Catfolk

Catfolk are a race of humanoid felines that have spread far and wide on the continent of Énelya. Although they are perhaps among the most peaceful of the beastkin subraces, their bestial origins still bring them quite a bit of trouble. During the Great Cleansing, most catfolk along with other bestial races were forced to retreat to northern lands. Catfolk are resourceful and do well on their own so for most of them, this relocation was unproblematic. Through the years, these surviving catfolk became more solitary and individualistic, often working as lonely freelancers and adventurers. They have found security in obscurity; the catfolk race is not seen as a threat and their ability to adapt to new environments can make people more welcoming towards them when compared to other beastkin. However, that is not to say that catfolk are without problems. They think on an individual level and can sometimes find it hard to grasp social concepts. Catfolk often disregard the law and have their own ways of making it in the world. Another problem for catfolk is the fact they are sometimes mistaken with weretigers which usually leads to violent lynchings. Even so, many of them have found a place for themselves on Énelya and they are certainly not as hated as it may seem.

## Physical description

Catfolk are tall and flexible, with most of their height coming from their long legs. Catfolk usually stand about 180 centimeters tall but can reach heights of up to 2 meters when straightening themselves. Males usually weigh around 60-80 kilograms and females around 50-70 kilograms. There is some variance in size among catfolk, especially those of feral origin. Many catfolk have a unique look to them, with most resembling domesticated cats. However, those living in the wilderness and further away from urban environments have borrowed their looks from larger feline species such as lions, tigers and leopards. Tiger catfolk are especially rare, mostly because of the fact that many of them have been hunted down after being falsely accused of being weretigers. These feral catfolk are usually larger and heavier than urban catfolk.

Sometimes two catfolk might pair together, but most of the time females are left alone with their cubs. It is not unusual for a catfolk to give birth to a litter of up to six cubs as catfolk are born smaller than most other humanoids. Catfolk are quite helpless until they reach their second year and from that point on they grow up fast. They reach maturity at around 13 years of age and can live up to 80 years.

## Society

Because of the Great Cleansing, catfolk have learned that it is best to live alone and constantly be on the move. Catfolk generally do not have a desire to build societies or become influential figures. They also do not seem to have any nationalistic feelings or pride for their own race. Catfolk have learned that by being humble and self-sufficient, they can survive among other civilized communities. Many catfolk have taken their chances within Antar as the city provides a wide variety of work to those that seek it. Some also enjoy living in Flemer as the carefree lifestyle of the wood elves suits many catfolk. Other than that, one can generally meet lone catfolk pretty much anywhere. Although they used to be unseen wanderers and survivalists, catfolk have finally begun to situate themselves back into society and have done so quite well.

## Rules

* **Ability Score Modifiers:** Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
* **Type:** Humanoid, catfolk
* **Size:** Medium
* **Base speed:** 30 feet
* **Languages:** Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan, Sherdanian, Nurthan, and Ashari.

* **Cat’s Luck (Ex):** 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.
* **Informative:** 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 or both of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
* **Sprinter:** Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
* **Nimble Faller:** Catfolk land on their feet even when they take lethal damage from a fall. In addition, catfolk gain a +1 bonus to their CMD against trip maneuvers.
* **Low-Light Vision:** Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

* **Felidae:** The appearances and features of catfolk can often be highly variable and differing, especially when comparing those living in urban environments to those living in natural environments. Catfolk must choose what species their character takes after. However, some catfolk might be related to species not listed here; in those cases, consult your GM. This choice is mostly made for roleplaying reasons as people may view various catfolk differently.

* **Urban:** Choosing to be an urban catfolk makes your character resemble a domestic cat and grants you a +2 racial bonus on Acrobatics and Sleight of Hand checks and a +1 racial bonus on Reflex saving throws.

* **Feral:** Choosing to be a feral catfolk makes your character resemble some larger feline. Feral catfolk tend to have a robust build and better senses but show some lacking in social skills. Your ability scores change to the following: +2 Strength, +2 Wisdom, -2 Charisma and you lose Common as a starting language. You also gain a limited scent ability with half the normal range. In addition, feral catfolk must choose one of the following traits which determines their looks and special characteristics:

* **Smilodon:** You look like a saber-toothed tiger with long and sharp fangs. Smilodon catfolk gain a natural bite attack that deals 1d6 points of bludgeoning and piercing damage as a primary attack (or secondary attack, if the catfolk uses a weapon).
* **Lion:** Your looks come from lions and you even possess a mane if you happen to be male. Lion catfolk gain *Endurance* as a bonus feat. In addition, they may swap their +2 Strength bonus for a +2 Constitution bonus if they wish.
* **Leopard:** You strongly resemble a humanoid leopard; most leopard catfolk come from the far north and look like snow leopards. Leopard catfolk gain a +1 natural armor bonus to their AC.
* **Cheetah:** You are a humanoid cheetah, being quite slender in your build. Cheetah catfolk swap their +2 Strength bonus for a +2 Dexterity bonus. In addition, they gain *Run* as a bonus feat.
* **Tiger:** You resemble a tiger of some sorts and your fur has many stripes. Tiger catfolk gain two natural claw attacks that deal 1d4 points of slashing damage as primary attacks (or secondary attacks, if the catfolk uses a weapon). If you have the Cat's Claws alternate racial trait, your claws deal 1d6 damage instead.
* **Jaguar:** You share your appearance with jaguars and have a stocky body. Jaguar catfolk gain the ranger’s favored terrain class ability with a bonus of +2 but they can only choose jungle as their terrain. In addition, they gain a +4 racial bonus on Swim checks.
* **Cougar:** You bear a close resemblance to cougars, also known as mountain lions, and have stronger legs and faster reactions than most other catfolk. Cougar catfolk can take actions normally during surprise rounds in which they are aware of their opponents. In addition, they gain a +2 racial bonus on Acrobatics and Climb checks.

### Alternate Racial Traits

Catfolk have access to all alternate racial traits normally available to catfolk. Consult your GM before selecting any new options.