====== Ratfolk ====== Ratfolk are small, rodent-like humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It’s common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats. {{:chargen:races:pasted:20231101-185128.jpeg|Ratfolk integrate easily into the cutthroat mercantile life commonly found in Human settlements.}} ===== 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. ===== Society ===== Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city slums. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades. {{:chargen:races:pasted:20231101-185223.jpeg|Ratfolk have a propensity for alchemy, and don't hesitate to use it against their enemies.}} When a specific ratfolk warren grows overcrowded and the surrounding environment won’t support a larger community, young ratfolk instinctively seek out new places in which to dwell. If a large enough group of ratfolk immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual ratfolk are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home. ===== Relations ===== Ratfolk tend to get along quite well with humans, and often develop ratfolk societies dwelling in the sewers, alleys, and shadows of human cities. Ratfolk find Dwarves too hidebound and territorial, and often mistake even mild criticisms from Dwarves as personal attacks. Ratfolk have no particular feelings about Gnomes and Halflings, although in areas where those races and ratfolk must compete for resources, clan warfare can become dogma for generations. Ratfolk enjoy the company of elves and half-elves, often seeing them as the calmest and most sane of the civilized humanoid races. Ratfolk are particularly fond of Elven music and art, and many Ratfolk warrens are decorated with Elven art pieces acquired through generations of friendly trade. Less friendly Ratfolk have no qualms over enslaving the smaller Mousefolk, usually for the purpose of crafting bulk tools and alchemical ingredients. ===== Table: Ratfolk Ages ===== {{tablelayout?rowsHeaderSource=Auto&colwidth=",,,,,"}} ^ Adulthood ^ Intuitive ^ Self-Taught ^ Trained ^ Middle-Aged ^ Old ^ Venerable ^ Maximum Age ^ | 12 years | +1d4 years (13-16 years) | +1d6 years (13-18 years) | +2d6 years (14-24 years) | 35 years | 55 years | 70 years | 70+1d20 years | ===== Table: Random Height and Weight ===== {{tablelayout?rowsHeaderSource=Auto&colwidth=",,,,"}} ^ Gender ^ Base Height ^ Height Modifier ^ Base Weight ^ Weight Modifier ^ | Male | 3 ft. 7 in. | +2d4 in. (3 ft. 9 in. - 4 ft. 3 in.) | 65 lbs. | +2d4 * 3 lbs. (71-89 lbs.) | | Female | 3 ft. 4 in. | +2d4 in. (3 ft. 4 in. - 4 ft.) | 50 lbs. | +2d4 * 3 lbs. (56-74 lbs.) | ===== Standard Racial Traits ===== * **Ability Score Modifiers:** Ratfolk are agile and clever, yet physically weak. They gain a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Dexterity and Intelligence, and a penalty to Strength. * **Size:** Ratfolk are [[game_systems:size|Small]] creatures. * **Base Speed:** Ratfolk scurry about with ease, at a base speed of 30 feet. * **Languages:** Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. * **Sewer Rat:** Ratfolk thrive in the underbellies of cities, and are accustomed to swimming in sewage. They possess a swim speed of 20 feet (You may always take 10 on Swim checks, even in Combat or stressful situations, and receive a Racial bonus of +10 on Swim checks). * **Tinker:** Ratfolk gain a +2 racial bonus on [[priority:skills:craft|Craft]] (alchemy), [[priority:skills:perception|Perception]], and [[priority:skills:use_magic_device|Use Magic Device]] checks. These skills are Key Skills for them. * **Beady Eyes:** Ratfolk can see perfectly in the dark up to 60 feet. * **Sniff Out Food:** Ratfolk possess the Scent special ability, out to a range of 30 feet.