Pest Controller

Pest Controllers keep a stronghold free from rats, giant spiders, centipedes, carrion crawlers, kobolds, and other pests. They are experts at setting traps and in eradicating minor animal and monster nuisances.

Role

Pest Controllers are members of the Pest Control Guild. Through experience they learn all of a stronghold's tunnels, passages, and sewers. Although they perform an invaluable service keeping underground settlements habitable, their true worth becomes apparent when a stronghold is under attack. Then they use their expertise to rig traps along passages of expected enemy advance to slow and kill the invaders. Enemies entering a dwarf stronghold are likely to find their way beset with deadly traps. As members of an adventuring party, Pest Controllers are useful to protect the party's camp area and to find and disarm traps set by others.

Distinctive Appearance

Pest Controllers wear shiny black leather armor and black leather helmets.

Special Benefits

They gain a +5% bonus to their Move Silently and Find/Remove Traps abilities.

Special Hindrances

They have a -10% penalty to their Pick Pockets ability.

Other dwarves, except Vermin Slayers and Wayfinders, consider them to be unsavory characters and react to them with a -2 penalty.

Class

Thief

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

Dwarves

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

Pest Controllers usually carry daggers and darts, but may use any type of weapon normally permitted to thieves.

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Animal Lore, Pest Control

Recommended Non-Weapon Proficiencies

Alertness, Blacksmithing, Blind-Fighting, Carpentry, Direction Sense, Set Snares, Sign Language, Signaling, Stonemasonry, Tracking, Survival (underground), Weaponsmithing

Equipment

Pest Controllers should equip themselves with cages and other traps. If one has the blacksmithing or weaponsmithing proficiencies it can be assumed he has built 1d4 traps before starting play.

Wealth Options

They start with the standard 2d6x10 gp.

Homeland Terrain

None

Economic System

None