Cirmos (3.5e Race)
From D&D Wiki
The cirmos (both singular and plural) is a humanoid race that resembles humans with a few physical features resembling those of cats.
In general, the cirmos have a somewhat feline temperament. Like many domesticated cats, their curiosity is easily piqued. Cirmos are also cheerful and carefree; their feisty nature, along with their near-constant playfulness, can be a constant source of irritation. However, even the most somber people have a difficult time remaining annoyed with a cirmos for long, as they have an innocence that even the most cynical find peculiarly endearing. Being not to keen on the uptake, many cirmos have a tendency of being straightforward to the point of being blunt, though those who are rarely realize their lack of tact. They are very affectionate towards their friends.
 Physical Description
Cirmos are human-sized, with males noticeably larger and heavier than their female counterparts. While their skin tones match those of humans, cirmos may have hair of any pigmentation; moreover, their eyes range from the normal human colors to amber, and are slitted like those of a cat. Similarly, each cirmos possesses ears that resemble those of a cat, both their location near the top of the head and their shape, as well as a tail that seems to always be in motion; both a cirmos’ ears and tail are covered in light, downy fur, often (but not always) the same color as their skin or hair.
Forever cheerful and energetic, cirmos get along best with the Halflings, whose love for life and constant exuberance often come close to, but rarely match, their own. They often find humans, with their mercurial nature and ever-changing ambitions, interesting, while humans find them exotic due to their uncanny resemblance despite the cirmos’ anthromorphic features. The cirmos generally find dwarves too dour and half-orcs too crass; similarly, many cirmos find the aloof disposition of elves fascinating, and many cirmos go out of their way to pester their elven companions in an attempt to be friendly.
Because they follow their hearts, cirmos gravitate towards chaos. Though they rarely go out of their way to break laws, few cirmos have second thoughts about what they do, no matter how illegal, if their heart tells them it’s the proper course to follow. Few cirmos ever consider the moral dilemma in any given situation; this stems from innocence and ingenuousness rather than indifference.
Home to a forest isle some ways off from the coast, cirmos are most comfortable in forested locales or in cities of medium size or larger. There are no cirmos communities on the mainland.
As a whole, cirmos aren’t particularly religious. Although the race has no patron deity and few cirmos choose to worship a deity, most still respect nature.
The language of the cirmos, called cirmos, consists mainly of purrs, meows and other sounds. The language has no written form, and the non-cirmos cannot learn to speak, but can learn to understand, the language.
Cirmos names, when bastardized for common, are generally one or two syllables long. Female names tend to be “softer” than male names.
Male Names: Marl, Hergn, Rawel
Female Names: Niah, Mia, Ohn
 Racial Traits
- +2 Dexterity, -2 Intelligence. Though physically agile, cirmos generally are lacking in mental dexterity.
- Medium: As Medium creatures, cirmos have no special bonuses or penalties due to their size.
- Cirmos base land speed is 30 feet.
- Low-Light Vision: A cirmos can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Spell-like Ability: 1/day—cat’s grace. This ability only affects only the cirmos. Caster level equal to Hit Dice.
- +4 racial bonus to all Balance checks. Due to their tails, cirmos find it easier to maintain their balance.
- +2 racial bonus to all Hide and Move Silently checks. Like cats, cirmos are skill at hiding and sneaking.
- -2 racial penalty to all Bluff, Diplomacy, Intimidate and Sense Motive checks. Cirmos are naïve and straightforward.
- Cirmos can use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
- Automatic Languages: Cirmos, Common. Bonus Languages: Any non-secretive languages, although Halfing and Sylvan are favorites.
- Favored Class: Scout (or Ranger, if not using Complete Adventurer). A multiclass cirmos’ scout (ranger) class does not count when determining whether she takes an experience point penalty for multiclassing
- Level Adjustment: +1