Cafter (3.5e Creature)

Your contact turns out to be a rat the size of a halfling. Initial suspicion turns to wonder as the creature introduces itself in a posh accent, shaking your hand jovially. For the next twenty minutes the creature barely quiets down; when it gets especially excited, its short whiskers begin to quiver uncontrollably.

Cafter

CR 1

rogue 1
NG Small humanoid (cafter)
Init/Senses +3/darkvision 60 ft.; Listen +1, Spot +1
AC 16, touch 14, flat-footed 13
(+1 size, +3 Dex, +2 armor)
hp 2 (1 HD)
Fort/Ref/Will -1/+5/+1
Speed 20 ft. (4 squares)
Melee short sword +2 (1d4+1/19-20)
Ranged shortbow +4 (1d4/×3)
Base Atk/Grp +0/-3
Abilities Str 12, Dex 17, Con 8, Int 13, Wis 12, Cha 10
Feats Point Blank Shot
Skills Balance +7, Disable Device +5, Escape Artist +7, Gather Information +4, Hide +11, Move Silently +7, Open Lock +7, Sleight of Hand +7, Tumble +7
Advancement by character class (rogue)
Pack Fighter (Ex) As a swift action, a cafter can designate a single opponent. When the cafter is adjacent to the chosen target, he can choose to count as occupying any other square he threatens for purposes of determining flanking bonuses for him and his allies. The cafter also occupies his current square for flanking an opponent.
Prehensile Tail (Ex) Cafters have a quasi-prehensile tail that can grasp objects. However, the tail is slower than a normal appendage, and far too weak to be the equivalent of a hand. A cafter can't wield weapons or use items with their tail, but they can hold a single nonmagical object, such as a lantern, with it. A cafter benefits from the Quick Draw feat to retrieve objects held in their tail.
Linguist (Ex) Speak Language is a class skill for a cafter, regardless of their class.
Sneak Attack (Ex) This cafter can make sneak attacks, dealing an extra 1d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the cafter is flanking.
Trapfinding (Ex) This cafter can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
The natural qualities of cafters make them excellent archers.

Cafters are a race of bipedal rodents whose most striking feature is their intense social side. The cafter body and mindset are both well-suited to subterfuge, infiltration and stealth, and since they tend to enjoy an adventurous lifestyle (constant companionship!), many become bards, rangers and rogues of renown.

Combat

The relatively feeble bodies of cafters force them on the defensive: they can't afford to let blows in. Many stick to ranged weaponry and the support of their many friends until they are a bit further along their path, but those among them who are well-armored and quick on their feet do rush to melee, since they are gifted pack fighters.


Back to Main Page 3.5e Homebrew Creatures CR 1

gollark: If they want to go through it, sure?
gollark: > i'd support banning it straight through, independent of any mechanisms, as peer-reviewed research has showed it's shitIf you go around banning it, though, *there is clearly a way your government can ban that stuff*, hence meaning there's a mechanism for and/or support for it. And that's bad.
gollark: If there was a mechanism in place to stop people doing that sort of only-self-harming-maybe stuff, which there is now, it *would* (and *has*) been affected by political pressure.
gollark: Thing is, this mechanism for banning things would be controlled by a *government* or something, which means that when a sufficient mass of people complain that something is Clearly Immoral™ (see: homosexuality, drugs, whatever else) it would be banned.
gollark: Too bad!
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