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Wesseth "Critter"

Human · Rogue (Scout archetype) · Level 5

Wesseth "Critter"

Animal tracker, stray-rescuer, and discreet guide
“Which latch failed?”
AC15
HP34/34
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, slightly rasped edge from years of dust, cold air, and speaking over barking dogs. He clips consonants when giving instructions, but lets his vowels stretch when soothing an animal. His laugh is a quick breath through the nose, usually arriving before he admits he is amused.

He speaks in short, workmanlike phrases, with the occasional careful metaphor borrowed from animal handling. He names practical details precisely and rarely uses grand words for ordinary feelings. When he is embarrassed, he redirects the conversation toward the nearest task.

Speech patterns

Asks practical questions before offering opinions: "Which latch failed?"
Uses animal behavior as a comparison, but stops if he notices it offends someone.
When making a promise, names exactly what he will do and what he cannot guarantee.

How to play them

He is cautious with strangers but readily helpful when an animal is threatened. Give him a concrete problem to solve and he becomes direct and resourceful. He responds poorly to demands for blind trust; earn his confidence by keeping a promise or protecting someone vulnerable.

Goal

Find and dismantle the cruel animal-transport operation that has taken over the old river route, without exposing the family he secretly supports.

Motivation

He wants to prevent animals from being treated as cargo, but also wants to believe that a good choice can still leave room to make amends.

Secret · GM only

Appearance

Wesseth, known on the road as Critter, is a wiry human with the compact, spring-loaded posture of someone accustomed to slipping through broken fences and animal stalls. His close-cropped hair is combed with such exactness that the part remains sharp even after a night outdoors, while the rest of his kit is patched and weather-worn. He moves with little wasted motion, pausing at thresholds as if listening through the soles of his boots. Within a minute of meeting him, people notice his eyes: they travel first to exits, then to hands, and only last to faces. His expression is alert but not cold; he watches people the way a kennel keeper watches a roomful of nervous dogs.

Clothing

A mended, dark-brown leather jacket over a russet wool shirt, close-fitting trousers, soft boots, and a pale neck wrap used as a filter against dust and kennel stink. His buckles are oiled and neatly aligned; nearly everything else is patched rather than replaced.

Body language

He keeps his hands low and open around frightened animals, but folds them behind his back when negotiating with people. He often crouches to inspect a latch or pawprint rather than bending from the waist. When someone lies, his gaze shifts briefly to their hands.

Height
5 feet 7 inches
Build
Lean and compact, with ropey forearms and a runner's legs.
Eyes
Hazel brown
Hair
Dark brown, kept close and precisely parted
Skin
Warm olive, weathered by sun and road dust
Age
Thirty-four years old, an adult by human standards.
Gender
Male
Size
Medium

Distinguishing features

Keeps his hair meticulously parted and combed despite the rough state of his travel clothes.
His gaze checks exits, hands, and hiding places before settling on a speaker's face.
Carries a tiny copper bell with its clapper removed, tied to his belt as a reminder of the animals he could not free.

Personality

12 traits and drives

Wesseth can be tender and patient with a frightened creature, then briskly unsentimental with the person who frightened it. He is generous with food and labor but guarded about his past. In calm company he makes dry observations and lets others take the lead; under pressure he becomes decisive, even reckless. He wants people to think him practical, though his conscience repeatedly makes impractical demands.

Alignment
Chaotic good

Quirks

Taps every closed door twice with one knuckle before opening it, as if asking permission.
Names stray dogs after tools, but refuses to name any animal he expects to keep.
Keeps crumbs in one pocket and small stones in the other, and never mixes them.
When asked a question he dislikes, he first checks whether a nearby window is latched.

Habits

Counts doors, windows, and animal-sized gaps whenever he enters a building.
Offers food to a frightened beast before trying to touch it.
When uneasy, positions himself between a cage and the nearest exit.
After a tense encounter, checks the room for anything living that may have been overlooked.

Traits · 3

He trusts repeated behavior more than declarations of good intent.
He is gentle with the vulnerable and impatient with anyone who uses fear as a tool.
He can laugh at his own bad luck, but becomes rigid when someone calls cruelty necessary.

Flaws · 3

He treats his own safety as less important than an animal's, even when that choice endangers companions.
He keeps crucial details to himself until he has decided someone can be trusted.
He mistakes a person's nervousness for guilt when he is already on edge.

Fears · 3

Being forced to choose which living creature gets left behind.
Discovering that the animals he freed died in the wild.
That the injured man's family will learn the truth and refuse his help.

Wants and needs · 3

Wants the old river route's animal haulers stopped.
Needs to face the injured man's family honestly rather than continuing to pay in secret.
Wants one quiet place where the animals he rescues can stay without being hunted or sold.

Combat

AC 15 · HP 34 · 30 ft.

Avoids a fair fight. He uses cover, distance, and Cunning Action to isolate a threatening opponent, then lands Sneak Attack when an ally draws attention. He targets weapon hands and legs when trying to capture rather than kill. If a beast is in danger, he abandons tactical advantage to get it clear. He retreats when badly outnumbered and will use a smoke pot or open a door to create confusion.

Wesseth "Critter"

Medium humanoid (human), chaotic good
Armor Class15
Hit Points34
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsAnimal HandlingStealthPerceptionSurvivalAcrobaticsInvestigationInsightPersuasion
SensesPassive Perception 13
Languages
Common,
Halfling
Sneak Attack (1/turn): Critter deals an extra damage when he hits with a finesse or ranged weapon and has advantage, or when an ally is within 5 feet of the target and Critter does not have disadvantage.
Cunning Action. Critter can take the Dash, Disengage, or Hide action as a bonus action.
Uncanny Dodge. When an attacker Critter can see hits him with an attack, he can use his reaction to halve the attack's damage.
Expertise. Critter doubles his proficiency bonus for Dexterity (Stealth) and Wisdom (Animal Handling) checks.
Custom feature, Familiar Scurry. Critter has advantage on checks to handle or calm ordinary beasts, but this grants no command over them and does not affect magical creatures.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage. Critter can apply Sneak Attack if its conditions are met.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage. Critter can apply Sneak Attack if its conditions are met.
Two-Weapon Fighting. Critter makes two shortsword attacks, but only if he took the Attack action and is using two light weapons. He has no ability modifier to the damage of the bonus-action attack unless that modifier is negative.
Musk Flask (Custom). Critter throws a flask of pungent, harmless animal-calming musk at a point within 20 feet. One ordinary beast within 5 feet of that point must succeed on a Wisdom saving throw or be distracted until the end of its next turn. This is a custom trick, not a spell, and does not charm or control the beast.

Reactions

Uncanny Dodge. When a creature Critter can see hits him with an attack, he halves the attack's damage.
Interpose (Custom). When a beast within 5 feet is attacked, Critter can use his reaction to move up to half his speed without provoking opportunity attacks, provided he ends closer to the beast. This is a custom reaction and does not negate the attack.

Services they sell

Tracking missing animals or people through settled areas and rough country.
Finding safe routes for moving animals without drawing attention.
Assessing a beast's behavior and helping calm ordinary frightened animals.

Rewards they can give

A reliable guide through animal trails and neglected service paths.
A safehouse and practical help for anyone protecting abused or displaced beasts.
A map marking water, feed stores, and the least dangerous crossings on the river road.

Equipment

  • Lucky jacket (armor)A well-maintained +1 studded leather jacket, patched at the elbows and carefully oiled.
  • Shortsword (weapon)A plain shortsword with a worn leather grip, kept sharp but unadorned.
  • Shortbow and arrows (weapon)A compact shortbow, a quiver of 20 arrows, and a spare bowstring wrapped in waxed cloth.
  • Musk flasks (adventuring gear)Two stoppered flasks of pungent calming musk, each usable for his custom Familiar Scurry trick.
  • Latch kit (tools)A small set of thieves' tools, animal snare wire, a folding hook, and a tin of grease for stubborn hinges.

Possessions

A copper bell without a clapper
A folded, hand-drawn map of animal trails and safe water sources
A tin cup and a small pouch of dried meat
A weatherproof packet of letters he has never sent

Background

Wesseth grew up in the cramped animal yards behind a river-market, where he learned to read fear in a twitching ear before he learned his letters. As a young adult he worked for the warning-named kennel, Keep the Gate Shut, catching strays and escorting dangerous beasts for traveling handlers. During a winter transfer, the handlers' cart overturned on an iced bridge. The chained animals panicked, and Wesseth had to choose between obeying his employer's order to save the valuable cargo and opening the cages before the animals drowned. He cut the locks. Several beasts escaped, and his employer's nephew was injured in the crush. Wesseth still believes freeing them was right, but he carries guilt over the person hurt and the animals he could not reach. He now travels as a tracker and discreet rescuer, returning lost animals and quietly sabotaging cruel transport jobs. He sends most of his pay to the injured man's family, who have never learned who made the payments. His former coworker, Salk, is trying to find him before the kennel's owners do.

Role in the story

A wary ally who can guide the party through wild or urban animal routes, identify a smuggling operation, or become the moral center of a rescue mission. His hidden responsibility for the bridge accident can turn a useful contact into a difficult trust test.

“As a young adult he worked for the warning-named kennel, Keep the Gate Shut, catching strays and escorting dangerous beasts for traveling handlers.”
From their background
Faction
Formerly employed by Keep the Gate Shut, a kennel whose warning-name was retained after a deadly escape. He has no current formal allegiance.

Known connections

Salk, a broad-shouldered former kennel coworker who searches for him under orders but has begun to doubt the story told about the bridge accident.
Bram, a miller whose nephew was injured in the escape; Bram accepts anonymous payments and suspects their source.
Tug-and-Scrap, a grudging merger of two rival animal-handling crews, still employs people who know Wesseth's habits.
Major secret · GM only
Minor secrets · GM only

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