Urgent: "Catpeople"-Race needed!!!

For the Scarred Lands we have the panther like race of

Terali
+2 DEX, -2 WIS
Medium Sized, Base Speed 40 feet, Low Light Vision, Natural Weapons (claw/claw/bite), + 2 racial bonuses on the following: Listen, Search, Spot and Survival checks.
Automatic Languages: Terali
Bonus Languages: Gnomish, Termanan
Favoured Class: Druid or Ranger
(Gazetteer: Termana, pages 46 & 47)
 

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Here is one that I was mulling around for a while, everyone tell me what you think.

Catfolk

Catilin or catfolk as they are commonly known as are a proud, regal, and somewhat cocky race. Most are strong isolationists, however, there are some who’s wanderlust and curiosity get the best of them, and set out to see the world. They have varying looks depending on where they hail from and what clan they come from.
Some have tiger-like stripes and manes (males), some have leopard-like spots, and some are black like panthers. But no matter what they look like they are all hunters at heart, quietly stalking in the shadows ready to pounce.


Catfolk

*+2 Dexterity, -2 Charisma, -2 Intelligence. Very agile, yet not very social, and not the brightest of creatures.

*Medium: As Medium creatures, catilin have no special bonuses or penalties due to their size.

*Catilin base land speed is 30 feet.

*Low-Light Vision: A catilin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

*Claws: Catilin have retractable claws and when attacking with them they have Unarmed Strike feat. (1d4 Slashing damage)

*+2 racial bonus on Jump, Hide, Move Silently, Balance, Listen, Tumble, and Spot checks. (I know it is a lot of skills, but it balances out the lower Int. score)

*+1 racial bonus on Climb (good climbers, but I don’t feel they should get +2)

*+1 racial bonus on all saving throws. (Cats have nine lives)

*A Catilin gains the Blind-fighting feat

*A Catilin may choose the Scent feat when picking a feat.

*Automatic Languages: Common and Catilin.

*Bonus Languages: Elven, Gnoll, Goblin, Orc, and Sylvan.

*Favored Class: Ranger. A multiclass catilin’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
 




Psychotic Jim said:
Were the rakasta ever converted?

Vaults of Pandius (see link in my post above) has a few conversions. I believe one was a conversion from the Dragon article on them.

Also, as mentioned above, Tabaxi are in the Tome of Horrors.
 

Savage Species has a few felinoids listed under "Anthropomorphic Animals"...somewhere in the appendices.

They have broken them down by particular species- Cheetas, Lions, Tigers...

And I do second the suggestion of the Arcana Unearthed Litorans. Nicely done.

Go Nuts!
 

I might as well throw the FFZ Mithra into the equasion:


Mithra
A female race of quick-witted, playful tricksters, the mithra are energetic and full of vim and vigor. They are a hunting race, but one which doesn’t take the natural side of life nearly as seriously as the lupus. Rather, they enjoy the good things in life, and make a smile and a laugh paramount in their day-to-day life. They are also harshly sexually devided – the only members of the tribe allowed outside of their secretive camps are the females, who are charged with bringing home wealth and food for the males, who are charged with the all-important task of guarding the homeland. Physically, the ladies are trim and athletic, with long, flexible dails and pointed ears atop their head. They dress lightly, using only the minimum of clothing to keep their less flexible regions protected.
Mentally, they are optimistic and quick to smile, adoring the simple bliss and beauty surrounding them, and finding humor in any situation they are confronted with. They have been accused of lacking seriousness, even being frivolous, but it would be more accurate to say that they don’t let much in the world bother them, as they are possessed of a rather sure belief in fate in every small action.

Society
Mithra hail from dry, expansive deserts and scrublands, and are familiar with the scorching sun and the shadow of tall cacti. Here, they reside in tent communities, living around seasonal watering holes, and migrating with the seasons. They keep the men at home, protecting and guarding their most precious assets (children and personal wealth), while the females are at liberty to adventure and train when not pregnant or raising a young child themselves.
Structure: While many outsiders murmur that the mithra must be a race entirely made of women, such is not the case (as it is with the Viera). Women merely are the ones with the liberty to journey outside of their homeland, because protecting that land and the valuables in it is the primary role of the male. Thus, males have much internal power in the society, but the women act as liaisons, diplomats, and adventurers. They do so only as long as they are not needed at home.
Beliefs: Mithra have a strong belief in the fate of everyday actions. Every breath, every step, every sunrise, every word, is all fated to be, and choice is all an illusion. While many tribes would see this as prohibitive, the mithra see it as very liberating – they are free to obey whims and needs as they arise, because such spontaneous feelings are obviously fated to be. The orisha, they believe, are powerful otherworldly spirits that they have little control or power over, and thus are largely absent from their world. The spirits are of the spirit world and they are not and that is all that really need to be said of it.
Language: Mithra have their own tongue, Felid, which has purrs, roars, and yowls as an instrumental part of the tongue. They use this mostly as an endearing language, for use in intimate moments between family and very close friends. When using Common, their tongue tends to emphasize harsh constantans and long, open vowels, and they often speak their tongue with growling and rolling accents.
Relations: Mithra generally get on well with other tribes near them, because they are rather open, friendly, and playful. More serious tribes such as the guado, the lupus, or the elvaan, rarely appreciate their pranks, though tribes like the moogle, selkie, or qu may even compete with them in a friendly game of one-upmanship when it comes to the jokes.

Characters
The adventuring life, for female mithra, is an obvious choice. Bringing home exotic goods and tales from abroad, they inject the outside world into their insular communities, where men stand rigid guard. Females have few needs and responsibilities at home when not directly raising a child, and little discrimination exists (though the males claim only they can protect the homeland and run the internal workings of the tribe, many women fill such roles out of both skill and necessity).
Character concepts for mithra focus on their playful and mirthful nature, as well as on the deep compassion and puissant skill they display in their abilities. The most common character concepts include the Child Savant, Free Agent, Free Spirit, Invested, and Spike-Haired Jerk concepts.
Jobs: The Mithra have some talent with naturalistic jobs, but their main focus lies in speed and agility, using their natural skill to the greatest advantage. Because they are often more interested in exploring others than in glorifying themselves, they are not limited to jobs common in their homelands. The most common mithra jobs include beastmaster, chronist, master, ninja, red magician, samurai, star, and thief.
Advancement: Speed is key to a mithra, and she will usually take abilities that help get the most out of her quickness and agility, Abilities that relate to sensory enhancement are also popular. Few mithra focus in magic or in physical power, but even those who do tend to take those along paths dedicated to rapidity.
Role-Playing: Don’t take life too seriously. Whatever happens was always fated to, and whatever doesn’t happen was never fated to. Thus, getting worked up, emotional, and stressed out does no one any good. Enjoy your time away from home, and explore the other cultures, socializing and enjoying others.

Tribal Traits
Mithra begin play knowing Felid and Common.
Subtype: Feline. Mithra share many features with the felines of the world, and so are considered quite kindred to them.
Adjustments: +1 Agility, -1 Damage. Mithra are quite fast, but often lack the passion to back up their strikes.
Tribal Skills: Survival (Warm Desert) and Feint. Mithra love to distract people, and make very natural hunters.
Limit Break: Godlike Speed: Mithra can channel their tribe’s sleek skill into a great burst of speed. Every speed they have triples for one round per point of Dexterity bonus of the mithra, and they can make an adjustment of up to 15 feet.
 

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