Random Ratfolk Starting Ages Adulthood Intuitive1 Self-Taught2 Trained3 12 years +1d4 years

(13 – 16 years) +1d6 years

(13 – 18 years) +2d6 years

(14 – 24 years) 1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards. Random Ratfolk Height and Weight Gender Base Height Height Modifier Base Weight Weight Modifier Male 3 ft. 7 in. +2d4 in.

(3 ft. 9 in. – 4 ft. 3 in.) 65 lbs. +(2d4×3 lbs.)

(71 – 89 lbs.) Female 3 ft. 4 in. +2d4 in.

(3 ft. 4 in. – 4 ft.) 50 lbs. +(2d4×3 lbs.)

(56 – 74 lbs.) Table: Race Point Costs Racial Traits Race Point Cost Type Humanoid (ratfolk) 0 Size Small 0 Base Speed Slow –1 Ability Score Modifiers Standard (–2 Str, +2 Dex, +2 Int) 0 Languages Standard 0 Skill Bonus Craft [alchemy] 2 Skill Bonus Perception 2 Skill Bonus Use Magic Device 2 Misc. Swarming 1 Senses Darkvision 60 ft. 2 Misc. Rodent empathy 1 Total 9

Ratfolk are small, rodent-like 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.

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.

Standard Racial Traits

Feat and Skill Racial Traits

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.

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 The alchemist gains +1/6 of a new discovery.

The alchemist gains +1/6 of a new discovery. Arcanist Add 1/3 to the number of times per day the arcanist can use the consume magic items exploit.

Add 1/3 to the number of times per day the arcanist can use the consume magic items exploit. Barbarian When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls.

When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls. Bard Increase the bonus provided by the bard’s inspire competence performance by 1/6, and add 1/6 to the number of allies the bard can affect with his inspire greatness performance.

Increase the bonus provided by the bard’s inspire competence performance by 1/6, and add 1/6 to the number of allies the bard can affect with his inspire greatness performance. Druid Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.

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.

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.

Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point. Hunter Add 1 skill rank to the hunter’s badger, dire rat, or riding rat (Pathfinder RPG Monster Codex 177) animal companion.

Add 1 skill rank to the hunter’s badger, dire rat, or riding rat (Pathfinder RPG Monster Codex 177) animal companion. Inquisitor Add 1/2 to Sense Motive checks and Knowledge (dungeoneering) checks to identify creatures.

Add 1/2 to Sense Motive checks and Knowledge (dungeoneering) checks to identify creatures. Investigator Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level.

Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level. 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.

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. Mesmerist Gain a +1 bonus on concentration checks to maintain the mesmerist’s hypnotic stare.

Gain a +1 bonus on concentration checks to maintain the mesmerist’s hypnotic stare. Occultist Gain 1/6 of a new focus power.

Gain 1/6 of a new focus power. Psychic Gain 1/6 of a new phrenic amplification.

Gain 1/6 of a new phrenic amplification. 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.

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.

Add a +1/2 bonus on Escape Artist checks. Spiritualist Add 1/2 hit point and 1/2 skill point to the spiritualist’s phantom.

Add 1/2 hit point and 1/2 skill point to the spiritualist’s phantom. Summoner Add a +1 bonus on saving throws against poison made by the summoner’s eidolon.

Add a +1 bonus on saving throws against poison made by the summoner’s eidolon. Swashbuckler Add 1/4 to the AC bonus provided by cover or improved cover.

Add 1/4 to the AC bonus provided by cover or improved cover. Witch Add +5 feet to the range of one hex with a range other than “touch.”

3rd Party Publisher Favored Class Options – Jon Brazer Enterprises

Bard Add a +1 bonus on concentration checks when casting bard spells and within 5 feet of an ally. ( Source JBE:SF:FCO

Add a +1 bonus on concentration checks when casting bard spells and within 5 feet of an ally. ( Cavalier Add +1 foot to the size of all the cavalier’s tactician class features. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); an increase of 14 feet is effectively the same as +10 feet to the tactician class feature, for example. ( Source JBE:SF:FCO

Add +1 foot to the size of all the cavalier’s tactician class features. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); an increase of 14 feet is effectively the same as +10 feet to the tactician class feature, for example. ( Cleric Add a +1 bonus on concentration checks when casting cleric spells and within 5 feet of an ally. ( Source JBE:SF:FCO

Add a +1 bonus on concentration checks when casting cleric spells and within 5 feet of an ally. ( Inquisitor : Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest level spell the inquisitor can cast. ( Source JBE:SF:FCO

: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest level spell the inquisitor can cast. ( Magus Add +1/4 to the magus’s arcane pool. ( Source JBE:SF:FCO

Add +1/4 to the magus’s arcane pool. ( Oracle Add a +1 bonus on concentration checks when casting oracle spells and within 5 feet of an ally. ( Source JBE:SF:FCO

Add a +1 bonus on concentration checks when casting oracle spells and within 5 feet of an ally. ( Paladin Add +5 minutes to the amount of time before a condition returns when using one of your mercies (to a maximum of 1 additional hour). ( Source JBE:SF:FCO

Add +5 minutes to the amount of time before a condition returns when using one of your mercies (to a maximum of 1 additional hour). ( Sorcerer Add a +1/2 bonus on Use Magic Device checks. ( Source JBE:SF:FCO

Add a +1/2 bonus on Use Magic Device checks. ( Witch Add +5 feet to the range of one hex with a range other than “touch.” ( Source JBE:SF:FCO

Add +5 feet to the range of one hex with a range other than “touch.” ( Wizard When casting wizard spells with the disease descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration. ( Source JBE:SF:FCO

Racial Archetypes

The following racial archetypes are available to ratfolk:

Racial Feats

The following feats are available to a ratfolk character who meets the prerequisites.