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*** Pathfinder Society GM. 1 post (2 including aliases). 1 review. No lists. No wishlists. 20 Organized Play characters.




If a Magus uses Spell Strike to embue a melee attack with Magic Missile do all of the missiles have to hit the target of the melee strike or is the Magus still able to choose who each missile hits?


I want to play a catfolk character that focuses on claw attacks and thought the monk class would be a good fit, but I'm not sure how or if the monk stances would interact with the claws. Since the stances damage is based on normal unarmed strikes that do 1d4 damage what would happen if I used a stance with the catfolk's claws which do 1d6 damage? Would that mean because the claws are one damage increment higher than fists that the stances damage would be one increment higher as well, or would the stances damage be unaffected. If it is unaffected would playing a clawed catfolk monk be any different than playing any other ancestry, or would the claws just be relegated to flavor rather than being an actual benefit?


I am working on creating a custom race that would be a more feral less evolved version of catfolk that leans more towards it's origins as a big cat and focuses on natural attacks like claws and bite. I picture them being more solitary or living in small nomadic tribes that survive primarily by hunting and rarely if ever trade or interact with other races. As a result, they would lean more toward physical power and speed and be less sociable.

I have been using the custom race builder with the idea that they would be an advanced race with an RP of 15, but that it would be at least partially offset by them only being proficient with their natural attacks (claws and bite), claw blades, and possibly light armor.

This is what I have so far, but if anyone has any ideas or advice on how I could improve this that would be awesome.

Feral Catfolk
Humanoid (0rp)
catfolk subtype (0rp)
medium size (0rp)
normal speed (0rp)
Specialized (1rp) +2 strength +2 dex -2 wis
Languages: Xenophobic: catfolk. High int: common, elven, sylvan, Gnoll

Only proficient in claw blades and light armor.

Racial Traits:
(*indicates the number of times trait would be taken)

*Cat's Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

*Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

**Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus. Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.

*Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level: Catfolk Exemplar.

*Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

**Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

*Cat's Claws (2rp): Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

*Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Possible alternate traits I am considering:

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability .

Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 racial bonus on all saving throws.

Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.

Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Sneaky (5 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks.
Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative as a bonus feat.

Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.

Other:
Also, I think it would be fun to give them the ability to walk on two legs or on all fours when they choose to and maybe have some different traits depending on the stance they are using. I would also like for them to be able to gain the Rake ability maybe as a feat in progression from Claw Pounce if I can figure how to make that work. Is it acceptable to make my own race feats?