Sneeshqin Floattail
Sneeshqin Floattail
Sheet
AC 15 · HP 8 · 30 ft., climb 20 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Magical TinkeringLevel 1
When When touching a Tiny nonmagical object
As an action, touch one Tiny nonmagical object and grant it a minor magical effect. The effect can provide light, record a short message, emit a familiar odor or sound, or display a static visual effect. You can maintain up to three effects at once.
Always on
- Artificer Spellcasting
When When casting an artificer spell
Cast a prepared artificer spell using Intelligence as your spellcasting ability and artisan's tools or an infused item as a spellcasting focus.
- SpellcastingLevel 1
You use Intelligence as your spellcasting ability. You can prepare artificer spells from the artificer spell list, cast them using artisan's tools or an infused item as a focus, and begin with two artificer cantrips. You can prepare three 1st-level artificer spells.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you see only in shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws deal 1d4 slashing damage when used for an unarmed strike, and you have a climbing speed of 20 feet.
- Cat's TalentTabaxiYou have proficiency in Perception and Stealth.
- Ability Score IncreaseTabaxiYour Dexterity increases by 2 and your Charisma increases by 1.
- City SecretsUrchin
Sneesh knows the secret patterns, shortcuts, and hidden routes of cities. He can find passages through urban settlements and locate places where he can hide, eat, or sleep, though his knowledge is shaped by the tunnels and sewers beneath Skav.
Spells
5 spellsSpellcasting. Sneeshqin Floattail casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
12 itemsWeapons
- 2×DaggerA simple weapon with the light and finesse properties. Sneesh favors a narrow, hooked blade.
- Light crossbowA light crossbow with 20 bolts.
Armor
- Scale mailMetal armor made from overlapping plates, providing an armor class of 14 plus Dexterity modifier, to a maximum Dexterity bonus of +2.
Tools
- Thieves' toolsA set of thieves' tools used for locks, traps, and delicate mechanisms.
- Tinker's toolsA set of tinker's tools used to repair and construct mechanical devices.
Gear
- PouchA leather pouch containing ten gold pieces.
- Small knifeA small knife.
- Map of Skav's tunnelsA map of the city-state of Skav, drawn from memory and deliberately missing several dangerous routes.
- Pet mouseA pet mouse that Sneesh insists is an apprentice, informant, and emergency food reserve, though he has not yet decided which claim is true.
- Token from parentsA token from Sneesh's parents, a bent copper button stamped with a workshop mark no longer used in the Under-Kingdom.
- Common clothesA set of common clothes, heavily patched and modified with hidden pockets.
Purse
- 10×Gold piecesA small stash of scavenged coins and trade bars.
Appearance
Sneeshqin is a wiry, undersized tabaxi with dusky gray-brown fur, a narrow muzzle, oversized ears, and a long, constantly twitching tail. He presents himself as Skaven, a rat-folk identity rooted in the Under-Kingdom beneath Skav, and has trained his tabaxi features into an unsettlingly rodent-like expression through posture, grooming, and habit. He wears patched scale mail beneath a stained leather work apron, with belts crowded by vials, wire, gears, chalk, and stolen fasteners. Within a minute of meeting him, most people notice that he takes up far more space than his slight frame should, leaning over belongings, peering into faces, and reaching toward anything mechanical. He constantly checks a brass screw-cap at his throat, a tiny container holding powdered reagents and lock oil.
Mannerisms
Sneesh crowds people without realizing it, leaning over their shoulders to inspect tools, pockets, and expressions. He speaks rapidly in a conspiratorial whisper, pauses to sniff unfamiliar objects, and checks the brass screw-cap at his throat whenever someone asks him a direct question.
Personality
Sneesh is quick-witted, suspicious, theatrical, and relentlessly opportunistic. He compliments people while examining how best to exploit them, invents insulting nicknames for anyone who disappoints him, and treats every conversation as a negotiation whose terms have not yet been revealed. Beneath the selfishness is a buried fascination with genuine loyalty, though he would deny this even while risking himself to preserve it.
Ideals
Survival. A person who cannot make themselves useful has already accepted their fate. Trust is a luxury, and luxuries belong to whoever is clever enough to steal them.
Bonds
He carries a small brass mechanism built from parts stolen during his escape from Skav. It contains the only written name of the mentor who taught him to build, and Sneesh will eventually risk much to learn whether that mentor survived.
Flaws
Sneesh assumes kindness is either bait or incompetence. When frightened, he becomes more manipulative rather than more honest, and he is fully capable of betraying an ally first simply to avoid the possibility of being betrayed later.
Quirks
Background
Sneeshqin Floattail, usually called Sneesh, was born beneath the cursed city-state of Skav, where thousands or millions of rats were transformed into sapient beings by an unknown act of sorcery, necromancy, or lichcraft. The awakened creatures slaughtered the inhabitants above and built a civilization below, an immense labyrinth of sewers, foundations, workshops, warrens, and abandoned vaults known as the Under-Kingdom. Sneesh grew up among Skaven who treated every bargain as a trap and every friendship as a temporary alliance. As an urchin, he survived by stealing tools, carrying messages through dangerous tunnels, and selling the same secret to several rivals before any of them realized what he had done. His talent for repairing broken mechanisms eventually made him useful to a workshop faction that specialized in traps, crude firearms, alchemical charges, and scavenged magical devices. Sneesh learned to coax unreliable machines into working, often by replacing missing parts with teeth, wire, or pieces of other machines. When a succession dispute threatened to make him the convenient victim of a powerful patron, Sneesh sabotaged the faction's defenses, forged an escape route through the upper ruins, and fled Skav with a pack of tools and a handful of stolen components. He now travels as an artificer, treating companions as assets and danger as an accounting problem. He has no intention of returning to the Under-Kingdom, though the unfamiliar experience of being valued by people who are not immediately trying to use him has begun, very slowly, to disturb his certainty that everyone is disposable.
“Sneesh grew up among Skaven who treated every bargain as a trap and every friendship as a temporary alliance.”
- Background
- Urchin
Connections
Species
Tabaxi
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