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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Catfolk in Serpents and Sewers== Catfolk are anthropomorphic creatures with strong cat-like features. They have the fur (often in the distinctive colors and patterns of cats of prey like leopards or ocelots, a cat tail to keep the balance and the sharp senses of a cat. Unfortunately their feline heritage also influences their personality, making most catfolk unsocial and obnoxious. ===Catfolk Racial Traits=== * ''Abilities'': +4 to Dexterity, –2 to Wisdom, -2 to Charisma. Catfolk are extremely flexible and athletic creatures, but they are also selfish and egocentrical and lack a strong common sense; their solitude and egocentrism makes it sometimes hard to get along with these creatures. * ''Monstrous Humanoid'': Catfolk are not pure anthropomorphic creatures and are therefore not affected by spells and effects that specifically target humanoid creatures. * ''Medium:'' As medium creatures, Catfolk are subject to no adjustments due to their size. * A 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. * ''Whisker perception'': The catfolk's whiskers allow them to sense air turmoils and movements in their immediate environment. They gain Blindsense with a reach of 5' as a racial ability. * ''Sharp senses'': Catfolk gain a +2 racial bonus to Perception checks due to their sharp senses. * ''Cat's Balance:'' Their great body coordination skills and sense of balance grant catfolk a +2 racial bonus to Acrobatics checks. * ''Stealth of the Hunter:'' Catfolk gain a +2 racial bonus to Stealth checks. * ''retractable claws'': Catfolk can use their two claws as natural weapons, which deal 1d3 points of damage as two primary claw attacks. * ''Favored Class'': Assassin or Thief. A catfolk character that follows these two classes receives an additional skill point per level. ===Further Advancement of Catfolk=== {| border="1" !Level !Feature |- |4th |Greater Stealth, Acrobatics +1 |- |8th |Speed |- |12th | Acrobatics +2, Free Fall |- |16th |Ability Boost |- |20th |Sevel Lifes |- |} * ''Greater Stealth(ex)'': There are few species out there which can sneak around as good as the catfolk; at 4th level, they increase their racial bonus to Hide and Move Silently to +4 and can move up to their full speed while moving silently without the regular penalty. * ''Acrobatics'': Starting on 4th level, thee great speed and mobility of catfolk grant them an additional racial +1 bonus to balance and tumble checks and a +2 dodge bonus to their defense against attacks of opportunity when wearing light or no armor. Any time the catfolk loses his or her Dexterity bonus (if any) to Defense, such as when it is caught flat-footed, it loses its dodge bonus, too. The skill bonuses increase to +2 on 12th level and to +3 on 20th level, while the dodge bonus increases at the same levels to +4 and +6. * ''Speed (ex)'': At 8th level, catfolk increase their base land speed to 40'. * ''Free Fall(ex)'': Starting at 12th level, catfolk characters automiatically half all falling damage. They lose this ability if they are unconscious or unable to move. * ''Ability Bonus'': On 16th level, catfolk characters may increase their Dexterity or Constitution score by +2 points. * ''Seven Lifes (su)'': Starting on 20th level, a catfolk character triggers a use of the the ''Revivify'' spell on themselves if they die. This ability can only be used once per week and happens immediately as soon as the character is dead.
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