Physical Description: In general, Tundran are lithe and slender, standing midway between dwarves and humans 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. These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Society: While self-expression is an important aspect of Tundran culture, it is mitigated by a strong sense of community and group effort. In the wild, Tundran 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 people only to discover much too late that their cohesion also provides them great strength.

Tundran 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. Tundran 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, Tundran 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, Tundran get along with almost any race that extends reciprocal goodwill. They acclimate easily to Fomor, humans, and especially elves. Tundran and elves share a passionate nature, as well as a love of music, dance, and storytelling; elven communities often gently mentor Tundran tribes, though such elves are careful not to act in a patronizing manner toward their feline friends. Gnomes make natural companions for Tundran , as Tundran enjoy gnomes’ strange and obsessive qualities. Tundran are tolerant of kobolds as long as the reptilian beings respect the Tundran boundaries. The feral nature of orcs stirs as much puzzlement as it does revulsion among Tundran, as they don’t understand orcs’ savagery and propensity for self-destruction. Half-orcs, on the other hand, intrigue Tundran, especially those half-orcs who strive to excel beyond the deleterious and hateful nature of their savage kin. Tundran often view goblins and ratfolk as vermin, as they disdain the swarming and pernicious tendencies of those races.

Alignment and 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 Tundran tend toward good alignments. The clear majority of Tundran 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 Tundran 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. Tundran legends also speak of a rich tradition of great sorcerer heroes. Those Tundran who internalize their wanderlust often become wizards and monks, with many of those monks taking the path of the nimble guardian. While Tundran cavaliers and inquisitors are rare (steadfast dedication to a cause is often alien to the Tundran mindset) individuals who choose these paths are never looked down upon. Tundran understand that exploration and self-knowledge can lead down many roads, and are accepting of nearly all professions and ways of life.

Male Names: Carruth, Drewan, Ferus, Gerran, Nyktan, Rouqar, Zithembe.

Female Names: Alyara, Duline, Hoya, Jilyana, Milah, Miniri, Siphelele, Tiyeri.

Standard Racial Traits
  • +2 Dexterity, +2 wisdom, -2 Charisma: Tundran are aloof and agile, and strangely playful. Usually observing a situation or prey for moments before acting.
  • Type: Tundran are humanoids.
  • Size: Tundran are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Tundran have a base speed of 30 feet.
  • Low-Light Vision
  • Retractable Claws: (1d4 +Str mod) Tundran posses a natural attack, claw. This is a promary attack , or a secondary attack if the Tunran wields a manufactured weapon.
  • Silent Hunter: Tundran reduce the penalty for using Stealth while moving by -5 and can make Stealth skill checks while running at a -20 penalty.
  • Pounce: Using their natural attacks (retractable claws) the Tundran make make a vertical leap onto prey. Treat this as a charge attack, with a +10 speed increase that ignores terrain penalties. The Pounce deals 2d4 +1 1/2 Str mod.
  • Sprinter: Tundran gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Languages: Tundran begin play speaking Common and Tundran. Tundran with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Fomor, Orc, and Sylvan.
Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Natural Hunter: Tundran receive a +2 racial bonus on Perception, Stealth, and Survival checks. This racial trait replaces Retractable Claws.
Clever Cat Tundran generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These Tundran receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Climber Tundran hunters excel at hunting prey from trees and other high vantage points. Tundran with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Curiosity Tundran are naturally inquisitive about the world around them, though some are more curious than others. Such Tundran gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces Silent hunter.
Nimble Faller Some Tundran have an amazing sense of balance and keen knowledge of their own center of gravity. Tundran with this trait land on their feet even when they take lethal damage from a fall. Furthermore, Tundran with this trait gain a +2 bonus to their CMD against trip maneuvers. This racial trait replaces Pounce.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Bard Add +1/2 to the bard’s bardic knowledge bonus.
Cavalier Add +1/4 to the cavalier’s banner bonus.
Druid Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Oracle Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Rogue Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Sorcerer Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.

Racial Archetypes & Bloodlines

The following racial archetypes are available to catfolk:

Cat Burglar (Rogue; Catfolk)
Nimble Guardian (Monk; Catfolk)

Racial Feats

The following feats are available to a catfolk character who meets the prerequisites.

Black Cat
Catfolk Exemplar
Claw Pounce
Feline Grace
Nimble Striker
Catfolk Rogue Talents

The following rogue talents can only be taken by catfolk.

Deadly Scratch (Ex) A catfolk rogue with this talent can apply poison to her claws without accidentally poisoning herself. A catfolk rogue must have the cat’s claws racial trait and the poison use class feature before taking this talent.
Disarming Luck (Ex) Once per day, when a catfolk rogue attempts to disable a device and fails by 5 or more, she can reroll the check as a free action. She must take the result of the reroll, even if it’s worse than the original roll.
Graceful Faller (Ex) A catfolk rogue with this talent lands on her feet even when she takes lethal damage from a fall. If the catfolk rogue also has the nimble faller racial trait, she takes damage from any fall as if it were 20 feet shorter than it actually is.
Nimble Climber (Ex) A catfolk rogue with this talent gains a +4 bonus on Climb checks. If she has the climber racial trait, she can take 10 on her Climb checks even when in immediate danger or distracted.
Single-Minded Appraiser (Ex) A catfolk rogue with this talent is skilled at determining the value of sparkly things. She can always take 10 when appraising gems and jewelry.
Vicious Claws (Ex) A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat’s claws racial trait before taking this talent.

Random Catfolk Starting Ages

| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
| 15 years +1d4 years | 16 – 19 years +1d6 years | 16 – 21 years +2d6 years | 17 – 27 years |

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Catfolk Height and Weight

| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 4 ft. 10 in. | +2d8 in. | 120 lbs. | +(2d8x5 lbs.)|
| Female | 4 ft. 5 in. | +2d8 in. | 85 lbs. | +(2d8×5 lbs.) |


Tale of the Rune Marked Ronan Ronan