Ratfolk are small and rodentine, having large front teeth and round ears. They are collectors and traders, having a keen ear for deals. They live in warrens out in the plains in tight communities. They were cast out of the realm of Skarch for the sin of greed, hoarding their prizes away from family. Despite the shock of finding themselves in a new place, the ratfolk didn’t particularly mind, seeing this new realm as pleasant enough and free of Skarch’s dictates. Under the leadership of Counter Ketch, they have high hopes for the future.
Ratfolk currency is based around fractions of gold coins. These palm sized coins can be split into 16 equal wedges.
6 ratfolk setdeks = 1 standard gold
Apothecary - Bat sells his potions and poisons from an open-center grass hut.
Smith - Koup sells metal items made by Croze and Stave in his storefront attached to a substantial mud brick building.
Tailor - Kinzer and Kemp operate a fashionable clothing shop that also sells leather and cloth armor.
Grocer - Djim primarily sells bread, pastry, and fruit preserves at his store, but allows Zon to maintain a charcuterie kiosk by the door.
Magic Shop - Zelli sells wands and scrolls from her shop built into an outcropping of stone; leave items there for enchanting.
Bank - Ketch runs a bank out of a solid-looking mud brick building and is often available for advice.
Food Carts - Ketch can be found here at mealtimes, ensuring that all prices are being reasonably set.
Visitor Housing - no visitor housing is provided, but tents are permitted inside town as long as they aren’t blocking roads.
Female Ratfolk Mesmerist 20
LN Small Humanoid(ratfolk)
Init +7; Senses Darkvision 120; Perception +38; all around vision
DEFENSE
AC 36, touch 31
HP 161
Fort +12, Ref +19, Will +15
Special Defenses Towering Ego, Cannot be flanked, Spell Resistance 21
OFFENSE
Speed 20
Melee Dancing Lantern Staff +20/+15/+10 (1d4+5)
Special Attacks
Swarming: 2 ratfolk can share a square and count as flanking a mutual target while doing so.
Hypnotic Stare: swift action to stare at creature in 30ft to inflict -3 to will saves. 6 bleed damage, +3d6, will DC 22 or shaken, will DC 22 or sickened, will DC 22 or fatigued, Target does not realize unless mesmerist allows it.
Mesmerist Tricks:12/day, 5 tricks per target, new one erases old one. touch to implant, within 300ft to trigger. Implanted trick lasts until spells refresh.
Equipment Spells
At Will - Charm Monster Will DC 19, Telekinesis
1/day - Dominate Person Will DC 20
Mesmerist Spells Known
6th 5/day DC 21 - Greater Create Mindscape, Demand, Geas/Quest, Insanity, Night Terrors, Overwhelming Presence
5th 5/day DC 20 - Compelling Rant, Mass Castigate, Nightmare, Phobia, Mind Fog, Pox of Rumors
4th 5/day DC 19 - Mass Charm Person, Complex Hallucination, Create Mindscape, Dominate Person, Dream, Mindwipe
3rd 5/day DC 18 - Agonizing Rebuke, Audiovisual Hallucination, Demanding Message, Detect Desires, Dreadscape, Fear
2nd 6/day DC 17 - Anonymous Interaction, Blindness/Deafness, Blistering Invective, Build Trust, Calm Emotions, Castigate
1st 6/day DC 16 - Adoration, Animate Rope, Beguiling Gift, Bungle, Cause Fear, Charm Person
0th at will DC 15 - Detect Magic, Detect Poison, Mage Hand, Message, Prestidigitation, Read Magic
STATISTICS
Str 12, Dex 24, Con 18, Int 26, Wis 16, Cha 20
Base Atk +15; CMB +16; CMD 32
Feats
Skills Appraise +31, Bluff +38, Craft (alchemy) +18, Diplomacy +28, Disguise +13, Escape Artist +25, Intimidate +28, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nobility) +12, Knowledge (religion) +13, Perception +38, Perform (act) +13, Profession (lender) +26, Sense Motive +26, Sleight of Hand +30, Spellcraft +16, Stealth +34, Use Magic Device +15
Languages Ratfolk
SQ
Touch Treatment 5/day, can remove Fascinated, Shaken, Confused, Dazed, Frightened, Sickened, Cowering, Nauseated, Panicked, Stunned. Can replicate Break Enchantment. Touch Range.
Rule Minds: gain a permanent thrall.
Gear Improved Slick Armored Kilt, Dancing Lantern Staff, Belt of Physical Perfection +6, Robe of Eyes: Darkvision 120, all around vision, see invisible and ethereal 120 ft, never flat-footed, can't be flanked., Mantle of Spell Resistance, Mindmaster's Eyes: On command, the wearer can use charm monster (Will DC 19 to negate), or once per day the wearer can use dominate person (Will DC 20 to negate) instead., Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Telekinesis, Bag of Holding Miscellany: Soap, Glue, Bell, Compass, Mirror, Music Box, Absinthe Bottle, Fine Wine, Coffee, Tea, Chocolate, Honey, Ink, Inkpen, Paper x50, Perfume, Pocket Watch, All Spices, Key Ring, Abacus, Crowbar, Flint and Steel, Hourglass, Ball, Deck of Cards, Dice, Marbles, Puzzlebox (DC30)
Ratfolk Rogue 5
N Small Humanoid (ratfolk)
Init +3; Senses Perception +9, Darkvision 60
DEFENSE
AC 16, touch 14; +1 AC vs traps
HP 51
Fort +4, Ref +7, Will +2; +1 Ref vs traps
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
OFFENSE
Speed 20
Melee Rapier +1, +7 (1d4+4/18-20/x2)
Ranged Hand Crossbow +1, +7 (1d3+1+3/19-20/x2)
Special Attacks
Sneak Attack +3d6
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
STATISTICS
Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 18
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +7, Craft (alchemy) +5, Diplomacy +7, Disable Device +7, Disguise +3, Escape Artist +7, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +9, Perform (act) +7, Profession(lender) +5, Sense Motive +9, Sleight of Hand +8, Stealth +15, Swim +7, Use Magic Device +3
Languages Ratfolk
SQ Rogue Talents: Canny Observer, Scavenger; Trapfinding +2
Gear Small Rapier +1, Small Hand Crossbow +1, Armored Kilt +1, Bag of Holding I, Soap, Glue, Bell, Compass, Mirror, Music Box, Absinthe Bottle, Fine Wine, Coffee, Tea, Chocolate, Honey, Ink, Inkpen, Paper x50, Perfume, Pocket Watch, All Spices, Key Ring, Abacus, Crowbar, Flint and Steel, Hourglass, Ball, Deck of Cards, Dice, Marbles, Puzzlebox (DC15), 14,376 Ratfolk Setdeks