Catfolk

Catfolk

Pharosian Name: Cassadari
Fey Name: Mako'qu

  Catfolk are outgoing and expressive Fey which can be found all throughout the world, although they prefer its forests and jungles. They are especially represented in Everaldimor, Althraxia, and call Ahru their second homeland (after the Rainy Country). Catfolk have a natural curiosity and stereotypically bubbly personalities which make them both easy friends and (at times) annoying pests.
 

General Information

Physical Description

Catfolk are bipedal but cat-like in appearance, with soft fur that bears a wide array of patterns and colors as well as whiskers and triangular ears. They have hair upon their heads, which tends to be a coarser texture and a darker color, and may even have similar hair across parts of their bodies (including as facial hair). They have a penchant for adorning themselves with beads and jewelry, and are quite attracted to brightly colorful fabrics and jingly trinkets. Catfolk spend entirely too much time on optimizing their appearance, as they view it as an extension of their identities.
  Catfolk are highly social creatures, and can seem hyper and socially unaware to the other races. Most famously, they are quite inept at reading when they have annoyed another or gone too far in their questioning. Catfolk will often find they have crossed the line well after they have crossed it, and then feel that they were wronged either because this was not pointed out to them or because their conversational partner is far too dull or disrespectful. Luckily, apologies mean a lot to them - whether they are genuine or not - and they are quick to forget slights when amends are made.
 

Community Structure

Catfolk typically prefer to live with others of their own kind and stick with their family groups whether they have settled in broader society, have opted for a life of travel, or are at home in the Rainy Country. These family groups are often their biological families, but it's also not uncommon for a Catfolk to depart from home and find another family group to become part of. They establish deeply personal friendships which are extensions of this family group, but they don't like to cohabitate with these friends or involve them in the workings of day-to-day life.
  Rather than forming enclaves in cities, then, Catfolk tend to congregate in their family groups in smaller, scattered neighborhoods where they may nonetheless buy up the whole street (but not much more). While such mini-enclaves might draw the ire of urbanites who dislike outsiders, Catfolk are exceptionally capable of integrating into mortal societies given that they are natural extroverts who love to learn new practical skills. Still, Catfolk typically don't like to settle down for long, and smaller towns will sometimes have to deal with sudden vacuums in professions when a whole family group chooses to depart on a whim, which contributes somewhat to others' distaste for welcoming them as residents.
  Catfolk typically only have one name, and they may change it on a whim, enjoying the unique spins they can come up with. They do not have middle or surnames, as they view these as superficial expressions of familial loyalty. Ironically, despite preferring to live amongst their own kind, they don't place particular importance on reputation or familial connections when it comes to gaining social clout, which further reinforces their distaste for surnames. Some Catfolk may have nicknames in Purrmewl, their animalistic language.
 

Gender and Relationships

It could be said that there are as many Catfolk genders as there are Catfolk. The concept is largely meaningless to them in terms of establishing gender roles, but instead of abandoning it, they jump at the opportunity to have a new identifier and embrace its diversity openly. They don't try to fit into the gender norms of the society they exist in, but this is typically viewed less negatively than a mortal who might do so by the society's populace, as its viewed as just another quirk of this strange Fey folk.
  Catfolk relationships are almost universally non-sexual, with gender preferences non-existent as a result. Sex is typically viewed as divorced from relationships, primarily for the purpose of reproduction. Traditionally, in the Rainy Country, it occurs annual orgiastic meet-ups between various family groups. Outside of the Rainy Country, such meetings are still sometimes arranged, though they are far less scheduled and instead occur when multiple family groups happen to converge. In such meet-ups, romantic partners are explicitly not present; most Catfolk view their loved ones seeing them in such a state as repulsive and relationship-ending - a sort of anti-intimate act. Still, it's becoming more common to have children with one's romantic partner among Catfolk in Eashavar, though they'll often go to absurd lengths to forget the encounter; at the very least, both partners will typically be blindfolded.
  It should be noted that Catfolk do not have the same view of nudity, which they view as an exceptionally intimate act reserved for romantic partners and very close friends. This is because Catfolk place such a heavy emphasis on clothing as an extension of their personal expression, and so nudity requires a stripping of their personality as much as of their clothing. This is perhaps one of the most confusing things to Catfolk - that other races view sex as so taboo, but nudity as relatively permissible - as their own views are essentially the exact opposite.
 

Race (5e)

Catfolk (5e)

ability score increase: +1 Dexterity
age: Catfolk typically mature by age 15, and have lifespans that can reach age 70.
Size: Medium
speed: 30ft
Languages:
race features:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Feline Agility: You have advantage on Stealth and Acrobatics checks made to hide or traverse in trees, on rooftops, or in comparable environments. In addition, when you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you take any rest.   Cat's Claws: You have a climbing speed of 20 ft. due to your claws. They can also be used as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

 

Ancestry (Pathfinder 2e)

Catfolk feats emphasize their feline physiology, their natural inclinations towards stealth and agility, and their associations with good luck and favor.
 

Catfolk

Hit Points
8
Size
Medium
Speed
25
Ability Boosts
Dexterity, Charisma, Free
Ability Flaw
Wisdom
Traits
Humanoid, Fey, Catfolk
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.   Claws: Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Heritages
Flexible Catfolk: You've inherited flexibility beyond that of most humanoids. You don't treat tight spaces that don't require you to Squeeze as difficult terrain. In addition, you get a +1 circumstance bonus to checks when you attempt to Escape.   Nine Lives Catfolk: 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.   Nocturnal Catfolk: You are used to hunting and living in the dark. You gain darkvision.   Sharp-Eared Catfolk: 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.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Cat NapCatfolk, Concentrate, Exploration1-You can briefly sleep to regain your energy quickly.
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You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes.
Catfolk DanceCatfolk1-You have a habit of always being in the way when other creatures attempt to move.
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You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature's Reflex DC. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn. Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.
Mako'qu LoreCatfolk1-Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble.
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Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in Acrobatics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Catfolk Lore.
Cat's LuckCatfolk, Fortune1-You instinctively twist away from danger.
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You instinctively twist away from danger. Once per day, when you fail a Reflex saving throw, you can reroll the triggering saving throw and use the better result.
Razor ClawsCatfolk1-You have honed your claws to be deadly.
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Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.
Well-Met TravelerCatfolk1-You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others.
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You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Hobnobber skill feat.
Climbing ClawsCatfolk5-You can extend your claws to aid you in climbing.
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You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
Expanded LuckCatfolk5Cat's LuckYou are luckier even than most catfolk.
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You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.
Focused Cat NapCatfolk5Cat Nap; focus poolWhen you Cat Nap, you can also Refocus as you dream of a relevant activity.
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When you Cat Nap, you can also Refocus as you dream of a relevant activity.
Light PawsCatfolk5-You can balance on your toes to step carefully over obstructions.
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You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
Lucky BreakCatfolk5Cat's LuckYou catch yourself as you make a mistake.
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You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an Athletics or Acrobatics skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal.
Pride HunterCatfolk5-You avoid the attention of creatures focused on your allies.
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You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
Springing LeaperCatfolk5expert in AthleticsYour powerful legs allow you to make sudden and dramatic leaps.
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Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.
Aggravating ScratchCatfolk, Disease9-Your claws carry an irritant that is harmless to you but can be damaging to others.
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Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
No EvidenceCatfolk9expert in SurvivalYou leave little sign when attempting to remain unseen.
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You leave little sign when attempting to remain unseen. When you Avoid Notice, you also gain the benefits of Cover Tracks unless you choose not to.
Predator's GrowlCatfolk9expert in IntimidationYou give a throaty growl to attempt to Demoralize a creature you just found.
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You give a throaty growl to attempt to Demoralize a creature you have just found through a successsful Seek action. You don't take the –4 penalty for not sharing a language with the creature.
Sense for TroubleCatfolk9Cat's LuckYou can tell when something's off.
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You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal.
Wary SkulkerCatfolk9-Ever alert, you scout for danger even when you are trying to stay hidden.
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Ever alert, you scout for danger even when you are trying to stay hidden. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
Well-GroomedCatfolk9-You are fastidious about keeping yourself clean.
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You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead.
Black Cat CurseCatfolk, Divination, Misfortune, Occult13-You hiss a spiteful curse at the creature.
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Once per day, you hiss a spiteful curse at a creature within 30 feet you can see would succeed at a save. The target must reroll the triggering saving throw and use the worse result.
CaterwaulAuditory, Catfolk, Concentrate, Emotion, Mental13-You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness.
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Once per day, you can give a daring yowl in the face of adversity, calling a companion within 30 feet back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's wounded condition still increases by 1 as though they had been dying and recovered.
Reliable LuckCatfolk17Cat's LuckYou have gone well past nine lives to survive danger with surprising regularity.
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You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.
You Might...
    • Constantly reinvent your identity — a new name, new hairstyle, new favorite color — because stasis feels like death.
    • Treat every conversation like a dance, and grow visibly bored when others can’t keep up or ask you to slow your pace.
    • Collect shiny objects, interesting buttons, or anything that jingles — not for greed, but because you need them.

  Others Probably...
    • Consider you vain, fickle, and self-absorbed — but grudgingly admit you’re also talented, adaptable, and strangely charming.
    • Assume you’re unreliable, since you leave jobs, towns, or friends on a whim.
    • Think you’re scandalously modest in practice yet impossibly shameless in speech.
Male Catfolk
by AI-Generated (NovelAI + Dzine)
Catfolk.jpg
by AI-Generated (NovelAI + Dzine)