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Wererat

In their hybrid form, wererats are secretive and untrustworthy. They make excellent thieves and spies, however, if you're willing to risk being double-crossed.

Ability adjustmentsStr -2, Dex +4, Con -2
AlignmentChaotic good
Favored classRogue (m) / Bard (f)
Extra levels1
CostFree
FactionSurfacers
Starting areaBenzor
Race groupShapechanger

Racial abilities

AbilityEffect
DarkvisionThis feat grants the ability to see in the dark.
Weapon FinesseA character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).
Alertness+2 bonus to Spot and Listen checks due to finely tuned senses.
Smell SurroundingsThis creature is able to detect other nearby creatures via smell. After this feat is used, an attempt is made to detect the number, distance and health status of nearby creatures. The DC for this check is: 10 + (distance (meters) / 2) + d20 VS caster hit dices + intelligence modifier + d20. If a target is a living creature and is not at full HPs, the DC is lowered by 5. If a target is a living creature and is heavily harmed, the DC is lowered by 10.
Small StatureGnome, Halfling, Goblin, Pixie and Svirfneblin are small creatures. As such, they gain a bonus to their attack rolls (+1), a bonus to their armor class (+1) and hide checks when dealing with larger creatures.

Immunities

Disease, poison.

Other effects

Movement speed+10%
Armour class+1

Race group

Wererat belongs to the Shapechanger race group. Anything that names that group - a spell, a feat, a favoured enemy, an item property - applies to you.

The other race in it is Werewolf.

Who is hostile

FactionTowards you
Surfacersfriendly
Drow and Humanoidshostile
Duergarneutral
Undeadhostile

Hostile players and hostile creatures attack on sight. Everyone, whatever their faction, is neutral towards city guards, merchants, animals and neutral settlements.

See also