Difference between revisions of "Cala'diel (3.5e Campaign Setting)/Races/Catfolk"
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== Culture == | == Culture == | ||
+ | Cunning and quick witted, Catfolk have been amazonian hunters since before the Great Divide and their culture reflects this. Catfolk form tribal communities, with each tribe overseen by a Chieftainess. Furthermore, these tribes are answerable to a single Tribal Chieftainess who acts as the society's ruler, governing the entire Catfolk community. | ||
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+ | Due to the rarity of male Catfolk, the men stay at home to raise the children while the women form the political and hunter classes. | ||
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+ | The Catfolk homeland nation was originally on the continent of Ibrna. The Catfolk built and maintained a society on the continents island chains. The island chains are known by the Catfolk as "the motherland", and it is a peaceful place ruled by a wise and beautiful queen. | ||
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+ | The town of Mhaura is considered the Catfolk capital for those living on Athlon after the Great Divide. Thanks to the friendly relationship with the Nezumi, Mhaura enjoys a peace and prosperity that is only threatened by the Lizardfolk. | ||
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+ | The Catfolk are a race of hunters, and their names are designed to accommodate for this. Examples include "An Shanaa", "Hanaa Punaa", and "Fo Mocorho", Catfolk names include a first name and a family name. | ||
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+ | While hunting, they call each other by their first names ("An", "Hanaa", and "Fo") whenever they are closing in on prey or in a tense situation. Their short, easy to pronounce names allow them to speak fast and easily during such times. One might surmise that, if their names were as long and elegant as those of the Elvaan, they might bite their tongues while trying to call each other, and whatever they were chasing would slip away. | ||
== Demeanor == | == Demeanor == |
Revision as of 02:07, 9 April 2014
Contents
Characteristics
The Catfolk are a predominantly female race of hunters who live on all the continents of Cala'diel. They are easily identified by their characteristic ears and their long tails. They are also known for their energy, curiosity, and their penchant for causing playful mischief.
The tails of the Catfolk give them an excellent sense of balance that no other race seems to be able to compare with. Catfolk use their tails in many differnt ways, giving them a high dexterity score. Their high curiosity and generally friendly/playful personality results in high Charisma scores. Catfolk are also known for being excellent fishermen.
Culture
Cunning and quick witted, Catfolk have been amazonian hunters since before the Great Divide and their culture reflects this. Catfolk form tribal communities, with each tribe overseen by a Chieftainess. Furthermore, these tribes are answerable to a single Tribal Chieftainess who acts as the society's ruler, governing the entire Catfolk community.
Due to the rarity of male Catfolk, the men stay at home to raise the children while the women form the political and hunter classes.
The Catfolk homeland nation was originally on the continent of Ibrna. The Catfolk built and maintained a society on the continents island chains. The island chains are known by the Catfolk as "the motherland", and it is a peaceful place ruled by a wise and beautiful queen.
The town of Mhaura is considered the Catfolk capital for those living on Athlon after the Great Divide. Thanks to the friendly relationship with the Nezumi, Mhaura enjoys a peace and prosperity that is only threatened by the Lizardfolk.
The Catfolk are a race of hunters, and their names are designed to accommodate for this. Examples include "An Shanaa", "Hanaa Punaa", and "Fo Mocorho", Catfolk names include a first name and a family name.
While hunting, they call each other by their first names ("An", "Hanaa", and "Fo") whenever they are closing in on prey or in a tense situation. Their short, easy to pronounce names allow them to speak fast and easily during such times. One might surmise that, if their names were as long and elegant as those of the Elvaan, they might bite their tongues while trying to call each other, and whatever they were chasing would slip away.
Demeanor
Like all cats, the Catfolk have great energy and curiosity and are stereotyped as energetic mischief makers. It is this same curiosity that lead them to the other continents of Cala'diel, also, their inherent curiosity often gets them into trouble. Catfolk are not particularly strong, brilliant, or designed for taking hits, but due to their outstanding dexterity and agility, they are ideal for classes such as Ranger, Bard and particularly Rogue. These traits have caused them to be stereotyped as a race of thieves and cheats and are sometimes treated with disdain and suspicion by the other races.
Catfolk are also know to be very persuasive. They have very strong and magnetic personalities. Their energetic behavior and general playfulness is very contagious. This results in high charisma scores.
Aside from their dexterity and charisma, Catfolk have fairly average statistics and will be seen as almost Class. It is not uncommon to find groups Catfolk exploring dungeons together using a wide variety of classes.
Race Stats
- +2 Dexterity, +2 Charisma, -2 Wisdom, –2 Constitution, -2 Strength.
- Humanoid
- Medium: As a Medium creature, a Catfolk has no special bonuses or penalties due to size.
- Catfolk base land speed is 30 feet.
- Low-Light Vision: Catfolk 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.
- Weapon Proficiency: Catfolk receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +4 racial bonus on Listen, Balance and Spot checks.
- Automatic Language: Common
- Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Bard. A multiclass catfolk Bard class does not count when determining whether they take an experience point penalty for multiclassing.
- Level Adjustment: +0
- Effective Character Level: 1
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
15 years | +1d4 | +1d6 | +2d6 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
33 years | 51 years | 70 years | +2d20 years | |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4’ 8” | +2d10 | 110 lb. | × (2d4) lb. |
Female | 4’ 3” | +2d6 | 95 lb. | × (1d4) lb. |