( Oriental Adventures, p. 13)


Size: Medium
Base speed: Land 40
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +0
Constitution: +2
Charisma: −2
Level adjustment: +0
Space: 5 feet
Reach: 5 feet
Automatic languages: Nezumi , Rokugani
Bonus Languages: Bakemono , Shadowlands


The nezumi, or "ratlings" as they are often called by humans, are a race of bipedal ratlike humanoids. In Rokugan, they are an ancient race native to the Shadowlands.

Physical Description: Nezumi look like nothing so much as humanoid rats. They stand upright, roughly as tall as a human (averaging about 5 1/2 feet tall and 155 pounds). They have long snouts, pink ears, and pronounced incisors, like ordinary rodents. Their bodies are covered with rough fur, ranging in shade from white through gray and brown to black, sometimes solid and sometimes patterned. Fur patterns tend to run in ratling families. The nezumi have five-fingered hands, opposable thumbs, and sharp claws. Their long tails are mostly hairless and have the same pink coloration as their ears and palms. Their legs are bent like those of rats and have only three toes. Like human barbarians, nezumi often wear earrings in their pierced ears, necklaces made of bone or teeth, and similar ornamentation that humans usually consider savage.


Racial Traits

Low-light Vision: Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

+2 racial bonus on Hide and Move Silently checks:

+2 racial bonus on saving throws against poison and disease:

Immune to the Shadowlands Taint: Nezumi can never acquire a Taint score, and suffer no ill effects from exposure to the Shadowlands. Effects such as the cloud of Taint spell or the special attacks of Shadowlands creatures can still harm them, however. A ratling's sharp claws and teeth deal 1d4 points of normal damage with a successful unarmed strike. A ratling can make only one unarmed attack per round, using either claw or a bite attack.

Keen Scent: Nezumi have a better sense of smell than humans do, and are often more able to distinguish humans from each other by scent than by sight. As a feat, a nezumi with a Wisdom of 11 or higher can take Scent. This feat lets a nezumi detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A nezumi with the Scent feat can detect opponents by sense of smell as a free action, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. The nezumi can detect strong scents, such as smoke or rotting garbage, at twice these ranges.The nezumi can detect overpowering scents, such as skunk musk or troglodyte stench, at three times these ranges.

The nezumi detects another creature's presence but not its specific location. Noting the direction of the scent is a move-equivalent action. If he moves within s feet of the scent's source, the nezumi can pinpoint that source.

A nezumi with the Scent feat can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Nezumi tracking by scent ignore the effects of surface conditions and poor visibility.

Nezumi with the Scent feat can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.