Chapter 1 - Class - Character Kits - Halfling Kits
Urchin
The Urchin is a specialized halfling thief who attempts to pass as a human child. Many an unsuspecting victim has tried to collar the annoying brat, only to learn that the apparently feeble child who robbed him or her is in fact an adult with all the skills of an accomplished thief.
Urchins are encountered almost exclusively in cities and large towns, where people don't know all their neighbors. Roaming the chaotic network of a city's streets and alleys, the Urchin blends in to the local population, keeping several escape routes and hiding holes ready to hand at all times. Living mostly on the street, the Urchin takes shelter where he or she can find it--as often as not among the poor and destitute of the community.
The Urchin must have a Charisma score of at least 11.
Roads to Adventure: The Urchin character is typically a kit chosen by necessity--a halfling comes to a city alone and finds no market for his or her skills. At the same time, he or she grows tired of sneering bullies, some of whom pick on the halfling merely because of his or her size. Finding it easier to escape unwanted attention by blending in than by flight, he or she finds welcome anonymity in a life of disguise.
Role: The Urchin typically works alone, though he or she may well be a member of a small group; urban thieves' guilds made up entirely of halflings have been known to exist, most of whose members will be either Urchins or Burglars. Sometimes a halfling Urchin becomes the leader of a gang of children, both human and demihuman. In this case the Urchin will take a very protective, almost parental care with his or her young charges.
Dressing in juvenile clothes, with a haircut similar to those of local children, the Urchin will wander about the city like any child with a free day. However, he or she is adept at picking pockets and always has several escape routes memorized, ready at any moment for a quick getaway.
Diversions and distractions are a part of the Urchin's typical routine. If he or she can topple--or better yet, get someone else to topple--a fruit vendor's cart, for example, the resulting confusion will result in a situation ripe with possibilities for profit.
Secondary Skills: Any or none.
Weapon Proficiencies: The Urchin's double life prevents the character from openly wearing weapons children would normally not carry ("Say--what's that kid over there doing with that crossbow?"). Hence Urchins tend toward easily-concealed or disguised weapons (dagger, darts, sling, quarterstaff).
Bonus Nonweapon Proficiencies: Because his or her very existence depends upon playing a role, the Urchin quickly develops a knack for disguise. At first level, the Urchin can effectively disguise himself or herself as a human. Upon reaching second level, the Urchin gains the Disguise proficiency in full.
Recommended Nonweapon Proficiencies: Forgery, Blindfighting, Tumbling, and Ventriloquism can all have their uses to the Urchin.
Thieving Skill Emphasis: Urchins are consummate pickpockets (see Special Benefits, below); Climb Walls and Hide in Shadows are helpful when it comes to getaways.
Equipment: Aside from weapons and perhaps a set of lockpicks, the Urchin needs no special equipment.
Special Benefits: With Urchins, picking pockets is both a hobby and a way of life. Because of constant practice, Urchins develop unusual skill in this particular aspect of thievery. This translates into a +5% bonus per level to their Pick Pockets rolls, starting at second level (i.e., +5% at 2nd level, +10% at 3rd level, c.).
Special Hindrances: The local guardsmen and city officials can take a real dislike to the activities of an Urchin, causing no end of trouble for the poor player character.