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Catfolk

The Catfolk of Keyrae are slightly modified versions of the Catfolk from The Advanced Player's Guide (pg. 8-11) and The Lost Omens Ancestry Guide (pg. 16-19)   The Catfolk of Amurria are brave, if a little fool hardy, always ready to defend the natural world from those who might cause it harm. Despite this, as a general whole they are friendly people, if a little quick to anger. A big part of their culture involves going out into the wider world to explore, meet new people and "collect" experiences. They believe this will only strengthen their communities, as a wider range of views and experiences is crucial in a cohesive society.  

You might:

  • Demonstrate genuine interest by asking a lot of enthusiastic questions.
  • Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
  • Carefully scout a target or problem before striking at it quickly.

Others Might:

  • Think you monopolize conversations with your incessant queries or opinions.
  • Consider you haughty or prideful.
  • Ascribe more emotion than you feel to your involuntary purrs or growling

Basic Information

Anatomy

Although all catfolk walk upright and have soft fur, a long tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable. Most catfolk take great pride in maintaining their appearance and rarely suffer the indignity of being wet or dirty if they can avoid it.   Catfolk are rarely taller than the average human and, because of their lean builds, almost never weigh as much as a human of similar height.

Growth Rate & Stages

Catfolk mature quickly and are able to walk at only a few months old, but they otherwise start their careers and are considered adult at roughly the same age as humans do and live to be 60 or 70 years of age.

Dietary Needs and Habits

Catfolk are primarily carnivores. They are able to eat foods other than meat, but meat is essential for their survival.

Civilization and Culture

Naming Traditions

Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home, though some simply keep the name they’ve gotten used to. Catfolk love to add titles and honorifics to their names. Some catfolk use their titles exclusively among non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, or Mistcloak.   Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra  

Society

Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given what many other humanoids see as a distressing latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.   Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. A catfolk leader is most often a spellcaster and usually female. Catfolk prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away or work itself out.

Catfolk Heritages

 

Clawed Catfolk

  • From Advanced Player's Guide pg. 9
Your family has particularly long, sharp claws capable of delivering bleeding wounds with a wicked swipe. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.  

Flexible Catfolk

  • From Lost Omens Ancestry Guide pg. 17
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.  

Hunting Catfolk

  • From Advanced Player's Guide pg. 9
You come from a long line of skilled hunters and trackers and have a particularly keen sense of smell. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature's location. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind. In addition, you gain a +2 circumstance bonus to Track a creature or object if you've smelled it before.  

Jungle Catfolk

  • From Advanced Player's Guide pg. 10
You’re descended from jungle stalkers and can move swiftly through scrub and underbrush. You ignore difficult terrain from undergrowth, and greater difficult terrain from undergrowth is only difficult terrain for you.  

Liminal Catfolk

  • From Lost Omens Ancestry Guide pg. 17
You've inherited a closeness to the far corners of the world, where the boundaries between dimensions grow thin. You can cast detect magic as an occult innate cantrip heightened to half your level, rounded up. You also gain a +1 circumstance bonus to Occultism checks to Recall Knowledge about creatures that originated outside of the Material Plane.  

Nine Lives Catfolk

  • From Advanced Player's Guide pg. 10
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.

Sharp Eared Catfolk

  • From Lost Omens Ancestry Guide pg. 17
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.

Winter Catfolk

  • From Advanced Player's Guide pg. 10
You have a thick coat of fur that protects you from the cold. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).  

Catfolk Ancestry Feats

 

1st Level


 
Cat Nap - Feat 1
CATFOLKCONCENTRATEEXPLORATION

Description
  • From Lost Omens Ancestry Guide pg. 18
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 Dance - Feat 1
CATFOLK


Action

Description
  • From Lost Omens Ancestry Guide pg. 18
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.   Degrees of Performance
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.
 
Catfolk Lore - Feat 1
CATFOLK

Description
  • From Advanced Players Guide pg. 10
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.
 
Catfolk Weapon Familiarity - Feat 1
CATFOLK

Description
  • From Advanced Players Guide pg. 10
You favour weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the hatchet, kama, kukri, scimitar, and sickle. In addition, you gain access to kama, kukris, and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons.
 
Cat's Luck - Feat 1
CATFOLKFORTUNE


Trigger You Fail a reflex saving throw

Action

Description
  • From Advanced Players Guide pg. 10
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Applications Once Per Day
 
Saber Teeth - Feat 1
CATFOLK

Description
  • From Lost Omens Ancestry Guide pg. 18
You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.
 
Well-Met Traveller - Feat 1
CATFOLK

Description
  • From Advanced Player's Guide pg. 10
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.
 
Winter Cat Senses - Feat 1
CATFOLK

Requirements Winter Catfolk Heritage
Description
  • From Lost Omens Ancestry Guide pg. 10
Your eyes are keen and accustomed to winter conditions. You ignore concealment caused by ice and snow.
 

5th Level


 
Catfolk Weapon Rake - Feat 5
CATFOLK

Requirements Catfolk Weapon Familiarity Feat
Description
  • From Advanced Player's Guide pg. 10
You know how to efficiently use weapons that rake across your enemies. Whenever you critically hit using a catfolk weapon or one of the weapons listed in Catfolk Weapon Familiarity, you apply the weapon's critical specialization effect.
 
Climbing Claws - Feat 5
CATFOLK

Description
  • From Advanced Player's Guide pg. 10
You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
 
Expanded Luck - Feat 5
CATFOLK

Requirements Cat's Luck Feat
Description
  • From Advanced Player's Guide pg. 10
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 Nap - Feat 5
CATFOLK

Requirements Cat nap Feat and A Focus Pool
Description
  • From Lost Omens Ancestry Guide pg. 18
When you Cat Nap, you can also Refocus as you dream of a relevant activity.
 
Graceful Guidance - Feat 5
CATFOLK

Description
  • From Lost Omens Ancestry Guide pg. 18
You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally's Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.
 
Light Paws - Feat 5
CATFOLK


Action

Description
  • From Advanced Players Guide pg. 10
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 Break - Feat 5
CATFOLK

Requirements Cat's Luck Feat
Description
  • From Lost Omens Ancestry Guide pg. 18
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 Hunter - Feat 5
CATFOLK

Description
  • From Lost Omens Ancestry Guide pg. 18
You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
 
Springing Leaper - Feat 5
CATFOLK

Requirements Expert in Athletics
Description
  • From Advanced Player's Guide pg. 10
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.
 

9th Level


 
Aggravated Scratch - Feat 9
CATFOLKDISEASE

Requirements Claw unarmed attack
Description
  • From Advanced Player's Guide pg. 10
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.
 
Evade Doom - Feat 9
CATFOLK

Description
  • From Lost Omens Ancestry Guide pg. 18
You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don't gain the doomed condition.
 
No Evidence - Feat 9
CATFOLK

Requirements Expert in Survival
Description
  • From Lost Omens Ancestry Guide pg. 19
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 Growl - Feat 9
CATFOLK

Requirements Expert in Intimidation
Trigger You successfully Seek a hidden or undetected creature.
Description
  • From Lost Omens Ancestry Guide pg. 19
You give a throaty growl to attempt to Demoralize a creature you just found. You don't take the –4 penalty for not sharing a language with the creature.
 
Sense For Trouble - Feat 9
CATFOLK

Requirements Cat's Luck Feat
Description
  • From Lost Omens Ancestry Guide pg. 19
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.
 
Shared Luck - Feat 9
CATFOLK

Requirements Cat's Luck Feat
Description
  • From Advanced Player's Guide pg. 11
When you use Cat's Luck to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.
 
Silent Step - Feat 9
CATFOLKFLOURISH


Action

Description
  • From Lost Omens Ancestry Guide pg. 11
You vanish with silent treads. You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.
 
Wary Skulker - Feat 9
CATFOLK

Description
  • From Advanced Player's Guide pg. 11
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 Groomed - Feat 9
CATFOLK

Description
  • From Advanced Player's Guide pg. 11
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.
 

13th Level


 
Black Cat Curse - Feat 13
CATFOLKDIVINATIONMISFORTUNEOCCULT


Trigger A creature within 30 feet you can see would succeed at a save.

Action

Description
  • From Advanced Player's Guide pg. 11
You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result.
Applications Once Per Day
 
Caterwaul - Feat 13
CATFOLKAUDITORYCONCENTRATEEMOTIONMENTAL


Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed.
Description
  • From Advanced Player's Guide pg. 11
You give a daring yowl in the face of adversity, calling your companion 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.
Applications Once Per Day
 
Catfolk Weapon Expertise - Feat 13
CATFOLK

Requirements Catfolk Weapon Familiarity
Description
  • From Advanced Player's Guide pg. 11
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Catfolk Weapon Familiarity.
 
Insprint Hazard - Feat 13
CATFOLKCONCENTRATEOCCULTTRANSMUTATION

Requirements The Hazard isn't Broken
Trigger You Disable a Hazard

Action

Description
  • From Lost Omens Ancestry Guide pg. 19
You awaken a spirit of creation within the hazard. You learn the hazard's effects. Once in the next 10 minutes, when you observe a creature take an action that would trigger one of the hazard's reactions or free actions if you hadn't Disabled it, you can use a reaction to rearm the hazard, causing the observed creature to trigger it immediately.
Applications Once Per Day
 

17th Level


 
Elude Trouble - Feat 17
CATFOLK


Trigger A creature Misses you with a melee attack
Description
  • From Lost Omens Ancestry Guide pg. 19
You slip through your foe's opening. Stride up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you.
 
Reliable Luck - Feat 17
CATFOLK

Requirements Cat's Luck Feat
Description
  • From Advanced Player's Guide pg. 11
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.
 
Ten Lives - Feat 17
CATFOLK

Requirements Evade Doom Feat
Description
  • From Lost Omens Ancestry Guide pg. 19
When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value 1 less than would normally kill you (typically dying 3). This doesn't change the result for any other creature affected.
Rarity
Common
Hit Dice
8
Size
Medium
Speed
25
Ability Boosts
Dexterity, Charisma, Free
Ability Flaw
Wisdom
Languages
  • Common
  • Amurrun
  • Additional languages equal to your Intelligence modifier if it’s positive. Choose from the list of common Languages‌ and any other languages to which you have access (such as the languages prevalent in your region)
Traits
Catfolk, Humanoid
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.
Land on Your Feet
When you fall, you take only half the normal damage and don't land prone.
Mature at
18 years
Lifespan
60
Average Height
160cm
Average Weight
50kg (11 bulk)

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