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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.

Bilgerat (Ratfolk Variant)1
Bilgerat Racial Characteristics
Bilgerat player characters are defined by class levels—they do not possess racial hit dice. All bilgerat characters possess the following racial characteristics.

  • +2 Dexterity, +2 Intelligence, -2 Wisdom: Bilgerats are deft and sharp of mind, but are easily distracted.
  • Humanoid (Ratfolk): Bilgerats are humanoids with the ratfolk subtype.
  • Small: Bilgerats are small creatures, and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
  • Slow Speed: Bilgerats have a base speed of 20 feet.
  • Carrion Sense: Bilgerats have a natural ability to sniff out carrion. This ability functions as the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
  • Darkvision: Bilgerats can see perfectly in the dark up to 60 feet.
  • Dexterous Combatant: Bilgerats gain Agile Maneuvers as a bonus feat.
  • Natural Weapons: A bilgerat has a bite attack that deals 1d2 points of damage.
  • Plagueborn: Bilgerats gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
  • Scavenger: Bilgerats gain a +2 racial bonus on Appraise and Perception checks made to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
  • Ratspeaker: Bilgerats have the ability to converse with rodents as if subject to a continual speak with animals spell, but with rodents only.
  • Rodent Empathy: Bilgerats gain a +4 bonus on Handle Animals checks made to influence rodents.
  • Swarming: Up to two bilgerats can share the same square at the same time. If two bilgerats in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
  • Wharf Prowler: Bilgerats gain a +1 racial bonus on Stealth checks and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
  • Languages: Bilgerats begin play speaking Common. Bilgerats with high Intelligence scores can choose from the following: Draconic, Gnoll, Maenad, and Undercommon.

Last Kingdom Ratfolk Racial Characteristics
Ratfolk are defined by their class levels—they do not possess racial Hit Dice. All ratfolk have the following racial traits.

  • –2 Strength, +2 Dexterity, +2 Intelligence: Ratfolk are agile and clever, yet physically weak.
  • Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.
  • Carrion Sense: Ratfolk have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
  • Darkvision: Ratfolk can see in the dark up to 60 feet.
  • Poison Use: Ratfolk are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
  • Rodent Empathy: Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
  • 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.
  • Kit-Basher: Ratfolk gain a +2 bonus on Craft (alchemy), Disable Device, and Perception.
  • Weapon Familiarity: Ratfolk are proficient with bo staff, blowgun, kusarigama, meteor hammer, and treat any weapon with the word “ratfolk” in its name as a martial weapon.
  • Languages: Ratfolk begin play speaking Common. Ratfolk with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.