Catfolk ranger 1
NG Medium humanoid (catfolk)
Init +3; Senses low-light vision; Perception +2
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +0
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Ranged longbow +5 (1d8/x3)
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
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.
A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
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.