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White CaitA cait sith who learned white magic after much grueling study. It has mastered a variety of spells, including those for recovery, aid and attack.

White Cait (CR 11)

XP 12,800
NE Medium Fey
Init: +8; Senses Low-light vision, Greedy feedback 120 ft.; Perception +22

DEFENSE

AC 22, touch 15, flat-footed 17 (+4 Dex, +7 natural, +1 dodge)
hp 91 [126] (14d6+42)
mp 66
Fort +9, Ref +13, Will +14
Weakness Water

OFFENSE

Speed 30 ft., Fly 60 ft. (average)
Melee +1 Quarterstaff +8 (1d6+1)
Special Attacks Pay to Play, Telekinetic
Spells Known (FC CL 14th [18th for healing]; concentration +19 [+23 for healing])

At will (DC 15) bleeddetect magic, mendingmessage, read magic
1st (DC 16)Charm, Cure, Heal, Mage Armor, Sleep, Wind Armor
2nd (DC 17)Cure II, Grace, Healara, Silence, Wall Climb
3rd (DC 18)Barrier, Blindga, Cura, Cure III, Dispel, Haste, Healaga, Immobilize, Renew, Slow
4th (DC 19)Dazera, Disable, Esuna, Hold, Holy, Silencega, Stoneskin

STATISTICS

Str 10, Dex 18, Con 16, Int 20, Wis 20, Cha 10
Base Atk +7; CMB +7; CMD 22
Feat Artful Dodge, Bouncing Spell, Combat Casting, Disruptive Spell, Dodge, Great Fortitude, Improved Initiative
Skill Acrobatics +21, Bluff +17, Diplomacy +17, Disguise +17, Escape Artist +21, Knowledge (Geography, Local, & Nature) +22, Perception +22, Sense Motive +22, Use Magic Device +17
Gear quarterstaff +1, top hat, 7000 gil;
Languages Common, Mithran, Sylvan + 3 more
SQ Greedy Feedback, Healing Arts

SPECIAL ABILITIES

Healing Arts (Ex)

All healing spells are increased by a 4 extra dice of the appropriate type.
All healing spells’ durations are increased by 4 if they have one.
All healing spells’ caster level are increased by 4.
The caster level checks made to overcome a undead’s spell resistance is increased by 4 for healing spells.

Greedy Feedback (Ex)

The white 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 white cait can pay an ally gil to increase their physical and magical damage by 1 per 1000 (Max 4) for 7 rounds.

Telekinetic (Su)

As a standard action, the white cait may touch up to five items weighing up to 5 lbs., which begin to levitate in its space for the next 5 rounds. Immediately, and once per round as a standard action thereafter, it can launch one item at a target of its choice. 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).