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Catfolk

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This lithe, catlike Humanoid has a long tail and pointed ears. Her feline eyes sparkle with curiosity and mischief.

Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe's chief is usually the most competent (and magically talented) member of that tribe.

Personal growth is part of catfolk culture, as is expression as a means of personal Exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.

Catfolk Characters

Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.

+2 Dexterity, –2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.

Low-Light Vision: In dim light, catfolk can see twice as far as humans.

Cat's Luck: See above.

Sprinter: See above.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Special Abilities

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex Saving Throw, it can roll the Saving Throw twice and take the better result. It must decide to use this ability before the Saving Throw is attempted.

Sprinter (Ex) A catfolk gains a 10-foot racial bonus to its speed when using the Charge, run, or withdraw actions.

Attributes

AC
16, Touch 13, Flat-footed 13 (+3 Armor, +3 Dex)
Alignment
Ng
Base Atk
+1
CMB
+3
CMD
16
CR
CR 1/2
Cha
12
Con
12
Creature Type
Humanoid (Catfolk)
Dex
17
Environment
Any Temperate Or Warm Forest Or Plains, Or Urban
Feats
Weapon Focus (Longbow)
Fort
+3
HP
12 (1d10+2)
Init
Catfolk Ranger 1 Ng Medium Humanoid (Catfolk) +3
Int
8
Languages
Catfolk, Common
Melee
Longsword +3 (1d8+2/19-20)
Monster Class
Catfolk ranger 1
Organization
Solitary, Pair, Pride (312 Plus 1 Leader Of 3rd Level And 14 Cheetahs Or Leopards), Or Tribe (1360 Plus 50% Noncombatants And 1 Subchief Of 3rd Level Per 10 Adults, And 1 Chief Of 6th Level Plus 612 Cheetahs Or Leopards)
Racial Modifiers
+2 Perception , +2 Stealth , +2 Survival
Ranged
Longbow +5 (1d8/3)
Ref
+5
SQ
Cat's Luck, Sprinter, Track +1, Wild Empathy +2
Senses
Low-light Vision; Perception +2
Size
Medium
Skills
Climb +5, Handle Animal +5, Knowledge (Nature) +3, Perception +2, Stealth +8, Survival +6
Special Attacks
Favored Enemy (Magical Beasts +2)
Speed
30 Ft.
Str
14
Treasure
Npc Gear (Studded Leather Armor, Longbow With 20 Arrows, Longsword, Other Treasure)
Will
+0
Wis
11
XP
200
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