In its natural form, a
cat folk is an attractive biped standing approximately 6 feet tall and weighing about 120 pounds. Its face and body are humanlike except for several distinctly feline features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats. Its body is covered in soft fur-usually black, although almost any shade is possible. If desired, a
cat folk can assume the form of a normal (albeit a bit large) house
cat with fur the same color as it has in its normal form. The
creature most often takes
cat form to hide or
run from attackers.
Alternate Form (Su): As an attack or
move action, a
cat folk can assume the form of a normal-sized
cat or revert to its natural form. In
cat form, the
creature has the same physical statistics and attributes as a normal
cat but retains its normal Intelligence, Wisdom, and Charisma scores, as well as its normal
hit points. A
cat folk can remain in either form indefinitely.
Automatic Languages: A
cat folk reads, writes, and speaks
Cat Folk. It can also speak the language of other felines (cats, panthers, tigers, and the like).
Feline Aversion (Ex): Any normal feline that can smell or see a
cat folk must make a successful Will save (DC 10 + 1/2 the
cat folk's Hit Dice + its Charisma modifier) or flee in fear. A successful save means the feline is shaken but does not flee. In either case, the feline attacks the
cat folk only if cornered. A
cat folk is immune to its own
feline aversion effect and to those of other
cat folk.
Mesmerizing Gaze (Su): Any mammalian
creature within 30 feet of a
cat folk that meets its gaze must make a successful Will save (DC 10 + 1/2 the
cat folk's Hit Dice + its Charisma modifier) or be dazed.
Scent (Ex): This
ability allows a
cat folk, regardless of its form, to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Slow Fall (Ex): A
cat folk ignores
falling damage from heights of 30 feet or less. When
falling from a greater height, it can attempt a Reflex save (DC 15) to halve the
damage.
Cat Folk: CR 2; Medium-
size monstrous humanoid; HD 2d8-2; hp 7; Mas 9; Init +7; Spd 30 ft.;
Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +2; Atk +2
melee (1d4+1, 2
claws); Full Atk +2 melee (1d4+1, 2
claws) or +6 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
alternate form,
claws,
feline aversion (DC 14),
mesmerizing gaze (DC 14),
scent; AL evil; SV Fort -1, Ref +6, Will +5; AP 0; Rep +0; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16.
Skills:
Balance +8, Hide +8, Listen +7, Read/Write
Cat Folk, Read/Write English, Speak
Cat Folk, Speak English, Spot +7, Tumble +7.
Possessions: Glock 17 (9mm autoloader), 50 rounds of
ammunition, concealed carry holster, formal outfit.
Advancement: By character class.
Cat Folk Fast Hero 1/Charismatic Hero 2: CR 5; Mediumsize
monstrous humanoid; HD 2d8-2 plus 1d6-2 plus 2d6-2; hp 15; Mas 9; Init +7; Spd 30 ft.;
Defense 19, touch 18, flatfooted 16 (+3 Dex, +1 natural, +5 class); BAB +3; Grap +3; Atk +3 melee (1d4+1,
claws); Full Atk +3 melee (1d4+1,
claws) or +7 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
alternate form,
claws,
feline aversion (DC 15),
mesmerizing gaze (DC 15),
scent; AL evil; SV Fort +1, Ref +10, Will +5; AP 1; Rep +2; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16.
Skills:
Balance +10, Bluff +6, Disguise +8, Gather Information +7, Hide +11, Knowledge (behavioral science) +5, Knowledge (streetwise) +5, Listen +10, Read/ Write English, Read/Write
Cat Folk, Speak English, Speak
Cat Folk, Spot +10, Tumble +8.
Talents (Fast Hero): Evasion.
Talents (Charismatic Hero): Charm.
Possessions: Glock 17 (9mm autoloader), 50 rounds of
ammunition, formal outfit, concealed carry holster, cell phone.