This lithe, catlike humanoid has a long tail and pointed ears. Her feline eyes sparkle with curiosity and mischief.
Str 14, Dex 17, Con 12, Int 8, Wis 11, Cha 12
Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Image used by permission of Purple Duck Games.
Environment any temperate or warm forest or plains, or urban
Organization solitary, pair, pride (3-12 plus 1 leader of 3rd level and 1-4 cheetahs or leopards), or tribe (13-60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6-12 cheetahs or leopards)
Treasure NPC gear (studded leather armor, longbow with 20 arrows, longsword, other treasure)
Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe’s chief is usually the most competent (and magically talented) member of that tribe.
Personal growth is part of catfolk culture, as is expression as a means of personal exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.