Felarians are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many felarians see personal growth and development as equally valid avenues of exploration. While most felarians are nimble, capable, and often active creatures, there is also a strong tendency among some felarians to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and felarian culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within felarian tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused felarian enjoy being the center of attention, but not at the expense of their tribe, whether it's the one the felarian is born into or the tribe they choose through the bonds of friendship with other creatures. Felarians tend to be both generous and loyal to their family and friends.
Physical Description
In general, catfolk are lithe and slender, standing about elven height in stature. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. Feline whiskers are not uncommon, but not universal, and eye color varies greatly.
Society
While self-expression is an important aspect of felarian culture, it is mitigated by a strong sense of community and group effort. In the wild, felarians are a hunter-gatherer tribal people. The pursuit of personal power never comes before the health and well-being of the tribe. More than one race has underestimated this seemingly gentle race only to discover much too late that their cohesion also provides them great strength.
Felarians prefer to be led by their most competent members, usually a council of sub-chieftains chosen by their peers, either though consensus or election. The sub-chiefs then choose a chieftain to lead in times of danger and to mediate disputes among the sub-chiefs. The chieftain is the most capable member of the tribe, and is often magically talented. Felarians who settle in more urban and civilized areas still cling to a similar tribal structure, but often see friends outside the tribe, even those from other races, as part of their extended tribe. Within adventuring groups, felarians who do not consider themselves the obvious choice as chieftain often defer to the person who most resembles their cultural ideal of a chieftain.
Relations
Adaptable and curious, felarians get along with almost any race that extends reciprocal goodwill. They acclimate easily to halflings and humans. Gnomes make natural companions for catfolk, as catfolk enjoy gnome's strange and obsessive qualities. Felarians are tolerant of kobolds as long as the reptilian beings respect the felarians boundaries.
Alignment & Religion
With community and unselfish cooperation at the center of their culture, as well as a good-natured curiosity and willingness to adapt to the customs of many other races, most felarians tend toward good alignments. The clear majority of felarians are also chaotic, as wisdom is not their strongest virtue; nevertheless, there are exceptions with cause.
Adventurers
Natural born trackers, the hunter-gatherer aspect of their tribes pushes many felarians toward occupations as rangers and druids by default, but such roles don't always speak to their love of performance art, be it song, dance, or storytelling.
Mountain Cats
+2 Dex, +2 Cha
Medium
Normal Speed: Felarians move 30' on land.
Climb Speed: They have a Climb speed of 20' (this grants a +8 racial bonus to Climb Checks)
Cat Eyes: Felarians have low-light Vision
Cat's Claws: These Felarians have stronger and more developed claws than other members of their race, and can use them to make attacks. They have a pair of claws they can use as a natural weapon. These claws are a primary attack that deals 1d4 points of damage. Unfortunately these felarians are also unable to use bows due to these claws.
Jumper: These felarians are always considered to have a running start when making an Acrobatics check to jump.
Mountaineer: These felarians are immune to altitude sickness and do not lose their bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Mountain Stride: These felarians may move their normal speed in rocky terrain even if it is difficult terrain. Magically altered rocky terrain affects them as normal.
Languages: Felarians begin play speaking Common and Felarian. Felarians with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Elven, and Sylvan.
Tree Cats
+2 Dex, +2 Int
Medium
Normal Speed: Felarians move 30' on land.
Climb Speed: They have a Climb speed of 20' (this grants a +8 racial bonus to Climb Checks)
Cat Eyes: Felarians have low-light Vision
Cat's Claws: These Felarians have stronger and more developed claws than other members of their race, and can use them to make attacks. They have a pair of claws they can use as a natural weapon. These claws are a primary attack that deals 1d4 points of damage. Unfortunately these felarians are also unable to use bows due to these claws.
Jumper: These felarians are always considered to have a running start when making an Acrobatics check to jump.
Silent Hunter: These felarians may reduce the penalty for using stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this ability)
Languages: Felarians begin play speaking Common and Felarian. Felarians with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Elven, and Sylvan.
Fishing Cats
+2 Con, +2 Wis
Medium
Normal Speed They move 30' per round
Swim Speed: They can swim 30' (this grants a +8 to Swim checks)
Cat Eyes: Felarians have low-light Vision
Water Sight: Fishers also have dark-vision while underwater out to 60'
Cat's Claws: These Felarians have stronger and more developed claws than other members of their race, and can use them to make attacks. They have a pair of claws they can use as a natural weapon. These claws are a primary attack that deals 1d4 points of damage. Unfortunately these felarians are also unable to use bows due to these claws.
Hold Breath: These felarians can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Languages: Felarians begin play speaking Common and Felarian. Felarians with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Elven, and Sylvan.
Savannah Cat
+2 Dex, +2 Cha
Medium
Savannah Speed : They move 40' per round
Cat Eyes: Felarians have low-light Vision
Cat's Claws: These Felarians have a pair of claws they can use as a natural weapon. These claws are a primary attack that deals 1d4 points of damage. Unfortunately these felarians are also unable to use bows due to these claws.
Fleet-Footed: Savannah cat receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Desert Runner: These felarians thrive in the deepest deserts, forever roaming across burned and parched lands. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. They take an equal penalty when subjected to cold environments.
Languages: Felarians begin play speaking Common and Felarian. Felarians with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Elven, and Sylvan.