You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
651026
2224034
2224034
651026
651026
2224034
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
as the sensor instead, whether or not the creature carrying
the gemstone is aware of the stone’s true purpose or even
its existence. Destroying the gem (hardness 8, hp 5) severs
the link, but a new cat’s eye gemstone worth at least 100 gp
can be fashioned and attuned to the crown. The attunement
process takes 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance,
darkvision, creator must be catfolk; Cost 9,000 gp
DAREDEVIL SOFTPAWS
Aura faint enchantment; CL 3rd
Slot feet; Price 1,400 gp; Weight 1 lb.
DESCRIPTION
This pair of magical softpaw boots (see above) allows the
catfolk wearing them to gain extra maneuverability while
moving through hazardous areas. As a free action, the
wearer can click her heels together to grant herself a +5
competence bonus on Acrobatics checks made to move
through threatened squares or to move through an enemy’s
space without provoking attacks of opportunity for up to
10 rounds per day. The rounds need not be consecutive.
Furthermore, anytime the wearer of the boots successfully
moves though the space of an enemy without provoking an
attack of opportunity, she gains a +2 bonus on attack rolls
against that enemy until the end of her turn.
CONSTRUCTION
Requirements Craft Wondrous Item, cat’s grace; Cost 700 gp
RENDING CLAW BLADE
Aura moderate transmutation; CL 11th
Slot none; Price 10,305 gp; Weight 1 lb.
DESCRIPTION
This set of +1 keen claw blades is most effective when the
wearer has multiple claw attacks per round. When making a
full attack with claws, if the wielder hits the same target with
this weapon and a different claw attack or set of claw blades,
he deals an extra 1d4 damage plus 1-1/2 times his Strength
bonus. The wearer can deal this extra damage no more than
once per round. This counts as a rend attack and does not
stack with other abilities that grant rend attacks.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bull’s strength,
keen edge; Cost 5,305 gp
Catfolk Spells
Catfolk have access to the following spells.
NINE LIVES
School abjuration; Level cleric 8, witch 8
Casting Time 1 standard action
Range touch
Target one creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Despite its name, this powerful ward does not grant the
target multiple lives, but rather gives the target the ability
to get out of trouble and relieves harmful effects and
conditions. For the spell’s duration, the target can use any of
the following abilities as an immediate action, but only up to
a total of nine times, at which point the spell ends.
Cat’s Luck: The target can use this ability when it fails a
saving throw. The target can reroll the failed saving throw,
but must take the new result even if it is worse.
Fortitude: The target uses this ability when a critical hit
or sneak attack is scored against it. The critical hit or sneak
attack is negated and the damage is instead rolled normally.
Rejuvenate: The target uses this ability when it is reduced
to 0 or fewer hit points. The target is instantly healed 3d6
points of damage. If enough hit points are regained to bring
the target to positive hit points, it does not fall unconscious.
If it is not enough to leave the target with positive hit points,
the target automatically stabilizes. Both of these effects work
even if the damage was originally enough to kill the target.
Shake Off: The target uses this ability when it is under the
effects of any of the following conditions: blinded, confused,
cowering, dazed, dazzled, entangled, exhausted, fatigued,
frightened, nauseated, panicked, shaken, sickened, or
staggered. Using this ability ends one of those conditions.
Shimmy Out: The target uses this ability when it is grappled
or pinned. The target automatically escapes the grapple as if it
had succeeded at an Escape Artist check to escape the grapple.
Stay Up: The target uses this ability when it is tripped
or otherwise knocked prone. The target steadies itself and
stays upright.
STEAL BREATH
School transmutation [air]; Level bard 2, druid 2, sorcerer/
wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round (see text)
Saving Throw Fortitude negates; see text; Spell Resistance yes
You pull the breath from a creature’s lungs, dealing damage
and leaving it unable to speak, use breath weapons, or cast
spells with verbal components. If the target fails its saving
throw, it takes 2d6 points of damage, and it cannot speak,
use breath weapons, or anything else requiring breathing,
and a visible line of swirling air leaves the target’s mouth and
enters your mouth.
If, during the duration, the target moves out of range or
line of effect to you, the spell immediately ends. This spell
has no effect on creatures that do not need to breathe air.
95
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012