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CATFOLK

RACIAL FEATURES

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
Catfolk: Catfolk are humanoids with the catfolk subtype.
Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Catfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.

Cat's Claws: Catfolk have a pair of primary claw attacks that deal 1d4 points of damage.
Cat’s Luck: Once per day a catfolk can reroll a Dexterity or Dexterity-based skill check, initiative check, or Reflex save and take the new result.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller:
Catfolk always land on their feet even when they take lethal damage from a fall. They also gain a +1 bonus to their CMD against trip maneuvers.
Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan.

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ALTERNATE RACIAL FEATURES

Black Cat: Few catfolk sport coats of pure, black fur. A catfolk with this racial trait gains Black Cat as a bonus feat and may use that feat to reroll any d20 roll made within 30 feet, not just a melee attack roll made against the catfolk. If the catfolk gains the Fate sphere, they treat this racial trait as possessing the Fate sphere Curse (word) talent for all purposes. This racial trait replaces cat’s luck.

Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces nimble faller.

Feline Bite: Some catfolk are adept at delivering powerful bites in combat. Catfolk with this racial trait have a bite attack they can use as a natural weapon. This bite is a primary attack that deals 1d6 points of damage. This racial trait replaces cat's claws.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces cat's claws.

RACIAL FEATS
 

Black Cat [Background]

Bad luck befalls those who dare to cross you.

Prerequisite: catfolk

Benefit: Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a -4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.

Special: If you take this feat and don’t already have all black fur, your fur turns completely black when you takes this feat.

 

Black Cat Hex

Your black cat jinx is woven into your witchcraft.
Prerequisites: Black Cat, hex class feature
Benefit: You may call upon the benefits of your Black Cat feat once per day per creature that you target with that feat, as though your Black Cat feat were a hex. In addition, your Black Cat feat may be affected by feats that augment hexes.

Dangerous When Cornered [Combat]

When surrounded or cut off from all escape routes, you become a fearsome feline foe.
Prerequisites: Uncanny dodge, catfolk.
Benefit: When you are flanked, or when you are unable to move from your current position without using the Acrobatics skill to move through an enemy’s space, the critical threat ranges of all your attacks increase by 1, and you gain a +2 circumstance bonus to damage rolls. These bonuses still apply when opponents have you in a flanking position even if you cannot actually be flanked (such as due to possessing the improved uncanny dodge ability).

Graceful Fall [Background]
You always land on your feet after a fall.
Prerequisites: Dex 13, catfolk.
Benefit: Whenever you fall any distance, you always take the minimum amount of falling damage. In addition, whenever you fall (even if you fall isn’t deliberate), you can attempt a DC 15 Acrobatics check to reduce the amount of damage that you take from a fall. A successful check allows you to ignore 10 feet of distance for the purpose of determining the amount of damage you take, plus an additional 10 feet for every 5 by which your check’s result exceeds the DC. Regardless of your result, you do not end up prone after taking damage from a fall if you succeeded on your Acrobatics check.

Sensitive Whiskers

The sensitive hairs on your face and body grant you a preternatural acuity to sense your surroundings, even in conditions of total darkness.
Prerequisites: Wis 15, character level 5, catfolk.
Benefit: You gain the blindsense ability out to a range of 10 feet. Additionally, you receive a +2 circumstance bonus to your AC and Reflex saves against traps and hazards.

FAVORED CLASS BONUSES

Alchemist: Gain 1/6 of a bonus discovery.

Armorist: Gain +1/2 bonus damage on a successful critical hit with any bonded weapon. This damage is applied after the normal critical hit damage has been applied to the damage roll.

Barbarian: Add a +1/4 bonus on combat maneuver checks made while climbing.

Bard: Add +1/2 to the bard's repertoire bonus.

Cleric: Increase the radius affected by the cleric’s channel energy by 1 foot. In combat, this increases the radius by 5 feet for every 5 times it is taken.

Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Elementalist: Add +1/2 to damage rolls the elementalist makes with elemental pulses against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Eliciter: Gain +1/6th of a bonus emotion.

Fey Adept: Increase the fey adept’s darkvision range by 5 feet.

Fighter: Add a +1/5 bonus to save DCs for Athletics sphere effects while using the climb movement mode.

Investigator: Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one the investigator can already apply inspiration to. The investigator can select a different skill each level.

Magus: Gain +1 foot to the magus' land base movement. In combat, this only has an effect for every five increases to the movement’s speed.

Malefactor: Add 1/6 to the malefactor’s class level for the purpose of determining the effects of one malediction.

Monk: Add 1/2 to the monk’s damage rolls with claw attacks and claw blades.

Occultist: Add a +1/2 bonus to all Disable Device checks made to pick a lock or disarm or reset a trap.

Oracle: Gain +1/6 of a magic talent.

Ranger: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.

Rogue: Add a +1/2 bonus on checks to feint and Sleight of Hand checks to pickpocket.

Sentinel: Gain +1/4 of an additional attack of opportunity per round.

Shifter: Gain +2.5 feet to the shifter’s climb speed. In combat, this only has an effect for every two increases to the movement’s speed.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.

Soul Weaver: Increase the radius affected by the soul weaver’s channel energy by 1 foot.

Summoner: Add +1 hit points to the summoner's eidolon.

Witch: Add 1/6 to the witch’s class level for the purpose of determining the effects of one hex.

Wizard: Choose any school ability with a number of uses per day equal to 3 + the wizard's Intelligence modifier. The wizard may use this ability an additional 1/2 times per day.

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