Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3 ft. 7 in.||+2d4 in.||65 lbs.||2d4x3 lbs.|
|Female||3 ft. 4 in.||+2d4 in.||50 lbs.||2d4x3 lbs.|
Ratfolk are small, rodentlike humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It's common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.
Physical Description: Typical ratfolk are average 4 feet tall and weigh 80 pounds. They often wear robes to stay cool in the desert or conceal their forms in cities, as they know other humanoids find their rodent features distasteful. Ratfolk have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. They are known to train giant rats (dire rats with the giant creature simple template), which they often use as pack animals and mounts.
Society: 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.
Relations: Ratfolk tend to get along quite well with humans, and often develop ratfolk societies dwelling in the sewers, alleys, and shadows of human cities. Ratfolk find dwarves too hidebound and territorial, and often mistake even mild criticisms from dwarves as personal attacks. Ratfolk have no particular feelings about gnomes and halflings, although in areas where those races and ratfolk must compete for resources, clan warfare can become dogma for generations. Ratfolk enjoy the company of elves and half-elves, often seeing them as the calmest and most sane of the civilized humanoid races. Ratfolk are particularly fond of elven music and art, and many ratfolk warrens are decorated with elven art pieces acquired through generations of friendly trade.
Alignment and Religion: Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals. Most ratfolk are neutral, and those who take to religion tend to worship deities that represent commerce and family, including Abadar and Erastil.
Adventurers: Ratfolk are often driven by a desire to seek out new opportunities for trade, both for themselves and for their warrens. Ratfolk adventurers may seek potential markets for their clan's goods, keep an eye out for sources of new commodities, or just wander about in hopes of unearthing enough treasure to fund less dangerous business ventures. Ratfolk battles are often decided by cunning traps, ambushes, or sabotage of enemy positions, and accordingly young ratfolk heroes often take up classes such as alchemist, gunslinger, and rogue.
Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq.
Female Names: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka.
The following racial archetypes are available to ratfolk.
Ratfolk have access to the following equipment.
Blight tonic increases the potency of a creature's disease attack transmitted by physical contact, such as a dire rat's filth fever. The next time a creature must save against the drinker's disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker's disease DC, whichever comes first.
A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.
Stink ink is a special, pungent, musk-based ink that allows its user to encode information with smell rather than visually. Stink ink dries clear but its sharp, extremely localized smell can be picked out by those with sensitive enough noses to make it possible to read by sense of smell. Only creatures with the keen senses trait or scent ability can read stink ink without aid of some form of magic. Reading or writing something with stink ink takes twice as long as going through the same amount of information written in normal ink.
Stink Ink, Arcane
Most common among ratfolk alchemists, arcane stink ink is used to inscribe formulae or spells into formula books and spellbooks. Like normal stink ink, the arcane version can only be read by creatures with the scent ability (although read magic works normally on spells and arcane formulae inscribed with stink ink). Using arcane stink ink to inscribe a spell or formula into a book costs +10% of the normal amount.
A tailblade is a small, sharp knife designed to be strapped to the tip of a wielder's tail. It takes a full-round action to strap on or remove a tailblade. The wearer can loosely attach the tailblade (without strapping it securely in place) as a move action, but using a loosely attached tailblade gives the wielder a -4 penalty on all attack rolls made with the weapon, and other creatures get a +4 bonus on disarm combat maneuver checks to disarm the tailblade. A ratfolk wielding a tailblade can make a tail attack, adding its Strength modifier to the tailblade's damage. Ratfolk are considered proficient with such attacks and can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade. If used as part of a full attack action, attacks with a tailblade are considered secondary attacks.Tailblade 11 gp 1d2 1d3 20/x2 — 1/2 lb. S —
Blight tonic 150 gp 1 lb. 20
Pox burster 50 gp 1 lb. 20
Stink ink 5 gp 1 lb. 15
Stink ink, arcane special 1 lb. —
Ratfolk have access to the following feats.
Ratfolk have access to the following magic items.
Ratfolk have access to the following spells.