Speaking of halflings...

the Jester

Legend
HALFLING SHERIFF
Halfling sheriffs are appointed by a community of halfling (usually hairfeet) to defend them against the raids of larger folk. The sheriff’s task is to defend his brethren against the abuse larger creatures are so fond of meting out to them, and to ensure that offenses are punished appropriately.
Hit Die: d10
Prerequisites: Base attack +5. Diplomacy (6 ranks), Ride (4 ranks). Leadership, Point Blank Shot, Track. Must be appointed by a halfling community.
Class Skills: Climb (str), Diplomacy (cha), Handle Animal (cha), Profession (wis), Ride (dex), Spot (wis), Wilderness Lore (wis). Skill points per level: 4 + int bonus.
Base Attack: Good (as fighter)
Good Saves: Fort.
Poor Saves: Ref and Will.

Level Special Abilities
1 Sheriff’s Authority
2 Thrown Weapon Focus +1
3 Extended Precision
4 Dodge Big Folk +1
5 Aid Halfling
6 Vengeance +1d6
7 Dodge Big Folk +2
8 Thrown Weapon Focus +2
9 Safeguard
10 Vengeance +2d6

CLASS FEATURES
Weapon and Armor Proficiency: The sheriff is proficient in all simple weapons, all thrown weapons, and all armor and shields.
Sheriff’s Authority (Ex): While wearing or displaying his badge, a halfling sheriff gains a +2 racial bonus to bluff, diplomacy, gather information, intimidate, and sense motive checks made on other halflings.
Thrown Weapon Focus (Ex): The sheriff’s natural racial ability with thrown weapons increases with training. This gives the noted bonus on attacks with thrown weapons, and stacks with all other bonuses, including the weapon focus feat.
Extended Precision (Ex): The sheriff can gain precision-based bonuses such as sneak attack, point blank bonuses, specialization, etc. at a range of 40’ rather than 30’ when using thrown weapons.
Dodge Big Folk (Ex): The sheriff gains the noted dodge bonus to AC against all creatures of medium or larger size.
Aid Halfling (Ex): Whenever the sheriff uses the aid another action to assist another halfling, he grants a +4 bonus rather than a +2 bonus.
Vengeance (Ex): If the sheriff strikes a creature that he knows has killed a halfling, he deals extra damage as noted. If using a missile weapon this only applies within 30’ (40’ for a thrown weapon).
Safeguard (Ex): If the sheriff is threatening someone, whenever they attack a halfling he may take an immediate attack of opportunity on them. This does not grant extra attacks of opportunity in a round to the sheriff.
 

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Hey, thanks Crothian! Coming from such a respected member of this community, I consider that pretty high praise.

I'm eventually going to be putting all my prc's together into a document similar to my spell doc and feat doc. I'll post to let everyone know when it's ready.
 

I like this class... It's pretty cool but I think it may be a little on the weak side. I think perhaps you could increase the number of times it gets the dodge big folk ability and maybe even the vengence ability. The skill list is a little weak as well (considering the 4 skill points), you might want to put in a couple of other skills, like hide and move silently, and maybe the skills that he gets to use the sheriff's authority bonus should be in there as well. Maybe you could give a damage bonus with thrown weapons as well. Another possibility is giving 2 good saves (Fort and Ref.)

Just thought I'd throw my 2 cents in...:)
 


Mystic Chef

Here's another halfling prestige class....




MYSTIC CHEF
Food is a vital element in the health and lives of all living things. Its powers are routinely underestimated by most races; only the halflings really have the full appreciation of it necessary to tap into its deepest mystical powers.
Hit Die: d6
Prerequisites: Craft (food) (8 ranks), Heal (4 ranks), Profession (cook) 8 ranks; Skill Focus (profession: cook or craft: food). Must be able to cast divine spells. Must be a halfling.
Class Skills: Alchemy (int), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Profession (wis), Sense Motive (wis), Wilderness Lore (wis). Skill points per level: 6 + int bonus.
Base Attack: Medium (as cleric)
Good Saves: Fort
Poor Saves: Ref and Will.

Level Special Abilities
1 Healing Food, Vitality (Food), +1 caster level
2 Antipoison Infusion, Resist Poison +1
3 Spicy Defense, +1 caster level
4 Restorative Meal, Vitality (Drink)
5 Healing Snack, Resist Poison +2, +1 caster level
6 Fortify +2
7 Just Desserts, +1 caster level
8 Resist Poison +3, Scent
9 Magic Food, +1 caster level
10 Fortify +4, Prepare Inedibles

CLASS FEATURES
Weapon and Armor Proficiencies: A mystic chef gains proficiency only in kitchen and food-related items, such as the dagger or knife, flail (for harvesting), sickle, and scythe.
Healing Food (Su): The mystic chef can prepare a meal that has the effects of successful long-term care. The meal takes one hour to cook, plus 10 minutes for every person above four to eat of it. This ability does not stack with the Heal skill.
Vitality: The chef can cook up a filling meal that, as long as recipients stuff themselves, will keep them hale and hearty (as if well-fed) for up to one day per mystic chef level. This requires as much food as the creatures would consume in that much time. At fourth level the mystic chef can also prepare concentrated drinks in similar fashion.
Antipoison Infusion (Ex): This ability allows the mystic chef to use any liquid to aid a creature that has consumed an ingested poison, either by inducing vomiting or by diluting the poison within the body. This allows the victim to receive a bonus of +4 on their saving throws against all ingested poison for the next ten minutes. Additionally, if the poison victim’s save fails, all poison damage inflicted is reduced by 3 points.
Resist Poison (Ex): The mystic chef’s ability to resist poison increases as he advances in level.
Spicy Defense (Ex): As a standard action, the mystic chef can blow a packet of exotic spices at an enemy within 10’. The target must make a Ref save, DC 10 + class level) or be blinded for 1d4 rounds. The spices can be bought in any herbalist’s shop or garden, since any number of different combinations will serve. The chef can also gather enough herbage in one hour for one dose of the mixture with a wilderness lore check (DC20 or higher in unfavorable conditions).
Restorative Meal (Su): The mystic chef can cook a hearty meal (the time required is the same as for healing food) that will restore 1d4+1 points of temporary ability damage to the recipient’s most damaged attribute, as well as granting a +2 morale bonus to saving throws to remove negative levels for one day. Creatures can benefit from only one restorative meal per day.
Healing Snack (Su): With a fresh-cooked snack the mystic chef can heal 1d8 + his class level in hp to those that consume it. It takes ten minutes and a fire to prepare; every person over four to consume it adds one minute to the preparation time. Any given creature can benefit from a healing snack only once per day.
Fortify (Su): By feeding creatures a hearty stew, the mystic chef can grant them enhancement bonuses to Str and Con. The stew requires twice the cook time of healing food. The enhancement bonuses last for two hours per class level.
Just Desserts (Su): A 7th level mystic chef can make a sweet tasty cake morsel that provides a +1 morale bonus on attack rolls, a +2 morale bonus on saves vs. mind-affecting abilities, and a +4 morale bonus to saves vs. fear effects. It takes an hour to prepare for up to a dozen people, plus 10 minutes for each additional four people.
Scent (Ex): The finely-tuned nose of the chef gains the scent special quality.
Magic Food (Su): A 9th-level mystic chef can cook any spell with a range of touch into a meal. The meal takes one hour to “cast” and the spell must be one the chef has prepared or knows, as appropriate. The ingredients for the magic food cost 20 gp/level of the spell. The spell remains potent until eaten, or for one hour per class level. The first bite of the meal triggers the spell.
Prepare Inedibles (Su): Given an hour, a fire and some water, a 10th-level mystic chef can prepare any non-magical solid or liquid into a tasty meal.
 

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