Home The Outcast

Catfolk

Catfolk are mercurial and curious, loving nothing as much as a good mystery. They are lithe and furry and have small claws. Their culture prizes cleverness and speed over finely manufactured goods. They are accustomed to desert life and are most active at night. They were cast out of the realm of Pururu for the sin of vanity, preferring personal improvement over cooperative endeavor. Finding themselves transported to an unfamiliar desert, the catfolk immediately set about searching for their god Pururu. After being unable to find them, they set about exploring their new home. Though the title of queen is more symbolic among the catfolk, it belongs to one named Rae.

This currency comes in the form of carved marble claws and fangs. 3 fangs = 1 standard gold

10 claws = 1 fang

Music

Town Music

Battle Music

Services

Apothecary - run by Zara, when she can be bothered. If you don’t catch her while she’s in you can leave your order with a name in a request box by the door and it will be delivered in under a week, payment due on delivery.

Smith - operated as a side business by Rook, who is primarily a scrap-buyer.

Tailor - working primarily in furs, Korin might need you to provide the materials if you need something else.

Grocer - run by Fenn, don’t expect fresh vegetables.

Magic Shop - Kavi primarily sells jewelry, but does keep a selection of magic rings on hand; leave items to be enchanted.

Queen Rae’s Tent - occasionally found in the market, if this ornate tent can’t be found your issue will have to wait.

Pavilion - this large roofed area attached to a kitchen serves food and drinks during the day and converts its tables into bunks at night. During inclement weather, heavy leather walls can be lowered from the ceiling around the outside.

NPCs

Queen Rae

Female Catfolk Spiritualist 20

CG Medium Humanoid

Init +0; Senses Perception +17, Low light vision, detect undead at will lvl 20, See Invisibility 1/day for 10 minutes

DEFENSE

AC 29, touch 23, flat-footed 26

HP 138

Fort +18, Ref +9, Will +18

Special Defenses Half damage from falling. Immune to mind-altering effects and possession while hosting phantom

OFFENSE

Speed 30

Melee Sap +5, +24/+19/+14 (1d6+5+1/x2, nonlethal)

Ranged Blowgun of Stalking +3, +23/+18/+13 (1d2+5+1d6 per round of study + Blue Whinnis poison)

Spiritualist Spells (CL 20; Concentration +26)

6th 5/day - Analyze Dweomer, Find the Path, Harm (DC 22), Heal (DC 22), Telepathy

5th 5/day - Overland Flight, Sending, Teleport, Wall of Ectoplasm (DC 21), Slay Living (DC 21)

4th 5/day - Cure Critical Wounds (DC 20), Dimension Door, Divination, Fear (DC 20), Inflict Critical Wounds (DC 20), Greater Invisibility

3rd 6/day - Analyze Aura, Blindness/Deafness (DC 19), Cure Serious Wounds (DC 19), Inflict Serious Wounds (DC 19), Remove Blindness/Deafness, Fly

2nd 6/day - Augury, Cure Moderate Wounds (DC 18), Greater Detect Magic, Inflict Moderate Wounds (DC 18), Object Reading, Scare (DC 18)

1st 6/day - Cause Fear (DC 17), Cure Light Wounds (DC 17), Inflict Light Wounds (DC 17), Psychic Reading, Sanctuary (DC 17), Mage Armor

0th at will - Detect Magic, Detect Psychic Significance, Grave Words, Message, Read Magic, Stabilize

STATISTICS

Str 18, Dex 16, Con 22, Int 16, Wis 22, Cha 22

Base Atk +15; CMB +19, CMD 32

Skills Acrobatics +8, Bluff +17, Craft(weaving) +11, Fly +11, Heal +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +20, Profession(medium) +19, Sense Motive +21, Spellcraft +11, Stealth +15, Survival +13, Use Magic Device +14

Languages Catfolk

SQ

Etheric Tether

Knacks: 6 lvl 0 spells known

Phantom

Shared Consciousness: +8 vs mind-altering effects

Bonded Senses: can share the senses of the manifested phantom 20rounds/day

Bonded Manifestation 43 rounds/day

Spiritual Interference

Detect Undead: at will, caster lvl 20

Phantom Recall: 4/day can call her manifested phantom to her side or back into her consciousness

Calm Spirit 4/day

See Invisibility 1/day for 10 minutes

Fused Consciousness

Greater Spiritual Interference

Spiritual Bond

Call Spirit 1/day

Empowered Consciousness: while a spiritualist’s phantom is confined in her consciousness, she is immune to mind-affecting effects and spells and effects that involve possession, such as magic jar and possession.

Gear Catskin Leather, Blowgun of Stalking +3, 20 doses of Blue Whinnis, Sap +5, Belt of Physical Perfection +6, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Adventurer’s Gear

Phantom

Claw (pride focus)

Small Outsider (phantom)

Speed 30ft

AC 28, 15HD

Fort +5, Ref +9, Will, +9

Attack 2 slams +15/+10/+5 2d6

Str 12, Dex 22, Con 13, Int 7, Wis 10, Cha 21

Skills Bluff +10, Fly +10, Intimidate +20, Perception +20, Stealth +10

Resolve: immune to fear unless failed a check or attack roll in the last hour

Flagrant Disregard: +5 to attack roll, -4 to AC

Vainglorious Oration: Phantom can lie about its prowess to make enemies Shaken

Overwhelming Confidence: If Resolve is in effect, morale bonuses to the phantom are doubled. If not, apply doubled bonuses as penalties.

Illusion of Perfection: phantom can shroud itself in an illusion as a swift action, appearing as its idealized image of itself. The phantom gains a bonus on melee damage rolls equal to its Charisma modifier. However, whenever the phantom deals damage to a creature, the creature can attempt a Will save (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) to disbelieve the effect, reducing the bonus on damage rolls by half if successful. 20 minutes/day

Darkvision 60

Link: mental communication with spiritualist

share spells

deliver touch spells

Magic attacks: slam attacks count as magic and CG for overcoming damage reduction

Devotion: +4 morale bonus to will saves vs enchantment

Incorporeal flight: fly speed of 40ft(good) when incorporeal

Ectoplasmic form: DR 15/-, Phase Lurch: pass through walls at half speed

Incorporeal form: gains Incorporeal subtype, +5 deflection bonus to AC, can't attack except for touch spells except against other incorporeal creatures.

Catfolk Nomad

Catfolk Rogue 5

CG Medium Humanoid

Init +4, Senses Perception +6, Low light vision

DEFENSE

AC 17, touch 14, flat-footed 17

HP 34

Fort +3, Ref +8, Will -1

Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge

OFFENSE

Speed 30ft

Melee Brass Knuckles +1. +5 (1d3+1+1/x2)

Ranged Javelin +1, +8 (1d6+1+4/x2)

Special Attacks Sneak Attack +3d6

STATISTICS

Str 12, Dex 18, Con 14, Int 18, Wis 6, Cha 12

Base Atk +3, CMB +4. CMD 18

Skills Acrobatics +9, Appraise +12, Bluff +6, Climb +6, Craft(sewing) +10, Diplomacy +9, Disable Device +8, Disguise +5, Escape Artist +9, Intimidate +5, Knowledge (local) +8, Perception +6, Perform (dance) +7, Profession (trader) +8, Sense Motive +6, Sleight of Hand +12, Stealth +14, Survival +5, Swim +5, Use Magic Device +5

Languages Catfolk

SQ Rogue Talents: Camoflage, Fast Stealth, Trapfinding +2

Gear Brass Knuckles +1, Javelin +1, Leather Armor +1, bag of holding I, blanket, small tent, mirror, silk rope, compass, everburning torch, caviar x4, meat x10, beast lure x5, catnip x10, Cheese x10, ball, fine ivory deck of cards, puzzlebox, 6420 catfolk fangs, 2 catfolk claws