Catchpole
Catchpoles either operate as part of a town guard, or might act as the only real peacekeeping in a small community. The catchpole can perform the normal duties of a town guardsman, but has the more specific function of chasing down petty criminals, or in some cases even, tax cheats depending on the jurisdiction. Catchpoles aren't really the scourge of professional criminals, more like the scourge of local kids skipping their chores.
Adventurers, even the most docile ones, have a tendency to upset law enforcement occasionally - and more than one catchpole has been called to respond to some strange incident outside of a local tavern, only to discover the shenanigans of adventurers, and to sometimes be drawn into them. Catchpoles are likely to look for opportunities to track down tougher criminals, since in their profession they never really had the opportunity to.
Master of the Chase: As a catchpole, you are an expert at chasing down thugs and troublemakers. As a result, if you are ever participating in a Skill Challenge to Chase someone or something, you add 1 automatic success at the start of the challenge. Furthermore, on a critical success, you add 3 successes, and on a critical failure, you only add 1 failure. When you are on your own and when rolling an Athletics or Acrobatics check to chase, you have advantage.
If you choose Catchpole, you gain the following:
~Either a +1 to your Wisdom score or a +1 to your Dexterity score~
~A Skill Proficiency in either Athletics or Acrobatics~
~Any one Language spoken in your jurisdiction~
~The following items: The seal of your liege, a club, manacles, a sweat-stained tunic, and a belt purse with 10sp~
~Master of the Chase feat~