Ratcatcher has been an OSR D&D class for ten years or longer. I like it better than the Thief and the Ranger.
At the start, I'll only offer the six core classes. But as the campaign matriculates, I'll offer this class (and some other ideas) as a way to keep things fresh.
The Ratcatcher
A Ratcatcher is a fellow who makes his living in the dirty business of urban pest control. He is expert at bypassing underground hazards and dealing with vermin. Those who are successful at the rat-catching game will sometimes turn their talents toward the pursuit of more monstrous game and the loot they inevitably guard.
The Prime Requisite of the Ratcatcher is Dexterity. See Table 2 for adjustments due from high or low Dexterity.
The Ratcatcher’s Class abilities:
Arms & Armor: A Ratcatcher may use Leather armor and those armors which do not encumber[1], but may not use a shield. He may use the backsword, dagger, hatchet or hand axe, war hammer, staff, or spear. He may also use the light crossbow and the sling.Combat Ability: The Ratcatcher uses the Cleric’s
Attack Matrix and Saving Throw charts.
Dungeoncraft: The Ratcatcher learns his craft where
vermin are. He has a keen awareness of mischief and danger in such places.
In subterranean or dark urban environs, Ratcatchers
can be nearly invisible and can move almost silently, surprising an enemy on a
throw of 1-4 on a six-sided die.
When actively searching, Ratcatchers will
locate secret doors with a throw of 1-4 on a six-sided die; when merely passing
by they will do so with a throw of 1-2. This is the same as an Elf.
In artificial subterranean locations such as
sewers, tombs and so forth, the ratcatcher will notice nonmagical traps on a
roll of 1-4 rather than the normal 1-2.
Ratcatchers identify useful information from
faint noises when listening with a throw of 1-2 on a six-sided die, just like
demi-men do.
They will have good vision even in the
feeblest light, but not true darkvision.
Poison Use: A Ratcatcher can lace food with
wolfsbane (or hemlock) to poison vermin via affecting vermin and Lycans with as
many HD as 1d4 times his level, the bait being left overnight.
Favored Foes: In combat, he is particularly
effective at skulling and boning vermin, doubling damage dice versus animals,
ooze-types and Lycans. Lycans will always attack a Ratcatcher in preference to
other enemies.
Tracking Vermin:
Hunter’s Kinship: The Ratcatcher frequently
handles cats, dogs, ferrets, serpents, and the like to root out and destroy
vermin. He adjusts reaction checks by +2 in any dealings these types or their
dire versions, but alas! the smell and appearance of him adjusts reaction
checks with civilized Man-types by -1, and Lycans' reactions are adjusted by
-2.
He may
keep a special cat, dog, or other small mammal as a favored pet. Such an animal
is particularly intelligent, has 1+1 Hit Dice and 7 Hit Points, and indwells a
Retainer slot. Should such an animal die, it will take the Ratcatcher six
months to replace it.
Disease Immunity: Grimalkins (2nd level) and above are immune to natural diseases.
Sense Dangerous Vermin: Ferreters (4th level) are
aware of unseen animals, ooze-types and Lycans within 3 scale inches.
Speak With Vermin: A Stalker (6th level) and
above can speak with calm vermin in a rudimentary fashion (cf the clerical Speak
with Animals spell).
Charm Vermin: A Piper (9th level) and above is
highly sought after for his ability to charm vermin with pan pipes (or similar)
for so long as he continues to play (cf magic-user Charm Animals spell).
Unintelligent vermin such as slimes and oozes will be held in a quivering,
immobilized state while rats and their like will follow after the Piper,
mesmerized.
A Piper Lord (10th level) can establish an operation
in any existing town, city, or stronghold that does not already have such,
including any run by a non-player figure (even non-players have rat problems).
This operation will attract 4d6 Mousers who will each generate 1d6 GP profit
per month of normal practice. Any activities outside of "normal
practice" remain in the jurisdiction of the player.
Any Ratcatcher can be ennobled and added to the household
staff of a Baron or greater. He then earns 140 SP per month and is no
longer subject to taxation.
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