Squire

Halfling fighters have been known to form strong friendships with fighters, rangers, and paladins of other races--most notably human, but not disallowing dwarven, elven, and other more exotic folk (one chaotic evil halfling is said to have formed a partnership with a red dragon!). Since such adventuring pairs typically encounter most of their excitement in nonhalfling societies, the halfling partner is often regarded (by the members of that other society) as an apprentice, squire, or sidekick to the warrior of local origin. Such an assumption, naturally, is very far from the truth; the two are in fact full partners.

However, the halfling warrior does serve a number of useful functions that would prove difficult for the larger partner to accomplish on his or her own. Squires make marvelous scouts and spies, since they specialize in acting dumb and nonthreatening.

The size of the halfling, together with the ability to hide in bushes and undergrowth, makes him or her an exceptionally valuable companion when it comes to gathering information. It's even possible for a Squire to disguise himself or herself as a human child to gain access to places where adult adventurers fear to tread.

The Squire needs two minimum attribute score: a 10 for Strength and a 12 for Charisma.

Roads to Adventure: For the Squire, friendship is a strong enough inducement to draw him or her away from the typical halfling comforts. In this case, anything that compels the first member of the pair will draw the halfling character along as well.

The Squire is often motivated by genuine friendship for his or her partner, sometimes coupled with a sense of gratitude for something that has happened in the past, or a mutual goal (perhaps even a quest) that the pair have embarked upon together.

Role: When among strangers, the halfling Squire often plays the role of simpleminded servant; this increases his or her chances to eavesdrop and usually causes potential enemies to underestimate the danger he or she poses. All Squires are adept at observing nearly everything that goes on around them and often act as ambassadors to other races--particularly those who might be hostile to the Squire's partner.

It is important to realize that, in reality, the Squire and his partner are full equals--the halfling is not a squire in the traditional sense of apprentice or servant. Even if the two act out a false relationship for appearances' sake, the Squire and his partner remain together because of trust and affection; there is no room for one or the other to be the boss.

Secondary Skills: A Squire should have the Groom secondary skill.

Weapon Proficiencies: This character should have a proficiency in at least one melee and one missile weapon. A proficiency that matches his or her partner's can provide extra benefits (see Special Benefits, below).

Bonus Nonweapon Proficiencies: The Squire character receives either the Animal Handling or the Riding (Landbased) proficiency as a bonus. In addition, the halfling can gain proficiencies known to his or her partners, simply through the progress of their cooperative adventures, as follows:

When the halfling goes up in level and at least half the necessary experience points to gain the new level were earned from tasks that the Squire performed with his or her partner, the halfling can add one proficiency slot, filling it with a proficiency that his or her partner holds and used during the course of the previous adventures.

Recommended Nonweapon Proficiencies: Heraldry and Foreign Languages are proficiencies that often prove useful in a Squire; also, the Armorer, Bowyer/Fletcher, and Weaponsmithing skills can be helpful.

Equipment: A Squire's companion will try to provide a suitable steed for his or her partner, as well as weapons and armor for the halfling, if he or she has the means.

Special Benefits: The Squire becomes very familiar with the habits and characteristics of his or her partner's race; thus, he or she gains a +2 bonus to NPC Reaction Rolls made for members of that race.

In addition, the Squire can advance to slightly higher levels than can other halfling warriors. The Squire can reach a total of two levels higher than he or she would otherwise be allowed (see page 92); however, he or she cannot pass the level of his or her partner by this means.

Special Hindrances: The loss is mostly intangible, but the halfling Squire is forced to do without the comforts of hearth and burrow that are so fundamental to his or her kind. In effect, he or she chooses to replace his or her family with the partner; a Squire who loses that partner to death or other mischance is a lonely halfling indeed.

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