Dark Days in Sion
- Hit Dice: 1d6, or same as class
- Speed: 20ft/20ft (Climb)/5ft (Burrow)
- Armor Class: (+1 Size)
- Base Attack: Same as class
- Face/Reach: 5ft/5ft
- Damage: Bite 1d3, Claw 1d3, By Weapon
- Special Qualities: Darkvision 60ft (Ex), Lesser Regeneration (Ex), Scent (Ex)
- Abilities: +2 Dex, +2 Con, -3 Int, -1 Wis
- Skill Bonuses: Appraise +3, Climb +3, Knowledge +3 (Dungeoneering, Local)
- Starting Feats: Typically Dodge
- Bonus Feat: Run
- Special Abilities:
- Saving Throws: Fort +1, ( +2 vs. Poison), Ref +1
- Alignment: Always Chaotic
- Weapon Proficiencies: All Simple
- Armor Proficiencies: None
- ECL: +0
Dark Vision (Ex)
Rhats can see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Lesser Regeneration (Ex)
Rhats can regrow their tails in 1 week, with a 10% chance of regrowing another limb.
Rhats can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Rhats are small, rat-based humanoids that stand between 3-4ft tall, and weigh between 60-80lbs. Their fine fur runs the gamut of shades, but typically country rhats have fur of dull earthy shades that help them blend in with their surroundings while city rhats are usually black or grey, sometimes white.
They are capable of walking upright or on all fours just as easily. They have darkvision and a keen sense of smell, and are known to be generally very hardy, capable of eating uncooked meat, resistant to poison, and able to survive for several days without water. Their tails, and sometimes other limbs, are capable of growing back if severed.
Rhats are amazing climbers, capable of moving just as fast vertically as they normally do otherwise. They are also natural burrowers, capable of tunneling through an impressive 5ft of earth per minute with their teeth and claws. (Or half that, making a larger tunnel that humans can crouch in rather than crawl).
They can also gnaw and claw through wood or mortared stone at a rate of 1 inch per minute, though doing so for more than an hour in a single day will ruin their claws. Rhats do not require much training using tools for digging, and generally tire half as fast as other races do digging by any means.
They are fascinated by locks and other mechanical devices, and have a natural ability to use lockpicks and disable devices.
Rhats are one of the most loathed, yet tolerated, races on Sion. Humans consider them about equal with goblins on the racial pecking order. But they are allowed to live among humans because they aren’t inherently evil, and submissive by nature.
Rhat personality is very high-strung, with seemingly limitless energy and enthusiasm. Rhats have a short attention span and penchant for curiosity, distraction and mischief that makes teaching them anything a very frustrating exercise. Once trained though, rhats are hard-workers and very capable minions demonstrating a verve for making themselves useful that other races lack.
Though not particularly intelligent the rhats natural curiosity gives them a talent for exploration and learning details about their surroundings (hence +3 on certain knowledge skills). They have also adopted the human habits of possessiveness and greed long ago, obsessing over things they have or want or might want. (hence the +3 to appraise skill)
Rhats are survivors. In their earliest days living beside primitive man they were better at finding food and the first to begin trading with men.
Rhat society is largely chaotic, with little discernable order. Their large network of extended families makes communication a breeze. Messages (and more often rumors) are spread by word of mouth very quickly throughout the nest.
Country rhats and city rhats generally dislike each other and avoid each other, rarely intermarrying. It is common for the two breeds to chase each other out of their territory though outright bloodshed is frowned upon.
Those Rhats that are exiled, often take up with the Cult of Vermithrax serving wererats. Vermithrax is the evil deity of the wererats, and he accepts Rhats as favored minions for his Wererat followers.
Rhats have a very basic hierarchy, by order of age and family rank. Each rhat nest has an elders council made up from members of each family.
It is considered taboo to have any contact with a rhat that has been exiled from its nest. Worship, association with a cult member, or even uttering the name of Vermithrax is forbidden.
Rhat law usually parallels the humans laws of the cities and towns they share with a few exceptions. Rhats prefer to execute their own, traditionally by drowning, or stoning when water may be scarce. Rhats who commit crimes against other races, are supposed to be held accountable to and accept punishment by those other races. Rhats who commit crimes against other rhats, are punished by their own kind.
|Murder:||Punishable by execution, or blindness, with the victims loved ones allowed to choose.|
|Arson or major theft:||Punishable by removing a finger.|
|Vandalism or minor theft:||Punishable with a week in jail without food and water. (though this sentence can be modified to suit the particular rhat)|
|Assault, trespassing, lewd behavior:||Punishable by a week in jail.|
|Customs, Kinship, and Marriage|
Rhats marry for life, but usually have more than one lover before they choose a life-mate. Some have children before marriage, and this is not considered shameful. Rhat families are large, with Rhat mothers birthing twins, or even triplets, far more often than humans do.
Rhat children stick close to home, or their “nest” (neighborhood) and receive a very basic but thorough education from their parents. Rhat fathers teach a trade to their sons (and/or sometimes daughters) while Rhat mothers primarily care for the young or train their daughters to do the same.
Gifted or particularly smart young rhats, maybe chosen by the Head Warren with the permission of the elders to be Warrens. Warrens serve the elders as investigators, messengers and peacekeepers for the Rhats nest.
Rhat girls are usually arranged to be married by their parents. It is very much frowned on for a Rhat girl to marry outside their parents blessing, and in many cases, the Rhat girl and her suitor may be exiled from the nest. Exile is akin to social death for many Rhats, and most Rhats would prefer death.
Rhats are aspiring professionals by nature, eager to master a trade and carry on a tradition. However, this desire often conflicts with their short attention span and penchant for curiosity and mischief.
Rhats are natural collectors, and very possessive of their prized possessions. However, they are also very eager to collect more things, and are willing to trade things they already have for other things they’d rather have. Thus, a barter economy is very much the norm between Rhats, with actual coin used more to balance out unequal trades.
Rhats have the closest relationship with humans, demonstrated by their acceptance of slavery. Many rhats consider slavery to humans a worthy profession, as their human masters feed, protect and train them better than they could otherwise manage themselves.
Humans for their part, trust rhat slaves much more than their own kind, allowing rhat slaves to come and go as they please knowing they will always return.