Difference between revisions of "Catfolk"

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(Racial Abilities)
(Racial Abilities)
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====Racial Abilities====
 
====Racial Abilities====
 
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* '''''Sixth Sense.''''' When you make a saving throw, you can choose to gain a bonus to the save equal your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
 
* '''''Social Acumen.''''' You gain proficiency in one Charisma skill (Deception, Intimidation, Performance, Persuasion). If you are already proficient, you can add twice your proficiency bonus to these rolls instead of your usual proficiency bonus.
 
* '''''Social Acumen.''''' You gain proficiency in one Charisma skill (Deception, Intimidation, Performance, Persuasion). If you are already proficient, you can add twice your proficiency bonus to these rolls instead of your usual proficiency bonus.
* '''''Sixth Sense.''''' When you make a saving throw, you can choose to gain a bonus to the save equal your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.  
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* '''''Appraiser's Eye.''''' You may add double your proficiency bonus to Charisma (Persuasion) rolls when haggling, and to Intelligence (Investigation) checks to determine an item's origin and value. This ability cannot be used if you already have double bonus proficiency from ''Social Acumen''.
 
* '''''Assimilation Knowledge.''''' You gain one tool proficiency and one languages of your choice.
 
* '''''Assimilation Knowledge.''''' You gain one tool proficiency and one languages of your choice.
* '''''Appraiser's Eye.''''' You may add double your proficiency bonus to Charisma (Persuasion) rolls when haggling, and to Intelligence (Investigation) checks to determine an item's origin and value. This ability cannot be used if you already have double bonus proficiency from ''Social Acumen''.
 
 
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Revision as of 18:53, 31 January 2019

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I have seen the thirst for power, but I have only ever yearned for wealth, which is the backbone of all nation. —Asal Vines, the Merchant King

About

Per their curious and pioneering nature, Catfolks follow the scent of prosperity wherever it may lead them. Catfolks are well-liked among other races due to their sociability and ability to fill missing gaps in the market, enriching whatever land they settle on. Many Catfolks can be found in all corners of the worlds as craftsmen, traders, and entrepreneurs. This outspread requires Catfolks to be adaptable, relying on their social skills as well as their feline nimbleness.

Racial Traits

  • Ability Score: Dexterity +1; Charisma or Intelligence +1
  • Size: Medium
  • Speed: 30 feet
  • Age: Catfolks mature at the same rate as humans and can live up to 110 years.
  • Languages: You can speak, read, and write Common and one other languages of your choice.
  • Rarity: Common. You can expect to find Catfolks everywhere you go.

Racial Abilities

  • Sixth Sense. When you make a saving throw, you can choose to gain a bonus to the save equal your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
  • Social Acumen. You gain proficiency in one Charisma skill (Deception, Intimidation, Performance, Persuasion). If you are already proficient, you can add twice your proficiency bonus to these rolls instead of your usual proficiency bonus.
  • Appraiser's Eye. You may add double your proficiency bonus to Charisma (Persuasion) rolls when haggling, and to Intelligence (Investigation) checks to determine an item's origin and value. This ability cannot be used if you already have double bonus proficiency from Social Acumen.
  • Assimilation Knowledge. You gain one tool proficiency and one languages of your choice.

Lithe and Nimble

Catfolks look nearly identical to human except for their feline ears and tails. These cat-like features come in a majority of color and shape, much like the color of their hair and eyes. They do not feature any print or pattern. Physically, Catfolks are more slender than human on average, allowing them to be nimbler on their feet.

Most female Catfolks also have a distinctive marking on their cheeks; this is slightly less common among males.

Culture of the Pioneer

Although Xamsara is a prosperous homeland for many Catfolks, there is rarely an opportunity to distinguish oneself. As such, many Catfolks who have yet to make it big in Xamsara give in to their wanderlust and break out of their comfortable lifestyles to travel to all corners of the world in search of a new land or society to establish themselves in. Their independence and adaptability allow them to prosper even in the most extreme of places.

Cozy Friendship

Catfolks are highly perceptive in social situations and can be good judge of characters; this allows them to be more trusting than other non-human races. As a result, they tend to warm up to strangers quickly, even if trust comes much later. Catfolks love a good story and can converse for a week straight. However, they are rather sensitive about matters related to their wealth.

For the purpose of adventuring, Catfolks are social and supportive teammates, making them great long-term traveling companions.

Opportunistic Fortune

Thanks to their social intelligence, many Catfolks dominate the field of trading and service providing. With their ability to quickly assimilate into most places, they often enrich their place of living as well, making them highly desirable as immigrants. However, some Catfolks can be quite shrewd and miserly in matters of business. Some will go against the law to prioritize profits. Their success draws the ire of many who are less fortunate.

Education

Of all of the non-human races, Catfolks prize scholasticism, often pushing their children to be educated in worldly matters, academia, or the family's business.

Catfolk Names

Catfolk names are based on Romanian.

  • Male Names: Adam, Antoniu, Cosmin, Dragomir, Eftemie, Emilian, Gabriol, Mihail, Mihaita, Razvan, Teo, Valentino
  • Female Names: Angelea, Craita, Cristea, Dorota, Floarea, Lavinia, Mariana, Marta, Oana, Sorana, Trandafira, Olimpia
  • Family Names: Balitiu, Blaga, Ciora, Dita, Dumitrescu, Gilca, Iagar, Ilie, Lazar, Mihai, Negutesco, Pavel, Rudeanu, Stirbei

Subrace

Xamsaran Catfolks

This subset of Catfolks have been born on Xamsara and resided there for most of their lives. They tend to have a darker complexion than their foreign-born kin. Considering that Xamsara does not take kindly to civilization, these Catfolks tend to be more in touch with their bestial side to survive the harsh tropic environment of their jungle-filled continent.

« Expand »

Some racial traits have been replaced. Instead of the racial abilities above, please use the ones written in the section below.

Racial Traits

  • Ability Score: Dexterity +1; Wisdom or Strength +1
  • Languages: You can speak, read, and write Common, Xamsaran, and one other language of your choice.
  • Rarity: Uncommon. You will see Xamsaran Catfolk travelers from time to time as they are very recognizable; however, few live away from their homeland.
  • Homeland: Xamsara

Racial Abilities

  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Darkvision. Accustomed to the thick jungle and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.
  • Sixth Sense. When you make a saving throw, you can choose to gain a bonus to the save equal your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
  • Battle Tool. You have proficiency with one martial weapon of your choice.