Ratfolk, Rogue 02; CR: 1; XP: 400; Ratfolk rogue 2 Align: ; Small humanoid (ratfolk)
Init: +7; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 16; TAC: 14; FFAC: 13; HD: 2d8+4; HP: 16; Saves: For: +1, Ref: +6, Will: -1; Defensive Abilities: evasion
OFFENSE: Speed: 20 ft.; Melee: masterwork dagger +6 (1d3/19-20); Ranged: light crossbow +5 (1d6/19-20);
Special Attacks: sneak attack +1d6, swarming
Statistics: Str: 10; Dex: 17; Con: 13; Int: 16; Wis: 8; Cha: 10; BAB: +1; CMB: +0; CMD: 13
Feats: Improved Initiative, Weapon Finesse
Skills: (8+Int): Acrobatics (D)(c) +8 (+4 when jumping), Appraise (I)(c) +8, Bluff (Ch)(c), Climb (S)(c) +5, Craft (alchemy) (I)(c) +5, Diplomacy (Ch)(c), Disable Device (I*)(c) +11, Disguise (Ch)(c), Escape Artist (D)(c) +8, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +7, Knowledge (Local) (I*)(c) +7, Linguistics (I*)(c), Perception (W)(c) +6, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c) +8, Stealth (D)(c) +12, Swim (S)(c) +5, Use Magic Device (Ch*)(c) +7; Racial Modifiers:
Special Abilities:
Languages: Common, Gnome, Goblin, Undercommon
Special Qualities: rogue talents (finesse rogue), trapfinding +1
Treasure: NPC Gear (potion of cure light wounds, potion of pass without trace, acid, alchemist's fire, masterwork bolts (5), tanglefoot bag, leather armor, light crossbow, bolts (10), masterwork dagger, masterwork thieves' tools), 121gp
Rogue, Ratfolk - troubleshooter; CR: 5; XP: 1,600; Ratfolk rogue 6 Align: N; Small humanoid (ratfolk)
Init: +4; Senses: darkvision 60 ft.; Perception +12
DEFENSE: AC: 19; TA5: 14; FFAC: 15; HD: 6d8+12; HP: 42; Saves: For: +5, Ref: +10, Will: +4; Defensive Abilities: evasion, trap sense +2, uncanny dodge
OFFENSE: Speed: 20 ft.; Melee: masterwork rapier +10 (1d4/18-20); Ranged: hand crossbow +9 (1d3/19-20); Special Attacks: sneak attack +3d6, swarming;
Statistics: Str: 11; Dex: 18; Con: 14; Int: 12; Wis: 12; Cha: 8; BAB: +4; CMB: +3; CMD: 17
Feats: Deft Hands, Pack Rat, Weapon Finesse
Skills: Rogue (8+Int): Acrobatics (D)(c) +13 (+9 when jumping), Appraise (I)(c) +7, Bluff (Ch)(c) +5, Climb (S)(c) +6, Craft (alchemy) (I)(c) +3, Diplomacy (Ch)(c) +5, Disable Device (I*)(c) +20, Disguise (Ch)(c), Escape Artist (D)(c) +13, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Local) (I*)(c) +10, Linguistics (I*)(c), Perception (W)(c) +12, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c) +10, Sleight of Hand (D*)(c) +6, Stealth (D)(c) +17, Swim (S)(c) +5, Use Magic Device (Ch*)(c) +10
Special Abilities:
Languages: Common, Undercommon
Special Qualities: rogue talents (fast stealth, quick disable, trap spotter), trapfinding +3
Environment:
Organization:
Treasure: NPC Gear (elixir of hiding, potion of cure light wounds, potion of invisibility (2), wand of shocking grasp (CL 4th, 12 charges), acid (2), +1 studded leather armor, hand crossbow with 10 bolts, masterwork rapier, cloak of resistance +1, grappling hook, masterwork thieves' tools, silk rope (50 ft.)), 314 gp
Ratfolk, Fighter - warden 5; CR: 4; XP: 1,200; Ratfolk fighter 5 Align: N; Small humanoid (ratfolk)
Init: +2; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 21; TAC: 13; FFAC: 19; HD: 5d10+10; HP: 42; Saves: For: +7, Ref: +4, Will: +2 (+1 vs. fear); Defensive Abilities: bravery +1
OFFENSE: Speed: 20 ft.; Melee: masterwork iron flail +11 (1d6+5/19-20), bite +2 (1d3+1) or short sword +8 (1d4+2/19-20), bite +2 (1d3+1); Ranged: light crossbow +8 (1d6/19-20);
Special Attacks: swarming, weapon training (flails +1)
Statistics: Str: 14; Dex: 15; Con: 14; Int: 14; Wis: 10; Cha: 8; BAB: ++5; CMB: +6 (+8 disarm or trip); CMD: 18 (20 vs, disarm or trip)
Feats: Combat Expertise, Improved Disarm, Improved Trip, Sharptooth, Weapon Focus (flail), Weapon Specialization (flail)
Skills: (Fighter (2+Int): Climb (S)(c) +8, Craft (alchemy) (I)(c) +4, Handle Animal (Ch*)(c) +4, Intimidate (Ch)(c) +7, Knowledge (Dungeoneering) (I*)(c) +7, Knowledge (Engineering) (I*)(c) +7, Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c), Survival (W) +7, Swim (S)(c) +8, Use Magic Device (Ch) +1
Special Abilities:
Languages: Common
Special Qualities: armor training 1
Treasure: NPC Gear (potion of cure moderate wounds, acid, +1 breastplate, masterwork light steel shield, light crossbow, masterwork bolts (20), masterwork cold iron flail, short sword, cloak of resistance +1), 148gp
Ratfolk, Ranger - caravan guard 4; CR: 3; XP: 800; Ratfolk ranger 4 Align: N; Small humanoid (ratfolk)
Init: +3; Senses: low-light vision; Perception +11
DEFENSE: AC: 17; TAC: 14; FFAC: 14; HD: 4d10+4; HP: 30; Saves: For: +5, Ref: +7, Will: +3;
OFFENSE: Speed: 30 ft.; Melee: masterwork scimitar +7 (1d4+1/18-20); Ranged: masterwork composite longbow +9 (1d6 +1/x3);
Special Attacks: combat style (archery), favored enemy (magical beasts +2), swarming
Ranger Spells Prepared CL 1st; concentration +3)
1st - resist energy
Statistics: Str: 12; Dex: 17; Con: 12; Int: 10; Wis: 14; Cha: 10; BAB: +4; CMB: +4; CMD: 17
Feats: Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Skills: Ranger (6+Int): Climb (S)(c) +6, Craft (alchemy) (I)(c) +2, Handle Animal (Ch*)(c) +7, Heal (W)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +5, Knowledge (Geography) (I*)(c) +5, Knowledge (Nature) (I*)(c) +5, Perception (W)(c) +11, Profession ( ) (W*)(c), Ride (D)(c) +10, Spellcraft (I*)(c), Stealth (D)(c) +14, Survival (W)(c) +9, Swim (S)(c), Use Magic Device (Ch) +2
Special Abilities:
Languages: Common
Special Qualities: favored terrain (desert +2), hunter's bond (animal companion, riding rat), surface sprinter, track +2, wild empathy +4
Treasure: NPC Gear (+1 frost arrows (4), sleep arrows (2), alchemist's fire (2), masterwork studded leather, masterwork composite longbow (+1 Str), arrows (20), masterwork scimitar), 491gp
Riding Rat; CR: -; XP: -; Align: N; Medium animal
Init: +2; Senses: low-light vision; Perception +5
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +5, Will: +1;
OFFENSE: Speed: 40 ft.; Melee: bite +3 (1d6+3);
Statistics: Str: 14; Dex: 15; Con: 17; Int: 2; Wis: 13; Cha: 4; BAB: +1; CMB: +3; CMD: 15 (19 vs, trip)
Feats: Toughness
Skills: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c) +10, Fly (D)(c), Perception (W)(c) +5, Stealth (D)(c) +6, Swim (S)(c) +10
Special Qualities: tricks (attack [all creatures], defend, fetch, heel, track, work)
Ratfolk, Ranger - expedition leader 8; CR: 7; XP: 3,200; Ratfolk ranger 8 Align: N; Small humanoid (ratfolk)
Init: +3; Senses: low-light vision; Perception +14
DEFENSE: AC: 20; TAC: 15; FFAC: 16; HD: 8d10+24; HP: 72; Saves: For: +9, Ref: +10, Will: +4;
OFFENSE: Speed: 20 ft.; Melee: +1 two-bladed sword +9/+4 (1d3+4/19-20), masterwork two-bladed sword +9/+4 (1d6 +1/19-20); Ranged: +1 composite longbow +13/+8 (1d6 +3/x3);
Special Attacks: combat style (two-weapon), favored enemy (animals +2, humans +4), swarming
Ranger Spells Prepared CL 5th; concentration +6)
2nd - barkskin
1st - endure elements, longstrider
Statistics: Str: 14; Dex: 16; Con: 14; Int: 12; Wis: 12; Cha: 8; BAB: +8; CMB: +9; CMD: 23
Feats: Dodge, Endurance, Exotic Weapon-Proficiency (two-bladed sword), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (two-bladed sword)
Skills: Ranger (6+Int): Climb (S)(c) +9, Craft (alchemy) (I)(c) +3, Handle Animal (Ch*)(c) +6, Heal (W)(c) +8, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +8, Knowledge (Geography) (I*)(c) +8, Knowledge (Nature) (I*)(c) +8, Perception (W)(c) +14, Profession ( ) (W*)(c), Ride (D)(c) +10, Spellcraft (I*)(c) +6, Stealth (D)(c) +18, Survival (W)(c) +12, Swim (S)(c) +7
Special Abilities:
Languages: Common, Gnoll
Special Qualities: favored terrain (desert +4, urban +2), hunter's bond (companions), surface sprinter, swift tracker, track +4, wild empathy +7, woodland stride
Treasure: NPC Gear (oil of magic weapon, potion of cure serious wounds, mithral chain shirt, +1 composite longbow (+2 Str), arrows (20), +1 two-bladed sword, masterwork two-bladed sword, cloak of resistance +1), 149gp
The Seer
Ratfolk, Wizard - diviner 7; CR: 6; XP: 2,400; Ratfolk wizard 7 Align: N; Small humanoid (ratfolk)
Init: +9; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 17; TAC: 13; FFAC: 15; HD: 7d6+21; HP: 48; Saves: For: +6, Ref: +5, Will: +8;
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: masterwork quarterstaff +3 (1d4-2); Ranged: light crossbow +6 (1d6/19-20);
Special Attacks: swarming
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
8/day - diviner's fortune (+3)
Diviner Spells Prepared CL 7th; concentration +12)
4th - arcane eye, dimension door, wall of fire
3rd - dispel magic, haste, lightning bolt (DC 18), tongues
2nd - glitterdust (DC 17), invisibility, scorching ray, see invisibility, spider climb
1st - alarm, comprehend languages, expeditious retreat, grease (DC 16), mage armor, magic missile (2)
0 - at will - acid splash, dancing lights, detect magic, message
Opposition Schools: enchantment, necromancy
Statistics: Str: 6; Dex: 14; Con: 13; Int: 20; Wis: 14; Cha: 10; BAB: +3; CMB: +0; CMD: 12
Feats: Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll, Spell Penetration, Toughness
Skills: Wizard (2+Int): Appraise (Int)(c) +15, Craft (alchemy) (I)(c) +7, Fly (D)(c), Knowledge (Arcana) (I*)(c) +12, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c) +12, Knowledge (History) (I*)(c) +12, Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c) +12, Knowledge (Religion) (I*)(c), Linguistics (I*)(c) +15, Perception (W) +4, Profession ( ) (W*)(c), Spellcraft (I*)(c) +15, Stealth (D) +13 Racial Modifiers: +8 Climb, +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Special Abilities:
Languages: Abyssal, Aklo, Common, Dark Folk, Draconic, Dwarven, Giant, Gnoll, Goblin, Infernal, Sylvan, Terran, Undercommon
Special Qualities: arcane bond (staff), forewarned
Treasure: NPC Gear (potion of cure light wounds, scroll of clairaudience/clairvoyance, scroll of locate object, scrolls of magic weapon (4), wand of blur (13 charges), wand of burning hands (CL 5th, 8 charges), light crossbow, bolts (10), masterwork quarterstaff, cloak of resistance +1, headband of vast intelligence +2: spellbbook (all memorized plus: clairaudience/clairvoyance, floating disc, identify, locate object, magic weapon, minor image, shield), 92gp
Toothcraw
Ratfolk, Alchemist - chemist 8; CR: 7; XP: 3,200; Ratfolk alchemist 8 Align: N; Small humanoid (ratfolk)
Init: +7 (+9); Senses: darkvision 60 ft.; Perception +14 (+13)
DEFENSE: AC: 19 (26); TAC: 15 (17); FFAC: 16 (21); HD: 8d8+24; HP: 63; Saves: For: +9, Ref: +12 (+14), Will: +3 (+6 vs. poison)
OFFENSE: Speed: 20 ft.; Melee: dagger+6/+1 (1d3-1); Ranged: light crossbow +10 (+12) (1d6/19-20) or bomb +10/+5 (+12/+7) (4d6+4 cold or fire);
Special Attacks: bomb 12/day (4d6+4 cold or fire, DC 18), swarming
Alchemist Extracts Prepared CL 8th)
3rd - cure serious wounds, fly, heroism
2nd - barkskin, bull's strength, invisibility, resist energy, see invisibility
1st - comprehend languages, crafter's fortune, negate aroma (DC 15), reduce person (DC 15), shield
Statistics: Str: 8; Dex: 16 (20); Con: 14; Int: 18; Wis: 10 (14); Cha: 8; BAB: +6; CMB: +4; CMD: 18 (20)
Feats: Brew Potion, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Throw Anything
Skills: Alchemist (4+Int):: Appraise (I)(c) +11, Craft (alchemy) (I)(c) +17, Disable Device (I*)(c) +16, Fly (D)(c), Heal (W)(c) +8 (+7), Knowledge (Arcana) (I*)(c) +15, Knowledge (Nature) (I*)(c) +15, Perception (W)(c) +14 (+13), Profession (herbalist) (W*)(c) +12 (+11), Sleight of Hand (D*)(c)(c), Spellcraft (I*)(c) +11, Survival (W)(c) +8 (+7), Use Magic Device (Ch*)(c) +1; Racial Modifiers: +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Special Abilities:
Languages: Common, Draconic, Dwarven, Gnome, Undercommon
Special Qualities: alchemy (alchemy crafting +8, identify potions), discoveries (fast bombs, frost bomb, infusion, precise bombs [4 squares]), mutagen (+4/-2, +2 natural, 80 minutes), poison use, swift alchemy, swift poisoning
Treasure: NPC Gear (potion of cure serious wounds (3), potion of displacement, potion of invisibility, acid (2), antitoxin (2), smokesticks (2), tanglefoot bags (2), +1 studded leather, dagger, light crossbow with 10 bolts, cloak of resistance +1, dust of dryness, elixir of truth, ring of protection +1, tindertwigs (10), formula book (contains prepared extracts plus displacement, disguise self, endure elements, enlarge person, expeditious retreat, identify, jump), 317gp
Garrgarek of Relunar
Ratfolk, Cleric of Relunar - elder 8; CR: 8; XP: 4,800; Ratfolk cleric 9 Align: N; Small humanoid (ratfolk)
Init: +4; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 19; TAC: 11; FFAC: 19; HD: 9d8+36; HP: 80; Saves: For: +12, Ref: +5, Will: +12
OFFENSE: Speed: 40 ft.; Melee: masterwork light mace +8/+3 (1d4); Ranged: light crossbow +7 (1d6/19-20)
Special Attacks: channel positive energy 7/day (DC 16, 5d6), swarming
Domain Spell-Like Abilities: (CL 9th; concentration +13)
7/day - resistant touch +2
At will - dimensional hop (90 feet/day)
Cleric Spells Prepared CL 9th; concentration +13)
5th - teleportD, wall of stone (DC 19)
4th - dimension doorD, dismissal (DC 18), freedom of movement, summon monster IV
3rd - dispel magic, magic vestment, meld into stone, protection from energyD, stone shape
2nd - bull's strength, calm emotions (DC 16), darkness, shield otherD, sounds burst (DC 16), zone of truth (DC 16)
1st - bless, command (DC 15), endure elements, longstriderD, sanctuary (DC 15), shield of faith
D domain spell; Domain Protection, Travel
Statistics: Str: 10; Dex: 10; Con: 14; Int: 12; Wis: 18; Cha: 14; BAB: +6; CMB: +5; CMD: 15
Feats: Extra Channel, Great Fortitude, Improved Initiative, Selective Channeling, Toughness
Skills: Cleric (2+Int): Appraise (I)(c) +5, Craft (alchemt) (I)(c) +3, Diplomacy (Ch) +14, Heal (W)(c) +12, Knowledge (Arcana) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*), Knowledge (Religion) (I*) +9, Linguistics (I*), Perception (W) +6, Profession ( ) (W*)(c), Sense Motive (W)(c) +14, Spellcraft (I*)(c), Use Magic Device (Ch) +4 Racial Modifiers: +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Special Abilities:
Languages: Celestial, Common
Special Qualities: agile feet (7/day), aura of protection (+1 deflection, energy resistance 5, 9 rds/day), +10 base speed from travel domain.
Treasure: NPC Gear (scroll of bear's endurance, scroll of invisibility purge, scroll of sending, wand of cure moderate wounds (15 charges), +1 chainmail, light steel shield, light crossbow, bolts (10), masterwork light mace, cloak of resistance +1, headband of inspired wisdom +2, silver holy symbol of Relunar, spell component pouch, sunrod, pair of platinum rings (50gp each)), 768gp
Kirrix; CR: 3; XP: 800; Align: N; Large magical beast
Init: +6; Senses: blindsense 10 ft., darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE: AC: 14; TAC: 11; FFAC: 12; HD: 4d10+12; HP: 34; Saves: For: +7, Ref: +6, Will: +2; Immune disease
OFFENSE: Speed: 30 ft., burrow 10 ft., climb 20 ft.; Melee: bite +7 (1d8+6); Space: 10 ft.; Reach: 5 ft.; Special Attacks: expel pathogens;
Statistics: Str: 18; Dex: 15; Con: 17; Int: 5; Wis: 12; Cha: 8; BAB: +4; CMB: +9; CMD: 21 (29 vs. trip)
Feats: Improved Initiative, Skill Focus (Perception)
Skills: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c) +12, Fly (D)(c), Perception (W)(c) +9, Stealth (D)(c) +3, Swim (S)(c)
Special Abilities:
Expel Pathogens (Ex): When a kirrix hits with its bite attack, it can infect its target using its harbor pathogens ability (if any) with one disease it has stored, even if that disease can't normally be contracted via an injury. It can do this a number of times per day equal to its Constitution modifier. Alternatively, a kirrix can expend two uses of this ability to spray a disease in a 15-foot cone, exposing all creatures in the cone to the disease even if it can't normally be contracted by contact. Doing so depletes the kirrix's reserve of that disease.
Harbor Pathogens (Ex): A kirrix's body has innate features that let it clean up and contain diseases within ratfolk warrens. A kirrix collects diseases by consuming them off of objects or from the air (typically contact, ingested, or inhaled diseases), by ministering to a diseased creature (typically ingested or injury diseases), or by fighting a creature that imparts diseases and being subjected to one. The kirrix can store up to two types of diseases at a time in an organ near its throat. (A typical kirrix has filth fever and bubonic plague stored.) A kirrix can harmlessly digest an unwanted disease as a full-round action. If the creature consumes a mold or another substance that causes disease, it clears the surface of disease. If it ingests a diseased creature's blood (either by licking an open wound or biting the creature), it can produce an antiplague secretion, which it can use on itself or apply to others. Treat this as though the kirrix were using the Heal skill to treat disease with a +12 bonus.
Languages: Common (can't speak)
Special Qualities: compression, harbor pathogens
Environment: any underground
Organization: solitary, pair, or pack (3-6)
Treasure: none
"This sleep, weasel-like rodent has exaggerated whiskers and six short, but stout legs."