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Lucky Courser

Creature 8 — catfolk, humanoid

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.

Source: pathfinder-npc-core

Perception +18
Skills acrobatics +16, athletics +14, deception +14, nature +16, stealth +18, survival +16
Str
+2
Dex
+4
Con
+3
Int
+1
Wis
+2
Cha
+2
AC 27 Fort +17 Ref +18 Will +14
HP 140
Speed 25 feet

Offense

Melee Whip +20, Damage 1d4+12 slashing
Melee Claw +19, Damage 1d4+12 slashing
Ranged Arbalest +20, Damage 2d10+6 piercing

Abilities

Scent (Imprecise) 30 feet — Scent
Warning Ears (visual) —
Guide to Fortune (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 (manipulate) — The lucky courser Creates a Diversion 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).

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