Catfolk
Catfolk are exactly what
they sound like... humanoids with catlike features. They are an excellent choice for several different character types, so don’t
discount them just cuz they’re covered in fur!
Racial
Traits:
Ability
Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. Catfolk make extremely good
Rogues and Ninjas, and can also be good Charisma-based casters, though most of
their racial options are made for sneaky characters.
Size: Catfolk
are the same size as humans.
Speed: Catfolk
move at the same speed as humans, but pay attention to the Sprinter feature,
which makes them faster in some situations.
Cat’s Luck: Once per
day, a Catfolk can choose roll a Reflex saving throw twice and take the better
result (though they have to choose to do so before the throw is rolled). This
is an excellent ability and can definitely save your character’s life!
Natural
Hunter: A +2 bonus to Perception, Stealth, and Survival is almost too good to
be true as a racial bonus. Not only do you get a bonus to the best skill in the
game, but also to Stealth, and you know your catfolk Ninja is gonna love that!
Sprinter: You move
at a speed of 40 feet when you’re charging, running, or withdrawing. The
charging part is definitely the most exciting, as there are many bonuses you
can get from a charge, including getting free sneak attack damage if you take
the Scout archetype! You should also pay attention to the Catfolk Exemplar feat, which gives you ANOTHER
+10ft boost to your speed when charging!
Low-Light
Vision: We’ve talked about this before. Most GMs ignore the benefits of
low-light vision, only worrying about darkvision, so I don’t give this a huge
amount of value.
Alternate
Racial Traits:
Cat’s Claws [Natural
Hunter]: This choice would be great
for characters who want to focus on natural attacks, and there are some good
reasons for taking this trait (such as the Claw Pounce feat and the Vicious Claws rogue talent that is only
available to catfolk rogues). However, you’re giving up a LOT to get these
claws, because +2 to three skills is essentially 2 feats. There are other ways
to get claw attacks (such as the Natural Weapon Ranger) but for a Rogue that
wants to use Claw Pounce, this is still probably your best
option. You should also look at the Catfolk Exemplar feat, which can give you this
racial trait or make your claws better if you already have it.
Clever Cat [Natural
Hunter}:I don’t care how much you think you’ll use these three skills, giving
up a bonus to Perception and Stealth isn’t worth it.
Climber [Sprinter]:
This is an interesting choice. For a character who doesn’t plan to charge into
battle, having a climb speed could be extremely useful, and in places like
forests can even be a cheap replacement for flight in early levels. Overall, if
you aren’t planning to charge much, this is probably worth your time. You can
also always grab Catfolk Exemplar to get the Sprinter ability
back in addition to this one.
Curiosity [Natural
Hunter]: Hmm... so here’s the thing... getting Knowledge skills as class skills
isn’t that exciting, but for some characters a +4 to Diplomacy could be a HUGE
boost. For a party face Oracle or Sorcerer, or a Wizard who still wants to be
able to barter with people, I’d probably choose this over Natural Hunter.
Nimble
Faller [Sprinter]: This option is very cat-like, and can come in very handy in
a pinch. If you fall into a pit full of enemies, you’re not going to be prone,
and that’s great. A bonus versus trip attempts can also be a huge help. I would
probably still choose Sprinter over this one in most cases, but it’s still a
good choice. You can also always grab Catfolk Exemplar to get the Sprinter ability
back in addition to this one.
Scent
[Low-light vision]: This... is awesome! Seriously, scent essentially means no
one can ever sneak up on you undetected, unless they’ve specifically prepared
for you, and that’s a really big deal. Compared to low-light vision, scent is
just amazingly good. Take this option! If you really want the low-light vision
back, pick up Catfolk Exemplar later to get it in addition.
Classes:
Alchemist: There’s
no reason a catfolk can’t make a great Alchemist, but there’s also nothing that
specifically makes them good at alchemy either. I would probably choose a more
optimal race if I wanted to build an Alchemist.
Barbarian: The
catfolk’s Sprinter ability lends itself nicely to a run-in-and-smash Barbarian,
and the bonus to Perception from Natural Hunter is great. If you want a
barbarian that attacks with natural weapons, you could take the Cat’s Claws
racial option to save yourself a Rage Power on it, and you might even want to pick
up Claw Pounce. Also make sure to check out the Nimble Striker feat, which lets you Cleave and
charge without taking a penalty to AC! Overall, catfolk is a pretty good option
for a Barbarian.
Bard: Catfolk
have a bonus to Charisma, so that’s one point for them right off the bat.
Dexterity is usually also important for Bards, so that’s another good reason to
choose a catfolk. The favored class bonus is also pretty nice, boosting your
bardic knowledge ability by +1/2 per level.
Cavalier
[Samurai]: Catfolk are meant to stay on their own feat, not
be mounted on some horse. For this reason, the only Cavalier archetype that
makes sense for a catfolk is the Musketeer, who trades his bonded mount for
a gun. You all know how I feel about guns in fantasy, but as far as abilities,
this could be a good choice. For a Samurai, the only non-mounted option is the Sword Saint, which I actually really like.
Cleric: Catfolk
are weak on Wisdom, so in general they don’t make the best Clerics. There are
also no racial options or feats that lend specifically to the Clerical
lifestyle, so I would pick a different class, personally.
Druid: Catfolk
are very nature-oriented, so thematically it makes sense for a catfolk to
become a Druid, but the penalty to Wisdom hurts. Obviously if you do go Druid,
you’ll probably want to take the Lion Shaman archetype because it just
makes way too much sense. Several of the catfolk’s more bestial racial options
work well for a Druid also, such as Scent and Cat’s Claws. Finally, the catfolk
Druid favored class option is nice, letting you give your animal companion some
extra hit points in lieu of yourself. Overall, while not optimal, a catfolk
Druid has a lot of thematic options, so I can’t rate it too low.
Fighter: With
natural weapons available, increased speed during charges, and Scent as an
option, catfolk Fighters can be vicious and deadly, especially if they take the
Savage Warrior archetype. A catfolk’s
increase to Dexterity can also lend itself quite nicely to an archery-focused
Fighter. I definitely recommend Catfolk Exemplar to boost your speed during
charges by another +10 feet, and it can also increase the damage done by your
claws, so you could choose it a second time for that.
Gunslinger: With the
standard Gunslinger’s grit points being reliant on Wisdom, you’re definitely
going to want to go the Mysterious Stranger route if you want a
catfolk Gunslinger. Given the catfolk’s focus on speed, you may also want to
pick up the Shot on the Run feat so that you can make
ranged attacks while moving.
Inquisitor: Like
Clerics, the Inquisitor’s reliance on Wisdom makes them a poor choice for a
catfolk, and there aren’t any other redeeming abilities available, so I suggest
choosing another option.
Magus: With no
Intelligence boost, there’s nothing that makes a catfolk any better or worse at
being a Magus than many other races.
Monk: Catfolk
have a racial archetype for the monk called the Nimble Guardian. The coolest part of this
archetype is a beast shape ability at 7th level, but you’re still going to be
hurting for ki points thanks to the Wisdom penalty, so this isn’t an optimized
choice.
Oracle: A
catfolk’s boost to Charisma is great for an Oracle, and you can give your
Oracle a natural theme with the Nature mystery. The racial favored class option
is very nice, giving you extra spells known which are not easy to come by for
spontaneous casters.
Paladin
[Antipaladin]: The boost to Charisma can help your Paladin with
spells and Lay on Hands, but without an increase to either Strength or
Constitution I can’t recommend a catfolk Paladin that highly.
Ranger: A
catfolk natural attacking Ranger is a great option, thanks to a boost to
Perception, Stealth and Survival checks from Natural Hunter. The Climber
alternate racial trait is also attractive for a Ranger. Catfolk even have a
pretty sweet racial favored class option, boosting critical hit confirmation
rolls with a chosen weapon. With the Wisdom penalty, I recommend picking an
archetype that drops spellcasting, such as Skirmisher or Trapper.
Rogue
[Ninja]: Catfolk seemingly were MADE to be Rogues, because they not only have a
decent racial archetype, the Cat Burglar, but they also gain several
racial Rogue talents. Deadly Scratch
lets you apply poison to your claws if you have the poison use class feature. Disarming Luck gives you a second attempt at a
failed Disable Device check once per day. Graceful
Faller gives you the nimble faller racial trait, or if you already
have it allows you to reduce falling damage by 2d6. Nimble
Climber gives a +4 to climb checks, and if you have the Climber
alternate racial trait you can take 10 on any Climb check. Single-Minded Appraiser lets you take 10 on
Appraise checks for gems or jewelery. Finally, and most excitingly, Vicous Claws allows you to use d8 dice for
your sneak attack when using your claws! This last one is definitely the reason
a catfolk can make an amazing Rogue, especially if you pick up the Scout archetype, which lets you apply your
sneak attack dice after charging, and you get +10 feet of speed on your
charges! Couple this with Nimble Striker and Claw Pounce, and you’ve got a seriously scary
Rogue! A ninja does even better, since not only can they choose these excellent
racial Rogue talents and the Cat Burglar archetype, but the boost to Charisma
helps with extra ki points!
Sorcerer: Like an
Oracle, the catfolk bonus to Charisma makes for a great Sorcerer base, and you
couldn’t find a better race to use the Rakshasa bloodline with, since Rakshasas look
like humans with cat heads! The favored class option is also decent, letting
you use one of your bloodline powers (such as the Rakshasa bloodline’s Silver
Tongue power) more times per day.
Summoner: As
another Charisma-based caster, the Summoner works well for catfolk. I imagine a
catfolk would summon a cat-shaped eidolon, and the First Worlder archetype makes a lot of
sense, as it makes your eidolon into a fey creature, and that fits the catfolk
nature theme very nicely.
Witch: Without
a boost to Intelligence, a witch isn’t the greatest choice for a catfolk. If
you do decide to go this way, I suggest the Beast-Bonded archetype for relatively obvious
reasons.
Wizard: Similar
to the witch, there are no really great reasons to choose a Wizard, and there
aren’t any really great archetypes that make sense either, so I suggest picking
a different class.
Racial
Favored Class Options:
Bard: A bonus
to bardic knowledge can be helpful, though many would argue that an extra skill
point is more generally useful since you can use it for a Perform skill.
Cavalier: If you
decide to be a catfolk cavalier, a bonus to the banner ability can definitely
come in handy.
Druid: Extra
hit points for your animal companion is a great choice for any druid, so this
one’s worth your time for sure.
Oracle: All
spontaneous casters suffer from a small list of spells known, so gaining extras
is an excellent option for your favored class bonus.
Ranger: For a
natural weapon ranger, choosing a bonus to critical hit confirmations for your
claws is really excellent!
Rogue: Unless
you’re planning to feint and hide weapons a lot, this one’s not worth your
time. Take the skill point instead.
Sorcerer: This is
the same as the Oracle option, and just as good.
Prestige
Classes:
Arcane Trickster: A catfolk with levels in
Ninja and Sorcerer can make a seriously excellent Arcane Trickster, though it’s
not the strongest prestige class in general.
Magaambyan Arcanist: If you do decide to
go with a prepared arcane caster for your catfolk, I would definitely consider
picking up levels in this prestige class, since it has strong ties to nature
and lets you pick spells from the Druid spell list that you wouldn’t otherwise
have access to.
Dawnflower Dissident: I like this prestige
class for a catfolk Oracle who also wants to add a bit of sneakiness and some
more melee ability to his build. Though this prestige class was obviously
written for an Inquisitor, it could add some seriously excellent abilities to
your Oracle.
Racial
Feats:
Catfolk Exemplar: This feat is actually
three different feats, and each of the options has merit. The enhanced
senses option can give you the Scent ability if you kept low-light vision
at first level, or vice versa. Fast sprinter either gives you the
Sprinter racial trait or boosts the speed bonus given by it by 10 more feet. Sharp
claws is one of the several ways that your catfolk can gain claw attacks,
and my personal favorite since I don’t think you should trade away the Natural
Hunter racial ability.
Claw Pounce: This is a great option for a
Scout Rogue or for a Monk with the Feral Combat Training feat, as it lets you
make a full attack with your claws at the end of a charge. It has steep
requirements, and for either a straight Rogue or Monk will have to wait til
level fifteen, but it’s absolutely worth the wait!
Feline Grace: This feat gives you a bonus
to your CMD against five different combat maneuvers, which is almost a flat
bonus to CMD. I like it, though most builds won’t have enough feat slots
sitting around to use on this one.
Nimble Striker: This one is a prerequisite
for Claw Pounce, and it allows you to charge, Lunge, or Cleave without taking a
-2 to your AC, and that can be a huge deal for a character who can’t wear heavy
armor, like a Rogue.
Black Cat: This feat is definitely
thematic, allowing you to cause an enemy that hits you to reroll the attack at
a -4 penalty once per day. However, like I pointed out with Feline Grace, most
builds just won’t have the feat slots to use on this one, and there are better
feat options out there.
Hey, what about the Alternate Racial Trait Jungle Stalker?
ReplyDeleteFor information: Jungle Stalker: Catfolk often live in deeply forested terrain and they have become naturally sure-footed to maintain their hunting prowess in these dangerous environments. Such catfolk gain a +2 racial bonus on Acrobatics checks and can ignore the first square of difficult terrain caused by foliage each round. This racial trait replaces cat's luck and sprinter.