Difference between revisions of "Catfolk"

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(Xamsari)
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* '''Ability Score:''' Dexterity +2
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* '''Replaced Ability Score:''' Dexterity +2
 
* '''''Sixth Sense.''''' After you have made a saving throw, you can choose to gain a bonus (to the save) equal to your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
 
* '''''Sixth Sense.''''' After you have made a saving throw, you can choose to gain a bonus (to the save) equal to your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
Fleet of Foot. Your base walking speed increases to 35 feet.
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* '''''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.
 
* '''''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.
 
* '''''Weapon Training.''''' You have proficiency with one martial weapon of your choice.
 
* '''''Weapon Training.''''' You have proficiency with one martial weapon of your choice.

Revision as of 16:01, 29 December 2019

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Catfolk

There is rarely a race that is as curious and enamored with traveling as Catfolks. They follow the scent of adventure wherever it may lead them. Catfolks are well-known among other races for their charming nature and thirst for companionship.

Catfolks can be found in all corners of the worlds as craftsmen, traders, and entrepreneurs, though there is not a shortage of Catfolk adventurers either. Their widespread nature requires them to be adaptable and to rely on their social intelligence, cunning, as well as their feline nimbleness to succeed where many may fail.

Racial Stats

Traits
  • Ability Score: Charisma +2, Class Ability +1
  • Size: Medium
  • Speed: 30 feet
  • Age: Catfolks mature at the same rate as humans and can live up to 100 years.
  • Languages: You can speak, read, and write Common, Xamsaran, and one other languages of your choice.
Features
  • Sixth Sense. After you have made a saving throw, you can choose to gain a bonus (to the save) equal to 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).
  • Assimilationist. You gain one tool proficiency and two 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, and do not feature any print or pattern. The color of their hair and eyes also vary greatly. 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.

Opportunistic Pioneers

Although Xamsara is a prosperous home for many Catfolks, there is rarely an opportunity to distinguish oneself within such a society. As such, many Catfolks leave their comfortable lifestyles behind to travel to all corners of the world in search of new lands and opportunities. Their eagerness to travel and explore often lead them to the most extreme and unlikely of places. Fortunately, their adaptability and hard-working nature helps them succeed where many may fail.

Like human, Catfolks come in many flavors. From thieves to cutthroat merchant, hapless adventurers to aristocrats, they are in all stations of life. What they all have in common is their ability to blend into any society they come into contact with. This adaptability helps Catfolks to not stand out, making them highly suitable for city life. In fact, Catfolks dominate the commercial and the service industry in major urban areas.

Cozy Companions

Catfolks are highly perceptive in social situations and can be a good judge of character; this makes them appear more trustworthy. Some Catfolks use their social skill to quickly form friendships and establish social network. Others use their social perk to manipulate others for their own gains. Regardless, their social nature makes them great adventuring companions.

Catfolk Names

Catfolk names are based on Romanian names.

  • 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

Subraces

Xamsari

Xamsari are born on the continent of Xamsara, far across the wide ocean where contemporary catfolks originally migrated from. Xamxari tend to feature darker complexions than their foreign-born kins. In general, xamsari are more in touch with their bestial nature which is necessary for enduring the dangers that reign supreme in the jungle-filled continent of Xamsara.

Their harsh environment makes xamsari rugged people. Unlike catfolks born abroad, many xamsari fondly holds on to archaic traditions. As far as social structure goes, xamsari has a highly intricate caste, seperated by the color of their feline fur. The lighter the fur, the higher the xamsari in within the caste. Those with silver-fur are considered royal and are placed at the top of the caste.

Xamsari are vigilant in martial training, honing their combat and navigation skills to drive back the encroaching wilderness that cannot be tamed.

Features
  • Replaced Ability Score: Dexterity +2
  • Sixth Sense. After you have made a saving throw, you can choose to gain a bonus (to the save) equal to your proficiency bonus. Once you've used this trait, you can't do so again until you finish a short or long rest.
  • 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.
  • Weapon Training. You have proficiency with one martial weapon of your choice.