All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Lucky Courser

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.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Lucky CourserCreature 8

Medium Catfolk Humanoid 
Source NPC Core pg. 173
Perception +18; low-light vision, scent (imprecise) 30 feet
Languages Amurrun, Common, Fey
Skills Acrobatics +16, Athletics +14, Deception +14, Lore +16 (about a magical creature type (such as Demon or Kaiju Lore)), Nature +16, Stealth +18, Survival +16
Str +2, Dex +4, Con +3, Int +1, Wis +2, Cha +2
Warning Ears [free-action] (visual) 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.
Items +1 whip, +1 striking arbalest (20 cold iron bolts, 20 dawnsilver bolts), leather armor
AC 27; Fort +17, Ref +18, Will +14
HP 140
Guide to Fortune [reaction] (fortune) 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.
Speed 25 feet
Melee [one-action] whip +20 [+15/+10] (disarm, finesse, nonlethal, reach, trip), Damage 1d4+12 slashingMelee [one-action] claw+19 [+15/+11] (agile, finesse, unarmed), Damage 1d4+12 slashingRanged [one-action] arbalest +20 [+15/+10] (backstabber, magical, range increment 110 feet, reload 1), Damage 2d10+6 piercingElusive Hunter The lucky courser can Hide and Sneak in any natural terrain and in lesser cover from allies.Feline Skirmish [one-action] 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.Head Shot [two-actions] (manipulate) 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).

All Monsters in "Catfolk"

NameLevel
Catfolk Name Collector6
Catfolk Pouncer1
Leaping Thief3
Lucky Courser8

Catfolk

Source Monster Core pg. 52 1.1
Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term “catfolk” as a name for their people with grace and a hint of amusement. Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone amurrun can be found anywhere in the world, but it's rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many an amurrun might say, “I've lived with my people my whole life, but you? You're new and different! There's so much to learn from you!”

Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits' name, while others venerate their own small pantheon of divinities. Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections.

Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics.

Sidebar - Treasure and Rewards Lucky Souvenirs

Most catfolk proudly display good luck charms from personally meaningful travels or from when they earned their name. This could be a pendant made from a rock found atop a mountain, a lock of hair from a long-separated lover, a walking stick carved from a tree felled by an historic storm, a dawnsilver chain from an elven ruin, or a colorful feather from a trackless jungle.

Sidebar - Locations The Catfolk Nation

Catfolk claim to hail from a far-off nation called Murraseth in southern Garund. It is a nation rumored to hold a dark secret at its center, the details of which its discreet inhabitants do not willingly divulge to outsiders. Indeed, few adventurers from the Inner Sea region have managed to gain entrance to Murraseth, let alone discover any of its mysteries.