|Catgirl spotted at Gen Con 2009|
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all
Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features. These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet. Their nails are in fact retractable claws. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.
The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).
Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather. A nekojin must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.
Nekojin see very well int eh dark and they have ultravision out 120'. This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6. Nekojin though can not see in color. They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic. Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.
Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise. The nekojin can add +1 point of damage per level (max +9) to any sneak attack.
Falling: A nekojin can reduce falling damage by twisting and landing on her feet. For each level of experience or HD she can ignore 10 feet worth of falling damage. So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet. This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.
Nekojin have a maximum level of 9th. At 9th level they they may settle down to form a small Pride.
Table 1: Nekojin Advancement and Saving Throws
|Level||XP Required||1d6||Death||Wands||Paralysis||Dragon Breath||Spells|
Table 2: Nekojin to Hit vs. AC
OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.
ETA: Thanks to +Benjamin Baugh for reminding me of falling.