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Ratfolk

This small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.

Creatures in "Ratfolk" Category

NameCR
Ratfolk1/3
Ratfolk Bravo2
Ratfolk Caravan Guard3
Ratfolk Chemist7
Ratfolk Elder8
Ratfolk Expedition Leader7
Ratfolk Sage6
Ratfolk Tinkerer1
Ratfolk Troubleshooter5
Ratfolk Warden4

Ratfolk, Ratfolk Chemist

Ratfolk Chemist CR 7

Source Monster Codex pg. 182
XP 3,200
Ratfolk alchemist 8 (Pathfinder RPG Advanced Player’s Guide 26)
N Small humanoid (ratfolk)
Init +9; Senses darkvision 60 ft.; Perception +13

Defense

AC 26, touch 17, flat-footed 21 (+4 armor, +1 deflection, +5 Dex, +5 natural, +1 size)
hp 63 (8d8+24)
Fort +9, Ref +14, Will +3; +6 vs. poison

Offense

Speed 20 ft.
Melee dagger +6/+1 (1d3–1/19–20)
Ranged light crossbow +12 (1d6/19–20) or bomb +12/+7 (4d6+4 cold or fire)
Special Attacks bomb 12/day (4d6+4 cold or fire, DC 18), swarming
Alchemist Extracts Prepared (CL 8th)
3rd—cure serious wounds, fly, heroism
2nd—barkskin, bull’s strength, invisibility, resist energy, see invisibility
1st—comprehend languages, crafter’s fortuneAPG, negate aromaAPG (DC 15), reduce person (DC 15), shield

Tactics

Before Combat The chemist imbibes her mutagen and extracts of barkskin and fly. She gives infusions of bull’s strength and heroism to allies.
During Combat The chemist drops bombs while flying above the fray.
Base Statistics Without her mutagen and barkskin, the chemist’s statistics are Init +7; Senses Perception +14; AC 19, touch 15, flat-footed 16; Ref +12; Ranged light crossbow +10 (1d6/19–20) or bomb +10/+5 (4d6+4 cold or fire); Dex 16, Wis 12; CMD 18; Skills Heal +8, Perception +14, Profession (herbalist) +12, Survival +8.

Statistics

Str 8, Dex 20, Con 14, Int 18, Wis 10, Cha 8
Base Atk +6; CMB +4; CMD 20
Feats Brew Potion, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Throw Anything
Skills Appraise +11, Craft (alchemy) +17, Disable Device +16, Heal +7, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +13, Profession (herbalist) +11, Spellcraft +11, Survival +7, Use Magic Device +1; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ alchemy (alchemy crafting +8, identify potions), discoveries (fast bombs, frost bomb, infusion, precise bombs [4 squares]), mutagen (+4/–2, +2 natural, 80 minutes), poison use, swift alchemy, swift poisoning
Combat Gear potions of cure serious wounds (3), potion of displacement, potion of invisibility, acid (2), antitoxin (2), smokesticks (2), tanglefoot bags (2); Other Gear +1 studded leather, dagger, light crossbow with 10 bolts, cloak of resistance +1, dust of dryness, elixir of truth, ring of protection +1, formula book (contains prepared extracts plus displacement, disguise self, endure elements, enlarge person, expeditious retreat, identify, and jump), tindertwigs (10), 317 gp

Ecology

Environment warm deserts or urban

Description

Ratfolk chemists are treasured members of ratfolk colonies. Not only do they provide the warren with excellent defensive capability, but their alchemical creations are valuable merchandise to sell or trade.