Ratling Conversion With Updated Abilities
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Ratling Level 1 Minion
Small, Natural, Humanoid XP: 25
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Reflex 16, Will 10
Speed 4

Club (standard; at-will) @ Weapon
+3 vs. AC; 5 damage

Bite (standard; at-will)
+3 vs. AC; 1d4 +1 damage, and the target contracts filth fever disease.
Alignment; Evil Languages Common, Rat Tongue
Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 10 (0) Dex 15 (+2) Wis 10 (+0)
Con 10 (0) Int 10 (0) Cha 6 (-2)
Equipment: Hide Armor, Club
Treasure: (1-4 gp)
Ratling Warrior Level 1 Skirmisher
Small, Natural, Humanoid XP: 100
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 26; Bloodied 13
AC 15; Fortitude 13, Reflex 16, Will 13
Speed 4

Shortsword (standard; at-will) @ Weapon
+5 vs. AC; 1d6 damage

Claw (standard; at-will)
+3 vs. AC; 1d4+1 damage

Bite (standard; at-will)
+3 vs. AC; 1d4 +1 damage, and the target contracts filth fever disease.
Agility Leap (Move; recharge

): The ratling shifts 3 squares and can shift through squares occupied by medium or smaller enemies. Until the beginning of the ratling's next turn, it gains combat advantage against any creatures whose space it shifted through.
Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 10 (0) Dex 15 (+2) Wis 10 (+0)
Con 10 (0) Int 10 (0) Cha 6 (-2)
Equipment: Leather Armor, Shortsword
Treasure: (1-6 gp) or a quartz crystal (3 sp value)
SA- Agility Leap: When a ratling warrior is being attacked from all sides it can perform an incredible feat that will allow it to escape without being harmed. By summoning all of its physical energies, a ratling warrior can perform a flying leap about 10’ into the air. This will allow the ratling warrior to fly over their attacker’s heads and land just behind them. This could also give the Ratling warrior combat advantage until the end of its next turn.
SA- Filth Fever: Level 3 Disease Endurance stable DC 16, Improve DC 21
First Stage of the Disease: The target loses one healing surge.
(Make an Endurance check vs. DC 21 to cure disease; otherwise, Disease worsens to second stage.)
Second Stage of the Disease: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
(Make an Endurance check vs. DC 21 to return to First Stage of the disease; otherwise, Disease worsens to third stage.)
Third Stage of the Disease: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
The target loses all healing surges and cannot regain hit points.
(Make an Endurance check vs. DC 21 to return to Second Stage of the disease; otherwise, Disease worsens to final stage.)
Final Stage of the Disease: The Target loses 10 hit points per hour unless he or she makes an Endurance check vs. DC 16 to stabilize the progression of the disease. The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The Target loses all healing surges and cannot regain hit points.
(Make an Endurance check vs. DC 21 to return to Third Stage of the disease; otherwise, Death will occur.)
An Endurance check vs. DC 16 will always stabilize the progression of the disease.
Ratling Sharpshooter Level 2 Artillery
Small, Natural, Humanoid XP: 125
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 18, Will 14
Speed 4

MW-Crossbow (standard; at-will) @ Weapon
Ranged(15/30); +10 vs. AC; 1d8 damage; also see Bolts of Fire

Dagger (standard; at-will)@ Weapon
+8 vs. AC; 1d4 damage
Bolts of Fire:
The Ratling Sharpshooter can shoot Fiery Bolts from it’s crossbow.
These flaming bolts of fire deal normal damage with an additional
3 points of ongoing fire damage. (Save Ends)
Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 11 (0) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 10 (0) Cha 6 (-2)
Equipment: Leather Armor, MasterWork Crossbow, 20 Bolts, 5 Bolts of Fire,
Dagger
Treasure: (1-8 gp), Potion of Healing (Spend 1 healing Surge/ regain 10 hp)
Ratling Conjurer Level 2 Artillery
Small, Natural, Humanoid XP: 125
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 28; Bloodied 14
AC 14; Fortitude 14, Reflex 14, Will 16
Speed 4

Quarterstaff (standard; at-will) @ Weapon
+2 vs. AC; 1d8 damage

Magic Missile (standard; at-will) @ Force
Ranged 20; +5 vs. Reflex; 2d4+4 Force Damage
Force Orb (standard; encounter) @ Force
Ranged 20; +5 vs. Reflex; 2d8+4 Force Damage,
Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target.
Secondary Attack: +5 vs Reflex; 1d10+4 Force Damage
Shield (immediate reaction, when an enemy attacks Ratling Conjurer.)
Ratling Conjurer gains a +4 power bonus to AC & Reflex Defense until
the end of its next turn.
Skills: Arcana +9, Acrobatics (Racial only +2), Stealth (Racial Only +2)
Thievery (Racial Only +2)
Str 11 (0) Dex 12 (+1) Wis 17 (+3)
Con 12 (+1) Int 18 (+4) Cha 6 (-2)
Equipment: Quarterstaff, Ratling’s Conjurer’s Robe, Spellbook (inside-backpack),
Kravens Ring of Spell Storing (Spells-stored: 1st Lvl. ES: Force Orb, 2nd Lvl. US: Shield.)
Only a Ratling Conjurer can release the Spells that are stored within this ring.
Random Treasure on 1d6 Roll
1. 6 gold Coins
2. A ruby (Value 1000 gp)
3. Magic Wand (Lvl 1, +1 wand, value 360gp)
4. Silver Rat’s Head Amulet (value 750gp)
5. Bag of Holding (value 1000gp)
6. Dagger (value 1gp)
Ratling Conjurer Tactics:
A Ratling Conjurer will always begin its combat round with the Force Orb spell to try to deal as much damage to its enemies as possible. This Ratling prefers to attack its foes from a distance with magic missiles; however, once engaged in melee combat it will defend itself with a Quarterstaff. The Ratling Conjurer could also create a force energy bubble to surround it’s body to protect itself from being attacked with a Shield Spell as a quick action.
Ratling Description:
Ratlings are small vile monstrous creatures that are covered in fur and they have the facial features of a rat.
Ratlings prefer to live in groups or colonies and they can often be found working in the service of a wererat or another high level creature.
Ratling Combat Tactics:
Ratlings prefer to ambush their enemies in great numbers and quickly engage them with a primary weapon and a bite for a secondary attack.
Ratlings use simple weapons when they attack and rarely wear armor, although they do have all the proficiencies to wear light armor if they need to protect themselves in a difficult battle.
Ratlings Language:
A ratling’s native language is rat tongue or humans and elves sometimes call it rat chatter. Some ratlings can also speak common, if their master permits it.