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.
Secondary Skills: They should have the secondary skill of Trapper/Furrier.
Weapon Proficiencies: Pest Controllers usually carry daggers and darts, but may use any type of
weapon normally permitted to thieves.
Bonus Nonweapon Proficiencies: Animal Lore, Pest Control.
Recommended Nonweapon Proficiencies: Alertness, Blacksmithing, Blind-fighting, Carpentry,
Direction Sense, Set Snares, Sign Language, Signalling, Stonemasonry,
Tracking, Underground Survival, 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.
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.
Wealth Options: They start with the standard 2d6x10 gp.
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