Ratling

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Ratling
Average Height: 3' 2" - 3' 6"

Average Weight: 80 - 110lb.

Ability Scores: +2 Dexterity, +2 Constitution
Size: Small
Speed: 7 squares
Vision: Low-light

Languages: Common, Vermin.
Skill Bonuses: +2 Bluff, +2 Thievery

Insidious: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Omnivore: +5 racial bonus for saving throws against poison.

Vermin Strength: You can use vermin strength as an encounter power.

Ratling.png

 

Vermin Strength Ratling Racial Power
Your rodent heritage lets you endure the hardest hits.
Encounter    
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to AC and Reflex defence.

 

Ratlings resemble humanoid rats, with thick paw-like hands and slightly hunched posture. Their tails are a little shorter than their animal kin, to better compensate a bipedal lifestyle, but it has not yet disappeared. Brown and black fur are most common, with grey and white rarer but still present.

Play a ratling if you want...

  • to be the fuzziest son of a bitch around.
  • to constantly have to look up when talking to almost everyone else.
  • to be simultaneously tough and sneaky (and slightly smelly).

Racial Feats

Heroic Tier

Little Hooligan

Prerequisite: Ratling, barbarian
Benefit: When you bloody an enemy, you gain a +2 feat bonus to attack rolls against that target until the end of the encounter or that enemy is reduced to 0 hit points.

Nocturnal Hunter

Prerequisite: Ratling
Benefit: Whenever you miss with a ranged or an area attack while hidden, you remain hidden.

Opportunist

Prerequisite: Ratling
Benefit: You gain a +1 feat bonus to opportunity attack rolls.

Slippery Rascal

Prerequisite: Ratling, rogue
Benefit: When you are missed by a melee attack by an adjacent enemy, you may shift 1 square. You can gain this benefit once per round.

Spry Fighter

Prerequisite: Ratling, Dex 15, any martial class
Benefit: When you use a martial encounter attack power, you can shift 2 squares before or after the action.

Squalid Survivor

Prerequisite: Ratling, Con 15
Benefit: You gain a +5 feat bonus to Endurance checks made against disease.

Tooth Fighter

Prerequisite: Ratling
Benefit: You possess vicious teeth, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your teeth as light blades. Your teeth are considered a one-handed weapon in your off-hand, even if you are wielding a two-handed weapon. You may enchant and disenchant your teeth. When you disenchant your teeth, they do not turn to dust.

Vermin Healing

Prerequisite: Ratling, vermin strength racial power
Benefit: When you use your vermin strength power, you may spend a healing surge.

Paragon Tier

Rattus Rattling

Prerequisite: 11th level, ratling, Tooth Fighter, trained in Intimidate
Benefit: Basic melee attacks made with your teeth gain the Rattling keyword.

Savage Teeth

Prerequisite: 11th level, ratling, Tooth Fighter
Benefit: Your teeth increase from 1d6 damage to 1d8 damage.

Scamper

Prerequisite: 11th level, ratling, trained in Acrobatics
Benefit: You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don't provoke when you leave an adjacent square to enter the target creature's space, or when you leave the target creature's space to enter an adjacent square. You still provoke attacks from other creatures. You can't end your move in another creature's space.

Tough Stuff

Prerequisite: 11th level, ratling
Benefit: When you reduce a nonminion enemy to 0 hit points, you gain temporary hit points equal to one-half your level + your Constitution modifier.

Untrappable

Prerequisite: 11th level, ratling
Benefit: You gain a +2 feat bonus to all defenses against attacks by traps, and you may reroll any skill check made as a countermeasure to a trap, keeping the second result.

Vermin Immunity

Prerequisite: 11th level, ratling, vermin strength racial power
Benefit: When you expend your vermin strength power, you can choose to instead gain resist poison equal to 5 + one-half your level until the end of the encounter or until rendered unconscious. If you do, you do not gain the bonus to AC and Reflex.

Vermin Recovery

Prerequisite: 11th level, ratling, vermin strength racial power
Benefit: When you use your second wind, you regain the use of your vermin strength power.

Epic Tier

Brutal Teeth

Prerequisite: 21st level, ratling, Tooth Fighter
Benefit: Your teeth gain the Brutal 2 weapon property.

Racial Backgrounds

Former Familiar

You were once a familiar to a powerful arcanist, and have become something more than a simple beast. Is your master dead? If not, why aren't you still with him? Were you cast out? Perhaps he decided that you could find your own fortune in the wide world. Do you remember a lot about the magic your master used? Perhaps you aren't so bad at magic yourself. Or were you more of a close companion and sympathetic ear?

Associated Skills: Arcana, Insight

Plague Survivor

You used to be ridden with disease, but you're all better now. It has left you with an understanding of illness. Perhaps the plague is what turned you into a ratling from a mindless rat. Or were you always a ratling? How did you survive? Was it guts, or do you think it was something more? What environment led you to become disease-ridden in the first place?

Associated Skills: Endurance, Heal

Street Rat

You grew up in the city, where you had to survive by your wits. Did life on the streets toughen you up? Perhaps you're still a dreamer at heart. Did you live in the sewers? Maybe you had nicer surroundings. What about your family? Did you know them? Did you have to find your own family? Perhaps you made enemies as well as friends.

Associated Skills: Streetwise, Thievery

Racial Paragon Path: Great Survivor

"This is tough for you?"

Prerequisite: Ratling

Great Survivor Path Features

Force of Personality (11th level): When you spend an action point, you also gain temporary hitpoints equal to twice your Constitution modifier.
Durable (11th level): Whenever you are affected by ongoing damage that a save can end, you can make a saving throw against the effect at the start of your turn. If you don't save, you can make another saving throw against the ongoing damage at the end of your turn.
Indomitable (16th level): When you make an Endurance check or an Athletics check, roll twice and use either result.

Great Survivor Powers

Survival of the Fittest Great Survivor Attack 11
Proving your worth against your enemies invigorates you.
Encounter   ✦   Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength or Dexterity vs. AC
Hit: 3[W] + Strength or Dexterity modifier damage.
Effect: You can spend a healing surge.

 

Attentive Student Great Survivor Utility 12
You follow in the steps of your allies in order to learn.
Encounter      
Immediate Reaction Personal
Trigger: An ally within 10 squares of you succeeds on a skill check.
Effect: You gain a +2 power bonus on the next skill check you roll.
 
The Vermin Within Great Survivor Attack 20
You were born of mutants, and you tap into that deep, feral ancestry to unleash a terrifying form.
Daily   ✦   Polymorph
Minor Action Personal
Effect: You assume the form of a dire rat of your size until the end of the encounter, until you fall unconscious, or until you drop to 0 hit points or fewer. In this form, you gain a +2 bonus to attack rolls and a +8 bonus to Stealth. In addition, your speed increases by 1.