Lucky Courser

Level 8
Creature· catfolkMediumRemaster
AC
27
HP
140
Speed
25 ft.
Perception
+18
Fort
+17
Ref
+18
Will
+14
Languages amurrun, common, fey
Senses low-light-vision, scent 30 ft. (imprecise)
Skills stealth +18, acrobatics +16, nature +16, survival +16, athletics +14, deception +14
Recall Knowledge DC 24 (society)

Attacks

Melee Whip +20 (disarm, finesse, nonlethal, reach, trip), Damage 1d4+12 slashing
Melee Claw +19 (agile, finesse, unarmed), Damage 1d4+12 slashing
Melee Arbalest +20 (backstabber, magical, reload 1 ft.), Damage 2d10+6 piercing

Abilities

Scent (Imprecise) 30 feetinteraction
Warning Earsinteraction

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.

Guide to 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.

Elusive Hunter

The lucky courser can and in any natural terrain and in lesser cover from allies.

Feline Skirmish

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◆◆

The lucky courser 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).

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.