The Catfolk are the members of a strange race who travel from village to village, looking for money and company: they don’t have a permanent home and are always on the road. Constantly joyous and playful, Catfolk love to play and there is no end to the mischief they can wreak.


Catfolk are optimists in all respects. They take life as it comes, usually with much laughter and merriment, and never look to the future, past, or indeed the present. This outlook sometimes does more good than bad, but Catfolk are quick to make amends, and even quicker to forgive themselves. In battle they are quick and lively, leaving their enemies confused and bewildered as to what they will do next, but even after a battle they are a nuisance, sometimes trying to make friends with their captives.

Physical description

Catfolk are short and muscular, but without the weight and ungainliness of dwarves or the slimness and beauty of elves. They stand 4½ feet tall, sometimes a bit more, and weigh around 45 to 55 pounds. They have definite cat features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats; however they walk upright, albeit with a slight stoop. Their skin is covered in a coat of soft fur of any soft color, and their eyes are usually green, yellow or brown. Catfolk have hair like a human but they tend to keep it short. This is not a strict rule however, and their ears are those of a cat. Their arms are human, but furred less and less going down until their slightly shorter-than-human hands are furless. Catfolk mature at 12 years of age and live for around 40 or 45 years.


Being a fun-loving and short-stature people, Catfolk get along grandly with gnomes. Some forge such close relationships with gnomes that they are christened as gnomes themselves and live all their life in gnome cities, tinkering and enjoying life. However in all other races, Catfolk find faults: dwarves are the dullest race imaginable, elves are much too haughty, half-orcs usually kill you if they don’t get the joke, and most halflings don’t travel enough while those that do can make a living better than Catfolk and steal all the customers. Humans and half-elves may be the only ones that Catfolk find fitting for their company: they would always appreciate a laugh or three, and are often on the road.


Usually Chaotic Neutral. Naturally, Catfolk are almost always chaotic. Some do settle down for the quieter life but the road is always the Catfolk’s home. Most lean towards neutral on the other axis, having no interest in the affairs of state and the people in the lands they travel through, but some have a cruel streak, restulting in evil alignments.


Catfolk have no fixed lands, always wandering the roads of the world. They do, however, prefer booming cities to villages, just because of the abundance of life there.


Catfolk, not surprisingly, can speak with domestic cats as well as lions, panthers and all other members of the cat family. This is done through hisses, purrs and meows as well as face and tail gestures, but the conversation range is limited as cats do not possess high intelligence. This language, called Feline, is also used by the Catfolk to speak between themselves, where a much higher conversation range is possible. Feline does not have a written equivalent. Catfolk also speak Common, and the languages of the lands through which they travel usually help.


Catfolk name their children in Feline, which is impossible to transcribe into Common. However upon reaching his 9th birthday a Catfolk child may give himself a name in any language he desires, so there is no preset system for naming.


All Catfolk are adventurers from their birth and till their death. As soon as he reaches maturity at around age 12, a Catfolk child may leave his family and strike out on his own. Many such adventurers will find a party of warriors or wizards to keep themselves busy, and while many of these soon get bored others will stay with their party and help them out to the best of their abilities (essentially, thieving, dancing and spying).

Racial Traits

§  +4 DEX, +2 Charisma: Although his features may repel at first glance, a Catfolk will charm within minutes. However they often get into muddles wiser characters have to get them out of.

§  Humanoid (Feline, Shapechanger)

§  Size: Small. As a Small creature, a Catfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are ¾ of those of a Medium character.

§  Catfolk base land speed is 40 feet.

§  Low-Light Vision (Ex): Catfolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions

§  Natural Weapons: Catfolk have two primary claw attacks, each with a damage value of 1d4. When not wearing foot protection, a Catfolk may add a secondary kick attack that deals 1d4-1 lethal damage.

§  Feline Balance (Ex): Catfolk have an innate ability to stay balanced on their feet. They gain +4 on Balance checks and always land on their feet if jumping or falling, but they still take any applicable damage.

§  +8 racial bonus on Jump checks.

§  +4 racial bonus on Climb, Hide and Move Silently checks.

§  Cat Empathy (Su): Catfolk have an inborn talent in dealing with domestic cats, and will automatically succeed on all Handle Animal checks involving them. For non-domestic felines, they make a roll like normal but gain a +8 racial bonus.

§  Automatic Languages: Feline and Common. Bonus Languages: Dwarven, Elven, Orc, Gnome, Halfling. Catfolk find it useful to learn the languages of their friends and enemies, namely the five most common races.

§  Favored Class: Ranger

§  Level Adjustment: +1


This is a variant race to the Catfolk featured in the DnD supplement, Races of the Wild.


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