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Ratfolk GrenadierCreature 4


LNSmallHumanoidRatfolk
Source Pathfinder Bestiary
Perception +10 (darkvision)
Languages Common
Skills Acrobatics +9, Crafting +12, Deception +7, Society +10, Stealth +12, Thievery +9
Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +1

AC 21; Fort +11; Reflex +13; Will +9;
HP 60
Speed 25 feet

Fangs One Action +12 (+8, +4) to hit (agile, finesse) 1d4 Piercing
Hand Crossbow One Action +12 (+7, +2) to hit (range increment 60, reload 1) 1d6 Piercing
Acid Flask One Action +13 (+8, +3) to hit (range increment 20, splash) 1 Acid
Alchemist's Fire One Action +13 (+8, +3) to hit (range increment 20, splash) 2d8 Fire
Frost Vial One Action +13 (+8, +3) to hit (range increment 20, splash) 2d6 Cold

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Infused Items

A ratfolk grenadier carries 2 Infused Moderate Acid Flasks, 2 Infused Moderate Alchemist's Fires, and 2 Infused Moderate Frost Vials. These items last for 24 hours, or until the next time they make their daily preparations.

Cheek Pouches

A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand.

Quick Bomber One Action

The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.

Quick Stow Free Action

Frequency once per round


Effect The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches.

Swarming

A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.


Ratfolk grenadiers use alchemy and stealth to defend their communities.


True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identification-if they get the chance to do so.

In general, ratfolk have a keen understanding of pathological and alchemical sciences, which they employ in trade and self-defense. They make accomplished alchemists and tinkerers, and they often protect their lairs with traps, bombs, and other creations. Ratfolk merchants regularly dispatch large trade caravans that travel widely for a year or more before returning to their home community. During this time they make an effort to learn new things from the people they encounter and collect new, interesting materials and goods that they can bring back to their warrens.

In their warrens, on the road, and in cities, ratfolk are extremely communal, thriving on proximity to and contact with one another even in relatively tight spaces. In addition, ratfolk are excellent at fighting in cramped spaces alongside their kin. Threatening one ratfolk or their allies is a surefire way to rally the whole community.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Ratfolk

A creature with this trait is a member of the ratfolk ancestry.