Ratfolk
System: Pathfinder | SRD | Source: Advanced Race Guide
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.
Description
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 ra
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.
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.
Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength
Ratfolk
Small
Slow Speed
Darkvision
Rodent Empathy
Swarming
Tinker
Languages
Alternate Racial Traits
Cornered Fury (replaces swarming)
Scent (replaces tinker)
Skulk (replaces tinker)
Unnatural (replaces rodent empathy)
Favored Class Options
Alchemist
The alchemist gains +1/6 of a new discovery.
Barbarian
When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls.
Druid
Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
Fighter
Add +1 to the fighter's CMD when resisting a bull rush or grapple attempt.
Gunslinger
Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
Monk
Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Ranger
Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Rogue
Add a +1/2 bonus on Escape Artist checks.
Summoner
Add a +1 bonus on saving throws against poison made by the summoner's eidolon.
Witch
Add +5 feet to the range of one hex with a range other than "touch."
Source: Advanced Race Guide
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