Sektarri

### Description

Sektarri are (house) cat people. They are covered in fur that can be many colors, including multi-colored. Pretty much any color or combination of colors that you can find a house cat. They're typically a few inches shorter than an average  human; 5'2" for the males. Their eye colors also match real-world house cats, with their eyes being large as you'd expect. Sektarri do not have hair on their head (only fur) and do not grow facial hair other than whiskers.

### History

It is not debated that the Sektarri got and have the most powerful of the  Great Wyrms. When the wyrms came, the Sektarri kingdom quickly grew to cover almost all of the known lands, becoming an empire as it swallowed the other kingdoms. The Verdanni put up the greatest fight and many would say that this caused them to become the slaves they now are.

### Culture

Sektarri culture is based loosely off early Egyptian culture. They make up about 24 percent of the ("common") population of Kaernest.

Sektarri culture has an odd duality; name, property, and wealth pass down through the females of the race (after all, you always know who your mother is), however, influence and titles pass down through the males of the race (and can be handed down even to adopted children).

The Sektarri have a strong positive relationship with the Dazhdvog, trading with them, especially getting their ore from them, which is considered their most important resource. The Dazhdvog are also the race that they most freely trade finished metal goods with, and freely allow into their cities for trade and travel.

Where the Sektarri don't trust the Kampanni to trade with them freely, and mistrust them, causing conflict when they want to sell in their markets, the Sektarri instead treat the Qnassi as merchants, trading with them for things they can't readily or easily acquire on their own. This makes them something like fences for the raided goods coming from the Qnassi.

#### Magic

Some would argue that Sektarri metal working is their magic, but they've also devised ways to add runes to objects, which make them better and sometimes more useful.

### Places

#### Kesh

The Empire of Kesh covers most of the land surface of the known world. It has "devoured" the other kingdoms, only leaving the subterranean kingdom of Drakkenosk as a separate kingdom. The few places that Kesh does not claim to hold are the Lost West, the kingdom of the Dead Dragon, and the cities of the Fluvarri dragons. They may not be able to truly hold these claims, but for the most part, they are not contested.

## Sektarri

### Heritages

#### Clawed

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.

#### Nine Lives

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

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

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).

### Ancestry Feats

* Cat Nap (1) - Gain temporary Hit Points by taking a 10 minute nap.
* Cat's Luck (1) - Reroll a Saving Throw and use the better result.
* Saberteeth (1) - Fangs are an unarmed attack that deals d6 piercing damage.
* Sektarri Dance (1) - Use Acrobatics to get in an opponents way and make them flat-footed.
* Sektarri Lore (1) - Trained in Acrobatics, Deception, and Sektarri Lore.
* Sektarri Weapon Familiarity (1) - Sektarri weapons are hatchet, kama, kukri, scimitar, and sickle.
* Well-Met Traveler (1) - Trained in Diplomacy. Gain the Hobnobber skill feat.
* Winter Cat Senses (1) - Ignore concealment from ice and snow.
* Catfolk Weapon Rake (5)
* Climbing Claws (5)
* Expanded Luck (5)
* Focused Cat Nap (5)
* Graceful Guidance (5)
* Light Paws (5)
* Lucky Break (5)
* Pride Hunter (5)
* Springing Leaper (5)
* Aggravating Scratch (9)
* Evade Doom (9)
* Predator's Growl (9)
* Sense for Trouble (9)
* Shared Luck (Catfolk) (9)
* Silent Step (9)
* Wary Skulker (9)
* Well-Groomed (9)