Finally the RUnecaster is done!!! And now a little something for our Goblinoid fans for xmas:

TUNNEL HAUNT



"And what are you doing here stumbling around blindly in the dark?"

Very few of the Dekanter have psychic powers as the Beast Lord eliminates those who could become possible leaders of an uprising. Those who realize they have psionic potential quickly arrange to escape into the Underdark where they face the harsh life of a wandering nomad, until adopted by someone or something as a mercenary.

BECOMING A TUNNEL HAUNT
Any Dekanter with Lurk levels will do.

ENTRY REQUIREMENTS
Race: Dekanter
Class Abilities: Initiative Boost, Lurk Augments
Feats: Deep Vision, Lurk Master
Skills: Hide 6 ranks, Move Silently 6 ranks


Class Skills
The Tunnel Haunt's class skills (and the key ability for each skill) are Autohypnosis, Bluff, Climb, Concentration, Craft, Escape
Artist, Hide, Jump, Knowledge (Dungeoneering, Psionics), Listen, Move Silently, Psicraft, Spot, Swim, Tumble, Use Psionic Device.
Skills Points at Each Level : 4 + int

Hit Dice: d6

Code:
   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Tunnelrunner, Lurk Augments, +1 Level of existing Manifesting Class
2. +1    +0     +0     +3    Sneak Attack +1d6, +1 Level of existing Manifesting Class
3. +1    +1     +1     +3    Using the Shadows
4. +2    +1     +1     +4    Tunnelfighter, +1 Level of existing Manifesting Class
5. +2    +1     +1     +4    Sneak Attack +2d6, +1 Level of existing Manifesting Class
6. +3    +2     +2     +5    Using the Shadows
7. +3    +2     +2     +5    Tunnellurker, +1 Level of existing Manifesting Class
8. +4    +2     +2     +6    Sneak Attack +3d6, +1 Level of existing Manifesting Class
9. +4    +3     +3     +6    Using the Shadows
10.+5    +3     +3     +7    Comforting Shadow
Weapon Proficiencies: A Tunnel Haunt gains no new Weapon or Armor Proficiencies.

Tunnelrunner: At 1st Level you gain the Tunnelrunner Feat as a Bonus Feat (see Underdark).

Lurk Augments: Your Lurk and Tunnel Haunt Levels stack for purposes of determining how many Lurk Augments you know.

Sneak Attack (Ex): This is identical to the Rogue Class Ability listed in the PHB, and stacks with dice gained from other classes. You gain one extra die of Sneak Attack at Levels 2, 5, and 8.

Using the Shadows (Su): At 3rd Level the maximum number of power points you can use to enhance a Lurk Augment or Power increases by one when you are in darkness or shadowy environs.

At 6th Level the Save DC of Lurk Augments and Powers increases by one when you are in darkness or shadowy environs.

At 9th Level you add Psionic Shadow Walk to Power List, and it doesn't count towards your maximum Powers Known.

Tunnelfighter: At 4th Level you gain the Tunnelfighter Feat as a Bonus Feat (see Underdark).

Tunnellurker (Su): At 7th Level you are Invisible as per the spell while in darkness or extreme shadow.

Comforting Shadow (Su): You are always considered to be Psionically Focused in total darkness.

PLAYING A TUNNEL HAUNT
Cast you out for being different will they? They'll pay for that. All of them. And their pretty little Mindflayer Overlord too.
Combat: Much like other Lurks and Rogues, you tend to fight from ambush or with numbers. You aren't meant for frontline melee.
Advancement: What powers or skills you strive for are pretty much dictated by immediate need and circumstance. Plus there's probably a dearth of people you can learn from.
Resources: Unless you have a Patron or have been adopted by someone, you're pretty much on your own.

TUNNEL HAUNTS IN THE WORLD
"What do you know of the Beast Lords personal quirks?"
Life went to Hell since you discovered you had psychic powers. You've been on the run ever since, and the only people who want you, want you because they think you know the Beast Lord's weaknesses. You picked up trash. Obviously your knowledge of embarrassing secrets is pretty darn limited.
Daily Life: In general your main concern is simple survival, at least until you get caught by another Evil mastermind opposed to your former Evil mastermind.
Notables:
Organizations: Many organizations seek the downfall of the Mindflayer known as the Beast Lord, and they keep a constant eye out for renegade Dekanters to potentially add to their ranks.

NPC Reaction
Dekanter Goblins aren't well received on the best of days, and your being a fugitive certainly won't help either.

TUNNEL HAUNTS IN THE GAME
This kind of assumes one of the PC's is an outlaw, at least in the eyes of the Beast Lord. Could be touchy for the rest of the party.
Adaptation: Obviously meant for Faerun, but can be adapted.
Encounters: Unless they have been adopted by something, Dekanters are usually lone encounters in the wilds of the Underdark.

Sample Encounter
EL 12: The PC's have bedded down in an alcove when a lone Goblinoid runs by. He is followed by a few hundred Hobgoblins who seem hellbent on doing ad things. So much for sleep...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TUNNEL HAUNT

Hit Die: d6
Skills Points at Each Level : 4 + int
Sneak Attack At Level 22 and every three Levels thereafter you gain an additional Sneak Attack die.
Bonus Feats: The Epic Tunnel Haunt gains a Bonus Feat every x levels higher than 20th