Cat-Folk

The Catfolk are an ancient and troubled race. At least twice in their long history they were pushed to the brink of extinction, only to rebound stronger than before. In the last century and a half, they have risen to prominence under the leadership of Prospero, conquering much of the known world and founding the Catamarok Empire.

Physical Description:

During the last century, the Catfolk became infected with a horrible disease, rendering the race as a whole sterile. No new catfolk have been born in several decades, and the youngest living catfolk are in their 40s, well past the prime of life. Preserving their species has become a major concern for most of the race. Many of the oldest and most politically powerful catfolk have taken to experimenting on and even consuming the young of other races (especially the eggs of Penguins) in their search for a way to prolong their lives and cure the malady which afflicts them. Even with such efforts, the Catfolk are a race in decline and their population has been in freefall for many years.

Society & Relations:

Alignment and Religion:

Names: Catfolk generally have only a single name. If the need exists to distinguish two catfolk with similar names, they will typically use a title or be referred to by their profession.

  • Male: Achille, Agostino, Amadeo, Aurelio, Bartolomeo, Benito, Calogero, Cirino, Dante, Donato, Epifanio, Faustino, Fortunato, Glauco, Iacopo, Jaga, Lazzaro, Lotario, Marcello, Narciso, Panthro, Prospero, Rinaldo, Romeo, Teodosio, Vincente
  • Female: Albina, Amalia, Anselma, Aurora, Benedetta, Carmela, Cheetara, Clelia, Domenica, Elettra, Fabrizia, Felicita, Fulvia, Giosetta, Leandra, Lorita, Maristella, Nicolina, Orsina, Placida, Pumyra, Regina, Rosalinda, Scilla, Taide, Tullia, Violetta, Zaira

Racial Traits [15 Points]

  • Type: Monstrous Humanoid [Catfolk] (3 RP): Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features.
    • Monstrous humanoids have the darkvision 60 feet racial trait.
    • Monstrous humanoids breathe, eat, and sleep.
  • Abilities (0 RP): +2 Dexterity, +2 Charisma, -2 Wisdom: Catfolk are quick and surefooted and experienced in politics, but have a tendency to act rashly and overreach in pursuit of their goals.
  • Medium: Catfolk have no modifiers based on their size.
  • Normal Speed: Catfolk have a base land speed of 30 feet.
  • Stubborn (2 RP): Catfolk gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
  • Nimble Faller (2 RP): Catfolk land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
  • Emissary (1 RP): Once per day, a Catfolk can roll twice when making a Bluff or Diplomacy check and take the better roll.
  • Integrated (1 RP): Catfolk gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
  • Urbanite (1 RP): Catfolk gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
  • Stalker (1 RP): Perception and Stealth are always class skills for Catfolk.
  • Envoy (1 RP): Catfolk with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day— comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user’s character level.
  • Claws (2 RP): Catfolk receive two claw attacks. These are primary natural attacks, dealing 1d4 points of damage each.
  • Languages (1 RP): Cat-folk begin the game speaking Cat-folk and Common. Catfolk with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
  • Artificial Longevity (0 RP): A Cat-folk can extend his maximum lifespan by 1 year by consuming the fertilized egg of a Penguin (which usually involves stealing them from the penguins aerial nesting grounds in depths of winter). A Catfolk who extends his lifespan in this way continues to suffer the effects of aging normally, he simply delays the inevitable failure of his body. It is unknown if there is a limit to how many times this extension of a cat-folk’s life can work.

Random Starting Ages:

Adulthood Intuitive Self-Taught Trained
40 +2d8 years +4d8 years +8d8 years

Random Height and Weight:

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d8 in. 120 lbs. +2d8 x 2d4 lbs
5 ft. 0 in. — 6 ft. 2 in. 124 – 248 lbs
Female 4 ft. 5 in. +2d8 in. 85 lbs. +2d8 x 2d4 lbs
(4 ft. 7 in. – 5 ft. 11 in.) 89 – 213 lbs.

Aging Effects:

Race Middle Age Old Venerable Maximum Age
Cumulative Effects –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha GM secretly determines Maximum
Aamuh 50 years 75 years 100 years 100 + 2d20 years

Cat-Folk

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