Catfolk

Catfolk

Alternate Name: Cassadari
Sylvan Name: Mako'qu
  Catfolk are outgoing and expressive Fey which can be found all throughout the world today. They are especially represented in nations which border the Rainy Country, and can call the nation of Ahru their second home. Catfolk have a natural curiosity and stereotypically bubbly personalities which make them both easy friends and annoying tricksters.  

General Information

Rarity: Common. (You may play this race without consulting the DM.)   Physical Description: Catfolk are cat-like in appearance, with soft fur that bears a wide array of patterns and colors as well as whiskers and triangular ears. They have hair upon their heads, which tends to be a coarser texture and a darker color, and may even have similar hair across their bodies, including as facial hair. They have a penchant for adorning themselves with beads and jewelry, and are quite attracted to brightly colorful fabrics. Catfolk spend entirely too much time on optimizing their appearance, as they view it as an extension of their identities. They are highly social creatures, and can seem hyper to the other races.   Family Structure: Catfolk typically keep to others of their own kind, and thus prefer to stick with their families, whether they are in broader society, traveling, or at home in the Rainy Country. They establish deeply personal friendships which are extensions of family, but typically do not cohabit in large, extended groups as other races may. They typically only have one name, and they may change it on a whim, enjoying the unique spins they can come up with. They do not have middle or surnames, as they view these as superficial expressions of familial loyalty.   Attitude Toward Society: Catfolk are perhaps the most adaptive of Fey when it comes to integrating into mortal societies, though they don't like to settle down for too long, and prefer to make their stays short. They are natural extroverts who love to learn new skills, and thus try to fall into new professions any time they stumble into town. This can lead to some frustration, as they can inflate their experience and disappoint when hired.   Attitude Toward Gender: There are as many Catfolk genders as there are Catfolk; the concept is largely meaningless to them, but instead of abandoning it, they jump at the opportunity to have a new identifier, and embrace its diversity openly. They don't try to fit into the gender norms of the society they exist in, but this is viewed less negatively than a mortal who might do so, as its viewed as just another quirk of this strange Fey folk.   Attitude Toward Relationships: Catfolk relationships are largely non-sexual, with gender preferences necessarily non-existent. Sex is typically viewed as divorced from relationships, primarily for the purpose of reproduction, and in the Rainy Country occurs at annual meet-ups between various clan families. Outside of the Rainy Country, some Catfolk still arrange such meetings, but they tend to be far more uncommon, and most simply adopt the relationship norms of their respective societies, reproducing with their romantic partners.  

Race (5e)

Catfolk (5e)

ability score increase: +1 Dexterity
age: Catfolk typically mature by age 15, and have lifespans that can reach age 70.
Size: Medium
speed: 30ft
Languages:
race features:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Feline Agility: You have advantage on Stealth and Acrobatics checks made to hide or traverse in trees, on rooftops, or in comparable environments. In addition, when you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you take any rest.   Cat's Claws: You have a climbing speed of 20 ft. due to your claws. They can also be used as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Ancestry (Pathfinder 2e)

Catfolk feats emphasize their feline physiology, their natural inclinations towards stealth and agility, and their associations with good luck and favor.  

Catfolk

Hit Points
8
Size
Medium
Speed
25
Ability Boosts
Dexterity, Charisma, Free
Ability Flaw
Wisdom
Traits
Humanoid, Fey, Catfolk
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.   Claws: Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Heritages
Flexible Catfolk: You've inherited flexibility beyond that of most humanoids. You don't treat tight spaces that don't require you to Squeeze as difficult terrain. In addition, you get a +1 circumstance bonus to checks when you attempt to Escape.   Nine Lives Catfolk: Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become dying 1 instead of dying 2.   Nocturnal Catfolk: You are used to hunting and living in the dark. You gain darkvision.   Sharp-Eared Catfolk: You were born with big, expressive ears that move with your moods and perk up at any unexpected sound. You gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action. As long as you're aware of a creature via sound, once per round, your ears can help you Point Out the creature to all allies as a free action.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Cat NapCatfolk, Concentrate, Exploration1-You can briefly sleep to regain your energy quickly.
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You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes.
Catfolk DanceCatfolk1-You have a habit of always being in the way when other creatures attempt to move.
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You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature's Reflex DC. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn. Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.
Mako'qu LoreCatfolk1-Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble.
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Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in Acrobatics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Catfolk Lore.
Cat's LuckCatfolk, Fortune1-You instinctively twist away from danger.
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You instinctively twist away from danger. Once per day, when you fail a Reflex saving throw, you can reroll the triggering saving throw and use the better result.
Razor ClawsCatfolk1-You have honed your claws to be deadly.
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Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.
Well-Met TravelerCatfolk1-You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others.
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You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Hobnobber skill feat.
Climbing ClawsCatfolk5-You can extend your claws to aid you in climbing.
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You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
Expanded LuckCatfolk5Cat's LuckYou are luckier even than most catfolk.
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You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.
Focused Cat NapCatfolk5Cat Nap; focus poolWhen you Cat Nap, you can also Refocus as you dream of a relevant activity.
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When you Cat Nap, you can also Refocus as you dream of a relevant activity.
Light PawsCatfolk5-You can balance on your toes to step carefully over obstructions.
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You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
Lucky BreakCatfolk5Cat's LuckYou catch yourself as you make a mistake.
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You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an Athletics or Acrobatics skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal.
Pride HunterCatfolk5-You avoid the attention of creatures focused on your allies.
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You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
Springing LeaperCatfolk5expert in AthleticsYour powerful legs allow you to make sudden and dramatic leaps.
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Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.
Aggravating ScratchCatfolk, Disease9-Your claws carry an irritant that is harmless to you but can be damaging to others.
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Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
No EvidenceCatfolk9expert in SurvivalYou leave little sign when attempting to remain unseen.
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You leave little sign when attempting to remain unseen. When you Avoid Notice, you also gain the benefits of Cover Tracks unless you choose not to.
Predator's GrowlCatfolk9expert in IntimidationYou give a throaty growl to attempt to Demoralize a creature you just found.
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You give a throaty growl to attempt to Demoralize a creature you have just found through a successsful Seek action. You don't take the –4 penalty for not sharing a language with the creature.
Sense for TroubleCatfolk9Cat's LuckYou can tell when something's off.
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You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal.
Wary SkulkerCatfolk9-Ever alert, you scout for danger even when you are trying to stay hidden.
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Ever alert, you scout for danger even when you are trying to stay hidden. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
Well-GroomedCatfolk9-You are fastidious about keeping yourself clean.
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You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead.
Black Cat CurseCatfolk, Divination, Misfortune, Occult13-You hiss a spiteful curse at the creature.
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Once per day, you hiss a spiteful curse at a creature within 30 feet you can see would succeed at a save. The target must reroll the triggering saving throw and use the worse result.
CaterwaulAuditory, Catfolk, Concentrate, Emotion, Mental13-You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness.
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Once per day, you can give a daring yowl in the face of adversity, calling a companion within 30 feet back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's wounded condition still increases by 1 as though they had been dying and recovered.
Reliable LuckCatfolk17Cat's LuckYou have gone well past nine lives to survive danger with surprising regularity.
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You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.
You Might...
  • Demonstrate genuine interest by asking a lot of enthusiastic questions.
  • Wear names and identities like hats.
  • Hop around skills and intersts on a whim.
  Others Probably...
  • Think you monopolize conversations with your incessant queries or opinions.
  • Get confused when interpretting aspects of your body language, such as purrs and growling.
  • Become frustrated at your unreliability when it comes to work.