Sands of Randasha
This lithe, catlike humanoid has a long tail and pointed ears. Her feline eyes sparkle with curiosity and mischief.CATFOLK CR 1/2
Catfolk ranger 1
NG Medium humanoid (catfolk)
Init 3 armor, 2)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (magical beasts +2)
Str 14, Dex 17, Con 12, Int 8, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Weapon Focus (longbow)
Skills Climb +5, Handle Animal +5, Knowledge (nature) +3,
Perception +2, Stealth +8, Survival +6; Racial Modiﬁers +2
Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat’s luck, sprinter, track +1, wild empathy +2
Environment any temperate or warm forest or plains, or urban Organization solitary, pair, pride (3–12 plus 1 leader of 3rd level and 1–4 cheetahs or leopards), or tribe (13–60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6–12 cheetahs or leopards)
Treasure NPC gear (studded leather armor, longbow with 20 arrows, longsword, other treasure)
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.
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 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: 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: A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
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.