Catfolk were once a collection of jungle dwelling tribes, surviving in a dangerous environment through hard work and cooperation. This all changed when catfolk explorers discovered the ocean.

The tribes moved away from the jungle interior, and onto the coasts where abundant (and delicious) fish could be found. A whale sighting drove the competitive people into a frenzy of innovation, creating boats capable of long voyages to follow the giant delicacies. The discovery of other ocean faring people sent the catfolk into further technological races, developing faster ships, better weapons, and sea-focused magics. The coastal villages quickly became focused around supplying and servicing ships, with the majority of the catfolk taking to the waters in search of glory.

Now, every catfolk child grows up dreaming of being a captain of their own ship, whether a humble fishing skiff, a privateering warship, or the almost legendary whaling vessels. Adults are driven to excel, each vying to be the best they can, because the best are rewarded richly. They all believe they are due wealth and fame, and the most successful leaders dole out rewards generously, while still keeping a greater share for themselves.

Catfolk recognize no nation’s authority other than their own. Tribal ties have weakened over the years, ship captains taking the place if tribal chieftains, but each catfolk can name the heroes of their own tribe, both ancient and modern.

Once a year, the catfolk gather at the Shipmeet, where all ships are welcome and a truce is adhered to under strict vigilance. The Shipmeet is the only forum for matters that may affect the entire nation. While traditionally held at the winter solstice, an emergency Shipmeet may be called if there is a threat to their shipyards. While not all are required to attend, it is the best place for a captain to brag of their deeds and trade with each other.

Classes:
Bard: Skilled braggadicios, catfolk bards use charm, blades and magic to get what they want. Sea Singers, Thundercallers, and Buccaneers are popular choices.
Druid: Mastery of the weather is a powerful tool at sea, and druids are highly valued by catfolk captains, generally earning the second largest share of spoils after the captain themselves. Storm Druids in particular are highly sought after.
Ranger: Calling back to their hunter roots, rangers often serve as lookouts and snipers for ships.
Oracle: The reserved religious leaders among the catfolk, an oracle’s commands are not lightly refused. They speak for the ancestor spirits on land and for the ocean when on ship. Catfolk oracles usually have the Ancestor, Waves, or Wind mystery.
Sorcerer: Sorcerers in catfolk society exist solely as battlemages. Lacking the religious authority of the oracles and the weather mastery of a druid, catfolk sorcerers must prove their worth in battle, or risk being replaced as easily as any other position. Doing so, however, can result in a great deal of attention from the opposite sex, allowing them to spread their bloodline further.
Medium: Catfolk mediums channel the heroes of their tribe, trading in on their ancestor’s power for their own glory.

Standard Racial Traits

Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, and -2 Wisdom.
Type: Catfolk are humanoids with the catfolk subtype.
Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Catfolk have a base speed of 30 feet.
Languages: Catfolk begin play speaking Common and Catfolk. catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Defense Racial Traits
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Feat and Skill Racial Traits
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Movement Racial Traits
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Senses Racial Traits
Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.