Ratfolk Species in Cerin | World Anvil

Ratfolk

Standard Racial Traits
  Ability Score Modifiers: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength. Type: Ratfolk are humanoids with the ratfolk subtype.
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.
  Feat and Skill Racial Traits
  Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
  Offense Racial Traits
  Swarming: 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.
  Senses Racial Traits
  Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
  Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
  Market Dweller: Some ratfolk are practiced at taking advantage of foes. They gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks. This racial trait replaces tinker.
  Scent: Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. This racial trait replaces tinker.
  Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces tinker.
  Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

Basic Information

Anatomy

Ratfolk are very small humanoids, with the absolute tallest of their race being just about 5 feet tall, and the heaviest about 80 or 90 pounds. They have either sleek or rough fur, which can be white, black, grey, or, rarely, green. Their eyes can be brown, red, white, or black. They have a long tail, about half of the height of their body, and small claws, with large teeth.

Additional Information

Social Structure

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 slums. 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. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades.     When a specific ratfolk warren grows overcrowded and the surrounding environment won’t support a larger community, young ratfolk instinctively seek out new places in which to dwell. If a large enough group of ratfolk immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual ratfolk are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home.

Perception and Sensory Capabilities

Darkvision   Keen Smell

Civilization and Culture

Naming Traditions

Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq.
Female Names: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka.
Lifespan
70 years

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