Stixy Hanz    (Goblin Male Thief/Tunnel Rat Kit)
Character Information   
Name: Stixy Hanz XP/Next lvl: 1980 / 2501
Class: Thief/Tunnel Rat Kit HP:curr/max 12 / 12
Alignment: LE AC:reg/rear/no shield 5 / 6 / 5
Race: Goblin Level: 2
Age: 15 Height: 3'8'
Weight: 50 Gender: Male
Encumbrance: Movement:
Languages: Goblin,Common, Kobold,Hobgoblin
Ability Scores   
STR: 12 (Max Wght 45lbs)
INT: 12 (3 languages)
WIS: 7 ()
DEX: 17 (React adj +2, Missile Atk adj +2,-3 to AC)
CON: 13 ()
CHR: 10 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
S. Sword 1 1d6/1d6 n n 20
Dagger 1 1d4/1d3 n n
Equipment
Qty Item Location
1 Backpack worn
1 Blanket Bp
1 wk dried rats and mice Bp
1 Cup Bp
1 Thief picks Bp
1 Leather Armor worn
1 Water Skin Bp
1 Sm Belt Pouch worn
1 Flint N Steele Bp
3 Torches Bp


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Composite S. Bow(Magical Aura)


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Goblin Traits
Goblins have infravision
to 60 feet. They can detect new or
unusual construction in an underground
area 25 of the time (1 or 2 on 1d8).
Goblin shamans can reach 7th level and
have access to the spheres of divination,
healing (reversed), protection, and sun
(reversed).
Special Disadvantages. Bright light hurts
goblin eyes, giving them a -1 penalty to their
attack rolls when in bright sunshine.
Monstrous Traits. Appearance, bestial
habits.
Superstitions. Eternal hatred and fear of
gnomes and dwarves, sensitive to unusual
behavior of worgs and wolves, fearful of
dreams and visions.
Weapon Proficiencies: Axe, military pick,
morning star, sling, short sword, spear.
Nonweapon Proficiencies: Alertness, animal
handling, animal training (worg), begging,
chanting, close-quarter fighting,
fast-talking, fortune telling, hiding, hunting,
information gathering, looting, mining, religion,
riding (worg), set snares
Thief Skills
Pick Pockets-20
Open Locks-35
Find/Remove Traps-45
Move Silenty-40
Hide in Shadows-40
Detect Noise-20
Climb Walls-65
Read Languages-0
Tunnel Rat
Tunnel rats come from the ranks of all humanoid
races that dwell beneath the earth. They
serve as advance scouts and explorers for their
tribes, using whatever skills they can pick up
to survive the unknown dangers waiting below
the ground. The good ones have learned to be
keen observers and decent fighters, for they
must be able to spot natural and artificial traps
before they stumble into them, and they must
be able to defend themselves against other
subterranean races and the monsters that
dwell below. The bad ones are all dead.
Player character tunnel rats perform the
same services for adventuring parties as they
did for their tribes. They take the point, using
their skills and abilities to pick a safe path
through dungeons and underground tunnels.
When they encounter dangers, they warn their
companions and take the necessary steps to
make the way safe.
Requirements: Tunnel rats must come from
the races that live and labor beneath the
ground. Of those humanoids detailed in this
book, the following may select this kit: goblins,
hobgoblins, kobolds, orcs, and half-orcs. There
are no special alignment or gender requirements.
A tunnel rat usually has a lower
Strength or Constitution than is typical,
Role: Tunnel rats serve as bait for the humanoid
tribes which live and work in subterranean
areas. At least that's how their fellows view
them. When humanoids find new tunnels to
explore and new mines to dig, or when they
decide to spy on their underground neighbors,
the first thing they do is select a member of the
tribe to be 'bait.' Ropes are attached to the bait
and it is sent into the unexplored tunnel to
search for traps, hostile creatures, and other
dangers. If the rope reaches the end of its
length and nothing bad happens, then the rest
of the tribe knows it's relatively safe to follow
the bait into the tunnel. Those that survive this
particular job often become quite skilled.
When this occurs,, they are no longer called
bait. They earn the title of tunnel rat.
Even successful tunnel rats rarely achieve high
regard in the tribe. They are the butt of jokes,
seen as poor fighters because they do not get to
fight with the rest of the warriors. They are also
considered extremely expendable, for their job is
to find dangers before the rest of the tribe can be
hurt. As finding these dangers often means
death, all tunnel rats are considered to be living
on borrowed time. If a tunnel rat dies by stumbling
into a trap, causing a cave-in, or springing
an ambush, then he has done his job. There are
no tears, for more bait is waiting to be tossed
into the runnel ahead once a rat falls.
The best tunnel rats have a stubborn will to
survive. With a little luck and a lot of determination,
these characters train themselves on
the job. They learn to spot and disarm traps,
for they believe that is a better course than simply
stepping into them and setting them off.
They learn to move with stealth and to keep
hidden so that they may see enemies before
they are seen. They learn to climb, to hunt, to
fight, to find their way in the most confusing
tunnels, for to do less is to fail at the task their
chiefs have given them.
Of course, some decide that they do not like
being unappreciated. These individuals leave
their tribes in order to find fame and fortune.
They sell their skills to those who need them,
often joining adventuring parties about to
embark on an underground quest.
Tunnel rats are extremely self-sufficient. They
are almost supernaturally silent, appearing
from the shadows without warning when the
rest of their party least expects them. They are
not easy to like, and they seldom make good
friends, but they are invaluable when exploring
the regions below the earth.
Weapon Proficiencies: Members of this kit
must take the short sword proficiency. The
other slot can be filled from the weapons
usable by thieves,
Nonweapon Proficiencies:
• Bonus Proficiencies: Close-quarter fighting.
• Recommended, General; Alertness, danger
sense, direction sense, hiding, navigation (underground),
rope use, survival (underground).
• Recommended, Warrior: Endurance.
• Recommended, Priest: None.
• Recommended, Wizard: None.
• Recommended, Rogue: Jumping, tightrope
walking.
• Forbidden: None.
Equipment: Tunnel rats can use and purchase
any equipment and armor normally
available to thieves. They should purchase
basic survival equipment, including ropes,
pitons, tools, food and water, etc.
Special Benefits: Tunnel rats receive a +5
bonus to their initial find/remove traps, move
silently, and climb walls skills.
Special Hindrances: Tunnel rats have a —10
penalty to their pick pocket skill and a -5
penalty to their read languages skill.
Wealth Options: Each member of this kit
begins play with 1d6 x 10 gp.
Weapon/ Non Weapon Profencies
Weapon Profencies- Short Sword, Dagger
Non- Weapon- Close-quarter fighting, Alertness, danger sense, direction sense, hiding, navigation (underground),
rope use, survival (underground), Jumping, & tightrope
walking.