but I throw it on the cruel mercies of the playgrounders....

Halfling Enforcer

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Burn the Barn, Threatening Presence

2nd|
+2|
+3|
+3|
+0|Sneak attack +d6, Supplies

3rd|
+3|
+3|
+3|
+1|Kneecap

4th|
+4|
+4|
+4|
+1|Sneak attack +2d6

5th|
+5|
+4|
+4|
+1|Grim warning

[/table]

Prerequisites:

Halfling
Any non-good
Sneak Attack +3d6
One Ambush Feat, Grenadier
Intimidate 5 ranks
Favoured Enemy (See below)
Must have personally experienced racist intimidation, violence or abuse from members of the race for which he has the Favoured Enemy ability.


Hit Die: 1d6
Class Skills:
The Enforcer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int modifier.

Burn the Barn (Ex): A creature or object that takes a direct hit with alchemist's fire thrown by the Enforcer will take additional damage for two subsequent rounds instead of one. In addition, when dealing fire damage to wooden (or similar) walls and doors the Enforcer ignores hardness of 5 or less. In addition, he may target specific vulnerable areas such as lintels or joists; doing so increases the effective AC to 10 but these vulnerable areas take full damage from the fire effect (as opposed to half damage, which is normally the case).

Threatening Presence (Ex): The Enforcer is treated as a medium-sized creature for the purposes of making intimidate checks or intimidate checks made against him.

Supplies (Ex): The Enforcer's reputation is such that other halflings friendly to his cause offer him goods at a reduced price. When buying alchemist's fire from friendly halflings, the Enforcer receives a discount equal to his Enforcer level x 10%.

Sneak Attack (Ex): At 2nd level, The Enforcer gains an additional +d6 Sneak Attack damage, which stacks with, and uses the same rules as, Sneak Attack from his other sources. At 4th level, this increases to +2d6.

Kneecap (Ex): When making a melee sneak attack with a bludgeoning weapons against a foe of medium size, the Enforcer may choose to deal 3d6 less points of sneak attack (to a minimum of +1d6 sneak attack). In return, the foe's kneecaps are smashed- it falls prone, loses the ability to move with its legs, and may only move as a crawl (5ft per round, incurring attacks of opportunity). In addition, the creature must make a fortitude save of DC 10+damage dealt or fall unconscious. This effect can only be overcome by application of 1 or more points of magical healing (Cure spells) or by d6 x4 weeks of bed rest, with a DC 10 heal check made at the end of each week (failure puts back the healing one week; three failures in a row make the damage irreparable). Use of the Kneecap ability as a form of torture (see Book of Vile darkness) gives a +5 bonus to intimidate checks.

Grim Warning (Ex): At 5th level, the Enforcer can leave a grim message to any who would harm the halfling race. If the halfling enforcer and any allies cause property damage equal to 10x the gold piece limit for the size of the settlement in question then he leaves a lasting message not only to that settlement but to the area as a whole. For the next 2d6 months, the residents of that settlement treat every halfling as if they have been intimidated by them; that is, they act as though they are friendly to all halflings whilst in their presence and for 10xd6 minutes afterwards, but otherwise have an unfriendly or hostile attitude towards halflings.

Hazkali
2008-03-16, 08:00 AM
Nobody has anything to say?

Tempest Fennac
2008-03-16, 09:00 AM
This is quite an interesting idea. I don't know if the Alchemist's Fire-type abilites would be that useful, but the Kneecap ability sounds really powerful.