Ratfolk, Ratfolk SageRatfolk Sage CR 6Source Monster Codex pg. 181 XP 2,400 Ratfolk diviner 7 N Small humanoid (ratfolk) Init +9; Senses darkvision 60 ft.; Perception +4DefenseAC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) hp 48 (7d6+21) Fort +6, Ref +5, Will +8OffenseSpeed 20 ft., climb 20 ft. Melee mwk quarterstaff +3 (1d4–2) Ranged light crossbow +6 (1d6/19–20) Special Attacks swarming 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, necromancyTacticsBefore 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.StatisticsStr 6, Dex 14, Con 13, Int 20, Wis 14, Cha 10 Base Atk +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 SQ 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 gpEcologyEnvironment warm deserts or urbanDescriptionMagic is most useful to the warren when it provides insight, so diviners are held in high regard. Though the ratfolk sage prepares some offensive spells in case of attack—it’s always good to be ready for danger—such things can be duplicated with alchemy and weaponry.Creatures in "Ratfolk" CategoryThis small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.
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