23 January 2023

My Ratcatcher Class

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: Ratcatchers can identify vermin by signs or marks of their activity and can track them easily. For old clues or an intelligent and evasive Lycan, he will prevail on a throw of 1-4 on a six-sided die. He can collect a bounty of 1 GP per hit die for each carcass he returns to the local authority (live vermin may fetch a higher price where baiting is practiced for sport).

 

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.






[1] Such as elven chain


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