"Long ago, in the history of
Animundi, great Rifts opened up to places across the multiverse, stranding several extraplanar creatures onto the world of duality. Of those were an assortment of Catfolk, who formed tribes and fought with their
native kin. As the era of Rifts wore on, however, all tribes would unite for survival and their continued existence. In present day, with the Rifts gone, the land having settled and embracing the catfolk, and now at the helm of a political superpower; the Ologniyan exist in unity with the plane itself and their people.
In the modern era, these unique catfolk are seen as "feline humans" for how common they are and their flexbility. For many, their curiosity and community is sacred to them."
- Ask a lot of questions, due to either genuine interest or mere observation.
- Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
- Have a collection of momentos that hold your interest above all else.
- Think you monopolize conversations with your pressence or interjections.
- 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.
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?
These do not change, unless you have the corresponding Ancestry Talent. All Amurrans start with these.
Base Stats
- Age. Ologniyans mature far faster than humans.
- Size. Ologniyans 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. OIogniyan, Catfolk, and Humanoid
- Traditional A.Boost Spread. Ologniyans traditionally use Dexterity and Charisma.
Ologniyans are a people displaced, using what they have at their disposal. What their agility lacks, their pride surmounts. Such a skillset puts them on par with Humans, and when paired with other similar people, they become just as numerous and formidible.
- Language(s). Common and Niyan (+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
Ologniyan 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.
|
Ologniyan Opportunism |
Ologniyans are known for their sharp wit and their sharper tongues. While not supernatural, such cunning as given you a leg up in life.
You may add a 3rd dice to any to any roll you have Advantage on, taking the highest of the three.
You may only use this talent once per roll. You may use this talent once every Short Rest.
At character level 9, you may use this talent a number of times equal to your Half-Proficiency per Short Rest, rather than once.
|
You may pick a heritage. You gain everything listed from such.
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.
WIP
Names
WIP
Alignment and Faith
WIP
Trivia
- Ologniyan are Amurrans that were planarly displaced and are legally distinct, totally.
To Come