"Bippity bippity doo wop razzamatazz skoobie doobie bee bop a lula shabazz!"
- Huey Halebough
Many have likened the city to a great beast, whose heartbeats can be sensed by those that stop to listen. The rise and falls of its moods become as well known as that of a loved one. Many become attuned to the rhythm of the teeming masses, and move to the beat of the city. They learn to play to its harmony and alter the music to their wishes. Such becomes a rat-a-tat, a literal street musician whose instrument is all around him.
Becoming a Rat-A-Tat
You have gained a connection to your city and its spirit to a depth few can comprehend. You feel it as a living creature that can be soothed by your touch.
Bards are of course the most likely to take levels in this class and reap the most benefits. Rogues with a flair for performance however are not unknown to follow the path.
To qualify to become a rat-a-tat, a character must fulfill all the following criteria.
Knowledge (local) 8 ranks, Perform (percussion) 6 ranks
Feats: City Slicker
Must have been born and raised exclusively within a city of the Large type.
Scat is a language developed by other rat-a-tats to communicate between themselves and can be worked effortlessly into their performances. It is a bunch of nonsense syllables partially sung that changes and evolves by the moment with the flow and ebb of the city. Each city has its own beat so that though one who visits another city can pick up on the new style. Rat-a-tat cannot understand the others scat until one has picked up on it, so for example a rat-a-tat speaking Scat over a Sending spell to a rat-a-tat- in another city would not be understood. Scat is unique in being able to fool Tongues and similar spells that allows one to understand languages. Such spells allow the caster to understand and speak scat for the first round of use, but as the language changes the next moment the spell must be recast to continue communication. Scat costs 6 skill points to learn.
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+2||+2||+0||Bardic Music, Skit-skat-skoodle-doo||+1 level of existing arcane class |
|3rd||+2||+3||+3||+1||Flow of the Masses||+1 level of existing arcane class|
|4th||+3||+4||+4||+1||Hubbub||+1 level of existing arcane class|
|5th||+3||+4||+4||+1||Jive With the Thing||+1 level of existing arcane class|
|6th||+4||+5||+5||+2||Talk the Talk||+1 level of existing arcane class|
|7th||+5||+5||+5||+2||Walk the Walk||+1 level of existing arcane class|
|8th||+6||+6||+6||+2||The Rumors of My Death Were Greatly Exaggerated||+1 level of existing arcane class |
|10th||+7||+7||+7||+3||Ear to the Ground||+1 level of existing arcane class|
The rat-a-tat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and engineering/Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level:
6 + Int modifier.
All the following are Class Features of the Rat-A-Tat prestige class.
Weapon and Armor Proficiency:
Rat-A-Tats gain no proficiency with any weapon or armor.
Spells per Day:
When a new rat-a-tat level is gained, the character gains new spells per day, as shown in the table above, as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained unless noted, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a rat-a-tat, he must decide to which class he adds the new level for purposes of determining spells per day.
Each level you gain a use of Bardic Music. Rat-a-tat levels stack with bard levels for the purpose of determining the rat-a-tat's daily uses of his bardic music abilities (if any) and the value of the bonus granted by this music.
A rat-a-tat also gains the countersong bardic music ability, if he doesn't already have it. See the bard class feature, Page 29 of the Player's Handbook.
With a slap on the heels, a beat on a tub and the tear of a sack a rat-a-tat draws his audience. At first level a rat-a-tat can throw his instruments away if he likes, for he has learned to use whatever is at hand. A pipe, some cloth, even a wall can be turned into a complex instrument of his music, oftentimes even using his own body in the mix. This acts as a percussion instrument, though depending on the materials at hand it is also feasible to work it into a string or wind instrument.
At second level the rat-a-tat not only listens to the city but it begins to listen back. He can use his bardic music to adjust and tweak the rythem to suit his needs. Unless noted otherwise the caster level is equal to the rat-a-tat's character level.
Key to the City:
At 2nd level a rat-a-tat may use a use of his bardic music to cause an object to open as the Knock spell or lock as the Arcane Lock spell.
Word of Mouth:
At 3rd level a rat-a-tat may use a use of his bardic music to send vibrations rushing out through the city, allowing him to deliver a message as the whispering wind spell. The rat-a-tat may use his bardic music through this ability as long as he is within the limits of a city, costing 2 uses of his music total, one for the music, one for the whispering wind affect.
Po' Boy's Shelter:
At 4th a rat-a-tat may use up two uses of his bardic music to cause a building to bud a small sideroom or basement which acts as the tiny hut spell.
At 5th level a rat-a-tat may use up two uses of his bardic music to alter a building, a stretch of road, section of wall, and similar. This functions as stone shape except it applies to any man-made construction.
Talk of the Town:
At 6th level a rat-a-tat may use up three uses of his bardic music to speak with a building, street, or other part of a city once per day. This ability is the equivalent of a stone tell spell (using your rat-a-tat level as the caster level), except that it works on any part of the city.
And The Dish Ran Away With the Spoon:
At 7th level a rat-a-tat may use up three uses of his bardic music to infuse an object with the life of the city. This acts as the Animate Object spell, caster level equal to the rat-a-tat's character level.
The bard may use six additional uses of his daily bardic musics to make this affect permanent. The animated object created in this way however may not venture outside the city limits or it collapses into lifelessness once more. Returning the object to the city limits does not bring it back to life.
At 8th level a rat-a-tat may use up three uses of his bardic music to put a spell on a 10-foot section of street or an area of a room. Anyone who passes over that spot must succeed on a save (DC = rat-a-tat's level + Cha modifier) or be affected as if by Otto's Irresistible Dance. The spell imbues the area for one round per rat-a-tat level.
Flow of the Masses (Ex):
At 3rd level a rat-a-tat gains Crowd Tactics
as a bonus feat, even if he doesn't meet the prerequisites. As well, a rat-a-tat need not make a concentration check to cast spells when subject to vigorous movement, such as being jostled in the midst of a crowd.
A 4th level rat-a-tat can use those around him as his verbal component to his spells, picking out snatches of conversation for the spell to work on. This allows him to cast spells with a verbal component even when he himself is unable to speak. This ability only works within 100 feet of a small crowd or larger that can be heard by the rat-a-tat.
Jive With the Thing (Ex):
While in the confines of a city a rat-a-tat may use his bardic music and spells with the mind-affecting effect on creatures with the Construct-type.
Talk the Talk (Sp):
At sixth level a rat-a-tat grasps the underlying similarities between a people's spoken words and can understand and speak any language as the Tongues spell.
Walk the Walk (Ex):
At seventh level a rat-a-tat comes to fully understand the ebb and flow of the masses. While in the midst of a crowd he is considered to be under the affects of the Freedom of Movement spell. For example he may move through the crowd at anything from a walk to a run, even use his tumble skill, without a reduction in speed.
While on an artificial street the rat-a-tat gains a 10-foot bonus to his land speed.
The Rumors of My Death Have Been Greatly Exagerated (Su):
Once per week you may start a rumor that spreads through an urban area like wildfire. For one day per rat-a-tat level anyone who makes a DC 15 knowledge (local) or gather information check within the town or city limits hears tell of this latest gossip in addition to the normal information they would recieve from the check. Those that hear the gossip must succeed on a will save (DC = rat-a-tat's level + Cha modifier) or become convinced the tale is true. Those who know the area or subject of the rumor gain a +4 bonus to the save, while those who were present during the supposed time the object of the rumor took place gain a +10 bonus to their save.
Once a day a rat-a-tat with 18 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the Earthquake spell while within city limits as the entire area starts to move to the rat-a-tat's beat. Structures are not automatically harmed unless the rat-a-tat wishes. With open ground the rat-a-tat may choose to deposite those that fall within into the sewer system beneath if the locale has such instead of killing.
Ear to the Ground (Su):
At 10th level a rat-a-tat can close his eyes and let the beat of the city tell him what he needs to know. He gains blindsight out to 60 feet while within a population of town-sized or higher. He always knows when there is a large disturbance in the city, what its cause is, its general direction, and its distance. A marching mob, a collapsing building, or a spreading fire are all examples of such a detectable disturbance.
As well, the rat-a-tat always knows where he is within a city related to the rest of it, and gains a +10 insight bonus to Knowledge (local) checks to name exactly where he is.