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[Pathfinder] beastisrfrt

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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.

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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