My assortment of FLAILSNAILers who are inhabiting Vymrrys at the moment really took a liking to the otters and their orgiastic bacchanals and ongoing war with the elf gangs of the House of the Purple Sun. One of them wanted some otter hirelings, so here's the first of three disturbingly violent otter classes.
Otterperson Swift Striker*
While it is not currently known from whence the Otterpeople originated, most of those living in Vymrrys currently occupy a hidden enclave South of the shipyards and docks on the west side of the city. Swift Strikers are the mercurial spies and assassins of the otter-world, conducting surveillance against the House of the Purple Sun throughout the city. They rarely engage in battle headlong, instead preferring to surprise their enemies unaware.
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Prime Attribute: Dexterity [13+]
HD: 1d6
AC (base): 9 [10]
Armor/Shield Permitted: Leather, no shield
Weapons Permitted: Any, but magical daggers and swords only
*For saving throws, hiding, moving silently, picking locks, and leveling use the standard Thief table from S&W Complete
*For saving throws, hiding, moving silently, picking locks, and leveling use the standard Thief table from S&W Complete
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About The Class
Alignment: Any
Armor: Due to their supple skeletons and contortionist-like abilities, Otterfolk can only wear armor that can bend with them, limiting them to leather and cloth. Armor purchased or requisitioned from a non-Otter leather-smith will cost double.
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Class Abilities
Supple Skeleton: An Otterperson's supple bones and joints allow them to contort into a variety of shapes, allowing them to enter and crawl through any tunnel through which even a small humanoid could not fit. Their wriggly nature also makes them harder to hit with slow moving weapons, giving a +1 AC vs. two-handed weapons.
Otter Lungs: All Otterpeople are able to hold their breath for up to five minutes, allowing them to swim underwater for great distances as well as give immunity against inhalation poison for that time.
Rock Assassination: The Swift Striker is especially adept at using rock slings to kill its prey, never incurring a penalty when aiming at a specific body part with the sling. [1d4 dmg]
Hide in Liquids (2nd): At 2nd Level, a Swift Striker learns to hide in any liquid as well as it can hide in shadows.
Whisker Location (3rd): At 3rd Level, the Swift Striker has adapted its sensitive whiskers to note moving objects within 60 feet. And will only be surprised by unseen assailants 33% of the time.
Leap from Water (5th): At 5th Level, a Swift Striker becomes capable making an especially deadly stealth attack from water, should it be hiding there. This quick and lethal attack gives an extra +2 bonus to attacks from hiding, and an extra 1d4 damage.
Establish Shadow Enclave (9th): At 9th Level, a Swift Striker may establish their own Enclave along any available coastline. The new enclave start with 2d20 Otterperson civilians, 1d8 of which can be immediately trained in the ways of Swift Striking. Each level after 9th, roll 1d8 to see how many new clan members have been born. Of this new number, 1 in 3 will be a Swift Striker, rounded up.
Every Other Level: Roll on the random advancement Thief table.
Every Other Level: Roll on the random advancement Thief table.

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