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Rotteal have narrow elongated snouts with whiskers at their ends. There are many various colorations and patterns that can coat a Rotteal's fur.
A Rotteal will keep a clean coat with a lush sheen if they are able and have access to water. Females and males are almost indistinguishable from each other and don't vary much in size difference.
Rotteal's are native to the Vedawin desert and for most of their history lived a nomadic life. Their natural ability to survive off the land has lent to their overall survival up until the establishment of the city states. When Vaalstat erected it's walls with the help of the Rotteal's ability to find and provide resources from the land, they were granted safe haven within the city walls. The militaristic culture of Vaalstat are largely ignored by the species and although some of the more strict residents disdain for the more passive lifestlye of the Rotteal, they largely live at peace with others.
In addition to their physical characteristics, the Rotteal also share some of their mannerisms with other rodents. They are not above scavenging through refuse for both food and items and often find joy in sharing a particularly unique find that someone may have recently tossed out.
Many Rotteal communication are emphasized with the position of their ears and dilation of their pupils. A frightened Rotteal will rapidly move their ears around and have extreme dilation of their pupils while being agitated may come with a narrowing of the eyes with their ears leaning forward. Happy Rotteal's also may grind their teeth with an almost purring like sound.
A native Rotteal who has not had much interaction with other races will often take items from a home without question. This act is not intentional stealing as many other races may believe but almost as a sign of admiration that the individual possesses something that it wants to show to their friends and family. If a Rotteal is made aware that the loss of an item for a creature causes it distress, it may try to return the object in secret or replace it with an object that it finds equal in value.
Most Rotteal still live in desert areas, although a large community of them occupy Vaalstat. Some more adventurous individuals have taken up resident in other city states and typically dwell in the more impoverished areas as these areas suit them fine.
When a community of Rotteal's occupy a non populated area, they will set up trinkets and markings to show that they occupy the area. They are non-territorial to those who cross into their communities and will often wish to show them their collection of items, refuse, or food and share if they can.
If an aggressor enters into the area of Rotteal they will typically burrow away until the threat leaves unless it threatens others they have bonded with or children of both their own and other races. In these cases, Rotteal's will utilize the environment to take any advantage they can to dispatch the threat or drive them off. Should a creature fall to them, they may keep pieces of their victim as trophies to show others.
As with much of their speech, Rotteal names include chattering, squeaks, and grinding sounds. Typically, a name has one or two syllables with the sounds as prefixes or suffixes. When interacting with other races, Rotteal may use nicknames gained from people they meet or shortened forms of their full names.
An Rotteal of either gender may have one of these short names: Chip, Dreak, Fush, Reak, Sitch, or Yattir.
As a Rotteal, you have certain traits in common with your people. Being able to burrow starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others.
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Rotteal reach maturity by age 13. Compared to humans, Rotteal don’t usually live longer than 60 years.
Rotteal are about 3 to 5 feet tall. They have lean bodies that weigh between 80 and 180 pounds. Your size is Small or Medium.
Your base walking speed is 30 feet.
You have a burrow speed of 10 feet. You may burrow through dirt, sand, or other loose material. While burrowed you can only vaguely determine where things are above you based on sound.
Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Your hardiness and resourcefulness in a variety of environments allows you survive in most environments. You gain advantage on Constitution saving throws and proficiency in the nature skill.
You can speak, read, and write Common.
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