Races: Skriven

Skrivens are a race of people with mouse and rat-like features.

Physical Description


The skriven are natural wanderers, and have spread themselves all over Celesia. They are a common sight in every region of the world.

Skriven have large families. They are often raised together in limited space. Because of this, skriven do not perceuve personal space as other races.


Alignment and Religion




Western Asteropa.
Skills: Acrobatics, Escape Artist, Stealth


  • Rivish: Western Asteropa

Racial Traits

Standard Traits (14 CP)

  • Type: Skrivens are primanoids with the skriven subtype.
  • Size: Skrivens are Small creatures and thus gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is 1/4 sqr. (-2 CP)
  • Speed: (Fast movement) Skrivens have a base speed of 30 feet. (5 CP)
  • Languages: Skrivens begin play knowing one regional Skrivish language. Skrivens with high Intelligence can choose regional languages from the following: Dwarvish, Gnomish, Goblish, Human, Kitish, and Legarish. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Disease Resistance: Skrivens receive a racial bonus equal to half of their total Hit Dice on saving throws against disease. (1 CP)

Feat and Skill Racial Traits

  • Keen Senses: Skrivens receive a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
  • Tail: Skrivens have a tail, which grants a racial bonus equal to their total Hit Dice on Acrobatics checks. (2 CP)

Offense Racial Traits

  • Oversized Incisors: Skrivens have a bite natural attack that deals 1d4 points of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)

Senses Racial Traits

  • Low-Light Vision: Skrivens can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, and at 14th, they can see four times as far, and so on every 7 HD after. (1 CP)
  • Scent: Skrivens have the scent ability. (3 CP)

Alternate Physical Traits

  • Prehensile Tail: Skriven tails are long and flexible enough that they can be used to carry objects. They cannot wield weapons, but they can retrieve small, stowed objects carried on the creature and draw a weapon of the creature's size or smaller as a simple action. (1 CP)
  • Rodent Empathy: Skrivens gain a racial bonus equal to half of its total Hit Dice on Handle Animal, Knowledge (nature), Ride, and wild empathy checks towards rodents. (1 CP)

Cultural Traits

  • Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
  • Market Dweller: Some ratfolk are practiced at taking advantage of foes. They gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks.
  • Skulk: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
  • Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward ratfolk is one step worse than normal.

Racial Feats

Feat Name Category/Type Prerequisites Benefit

Races of Celesia


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