Ratfolk, Ratfolk TinkererRatfolk Tinkerer CR 1Source Monster Codex pg. 178 XP 400 Ratfolk rogue 2 N Small humanoid (ratfolk) Init +7; Senses darkvision 60 ft.; Perception +6DefenseAC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 16 (2d8+4) Fort +1, Ref +6, Will –1 Defensive Abilities evasionOffenseSpeed 20 ft. Melee mwk dagger +6 (1d3/19–20) Ranged light crossbow +5 (1d6/19–20) Special Attacks sneak attack +1d6, swarmingTacticsBefore 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.StatisticsStr 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 gpEcologyEnvironment warm deserts or urbanDescriptionRatfolk are adept at finding and disarming traps, which they scavenge to add to their warrens’ defenses.Creatures in "Ratfolk" CategoryThis small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.
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