Virmen
As you travel through the dark forest within the Alboldir Valley, you begin to hear skittering in the brush. You see the light of town, only a little farther. Picking up the pace the skittering increases as well. You look down, stopping abruptly to see a small creature in the road. It's ratlike face catching you off guard. You have heard of these creatures back in Aldhon. Surely this unimposing creature could not be what the Cartographers were speaking of when you took this assignment. That is when you felt the sharp pain in your side, piercing through your leather armor...
The Virmen are small rodent folk that make their home within the Alboldir Valley. Shunned early on for their rat like appearance and off-putting demeanor, the Virmen organized themselves into a plethora of small clans all led by the Skilliex. This figure is usually either the strongest or the craftiest of all Virmen. No one knows how they choose their Skilliex, the Virmen seem to just know who it should be. These diminutive creatures are known for hiding well within the brush of their home. Taking their skills to the city, they seem to be able to naturally hide in any city scape. The Virmen have a strong need to feel like their are a part of a clan. If one becomes an adventurer it usually forms strangely close ties with its adventuring group, trying to solve any interpersonal issues that arise and making sure that everyone gets their fair share.
Age. Virmen mature around the age of 5, and can live up to the age of 40 but rarely do.
Creature Type. You are a humanoid.
Size. Virmen range from 3 feet to 6 feet tall. Your size can be small or medium, choose when you pick this race.
Speed. Your base walking speed is 30 feet.
Darkvision. The Virmen's time in the darkened forests of the Alboldir Valley has caused their eyes to become more accustomed to low light. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Scavenger. You gain proficiency in one of the following skills: investigation, perception, sleight of hand, or survival.
Scurry! You have proficiency in the stealth skill. Additionally, as a reaction you may move up to half your movement speed without provoking opportunity attacks. You may do this a number of times equal to your proficiency modifier and you regain all expended charges on a long rest.
Festering Bite. Your saliva contains a plethora of germs. When you make a unarmed strike, you may choose to bite the creature. When you hit them you deal 1d6 poison damage. This attack's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
Scurry Along
While the Virmen originally called themselves the Skrill, this changed, however, due to the denizen's of the Alboldir Valley constantly calling them "vermin" when they would get close to their settlements. At first they were often driven away from local towns or camps when they would approach, scurrying back into the forest. Over the past several decades this has caused them to become increasingly tribal and antagonistic towards their neighbors within the valley. Some members of the Virmen think that the new alliance with House Skjol is an opportunity for them to grow their family and become more connected with their "tall cousins," while some think of it merely as a way to use them to stay fed.Virmen Traits
As a Virmen you have the following traits.Age. Virmen mature around the age of 5, and can live up to the age of 40 but rarely do.
Creature Type. You are a humanoid.
Size. Virmen range from 3 feet to 6 feet tall. Your size can be small or medium, choose when you pick this race.
Speed. Your base walking speed is 30 feet.
Darkvision. The Virmen's time in the darkened forests of the Alboldir Valley has caused their eyes to become more accustomed to low light. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Scavenger. You gain proficiency in one of the following skills: investigation, perception, sleight of hand, or survival.
Scurry! You have proficiency in the stealth skill. Additionally, as a reaction you may move up to half your movement speed without provoking opportunity attacks. You may do this a number of times equal to your proficiency modifier and you regain all expended charges on a long rest.
Festering Bite. Your saliva contains a plethora of germs. When you make a unarmed strike, you may choose to bite the creature. When you hit them you deal 1d6 poison damage. This attack's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
Rat by b0red
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