Catmen

Personality: Extremely energetic. Almost any personality type, but usually to an extreme. Cat men usually have unbalanced personalities and are trouble causers. For this reason, they are repressed in most societies.

Aging: 1: baby. 1 to 2: childhood. 2 to 3: adolescence. 3 to 60: adulthood. 60 to 70: middle age. 70 to 75: old age. 75 to 90: venerable. (I know, so people don't even bother, but this is important in my world)

Physical Description: 1 ft 2 in to 1 ft 6 in tall. 8 to 12 lbs. One of eight marking patterns: tiger, white tiger, cheetah, leopard, panther, panda, calico, chipmunk, and silver. Fangs and retractable claws.

Racial Traits: -10 strength, +8 dexterity, -2 constitution; scent; sense (this is a skill and ability unique to my world, see below) +4 to spot, listen, and sense; natural weaponry (2 claws for 1, bite for 1d2); low-light vision; less sleep (only needs 4 hours of sleep and can take it in 30 minute intervals); hit dice (1 die size down); cat fall (3 less damage on all falls)

Size and Speed: tiny. 30 ft movement

Face and Reach: 2 ft 6 in x 2 ft 6 in; 2 ft 6 in

Okay, the Sense thing. Sense is a 6th sense which lets you detect things in any direction. It is possible to sense through solid objects, but difficult. For purposes of comparison, consider it like looking at something and everything being like glass. You Can see the stuff behind it, but it gets hard to recognize after a bit, with all the ripples and distortion. The big change is that sense isn't directional. You can tell how far away something is, but not what direction it is in. In my world, there are many spell, similar to invis, which apply to sense or just deaden it in general. I know, it's a bit confusing at first, but it works great once you get used to it.

Also, in my campaign, Cat Men can't talk as normal. They have the ability to make enough sounds to do their own versions of all spells, but cannot learn the spells of normal wizards which use verbal components. Also, they can't talk to people. They have a sign language and a language using the sense ability. This is also a little tough for a starter, but can be good for experienced players. After all, you still understand other people and can write down replies if you need to, but I would in general suggest that you NOT be the public speaker for the party.

In my world, cat men are a unique case. Most races are pretty isolationist, only mixing with a few other that they trust. Cat men are more like cats or vermin. They are everywhere but own nowhere. They usually live in small families (occasionally prides in the wild of twenty to fifty cats) but never form real governments. World-wide, they are second-class citizens. This is really my most original race, but I'll post a few more from that world too.

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Be silent, tongue that speaks. Leave to the chosen the secret ways...

Jamethiel Knorth