Home The Outcast

Ratfolk

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

Music

Town Music

Battle Music

Services

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.

NPCs

Counter Ketch

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.

Chain of Eyes: subject shares senses with mesmerist. Lasts 20 minutes or until mesmerist ends effect. Mesmerist is flat-footed while in effect.
Psychosomatic Surge: gain temporary HP when attacked. 1d8+10, +1d8 if attack drops HP below 0.
Reflect Fear: The mesmerist can trigger this trick when the subject is affected by a fear effect or is the target of an Intimidate check to demoralize it. When the trick is triggered, the subject suppresses the fear effect that triggered the trick for 1d4 rounds, and any creature that caused this effect must succeed at a Will save or become shaken for 1 round. The rounds during which the subject ignores the triggering fear effect still count against the effect’s duration. If the duration of the reflect fear trick is longer than the fear effect lasts, the subject isn’t affected by the fear effect at all.
Reflection of Weakness: Psychic feedback causes an enemy to suffer from the same weakening effect it imposes on the subject. The mesmerist can trigger this trick when an attack or spell used by an enemy causes the subject to take ability damage, ability drain, bleed damage, or a minor or moderate condition listed under the touch treatment class feature. If the trick is triggered by ability damage, ability drain, or bleed damage, the amount of damage or drain the subject takes is reduced by 2 points (to a minimum of 0 points), and the creature that made the attack or cast the spell takes 2 points of ability damage to an ability score of the mesmerist’s choice. The monster can attempt a Will save to negate the ability damage. This ability can be used if the attacker inflicts a curse, disease, or poison that deals ability damage or drain, but only if it deals that damage immediately, with no onset time. If the trick is triggered by the subject gaining a condition, the subject is still affected by the condition, but the attacker takes a condition of the mesmerist’s choice for 1 round. This condition must come from the minor condition or moderate condition lists of the touch treatment class feature. The enemy can attempt a Will save to avoid gaining the condition. The mesmerist doesn’t need to have touch treatment to select or use this trick.
Spectral Smoke: A cloud of smoke pops up around the subject, foiling attacks. The mesmerist can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per mesmerist level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the mesmerist possesses, to a maximum of 30 feet at 20th level.
Umbral Shield: The subject ignores any harmful effects of bright light or sunlight for 1 minute. The mesmerist can trigger this trick whenever the subject would be exposed to harmful bright light (such as sunlight is to a vampire). The subject is immune to the dazzled condition while this trick is in effect.
Unwitting Messenger: The mesmerist describes a recipient to the subject while implanting this trick, then recites a verbal message no longer than five words per mesmerist level. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, she repeats the message verbatim, but does not recall speaking the message or its contents. The message remains buried in the subject’s subconscious for 24 hours, after which time it disappears if not delivered. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient.
Vanish Arrow: With a flourish, the mesmerist snatches a projectile from an enemy before it can be shot. The mesmerist can trigger this trick when the subject is targeted by a ranged weapon attack, before the attack roll is made. The mesmerist attempts a Sleight of Hand check opposed by the attacker’s Perception check. If the mesmerist succeeds, that ranged attack automatically misses, and the projectile appears stowed on the mesmerist’s person. If the attacker is making a full attack, this affects only one of the attacks (of the mesmerist’s choice). If the attack is made with a javelin or other thrown weapon, the attacker gains a +4 bonus on its Perception check. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.
Voice of Reason: The subject can more easily pierce sightbased illusions with the mesmerist’s aid. The mesmerist can trigger this trick when the subject attempts a saving throw to disbelieve a sight-based illusion effect, but only so long as the mesmerist is not affected by or has disbelieved the illusion himself. The subject receives an insight bonus on her saving throw to disbelieve the illusion equal to the mesmerist’s Charisma modifier. This trick cannot be used for illusions that do not allow a saving throw.
Astounding Avoidance: The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.
Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
Painful Stare: When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an additional 10 damage. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round.
Bold Stare: more effect from Hypnotic Stare.
Disorientation: The hypnotic stare penalty also applies on attack rolls.
Restriction: The target of the hypnotic stare treats all areas of dim light or darker as difficult terrain.
Sluggishness: The target of the hypnotic stare has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the hypnotic stare penalty also applies to the target’s Reflex saving throws.
Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.
Timidity: The hypnotic stare penalty also applies to damage rolls.
Manifold Tricks.
Mental Potency: At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one.
Masterful Tricks: can be used in place of a Mesmerist Trick, counts as 2 uses of Mesmerist Trick.
Vision of Blood: When an enemy is struck by the subject, it believes its wound is far more severe, and the shock overwhelms it. The mesmerist can trigger this trick when the subject hits with an attack using a weapon, a natural weapon, or an unarmed strike. The attack’s target must succeed at a Will saving throw or be stunned for 1 round. If the triggering attack was a critical hit, the target doesn’t get a saving throw.
Avian Escape: The subject changes shape to elude an attacking enemy. The mesmerist can trigger this trick when the subject takes damage from an enemy’s attack. The subject transforms into a bird (as beast shape III). Though the subject can appear as any Tiny bird, it uses the statistics for a raven. This is a polymorph effect.
Faked Death: The subject appears to die, but actually can stealthily move about. The mesmerist can trigger this trick when the subject is damaged by an attack. The subject seems to fall down dead (as programmed image), but actually turns invisible (as invisibility) for 20 rounds or until she attacks. Once the subject becomes visible again, the illusory dead body disappears. These are illusion effects, and a creature that interacts with the false body can attempt a saving throw to disbelieve the effect. The false body is a figment; the invisibility is a glamor.
Mental Fallback: Mental commands placed deep in the subject’s mind trigger when she would fall under mind control, allowing the mesmerist to control her instead. The mesmerist can trigger this trick when the subject is affected by a charm or compulsion effect created by an enemy. The subject acts as though the mesmerist had cast the spell instead of the enemy. For instance, if the subject were affected by charm monster cast by an enemy, that enemy can’t try to give her orders, but the mesmerist could. If the charm or compulsion causes penalties or conditions (such as those imposed by confusion, crushing despair, or hold person), the subject can ignore any of those penalties or conditions the mesmerist chooses. This trick overrides the charm or compulsion for a number of rounds equal to the mesmerist’s level or until the duration of the triggering effect elapses, whichever comes first. The mesmerist can’t implant this trick on himself. \
Willful Ignorance: The subject gains the ability to tell one undetectable lie. When the subject attempts to lie, the mesmerist can trigger this trick. That particular lie resists truth-detecting magic, and creatures attempting to use such magic must succeed at a caster level check against a DC35 to succeed; failure means the magic doesn’t detect the subject’s lie or force her to speak only the truth.

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

Bleeding Stare: 6 bleed damage
Demoralizing Stare: will save DC 22 or become shaken for 1 round.
Excoriating Stare: will save DC 22 or become sickened for 1 round.
Fatiguing Stare: will save DC 22 or become fatigued for 1 round.
Intense Pain: +3d6 to stare damage.

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)

Warren Member

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