Dawn of Others
Skrittle Quickfang
Medium Animyst: Rat, Clawrunners Initiate, Neutral Good
Armor Class 14
Hit Points 19
Speed:
30 Feet
Saving Throws DEX +6, WIS +2
Skills Acrobatics +6, Deception +1, Perception +4, Sleight of Hand +6, Stealth +6, Survival +2
Condition Immunities Diseased
Senses Passive Perception 14
Dark Vision 60 feet
Around Corners
As long as you are not deaf, you are aware of the location of any hidden or invisible creatures within 10 feet of you.
Languages English, Spanish
Challenge Rating CR 2 (450xp)
Proficiency Bonus +2
Description
Skrittle Quickfang is a lithe and cunning anthropomorphic rat rogue, hardened by the shadows of a post-apocalyptic underworld. Standing at five feet tall, her compact frame is wrapped in a dark, reinforced leather suit threaded with utility cords and armor plates, optimized for stealth and agility in the treacherous sewer tunnels she calls home. Her piercing amber eyes gleam with a fierce intelligence and relentless focus, scanning every dark corner for danger or opportunity. With claws sharp as razors and a gait that blends into the ambient hush of dripping stone and distant echoes, she moves like a phantom over the cracked flagstones, her every motion calculated for silence and speed. Skrittle thrives in the gloom, a survivor and scavenger with unmatched knowledge of the labyrinthine depths, ever on the hunt for secrets, salvage, or her next target.
Ideals
She believes that only those who adapt swiftly and move with precision deserve to thrive, and that hesitation is the first step toward death.
Bonds
She shares an unbreakable bond with her younger sibling, Nisk, whom she trained to survive the tunnels and whom she secretly protects from afar.
Flaws
She secretly struggles with an old leg injury that flares up in the cold, something she hides for fear of being seen as weak.
Suggested Environments
The Enclave
VIG 10 and SAN 12
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Pacification
Starting at 2nd level, you can concentrate all your energy into ensuring a clean kill, even to the risk of your own personal safety. Instead of using your Hit Dice to recover hit points, you can expend one during an attack action after hitting to turn the attack into a critical hit
Intended Target
Starting at 1st level, you can dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage on, you double your weapon’s base damage dice (not any additional damage dice from class features or archetypes). The target must be within 20 feet of you.
Leet
Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.
Procedural Memory
You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft and should never be up to chance.
Starting at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest.
You can re-roll as many times as you wish in response to a single bad roll until you accept a result or run out of uses of procedural memory.
When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disadvantage. If you already have advantage, you still only get to re-roll one die result.
Whispers of the Drain
You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.
Enclave
Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.
Keen Senses: Smell
Skrittle Quickfang has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Blowgun
Range 25/100 feet, +6 to hit, 5 piercing damage
Whip
Melee, +6 to hit, 1d4+4 slashing damage
Basic Poison
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Potion of Healing
The potion's red liquid glimmers when agitated.
You regain 2d4+2 hit points when you drink this potion.
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