Catfolk are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many catfolk see personal growth and development as equally valid avenues of exploration. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused catfolk enjoy being the center of attention, but not at the expense of their tribe, whether it's the one the catfolk are born into or the tribe they choose through the bonds of friendship with other creatures. Catfolk tend to be both generous and loyal to their family and friends.
Description
Physical Description
In general, catfolk are lithe and slender, standing midway between dwarves and humans in stature. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.
Society
While self-expression is an important aspect of catfolk culture, it is mitigated by a strong sense of community and group effort. In the wild, catfolk are a hunter-gatherer tribal people. The pursuit of personal power never comes before the health and wellbeing of the tribe. More than one race has underestimated this seemingly gentle people only to discover much too late that their cohesion also provides them great strength.
Catfolk prefer to be led by their most competent members, usually a council of sub-chieftains chosen by their peers, either though consensus or election. The sub-chiefs then choose a chieftain to lead in times of danger and to mediate disputes among the sub-chiefs. The chieftain is the most capable member of the tribe, and is often magically talented. Catfolk who settle in more urban and civilized areas still cling to a similar tribal structure, but often see friends outside the tribe, even those from other races, as part of their extended tribe. Within adventuring groups, catfolk who do not consider themselves the obvious choice as chieftain often defer to the person who most resembles their cultural ideal of a chieftain.
Relations
Adaptable and curious, catfolk get along with almost any race that extends reciprocal goodwill. They acclimate easily to halflings, humans, and especially elves. Catfolk and elves share a passionate nature, as well as a love of music, dance, and storytelling; elven communities often gently mentor catfolk tribes, though such elves are careful not to act in a patronizing manner toward their feline friends. Gnomes make natural companions for catfolk, as catfolk enjoy gnomes' strange and obsessive qualities. Catfolk are tolerant of kobolds as long as the reptilian beings respect the catfolk's boundaries. The feral nature of orcs stirs as much puzzlement as it does revulsion among catfolk, as they don't understand orcs' savagery and propensity for self-destruction. Half-orcs, on the other hand, intrigue catfolk, especially those half-orcs who strive to excel beyond the deleterious and hateful nature of their savage kin. Catfolk often view goblins and ratfolk as vermin, as they disdain the swarming and pernicious tendencies of those races.
Alignment and Religion
With community and unselfish cooperation at the center of their culture, as well as a good-natured curiosity and willingness to adapt to the customs of many other races, most catfolk tend toward good alignments. The clear majority of catfolk are also chaotic, as wisdom is not their strongest virtue; nevertheless, there are exceptions with cause.
Adventurers
Natural born trackers, the hunter-gatherer aspect of their tribes pushes many catfolk toward occupations as rangers and druids by default, but such roles don't always speak to their love of performance art, be it song, dance, or storytelling. Catfolk legends also speak of a rich tradition of great sorcerer heroes. Those catfolk who internalize their wanderlust often become wizards and monks, with many of those monks taking the path of the nimble guardian. While catfolk cavaliers and inquisitors are rare (steadfast dedication to a cause is often alien to the catfolk mindset) individuals who choose these paths are never looked down upon. Catfolk understand that exploration and self-knowledge can lead down many roads, and are accepting of nearly all professions and ways of life.
Male Names
Carruth, Drewan, Ferus, Gerran, Nyktan, Rouqar, Zithembe.
Female Names
Alyara, Duline, Hoya, Jilyana, Milah, Miniri, Siphelele, Tiyeri.
Catfolk Racial Traits
+2 Dexterity, +2 Charisma, -2 Wisdom
Catfolk are sociable and agile, but often lack common sense.
Catfolk are humanoids with the catfolk subtype.
Medium
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Catfolk have a base speed of 30 feet.
In dim light, catfolk can see twice as far as humans.
Cat's Luck
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Alternate Racial Traits
The following racial traits may be selected instead of typical catfolk racial traits. Consult your GM before selecting any of these new options.
Cat's Claws
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
Favored Class Options
The following options are available to all catfolk who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Bard
Add +1/2 to the bard's bardic knowledge bonus.
Add +1/4 to the cavalier's banner bonus.
Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Add a +1/2 bonus on Bluff checks to feint and Sleight of Hands checks to pickpocket.
Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
Racial Archetypes
The following racial archetypes are available to catfolk.
Gifted with finesse and stealth, catfolk make excellent burglars. Cat burglars are masters of breaking and entering, using their feline grace to make it seem as though no crime was ever committed in the first place. Few locks can withstand skilled cat burglars, and such nimble rogues are capable of bypassing traps without activating them and enabling associates to do the same. A cat burglar has the following class features.
At 4th level, a cat burglar masters stealthy movement and leaves no trace of her passing in dungeons and cities. While in dungeon and urban environments, she leaves no trail and cannot be tracked, though she can choose to leave behind a trail if she so desires. Furthermore, she can always choose to take 10 when making a Stealth check. This ability replaces uncanny dodge.
Trap Saboteur
At 8th level, a cat burglar becomes a master of avoiding and manipulating traps and locks. She can attempt to open a lock as a standard action and takes 1/2 the normal amount of time to disable traps (minimum 1 round) . When she has bypassed a trap without disarming it, she can also choose to suppress its trigger for up to 1 minute. If she does, she can also choose to end this suppression prematurely as a free action. This ability replaces improved uncanny dodge.
Rogue Talents
The following rogue talents complement the cat burglar archetype: fast stealth, quick disable ; convincing fakes, dodge trap ; fast picks terrain mastery .
Advanced Talents
The following advanced rogue talents complement the cat burglar archetype: another day, fast tumble hide in plain sight .
Some catfolk monks dedicate their graceful prowess to the defense of others, especially those dedicated to a similar ethos or who prove themselves as stalwart allies of the monk's cause. A nimble guardian has the following class features.
At 2nd level, a number of times per day equal to his Wisdom bonus, a nimble guardian can interpose herself between one adjacent ally and an attack or damage dealt in an area of effect. If an adjacent ally is the target of the attack or is required to make a Reflex saving throw against a damaging effect, as an immediate action the nimble guardian can grant that ally a +4 circumstance bonus to AC or on the saving throw against the effect. The nimble guardian must use this ability before the attack roll or saving throw is made. The nimble guardian can only use this ability if he is wearing light or no armor. This ability replaces evasion.
At 3rd level, a nimble guardian gains a +2 bonus on all Reflex saving throws. This ability replaces still mind.
At 5th level, a nimble guardian gains 3 additional uses of her defensive aid ability per day. Furthermore, if an ally that gained the benefit of a use of defensive aid succeeds her Reflex saving throw, and the effect still deals damage on a successful saving throw, the nimble guardian can spend 1 ki point to negate that damage. Doing so is not an action. This ability replaces purity of body.
At 7th level, a nimble guardian can transform himself into a feline creature by spending 2 ki points. The effect lasts for 1 hour or until the nimble guardian changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The chosen form must be some form of feline (cheetah, lion, etc.). This ability is otherwise identical to beast shape II. At 9th level, this ability functions as beast shape III. This ability replaces wholeness of body.
At 9th level, a nimble guardian gains evasion. This ability replaces improved evasion.
New Racial Rules
The following options are available to catfolk. At the GM's discretion, other appropriate races may make use of some of these new rules.
Catfolk Equipment
Catfolk have access to the following equipment.
Claw Blades
Aura:CLl:
Price: 305 gp
Weight: 2 lb.
These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.
Aura:CLl:
Price: 25 gp
Weight: 1 lb.
These soft and subtle boots are constructed of silk and specially cured leather. They are specially designed for catfolk feet. They work with the feline structure of the race's feet to soften footfalls and to reduce the imprints of their tracks. While wearing softpaw boots, a catfolk gains a +1 circumstance bonus on Stealth checks. Furthermore, the DC to notice or follow the tracks of a catfolk wearing softpaw boots increases by +2.
Aura:CLl:
Price: 10 gp
Weight: 5 lb.
This small box of specially prepared catfolk pheromones and alchemical reagents can be used to leave a small group of subtle but long-lasting scents that only catfolk can smell and decipher. Given a minute, a catfolk can create a scent mixture and apply it to a solid object, such as a tree, a wall, or even a smaller item such as a weapon or potion vial. When the catfolk does this, it leaves one of the following scent impressions: danger, food, shelter, or possession. The possession impression is always keyed to the specific catfolk using the kit, and signifies that she owns the territory or item. Other races can attempt to use this kit to create the danger, food, or shelter impression, but doing so requires a successful DC 20 Craft (alchemy) check. A catfolk can detect a particular scent applied with a trailscent kit from 30 feet away. If the scent is upwind, the range at which a catfolk can detect the scent increases to 60 feet; if it is downwind, the range drops to 15 feet. A catfolk with the scent racial quality doubles those distances. A scent impression lasts for 1 year or until it is washed away. Each kit has 10 uses.
The following rogue talents can only be taken by catfolk.