Ratling
Table of Contents
Description
- Requirements: Minimum CON 9
- Ability modifiers: –1 CHA, +1 DEX
- Languages: Alignment, Common
Available Classes and Maximum Level
- Assassin: 7th
- Fighter: 6th
- Illusionist: 6th
- Thief: 8th
Ratlings are fur-covered, rat-like, bipedal humanoids. They stand 4′ to 5′ tall and have 3′-long prehensile tails, large ears, and sensitive noses. Though industrious and adaptable, their association with vermin tends to place them in the fringes of human settlements. Ratlings are born in broods of 3–5, reach maturity around age 7 or 8, and rarely live past 40. Naturally gregarious, their relatively short lifespans lend the species a certain devil-may-care outlook that other races find amusive.
Awareness
Ratlings are only surprised on a roll of 1 due to their strong sense of smell. This may mean that a ratling is able to act in the surprise round while their companions are surprised.
Detect Poison
A ratling has a 25% chance of smelling poisons mixed into food/drink or coated on an object. For poisons with a specified detection chance (e.g. the poisons on p18), this 25% is added to the normal detection chance.
Infravision
Ratlings have infravision to 60′ (see Darkness under Hazards and Challenges in Old-School Essentials).
Listening at Doors
Ratlings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old- School Essentials).
Prehensile Tail
Ratlings can hold an item (up to 50 coins weight) in their tail, though the tail does not have the coordination to attack with a weapon or to manipulate fine objects like keys or scissors. A ratling cannot climb when holding an object in their tail, as it is required for balance.