Catfolk


Homeworld: Sosel
Description: Catfolk vary in size, color, facial characteristics and stature. The nomads of Sosel, they have learned to adapt to the violent and unforgiving environment of the steamy jungles. Their natural hunting instincts make them dangerous foes and powerful allies. At the root of Catfolk culture, however, is the fact that they are ultimately cats. They seem to have nine lives, they abhor water, and they have excellent senses of hearing and smell.
Sanadi leads the Catfolk race.
Stat Potential
Str: moderate
Agi: high
Dex: average
Con: average
Int: low
Wis: poor
Per: high
Cha: moderate
Siz: 5'4"
Weight: 42 kg
Metarace: Feline

Maximum Age: 60 years
Dietary Requirements: omophage
Number of limbs: two
Natural Armor: weak
Natural Weapons: very good
Experience Rate: 93%
Skill Maximum: 90%
Hermetic Spell Maximum: 50%
Spiritual Spell Maximum: 85%
Heartbeat: average
Vision: light, dark and ultra dark conditions
Stealth Skill Bonus: 5%

Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an upper torso, a lower torso, two shoulders, two upper arms, two lower arms, two wrists, two hands, two fingers, a belt, two upper legs and a tail[bulk: minimal].
Advantages: enhanced hearing, enhanced olfactory sense, escape death, infravision, lucky, see invisible and trap detection.
Disadvantages: hydrophobia.
Miscellaneous: animal, natural terrain: grassland and rolls 'r's.
Resistances and Vulnerabilities: Takes 10% more asphyxiation damage and 10% more sonic damage.
Damage Regeneration: moderate
Mana Regeneration: poor
Endurance Regeneration: excellent
Emotes: carch, catail, cear, cfur, cgrowl, chairball, cnap and cpounce.
Commands: chunt, csniff and rake.
Good Guild Matches: assassin, fallen, fighter, jomsviking, ranger and sentinel.
Average Guild Matches: abjurer, cultist, druid, monk, paladin, psionicist and templar.
Poor Guild Matches: alchemist, bard, biomancer, mage, merchant and necromancer.
Size Comparison (vs Human):