DIRE RAT
"SKREEEEEEE!" Y'all are one big ass fuckin' rat.
BECOMING A DIRE RAT ENTRY REQUIREMENTS Race: Awakened Rat
Class Skills The Dire Rat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level : 8 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Dire Rat Body
2. +1 +0 +0 +3 Improved Rat Race
3. +2 +1 +1 +3 Inspire Heebie Jeebies
4. +3 +1 +1 +4 Direr Rat Body
5. +3 +1 +1 +4 Greater Rat Race
6. +4 +2 +2 +5 Inspire Heebie Jeebies
7. +5 +2 +2 +5 Direst Rat Body
8. +6 +2 +2 +6 Superior Rat Race
9. +6 +3 +3 +6 Inspire Heebie Jeebies
10.+7 +3 +3 +7 Rat King
Weapon Proficiencies: Dire Rats gain no new weapon or armor proficiencies.
Dire Rat Body: At 1st Level you increase to Size Category Small. Land speed increases to 30 ft., with Climb and Swim speeds being half that of land speed. You gain +2 Str.
Improved Rat Race: The abilities you gained from your rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite):
Companion You gain the benefits of the Improved Feint Feat whether you meet the prerequisites or not. If you successfully Feint in combat, one Ally who is adjacent to the same foe ignores his Dexterity Bonus to AC as well.
Plague Carrier You no longer need to use a Swift Action each turn to maintain your disease bite, but are still only allowed 1 disease at a time.
Flexible Body You may now use your Dexterity Modifier in place of your Strength Modifier for Trip or Grapple Checks.
Reaving Rodent You can make one additional bite attack per round, but the second attack is -2 to hit. You may do this as part of a normal or Full Attack.
Running Rat The Rat doubles their Dex Bonus to AC when using the Withdraw or Run action or when under a Fear effect.
Tough Metabolism The Rat can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Rat does not gain the benefit of this ability.
Versatile Paws You gain a +2 Competence Bonus on Disable Device, Open Lock, and Sleight of Hand Checks.
Inspire Heebie Jeebies (Ex): At third Level, when you pursue a certain action, an opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be Shaken for 2d6 rounds. If the Save is successful the opponent is immune to your Heebie Jeebies for 24 hours. The action required depends on your rat race:
Companion As a Companion Rat you must Feint in combat, successful or not.
Plague Carrier As a Plague Carrier, you must make a Bite attack, successful or not.
Flexible Body As a Flexible Rat you must make a Trip or Grapple Check.
Reaving Rodent As a Reaving Rodent, you must make a Bite attack, successful or not.
Tough Metabolism As a Tough Rat you must succeed on a Fort Save.
Versatile Paws As a Versatile Rat, you must make a weapon attack, successful or not.
At 6th Level, if you have chosen a second Rat Race via the Rat Reputation Feat, you may choose to pick a second way you can use this ability. In other words if you had Reaving Rodent and Tough Metabolism you could inspire fear via Bite attacks or Fortitude Saves. If not, then when you meet the prerequisites for causing a Willpower Save against your Heebie Jeebies, all opponents within 30 ft. must make a Save, not just one.
At 9th Level if you have a 3rd Rat Race, you may choose a third option for causing Fear. If you don't have a third race you may cause an area of effect fear as per the Level 6 ability. Optionally you may choose to make opponents who fail their Willpower Save Frightened for 1d6 rounds instead of Shaken.
Direr Rat Body: At 4th Level you increase to Size Category Medium. Land speed increases to 40 ft., with Climb and Swim speeds being half that of land speed. You gain +2 Con.
Greater Rat Race: The abilities you gained from your Improved rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous list:
Companion When riding an Ally and using them as Cover, you ma emerge from cover, bite an adjacent foe in melee, and retreat back into Cover as a Full Attack Action.
Plague Carrier You may now carry a number of diseases equal to your (Con Modifier +1). You may switch between them once per round as a Swift Action.
Flexible Body You no longer lose your Dexterity Bonus to AC while Grappling.
Reaving Rodent You can make two additional bite attacks per round, but the second attack is -2 to hit, and the third is at -4. You may do this as part of a normal or Full Attack.
Running Rat The Rat doubles their Dex Bonus to Initiative Checks when below half hit points or when under a Fear effect.
Tough Metabolism You may now use your Level 2 ability even when sleeping or unconscious.
Versatile Paws You may always Take 10 on Disable Device, Open Lock, and Sleight of Hand Checks, even if circumstances would normally prevent you from doing so.
Direst Rat Body: At 4th Level you increase to Size Category Large. Land speed increases to 50 ft., with Climb and Swim speeds being half that of land speed. You gain +1 Str and Con.
Superior Rat Race: The abilities you gained from your Greater rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous lists:
Companion When an opponent attacks an Ally who shares your space (or is adjacent to both of you), you get a free Attack of Opportunity against that Opponent.
Plague Carrier All diseases you carry can now infect opponents with a mere contact as opposed to an injury, and a simple melee touch attack is sufficient to make them Save vs infection. In addition, once per round as a Swift Action you may emanate disease in a cloud as it oozes from your pores, and opponents who are adjacent to you must save or contract the disease as long as they remain adjacent.
Flexible Body You now continue to threaten adjacent squares while Grappling.
Reaving Rodent You gain a Bonus to attack and damage rolls with your bite attacks equal to your Con Modifier.
Running Rat The Rat can move and take a Full Attack Action when below half hit points or when under a Fear effect.
Tough Metabolism You can successfully negate the damage from any attack once per round as an Immediate Action by making a successful Fortitude Save (Save DC is equal to damage taken). You do not get the benefits of this ability if you are unconscious or sleeping.
Versatile Paws You may use a Sleight of Hand Check instead of Bluff when Feinting in combat. You may also Feint as a Swift Action.
Rat King: You gain Leadership as a Bonus Feat, with a +4 Bonus to your Leadership Score, but all your Cohorts and followers must be Awakened Rats. All Awakened Rat Allies within 30 ft. of you gain a +2 Morale Bonus on attack rolls, saves, ability checks, and skill checks.