Catfolk Subraces
Curious and lively, catfolk have spread across Golarion and can be found on almost every continent. Few outsiders understand, however, that catfolk are divided into numerous different subraces with their own unique cultures and abilities. Catfolk who resemble small cats are as grouped together as “lesser catfolk”; those who resemble big cats are called “greater catfolk”.
Catfolk, both greater and lesser, collectively call themselves “Amurrun”, a name that applies to all subraces regardless of culture or place of origin. The lesser catfolk of southern Garund are especially tightly knit, with the nation of Murraseth home to multiple subraces.
The list of subraces below is by no means complete, though they are the most common and widely known. Feel free to create new catfolk subraces based on other cat species using the race building rules in Advanced Race Guide.
LESSER CATFOLK
The so-called lesser catfolk are more numerous and diverse than their greater cousins. Besides their general size and skill at hunting, most lesser catfolk subraces have few shared characteristics; each subrace has a distinct appearance and culture.
LESSER CATFOLK CHARACTERS (9 RP)
+2 Dexterity, +2 Charisma, -2 Wisdom (0 RP)
Medium (0 RP): Lesser catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Lesser catfolk have a base speed of 30 feet.
Low-Light Vision (1 RP): Lesser catfolk can see twice as far as humans in conditions of dim light.
Natural Hunter (6 RP): Lesser catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Subrace Traits (2 RP): Lesser catfolk gain additional abilities based on their subrace, as described below.
Languages (0 RP): Lesser catfolk begin play speaking Catfolk and Common. Lesser catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
RAKASTA
By far the most numerous and widespread of all catfolk are the rakasta, who can be considered the “default” subrace. The rakasta founded Murraseth long ago, and nearly all catfolk who have migrated into northern Garund and Avistan are rakasta.
Southern Garundi rakastas resemble the small, tawny wildcats found throughout the plains of the continent. Those who have lived for centuries in other parts of the world have taken on as wide a range of features as domesticated cats. Some even resemble other Amurrun breeds due to interbreeding.
The information in Advanced Race Guide, Inner Sea Races, and Blood of Beasts applies to rakastas.
RAKASTA SUBRACE TRAITS
Cat's Luck (1 RP): Once per day when a rakasta makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sprinter (1 RP): Rakastas gain a 10-ft. racial bonus to their speed when using the charge, run, or withdraw actions.
CARACASTA
Caracastas are looked down upon by other catfolk due to their reverence for the dead and preoccupation with the past and future rather than the present. Caracastas made an exodus out of Murraseth in the Age of Darkness, migrating north into ancient Osirion. There, they found kindred spirits in the Osirian people, thanks in no small part to their resemblance to the Osirian goddess Bast. The mummified remains of caracasta tomb guardians are commonly found by modern archaeologists. Modern caracastas are a dwindling breed, relegated to the wilderness of northern and eastern Garund, usually in proximity to ancient Osirian ruins. They have an uneasy alliance with the hutaakans.
Caracastas resemble caracals. They are slightly taller than rakastas, with uniform beige fur and black markings above their eyes and nose. Caracastas’ most distinctive feature is their long, tufted ears, which they can move expressively in any direction. The caracasta dialect of Catfolk makes extensive use of ear movement to convey emotion and nuance.
CARACASTA SUBRACE TRAITS
Undead Resistance (1 RP): Caracastas gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Weapon Familiarity (1 RP): Caracastas are proficient with kukris and scimitars.
CEILICAN
Ceilicans are close relatives of rakastas who migrated out of Garund long before recorded history, building a new culture in northern Avistan. Ceilicans have thicker coats and rounder faces than rakastas, resembling the gray striped wildcats of Avistan. Long ago, ceilicans pledged themselves to the fey Eldest, gaining powers of illusion similar to gnomes.
Over time, ceilicans have migrated en masse to the First World, and now only small populations exist in the deep woods of Varisia, the River Kingdoms, and the Verduran Forest. Ceilicans are even more fickle than rakastas, with a hostile streak toward beings other than gnomes and fey, even other catfolk.
CEILICAN SUBRACE TRAITS
Fey Magic (2 RP): Ceilicans gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Ceilicans with a Charisma score of 11 or higher also gain the following spell-lik abilities: 1/day - dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these effects is equal to the ceilican's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the ceilican's Charisma modifier.
COCHITCATL
The cochitcatl (singular cochitcah) live in a symbiotic relationship with their greater cousins, the nacatl. While the nacatl are hunters and warriors, the smaller, more graceful cochitcatl are scholars, priests, seers, and healers. The two subraces coexist peacefully in the ruins of the ancient nacatl in the rainforests of southern Arcadia, with equal representation in tribal leadership.
Cochitcatl resemble ocelots, and outsiders may not at first realize that they and the jaguar-like nacatl are separate subraces. Cochitcatl stand a full head or more shorter than nacatl and are much more slender, with spots that almost run into stripes along some parts of their bodies. Their name is a corruption of a local human word meaning “dream people” in reference to their powers of divination.
COCHITCATL SUBRACE TRAITS
Dreamspeaker (2 RP): Cochitcatl gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, cochitcah with a Charisma score of 15 or higher may use dream once per day as a spell-like ability. The caster level for this effect is equal to the cochitcah's level.
PUMONCA
Pumonca are nomadic hunters who are fiercely protective of the land they live on. They identify deeply with northern Arcadia and consider themselves children of the west wind and the dust of the earth. These cougar-like catfolk live in small family groups that are constantly on the move, coming together only to select mates. They respect their qualmi cousins, but find their riddling ways off-putting.
Pumonca are taller and more muscular than other lesser catfolk, and are often mistakenly categorized as greater catfolk. Like mountain lions, they are born with dark spots, which fade over the first few years of their lives into a uniform red- or gray-brown.
PUMONCA SUBRACE TRAITS
Jumper (2 RP): Pumonca are always considered to have a running start when making Acrobatics checks to jump.
QUALMI
Native to northern Arcadia, qualmi, also called lynxfolk, are solitary tricksters. With very few exceptions, each qualmi lives alone, typically in cave homes or arboreal bowers, coming together only to mate and forcing out their children as soon as they are old enough to survive on their own. They are hardy survivors who can weather both extremes of temperature and hostile opposition. Despite their isolation, qualmi love company and rely on humans, pumonca, and nuwisha for news. Lynxfolk often speak in riddles, if only to gauge listeners’ reactions.
Qualmi claim that the first of their kind stole a bear’s skin and dyed it to disguise its origin; this, they say, is why their pelt is so bushy and their ears, hands, and feet seem too large. Qualmi range from gray-white in northern Arcadia to red-brown like bobcats in the continent’s central deserts. Qualmi have the shortest tails of any catfolk, so short that they are often obscured under clothing.
QUALMI SUBRACE TRAITS
Survivalist (2 RP): Qualmi receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
RIMAU-DAHAN
The rimau-dahan are the rarest catfolk subspecies, thought to number only a few thousand remaining on Golarion. Living in forests in the foothills and valleys of the Wall of Heaven, rimau-dahan share the region with the shan, who live higher in the mountains. Rimau-dahan are extremely shy, sticking to their treetop villages and hiding from outsiders.
Rimau-dahan resemble clouded leopards, with slightly elongated faces and yellow pelts covered in black blotches. They are mistakenly called “cloud pardastas” by some Inner Sea scholars. They are the best climbers of all catfolk, even able to climb down trees headfirst.
RIMAU-DAHAN SUBRACE TRAITS
Climb (2 RP): Rimau-dahan have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
SERVASTA
The servastas are a proud nomadic people who rarely stray from their homeland of southern Garund. The servastas have a close, friendly relationship with their rakasta cousins, serving as the main march-wardens of Murraseth. Servastas are accomplished hunters and archers who take their responsibility to clan and country very seriously.
Resembling servals, servastas are easily distinguished from the similarly colored pardastas by their graceful build and unusually long arms and legs.
SERVASTA SUBRACE TRAITS
Athletic (1 RP): Acrobatics and Climb are always class skills for servastas.
Weapon Familiarity (1 RP): Servastas are proficient with longbows (including composite longbows) and shortbows (including composite shortbows).
YAWAUM’DI
Yawaum’di share the southern Arcadian rain forests with their nacatl and cochitcatl cousins, but live apart from them in nomadic family groups or as solitary hermits. Yawaum’di have the strongest magical tradition of all catfolk, producing a great many sorcerers and witches. Their travel between human and nacatl settlements for news and supplies makes them skilled diplomats.
Yawaum’di are held by many to be the strangest-looking catfolk, resembling otters or weasels as much as cats. They have long necks and flat, pointed heads with small, round ears. They resemble jaguarundis, with whom they share their name in a local human language.
YAWAUM'DI SUBRACE TRAITS
Arcane Focus (1 RP): Yawaum'di gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Emissary (1 RP): Once per day, yawaum'di can roll twice when making a Bluff or Diplomacy check and take the better roll.
GREATER CATFOLK
Greater catfolk are larger, stronger cousins of the more commonly known catfolk races. Living deep in the wilderness and facing deadly enemies, they are powerful warriors and mighty hunters. Greater catfolk are separated into six distinct subraces: the nacatl, pardasta, shan, shere khan, simbasta, and swara. The greater catfolk are spread across the face of Golarion, but are concentrated in the planet's equatorial regions.
GREATER CATFOLK CHARACTERS (11 RP)
+2 Strength, +2 Charisma, -2 Wisdom (0 RP)
Medium (0 RP): Greater catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Greater catfolk have a base speed of 30 feet.
Low-Light Vision (1 RP): Greater catfolk can see twice as far as humans in conditions of dim light.
Natural Hunter (6 RP): Greater catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Subrace Traits (2 RP): Greater catfolk gain additional abilities based on their subrace, as described below.
Terrifying Roar (2 RP): See above. The save DC is equal to 10 + 1/2 the user's character level + the user's Charisma modifier. Shan and swara do not gain terrifying roar.
Languages (0 RP): Greater catfolk begin play speaking Catfolk and Common. Greater catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
NACATL
Native to the rain forests of southern Arcadia, nacatl (singular nacah) resemble jaguars. They have a symbiotic relationship with their smaller kindred, the ocelot-folk known as cochitcatl. The nacatl serve as hunters, warriors, and guards, while the cochitcatl are healers, scholars, and spiritualists. The nacatl once had an advanced society that built great cities around stone pyramids; while they have lost the knowledge of their ancestors, they still inhabit the jungle-choked ruins of the ancients alongside the cochitcatl.
Like pardastas, some nacatl are born with black fur. These black jaguar-folk, known as tabaxi (pronounced "ta-BAH-shee"), are outcasts, and some form their own hidden settlements away from their kin. Tabaxi have a reputation for being fell sorcerers; while not all are evil, they are still not to be trifled with.
NACATL SUBRACE TRAITS
Swim (2 RP): Nacatl have a swim speed of 30 feet. A nacah can move through water at its speed without making Swim checks. She gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. She can use the run action while swimming, provided that she swims in a straight line.
PARDASTA
Akin to leopards, the pardastas are renowned for their scholars and scouts. They dwell in hidden jungle villages, sometimes very close to humans, who may not even know of their presence. Thanks to their quick reflexes and mental fortitude, they excel as spies, thieves, and rangers. A sizable minority of pardastas are born with pure black fur (represented by the Black Cat feat); such panther-folk are respected for their uncanny abilities and gravitate toward leadership positions.
Pardastas can be found throughout Garund and southern Casmaron, especially in Vudra. Vudran pardastas are known as bagheera.
PARDASTA SUBRACE TRAITS
Quick Reactions (2 RP): Pardastas gain Improved Initiative as a bonus feat.
SHAN
The smallest of the greater catfolk, the shan are a shy and secretive people. Akin to snow leopards, they live scattered throughout the Wall of Heaven Mountains that run down the western coast of Tian Xia. Shan live alone or in small family groups, traveling throughout the mountains in search of food and shelter, gathering only to trade news at informal moots held in sacred caves. The shan are no friends of the yetis who share their mountains and occasionally clash with the powerful humanoids.
SHAN SUBRACE TRAITS
Cold Resistance (1 RP): Shan gain resistance 5 to cold.
Mountaineer (1 RP): Shan are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Mountain Stride (1 RP): Shan can move through natural difficult terrain at their normal speed while within mountain environments. Magically altered terrain affects them normally.
Terrifying Roar (-2 RP): Shan do not gain terrifying roar.
Weather Savvy (1 RP): Shan are so in tune with the air and sky of their mountain homes they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
SHERE KHAN
If the simbasta are the proudest catfolk, the shere khan are the mightiest. These doughty tiger warriors stalk the forests and swamps of Vudra, whose native humans honor them as among the chosen of the gods. The shere khan are mortal enemies of the evil rakshasas, dedicating their lives to eradicating the flesh-bound fiends; their rage also extends to the deadly weretigers who prey on human flesh. Shere khan dwell in small jungle villages and shun contact with outsiders.
Two smaller populations of shere khan exist outside of Vudra: the proud but reclusive tagh of snowy northern Casmaron and the vicious, cannibalistic harimau of Tian Xia's Valashmai Jungle.
SHERE KHAN SUBRACE TRAITS
Bite (1 RP): Shere khan have a natural bite attack that deals 1d3 points of damage. This is a primary attack, or a secondary attack if the shere khan is wielding manufactured weapons.
Hatred (1 RP): Shere khan gain a +1 racial bonus on attack rolls against native outsiders and humanoids with the shapechanger subtype because of their special training against these hated enemies.
SIMBASTA
The lionlike simbasta are the proudest of the catfolk, as well as the most disciplined. They form stronger social bonds than other felids and field organized regiments in battle. The simbasta rule the savannahs of southern Garund from their imposing den-citadels, riding out on lionback to patrol for gnolls, bandits, and monsters. Simbasta paladins are common. Though they live apart from the lesser catfolk of Murraseth, they consider them respectable (if amusing) cousins.
A small offshoot of simbastas, known as the singh khan, also inhabits the Sikari Forest of Vudra. Their population has been dwindling for centuries due to battles with nagas and rakshasas, and the proud lion-folk refuse the aid of their shere khan cousins. It may only be a matter of time before they disappear from Golarion.
SIMBASTA SUBRACE TRAITS
Intimidating Presence (2 RP): When a simbasta successfully intimidates another creature, that creature takes a -2 penalty on attempts to resist that simbasta's Charisma-based skills for the next 24 hours.
SWARA
The swara are a strange people who are not closely related to other catfolk. They live on the dry plains of eastern Garund and southern Casmaron as far as Vudra. These cheetah-folk possess incredible speed and are simply known as the "fast runners" by some humans. Their alacrity makes them valuable as scouts and messengers. Swara have a distant, detached attitude and claim close connection to the world of spirits, for which reason other catfolk are wary of them.
SWARA SUBRACE TRAITS
Fast (1 RP): Swara have a base speed of 40 feet.
Run (2 RP): Swara gain Run as a bonus feat.
Sprinter (1 RP): Swara gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Terrifying Roar (-2 RP): Swara do not gain terrifying roar.
This post supercedes my older post on greater catfolk, whom I have overhauled because my original draft was badly overpowered (net +6 ability score bonus with no penalties). The primary source for this post is “Rakasta of Mystara” by Bruce Heard in Dragon Magazine #247, with a great deal more influence from the Bastet splatbook for Werewolf: The Apocalypse and the leonin race from Magic: The Gathering.
If you want rakasta similar to those from D&D’s Known World/Mystara campaign setting, take the rakasta above and replace Natural Hunter with Cat’s Claws (Advanced Race Guide) and Cat’s Luck with Weapon Familiarity (katana and tekko-kagi [see Ultimate Combat]).
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Roleplaying Races 3: Catfolk
Last time we did a race special, I mentioned in the ratfolk entry that catfolk might have a shared origin with them, and today, we’ll explore that, along with the intricacies of the catfolk race!
Originally introduced in Bestiary 2, back then, the catfolk had an almost human appearance aside from having tails and cat eyes and ears. However, later renditions would paint them more as bipedal felines than humans with a few cat features. Personally, I headcanon that both exist, the old design being the result of rare crossbreeds with other races, which have the same statistics as pureblooded catfolk, despite being a hybrid race like half-elves or planetouched. Not every hybrid needs to be an entirely separate race, after all. The Inner Sea Races section on them takes this in stride as well, claiming their diversity of appearance is a natural part of their biology, with a wide array of diversity.
Regardless of how they appear, catfolk are a lithe, agile, and endlessly curious race that values exploration, both internal and external, as an incredibly valuable thing. As a result, catfolk are at once both nomadic and full of wanderlust, as well as cool-headed and introspective. Many feel especially in tune with nature, though they are also great lovers of art and music, with stories and tales being a favorite of theirs.
In the Golarion setting, Catfolk is the common name for the amurrun, though they typically keep this name a secret to outsiders, graciously accepting the name catfolk in regular conversation. According to catfolk legend, their ancestors were created to hunt the lesser spawn of Rovagug and other entities gnawing at the edge of reality, and as their foes grew greater, the gods granted them hands and sapience to better hunt these horrors. This directly ties into similar legends that point to ratfolk having a shared origin with them. While catfolk patrol, explore, and destroy the monsters at the edge of reason, it is ratfolk that come in and repair the damage that such creatures create. (With a new race of dogfolk on the way in Bestiary 6, who knows how they will fit into this, if at all.)
Typically, catfolk society is a strange mixture of order and chaos, with members coming and going constantly. Typically, a single tribe is led by an older catfolk matriarch, and consists mostly of women and children, with men typically wandering here and there. However, even this generalization is a loose one at best, with all catfolk experiencing wanderlust or a desire to stick around as they please. After all, theirs is a society of experimentation, with only a rare few specialists staying in the same role in society for long.
The average catfolk is agile, and charming, but their curiosity makes them incautious. However, they make up for this with their stealth, senses, and raw speed.
Additionally, whether it be some form of raw inborn luck or simply incredible reflexes, they rarely fail in matters of quick reaction.
Of course, with a race as diverse as catfolk, there’s bound to be some variation. For example, the retractable claws of some catfolk are developed enough to make serviceable natural weapons, while others have a mind made for social dexterity. Jungle natives may eschew speed in favor or maneuvering through the underbrush and so on.
The stories of catfolk are one of wide-eyed curiosity, discovery, and a genuine love for the wider world and its wonders. Certainly, the world changes them with their experiences, for good or ill, but very few lose touch with their desire to explore. That curiosity also makes them very open to the differences in the various cultures they encounter, which, combined with their wanderlust, means that they often integrate easily into nearly any society they encounter, though their whimsy and mischief may be off-putting to some.
Catfolk make for excellent adventurers, many of which explore all sorts of traditions, favoring those that tie them to the natural world, but also those that make use of their agility, such as slayer, rogue, and swashbuckler, their charm, such as the bard, or their love of spellcasting, with all sorts of magical classes being favored. They do how trouble, however, with classes that focus on discipline and dedication, though there is something of an exception with the monk class, given how introspective they typically are. For the same reason, the psychic class would likely also appeal to them, not to mention their curiosity lending itself to occultists and investigators.
So in the end we’ve got a fun race to add a little adventurous mischief and spirit to your party. If some feline friskiness or ferocity appeals to you, consider one for your next character!
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