New Classes - Puritan Halflings

For a campaign set in a fantasy version of the Carribbean/Mexico during the time of the Spanish Empire, I've decided to create some extra classes for halflings (everyone's favorite race!) I needed them to fit a cultural niche, and for some reason, I could not get the idea of halflings dressed up like Pilgrims out of my head.  Therefore, I decided to create three new classes to complement the existing halfling classes.  Meet the Halfling Pilgrim, the Halfling Parson, and the Halfling Witchfinder.  Any critique or commentary is much appreciated.

Halfling Pilgrim

  • HD 2, Fighting 2, Halfling 2
  • Prime Req: STR
  • Other Req: DEX 9
  • Hit Die: 1d6 (Weak)
  • Weapon Selection: Broad (Any one-handed melee weapons and all missile weapons)
  • Armor Selection: Broad
  • Class Powers: Animal Husbandry, Labor (farming)
  • Halfling powers: Evade Wilderness Encounters, Placating
  • Saving Throws: Fighter
  • Stronghold: Fortified Hill Manor (Castle)
  • Max Level: 11th
  • XP to Second: 1000 (Fighting 2) + 1000 (HD 2) + 300 (2 Fighting Trade-offs) – 300 (Halfling 2) = 2000.

Many know halflings as easygoing and contented.  Through their reluctance to share it with outsiders, the idleness and easy life hides deep divisions in halfling society.  While most halflings have embraced the New Faith, some have taken exception to the remnants of the old ways that remain in the halfling religion.  Some have even accused the sheriffs and bourgeois of holding open the door for the big people and their old ways to stomp all over halfling society.  No, for this particular group of halflings, no half-measures will do.  The churches must be purified of the old tradition and the new theology must be strictly kept.

These sorts of rabble-rousers are somewhat frowned upon in polite halfling society.  Sometimes, it is enough for them to move to villages that share their views.  For others, however, it is time to give up the quiet life of a hobbit-hole in a dainty shire.  It is time to pack all their belongings and foodstuffs, and travel tens, even dozens of miles into the wilderness to find a new place to call home.  These halflings are the Pilgrims, and they seek to build a better life for themselves and their families, a place where they can be free to practice their own beliefs (and be free of others’ beliefs.)

Pilgrims carry nearly an entire halfling-hole with them, in their giant wagons.  Typically, a single halfling will strike out on their own, seeking fortune and a new home.  The dream of all these travelers is build a little shire of their own out in the wilderness, where they can farm good land with family and friends.  They dream of being a respected elder in a like-minded community, free from the stifling oppression by other halflings and safe from the dangers of the outside world.

A Halfling Pilgrim is generally a good combatant, having perhaps spent some time with the bounders or even getting into a few scraps himself before embarking from home.  They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fighters). 

They have a broad weapon selection, and can use any one-handed melee weapon and all missile weapons.  They can fight with a small weapon and halfling-size shield, with a small weapon in each hand, or with a medium-sized weapon used two-handed.  Pilgrims also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level.

When a Pilgrim reaches 5th level (Halfling Colonist), his pioneer spirit inspires others to follow him. Any henchmen and mercenaries hired by the Pilgrim gain a +1 bonus to their morale score whenever he personally leads them.

All Pilgrims expect to be able to build their own little shire when they find suitable land.  To this end, all halfling Pilgrims are farmers of one stripe or another, and have the Labor (farming) proficiency.  Most Pilgrims end up planting staple food crops, though a few try to grow cash crops like pipeweed.  Pilgrims also usually have one or two pack animals to pull their wagons and plow their fields.  The survival of these animals is the survival of the halfling.  All Pilgrims are knowledgeable in Animal Husbandry.

Pilgrims are always terrified of losing their belongings and lives in the dark and dangerous wilderness.  Their nervousness and risk intolerance grants them a +5 bonus to wilderness evasion rolls.

When combat cannot be avoided, Pilgrims will turn to faith. A Pilgrim may placate their opponents using disarming words, ostentatious prayer, or submissive body language, until help arrives. The Pilgrim may not attack while placating, but may walk at half speed, or perform an action in lieu of moving, such as standing up from being knocked down, picking an item off the ground, or retrieving an item from a pack or sack. A halfling Pilgrim may not placate if he, or any other halflings in his party, have already attacked an opponent during the present encounter.

When a halfling Pilgrim is placating, any opponent attempting to strike or otherwise directly attack him must attempt a saving throw versus Spells. If the save succeeds, the opponent can attack the halfling Pilgrim normally that round. If the save fails, the opponent will not attack the Pilgrim that round and will attack another creature instead. Area effects may still affect the halfling. Mindless creatures and fantastic creatures of animal intelligence cannot be placated, but ordinary animals and all sapient creatures are susceptible to a halfling Pilgrim's fervent placation.

All halflings are perceived as child-like by members of the larger races. A halflings suffer a -2 penalty to loyalty and morale with non-halfling henchman, but gains a +2 bonus to loyalty and morale with halfling henchman. This modifier does not affect their reaction rolls, as some people like kids. 

Due to their dwarven ancestry, halflings gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells. These adjustments are already factored into the saving throws on the Halfling Pilgrim Attack and Saving Throws table below. 

Most Pilgrims love to strike up conversation with future possible targets for conversion.  These naturally chatty folk can speak the Common tongue, their native tongue, and three bonus languages, selected from the following list based on their encounters with other races and realms during their travels: Bugbear, Dwarf, Elf, Gnome, Goblin, Human (various), Hobgoblin, Kobold, Orc.

Halflings have notoriously large appetites and are famous for their heroic breakfasts. Once per day a halfling can recover his base healing rate in HP by consuming a meal accompanied by alcohol, coffee, or tea. This recovery is in addition to any hit points gained from complete rest.  Due to their religious beliefs, Pilgrims prefer to limit heroic breakfasts to feast days.  Being halflings, feast days tend to come about thrice a week.

Halflings find it easy to follow their Parson’s admonitions and refrain from dastardly wickedness. They are difficult to corrupt, suffering only ½ the usual amount of Corruption from spending time in sinkholes of evil, using evil magic items, or from the effects of corrupting dreams.

While spiritually resilient, halflings are physically weak and suffer a -4 penalty to proficiency throws to open doors and other feats of strength. For the same reason halflings are easily encumbered. They have a base movement rate of just 90’ and can only carry 3 stone without becoming encumbered. When carrying 4 stone their encounter movement rate is reduced to 60’. When carrying 5-6 stone, their encounter movement rate is reduced to 45’. When carrying 7 stone or more, their encounter movement rate is reduced to 30’. A halfling can carry a maximum of 12 stone, modified by his Strength bonus or penalty.

Because of their small size, halflings can get underfoot of large, clumsy creatures. Monsters of larger than man-sized suffer a -2 penalty to their attack throws against halflings.

When a Pilgrim attains 9th level, they can establish a fortified hill manor, fortifying their new land.  1d8+2 halfling families will arrive to settle the land.  Most of these will be the Pilgrim’s friends and relations.  In addition, 1d6 1st-3rd level halflings will arrive to work for the Pilgrim.  They will be an even mix of bounders, burglars, and other Pilgrims.  A hill manor is otherwise identical to a Fighter’s castle.

Halfling Pilgrim Proficiency List: Alertness, Ambushing, Animal Training, Combat Reflexes, Combat Trickery (disarm, knockdown, incapacitate, underrun), Command, Craft, Diplomacy, Endurance, Fighting Style, Goblin-Slaying, Healing, Land Surveying, Leadership, Mapping, Manuel of Arms, Mountaineering, Navigation, Passing Without Trace, Precise Shooting, Profession, Riding, Running, Signaling, Skirmishing, Swashbuckling, Theology, Tracking, Weapon Focus, Vermin-Slaying

Halfling Pilgrim Level Progression
Experience Level Title Hit Dice Damage Bonus
0 1 Halfling Non-Conformist 1d6 +1
2000 2 Halfling Traveller 2d6 +1
4000 3 Halfling Seperatist 3d6 +2
8000 4 Halfling Pilgrim 4d6 +2
16000 5 Halfling Colonist 5d6 +2
32000 6 Halfling Settler 6d6 +3
65000 7 Halfling Freeman 7d6 +3
130000 8 Halfling Yeoman 8d6 +3
250000 9 Halfling Elder 9d6 +4
370000 10 Halfling Elder, 10th Level 9d6+2* +4
490000 11 Halfling Elder, 11th Level 9d6+4* +4

Halfling Parson

  • HD 1, Ceremonial 3, Halfling 3
  • Prime Req: WIS
  • Other Req: DEX 9
  • Hit Die 1d4 (Weak)
  • Weapon Selection: Restricted (Sling, dart, club, staff)
  • Armor Selection: Forbidden
  • Custom Class Power: Stern Preaching (Once per day per level, spend one round to give all enemies a -1 bonus to attack throws, damage rolls, morale rolls, and saving throws against magical fear.  This bonus lasts for ten minutes.  This does not work on enemies already engaged in combat.)
  • Class Powers: Theology, Holy Fervor, Stern Preaching
  • Halfling Powers: Hear Noise, Move Silently, Placating
  • Saving Throws: Occultist
  • Stronghold: Meetinghouse (Fortified Church)
  • Tradition: Liturgical
  • XP to Second: 500 (HD 1) + 1000 (Ceremonial 3) – 225 (Halfling 3) = 1275

Halfling Pilgrims rarely undertake their journeys with the intent of solitude.  Most are seeking to establish a new community, full and alive with holiness, their shining city on a hill, envy of the godless heathens of the homeland.  After the land has been plowed and the cabins erected, it does not take long for the leaders of these communities, the Parsons, to arrive.  These pint-sized preachers are full of fire and brimstone, ready to admonish those who would dare stray off the straight and narrow path.  Capable of whipping up even the most placid halfling into a frenzy of religious fervor, Parsons ensure that the strict guidelines of (their interpretation of) the New Faith are followed to a one.

Halfling Parsons are poor combatants, as they prefer to fight with rhetoric over swords. At first level, Halfling Parsons hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws only two points every six levels of experience (i.e. the same as mages), though they advance in saving throws by two points every four levels (i.e. as clerics). They may only fight with quarterstaffs, clubs, daggers, or darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

A Parson’s stern exterior often belies a sharp mind. Halfling Parsons are among the most educated and respected of a gods-fearing Halfling community. All Parsons learn theology at their chosen Session (as per the Theology proficiency). They can automatically identify religious symbols, spell signatures, trappings, and holy days of their own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize (Judge’s discretion). A Parson may select additional ranks in the Theology proficiency to improve his proficiency throw if desired.

Parsons are elected to lead their communities, and as such, must often prove their theological bona fides. They may learn and perform eldritch ceremonies of the Liturgical tradition starting at Level 1 (Deacon). A Halfling Parson’s selection of ceremonies is limited to the ceremonies in his repertoire. A Halfling Parson’s repertoire can include a number of eldritch ceremonies up to the number and level of ceremonies listed for his level, increased by his Intelligence bonus.

As they advance in level, Parsons may add new ceremonies to their repertoire by visiting a Meetinghouse of their Session and spending one game week per ceremony. Most Parsons gather into Sessions, a group that is a combination seminary, salon, book club and sometimes fight club.  Sessions are where Parsons debate theology, learn new ceremonies, and get tips on how to better preach to their congregations.  These meetings are usually held at the most senior Parson’s Meetinghouse (see below). Each Parson’s Session will require that the ecclesiastic learn particular ceremonies at each level, and will refuse to teach certain ceremonies it deems heretical. Parsons who wish to learn such ceremonies must find or research them on their own. The specific ceremonies taught by any given Session should be determined by the Judge based on the setting.

The deep immersion in theology and practical preaching give the Parson holy fervor that inspires others to follow him. Any hirelings of the same religion as the Parson gain a +1 bonus to their morale score whenever he is present. This bonus stacks with any modifiers from the Parson’s Charisma, proficiencies, or halfling powers.

A Halfling Parson is not just a master of theology and ceremonies, but also of rhetoric and the finer points of making people feel guilty and ashamed.  A Parson’s Stern Preaching is a sight to behold.  Once per day per level, the Parson may spend one round orating, admonishing a foe for their corruption, wickedness, or incorrect doctrinal interpretation.  All targeted enemies that can hear the Parson receive a -1 penalty to attack throws, damage rolls, morale rolls, and saving throws against magical fear.  This admonishment does not work on enemies already engaged in combat.

Despite their reputation for bombastic preaching, Parsons are adept at moving lightly through their community: all the better to keep tabs on wickedness and sins among the people.  Halfling Parsons can move silently as a thief of their level.  Parsons always keep an ear out to the problems plaguing their communities; this practice makes them adept at hearing noise (as a thief of their level.)

When Parsons find themselves facing danger, they turn to faith. A Parson may placate their opponents using disarming words, ostentatious prayer, or submissive body language, until help arrives. The Parson may not attack while placating, but may walk at half speed, or perform an action in lieu of moving, such as standing up from being knocked down, picking an item off the ground, or retrieving an item from a pack or sack. A Halfling Parson may not placate if he, or any other halflings in his party, have already attacked an opponent during the present encounter.

When a Halfling Parson is placating, any opponent attempting to strike or otherwise directly attack him must attempt a saving throw versus Spells. If the save succeeds, the opponent can attack the halfling Pilgrim normally that round. If the save fails, the opponent will not attack the Parson that round and will attack another creature instead. Area effects may still affect the halfling. Mindless creatures and fantastic creatures of animal intelligence cannot be placated, but ordinary animals and all sapient creatures are susceptible to a halfling Parson's fervent placation.

All halflings are perceived as child-like by members of the larger races. A halflings suffer a -2 penalty to loyalty and morale with non-halfling henchman, but gains a +2 bonus to loyalty and morale with halfling henchman. This modifier does not affect their reaction rolls, as some people like kids. 

Due to their dwarven ancestry, halflings gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells. These adjustments are already factored into the saving throws on the Halfling Parson Attack and Saving Throws table below. 

Parsons ensure that their admonishments can be heard even by those that do not speak Halflings.  These naturally chatty folk can speak the Common tongue, their native tongue, and three bonus languages, selected from the following list based on their encounters with other races and realms during their travels: Bugbear, Dwarf, Elf, Gnome, Goblin, Human (various), Hobgoblin, Kobold, Orc.

Halflings have notoriously large appetites and are famous for their heroic breakfasts. Once per day a halfling can recover his base healing rate in HP by consuming a meal accompanied by alcohol, coffee, or tea. This recovery is in addition to any hit points gained from complete rest.  Due to their religious duties, Parsons must always have a long and overly drawn-out thanksgiving prayer before every meal, and will not let others eat before this is finished.

The Parson is always an exemplar to the congregation. They are difficult to corrupt, suffering only ½ the usual amount of Corruption from spending time in sinkholes of evil, using evil magic items, or from the effects of corrupting dreams.

While spiritually resilient, halflings are physically weak and suffer a -4 penalty to proficiency throws to open doors and other feats of strength. For the same reason halflings are easily encumbered. They have a base movement rate of just 90’ and can only carry 3 stone without becoming encumbered. When carrying 4 stone their encounter movement rate is reduced to 60’. When carrying 5-6 stone, their encounter movement rate is reduced to 45’. When carrying 7 stone or more, their encounter movement rate is reduced to 30’. A halfling can carry a maximum of 12 stone, modified by his Strength bonus or penalty.

Because of their small size, halflings can get underfoot of large, clumsy creatures. Monsters of larger than man-sized suffer a -2 penalty to their attack throws against halflings.

When a Parson attains 9th level, they can establish a meetinghouse, fortifying their community of faith.  1d6x2 halfling families will arrive to settle the land.  Most of these will be the Parson’s friends and relations.  In addition, 1d6 1st-3rd level halflings Parsons will arrive to work and train with the Parson.  A meetinghouse is otherwise identical to a Cleric’s fortified church.

Halfling Parson Level Progression Halfling Parson Spell Progression
Experience Level Title Hit Dice 1 2 3 4 5 6
0 1 Halfling Deacon 1d4 1 - - - - -
1275 2 Halfling Homilist 2d4 2 - - - - -
2550 3 Halfling Sermoner 3d4 2 1 - - - -
5100 4 Halfling Preacher 4d4 2 2 - - - -
10200 5 Halfling Parson 5d4 2 2 1 - - -
20400 6 Halfling Reverend 6d4 2 2 2 - - -
45000 7 Halfling Minister 7d4 3 2 2 1 - -
90000 8 Halfling Elder Minister 8d4 3 3 2 2 - -
190000 9 Halfling Governor 9d4 3 3 3 2 1 -
310000 10 Halfling Governor, 10th Level 9d4+1* 3 3 3 3 2  

Halfling Witchfinder

  • HD 1, Fighting 1b, Ceremonial 1, Thievery 1, Halfling 3
  • Prime Req: DEX, INT
  • Other Req: DEX 9
  • Hit Die: 1d4 (Weak)
  • Weapon Selection: Broad (Any one-handed melee weapons and all missile weapons)
  • Armor Selection: Narrow
  • Halfling Powers: Hide in Shadows, Hear Noise, Move Silently
  • Class Powers: Modern Thought, Detect Magic, Backstab
  • Saving Throws: Occultist
  • Stronghold: Headquarters (Hideout)
  • Tradition: Theurgical
  • XP to Second: 500 (HD 1) + 500 (Fighting 1b) + 250 (Ceremonial 1) + 200 (Thievery 1) – 225 (Halfling 3) = 1225

Halflings are notorious for their insular communities, and the halflings of the New and Reformed Way are no different.  Though they bear stern theologies, they still build comfortable halfling-holes and expect protection from dangerous foreign things and big people that cause nothing but trouble.  The bounders beat the path of the shires and ensure that these threats from without stay far away, or at least think twice about approaching.  Yet what happens when the threat comes not from without, but from within?  What happens when the direst threat to a halfling community lies buried underneath the comforts and conformity?

Most halflings of social standing and good breeding tend not to think about these sorts of unpleasant ideas.  They prefer the illusion that the danger lies outside, down the lane, up and over the hills and far away.  Nevertheless, there are events, inexplicable, dreadful events, that demand attention.  The curdling of fresh milk, fires from nowhere, ghostly apparitions, strange lights, terrible nightmares, and vile blasphemies can strike from nowhere and have no source.  These paranatural events shatter the illusion of protection and safety.  Whole shires can be torn apart by fear when the authorities can offer neither explanation or solution.  When strange things begin happening within the border of the shire, there’s only one kind of halfling you can call: The Witchfinder.

The Witchfinder cuts a grim and dour figure (by halfling standards; bigger folk tend to find them fairly reasonable.)  They are investigators, watchmen, and in some cases judge and jury all rolled into one.  A Witchfinder is called into a shire often by a concerned Parson or Pilgrim.  They investigate the area, test theories, interview witnesses, and ultimately determine the source of the events or unease.  A Witchfinder must apprehend the perpetrator, if there is one, and deliver them to the civil authorities for judgment and punishment.  In some cases, they may need to hunt a beast or seal away an afflicted area.  In the rarest and direst cases, a Witchfinder must avenge a ravaged community against a threat too powerful to contain.  Regardless of their task, they have a responsibility not only to root out threats, but to restore calm to the communities visited by evil sorceries.

Witchfinders are trained combatants, although not as skilled as Pilgrims or Bounders. At first level, thieves hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws by two points every four levels of experience (i.e. as thieves), though they advance in saving throws by two points every four levels (i.e. as clerics). Witchfinders cannot wear armor heavier than leather, but they tend to find it unhelpful against malign magics. They have a broad weapon selection, and can use any one-handed melee weapon and all missile weapons.  They can fight with a small weapon and halfling-size shield or with a small weapon in each hand.

Witchfinders deal with targets that can shrug off even the mightiest of blows with sufficient preparation.  They focus less on frontal assaults to defeat their enemies, and more at opportune strikes. A Witchfinder may hear noise, move silently, and hide in shadows as a thief of their level.  Additionally, a Witchfinder also has the ability to backstab. He must catch an opponent unaware of his presence, either by surprise or by moving silently and/or hiding in shadows to sneak up on his opponent. When backstabbing, the Witchfinder will receive an attack bonus of +4 and, if successful, deal additional damage for every four levels he has attained. A thief at 1st through 4th levels does double the normal damage, at 5th-8th levels does triple the normal damage, at 9th-10th levels does quadruple the normal damage.

The training received while under the tutelage of a more senior comrade gives all Witchfinders a nose for witchcraft.  Once per hour, the Witchfinder may spend one round to detect magic (as per the spell). It lasts as long as the Witchfinder concentrates.

A Witchfinder needs every possible tool in order to counter the threat of the unknown.  In their ongoing quest to protect their shires, many senior Witchfinders turn to fighting fire with fire.  Their rigorous study of the magics from outside the shire allow them to learn and perform eldritch ceremonies in the theurgical tradition. A Witchfinder’s selection of ceremonies is limited to the ceremonies in his repertoire. A Witchfinder’s repertoire can include a number of eldritch ceremonies up to the number and level of ceremonies listed for his level, increased by his Intelligence bonus. A Witchfinder can use any magic items usable by mages or clerics, and can make trinkets to aid his performance of ceremonies.

As they advance in level, Witchfinders may add new ceremonies to their repertoire by visiting a Headquarters or other place of learning (see below) and spending one game week per ceremony. Particular Headquarters may only offer particular ceremonies at each level, either due to the limitations of their libraries or doctrinal beliefs. Witchfinders who wish to learn unavailable ceremonies must find or research them on their own. The specific ceremonies taught at any given Headquarters should be determined by the Judge based on his setting, but should mainly be white magic with a focus on protection and detection.

While a Witchfinder must be prepared for all sorts of paranatural oddities, they often must dispel fears over perfectly natural things.  They are specially trained to separate rare but natural events and social anxieties from true darkness.  A Witchfinder is trained in modern thought, with its emphasis on causal determinism, materialism, and empiricism, granting him a +3 bonus on saving throws against enchantments and illusions.

At 9th level (Halfling Judge), the Witchfinder may establish a Headquarters from which to direct the fight against darkness.  Upon completion, 2d6 1st level Witchfinders will arrive, eager to fight evil.  If hired, they must be paid the standard rates for ruffians.  A Witchfinder will often use them to form a small army, linking them with other Headquarters, forming a vast syndicate to share knowledge and take down larger threats.

Halfling Witchfinder Level Progression Halfling Witchfinder Spell Progression
Experience Level Title Hit Dice 1 2 3 4 5 6
0 1 Halfling Watchman 1d4 - - - - - -
1225 2 Halfling Investigator 2d4 - - - - - -
2450 3 Halfling Witchfinder 3d4 - - - - - -
4900 4 Halfling Witchhunter 4d4 1 - - - - -
9800 5 Halfling Witchfinder-Sergeant 5d4 2 - - - - -
19600 6 Halfling Witchfinder-Captain 6d4 2 - - - - -
40000 7 Halfling Witchfinder-Colonel 7d4 2 - - - - -
80000 8 Halfling Witchfinder-General 8d4 2 1 - - - -
200000 9 Halfling Judge 9d4 2 2 - - - -
320000 10 Halfling Judge, 10th Level 9d4+1* 2 2 - - -  

Good stuff! I've been toying around with (carefully) "borrowing" RW religions for the different demihuman and humanoid races. I'd definitely have to keep it confined to my own group, though, and within their tolerance for such.

So... Are you planning on introducing a Halfling Witch class? Or are the threats lurking within halfling society non-magical in nature?

[quote="RandyB"]

Good stuff! I've been toying around with (carefully) "borrowing" RW religions for the different demihuman and humanoid races. I'd definitely have to keep it confined to my own group, though, and within their tolerance for such.

[/quote]

Yeah, I hear that.  I once ran an ACKS game set in alternate-history Europe during the time of Charlemagne (a la Three Hearts and Three Lions), and the whole religion thing got weird.  Nothing bad, but it was just awkward to make everything try to work together.

My new philosophy on that (and especially with these classes) is to take real-world religious structures, and combine them with a more traditional fantasy cosmology.  In the campaign I will be using them in, the church that these halflings want to purify is a modification of the default Auran Empire pantheon, with some tweaks to make it fit a pseudo-Christian religious heirarchy.

My hope is that these classes take only minor tweaking to add to any setting with most religions.

[quote="GMJoe"]

So... Are you planning on introducing a Halfling Witch class? Or are the threats lurking within halfling society non-magical in nature?

[/quote]

I hadn't originally planned on a Halfling Witch class, but now that you mention it...

I originally concieved of the Witchfinder as the sort of catch-all monster-hunter/problem-solver.  Anything normal halfling society finds to strange, alien or dangerous, and that can't be dealt with by the Bounders, fall into the hands of the Witchfinders.  They'd be the ones dealing with a powerful undead, fantastic or enchanted creatures, non-Halfling spellcasters who interfere in a shire's affairs, and what halfling society would consider "witches".

I had also imagined that halflings, being insular and overly concerned with propriety and normalcy, would consider witches to be more than just (hypothetical) Halfling spellcasters.  A Bounder that happened to pick up a cursed sword, a Pilgrim possessed by a spirit, a halfling lycanthrope, a Burgler that brought something back to the shire that he really shouldn't have, and a normal halfling that (unknowingly) bought a Potion of Halfling Control from a strange visiting merchant would all be "witches" in the eyes of most halflings.  This category would also include Parsons who dabbled in schools other than Liturgical (say, Sylvan or Cthonic) or Witchfinders who "went rogue" using their own knowledge of the supernatural.

The other thing I thought about was that many of these Pilgrim shires would be established on lands that weren't previously thiers; though the founders would always clear the hex as best they could, there's no telling if you've accidently built your shire on a forsaken ground or unknown gravesite that's soon to be a sinkhole of evil.

However, now that you mention it, I'm thinking about what a Halfling Witch class would look like.  I certainly wouldn't want it to just "It's the Witch but now you get Placating" or something like that.  I'm open to any ideas.

[quote="Whirl_Bill"]

However, now that you mention it, I'm thinking about what a Halfling Witch class would look like.  I certainly wouldn't want it to just "It's the Witch but now you get Placating" or something like that.  I'm open to any ideas.

[/quote]

Hedge Magic. I can't think of a better match than Halflings and Hedge Magic.

Hmm... In that case, if you do make a "Halfling Witch" class, I reccomend making it an arcane or eldrich spellcaster. I mean, you were probably going that way already, but still: Giving each member of the class a different repertoire of known spells/ceremonies goes a long way toward making it feel like each halfling witch has his or her own circumstances and background explaining how he or she stumbled across forbidden magic.

Wonderful!

Ha! No doubt thrice in a three-day week.

A now we know that Gorhendad Oldbuck was a Pilgrim, who founded the Brandybuck clan’s Brandy Hall upon reaching 9th level.

If I haven’t miscounted, the Pilgrim has two too many proficiency selections.

I’ll continue my careful read as time allows …

Thank you for the commentary!

Edit: I totally misunderstood what you meant.  You meant that the Pilgrim had two too many proficiency selctions in the list of class proficiencies, correct?

Yes, 33 rather than 31 (42 - maximum level). I would be guessing if you just have too many or perhaps counted Combat Trickery selections as 1/2. Or Judge fiat.

I like these, although the idea of humble pilgrims amuses the theological historian in me. I did notice one discrepancy between the stat block and the description for the parson:

Halfling Parson

  • Weapon Selection: Restricted (Sling, dart, club, staff)
 

They may only fight with quarterstaffs, clubs, daggers, or darts.