
Catfolk
Catfolk are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.
Catfolk can be found in their own remote and exotic nomadic camps or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.
- Cats Eyes (Racial): Catfolk eyes amplify light. They ignore penalties for Dim and Dark Illumination.
- Claws (Racial): STR+d4 DMG, Add +2 to Athletics (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).
- Dislike of water (Racial): Catfolk actually can swim, they just shun it and are not particularly good at it. They subtract 2 from Athletics (swimming) rolls and each tabletop inch of movement in water uses 3″ of Pace.
- Feline Agility (Racial) - Agility: Feline grace gives catfolk a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
- Feline Grace (Racial) - Athletics: The catfolk's innate grace and agility allows a catfolk character to start with a d6 in Athletics.
- Feline Speed (Racial): All catfolk are very quick, as well as agile. They gain an inherent +2 to their Pace and their running die increases a step.
- Primitive Folk (Racial): Catfolk have an inherent dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
- Slender Build (Racial): Light on their feet and of slender build, Catfolk are not as sturdy as other species, giving them a -1 to Toughness
- Zylistanni (Racial): The catfolk are skittish and untrusting of all other species, but because of being hunted by the Zylistanni, they recieve a -2 to all Persuasion rolls.
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