Otterlings (9 RP)


Table of contents

General description

Quick-witted, devious, and ambitious, otterlings are a mischievous race that dwells in riverfront villages. Their tactile nature makes them natural craftsmen and nimble fighters on the battlefield. Meanwhile, their grandiose ambitions sometimes lead them into trouble.

Otterlings typically form bonds with those whose desires match their own. Though generally quite friendly, otterlings sometimes have ulterior motives. Despite this, they strongly value family and friendship — it’s just that they rarely consider someone a true friend that makes them difficult to trust.

Otterlings have a tendency to look ahead, making them great schemers. However, they can be greedy and selfish. Many do not take failure well either. No doubt an otterling who fails to accomplish what he has set out to do will fall into a brooding gloom, a stark contrast to their otherwise hearty nature.

In social settings, otterlings prefer stealing away with a small group to share in drinks. After all, a rowdy bar can be the perfect setting for a seedy deal or to prepare for the quest ahead.

Equating wealth with social status, otterlings have a love of material possessions. Gems are especially tantalizing to otterlings, who will go so far as to decorate weapons and armor with them. They also respect social titles and reputations, sometimes forgoing monetary payment if they see an opportunity to make a name for themselves.

Natural adventurers, otterlings enjoy problem solving and being challenged, even by those around them. They take joy in debate and in playing devil’s advocate. For that reason, they get along well with most other races. Half-orcs might respect their love of danger and mischief, while sage owls might appreciate their craftiness.

Physical description

Otterlings stand between three and four feet tall. Their hair color includes a spectrum of reds, browns, grays, and whites. Their underside tends to be lighter. Their skin has oil which repels water and they have webbed paws, making them exceptional swimmers.

Males can grow coarse beards while females are slimmer and shorter. The hair on their head tends to remain short, so it is rare to see an otterling with a ponytail, though a short Mohawk is not unheard of. To outsiders, a male and female otterling might be indistinguishable, but to otterlings the difference is obvious.

With short ears, large black noses, and whiskers, otterlings are innocent at first glance, but one look away and you are sure to be missing gold. Otterlings have baggy pockets of loose skin under their forearms to store their favorite gems or a stolen piece of gold or two. Naturally dexterous, they make slippery thieves.

They have thick tails and fast-moving eyes. Despite their love of fish and shellfish, otterlings are clean creatures and rarely smell. Aware of how their appearances might influence others, they are sure to freshen up before a social event.

Otterlings love to sport expensive attire, even if it might not appear pricey to onlookers. To them, a brand name makes all the difference between two identical tunics. Otterlings are especially fans of bright jewelry, sporting it even when they are busy at work as craftsmen.


Otterlings rarely live past 70. Aware of their short lifespans, they aim to make a name for themselves by filling their homes with material possessions and taking on daring contracts. Their homes are normally disorganized — chock-full of memorabilia, expensive things, and pieces worthy of conversation.

Despite their materialism, otterlings care very much for their families. Most otterlings grow up looking after their grandparents and great-grandparents. For otterlings born into families that craft items, they’ll spend their early years learning the family’s trade.

Otterling villages have factions. Depending on the family’s faction, an otterling will grow up to work in a specific field and be respected or seen as low class.

Politicians are held in high esteem and often bribed. Merchants come second to politicians in the social hierarchy, then the craftsmen, artists, caregivers, and finally, fishermen and farmers.

As merchants, it’s rare for otterlings to keep static prices — the cost of their goods vary based on their impression of the buyer. Other otterlings, friends, and family members can get discounts on goods and services. Outsiders can be vastly overcharged, even for medical attention.

Some otterling villages have their hands deep in the black market and will laugh at any patron threatening to blackmail them. Even more law-abiding otterlings might look the other way if they find a friend or relative doing something illegal.

Many otterlings aspire to craft stunning jewelry. The mark of success for an otterling craftsman is for royalty or other person of prestige to don their work. More nefarious otterlings might spend their whole lives becoming master craftsmen only to hire a necromancer to curse a piece of jewelry intended to kill a target.

Otterlings typically do not spread rumors unless there is something to be gained. However, they are prone to gossip and envy. Status is important to otterlings, thus many become adventurers to elevate their family’s reputation.


Despite their reputation as petty thieves, otterlings are a joy to be around. Energetic and no stranger to bending the rules, they make good friends. They get along with half-orcs and halflings, finding their passionate temperaments exciting.

Otterlings don’t quite understand gnomes, finding them confusing, cryptic, and airy. And though otterlings respect elvish crafts, they find elves to be arrogant.

Otterlings are wary of humans, finding them to be shifty and at times, cruel. Human bandits sometimes take over otterling villages, taking a steep cut on the sale of goods. As a result, otterlings do not allow humans to remain long in their villages, even when on business. Despite this, otterlings can learn to respect humans — it’s the trust that’s a challenge for them.

Alignment and religion

Otterlings can be played as any neutral or evil alignment. They tend to act out of self-interest.

While not known for their brutality, otterlings are no stranger to backstabbing others, lying, and thieving. They sometimes see new “friends” and strangers as tools for forwarding their own agenda. Even when behaving themselves, otterlings are always scheming.

Friends of otterlings see them as exceptional, cunning allies who can find a solution to any debacle and are always ready to make tough decisions. The problem, of course, is that they sometimes get carried in their pursuit for fame or fortune.

No doubt the ones who frown upon an otterling’s nature are those who are friends to none. Otterlings who value their allies will rarely steal from or betray them, finding their friendship more valuable than coin.

Even when an otterling betrays an ally, it’s usually with the understanding that it’s the most strategic decision in the moment, and that the otterling will ascertain their safety and well-being in the long run.

Otterlings typically subscribe to gods of prosperity, glory, and nobility.


An otterling’s love of fame and fortune make them ripe for adventure while their resourcefulness on and off the battlefield make them powerful allies.

As intelligent creatures, they can fill many roles. Those wishing to make a name for themselves as craftsmen tend to pursue magic or ally themselves with spellcasters, knowing the best money to be made are with rare, enchanted jewels. Others might perfect the art of thievery and stealth, finding prosperity in strangers’ pockets.

While otterlings rarely shy away from a challenge, they’re not so dim as to oversee the value in stronger — or taller — allies. Their openness to all available options means they can strike at a problem or enemy from different angles. Their shady behavior, however, often means they must surround themselves with like-minded adventurers who can forgive their trespasses.

In the end, their moral compass ever teeters but always drives them toward whatever dreams an otterling dreams.

Otterlings favor the following classes: rogue and wizard

Otterling names

Otterlings prefer pitchy, sharp names. An otterling’s surname is based on their family’s trade. Such surnames can be literal, such as ‘Fish’ for a family of fishermen, or more playful, like ‘Handsies’ for craftsmen.

Otterling racial traits

Type: Humanoid (Otterling)
+2 Dexterity, +2 Intelligence, -2 Wisdom: Otterlings are slippery in tongue and on the battlefield, however their ambitions often get the best of them.
Small: Otterlings are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Otterlings have a base speed of 20 ft.
Swim: Otterlings swim at a base speed of 30 ft. They receive a +8 racial skill bonus on Swim checks.
Hold Breath: Otterlings can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Slippery Hide: Otterlings gain a +2 racial bonus on Escape Artist checks and a +2 racial bonus to CMD against grapples and on combat maneuver checks to escape a grapple.
Slippery Tongue: Otterlings are no strangers to winning over and deceiving others. They receive a +2 racial bonus on Bluff and Diplomacy skill checks.
Tiny Pockets: Otterlings have one small pouch of skin under each of their armpits, allowing them to hide potion-size or smaller objects with ease. Otterlings receive a +2 racial bonus on Sleight of Hand skill checks when hiding an object in their armpits.
Languages: Common. Otterlings with high Intelligence scores can choose from the following: Dwarven, Goblin, Halfling, and Orc.

Favored class options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +½ to the number of bombs per day the alchemist can create.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add a +½ bonus to a Craft or Profession skill.