a Lil Racial help


Reign of Winter


So an other player wants to join our RoW group (albeit late, cant make the first session)

She wants to play a cat folk rogue and seeing as we don't have a rogue we are going to let her join in.

We've been talking about her being some sub species like a snow leopard cat folk, I need some racial traits to swap out with the base species to make an "arctic cat"....any ideas?


So I found terrain stride in the advanced race guide, so if I picked arctic favored terrain does that mean things like wouldnt affect the cat folks movement? what about ice?

1 RP means i could switch it out for say Cat's luck (or sprinter)

still looking for more, but that might be enough.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'd say swapping it out for Sprinter makes sense (swapping out one movement related ability for another). Alternatively, swapping out the movement for "Climber" would make sense as Snow Leopards are excellent in mountainous terrain.


arctic favored terrain would remove movement penalties on specific terrain I would imagine, and since catfolk come with cleats built in, I'd say sure. Along the same lines, I would give them cold resist and heat susceptibility, being covered in a thicker than normal fur.


where do i get the abilities for?

I dont see anything in ARG that isnt related to outsiders considering elements.

There is mountaineer and terrain stride, and in ARG climber, I like those...maybe lose sprinting and cat's luck (which seems like it would get forgotten more often than not anyway)


Pendagast wrote:

where do i get the abilities for?

I dont see anything in ARG that isnt related to outsiders considering elements.

There is mountaineer and terrain stride, and in ARG climber, I like those...maybe lose sprinting and cat's luck (which seems like it would get forgotten more often than not anyway)

Elemental Vulnerability (–2 RP)

Prerequisites: Outsider (native) with ties to an elemental plane.
Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.

Shadow Resistance (2 RP)

Prerequisites: None.
Benefit: Members of this race gain cold resistance 5 and electricity resistance 5.

Change the Electricity resistance to not needing to make fort saves for cold weather and it seems balanced. Hell, by the points you don't even need to exchange anything off of the race abilities. The penalty is what balances out the resistance.

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