The Scurries.

 The Scurries.

    The Scurries are an offshoot of halflings that diverged from the common halfling ancestry at an unknown point in history. Physiologically, they appear identical to other halflings but are usually paler of skin. This sub-race of halflings shares many of the traits that other halflings have become known for but their social structure and environmental conditions have led to Scurries behaving distinctly different from their more common ancestors in a number of ways.
    While many halflings are content to shelter in holes in the ground or constructed buildings, the Scurries live underground in caves and dungeons were the sun never reaches. they have become acclimated to conditions of total darkness even though they do not possess any form of darkvision. While they often employ light sources for certain activities, they are comfortable in total darkness in places they are familiar with and they are agitated by direct sunlight and brightness.
    Socially, they are much like other halflings. They are jovial and enjoy parties with lots of food and drink. They enjoy their own brand of comfortable accommodations and are very social within their tribes. They are suspicious of outsiders and avoid other civilizations, while the sun is up at least. They are also nimble, stealthy, and a bit skittish. They are rarely seen by bigger folk, and are often thought of as urban legends.
    All Scurries wear an animal themed hat or hood and rarely remove them for any reason. Earning these hats are part of an important rite of passage into young adulthood. It's unknown how this custom started but all Scurry tribes practice this ritual.
    As an adaption to living in darkness, Scurries have developed an uncanny ability to retrace their footsteps and path themselves unerrantly, through complete darkness, to any place they have ever been.They are deftly sure-footed and can place their footsteps precisely in the same spots as they have done before. A Scurry could run back and forth through a muddy hallway and even an expert tracker would not be able to tell if they made one lap or many. If a scurry knows the location of traps or similar dangers, they could easily avoid them even while blind. 
    Scurries can describe a pathway for other Scurries to safely tread. Their descriptions for how to do so are done in such a way that makes no sense at all to others, even if they speak the same language. These directions sound like complex mixings of dance moves that change and fall out of fashion at a rapid pace.
   

Requirements: Minimum CON 9, minimum DEX 9 
Ability modifiers: +1 DEX, –1 STR

    Combat: Armour must be tailored to halflings’ small size. Likewise, Scurries can only use weapons
appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

    Defensive Bonus: Due to their small size, Scurries gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized). 
    
    Listening at Doors: Scurries have a 3-in-6 chance of hearing noises (see Dungeon Adventuring in Core Rules).

    Unlike other halflings, Scurries don't get much practice with ranged weapons and they lose the +1 for missile weapons bonus. 

    They are similarly sneaky like other halflings but are more accustomed to dungeons where they can hide with a 3 in 6 chance.

    They are agitated by direct sunlight and extremely bright lights. They suffer a -1 to attack on direct sunlight or bright light.

    Because they often fight and play in the darkness, they do not give any bonuses to be hit from attackers that are unseen or invisible. This includes backstabs from thieves and assassins.

    Resilience Scurries’ natural constitution and resistance to magic grants them a bonus to saving throws versus poison, spells, and magic wands, rods, and staves. This bonus depends on a Scurries' CON score, as follows: ▶ 6 or lower: No bonus ▶ 7–10: +2 ▶ 11–14: +3 ▶ 15–17: +4 ▶ 18: +5

    Scurries can be fighters, thieves, deep-druids, rangers, or witches. They may multiclass as fighter/thieves.



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