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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 Tinkerer

Ratfolk Tinkerer CR 1

Source Monster Codex pg. 178
XP 400
Ratfolk rogue 2
N Small humanoid (ratfolk)
Init +7; Senses darkvision 60 ft.; Perception +6

Defense

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 16 (2d8+4)
Fort +1, Ref +6, Will –1
Defensive Abilities evasion

Offense

Speed 20 ft.
Melee mwk dagger +6 (1d3/19–20)
Ranged light crossbow +5 (1d6/19–20)
Special Attacks sneak attack +1d6, swarming

Tactics

Before Combat If he can, the tinkerer sets an ambush in an area with multiple entrances and exits.
During Combat The tinkerer shares his space with allies to make sneak attacks. If he needs to escape, the tinkerer uses his potion of pass without trace.

Statistics

Str 10, Dex 17, Con 13, Int 16, Wis 8, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Appraise +8, Climb +5, Craft (alchemy) +5, Disable Device +11, Escape Artist +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6, Sleight of Hand +8, Stealth +12, Swim +5, Use Magic Device +7
Languages Common, Gnome, Goblin, Undercommon
SQ rogue talents (finesse rogue), trapfinding +1
Combat Gear potion of cure light wounds, potion of pass without trace, acid, alchemist’s fire, mwk bolts (5), tanglefoot bag; Other Gear leather armor, light crossbow with 10 bolts, mwk dagger, mwk thieves’ tools, 121 gp

Ecology

Environment warm deserts or urban

Description

Ratfolk are adept at finding and disarming traps, which they scavenge to add to their warrens’ defenses.