FCWesel
First Post
I want to take this...
And make it a Skelton-Rat Swarm. How does this look?
Okay, so after doing this I have found that skeletal rat swarms are easier to deal with then living ones.
They have no skills, lose two feats for Imp Init; one of those feats being Weapon Finesse which takes their attacks froma +5 down to a -3.
They lose special attacks.
They get a slightly better AC and more HPs and a better INIT....which means they can move real fast to miss you.
oh well...
RAT SWARM
Tiny Animal (Swarm)
Hit Dice: 4d8 (13 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary, pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened.
A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
And make it a Skelton-Rat Swarm. How does this look?
Skeleton RAT SWARM
Skeleton
Tiny Undead (Swarm)
Hit Dice: 4d12 (24 hp)
Initiative: +7 (+3 Dex, +4 Imp Init)
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 15 (+2 size, +3 Dex, +0 Natural), touch 14, flat-footed 12
Base Attack/Grapple: -3/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: None
Special Qualities: DR 5/Bludgeouning, Immunity to Cold, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 17, Con --, Int --, Wis 10, Cha 1
Skills: Skeletons have no skills
Feats: Improved Initative
Environment: Any
Organization: Solitary, pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —
Okay, so after doing this I have found that skeletal rat swarms are easier to deal with then living ones.
They have no skills, lose two feats for Imp Init; one of those feats being Weapon Finesse which takes their attacks froma +5 down to a -3.
They lose special attacks.
They get a slightly better AC and more HPs and a better INIT....which means they can move real fast to miss you.
oh well...
Last edited: