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chargen:races:racial_talents:catfolk [2024/08/14 17:21] elfinlockschargen:races:racial_talents:catfolk [2026/03/09 04:41] (current) – Replacing BaB abbreviation with Prowess elfinlocks
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 ===== Cat's Claws ===== ===== Cat's Claws =====
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-  * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:prowess|BaB]] 1, 20 [[game_systems:experience|Experience]]+  * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:prowess|Prowess]] 1, 20 [[game_systems:experience|Experience]]
  
 Some Catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this Talent have a pair of claws they can use as natural weapons. These claws are primary natural attacks that deal 1d6 points of damage each. Some Catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this Talent have a pair of claws they can use as natural weapons. These claws are primary natural attacks that deal 1d6 points of damage each.
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   * **Requirements:** Land on Your Feet, [[priority:skills:acrobatics|Acrobatics]] OR [[priority:skills:athletics|Athletics]] 10, 20 [[game_systems:experience|Experience]]   * **Requirements:** Land on Your Feet, [[priority:skills:acrobatics|Acrobatics]] OR [[priority:skills:athletics|Athletics]] 10, 20 [[game_systems:experience|Experience]]
  
-Catfolk are known for their traversing the most precarious edges with ease and grace. Catfolk with this Talent gain a Climb speed equal to half of their base land speed. In addition, they do not suffer any penalties for climbing, allowing them to act and defend themselves normally, as if they were standing upon the ground.+Catfolk are known for their traversing the most precarious edges with ease and grace. Catfolk with this Talent gain a Climb speed equal to half of their base land speed. In addition, they do not suffer any penalties for climbing, allowing them to act and defend themselves normally, as if they were standing upon the ground. Lastly, you always take the minimum damage from a fall, as if all of the damage dice rolled a 1.
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