WARRIOR-PALADIN KIT Marshal Description: It would be perfectly correct to borrow the slogan of the Canadian Mounties for Marshals, as they always strive to 'get their man'--or whatever sort of being they might be hunting. A single-mindedness about this goal is required. Marshals work well with many sorts of beings as long as this goal is followed, and they do not mind gathering up willing allies to set off in search of criminals. While a Marshals are not necessarily particular about their physical appearance, they are very particular about giving a good account of themselves and serving the greater needs and interests of society. In this, they are dangerous and dogged manhunters and have no qualms about killing their quarry if there is no other way to bring that creature back for proper administration of justice. That stated, they always attempt to capture their prey alive for a proper trial. Restrictions: Marshals must be humans, aasimar, or (in rare and unusual cases) halflings. They must be of lawful good alignment and must have Intelligence of at least 13 in addition to normal Paladin requirements. Weapons & Armor: A Marshal can wear any sort of armor and use any type of weapon or shield, though they will often wear light armor in order to maximize their Stealth ability (see below) and must spend at least half of their weapon proficiency slots to learn the use of Capture Weapons. Special Benefits: Marshals are often employed directly by law enforcement agencies, but perhaps just as often they are retained by their churches as special agents to perform field work in cases where perhaps the laws of the land are too lax or have been corrupted or subverted by powerful criminals. They gain the following general and unique class and kit abilities: Capture Weapons: Because of their usefulness in capturing people, Marshals favor the use of Capture Weapons: aklys, bolas, chain, garrote, lasso, mancatcher, net, sap, whip. When using any of these weapons, a Marshal gains a +1 bonus to hit and has double the normal chance of entangling or impeding an opponent or his or her weapon. Charismatic Appeal: As a standard Paladin. Chosen Foe: If a Marshal is in pursuit of a specific outlaw or gang of outlaws, he or she can spend 24 hours studying them, their history, and their tactics, which will allow the Marshal to gain the full normal Chosen Foe bonus against those specific outlaws. In addition, even if no special study has been undertaken a Marshal always gains a +1 bonus to hit and damage vs. 'generic' bandits, brigands, pirates, thieves, and similar outlaw characters. Marshals suffer a reaction penalty with criminals and outlaws of all types equal to their normal Charisma-based reaction bonus. Marshals almost always have (or can make, using their Charismatic Appeal) contacts within law enforcement organizations in order to provide them with information about specific 'wanted' criminals. If a Marshal succeeds in bringing one of these specific outlaws to justice, he or she can usually collect a substantial reward of up to 1,000 g.p. per level of the criminal if brought back alive (generally 100 g.p. per level or less if dead); the precise amount is up to the DM, but rewards will rarely exceed this amount. Essence of Virtue: As a standard Paladin. Knockout Blow: When attacking from surprise, a Marshal gains a +4 bonus to hit. In addition, he or she can chose to attempt to knock a target unconscious with a sharp blow to the head. The specific implement used is irrelevant to the success of this attack, but a successful hit (note that an unarmored head is AC 10) inflicts 1d4 points plus his or her Strength bonus (which is real, permanent damage), plus one additional point of temporary damage per level of the Marshal, which is restored with one turn of rest. In addition to this damage, a Knockout Blow also has a 7% chance per point of damage to knock the victim unconscious for 1d10 turns with no saving throw allowed. If the target is of equal or higher level than the Marshal, this knockout chance is halved. Note that a Knockout Blow can only be attempted from surprise versus a humanoid creature between halfling and ogre size--creatures too small or too large simply cannot be struck in the right way to knock them out. Creatures such as undead, trolls, dopplegangers, and similar creatures cannot be affected by a Knockout Blow. Priestly Powers: As a standard Paladin two levels lower than their actual level. However, Marshals do gain access to the spheres of Charm and Thought, and any spells cast from the spheres of Charm, Divination, or Thought take effect as if the Marshal was two levels higher than his or her actual level. Thus, their access to spells is somewhat slower than for other Paladins, but their spells relating to the mind are more effective. Pursuit: A Marshal is highly skilled at following outlaws without being noticed. All Marshals gain the Tracking proficiency for free, without the usual -6 penalty to their initial proficiency score, and like a Ranger their Tracking skill increases by 1 for every three levels of experience. Marshals also can track while they are moving without suffering penalties to their Tracking score, as they must be able to follow a target without falling too far behind. In addition to this skill at tracking, a Marshal can gain a +1 bonus to his or her movement rate for every three levels of experience (rounding up, maximum of +6), but this bonus to their movement rate applies only when they are actively pursing a creature within sight. This ability is always usable when on foot, but if a Marshal possesses the Riding (Land-based) proficiency, he or she can attempt a proficiency check to provide this bonus to his or her mount when spurring it on to run down the Marshal's quarry. If a Marshal has Riding Specialization, this speed increase is automatic when in Pursuit. Sense Evil: As a standard Paladin. Stealth: A Marshal gains the ability to hide and move stealthily (in order to better sneak up on a creature and capture it), gaining the Hide in Shadows and Move Silently thieving skills at a base level of 20%, plus 5% per level of experience. All normal modifiers for race, ability scores, and armor worn apply when using these skills. Suspicion: Marshals are very cautious (almost to the point of being cynical), and they dislike being taken advantage of. As a result, they are very skilled at sensing ambushes and surprise attacks, gaining a +2 bonus to avoid being surprised, and this bonus is doubled if they are actively pursuing a creature (including attempts to track down and apprehend a specific known outlaw). In addition, Marshals should be treated as if their level was doubled for the purpose of noticing Pick Pockets attempts anywhere within their field of view (even if the attempt was not made against them personally). They also gain an automatic saving throw when confronted with an illusion in order to notice its unreality; if an illusion normally allows no save, a Marshal gains a saving throw at -4 in order to resist its effects. Finally, a Marshal has a chance of noticing lies, half-truths, and intentional evasion of the truth. This ability is automatic and need not be declared as an action by the Marshal--he or she is simply very alert to subtle verbal and nonverbal clues that indicate that someone is lying. The chance of noticing such deception is 1% per point of the Marshal's Wisdom score, plus 5% per level of experience. A failed roll indicates that the Marshal has not noticed anything out of the ordinary, though he or she can also use normal detective- type work to root out the truth. Special Hindrances: Marshals must follow the same general strictures as all Paladins. In addition, they spend so much time learning the law enforcement trade that they do not have time to learn weapon specialization. A Marshal must also work alone and in cities or sewers or other places where horses and other large animals can be impractical; thus, they cannot Call Mount as other Paladins can. Marshals also focus more on their interpersonal interactions than their priestly abilities, causing them to function at a lower level in terms of Priestly Powers, and they cannot perform Faith Healing at all. Because they must try to be unobtrusive and cannot afford to give themselves away to their prey or others who may try to interfere with their peace keeping and law enforcement activities. As a result, a Marshal does not radiate an Aura of Holiness. In addition to these restrictions, a Marshal is always 'on call' and may be asked (and expected to agree) to respond to emergencies and chase down criminals and dangerous fugitives of all sorts at any time of day or night. It is rare that a Marshal has enough free time to set off and explore dungeons, loot treasures, or hunt monsters, though they do often work adventuring in around efforts to track down notorious criminals. Finally, because they must be able to move quickly, a Marshal never travels with more than 'light' encumbrance; they will not wear or carry so much equipment that they will be significantly slowed down if they need to chase a criminal (or perhaps flee from pursuit by a criminal's allies). Bonus Proficiency: Tracking Required Proficiencies: Information Gathering, Law Preferred Proficiencies: Alertness, Animal Handling, Appraising, Blacksmithing, Bowyer/Fletcher, Camouflage, Etiquette, Heraldry, Languages (Modern), Local History, Mountaineering, Observation, Reading Lips, Rope Use, Set Snares, Trailing