Monster Codex | Rules | Ratfolk | Example Ratfolk | Ratfolk Scroungers | Ratfolk Tinkerer

Ratfolk Tinkerer

Super Race: ratfolk rogue 2. Cr: 1. Xp: 400. Alignment: N. Size: Small. Creature Type: Humanoid. Creature Subtype: ratfolk.
Init: +7. Senses: darkvision 60 ft.; Perception +6. Ac: 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size).
Hp: 16 (2d8+4).
Fortitude: +1. Reflex: +6. Will: -1. Defensive Abilities: evasion.
Speed: 20 ft.. Melee: mwk dagger +6 (1d3/19-20). Ranged: light crossbow +5 (1d6/19-20). Special Attacks: sneak attack +1d6, swarming. Strength: 10. Dexterity: 17. Constitution: 13. Intelligence: 16. Wisdom: 8. Charisma: 10.
Base Attack: +1. Cmb: +0. Cmd: 13.
Feats: Improved Initiative, Weapon Finesse.
Skills: Acrobatics +8 (+4 when jumping), Appraise +8, Climb +5, Craft (alchemy) +5, Disable Device +11, Escape Artist +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6, Sleight of Hand +8, Stealth +12, Swim +5, Use Magic Device +7.
Languages: Common, Gnome, Goblin, Undercommon. Special Qualities: rogue talents (finesse rogue), trapfinding +1. Combat Gear: potion of cure light wounds, potion of pass without trace, acid, alchemist's fire, mwk bolts (5), tanglefoot bag. Other Gear: leather armor, light crossbow with 10 bolts, mwk dagger, mwk thieves' tools, 121 gp.

Tactics

Before Combat If he can, the tinkerer sets an ambush in an area with multiple entrances and exits.

During Combat The tinkerer shares his space with allies to make sneak attacks. If he needs to escape, the tinkerer uses his potion of pass without trace .