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Wildcatby Jamie Baty
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-7
Attack: Claw +4 melee (1d3 -3)
Full Attack: 2 Claw +4 melee (1d3 -3) and bite -1 melee (1d4 -3)
Space/Reach: 5 ft./0 ft.
Special Attacks: ---
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 5, Dex 17, Con 12, Int 2, Wis 12, Cha 7
Skills: Balance +11, Climb +7, Hide +11*, Jump +11, Listen +3, Move Silently +7, Spot +3
Feats: Weapon Finesse
Environment: Temperate and Warm plains, forests, hills, mountains, marshes
Organisation: Solitary, or Pair
Challenge Rating: 1/4
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -
Wildcats are closely related to domestic cats which they resemble, apart from their size-wildcats are as large as a normal dog. They are tree-dwellers and can be found in almost any wilderness environment, with the exception of deserts and arctic regions. They hunt mainly small game and avoid people if possible. However, like cheetahs, wildcats are sometimes trained for use as hunting animals by humanoid groups.
Wildcats prefer stealth and generally avoid any creatures larger than themselves.
Scent (Ex): This special quality allows a wildcat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Wildcats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Wildcats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.