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Most surface-dwelling humanoids call ysoki “ratfolk” and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can’t find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.

Ratfolk love to travel, and they can often be found on the road in merchant caravans. They’re good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They’re also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.

If you want a character who is smart, fast, well-traveled, and adaptable, try playing a ysoki!

Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces.

You might…

  • Have pride in your large extended family, and stay in contact with everyone in it.
  • Like to travel near and far in search of new experiences, likely collecting trinkets along the way.
  • Work well with others.

Others Probably…

  • Mistake you for a wererat or another monster.
  • Are surprised by your careful grooming and other fastidious habits.
  • Think you’re crowding them and invading their personal space.

Physical Description

Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ysoki is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.

Instinct drives ysoki to maintain cleanliness, though this is also reinforced through their strong social structures.

Other condescending humanoids often presume ratfolk are dirty or diseased, but in actuality, they are meticulous about personal hygiene. Because their appearance is often considered unnatural—and other people mistake them for wererats—ysoki often conceal their physical features with hoods, gloves, shoes, long-sleeved tunics, robes, and other layers of clothing when moving through spaces dominated by other ancestries.


Ysoki culture values cooperation and community.

Every ysoki learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ysoki outside their family. You may never know whose help you’re going to need, but when you do, you’re going to need it now.

With a long tradition of working as traders and tinkers, ysoki travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats; many ysoki can speak to such animals.

Discrimination against ysoki has shaped their culture, prompting them to rely on each other and strengthening their family and communal bonds. Ysoki are very good at differentiating between bad actors and those who are simply acting out of ignorance, modeling good behavior and slowly working to reverse generations of discrimination for those willing to learn. They are always on the lookout for members of other ancestries who don’t judge them for their appearance, embracing these individuals as true friends and welcoming them into their communities. But they also can quickly spot determined bigots prone to violence and steer clear of such individuals, minimizing any opportunity for tragedy.

Rarity Uncommon

Hit Points 6

Size Small

Speed 25 feet

Ability Boosts Dexterity Intelligence

Free Ability Flaw Strength

Languages Common, Ysoki; Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Draconic, Dwarven, Gnoll, Gnomish, Goblin, Halfling, Orcish, Undercommon, or any other languages to which you have access (such as the languages prevalent in your region)..

Traits Humanoid Ratfolk

Low-light Vision You have Low-light Vision. You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

Alignment and Religion

Ysoki care more about their family than abstract concepts of good and evil.

Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes. Most ysoki are neutral.

Ysoki revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area.


Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. A grandfather might be Grivver, for example, while his daughter goes by Griva and her son is simply Griv. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most ysoki find these names distasteful and endure them only when outside ysoki communities.

Sample Names Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess


Ratfolk might take up the adventuring life to explore and travel, to defend their family or community, or for any number of other reasons.

Their natural wit and nimble fingers make ratfolk excellent alchemists and rogues, while some specialize in ranged weapons as fighters or rangers.

Typical ratfolk backgrounds include animal whisperer, artisan, bandit, barber, medic, merchant, nomad, scout, teacher, tinker scavenger.

Ratfolk Heritages

Ysoki are native to underground regions, but they are a highly adaptable ancestry that has been found in almost every environment. Choose one of the following ratfolk heritages at 1st level.

Deep Rat

Your ancestors lived deeper underground than other ratfolk, granting you the ability to see in the dark. You gain darkvision.

Desert Rat

You are native to arid plains and likely grew up traveling the roads. You have a leaner build than other ratfolk, with longer limbs and short fur. If you have both hands free, you can increase your Speed to 30 feet as you run on all fours.

In addition, environmental heat effects are one step less extreme for you, and you can go 10 times as long as normal before you are affected by starvation or thirst. However, unless you wear protective gear or take shelter, environmental cold effects are one step more extreme for you.

Longsnout Rat

The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

In addition, you gain a +2 circumstance bonus to Perception checks to Seek a creature or object within the range of your scent.

Sewer Rat

You come from a long line of ysoki from a community based in the sewers beneath a large settlement. You are immune to the disease filth fever. Each of your successful saving throws against a disease or poison reduces its stage by 2, or by 1 for a virulent disease or poison. Each critical success against an ongoing disease or poison reduces its stage by 3, or by 2 for a virulent disease or poison.

Shadow Rat

Your ancestors lived in dark spaces underground, granting you dark fur and a vaguely unnatural mien that unnerves sapient creatures and frightens animals. You gain the trained proficiency rank in Intimidation and can use Intimidation to Coerce animals. When you Demoralize an animal, you don’t take a penalty for not sharing a language with it. If you would automatically become trained in Intimidation (from your background or class, for example), you become trained in another skill of your choice.

Animals’ attitudes toward you begin one degree worse than normal, usually starting at unfriendly instead of indifferent for domesticated animals, and hostile instead of unfriendly for wild animals.

Ratfolk Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a ysoki, you select from among the following ancestry feats.

1st Level

Cheek Pouches Feat 1


Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square.

Pack Rat Feat 1


Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn’t alter the items’ Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding.

Rat Familiar Feat 1


You have a pet rat that has become magically bonded to you.

You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.

Ratfolk Lore Feat 1


Years of experience among ratfolk communities have made you nimble, and you’ve learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore.

Ratspeak Feat 1


To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents.

Tinkering Fingers Feat 1


You’re good with your hands and can quickly improvise a fix for broken or damaged equipment. You’re trained in Crafting.

If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand.

Vicious Incisors Feat 1


You’ve let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat.

Warren Navigator Feat 1


You’re particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in Survival.

If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or 22 attempt a roll against a maze spell, you get a result one degree of success better than you rolled. You don’t take a penalty to Sense Direction when you lack a compass.

5th Level

Lab Rat Feat 5


You’ve spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead.

Quick Stow [free-action] Feat 5


Prerequisite(s) Cheek Pouches

Frequency once per round

You are adept at quickly moving items into your cheek pouches. You Interact to store one held item in your cheek pouches (provided it fits).

Rat Magic Feat 5

There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.

9th Level

Big Mouth Feat 9


Prerequisite(s) Cheek Pouches

Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.

Overcrowd Feat 9


Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one.

Rat Form [one-action] Feat 9

Concentrate Polymorph Primal Ratfolk Transmutation

You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1stlevel pest form spell, except that you must assume the battle form of a Tiny rat.

13th Level

Warren Digger Feat 13


You’ve learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.

Section 15: Copyright Notice

Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White.