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I'm planning on having a Cat people race in my campaign, I need some tips on some things. I'm planning on having them count as a Monster race for gaming purpuses, becuase none of the Players are gonna be one. I used Elf as a base for varios reasons.
Hit dice: 1d8-1 (4 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC:14 (+2 Dex, +2 Hide)
Attacks: Kukri +1 melee, or Claw +4 Melee, or Bite -1 melee
Damage: Kukri 1d4, claw 1d2, Bite 1d3
Face/reach: 5 ft. by 5 ft./5 ft.
Special Qualities: + 4 racail bonus to Move Silently and a + 8 to balance Checks
Saves: Fort +2, Ref +4, Will + 1
Abilitiestr 10, Dex 15, Con 8, Int 12, Wis 12, Cha 11
Skills: Balance +10, climb +5, Hide +14, Listen + 4, Move Silently +9, Spot +4
Feats: Weapon Finesse (claw, Bite)
Climate/Terrain: Any land
Orginization: same as Elf
Challenge Rating: 1
Alignment: Usually Neutral
Advancement: By race
Catfolk are the major race of the western countinet, they perfer to live together in great cities.
Catfolk are Humanlike Beings that avarage 4 feet tall and typiclly weigh just over 100 pounds. They are covered in a thin coat of hair that ranges from black to white, with azure to white eyes, and have a additional mane or tail of hair. They live of of fruits and hunting. They perfer little to none clothing, but the cloths are normally black. They love all things shiney and magical trick, which is new t this race. The female of the race differ from most humaniod races because they have six breast instead of two.
Catfolk speak Western common, few new words, and have a second unspoken laungage of action, Purrs for happiness, hissing for anger, mewing for pleasure, etc. They are very finicy about their possasion, many are traders and rouges.
An Catfolks favored class is rouge.
I'll have more tommorow, with combat and society
First of all, make a racial adjustment table in order to list the benefits/downfalls this race confers to the player, ie +2 dexterity, -2 wisdom, darkvision, etc, etc.
"And whoever wants to be a creator in good and evil, must first be an annihilator and break values. Thus the highest evil belongs to the greatest goodness: but this is--being creative."
~ Friedrich Nietzsche ~
Its a little unbalanced.
It needs a level adjustement, or higher cr. To get +4 to dex +2 to int and wisdom and only have a-2 to con in exchange is just unbalanced. Even the half ork takes -2 to two stats to gain +2 to strength.
In addition to that it has a natural attack and racial bonuses to skills
The creature itself is not equiped as well as it shoudl be either.
If you want its hide to provide an armor bonus thats a natural armor bonus. If you want to give it hide armor thats +4 to its ac.
Given its nature it should be a lvl 1 expert, rogue or warrior with studded leaather armor.
If it was able to get sneek attack damage on a flat footed character of lvl 1 that character would be dead. Its too powerfull for a cr of 1. If it backstabbed a lvl 2 character the pc might live (depending on its class). CR2 might be apropriate. Assumably its main fighting tactic is to sneek and hide untill the pc lets his defences down.
the campaign I will include this, will have the characters be atleast 5 to 6 when the party meets one. I worked on this around 2 am so it wasn't very well thought out...
to over powerful, you need to balance it big time and show a more indepth history. its a bit vague.
Focus on their nature a bit more and include racial enemies and teritory and how they react to intruders. history irons out alot of wrinkles in charactors.
my 2 cents