Ratfolk rogue / alchemist


Homebrew and House Rules


I thought it would be fun to make a ratfolk alchemist/rogue. I tried to keep it flavorful and not make it too overpowered.

He (who doesn't have a name yet) decided to go adventuring to see the world, make new friends, acquire lots of stuff, make the world a better place, and, well, because he got a little bored.

He is crafty and nimble (like all ratfolk), but he's weak (being ratfolk) and he doesn't have much charisma. Having, say, taken a couple levels of rogue, he knows how to deal with traps, too.

Strength d4
Dexterity d12
Disable +2
Stealth +2
Constitution d6
Intelligence d10
Craft +2
Wisdom d6
Perception +3
Charisma d4

Hand size 5 [_] 6 [_] 7
Proficient: light armor [_] weapons
May evade (as Merisiel)
May recharge cards with alchemical trait (as Damiel)
[_] ??? (Maybe a bonus to acquisition - perhaps as the quartermaster?)

Favored card type Item
Weapons 1
Spells -
Armor 1
Items 7
Allies 2
Blessings 4

Obviously I haven't figured out the skill or card bonuses, or roles yet.

I gave such a high perception bonus because I couldn't really raise the wisdom any more I felt, but a high perception is one of the defining characteristics of ratfolk, so I tried to make it up in the bonus. The other sub-skill I considered was ranged, but I felt these fit the concept better in the end.

The main things I considered changing were reducing the evade to an ability like Melindra out of the wizard class deck (so, make a stealth 8 [_] or 5 + 2 times adventure deck number to evade) but I thought this had better flavor and mechanics without being too overpowered.

I was not at all sure about the way I distributed cards. The items is probably one too many; I was going for the whole pack rat thing, and he is an alchemist, but he gets one more than Damiel. On the other hand, he's both a rogue and an alchemist so it might be appropriate. I cut the weapons a lot to try to keep it balanced. You could increase the weapons and reduce items, I guess. (I actually played it with 2 armor and 3 blessings - but that's just silly.)

I've only played him once so far, but he worked out okay.

Input welcome! (Especially, is he a little over-powered?)


We have already created a Ratfolk Alchemist who has had a playthrough of RotR.

His stats are:

Str d6 (2) skill options
Dex d8 (3) skill options
Stealth +1
Con d4 (1) skill option
Int d12 (4) skill options
Craft +2
Wis d8 (3)skill options
Survival +1
Perception +2
Cha d4 (2)skill options

Card Hand

Weapon 1 (+2 options)
Spell 0 (+2 options)
Armor 1
Items 5 (+4 options)
Ally 3 (+2 options)
Blessing 5 (+1 option)

Some of the powers he has are:

-You are immune to any damage with the poison trait.
-You may automatically evade an encounter with any bane that has the animal trait.
-During a combat check, you may discard (or recharge) an item with the alchemcial trait, to roll a craft check and an additional 1d4 (1d6 with the poison trait)+1 as your combat check.

I did consider reducing the allies nad increasing the items but it did seem balanced when played through.

gk


benmartin79 wrote:

I thought it would be fun to make a ratfolk alchemist/rogue. I tried to keep it flavorful and not make it too overpowered.

He (who doesn't have a name yet) decided to go adventuring to see the world, make new friends, acquire lots of stuff, make the world a better place, and, well, because he got a little bored.

He is crafty and nimble (like all ratfolk), but he's weak (being ratfolk) and he doesn't have much charisma. Having, say, taken a couple levels of rogue, he knows how to deal with traps, too.

Strength d4
Dexterity d12
Disable +2
Stealth +2
Constitution d6
Intelligence d10
Craft +2
Wisdom d6
Perception +3
Charisma d4

Hand size 5 [_] 6 [_] 7
Proficient: light armor [_] weapons
May evade (as Merisiel)
May recharge cards with alchemical trait (as Damiel)
[_] ??? (Maybe a bonus to acquisition - perhaps as the quartermaster?)

Favored card type Item
Weapons 1
Spells -
Armor 1
Items 7
Allies 2
Blessings 4

Obviously I haven't figured out the skill or card bonuses, or roles yet.

I gave such a high perception bonus because I couldn't really raise the wisdom any more I felt, but a high perception is one of the defining characteristics of ratfolk, so I tried to make it up in the bonus. The other sub-skill I considered was ranged, but I felt these fit the concept better in the end.

The main things I considered changing were reducing the evade to an ability like Melindra out of the wizard class deck (so, make a stealth 8 [_] or 5 + 2 times adventure deck number to evade) but I thought this had better flavor and mechanics without being too overpowered.

I was not at all sure about the way I distributed cards. The items is probably one too many; I was going for the whole pack rat thing, and he is an alchemist, but he gets one more than Damiel. On the other hand, he's both a rogue and an alchemist so it might be appropriate. I cut the weapons a lot to try to keep it balanced. You could increase the weapons and reduce items, I guess. (I actually played it with 2 armor and...

Thanks for posting! I have a definite soft spot for Ratfolk (if you don't believe me, see if you can find my posts bemoaning the lack of a Dire Rat in S&S). Nothing about your character strikes me as over-the-top, except maybe having both a d12 and a d10, but I think it works. The fact that you don't have a combat or magic skill should give you the flexibility to distribute that many skill points, so I think you're fine there, though it is right on the borderline.

I'm not sure about your powers. I've gone from those two powers together being too powerful by themselves to thinking they're too weak and need support and back again. I think if you do add another ability, it should probably be a pretty tame one. A bonus to acquiring for a power feat is probably right, but I'd go with a straight +1, not a full quartermaster, and maybe even then limit it to weapon/armor/item. I am worried that with just two copy/pasted powers he may not feel interesting enough. It might be worth brainstorming some more interesting power, but the cross-classing feel may be enough to make him feel unique.

At first I was agreeing with you that 7 seemed high for items, but you make a good point about this being a cross-class of both high-item classes. Having the additional item in many ways makes up for the lack of spellcasting vs Damiel. I think the numbers actually will work pretty well.

I think I'd try testing with your current skill and card numbers. If you stick with the powers you have, I'd test with the power feat of [] add 1 to your checks to acquire weapons, armor, or items.

If you want recommendations for skill/card feats, here are my thoughts:
Skill Feat max:
Str: +1
Dex: +3
Con: +3
Int: +4
Wis: +2
Cha: +2
Card Feat Max:
Weapon 2
Spell 2
Armor 2
Item 10
Ally 4
Blessing 5

Hope this helps!


gavin kerr wrote:

We have already created a Ratfolk Alchemist who has had a playthrough of RotR.

...

I like it!

We seem to have been thinking along similar lines there. Interestingly, the two other things I considered trying to put into the powers were something to do with animal empathy or something to do with poison, but I couldn't quite think of something I liked for either of them.

Actually, for the last power, I originally considered saying that for an encounter with a rat he could banish the monster and encounter a random boon of the type item instead. The problem with that was since rat isn't an attribute it's not as well defined as I'd like and, more importantly, there are very few rats in S&S so you'd never get to use it. It could probably have worked in RotR though.

As I said, I had thought about adding something about poison, but I wouldn't have thought to put poison immunity; I like that you made that in to a defensive ability and not just an offensive one!

What did you do for the role options?


isaic16 wrote:


I'm not sure about your powers. I've gone from those two powers together being too powerful by themselves to thinking they're too weak and need support and back again. I think if you do add another ability, it should probably be a pretty tame one. A bonus to acquiring for a power feat is probably right, but I'd go with a straight +1, not a full quartermaster, and maybe even then limit it to weapon/armor/item. I am worried that with just two copy/pasted powers he may not feel interesting enough. It might be worth brainstorming some more interesting power, but the cross-classing feel may be enough to make him feel unique.

Thanks for the feedback!

I picked these powers in part because I knew they would be more likely to be acceptable to players since they aren't wholly new, and I must admit I like the feel of how they work in game, too. But, I take your point about how powers that other characters already have might make a new character not be interesting enough; I don't think I really considered that enough.

I think your suggested skill and card feats seem pretty reasonable. I might let the weapons go to 3 if I keep the dexterity high (not sure what I'd cut, though).


isaic16 wrote:
(if you don't believe me, see if you can find my posts bemoaning the lack of a Dire Rat in S&S)

But... there is a Dire Rat monster in S&S. Isn't there? I'm 95% sure I've fought it.


Pyrocat wrote:
isaic16 wrote:
(if you don't believe me, see if you can find my posts bemoaning the lack of a Dire Rat in S&S)
But... there is a Dire Rat monster in S&S. Isn't there? I'm 95% sure I've fought it.

Correct. It is a monster. What I wanted was a Dire Rat ally. (The reason for this is 1) I love rats and 2) in the AP, Dire Rat is highly recommended as an Animal Companion for Druids, since there are some on the ship you can befriend).


I am currently playing a Beastmorph Ratfolk Alchemist in Carrion Crown, and he is my favorite character I've ever played. Currently 7th level, nxt level I will go MAster Chymist...his story is he was kidnapped by Katapesh Drug Lords and forced to use his alchemy to make potent narcotics for them. The Professor (from the AP, the characters psuedo mentor) rescued him and recruited him into his battle against the Whispering Way...unfortunately, the WW had the Ratfolk tortured and experimented on him, hence his Beastmorph abilities and eventual MAster Chymist personality split.

I generally stick to ranged attack with bombs and a +1 Undead bane heavy crossbow with explosive missile, but when s*$* hits the fan he morphs up.

I also have a Giant Isopod Tumor Familiar that is a result of the horrible experiments.

I love the Ratfolk Race, and I really hope Paizo does a "-----folk of Golarion" Player Companion that features Ratfolk, Catfolk, Lizardfolk, Serpentfolk, and Grippli.

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