The Catskinner

A Specialty Fighter Class (v. 01-Aug-2004)


For hundreds of years, the Highlanders have fought for freedom from the kzinti. Only recently, with the conquest of the patriarchies by K'zar-Kiir, has common freedom for demihumans been a reality. The United Republic of the Highlands and the Duchy of Tarnia in Lebensbruke are home to the famous catskinners—brave (many say brash and foolhardy) warriors who specialize in fighting kzinti and defending other demihumans from their claws. While the Ishan Patriarchy has a marked different character from the bloody domains of old, kzin nature doesn't change quickly. There are still the Western and Southern Patriarchies to contend with, as well. Catskinners and catskinner priests are the natural foil to the hair-trigger tempers of Heroes and the plotting of older and wiser kzin spellcasters.

Strangely enough, catskinners follow avidly the Ishan faith, even though it was promulgated by the kzin Prophet, Rrkia-Friday. The faith's tenets of readiness for action, equality of sentient beings, and self-reliance sit well with the catskinner duty. Catskinners follow God through their ability to act in kra-thresh; the point of decision.

Adventures: Most catskinners are born adventurers and bravos. They seem to find trouble more easily than others and often need to bluff or fight their way out of sticky situations. Their dedication to the cause of freedom puts many catskinners at odds with tyrants and despots.

Characteristics: Catskinners are fighters with the special training needed to fight their dedicated foes—kzinti. They do not rely on heavy armor or shields, but instead on speed and footwork. While they understand how to make bold, direct attacks, they often rely more on good tactics and clever strategy to defeat their foes.

Alignment: Catskinners may be of any alignment, but nearly all of good and a majority are Chaotic Good. They tend strongly toward chaos and a belief in personal freedom as an ideal. Even so, there are many of a more pragmatic neutral good bent and occasional well-disciplined lawful good catskinners.

Religion: Catskinners are nearly all members of the Ishan faith. Click here for more details.

Background: The catskinner training is common only in the Highlands and in Tarnia. Catskinners come from all social backgrounds, but tend to be most common among those with enough wealth and education to be concerned with idealism, rather than making a living.

Races: Humans are the most common catskinner races. Half-orcs and half-elves are somewhat less common, but still well represented. Dwarves, gnomes, and halflings have never lived under kzin rule in great numbers and it is very rare to find a catskinner from among these races. Elves rarely become catskinners because their attitudes run toward a more refined way of fighting. Elves were also able to escape kzinti slavery fairly easily and were not subjected to the same sort of treatment as the humans and half-orcs. The traditions of catskinning have not been adopted by prrexi or tabaxi. Kzinti, of course, view catskinners with great distrust, even those of the same Ishan faith.

Other Classes: Catskinners get along well with most other classes, and have a particular feeling of fellowship with catskinner priests, rangers, bards, and psions—all classes common to their region. They may be cautious around paladins, who they often regard as stuffy and too honorable to use practical tactics. They appreciate spellcasters of all types, but prefer that those without good fighting ability stay well away in support when the blades come out. Catskinners also have a love-hate relationship with rogues. Highland culture regards stealing as a serious betrayal of solidarity. Thieves are very rare and severely punished. Rogues who make their living without stealing from demihumans are admired for their wit and cunning. This is especially true if they steal from or trick the kzinti.

Class Features

Abilities: The catskinner's most important abilities are Strength, Dexterity, and Constitution. They need good physical stats for their primary role—combat. Charisma is helpful in dealing with people and talking one's way out of an unwinnable fight. Intelligence is also helpful for the extra skill points it brings.

Alignment: Any.

Hit Die: d8.

Weapon and Armor Proficiency: Catskinners have proficiency in all simple and martial weapons and with light armor. They do not have proficiency with medium or heavy armor or with shields. The preferred weapon of most catskinners is the claymore (greatsword).

Dodge: A catskinner gains Dodge as a bonus feat at 1st level, even he does not meet the prerequisite (Dexterity 13+).

Kzin Defense: A catskinner has trained to defend against many kinds of kzin tactics and gains a +4 Dodge bonus to AC against kzinti. This applies in the same situations in which the character retains his Dexterity bonus. This bonus increases by +1 at 4th level and every additional four levels gained.

Bonus Feats: A catskinner gains bonus feats like a standard fighter and uses the same fighter list of feats.

Class Skills

The catskinner's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (war, geography, history) (Int), Listen (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at each level: 4 + Int modifier.

Catskinner (Hit Die: d8)

Level

Base Attack Bonus

Fort. Save

Ref. Save

Will Save

Special

1

+1

+2

+0

+0

Dodge, Kzin Defense +4, Bonus Feat

2

+2

+3

+0

+0

Bonus Feat

3

+3

+3

+1

+1

4

+4

+4

+1

+1

Kzin Defense +5, Bonus Feat

5

+5

+4

+1

+1

6

+6/+1

+5

+2

+2

Bonus Feat

7

+7/+2

+5

+2

+2

8

+8/+3

+6

+2

+2

Kzin Defense +6, Bonus Feat

9

+9/+4

+6

+3

+3

10

+10/+5

+7

+3

+3

Bonus Feat

11

+11/+6/+1

+7

+3

+3

12

+12/+7/+2

+8

+4

+4

Kzin Defense +7, Bonus Feat

13

+13/+8/+3

+8

+4

+4

14

+14/+9/+4

+9

+4

+4

Bonus Feat

15

+15/+10/+5

+9

+5

+5

16

+16/+11/+6/+1

+10

+5

+5

Kzin Defense +8, Bonus Feat

17

+17/+12/+7/+2

+10

+5

+5

18

+18/+13/+8/+3

+11

+6

+6

Bonus Feat

19

+19/+14/+9/+4

+11

+6

+6

20

+20/+15/+10/+5

+12

+6

+6

Kzin Defense +9, Bonus Feat

 


Last updated 01-Aug-2004
Content copyright © 1998-2003 by SilverDragon.