A cat fairy who turned evil due to human society’s negative influence. It raises its allies’ strength with the power of money, and can hinder enemies with his enfeebling spells.
Greater Cait (CR 9)
NE Medium Fey
Init: +7; Senses Low-light vision, Greedy Feedback 120 ft.; Perception +13
AC 19, touch 14, flat-footed 15 (+3 Dex, +5 natural, +1 dodge)
hp 56 (10d6+20)
Fort +5, Ref +10, Will +10
Speed 30 ft., Fly 60 ft. (average)
Melee +1 Quarterstaff +6 (1d6+1)
Special Attacks Pay to Play, Telekinetic
Spells Known (FC CL 10th [13th for enfeebling]; concentration +15 [+18 for enfeebling])
At will (DC 16) – bleed, detect magic, mending, message, read magic
1st (DC 17) –Blind, Charm, Mage Armor, Sleep, Wind Armor
2nd (DC 18) –Darkness, Grace, Poison, Silence, Wall Climb
3rd (DC 19) –Barrier, Blindga, Dispel, Haste, Immobilize, Infect, Slow
4th (DC 20) –Dazera, Disable, Frog, Mini, Poisonga, Silencega, Statue, Stoneskin
5th (DC 21) –Blindja, Icy Prison, Infectga, Mass Immobilize, Poisonja, Sleepja
Str 10, Dex 16, Con 14, Int 20, Wis 16, Cha 10
Base Atk +5; CMB +5; CMD 18
Feat Bouncing Spell, Combat Casting, Disruptive Spell, Dodge, Improved Initiative
Skill Acrobatics +13, Escape Artist +13, Perception +13, Sense Motive +13, Use Magic Device +15
Gear quarterstaff +1, top hat, 5000 gil;
Languages Common, Mithran, Sylvan + 4 more
SQ Enfeebling Arts, Greedy Feedback
Enfeebling Arts (Ex)
All enfeebling spells’ effects are increased by a +3 penalty of the appropriate type.
All enfeebling spells’ durations are increased by 3.
All enfeebling spells’ caster level are increased by 3.
The caster level checks made to overcome a creature’s spell resistance is increased by 3 for enfeebling spells.
Greedy Feedback (Ex)
The greater cait smell the gil on his opponents. He’ll usually target the person with the most gil and for every 1000 gil his opponent has increase his physical damage and attack bonus by 1.
Pay to Play (Ex)
The greater cait can pay an ally gil to increase their physical and magical damage by 1 (Max 3) per 1000 for 5 rounds.
The touched items levitate in your space for 1 round per level or discharged. When you cast the spell and once per round thereafter, you can launch one item weighing up to 5 lbs. at a target of your choice as a standard action. The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow), an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). A firearm pellet launched by the spell functions as a shuriken.
When you launch ammunition with this spell, you don’t take a penalty on your attack rolls for lacking proficiency with the ammunition’s weapon; you do, however, take the usual –4 penalty for throwing an improvised weapon if you launch an item not intended to be used as a weapon. The attack roll uses your caster level in place of your base attack bonus and your Intelligence or Charisma modifier (whichever is higher) in place of your Dexterity modifier. Range increment and proficiency penalties apply as normal. The attack has an effective Strength bonus, if applicable, equal to the higher of your Intelligence and Charisma modifiers. The spell is discharged when all touched items have been launched. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).