This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Catfolk Racial Talents ====== ===== Cat's Eyes ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:skills:perception|Perception]] 5, 20 [[game_systems:experience|Experience]] Your eyes have improved at seeing through the darkness through frequent use. You gain [[priority:magic:spells:tier2:darkvision|Darkvision]] 60 ft. </WRAP> ---- ===== Cat's Claws ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:prowess|BaB]] 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. </WRAP> ---- ===== Cat's Grace ===== <WRAP round box> * **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. Lastly, you always take the minimum damage from a fall, as if all of the damage dice rolled a 1. </WRAP> ---- ===== Land on Your Feet ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:skills:acrobatics|Acrobatics]] OR [[priority:skills:athletics|Athletics]] 5, 10 [[game_systems:experience|Experience]] Catfolk tend to always land on their feet, and you're no different - you are never prone when you take a fall, even from a failed check or from taking lethal damage. </WRAP> ---- ===== Cattail ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], 15 [[game_systems:experience|Experience]] You have a long, flexible tail which can be used to carry objects. You cannot wield weapons with your tail, but you may use it to retrieve small, stowed objects carried on your person as a Swift Action. </WRAP> ---- ===== Nine Lives ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], 3 or more [[game_systems:hero_points|Hero Points]], 35 [[game_systems:experience|Experience]] Catfolk have a way of living through things which they truly shouldn't. Whenever you spend a Hero Point to reroll a D20, you may roll two dice instead of one, taking the higher of the two. </WRAP> ---- ===== Sniff Prey ===== <WRAP round box> * **Requirements:** [[chargen:races:catfolk|Catfolk]], [[priority:skills:perception|Perception]] 5, 25 [[game_systems:experience|Experience]] You have a particularly well-developed sense of smell, even for a Catfolk. You gain the Scent universal monster ability, within a range of 30 feet. </WRAP> ----