Ratfolk

Ratfolk are a dirty and devious race of ratmen that are known for being parasites that feed off the prosperity of other civilizations. The mountain dwarves of Vonrim are more than familiar with the nature of these festering ratlings, as they are some of their oldest and most hated enemies. Because of this constant pressure and their ever-increasing numbers, the ratfolk have had to expand across the land. Nowadays, they can be generally found all over the world. Ratfolk face discrimination and disgust wherever they go and for a good reason; they are pests that destroy societies from the inside. Because of this, many of them have resorted to studying alchemy and reconstructive surgery. Ratfolk are not afraid to alter their physical forms if it will help them to fit in. The most important thing for them is that themselves and their mates are able to live in relative safety. Many ratfolk have resorted to worshipping the Gods Vraash, Zulfus, Apothes and Oggleoboros. Ideals based on power and control as well as the brutal methods used by these particular Gods are highly respected and the ratfolk that follow them feel that submitting to them earlier rather than later will bring greater favor. The religious differences among ratfolk often cause inner conflicts and countless small-scale wars have been fought within their various underground tunnel systems.

## Physical description

Ratfolk are small and fragile creatures, with males usually standing somewhere around 120 centimeters high and weighing around 30 kilograms. Females are noticeably smaller, with a height of a little over 100 centimeters and a weight of under 25 kilograms. Aside from this, there is not much difference between the genders. Some might notice subtle changes, like females having more delicate faces and slightly shorter whiskers, but nothing major. However, ratfolk can have varying qualities of fur. Some have longer hair and they come in various colors of white, grey, black and sometimes even blonde or red. Similarly, their eyes come in varying colors, with red and darker colors being the most prominent.

The religious beliefs of ratfolk have also affected their physical appearances and the offspring of these believers might portray their Gods in some small way; Vraashian ratfolk tend to have bad skin conditions, Zulfurian ratfolk have spiky fur, Apothesian ratfolk are relatively skinny with predominantly white fur, and Oggleoborosian ratfolk have longer and more powerful tails. All ratfolk reach maturity at 12 years of age and have short lifespans of around 70 years.

## Society

Ratfolk have gained an irrefutable reputation as diseased pests that need to be eliminated and driven out of their holes. They have an extremely hard time fitting in and most of them have to constantly struggle with the city watch, the general population and mercenary forces. They scavenge what they can and moving from city to city has become natural for them. When others aren't watching, they scrape for anything and everything their paws can reach. Most ratfolk are still scattered across dwarven lands, waging their endless wars and digging ever deeper tunnels under the mountains. Some have congregated in large cities and it is not uncommon to meet a ratfolk in the sewers. They are elusive creatures and many folk have no idea that they are actually hosting them under their floors. Ratfolk are made to survive in the worst of conditions and they will continue doing so until the end of time.

## Rules

* **Ability Score Modifiers:** Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
* **Type:** Humanoid, ratfolk
* **Size:** Small (Ratfolk gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, a +4 size bonus on Stealth checks and a +2 size bonus on Fly checks.)
* **Base speed:** 20 feet
* **Languages:** Ratfolk begin play speaking Common and Ratfolk. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, Sherdanian and Undercommon.

* **Tinker:** Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
* **Rodent Empathy:** Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
* **Swarming:** 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.
* **Market Dweller:** Ratfolk gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks.
* **Carrion Sense:** Ratfolk have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).
* **Disease Resistant:** Ratfolk gain a +2 racial bonus on saving throws against curses and diseases, including magical diseases.
* **Darkvision:** Ratfolk can see perfectly in the dark up to 60 feet.

* **Packs:** Ratfolk must choose the pack that their character belongs to. However, some ratfolk might belong to minor packs not listed here; in those cases, consult your GM. This choice is mostly made for roleplaying reasons as people may view various packs differently.

Choosing to be a Vraashian ratfolk adds an additional +1 racial bonus on saving throws against curses and diseases.
Choosing to be a Zulfurian ratfolk adds the ability to make Intimidate checks against creatures one size category larger than you without penalty.
Choosing to be an Apothesian ratfolk adds *Mending* as a spell-like ability that is usable three times per day as well as a +2 racial bonus on Knowledge (engineering) checks.
Choosing to be an Oggleoborosian ratfolk adds the prehensile tail racial trait. Ratfolk cannot wield weapons with their tails, but they allow them to retrieve small objects stowed on their person as a swift action.

### Alternate Racial Traits

Ratfolk have access to all alternate racial traits normally available to ratfolk. Consult your GM before selecting any new options.

## Ratfolk Racial Feats

* **Infectious Spit**

*Your saliva is rather irritating when combined with a fresh wound.*

**Prerequisites:** Ratfolk, Vraashian pack racial trait.

**Benefit:** As a standard action that provokes attacks of opportunity, you can imbue a weapon or a piece of ammunition with a special disease by spitting on it. When an imbued weapon or a piece of ammunition damages a creature, they must succeed at a Fortitude save with a DC equal to 10 + half your character level + your Constitution modifier or be sickened for 1d4 rounds. A successful saving throw reduces this effect to 1 round. After resolving this saving throw, the spit is considered to be spent and the imbuement is no longer active.

Your spit lacks longevity and its imbuement only lasts for 1 minute, after which is dissipates without effect.

* **Nauseous Spit**

*Even just a drop of your nasty spit makes most creatures vomit.*

**Prerequisites:** Ratfolk, Vraashian pack racial trait, Infectious Spit, character level 6th.

**Benefit:** On a failed saving throw, enemies affected by your Infectious Spit ability are nauseated for 1 round.

* **Tentacle Tail**

*Your tail resembles a strong tentacle and you've learned how to use it.*

**Prerequisites:** Ratfolk, Oggleoborosian pack racial trait, character level 4th.

**Benefit:** Your tail turns into a tentacle and you gain a tentacle attack. This is a secondary natural attack that deals 1d3 bludgeoning damage. In addition, you can wield light weapons with your tentacle but you cannot use your tentacle attack when doing so.

* **Respected and Feared**

*Few dare challenge your intimidating commands.*

**Prerequisites:** Ratfolk, Cha 15, Zulfurian pack racial trait, Intimidate 4 ranks.

**Benefit:** You gain a +2 profane bonus on Intimidate checks. In addition, the time it takes for you to coerce an opponent into acting friendly towards you is halved.

Whenever a coerced opponent would be swayed to act against you, they must succeed at a Will saving throw with a DC equal to 10 + half your character level + your Charisma modifier or be forced to continue acting friendly towards you. They can only attempt one such save per week. This is a mind-affecting fear effect.