Ancestry: Amurran

Amurran | Catfolk | Humanoid

 

The Amurran Catfolk

"Curious and gregarious wanderers, catfolk combine the features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as the chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition. They believe that strong communities, breadth of experience, and continual self-improvement aid them in this fight.   As quick as their reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry."
 

Amurran Mindset

 

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.
  • Have a collection of things, either physical or not, that hold your interest above all else.
 

Others Probably...

  • Think you monopolize conversations with your incessant queries or opinions.
  • Ascribe more emotion than you feel due to involuntary purring or growling.
  • Think you're vain and/or do not understand the things that trip your acute senses.

Description

 

Physical Description

Although all golarian catfolk walk upright and have soft fur, a 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.   Catfolk mature quickly and are able to walk at only a few months old, but they start their careers at roughly the same age as humans do and live to be 60 or 70 years of age.
 

Anything Special?

 

Amurran Mechanics

 

Ancestry Statistics

These do not change, unless you have the corresponding Ancestry Talent. All Amurrans start with these.

Base Stats

  • Age. Amurrans mature far faster than humans.
  • Size. Amurrans vary widely in height and build, capable of being smaller than normal, or as large as the tallest humanoids. To this end, your size is Small or Medium (your choice).
  • Associated Traits. Amurran, Catfolk, and Humanoid
  • Traditional A.Boost Spread. Amurrans traditionally use Dexterity and Charisma. Although not adverse to using other mental attributes, Amurrans are known for their ability to maneuver through their agility and their social understanding. As a result, any Amurran is considered in their element when they are either leading or their choosen group of allies.
  • Language(s). Common and Amurran (+1 per your positive Cha Mod when starting the game, list here)
  • Speed(s). 30 ft
  • Special Senses. Low-Light Vision, Darkvision 60 ft
  • HP (+ HP/level). 8 (+1)

Ancestry Talents

Amurran Origin

You cat-like features blend well with your more humanoid ones, giving you the benefits of both with a few unique qualities of your own. This flexibility is what your people are known for, after all.

Your claws natural weapons, as a Claw attack. It deals Slashing damage equal to 1d6 + Half-Proficiency, have the Agile ⚙️, and Finesse⚙️ traits, and is part of the Unarmed Weapon Group.

Additionally, you gain a Climbing Speed equal to your base Movement, and you half all Fall Damage you would normally take from falling.

This Talent cannot be swapped.

Innate Hunter

Your lineage played a large part in your childhood and adolescence, treating every session of play as a new opportunity to improve yourself.

You gain proficiency with 2 of the following skills: Acrobatics, Adventuring, Athletics, Intimidation, Perception, or Stealth

If you have Proficiency with all of these skills, you may add a bonus dice (base d4) to 2 of them. Once made, this decision cannot be changed unless this talent is retrained.

Amurran Luck

People assume your Amurran agility has some sort of supernatural luck to it. They may be right.

You gain a number of Luck Points equal to your Half-Proficiency

Heritage Choice

You may pick a heritage. You gain everything listed from such.  

Variant Ancestry Talents

Some of your talents can swapped for the ones listed below, or be taken at a later levels via Character Progression. If your GM is using the Classic Ancestries optional rule, you can only take the talents below as you level up, after level 1.   Furthermore, due to the nature of Amurrans, they can gain talents available to other Ancestries who count as 'Catfolk'. Those talents will be listed underneath their unique talents for each section below.   Here are the talents you can swap at level 1.     Here are the ancestry talents you can gain at later levels.   Unlockable at Character level 3
Unlockable at Character level 5
Unlockable at Character level 7
Unlockable at Character level 9
Unlockable at Character level 11
  Note: The Origin Customization rule allows you to swap any skill proficiency gained for another you don't have, if playing with traditional or other rules.  

Deeper Lore

WIP  

Names

WIP  

Alignment and Faith

WIP  

Trivia

  • Since Paizo can't make up their mind if Amurrans are Catfolk or not, it's been decided that they're both. No further questions will be taken.
 

Examples of Amurran

  To Come

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