Is there a Pathfinder version of a catfolk anywhere?


Conversions

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>
Sczarni

Title says it all. If there is one, awesome. If not, who wants to help me create it?

Thank you all for your help.


Darksmokepuncher wrote:

Title says it all. If there is one, awesome. If not, who wants to help me create it?

Thank you all for your help.

There is no PF version, but there is a 3.5 version in Races of the Wild, IIRC. It is a level one adjustment. If you want a PC race version I can try to come up with something.


AFAIK, they're not open content, if that matters.

If it doesn't matter, I second the recommendation of RotW.

Sczarni

I would like a PC race version. Do you want to work on it with me?

Here are my thoughts so far:

As for stats, they'll probaly look like the elf (+2 dex and int -2 con) or it could be +4 dex -2 con. Not sure yet.

I think they should have darkvision and maybe some bonus to CMD for balance?

Anything else you can think of?

Shadow Lodge

Fursona probably has something you could use. As well as a bunch of other furries.

The Exchange

Anthropomorphic animal (Ultimate Magic page 206) plus permanency (Core book pages 318 to 319), with added awaken (Core book pages 245 to 246) will do it. Shouldn't be too hard to derive stats from there.

Dark Archive

+2 Dexterity, -2 Intelligence, +2 Charisma
Senses: darkvision (60 feet.)
Racial Skill Bonuses: Acrobatics +2, climb +2, and Stealth +2.
May take 10 on acrobatics checks to jump or balance
Ignore the 1st 10 feet of falling damage, treats 1st dice of falling damage as nonlethal


PFRPG compatible

http://paizo.com/store/byCompany/r/ritePublishing/pathfinderRPG/paperMinis/ v5748btpy8dv2&source=search


Name Violation wrote:

+2 Dexterity, -2 Intelligence, +2 Charisma

Senses: darkvision (60 feet.)
Racial Skill Bonuses: Acrobatics +2, climb +2, and Stealth +2.
May take 10 on acrobatics checks to jump or balance
Ignore the 1st 10 feet of falling damage, treats 1st dice of falling damage as nonlethal

IIRC I thought cats(house cats and wild cats such as lions) had low-light so they should have that instead of darkvision. I did not check the bestiary though.

Dark Archive

wraithstrike wrote:
Name Violation wrote:

+2 Dexterity, -2 Intelligence, +2 Charisma

Senses: darkvision (60 feet.)
Racial Skill Bonuses: Acrobatics +2, climb +2, and Stealth +2.
May take 10 on acrobatics checks to jump or balance
Ignore the 1st 10 feet of falling damage, treats 1st dice of falling damage as nonlethal
IIRC I thought cats(house cats and wild cats such as lions) had low-light so they should have that instead of darkvision. I did not check the bestiary though.

probably. i was just throwin things together to see what sounded good

Sczarni

Ok, thanks guys, this is a good start.

Catfolk -

+2 Dex, -2 Int, +2Cha
Low-light Vision
+2 to Acrobatics, Climb, and Stealth
+1 to Reflex Saves
Somekind of Natural attack?

I'm not sure how I feel about the taking 10 thing. I see where you're going with it though.

Any other thoughts?


I'm sick of people thinking take 10 needs a special rules call out. You can do it anytime you are not in immmediate danger or unable to concentrate. Unless you mean they can take 10 even under stress, which is a fairly powerful ability at those levels.

Better would be lesser running start distance and/or reduce movement penalties for quicker movement while balance. Again still iffy.


Feline Anumi


Darksmokepuncher wrote:

Ok, thanks guys, this is a good start.

Catfolk -

+2 Dex, -2 Int, +2Cha
Low-light Vision
+2 to Acrobatics, Climb, and Stealth
+1 to Reflex Saves
Somekind of Natural attack?

I'm not that keen on the charisma bonus, really. We consider felines to be charismatic in symbolism, but depending on the stereotype they needn't be nearly as personable as halflings or gnomes. If we are going with the RotW catfolk as inspiration, I'd suggest giving them a bonus to wisdom instead.

So how about this: +2 dex, +2 wis, - 2 int
Low-light vision
+2 to acrobatics and stealth
+2 to perception
natural attack: claws do 1d4 damage

Racial feat:
- base speed increases to 40 feet, can pounce with natural attacks
- bite natural attack (1d6)

I'd like to give it 40 ft. move speed from the start, but that might be a bit over the top. What do you think?

Dark Archive

my take 2 (with parts of shamans version blatantly ripped off)

+2 dex, +2 cha, - 2 int Catfolk are considered exotic and graceful compared to other races, but often have a penchant for mischief that gets them into trouble

Low-light vision

+2 to acrobatics, acrobatics is always considered a class skill.
+2 stealth.
+2 to perception

Speed 40 ft (dont forget a higher speed gives a bonus to acrobatics to jump)
May take 10 on acrobatics

Racial Trait:
gain d3 claw attack, +2 climb
gain tail, +2 acrobatics, +2 more when balancing

Racial feat:
- Prereq bab 4, dodge, and mobility: can pounce with natural attacks
- bite natural attack (1d6)


40ft speed is too strong for a race IMHO, especially combined with natural attacks.

My suggestion:
- +2 dex, +2 wis, -2 int
- Low-light vision
- Graceful: Catfolk gain a +2 bonus on Acrobatics and Stealth checks. Catfolk may take 10 on acrobatics checks to reduce falling damage.
- Claws: Catfolk have sharp claws on their hands, though they're more familiar with weapons in their hands. Their unarmed attacks deal 1d4 piercing damage and do not provoke attacks of opportunity, if performed with their hands.
- Land on their Feet: When calculating fall and jump damage, treat the fall as 10 ft. shorter.
- Nine Lives: When taking enough damage from an attack to kill the catfolk, may make a reflex save (DC equal to damage dealt). If it succeeds, the catfolk is instead reduced to -8 hit points and dying. The catfolk must be conscious for this ability to work.


-Stats +2dex +2cha -2int
-speed 40ft
-2 claws 1d4
-low-light vision
-+2 acrobatics, climb, perseption, and stealth*
-automatic languages: common and catfolk(or whatever you name them as)
-type humaniod("catfolk")

* or maybe a +4 to there skills well at least a +4 to climb

Liberty's Edge

1 person marked this as a favorite.

I'm not sure if a humanoid cat would still have a cat's ability to land on its feet. The reason cats tend to survive great falls has less to do with agility and a lot more to do with mass - cats don't weigh very much, and like many small animals have a nonfatal terminal velocity. They may also flatten out and glide a bit, like a flying squirrel, but that's never been confirmed.

At any rate, while small housecats survive incredible falls that would kill a human, things like lions and tigers don't, because they are so much more massive. A human sized cat is going to get flattened by a fall the same as a human sized human would.

Sczarni

I think Stringburka has the closest version to what I'm looking for. I think charisma should not be bumped or reduced. Also, I think the nine lives ability is very interesting.

The only thing I would add is something indicative of a cat's reflexes. +1 dodge bonus to AC or +1 Reflex Save. Too op? Which would you choose and why?


+1 reflexes.

Funny thing, this would make a great dervish dancer cleric of sarenae.

I'd also add in that if they ever see a free standing light (so not a lamp post, but dancing lights they need to make a DC 15 check or else be Fascinated by it.


chrids wrote:

PFRPG compatible

http://paizo.com/store/byCompany/r/ritePublishing/pathfinderRPG/paperMinis/ v5748btpy8dv2

Let me make that easier.

The Litorians originally from AE updated to Pathfinder


I love cats, but they really have the Charisma of a lettuce.

They are 'somewhat aloof' at its best.


stringburka wrote:

40ft speed is too strong for a race IMHO, especially combined with natural attacks.

My suggestion:
- +2 dex, +2 wis, -2 int
- Low-light vision
- Graceful: Catfolk gain a +2 bonus on Acrobatics and Stealth checks. Catfolk may take 10 on acrobatics checks to reduce falling damage.
- Claws: Catfolk have sharp claws on their hands, though they're more familiar with weapons in their hands. Their unarmed attacks deal 1d4 piercing damage and do not provoke attacks of opportunity, if performed with their hands.
- Land on their Feet: When calculating fall and jump damage, treat the fall as 10 ft. shorter.
- Nine Lives: When taking enough damage from an attack to kill the catfolk, may make a reflex save (DC equal to damage dealt). If it succeeds, the catfolk is instead reduced to -8 hit points and dying. The catfolk must be conscious for this ability to work.

I think that having both the Claws and the Nine Lives thing is too much. Also, "Land on their Feet" seems to overlap a bit with Graceful. So I guess in practice a Catfolk could fall 20 feet no problem every time. Mmmm, it'd be interesting to make a catfolk monk.

I say keep the claws, and make Nine Lives a racial feat.


I would change my stat mods to +2dex +2cha -2wis
but keep everything else I put
-fast movement:speed 40ft
-cat sight:low light vision
-cat scratch: 2 claws 1d4
-feline agility +2 acrobatics
-keen senses: +2 perception
-stealthy: +2stealth
-tree climber: +2climb
-automatic languages:common and nekomimi

Racial traits
Expert climber: +1 trait bonus to climb, climb is a class skill
Razer claws: +1 trait bonus to damage on claw attacks
Always lands on there feet: lessen falling damage by 1 dice
Lucky cat: 1/day as a immediate action add +2 trait bonus to a single saving throw or skill check
Night stalker: +1 trait bonus to stealth, stealth is a class skill
Nimble: +1 trait bonus to acrobatics, acrobatics is a class skill
Eyes and ears of the hunter: +1 trait bonus to perception, perception is a class skill
wildernest survivor: +1 trait bonus to survival, survival is a class skill
Unlucky cat: 1/day as an immediate action give -2 penalty to a enemies attack roll or saving throw, enemy must be no more then 10 feet away.


Shifty wrote:

I love cats, but they really have the Charisma of a lettuce.

They are 'somewhat aloof' at its best.

Well, the last things my cats are is "aloof." So there. :P

Dragon78 wrote:

I would change my stat mods to +2dex +2cha -2wis

but keep everything else I put
-fast movement:speed 40ft
-cat sight:low light vision
-cat scratch: 2 claws 1d4
-feline agility +2 acrobatics
-keen senses: +2 perception
-stealthy: +2stealth
-tree climber: +2climb
-automatic languages:common and nekomimi

Racial traits
Expert climber: +1 trait bonus to climb, climb is a class skill
Razer claws: +1 trait bonus to damage on claw attacks
Always lands on there feet: lessen falling damage by 1 dice
Lucky cat: 1/day as a immediate action add +2 trait bonus to a single saving throw or skill check
Night stalker: +1 trait bonus to stealth, stealth is a class skill
Nimble: +1 trait bonus to acrobatics, acrobatics is a class skill
Eyes and ears of the hunter: +1 trait bonus to perception, perception is a class skill
wildernest survivor: +1 trait bonus to survival, survival is a class skill
Unlucky cat: 1/day as an immediate action give -2 penalty to a enemies attack roll or saving throw, enemy must be no more then 10 feet away.

I think I'd drop the Charisma bonus and Wisdom penalty and make "Lucky Cat" and "Unlucky Cat" feats (probably renamed "Feline Luck" and "Feline Jinx").

And you do know that "nekomimi" specifically means "cat ears," right? (Unless you're implying that it's what your cat people usually get to hear, of course.)

Contributor

Hey, just popped into the thread - haven't read up to date yet, but I had made this version a bit ago and if any interest I could update it.

Go to Catfolk.


Name Violation wrote:

+2 Dexterity, -2 Intelligence, +2 Charisma

Senses: darkvision (60 feet.)
Racial Skill Bonuses: Acrobatics +2, climb +2, and Stealth +2.
May take 10 on acrobatics checks to jump or balance
Ignore the 1st 10 feet of falling damage, treats 1st dice of falling damage as nonlethal

I would have gone with a -2 to con, as most races that give a bonus to physical and mental, have a minus to physical (commonly this is ignored if the bonus is to constitution). However I would say that if a mental stat to give a negative to, wisdom probably would be preferred.

Also, they need to have low light, all cats IRL have low light so this doesn't fit.

I would offer the ability to igrnore 10ft of falling damage as a racial feat. a feat that gives a set of claw attacks, or bit attacks as other options.

So here it is

Neko-Folk
+2 Dexterity, -2 Constitution, +2 Charisma
Size: Medium
Senses: Low-light Vision
Racial Skill Bonuses: Acrobatics +2, climb +2, and Stealth +2.
Racial Feat: Gain 1 racial feat.

Racial Feats
Graceful Faller: May take 10 on acrobatics checks to jump or balance
Ignore the 1st 10 feet of falling damage, treats 1st dice of falling damage as nonlethal.

Feral Fighter: Gain a set of Claws and a bit attack as natural weapon. Neko-folk gain a set of Claws that deal 1D4 damage, and a Bit attack that deals 1D6 damage. Claws are considered primary attacks.

Liberty's Edge

I've made my own cat-people race which I have called Faelyn.

Physical Description: Halfling-sized Humanoid Felines with a never-ending variety, and pattern, of fur colors.

Faelyn Base Racial Traits:
-2 Str, +2 Dex, +2 Cha
Small: Faelyn are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: A Faelyn’s base speed is 20 feet.
Easily Lost: Faelyn receive a +2 racial bonus on Stealth skill checks.
Land on Your Feet: Faelyn receive a +2 racial bonus on Acrobatics skill checks.
Weapon Familiarity: Faelyn are proficient with kukri, short sword, and treat any weapon with the word “faelyn” in its name as a martial weapon.
Low-light Vision: Faelyn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Languages: Faelyn begin play speaking Common and Faelyn. Faelyn with a high Intelligence score can choose from the following: Elven, Gnome, Halfling, Sylvan.

Frog God Games

1 person marked this as a favorite.

Tabaxi, the original D&D cat people race from the 1e Fiend Folio, appear in PF form in The Tome of Horrors Complete.

Liberty's Edge

6 people marked this as a favorite.

Dear Paizo,

Please add a Sorcerer/Wizard cantrip called Laser Pointer to the Core Rulebook.

Thank You.


1 person marked this as a favorite.

Well according to today's Paizo blog:

Paizo wrote:

Advanced Race Guide

This comprehensive guide to rules on fantasy races includes 10 pages on each race in the Core Rulebook (including humans), six pages each on featured races such as aasimar, catfolk, goblins, orcs, and tieflings, two pages each on uncommon races such as duergar, gillmen, kitsune, and suli, and a 38-page chapter on designing your own balanced 0-HD races.

Not due till April 2012 though.


Captain Sir Hexen Ineptus wrote:
I would have gone with a -2 to con, as most races that give a bonus to physical and mental, have a minus to physical (commonly this is ignored if the bonus is to constitution). However I would say that if a mental stat to give a negative to, wisdom probably would be preferred.

I think this needn't be a strict rule, and constitution isn't necessarily a less valuable attribute than dexterity. Besides, if the race is a "wild" one that often spends time toughing it out outside of cities, a penalty to constitution makes little sense (that's one of my pet peeves with Pathfinder elves - they are all urbane intellectuals now for some reason, apparently). Penalty to intelligence can make a lot more sense - i.e. the race has no formal education tradition, is more instinctual in its behavior, or just has a smaller and less functional brain.

@ Valkyn: it seems a bit too similar to halflings, only except many of the racial abilities. 30 feet speed and possibly some other minor goodies might help round it out.

Liberty's Edge

The Shaman wrote:
@ Valkyn: it seems a bit too similar to halflings, only except many of the racial abilities. 30 feet speed and possibly some other minor goodies might help round it out.

I suppose that's my fault for patterning them after the halfling race. I'm considering swapping the +2 Cha out for a +2 Wis instead. Also, I'm in favor of dropping the weapon familiarity for Darkvision out to 30 ft along with your proposed speed increase to 30 ft.


@ Valkyn: I'd rather they just got LLV. If I remember correctly, it's stated to be enough to see at night when there is some light source - i.e. moonlight. I'm not too familiar with cats, but wouldn't that be enough?


The Shaman wrote:
Captain Sir Hexen Ineptus wrote:
I would have gone with a -2 to con, as most races that give a bonus to physical and mental, have a minus to physical (commonly this is ignored if the bonus is to constitution). However I would say that if a mental stat to give a negative to, wisdom probably would be preferred.
I think this needn't be a strict rule, and constitution isn't necessarily a less valuable attribute than dexterity. Besides, if the race is a "wild" one that often spends time toughing it out outside of cities, a penalty to constitution makes little sense (that's one of my pet peeves with Pathfinder elves - they are all urbane intellectuals now for some reason, apparently). Penalty to intelligence can make a lot more sense - i.e. the race has no formal education tradition, is more instinctual in its behavior, or just has a smaller and less functional brain.

Not a strict rule, but thinking about cats, as in house cats, they do seem more fragile than say a dog, or other mammal, of the same size. Now large cats are completely different.


Captain Sir Hexen Ineptus wrote:
Not a strict rule, but thinking about cats, as in house cats, they do seem more fragile than say a dog, or other mammal, of the same size.

Eh, that would be some pretty small dog - and I've seen some pretty mean cats for their size. You can try it out if you want, but I think it doesn't make all that much sense. A penalty to intelligence (not-quite-human levels of intellect), wisdom (easily distracted) or possibly even strength (less brute force than a human of the same size / a bit smaller than regular humans, almost small-sized) strike me as the better options.

Dark Archive

The Shaman wrote:
Captain Sir Hexen Ineptus wrote:
Not a strict rule, but thinking about cats, as in house cats, they do seem more fragile than say a dog, or other mammal, of the same size.
Eh, that would be some pretty small dog - and I've seen some pretty mean cats for their size. You can try it out if you want, but I think it doesn't make all that much sense. A penalty to intelligence (not-quite-human levels of intellect), wisdom (easily distracted) or possibly even strength (less brute force than a human of the same size / a bit smaller than regular humans, almost small-sized) strike me as the better options.

yeah. i went with in because cats vary in str and con, but overall they are strong, ferocious, beasts for their size.

-2 int, they are a "feral" race, no real education, blah blah blah.

oh noes, catfolk wizard and witches are scroooood :P


The Shaman wrote:
Captain Sir Hexen Ineptus wrote:
Not a strict rule, but thinking about cats, as in house cats, they do seem more fragile than say a dog, or other mammal, of the same size.
Eh, that would be some pretty small dog - and I've seen some pretty mean cats for their size. You can try it out if you want, but I think it doesn't make all that much sense. A penalty to intelligence (not-quite-human levels of intellect), wisdom (easily distracted) or possibly even strength (less brute force than a human of the same size / a bit smaller than regular humans, almost small-sized) strike me as the better options.

Pugs and cross bread Chiwawa/Jack Russells (chiwawa's can and are actually smaller than most cats).


Name Violation wrote:
The Shaman wrote:
Captain Sir Hexen Ineptus wrote:
Not a strict rule, but thinking about cats, as in house cats, they do seem more fragile than say a dog, or other mammal, of the same size.
Eh, that would be some pretty small dog - and I've seen some pretty mean cats for their size. You can try it out if you want, but I think it doesn't make all that much sense. A penalty to intelligence (not-quite-human levels of intellect), wisdom (easily distracted) or possibly even strength (less brute force than a human of the same size / a bit smaller than regular humans, almost small-sized) strike me as the better options.

yeah. i went with in because cats vary in str and con, but overall they are strong, ferocious, beasts for their size.

-2 int, they are a "feral" race, no real education, blah blah blah.

oh noes, catfolk wizard and witches are scroooood :P

Meh, I don't see anything flavor-wise wrong with -2 int, just worried about balance.

Liberty's Edge

The Shaman wrote:
@ Valkyn: I'd rather they just got LLV. If I remember correctly, it's stated to be enough to see at night when there is some light source - i.e. moonlight. I'm not too familiar with cats, but wouldn't that be enough?

Ok. No darkvision it is.


Ashton Sperry's Paper Minis: Litorians has PF stats for Monte Cook's Litorians from Arcana Evolved.

Sovereign Court

Here's the current draft race block for the Pantherian Beastfolk race from bySwarm

+2 Dexterity, -2 Intelligence, +2 Wisdom. Pantheria are nimble and athletic, and are more bestial than other beastfolk.

Bestial Nature: Pantheria can communicate with any great cats at will because of their bestial background. Domestic cats are naturally terrified of them, but they can communicate as well.

Failed Experiment: Pantheria, rather than being susceptible to mind-controlling magic, turned out to be resistant to it, and because of this were able to gather their strength and win their freedom in a bloody rebellion. Pantheria have a +2 save bonus to all [Mind-affecting] spells.

Vengeance: Pantheria gain a +1 attack bonus against all Human arcane spellcasters

Night-Eyed: Pantheria have low-light vision

Primitive: Pantheria do not trust things they associate with Humans, including some simple technologies. Pantheria cannot use Crossbows and do not wear metal armor, though they do make use of metal weapons. Pantheria also begin play illiterate - in order to become literate, a Pantheria must spend a skill rank.

Red in Tooth and Claw: Pantheria have two claw attacks and a bit attack which can be used as part of a full attack. Each claw deals 1d4 damage, as does their bite attack, and all are made at a -5 to their base attack bonus. Pantheria claws give them a +2 bonus to Climb checks.


Well, RPG now had the "racial guide to catfolk" (here's a link http://www.rpgnow.com/product_info.php?products_id=98142 ), so I to wondered if there was Catfolk in some book or adventure I hadn't seen yet.


1 person marked this as a favorite.

There are Catfolk in the Bestiary 3.


Bestiary 3.


Catfolk
-+2Dex +2cha -2wis
-Medium size
-speed 30ft
-+2 Perception Stealth Survival
-Cat's luck 1/day roll twice on reflex save take best roll.
-Sprinter- +10 racial bonus to speed when using charge, run, or withdrawl actions.


Catfolk


I always figure the perfect dumpstat for cat-folk is CON. Not because it's mechanically advantageous, but because cats are typically bad at anything involving endurance.

Cats are typically pounce predators, great at sprints, lousy at marathons.

I can totally see catfolk having a DEX bonus, I'm not as sold on them having an INT or WIS bonus, though. CHA seems an interesting possibility. We often speak of cats as domesticating us rather than the other way around...


This is a link to the official Catfolk stats from Bestiary 3.


Now Paizo needs to add catnip and/or silvervine to the list of alchemical substances/items.

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Is there a Pathfinder version of a catfolk anywhere? All Messageboards

Want to post a reply? Sign in.