Filthiness and thievery go hand in hand,
Why is that, You may ask?
Well, things are frequently left behind,
When Filth Fever aids your task.
Race/Monster: Dire Rat
The Rat Lord's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +2 Sneak Attack +1d6, Virulent Disease, Con +1 2nd +2 +3 +3 +3 Prehensile Tail, Strengthened Claws, Dex +1 3rd +3 +3 +3 +3 Sneak Attack +2d6, Rodent Empathy, Bonus Feat, Cha +1 4th +4 +4 +4 +4 Racial Size Increase, Rat King, Con +1 5th +5 +4 +4 +4 Sneak Attack +3d6, False Look, Dex +1 6th +6 +5 +5 +5 Precision Attack, Rodent Entourage, Bonus Feat, Cha +1 7th +7 +5 +5 +5 Sneak Attack +4d6, Leaping Rat, Con +1 8th +8 +6 +6 +6 Empowered Natural Weapons, Swarmlord, Dex +1 9th +9 +6 +6 +6 Sneak attack +5d6, Plague Lord, Bonus Feat, Cha +1 10th +10 +7 +7 +7 Lord of the Rats, Bonus Feat, Con +2, Dex +2, Cha +2
Weapon and Armor Proficiencies: Rat lords are proficient with all natural weapons, simple weapons, one martial weapon of their choice, one exotic weapon of their choice, and light armour. Rat lords are unable to wield normal weapons until 4th level and must use mouthpick weapons until this point.
Sneak Attack (Ex): This works as the Rogue ability of the same name. This stacks with other classes that advance Sneak Attack.
Virulent Disease (Su): The DCs of all diseases originating from the rat lord (either by natural ability, spells, etc.) may gain a bonus of up to the rat lord's HD if the rat lord chooses.
Ability Increases: At 1st, 4th, and 7th levels, the rat lord gains +1 Con.
At 2nd, 5th, and 8th levels, the rat lord gains +1 Dex.
At 3rd, 6th, and 9th levels, the rat lord gains +1 Cha.
And at 10th level, the rat lord gains +2 Con, +2 Dex, and +2 Cha
Prehensile Tail (Ex): The rat lord's tail becomes stronger and more useful. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action and use magic items such as potions and wands. If the character has the Quick Draw feat, they may use this as a free action instead.
Strengthened Claws (Ex): The rat lord's claws become stronger and able to deal damage. They gain two secondary natural claw attacks that deal 1d4 damage, spread disease, and threaten a critical on a 20 with a x2 critical modifier. The damage dealt by these claws increases by one die at level 4.
Rodent Empathy (Su): This functions as the Druid's Wild Empathy ability but it only works on rodents.
Bonus Feats: At levels 3, 6, 9, and 10, the rat lord selects a bonus feat from any of the following. They must meet all prerequisites for the feat before taking it, as usual.
Rat Lord Feat List: Craven, Two-Weapon Fighting, Multiattack, Greater Two-Weapon Fighting, Martial Stance, and Martial Study.
Racial Size Increase: At 4 HD, dire rats increase in size from small to medium. The damage of their bite attack increases by one damage die.
Rat King (Ex): At 4th level, the rat lord learns to walk on it's hind legs and can use its forepaws as hands, allowing it to wield non-mouthpick weapons.
False Look (Su):At 5th level, the rat lord may produce an illusion effect over its body which causes it to look like an animal of its size or one smaller. This mimics an alter self spell.
Precision Attacks (Ex): At 6th level, the rat lord may add its dexterity bonus to it's natural attack damage.
Rodent Entourage (Su): At 6th level, once per day the rat lord may summon 1d3 dire rats or 1d8 rats. The rat lord has control over these creatures and they last for a number of rounds equal to the rat lord's class level (max 10 rounds).
Leaping Rat (Ex): At level 7, the rat lord gains the pounce and rend special abilities with the rend damage being equal to the rat lord's claw damage.
Empowered Natural Weapons (Ex): At level 8, the rat lord's bite and claw attack damage increase by an additional damage die. In addition, the rat lord gains a tail swipe attack that deals 1d4 damage and their prehensile tail may wield light melee weapons.
Swarmlord (Su): At level 8, the rat lord gains the ability to summon 1d4 rat swarms twice a day. The rat lord has control over these swarms and they last for a number of rounds equal to the dire rat lord's class level (max 10 rounds).
Plague Lord (Su): At level 9, the rat lord gains the ability to cast Contagion as an SLA at-will with a caster level equal to the rat lord's HD (DC 14+Cha). In addition, whenever a rat lord successfully saves against a disease or magical affliction, they may choose to harbour it inside of them with no ill effects, allowing them to choose the disease spread by their bite and claw attacks between the new disease, Filth Fever, and any other disease they have harboured previously. Any disease or magical affliction the rat lord successfully saves against is able to be spread by the rat lord's contagion SLA in addition to the base diseases allowed by contagion. Creatures which have immunity to disease instead gain a +4 bonus to saves against diseases originating from the rat lord.
Lord of the Rats (Ex): At level 10, the dire rat lord becomes a paragon of rat-kind. Whenever a rodent-like creature tries to harm the rat lord (makes an attack roll against it), they must succeed on a will save (DC 10+1/2 HD+Con) or instead fight alongside the rat lord until all enemies are defeated, at which point the creature leaves. In addition, the rat lord gains Improved Natural Attack as bonus feats for its' bite and claw attacks.