Gutter Rat

The Gutter Rat may seem like the lowest of the low—weak, and pitiable—but in truth, they are among the most dangerous of adversaries. They know how to play mind games with their enemies, striking when and where they are most vulnerable. Most treacherous of all are their lies, which come to them as easily as breathing does to most people.

Gutter Rats are versatile heroes who can support a team with a mix of social skills and subterfuge outside of combat. In a fight, they specialize in inflicting status effects on enemies and delivering devastating blows to their suffering opponents.

Proficiencies

Saving Throws: Dexterity and Charisma

Skills: Choose three from Acrobatics, Deception, Intimidate, Perform, Security, Sleight of Hand, Streetwise, and Stealth.

Equipment: Basic and Improvised Equipment

Underhanded Expertise: You gain expertise in one skill, chosen from Deception, Security, Sleight of Hand, Streetwise, or Stealth. You must be proficient in a skill to gain expertise in that skill.

Equipment Recommendations

Equipment Pack: Punk Pack

Weapons: Dagger, Sword, Muzzleloader rifle

GUTTER RAT TALENTS

Play the Fool (1st Level). You can take an action to distract an opponent who can see and hear you. Make a Charisma (Deception) check opposed by a Wisdom (Insight) check from the target. If you win the contest, the opponent is considered Distracted by your antics until the beginning of your next turn.

Slippery (1st Level). You have advantage on Dexterity (Sleight of Hand) checks made to escape bonds and Dexterity (Acrobatics) checks to escape a grapple. You can make such checks as a bonus action during combat.

Sneaky (1st Level). You have advantage on Dexterity (Stealth) checks made while trying to move without making any noise.

Trap Maker (3rd Level). You have advantage on Intelligence (Security) checks made to determine if a trap that you set works correctly.

Viciousness (3rd Level). When you hit an incapacitated opponent, it is always considered a critical hit.

Advanced Combat Training (5th Level). Once during your turn, when you take the Attack action you can make two attacks as part of that action.

Clever Fool (5th Level). After using your Play the Fool talent, whether or not you are successful, you can take the Dodge action as a bonus action.

Improved Viciousness (7th Level). When you hit a Blinded, Distracted, Exhausted, Grappled, Intoxicated, Prone, Restrained, or Sick opponent, it is always considered a critical hit.

Execution (9th Level). When you hit an incapacitated opponent, you can roll any number of your unspent influence dice and add the result to your damage total. This damage is not multiplied by a critical hit.

GUTTER RAT TRICKS

Bleeding Strike. After hitting an opponent with an attack, you may spend an Influence die. The target takes damage equal to the roll at the start of each of their turns. This damage continues until either they fall to 0 hit points, or the First Aid action is used to stop the bleeding. Your trick DC sets the DC for the First Aid action.

Blinding Strike. When making a melee attack, after rolling to hit but before determining the result, you can roll an Influence die and add it to the attack roll. If the attack hits, in addition to the normal damage, the target must succeed on a Constitution saving throw or be Blinded until the end of their next turn.

Gloat. After an opponent has made a successful saving throw against a talent or attack that you used against them, you can use your reaction to roll an Influence die and apply a penalty equal to your roll, potentially turning the success into failure.

Hobbling Strike. When making a melee attack, after rolling to hit but before determining the result, you can roll an Influence dice and add it to the attack roll. If the attack hits, in addition to the normal damage, the target’s speed is reduced to 0 until the end of their next turn.

Killer Instinct. When you score a critical hit, you can roll one Influence die and add double the result to the total damage dealt.

Squirm. When an opponent successfully hits you with an attack, you can spend an Influence dice to impose a penalty on their attack roll equal to your influence roll. If the roll no longer meets or beats your defense, it is a miss.


Gutter Rat Table

LevelTalents
1Play the Fool, Slippery, Sneaky
3Trap Maker, Viciousness
5Advanced Combat Training, Clever Fool
7Improved Viciousness
9Execution


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