Monster Codex | Rules | Ratfolk | Example Ratfolk | Ratfolk Scroungers | Ratfolk Sage

Ratfolk Sage

Super Race: ratfolk diviner 7. Cr: 6. Xp: 2,400. Alignment: N. Size: Small. Creature Type: Humanoid. Creature Subtype: ratfolk.
Init: +9. Senses: darkvision 60 ft.; Perception +4. Ac: 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size).
Hp: 48 (7d6+21).
Fortitude: +6. Reflex: +5. Will: +8.
Speed: 20 ft., climb 20 ft.. Melee: mwk quarterstaff +3 (1d4-2). Ranged: light crossbow +6 (1d6/19-20). Special Attacks: swarming. Strength: 6. Dexterity: 14. Constitution: 13. Intelligence: 20. Wisdom: 14. Charisma: 10.
Base Attack: +3. Cmb: +0. Cmd: 12.
Feats: Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll, Spell Penetration, Toughness.
Skills: Appraise +15, Climb +6, Craft (alchemy) +7, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (planes) +12, Linguistics +15, Perception +4, Spellcraft +15, Stealth +13. Racial Modifiers: +8 Climb, +2 Craft (alchemy), +2 Perception, +2 Use Magic Device.
Languages: Abyssal, Aklo, Common, Dark Folk, Draconic, Dwarven, Giant, Gnoll, Goblin, Infernal, Sylvan, Terran, Undercommon. Special Qualities: arcane bond (staff), forewarned. Combat 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). Other Gear: light crossbow with 10 bolts, mwk quarterstaff, cloak of resistance +1, headband of vast intelligence +2, spellbook (contains all prepared spells plus clairaudience/clairvoyance, floating disk, identify, locate object, magic weapon, minor image, and shield ), 92 gp.
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


Tactics

Before Combat The ratfolk sage casts mage armor on himself each morning. Because he avoids entering direct combat, if battle is imminent, the ratfolk sage casts spider climb on himself and climbs to a defensible position. If he is with several allies, he uses his wand of blur and scrolls of magic weapon on them and their weapons before he does so.

During Combat The ratfolk sage casts wall of fire to divide up the battlefield and trap the ratfolk's enemies. He then casts offensive spells until he runs out, at which point he uses a scroll of magic weapon on his light crossbow before making attacks. If cornered, the sage uses dimension door to free himself.

Base Statistics Without mage armor and spider climb, the ratfolk sage's statistics are

AC 13, touch 13, flat-footed 11

Speed 20 ft.

Skills Climb –2.

Ratfolk Chemist

Considered superior to spellcasting by many ratfolk, alchemy produces more items for sale and creates remedies that benefit the warren.