The characters in Scurry are weak and tiny, so they resort to scavenging, gathering, and hunting to get what they need. The craphound is the ultimate scavenger -- looking for food, finding safe paths, watching for enemies, and jumping out to surprise foes.
Motivation: Craphounds are curious and love to explore. They are acquisitive, and some keep collections of their favorite finds. They love to take risks, but a highly refined sense of self-preservation keeps them alert to danger, or tells them when it is time to run like mad. Other critters depend on craphounds, who take pride in being providers.
Characteristics: Keen of eye and ear, craphounds specialize in sensing and perceiving. They sniff out dangers and treasures, short cuts, and bolt-holes. They are highly skilled and are good at picking up stuff. They are also hunters, attacking with surprise and striking with great precision.
Alignment: Craphounds tend to be pragmatic and use whatever means they need to survive. They are sometimes loners, and they can be unpredictable, so they are more often chaotic than lawful.
In the background: Non-player character craphounds explore, keep watch, hunt, and scrounge. They serve as eyes, ears, and sometimes messengers.
In the limelight: Player character craphounds make risks pay off. They know what's up. And when the follow their gut instincts, they often find some great crap!
Races: Mice make the best craphounds. They are quiet, sneaky, nimble, and fast. Their good manipulation helps them pick up and stow stuff they find.
Relations with Other Classes: Craphounds are risk-takers who are confident in their ability to stay hidden, so they are perhaps the characters most likely to work alone. However, they often have a fondness for thingmongers, with whom they share a deep fascination for objects, especially objects that can be put to practical use.
GAME RULE INFORMATION
Craphounds have the following game statistics.
Abilities: A high dexterity lets the craphound sneak and get around. Dexterity helps get the jump on enemies, too. Intelligence helps the craphound evade foes and search for things.
Alignment: Any non-evil.
Hit Die: d3. Instead of rolling, the craphound may choose to gain 2 hp per level.
The craphound's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Dex), Disable Device (Dex), Escape Artist (Dex), Gather Information (Chr), Hide (Dex), Jump (Dex), Knowledge, Local (Int), Move Silent (Dex), Spot (Wis), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Dex), and Tumble (Dex).
Skill Points Per Level: 6 + Int modifier
Table: The Craphound
Note: Fractions are used for multi-classing only. Single-class characters ignore them (all fractions round down).
||Ambush 1d4, Alert +1
||Dash 2, Careful Grab
||Carry +1, Search +1
||Dash 4, Clever Dodger
||Ambush 2d4, Trap Sense
||Dash 6, Alert +2
||Carry +2, Quick Grab
||Dash 8, Search +2
||Ambush 3d4, Dodge Blast
||Dash 10, Keen Sense
||Carry +3, Alert +3
||Dash 12, Grab On The Run
||Ambush 4d4, Search +3
||Dash 14, Uncanny Dodge
||Carry +4, Gut Sense
||Dash 16, Alert +4
||Ambush 5d4, Grab Away
||Dash 18, Search +4
||Carry +5, Improved Uncanny Dodge
||Dash 20, Danger Sense
Class Features -- all are Extraordinary abilities except as marked.
Ambush -- You gain extra dice of damage for every successful attack made against a flat-footed foe. Generally, a flat-footed foe is one you have surprised or got the jump on at the start of a battle. This precision-based damage does not apply to creatures without discernible anatomies.
Alert -- Whenever you are alone or in the company of other craphounds or mice, you gain a bonus on spot and listen checks. You lose the bonus if you are within 25 spaces of your louder allies.
Dash -- Add your dash bonus to all of your movement rates.
Careful Grab -- You do not provoke attacks of opportunity when you grab -- pick up, stow, or draw -- items.
Carry -- Your carry bonus is added to your strength score, but only for the purposes of determining how much you can carry.
Search -- Add your search bonus whenever you make a Search skill check.
Clever Dodger -- You gain a your intelligence bonus as a positive modifier to your AC (this ability does not apply if your intelligence is 11 or lower). You lose this bonus whenever you are unaware of your attacker, for example, when you are surprised or attacked by an unseen foe.
Trap Sense (SU) -- You gain a bonus to your saving throws and armor class against traps that is equal to your magic level. You can use your search skill to find magical traps and well-hidden traps (those with DC20 or higher to find). You can disarm or bypass these traps with the appropriate disable device skill check.
Quick Grab -- If you have poor manipulation, you can grab items as a standard action. If you have medium manipulation, you can grab items as a move action. If you have good manipulation, you can grab items as a free action.
Dodge Blast -- You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Dodge Blast (also known as Evasion) can be used only if you are wearing light or no armor and are not helpless.
Keen Sense (SU) -- You can take ten on listen, search, sense motive, and spot checks, even in the heat of battle. Once per day, you can add your magic level to a listen, search, sense motive, or spot check as a free action.
Grab on the Run -- If you take a move action in the same round as a grab action, you can move both before and after the grab. You gain a +2 dodge bonus to AC while so moving.
Uncanny Dodge -- You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker.
Gut Sense (SU) -- If you merely pass near a secret or concealed door, a trap, or a hidden object, the DM will use your search check (taking 10) to notice it as if you were actively looking for it. If the search check fails, you remain oblivious. For this class ability, "near" means within one space per magic level.
Grab Away -- You gain the Improved Disarm feat, even if you do not meet the prerequisites, and you can stow (as a free action) the item you gain as a result of the disarm even if you are currently carrying or using another item.
Improved Uncanny Dodge -- You can no longer be flanked.
Danger Sense (SU) -- You can no longer be surprised. You are not flat-footed, even during the first round of a combat when you do not go first.