Ratel
The ratel, also known as honey badger humanoid race is more a myth than anything in the Realms. It evolved into sentience about the same time as humans and the two affected each other during this period. Ratels are usually curious but easily bored, often a bit selfish and self-interested but can build strong emotional bonds with friends, items or activities. Their prowess in battle are hard to match and the only thing that has stopped them from taking over the world is their disinterest in doing so; also they don't like too cold weather.
History
Comes here.
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DnD/Pathfinder Rules
Type: Small Monstrous Humanoid
Base land speed: 30 feet
Burrow speed: 1 feet
2 Hit Die
Abilities:
STR +0 - Strong for small character
DEX +2 - Very nimble
CON +4 - Extremely durable
INT +2 - Very smart
WIS +2 - Instincts
CHA +0 - Still can be charming if you are on his right side, and fucking terrifying if you are on his wrong side.
Offensive abilities:
- Bite: D4, crit x3 (to symbolise the emasculation they are known for - biting balls off creatures way larger than them so they bleed out)
- Claws: D4
Combat:
- Ratel Rage (DC save to not rage)
- Defensive spray
- Grapple attack
Defensive qualities:
- DR: 2/-
- Natural armor: +5
- +1 racial save bonus against diseases for per HD
- +2 racial save bonus against fear effects
Special qualities:
- Scent
- Darkvision 60 feet racial trait
- Poison neutralization - (Immunity)
- Four feet flight - Can run on all 4
- Nimble climber - Can use Dex to climb
Feats:
- Great Fortitude (+4 Fortitude saves)
- Strong or nimble (gain +2 to either Str or Dex at character creation)
- Diehard
Skills:
- +2 racial bonus to climb and swim
Flaws:
- Unarmored - basically can't wear medium or heavy armour without using 2 feats
- Aimless - -2 to ranged attacks
Level Adjustment:
- +3 (+2 HD)
Combat
Ratel Rage (Ex)
A ratel that takes damage in combat flies into a berserk frenzy on its next turn, clawing and biting madly until either it or its opponent is dead or it runs out of energy. A ratel can rage for a number of rounds per day equal to 3 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage. When injured, a ratel can attempt to resist flying into rage by making a Will save with the DC being the total damage dealt to her since her last turn. She may voluntarily fail the Will save.
While in rage, a barbarian gains a +2 ratel rage bonus to her Strength and Constitution, as well as a +2 ratel rage bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
After leaving rage, a ratel is fatigued for a number of rounds equal to 2 times the number of rounds spent in the rage. A ratel cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Defensive spray (Ex)
A ratel can use a defensive spray that smells horrible if cornerd or if it is feeling threatened as a standard action. The spray originates from glands in the ratels rear, but can be fired forward with a twist of her hips. The attack hits a primary square and two secondary squares in the direction of the aim. Targets need to make a Fortitude save of DC10 + half its Hit Dice + its Constitution modifier or be Sickened (-2 on most rolls) for 1D4 rounds. If the target fails the DC by more than 5, it is Nauseated (only move action, can't concentrate) for one round before being Sickened for 1D4 rounds. Targets in the secondary squares receive a +2 bonus to the Fortitude save. Any creature in a near vicinity can smell the pungent odor for hours in the affected area and on the targeted creatures. The ratel needs to have the groin area free from clothing or gear to use its defensive spray.
Grapple Attack (Ex)
Due to the ratels lose skin, she can reach freely while grappling and is notoriously hard to pin. This enables her to avoid the penalties associated with grappling like retaining her Dex modifier to AC. She may also make an Escape artist attempt as a move action. The ratel receives a +5 bonus to CMD for attempts at tieing her up or pinning her; the attacker must also suceed at an additional CMB check after maintaining grapple on her turn to pin the ratel. Even while pinned, the ratel may still make an attack againster opponent as a standard action.
Special qualities
Poison neutralization (Ex)
The ratel's body has ways of dealing with poison and is essentially immune to them. She makes a Fortitude save as normal, but on a fail she is simply Sickened instead for as many rounds as the number she failed the save DC instead of being affected by the poison. If the poison is less or equally potent to being Sickened, there is no ill effect. The ratel will still "feel bad" until she has an hour's nap, but it doesn't affect stats.
Four feet flight (Ex)
A ratel can run as the Run feat if they drop down to all four while not carrying anything in her hands. She retains her Dexterity modifier to AC while running. This ability qualifies her for feats that have Run as a prerequisite as long as those feats are performed predominantly on all fours.
Nimble climber (Ex)
A ratel may choose to use her Dexterity modifier for Climb checks instead of Strength.
Flaws
Unarmored (combat)
Wearing medium or heavy armor adds a penalty equal to double the armor check penalty on attack rolls and to all skill checks that involve moving. This penalty stacks with a lack of armor proficiency. A feat can be used to halve this penalty and another feat to remove it, however this does not grant proficiency.
Aimless (combat)
Ratels never evolved to throw or shoot things and suffer a -2 penalty to all ranged attacks
Tempted (other)
Ratels have one type of food or item they can't refuse if they come across it. It can be maggots, honey, gold coins or something else chosen at the creation of the character, with the DM's approval. If a ratel come in the vicinity of this object she must suceed on a Will save (DC17) or become lured by it and single-mindedly will try to acquire it. If the ratel fails her will save she may still pull herself away from the desired object, but suffers a foul mood that distracts her concentration, giving her a -2 penalty on all rolls not directly made to acquire said object for 1D6 x 10 minutes, but general grumpiness can persist for a long while.
Factions nav (e) | ||||||||
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Main | Religions | Peoples | Kingdoms & Noble Houses (Ascendancy) | |||||
Alchemists' Guild |
Church of Rahn |
Dragons |
Artipellin |
|
Sovereigns Oakshield |
|
More Chivalric orders | |
Other: Tall |