Lucky Courser
Level 8Attacks
Abilities
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Trigger The lucky courser rolls initiative using Perception or Survival Effect Their expressive ears twitch in alarm, granting allies within 10 feet a +2 circumstance bonus to initiative rolls.
Frequency once per hour Trigger The lucky courser or an ally within 10 feet fails a Reflex save, Acrobatics check, or Athletics check Effect The triggering creature rerolls the save or check and uses the better result.
The lucky courser can Hide and Sneak in any natural terrain and in lesser cover from allies.
Frequency once per round Effect The lucky courser can Interact to reload their arbalest, Step, and Strike, taking the actions in any order. The Step ignores difficult terrain.
The lucky courser Creates a Diversion and then Strikes. The target is Dazzled until the end of the lucky courser's next turn on a successful Strike (or Blinded on a critical hit).
Description
Masterful catfolk hunters travel the far corners of the world, stalking terrible the monsters who dwell there in hopes of someday putting an end to their predations. They eagerly cooperate with other adventurers to defeat demons, aberrations, and malevolent beasts and fey.
Catfolk can be found traveling almost anywhere, and they are quick to settle down for a chat when they encounter fellow travelers. Some trade stories, act as guides, or operate at the fringes of polite society.