Catfolk (4e Race)
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The great tribes of the Catfolk roam where they will, putting passion into every day of their varied lives
|Average Height: 4' 9" - 5' 3"|
|Average Weight: 95 - 130 lbs|
|Ability Scores: +2 Dexterity, +2 Charisma|
|Speed: 7 squares|
|Languages: Common and Elven|
|Skill Bonuses: +2 Acrobatics, +2 Perception|
|Cat Fall: Catfolk, being related to their nimble cousins, always land on their feet when falling. You can make an acrobatics check to hop down from 20 feet (instead of 10 feet).|
|Fey Origin: Your ancestors were native to the feywild so you are considered a fey creature for the purpose of effects that relate to creature origin.|
|Slinky: You may treat Stealth as an available class skill.|
|Feline Fury: You can use feline fury as an encounter power.|
|Feline Fury||Catfolk Racial Power|
|Your feline heritage shows its true colors as you attack|
|Effect: You gain a bonus to your next attack roll equal to your dexterity modifier. If you hit, you gain the same bonus to your damage roll.|
<!- FLuff. ->
Play a Catfolk if you want...
- To be a member of a nomadic race
- To wield the fury of a cat
- To be a member of a race that favours the Sorcerer, Rogue, Warlock, and Ranger classes.
A catfolk's skin is covered in fine fur, the color of which varies as widely as do the breeds of housecats. They have pointed ears and their eyes are typically green or yellow with vertical slits. Their feet are never covered in shoes and are adorned with sharp claws as are their hands. They also have sharp canines; another testament to their feline heritage. Their hair is the same color as the fur on their skin and is grow long and wild, sometimes kept in singular braids.
A catfolk's life is long and fruitful, allowing for one to experience all he wants to do in life. They live around 200 years, though the longest known life of a catfolk was around 400. Catfolk do not show signs of aging except for strands of gray hair mixing in with their luscious fur around age 150.
Playing a Catfolk
Catfolk are a nomadic people, never settling in one place for long. They do this, not to hunt or find food, though important it is. They are nomadic to satisfy their inborn curiosity about the world. Catfolk want to experience the thrills and spills that life has to offer, often getting themselves into trouble simply for the experience.
Other races view catfolk as aloof and even naive in their innate curiosity. Still, catfolk are generally held in high regard because they are a loyal people. If and when their travels bring them into an adventuring party, they stick to that group through any hardship. They'll risk life (all nine of them) and limb to protect their friends. However, the time eventually comes to move on to another location to see even more of the world, especially if the catfolk becomes bored in his party. However, if a catfolk finds enough enjoyment and adventure in a party, he will stay with them for as long as his life will allow.
Because catfolk roam hither and tither, they are highly competent traders, giving others what they find and make through their journeys, and receiving new items, such as food, jewelry, weapons or clothing, to enrich their lives. Because of this, a catfolk has no true culture of its own, only the culture that is achieved through their travels and experiences.
Catfolk are also boundlessly curious and will often get themselves into precarious situations with disregard for their own endangerment.
Catfolk Characteristics: Curious, enigmatic, free-spirited, plucky, indecisive, nomadic, loyal, faithful.
Male Names: Tomp, Haffis, Loem, Simox
Female Names: Yursy, Kagget, Mott, Pigmenta
<!-Your race-> Adventurers
Three sample <!-Your race-> adventurers are described below.