The following rogue talents can only be taken by catfolk.
A catfolk rogue with this talent can apply poison to her claws without accidentally poisoning herself. A catfolk rogue must have the cat's claws racial trait and the poison use class feature before taking this talent.
Once per day, when a catfolk rogue attempts to disable a device and fails by 5 or more, she can reroll the check as a free action. She must take the result of the reroll, even if it's worse than the original roll.
A catfolk rogue with this talent lands on her feet even when she takes lethal damage from a fall. If the catfolk rogue also has the nimble faller racial trait, she takes damage from any fall as if it were 20 feet shorter than it actually is.
A catfolk rogue with this talent gains a +4 bonus on Climb checks. If she has the climber racial trait, she can take 10 on her Climb checks even when in immediate danger or distracted.
A catfolk rogue with this talent is skilled at determining the value of sparkly things. She can always take 10 when appraising gems and jewelry.
A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent.
Catfolk Feats
Catfolk have access to the following feats.
Bad luck befalls those who dare to cross you.
Prerequisite
Benefit
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.
Special
If you take this feat and don't already have all black fur, your fur turns completely black when you takes this feat.
Your feline traits are more defined and prominent than those of other members of your race.
Prerequisite
Benefit
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.
Enhanced Senses (Ex)If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Special
You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
Claw Pounce
You can charge and make an attack with your paws.
Prerequisites
Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation).
Benefit
When you make a charge, you can make a full attack with your claws.
Normal
Charging is a special full-round action that limits you to a single attack.
Your innate grace allows you to get out of the stickiest situations.
Prerequisites
Dexterity 13, catfolk.
Benefit
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
You were born to charge your enemies and nobody does it better.
Prerequisites
Dex 13, base attack bonus +1, catfolk, sprinter racial trait.
Benefit
You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.
The following magic items are often created and used by catfolk.
Cat's Eye Crown
Aura: moderate divinationCLl: 10th
Price: 18,000 gp
Weight: 1 lb.
Description
This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the clairaudience/clairvoyance spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
Aura: faint enchantmentCLl: 3rd
Price: 1,400 gp
Weight: 1 lb.
Description
This pair of magical softpaw boots (see above) allows the catfolk wearing them to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Aura: moderate transmutationCLl: 11th
Price: 10,305 gp
Weight: 1 lb.
Description
This set of +1 keen claw blades is most effective when the wearer has multiple claw attacks per round. When making a full attack with claws, if the wielder hits the same target with this weapon and a different claw attack or set of claw blades, he deals an extra 1d4 damage plus 1-1/2 times his Strength bonus. The wearer can deal this extra damage no more than once per round. This counts as a rend attack and does not stack with other abilities that grant rend attacks.
Catfolk Spells
Catfolk have access to the following spells.
Nine Lives
School: abjuration [] ()Domain:
Level: cleric: 8; oracle: 8; warpriest: 8; witch: 8
Components: V, S, M/DF (a cat's whisker)
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one creature touched
Description: This powerful ward gives the target the ability to get out of trouble and relieves harmful effects and conditions.
Despite its name, this powerful ward does not grant the target multiple lives, but rather gives the target the ability to get out of trouble and relieves harmful effects and conditions. For the spell's duration, the target can use any of the following abilities as an immediate action, but only up to a total of nine times, at which point the spell ends.
School: transmutation [] (air)Cat's Luck: The target can use this ability when it fails a saving throw. The target can reroll the failed saving throw, but must take the new result even if it is worse.
Fortitude: The target uses this ability when a critical hit or sneak attack is scored against it. The critical hit or sneak attack is negated and the damage is instead rolled normally.
Rejuvenate: The target uses this ability when it is reduced to 0 or fewer hit points. The target is instantly healed 3d6 points of damage. If enough hit points are regained to bring the target to positive hit points, it does not fall unconscious. If it is not enough to leave the target with positive hit points, the target automatically stabilizes. Both of these effects work even if the damage was originally enough to kill the target.
Shake Off: The target uses this ability when it is under the effects of any of the following conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered. Using this ability ends one of those conditions.
Shimmy Out: The target uses this ability when it is grappled or pinned. The target automatically escapes the grapple as if it had succeeded at an Escape Artist check to escape the grapple.
Stay Up: The target uses this ability when it is tripped or otherwise knocked prone. The target steadies itself and stays upright.
Domain:
Level: Arcanist: 2; Bard: 2; Bloodrager: 2; Druid: 2; Hunter: 2; Skald: 2; Sorcerer: 2; Witch: 2; Wizard: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round (see text)
Saving Throws: Fortitude negates; see text
Spell Resistance: yes
Target: one living creature
Description: You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components.
You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves the target's mouth and enters your mouth.
If, during the duration, the target moves out of range or line of effect to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.