Lucky Courser
Creature 8 — catfolk, humanoid
FlankerSniperLAND
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; low-light-vision, scent (imprecise) 30 feet
Languages amurrun, common, fey
Skills acrobatics +16, athletics +14, deception +14, Lore about a magical creature type +16, nature +16, stealth +18, survival +16
Str
+2
Dex
+4
Con
+3
Int
+1
Wis
+2
Cha
+2
Items Arbalest, Whip, Leather Armor
AC 27
Fort +17
Ref +18
Will +14
HP 140
Speed 25 feet
Offense
Melee Whip (disarm, finesse, nonlethal, reach, trip) +20, Damage 1d4+12 slashing
Melee Claw (agile, finesse, unarmed) +19, Damage 1d4+12 slashing
Ranged Arbalest (backstabber, magical, reload-1) +20, range increment 110 feet, Damage 2d10+6 piercing plus Cold Iron Bolts, Dawnsilver Bolts
Abilities
Scent (Imprecise) 30 feet — Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
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.
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 Hide and Sneak 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.
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).
WORKS WELL WITH
AnvilLANDAn Anvil engaging the front line creates flanking opportunities for the courser's backstabber arbalest and whip trips.
WeaverLANDA Weaver's difficult terrain is ignored by the courser's Feline Skirmish Step while hampering enemies.
MenderLANDThe courser's skirmishing exposes it to chip damage where a Mender's healing keeps it active.
PUNISHES
✖ low perception✖ vision reliance✖ poor positioning
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Lucky Courser in the encounter builder — free, no install.
Open in PathfinderGM →