Ratfolk
This small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.
Ratfolk (CR 1/3)
Ratfolk expert 1Small Humanoid (Ratfolk)
Alignment: Neutral
Initiative: +2
Senses: Darkvision 60 feet; Perception +9
Speed: 20 feet
Space: 5 feet
Defense
Armor Class: 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)Hit Points: 4 (1d8)
Saving Throws: Fort +0, Ref +2, Will +2
Offense
Melee: dagger -1 (1d3-2/19-20)Reach: 5 feet
Ranged: light crossbow +3 (1d6/19-20)
Special Attacks: swarming
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
6 (-2) | 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 9 (-1) |
CMB -3
CMD 9
Feats: Skill Focus (Perception)
Skills: Appraise +6, Craft (alchemy) +8, Diplomacy +3, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +5
- Racial Modifiers: +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device
Special Abilities
Swarming (Ex)
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Ecology
Environment: Warm Deserts or UrbanOrganization: solitary, pair, pack (3-12), or colony (13-100)
Treasure: NPC gear (leather armor, light crossbow with 20 bolts, dagger, other treasure)
Ratfolk are small, rodentlike humanoids often found traveling in nomadic trading caravans or perhaps dwelling in colonies in slums, sewers, and other normally undesirable urban sectors. Tinkerers and hoarders by nature, many ratfolk are shrewd merchants, carefully navigating the shifting alliances of black markets and bazaars. They love their stockpiles of interesting items far more than money, and would rather trade for more baubles to add to their hoards than for mere coins.
Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city ghettos. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened.
Ratfolk are generally 4 feet tall and weigh 80 pounds. They often wear robes to conceal their forms in cities, as they know other humanoids find their rodent features distasteful.
RATFOLK CHARACTERS
Ratfolk are defined by their class levels-they do not possess racial Hit Dice. All ratfolk have the following racial traits.
-2 Strength, +2 Dexterity, +2 Intelligence: Ratfolk are agile and clever, yet physically weak.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Tinker: Ratfolk gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Swarming: See above.
Languages: Ratfolk begin play speaking Common. Ratfolk with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.