Sheriff (Tradition-based)
“In my town, no one gets away with it. If I don’t figure you out before the crime, I’ll definitely find you after. Everybody knows that, and everyone understands what that means. So as long as you know that and understand that real fast, you won’t have any problems here.â€
The warning of a sheriff to a new resident of his town.
In the lands of the halflings, the law is enforced in a much gentler way than is most of the world. While the methods of the investigator were appreciated, many halfling found them to be a bit harsh. So the halfling constables began to develop their own unique skills based on those of the investigator, but slightly different.
In most halfling communities, the sheriff is respected, if not loved. He represents the best in halfling life. A calm respectful enforcer of the law. He has and is given the utmost confidence. His ability to communicate to criminals and the people is nearly unmatched. In many smaller communities, the Sheriff is often realistically more in charge than the town elder or mayor.
Requirements
Alignment: any non-chaotic and non-evil
Base Attack Bonus: +2
Feats: Track, Investigator
Diplomacy: 5 ranks
Gather Information: 5 ranks
Search: 5 ranks
Survival: 5 ranks
Hit Dice: d6
Class Skills: Skill points at each level: 8+ Intelligence modifier
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Survival (Wis), Use Rope (Dex)
Table 5: Sheriff
Lvl BAB Frt Rfx Wll Special
1st +0 +0 +2 +2 Law Officer Skills
2nd +1 +0 +3 +3 “Don’t Cause Any Troubleâ€; Trap Sense +2
3rd +2 +1 +3 +3 Quick Eye
4th +3 +1 +4 +4 “Focus on the Problem at Handâ€
5th +3 +1 +4 +4 Ear for the Truth
6th +4 +2 +5 +5 Unbreakable Logic; Trap Sense +4
7th +5 +2 +5 +5 Mundane over Magic
8th +6 +2 +6 +6 Words of Wisdom
9th +6 +3 +6 +6 “Listen to Reasonâ€
10th +7 +3 +7 +7 Deduction; Trap Sense +6
Class Features
• Weapon and Armor Proficiency: The Sheriff is proficient in all simple weapons and light armor.
• Law Officer Skills: The Sheriff’s training gives him a +2 competency bonus to the following skill checks: Gather Information, Knowledge (any one), Search, and Sense Motive. The Sheriff may use the Gather Information or Search skill in place of Survival when not tracking in the wilderness.
• “Don’t Cause Any Troubleâ€: By making a Diplomacy skill check, the Sheriff can convince someone to stop their current acts, or intended acts. The target of the Sheriff’s Diplomacy must be engaged in a dangerous or illegal activity for this skill to be used. The Sheriff must spend a full round action to use this ability. The target must make a willpower saving throw at a DC equal to half of the result of the Sheriff’s Diplomacy skill check. If the saving throw succeeds, the target is unaffected and is immune to the Sheriff’s diplomacy for the rest of the day. If the target fails, the target stops performing the act the Sheriff is advising against. The act must be very specific, such as: “Put down the swordâ€, or “Climb down of that ladderâ€. More complex commands, such as “Don’t break any laws this week.†Cannot be commanded. This ability can be used each round. It is an extraordinary ability.
• Trap Sense: This ability works just like the rogue ability of the same name. Any bonuses gained here stack with those gained through rogue levels.
• Quick Eye: The sheriff imposes a -20 penalty to anyone using the Sleight of Hand skill in front of him and a -5 penalty on anyone using the Hide skill in front of him.
• “Focus on the Problem at Handâ€: The Sheriff can focus his mind on the moment, concentrating on solving the current problem. Many believe this ability was taught to the first Sheriff’s by the Emenotan; or at least it was modeled after them. By spending a full round action, the Sheriff can make a Concentration check. Divide the result of the Concentration check by 3, and the Sheriff can add that result to one of the following rolls for the next minute: Diplomacy, Disable Device, Listen, Search, Spot, Survival, or Willpower saving throws. The Sheriff can only be focused on one roll at a time. He may not switch rolls without performing a new Concentration check. He may end his focus any time as a free action, but must wait one round before focusing on something else. This is an extraordinary ability.
• Ear for the Truth: By succeeding in a Sense Motive skill check of DC 20, the Investigator can determine if an individual is lying. This ability is usable at will. The target may make a Bluff check DC 40 to avoid this ability. This is an extraordinary ability.
• Unbreakable Logic: The investigator’s rigid organized mind is not easily confused. He is immune to Confusion, Maze, and similar charm-based spells. He also receives a +2 bonus to all saving throws against Charms and Suggestions.
• Mundane over Magic: The natural logic and skill of the sheriff is such that even magical illusions can’t fool him. Whenever he comes into contact with an illusion, the DM secretly rolls an Intelligence check with a DC equal to 10+ twice the level of the illusion spell he sees. If the check succeeds, the Investigator immediately knows that something is wrong in the area of the illusion. This is an extraordinary ability which is always active.
• Words of Wisdom: The sheriff can attempt to break a mind-affecting enchantment by reasoning with an affected creature. The creature must be able to understand the Investigator, but does not need to be willing. At the end of one minute, the affected creature gets a saving throw against the spell or effect. They may add their intelligence modifier to the save as well as normal bonuses. If the saving throw succeeds, the enchantment is broken. The Investigator may attempt this any number of times per day, but only once per creature. He may only try and persuade one creature at a time. This is an extraordinary ability.
• “Listen to Reasonâ€: The Sheriff can inspire a great confidence in those under his protection. By making a Diplomacy skill check, the Sheriff can grant all those that hear him a competency bonus to a skill check or roll for a number of minutes equal to his Charisma modifier. Deputies under his supervision gain twice the bonus. The DM has the final determination as to whether someone can be considered a deputy.
• Deduction: The most skilled Investigators can piece together information from the smallest amounts of evidence and find clues where few others can. Once per week, the Investigator can spend an hour looking at a scene or at evidence. At the end of the hour, he learns the answer to one question for which he was looking for an answer. This ability is similar in its scope to the Divination spell. However, there are no components and the chance of success is equal to 90 percent plus the Intelligence modifier of the Investigator. This is an extraordinary