Introduction Races Classes Skills & Feats Equipment Monsters Adventures

Classes of Vermin

The Classes

Brute: A vermin who lives on his combat ability and intimidation alone.
Mystic: In touch with their spiritual side, mystics are able to use Gifts for healing, protection and divination.
Protector: Guardians of other vermin and their camps, these able fighters are also excellent hunters.
Sneak: Sneaks are just what they sound like--vermin who are good at not being seen. They also make excellent scouts.
Storyteller: Storytellers keep the history of the vermin kingdom, and can usually get by on the virtue of their anecdotes alone.
Trickster: The trickster uses supernatural Tricks to play jokes, win food, and help/annoy others.

Brute

Everyone knows a brute. They range from the nasty rat down near the harbor that'll beat your ass down for a meal, to the slow but nice toad that manages to keep most snakes out of his pond. Not all brutes are bullies, but most of them have a tendency not to put up with a lot of nonsense. Their well-known ability to savagely attack someone keeps most vermin in line. Because of this, the more intelligent brutes often end up in leadership positions.

BRUTE GAME INFORMATION

Abilities: Strength is obviously important to Brutes, with Constitution and Dexterity helping as well.

Hit Die: d10

Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Sense (Wis), and Swim (Str).
    Skill points at first level: (2 + Int modifier) x 4
    Skill points at each additional level: 2 + Int modifier

Level Base Attack Fort Save Ref Save Will Save Special Abilities
1 +1 +2 +0 +0 Savage attack 1/day
2 +2 +3 +0 +0 Bonus feat
3 +3 +3 +1 +1  
4 +4 +4 +1 +1 Savage attack 2/day
5 +5 +4 +1 +1 Bonus feat
6 +6/+1 +5 +2 +2  
7 +7/+2 +5 +2 +2  
8 +8/+3 +6 +2 +2 Savage attack 3/day, bonus feat
9 +9/+4 +6 +3 +3  
10 +10/+5 +7 +3 +3  
11 +11/+6/+1 +7 +3 +3 Bonus feat
12 +12/+7/+2 +8 +4 +4 Savage attack 4/day
13 +13/+8/+3 +8 +4 +4  
14 +14/+9/+4 +9 +4 +4 Bonus feat
15 +15/+10/+5 +9 +5 +5  
16 +16/+11/+6/+1 +10 +5 +5 Savage attack 5/day
17 +17/+12/+7/+2 +10 +5 +5 Bonus feat
18 +18/+13/+8/+3 +11 +6 +6  
19 +19/+14/+9/+4 +11 +6 +6  
20 +20/+15/+10/+5 +12 +6 +6 Savage attack 6/day, bonus feat

Class Features

Savage Attack: This ability works identically to Barbarian Rage from the Player's Handbook, Chapter 3, page 24. It reflects the Brute's ability to draw on his animal heritage and fly into a savage, snarling rage, tearing into those who would threaten him and his corner of the vermin kingdom.

Bonus feats: These feats must be drawn from: Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise, Improved Critical, Improved Initiative, Power Attack (Cleave, Improved Bull Rush), Weapon Finesse, Weapon Focus, Weapon Proficiency, and Weapon Specialization.


Mystic

Mystics stay deep in touch with the spiritual world, seeing mysteries and layers where others see animals and streets. They have the ability through their Gifts to touch the unseen world and heal spirits, weave protection around themselves and others, and look down strings of possibility to what may be. Fiver from Watership Down is a perfect example of a Mystic. Mystics tend to stay out of leadership roles, but are looked to by leaders for insight--they stand outside the hierarchy of the vermin kingdom.

MYSTIC GAME INFORMATION

Abilities: Wisdom is the most important attribute for a Mystic, with Intelligence and Charisma being very useful as well.

Hit Die: d4

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Scry (Int, exclusive skill), Sense (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill points at first level: (2 + Int modifier) x 4
    Skill points at each additional level: 2 + Int modifier

Gifts per day
Lvl

Base Attack

Fort Save Ref Save Will Save

Special Abilities

0 1 2 3 4 5 6 7 8 9
1 +0 +0 +2 +2 +2 to Sense 3 2
2 +1 +0 +3 +3 Spirit sense 4 3 0
3 +1 +1 +3 +3 4 3 2
4 +2 +1 +4 +4 5 4 3 0
5 +2 +1 +4 +4 Greater spirit sense 5 4 3 2
6 +3 +2 +5 +5 5 4 4 3 0
7 +3 +2 +5 +5 6 5 4 3 2
8 +4 +2 +6 +6 Spirit walk 1x/day 6 5 4 4 3 0
9 +4 +3 +6 +6 6 5 5 4 3 2
10 +5 +3 +7 +7 7 6 5 4 4 3
11 +5 +3 +7 +7 Spirit walk 2x/day 7 6 5 5 4 3 2
12 +6/+1 +4 +8 +8 7 6 6 5 4 4 3
13 +6/+1 +4 +8 +8 7 7 6 5 5 4 3 2
14 +7/+2 +4 +9 +9 Soul strength 7 7 6 6 5 4 4 3
15 +7/+2 +5 +9 +9 7 7 7 6 5 5 4 3 2
16 +8/+3 +5 +10 +10 7 7 7 6 6 5 4 4 3
17 +8/+3 +5 +10 +10 Spirit walk 3x/day 7 7 7 7 6 5 5 4 3 2
18 +9/+4 +6 +11 +11 7 7 7 7 6 6 5 4 4 3
19 +9/+4 +6 +11 +11 7 7 7 7 7 6 5 5 4 4
20 +10/+5 +6 +12 +12 Spirit walk at will 7 7 7 7 7 6 6 5 5 5

Class Features

Spirit sense: The mystic can sense the spirits of other creatures so well that he feels them, even without seeing the creature. At 2nd level, the mystic retains his Dexterity bonus to AC regardless of being caught flat-footed, or struck by invisible creatures. He is not surprised, and can sense if creatures are nearby even if they are hidden or invisible. However, he cannot pinpoint the location of them.

Greater spirit sense: The mystic can now see the spirits of other creatures in his mind clearly. He can see hidden and invisible creatures, and can attack them as normal. He may also attack in the dark without penalty, and cannot be flanked. (Any creature four levels higher or more than the mystic is resistant to this natural scrying. They still fall under the spirit sense, but are not detected to the level of greater spirit sense, letting them flank the mystic, and hide from him.)

Spirit walk: The mystic can walk in the spirit realm, temporarily transforming his flesh into spirit. This works just like the spell Ethereal Jaunt.

Soul strength: The mystic has built such a deep connection to the spirit world, and such a strong will that he gains spell resistance. His spell resistance equals his level + 10.

Gifts

The mystic can use spirit Gifts to aid themselves and others. These must be prepared ahead of time, in the same fashion as a cleric in the Player's Handbook. (The Mystic also receives bonus spells based on Wisdom, just like a cleric). This act of preparation is actually tying associated spirit threads to the mystic, ready to untie and let loose their taut energy at any time. If the Gift has a different name to Mystics, this is denoted in parentheses after the original name. Note that Animate Dead and Create Undead are seriously frowned upon by all good vermin. If a Mystic uses these Gifts, GMs should definitely make them pay.

Note: When using spells from the Player's Handbook, whenever anything is referenced in feet, replace that with inches. Yards are translated to feet, and if a spell references miles, read as "anywhere within the city."

0-level Gifts: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Resistance, Virtue.

1st-level Gifts: Bane, Bless, Comprehend Languages (Spirit Speech), Cure Light Wounds, Deathwatch, Detect Evil/Good, Detect Undead (very rarely used), Doom (Soul Wrench), Inflict Light Wounds, Random Action, Shield of Faith (Soul Shine), True Strike

2nd-level Gifts: Aid, Augury, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Delay Poison, Detect Thoughts, Endurance, Hold Person (Soul Grab), Inflict Moderate Wounds, Lesser Restoration, See Invisibility, Shield Other (Knot), Zone of Truth

3rd-level Gifts: Animate Dead, Bestow Curse, Blindness/Deafness, Clairaudience/Clairvoyance, Cure Serious Wounds, Helping Hand, Inflict Serious Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead, Speak with Plants

4th-level Gifts: Cure Critical Wounds, Death Ward, Discern Lies, Dismissal, Divination, Inflict Critical Wounds, Lesser Planar Ally, Locate Creature, Neutralize Poison, Poison, Restoration, Scrying, Tongues

5th-level Gifts: Break Enchantment, Circle of Doom, Ethereal Jaunt (Spirit Walk), Healing Circle, Mark of Justice, Rary's Telepathic Bond (Mind Knot), Spell Resistance, True Seeing

6th-level Gifts: Banishment, Create Undead, Etherealness, Find the Path, Geas/Quest, Harm, Heal, Planar Ally, Wind Walk

7th-level Gifts: Greater Restoration, Greater Scrying, Legend Lore, Regenerate, Repulsion, Vision

8th-level Gifts: Create Greater Undead, Discern Location, Greater Planar Ally, Holy Aura (Spirit Manifest), Mass Heal, Unholy Aura

9th-level Gifts: Astral Projection, Raise Dead, Energy Drain, Foresight, Gate 


Protector

The protector is much like the brute, strong in combat ability, but excels at protecting others and hunting food (and monsters) for his pack, especially with the help of his few Gifts. Protectors rise to the top of any group, and are found as rulers all over the vermin kingdom.

PROTECTOR GAME INFORMATION

Abilities: Strength is all-important for the Protector's combat ability, with Wisdom helping in hunting situations and with Gifts, and Charisma being the mark of a good leader.

Hit Die: d8

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (City) (Int), Move Silently (Dex), Search (Int), Sense (Wis), Sense Motive (Wis), Use Rope (Dex), and City Lore (Wis).
    Skill points at first level: (4 + Int modifier) x 4
    Skill points at each additional level: 4 + Int modifier

The Protector uses the exact same chart as the Ranger from the Player's Handbook to determine to hit bonuses, saving throws, special abilities, and Gifts per day.

Class Abilities

Protective Instinct: When protecting a ward of his, or protecting his own home, a Protector gains a +1 to hit and damage in combat.

Track: A Protector gains Track as a bonus Feat.

Favored Enemy: This works exactly like the Ranger's Favored Enemy (page 45). Instead of the types to choose from there, Protectors choose from: Cats, Dogs, Lizards, Rodents, Birds, Insects, Snakes, Spiders, Squirrels, Toads and Frogs, Aberrations, Humans, and anything else you can think of.

Gifts

A Protector uses Gifts the exact same way a Ranger uses spells.

1st-level Gifts: Alarm, Magic Fang, Pass without Trace, Protection from Good/Evil, Resist Elements

2nd-level Gifts: Cure Light Wounds, Hold Animal, Protection from Elements, Shield Other, Snare

3rd-level Gifts: Greater Magic Fang, Neutralize Poison, Remove Disease, Magic Circle Vs. Good/Evil

4th-level Gifts: Cure Serious Wounds, Fire Trap, Stoneskin, Glyph of Warding


Sneak

Sneaks are the best at what vermin do best--sneak and scurry, hide and pilfer. They may not be able to stand up to Brutes in combat strength, but one crawling up behind you will leave you as good as dead. You never seem to see sneaks until they're right there. As far as leadership positions, some rise to the top and lead their bands, while others prefer to remain in the shadows--ruling from afar.

SNEAK GAME INFORMATION

Abilities: Dexterity is a prime ability for Sneaks, but Charisma is great for fooling people, and Intelligence is a good choice in order to stay alive (and to execute sneak attacks.)

Hit Die: d6

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pilfer (Dex), Read Lips (Int, exclusive skill), Search (Int), Sense (Wis), Sense Motive (Wis), Sneak Attack (Int), Swim (Str), Tumble (Dex), Use/Disable Human Items (Int), and Use Rope (Dex).
    Skill points at first level: (8 + Int modifier) x 4
    Skill points at each additional level: 8 + Int modifier

Level Base Attack Fort Save Ref Save Will Save Special Abilities
1 +0 +2 +0 +0 Sneak attack
2 +1 +3 +0 +0 Evasion
3 +2 +3 +1 +1 Uncanny dodge (Dex bonus to AC)
4 +2 +4 +1 +1  
5 +3 +4 +1 +1  
6 +4 +5 +2 +2 Uncanny dodge (can't be flanked)
7 +4 +5 +2 +2  
8 +5 +6 +2 +2  
9 +6/+1 +6 +3 +3  
10 +6/+1 +7 +3 +3 Special ability
11 +7/+2 +7 +3 +3 Uncanny dodge (+1 vs traps)
12 +8/+3 +8 +4 +4  
13 +8/+3 +8 +4 +4 Special ability
14 +9/+4 +9 +4 +4 Uncanny dodge (+2 vs traps)
15 +10/+5 +9 +5 +5  
16 +10/+5 +10 +5 +5 Special ability
17 +11/+6/+1 +10 +5 +5 Uncanny dodge (+3 vs traps)
18 +12/+7/+2 +11 +6 +6  
19 +12/+7/+3 +11 +6 +6 Special ability
20 +13/+8/+4 +12 +6 +6 Uncanny dodge (+4 vs traps)

Class Features

Sneak Attack: Whenever a sneak catches her opponent when he is unable to defend himself effectively, the sneak can strike for more damage. If her opponent is flanked, or would normally be denied her Dexterity bonus to AC, the sneak may sneak attack. Instead of using her normal to hit bonus, add the Sneak Attack skill to your normal to bit bonus in order to hit the victim. If successful, the attack does normal damage, plus the difference between the sneak's attack roll and the target's AC.

Example: Hervis the mouse Sneak is poised behind a lizard he wants to take down. Leaping onto his back and biting down hard on a soft spot, Hervis' player rolls a 13. Hervis has 6 ranks in Sneak Attack, a +2 from Intelligence, and a +4 to hit normally. The total is 13 + 6 + 2 + 4 = 25. The lizard only has a 10 AC because he's flanked and can't use his Dexterity bonus to AC, so Hervis hits for 1d3 + 15 points of damage.

Evasion, Uncanny Dodge, Special Ability: These work just like the d20 System Rogue features of the same name. See page 48 of the Player's Handbook.


Storyteller

Storytellers keep the lore of the vermin kingdom intact from generation to generation, passing down stories. They are learned in a myriad of skills, and their voices are enchanting enough to cast a spell over anyone.

STORYTELLER GAME INFORMATION

Abilities: Charisma is the most useful ability for a Storyteller, governing her speech abilities as well as her Tricks.

Hit Die: d6

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (Int), Open Lock (Dex), Perform (Cha), Read Lips (Int, exclusive skill), Speak Language (Int), Sense Motive (Wis), and Use/Disable Human Items (Int).
    Skill points at first level: (8 + Int modifier) x 4
    Skill points at each additional level: 8 + Int modifier

Tricks per day
Lvl

Base Attack

Fort Save Ref Save Will Save

Special Abilities

1 2 3 4
1 +0 +0 +0 +2 Story Knowledge, 2 extra class skills 0
2 +1 +0 +0 +3 0
3 +2 +1 +1 +3 1
4 +2 +1 +1 +4 Bonus Skill Focus Feat 1 0
5 +3 +1 +1 +4 Legend Lore or Analyze Dweomer 1x/day 1 1
6 +4 +2 +2 +5 2 1
7 +4 +2 +2 +5 2 1 0
8 +5 +2 +2 +6 Extra class skill 2 2 1
9 +6/+1 +3 +3 +6 3 2 1
10 +6/+1 +3 +3 +7 Legend Lore or Analyze Dweomer 2x/day 3 2 1 0
11 +7/+2 +3 +3 +7 3 3 2 1
12 +8/+3 +4 +4 +8 Bonus Skill Focus Feat 4 3 2 1
13 +8/+3 +4 +4 +8 4 3 2 1
14 +9/+4 +4 +4 +9 4 4 3 2
15 +10/+5 +5 +5 +9 5 4 3 2
16 +10/+5 +5 +5 +10 Extra class skill 5 4 3 2
17 +11/+6/+1 +5 +5 +10 5 5 4 3
18 +12/+7/+2 +6 +6 +11 5 5 4 3
19 +12/+7/+3 +6 +6 +11 5 5 4 3
20 +13/+8/+4 +6 +6 +12 Bonus Skill Focus Feat 5 5 5 4

Class Features

Story Knowledge: This ability works exactly like the bardic ability "Bardic Knowledge" from the Player's Handbook.

Extra class skill: The Storyteller can choose another skill to be a class skill--that is, he takes no cross-class penalties for buying it. He may choose any skill, and may make up a skill appropriate to the genre. Often, storytellers will pick up the skills of a favorite hero that he tells the legends of. For example, a storyteller that often tells the legend of Thorn, the famous Protector, might pick up City Lore and Move Silently.

Tricks

As far as game mechanics go, Storytellers learn Tricks in the same way a bard from the Player's Handbook does. They start the game knowing only one Trick (+1 per Charisma bonus), and learn one more at each level they achieve. This Trick can be of any level. Instead of casting spells through song, though, they achieve their abilities through tricks of voice and stories. Most of their Tricks can not be used in a combat situation, as they require the target to be listening to a story being told. All Tricks marked with an asterisk require a story to be told, taking at least 30 seconds (at a minimum), and cannot be used in combat.

1st-level Tricks: Hypnotism*, Identify, Message, Sleep*, Ventriloquism

2nd-level Tricks: Enthrall*, Suggestion*, Tasha's Hideous Laughter*, Whispering Wind

3rd-level Tricks: Bestow Curse, Charm Monster*, Confusion*, Emotion*, Fear*

4th-level Tricks: Dominate Person*, Legend Lore, Modify Memory*


Trickster

Tricksters have the arcane ability to perform Tricks, unseen manipulations of objects and people around them. Most Tricksters are gregarious by nature, and enjoy tomfoolery. Poor fighters, Tricksters live by their wits and their ability to mundanely or magically manipulate their way out of anything.

TRICKSTER GAME INFORMATION

Abilities: Charisma is the most important attribute for a Trickster, with Intelligence good for beefing up skills. A high Dexterity is always nice for a good Armor Class, but most Tricksters aren't known for their Wisdom.

Hit Die: d4

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Sense Motive (Wis), Spellcraft (Int), and Use/Disable Human Items (Int).
    Skill points at first level: (2 + Int modifier) x 4
    Skill points at each additional level: 2 + Int modifier

Gifts per day

Lvl

Base Attack

Fort Save Ref Save Will Save 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 5 3
2 +1 +0 +0 +3 6 4
3 +1 +1 +1 +3 6 5
4 +2 +1 +1 +4 6 6 3
5 +2 +1 +1 +4 6 6 4
6 +3 +2 +2 +5 6 6 5 3
7 +3 +2 +2 +5 6 6 6 4
8 +4 +2 +2 +6 6 6 6 5 3
9 +4 +3 +3 +6 6 6 6 6 4
10 +5 +3 +3 +7 6 6 6 6 5 3
11 +5 +3 +3 +7 6 6 6 6 6 4
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15 +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 5

Class Features

Tricks

Tricksters know the same amount of tricks as a Sorcerer (from the Player's Handbook) of their level. They learn Tricks the same way, cast them the same way, and gain bonus spells the same way (based on Charisma). Domesticated Tricksters are often familiars of Sorcerers, which they resemble.

Note: When using spells from the Player's Handbook, whenever anything is referenced in feet, replace that with inches. Yards are translated to feet, and if a spell references miles, read as "anywhere within the city."

0-level Tricks: Ray of Frost (Nip--does not make a visible ray), Daze, Flare, Dancing Lights, Ghost Sound, Mage Hand (1-pound telekinesis instead of 5), Open/Close, Arcane Mark, Prestidigitation, Light

1st-level Tricks: Grease, Obscuring Mist, Unseen Servant, Charm Person, Hypnotism, Sleep, Magic Missile (Pinch--no visible missile), Change Self, Silent Image, Ventriloquism, Chill Touch, Ray of Enfeeblement, Animate Rope, Enlarge, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Message, Reduce, Spider Climb

2nd-level Tricks: Fog Cloud, Glitterdust, Web, Tasha's Hideous Laughter, Darkness, Daylight, Flaming Sphere, Shatter, Blur, Hypnotic Pattern, Invisibility, Minor Image, Mirror Image, Scare, Alter Self, Bull's Strength, Cat's Grace, Endurance, Levitate, Pyrotechnics, Rope Trick, Whispering Wind.

3rd-level Tricks: Stinking Cloud, Tongues, Hold Person, Suggestion, Fireball (fireball occurs at spot within range--appears suddenly), Gust of Wind, Wind Wall, Displacement, Invisibility Sphere, Major Image, Blink, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Slow, Water Breathing

4th-level Tricks: Stoneskin, Leomund's Secure Dollhouse, Solid Fog, Arcane Eye, Charm Monster, Confusion, Emotion, Shout, Hallucinatory Terrain, Illusory Wall, Improved Invisibility, Fear, Bestow Curse, Dimension Door, Polymorph Other, Polymorph Self

5th-level Tricks: Cloudkill, Leomund's Secret Chest, Prying Eyes, Dominate Person, Feeblemind, Mind Fog, Bigby's Interposing Hand, Sending, Dream, Nightmare, Persistent Image, Seeming, Animal Growth, Passwall (counts as feet, not inches), Stone Shape, Telekinesis (5 lbs/level)

6th-level Tricks: Repulsion, Acid Fog, Mass Suggestion, Bigby's Forceful Hand, Contingency, Mislead, Permanent Image, Programmed Image, Project Image, Veil, Control Water, Disintegrate, Eyebite, Mass Haste, Move Earth, Tenser's Transformation

7th-level Tricks: Sequester, Spell Turning, Drawmij's Instant Summons, Mordenkainen's Magnificent Mansion, Phase Door, Power Word Stun, Insanity, Bigby's Grasping Hand, Forcecage (invisible cage), Mordenkainen's Sword, Mass Invisibility, Shadow Walk, Reverse Gravity, Statue

8th-level Tricks: Mind Blank, Power Word Blind, Antipathy, Demand, Mass Charm, Otto's Irresistible Dance, Sympathy, Bigby's Clenched Fist, Sunburst, Screen, Clone, Iron Body, Polymorph Any Object, Symbol

9th-level Tricks: Power Word Kill, Foresight, Dominate Monster (Human), Bigby's Crushing Hand, Wail of the Banshee, Refuge, Shapechange, Temporal Stasis, Time Stop