Contents Introduction...... 3 Navigating This Book...... 3 About Catfolk, Catpeople, and Nekomimi...... 3 Cat and Class Options...... 5 Matagot (Wraith ) (Champion)...... 5 Nyancaller (Summoner/Unchained Summoner Archetype)...... 7 Purrsician (Bard Archetype)...... 8 Class Options...... 8 Alchemist Discovery...... 8 Rogue Talents...... 9 Warden Reinforcement...... 9 Language – Nyanspeak...... 9 Basic Talents...... 10 Athletics Sphere...... 10 Alteration Sphere...... 10 Destruction Sphere...... 10 Equipment Sphere...... 10 Fallen Fey Sphere...... 10 Scout Sphere...... 11 Trap Sphere...... 11 Advanced Talents...... 12 Boxing Sphere...... 12 Fate Sphere...... 12 Illusion Sphere...... 12 Life Sphere...... 13 Mind Sphere...... 13 Scoundrel Sphere...... 13 Scout Sphere...... 13 Feline Player Options...... 14 Feats...... 14 Purring Feats...... 16 Catfolk Alternate Racial Traits...... 19 Traits...... 19 Cat Wares and Magic Items...... 20 Equipment and Wares...... 20 Magic Items...... 20 Recreational Substances for Cats...... 23 SampleCatnip Variants...... 23 file Remarkable Cat Creatures...... 25 Appendix: Not Just Cats...... 27

2 Chapter 1 Introduction The beloved pet, the cat, and the beloved , the cat- Section 3 - Basic Talents: This section contains a number girl, both exist in a playful and fun space in the tabletop space. of catty talents, including ways to emulate their mobility or Some people enjoy playing a crazy witch, others want distract them with scratchable posts. to be the crazy cat lady. The Catgirl Handbook is an opportunity to explore both and presents a wide variety of options to fit Section 4 - Advanced and Legendary Talents: This sec- any feline’s fancy. This handbook is a spiritual successor to the tion contains a number of advanced and legendary talents such Jester’s Handbook and focuses on fun and practical content, in- as ways to steal other people’s tiny cats or help people into cluding archetypes, talents, feats, and items to really help any- deep cat naps. one feel like a proper cat or catgirl. Section 5 - Language - Nyanspeak: Learn to speak a not- As a supplement to the Spheres of Power and Might systems, so-secret language of the catfolk. this book requires Ultimate Spheres of Power, Spheres of Might, Section 6 - Feline Player Options: This section contains and Champions of the Spheres. Other sources and spheres supple- new feats and traits, including the new purring feat type, grant- ments may not be marked. ing characters of all kinds the ability to purr.

Catfolk and Felines Section 7 - Cat Wares and Magic Items: Learn economics The Catgirl Handbook makes a number of references to the cat- and discover many new wares and items, including legendary folk race (Pathfinder Roleplaying Game Advanced Race Guide). For artifacts and a wide selection of recreational drugs. the purposes of this book and much of the content inside of Section 8 - Remarkable Cats Creatures: This section in- it, any cat, catfolk, creature treated as catfolk, or other being cludes two new cat creatures, the long cat and the small cat. with notable feline heritage, including certain cat-like outsid- ers such as some azata and rakshasa, are considered “felines”. Appendix 1 - Not Just Cats (Explaining the Jokes): This section is for the not so cool cats. Navigating This Book About Catfolk, Catpeople, and Nekomimi Section 2 - Cat Archetypes and Class Options: This sec- tion introduces three new archetypes for the bard, summoner, Catfolk are represented in a number of ways across various and wraith as well as class options. settings. For all their reasons and the wide band of variance, catfolk display many of the same tropes and tendencies as Matagot (Wraith Archetype) (Champion): A malevolent or their bestial heritor, the cat, including certain mannerisms and kind magical cat bringing fortune or catastrophe to their speech patterns which get strongly associated with the iconic “masters”. “catgirl” (or broadly, cat person), a person with strong cat and Nyancaller (Summoner/Unchained Summoner Archetype): Some human features. summoners form a more intimate bond with their eidolon, The range of “just how cat” or “just how human” presents a obsessing over certain cosmetic aspects. wide range which is frequently leveraged as part of worldbuild- Purrsician (Bard Archetype): A skilled musician and even ing, and as part of presenting the fantasy races of a setting. more skillful purrer that is able to weave together melo- The breadth of catfolk in a setting ranges from humanoids dies with their natural proclivity for purring. with mild cat-aesthetics in high-fantasy settings such as Final SampleFantasy’s miqo’te or Fire Emblem’s file laguz, hybrid “beastfolk”

3 featuring strong features of both humanoid and cat origin, back and forth when curious or excited or drooping when such as She-Ra’s Catra, to finally the full beast with man fea- disappointed. tures, such as coins and wares exchanging khajiit from The Elder Scrolls. Sometimes multiple styles of catfolk may exist in Beyond these traits, catfolk vary by appearance and demeanor the same setting, where their presence can be explained by a in many settings and worlds, from largely human-like to fully common ancestor, social tensions, or other such unique inter- bestial, and this range of appearance is often why they are such actions. In such situations, the GM should consider the world- an appealing race. building implications of having multiple variations of catfolk. This handbook is an exploration of many of the techniques A worldbuilding example could be more bestial catfolk being and abilities which catfolk will leverage to emulate their fluffy- shunned from common society, or potentially revered as the pawed ancestors. children of a deity of cats, such as Bastet. More human-like catfolk may be treated differently from their bestial peers. Recognizing these differences can help develop a diverse and vibrant world and even create story opportunities. The common traits for a catgirl, and a catfolk generally include their ears and tail:

• Ears: A catfolk often has cat-like ears, which may twitch and wiggle in response to their mood or actions. These cat ears are often functional and serve as a way to convey feel- ings through movement. In some cases, these ears are ves- tigial, causing the catfolk to have both normal and cat ears, either one or both pairs being functional. Additionally, much like a normal cat, a catfolk tends to enjoy receiving scratches or petting behind the ears, although to what ex- tent and by who greatly varies between catfolk. Some only allow their ears to be pet as a sign of deep trust or a close bond.

• Fur: Some catfolk take great pride in their fur and often take great care and effort to keep their coats clean and groomed. In some cases, qualities such as color and pattern may also define status within a given catfolk society, in which case, unnatural fur colors, such as pink or purple might be a sign of prophecy or a social rebel- lion through the use of dye. While more hu- man-like catfolk have much less fur than their counterparts, some still take pride in it.

• Tail: Tails are important to catfolk as swishey fluffy - ex tensions of their person which often contribute towards their balance, agility, and may even be used to hold things. A catfolk’s control over their tail can be hard to master, and if not mindful, a catfolk’s tail will often make sharp movements which reflect their demeanor, such as swishing Sample file

4 Chapter 2 Cat Archetypes and Class Options Matagot (Wraith Archetype) Unlike normal possession, this ability does not cause the matagot’s body to merge with their master’s. The matagot (Champion) must remain adjacent to or inside their master’s space, and may freely share their master’s space without penalty to either the Be they a malevolent spirit or a famed “magician cat” which brings matagot or their master. A matagot often maintains this ability wealth and success to their masters, these black cats are trailed by the by establishing contact with their new master, such as climbing folklore and many rumors of small southern towns. The matagot will atop their master’s head or shoulder or standing adjacent to form bonds with others, bringing about their success or misfortune at their legs. Whenever the master would move, the matagot may its whim. freely move with them, including following a teleportation ef- fect or as part of forced movement, and does not provoke at- Proficiencies: Matagot are proficient with simple weapons, tacks of opportunity for movement when moving this way. The as well as light armor and bucklers. In addition, if this is the matagot may choose to not follow their master’s movement, character’s first level in any class, they may select a martial tra- but doing so may break their possession because their master dition of their choice. would no longer be adjacent. The matagot may still move nor- This alters proficiencies. mally, such as to move into a different square adjacent to their master, and may move through their master’s space without Blended Training (Ex): The matagot gains a combat or provoking attacks of opportunity. magic talent every time they gain a class level. Matagot use their casting ability modifier as their practitioner modifier. The matagot and their master are treated as two separate crea- tures and may be targeted separately. Whenever the matagot This replaces magic talents. would be attacked or be required to attempt a Reflex saving Felid Form (Ex): At 1st level, the matagot permanent- throw, the matagot may spend an immediate action or expend ly assumes the form of a Tiny-sized feline, as though under an attack of opportunity to use their master’s AC or Reflex a permanent shapeshift sphere effect with the Animalistic saving throw bonus as their own. Transformation form. This felid form replaces the matagot’s the matagot permanent, natural form for all purposes. If the matagot While passively possessing their master, may take any normal actions, including physical actions. The would be subject to any effect which would grant a humanoid matagot otherwise maintains this possession by remaining ad- form, the effect fails. This ability otherwise functions as the jacent to or inside their master’s square, and may passively fol- Transformation feat and allows the matagot to qualify for oth- low their movements or cling to or ride them. er feats with Transformation as a prerequisite. Despite lacking a humanoid form, the matagot may still speak and wear magic While actively possessing their master, the matagot may items as though they possessed the normal magic item slots of use their actions to control their master, such as to make at- a humanoid. tacks, move, and perform other actions. An action performed this way uses the matagot’s statistics if higher than their mas- As the matagot is permanently in this form, the matagot treats ter’s (such as using the fighter’s attack bonus rather than their their mouth as their singular opposable limb, and may use it own). The matagot does not gain their master’s physical sta- as though it were a functioning hand. This means that the tistics and does not benefit from their worn equipment, au- matagot does not have a “second hand” and cannot benefit tomatic abilities, or other effects dependent on the creature’s from effects which require them to have an empty or free off- physical form. hand. If the matagot gains additional arms or limbs, they may use those arms and limbs normally and may qualify for effects The matagot may also use their master’s abilities and special requiring them. attacks which require active use, including combat and mag- ic spheres, feats, abilities from class levels, etc., and use their This ability replaces wraith form. master’s statistics when calculating their effects. The matagot Familiar Possession (Su): At 2nd level, as a standard action, must supply their own spell points when using their master’s the matagot may attempt to establish a familiar’s bond with an magic spheres and spells. If their master’s ability has a level, adjacentSample creature as a standard action, possessing that creature class level, Hit Dice, base attackfile bonus, caster level, or other and designating them as their “master”. This is a mind-affect- similar prerequisite, the matagot must meet that prerequisite ing compulsion effect and functions as the wraith’s possession and may use their class level in place of that statistic to qualify class feature, except as otherwise noted. for it.

5 The matagot’s possession is more similar to a complex compul- The Matagot (Su): The matagot becomes a supreme being, sion effect than a true possession effect. The matagot manip- ascending beyond their mortal limitations. At 20th level, the ulates their master by compelling their body to take action so matagot’s creature type permanently changes to outsider (na- long as the matagot is powerful enough to compel that action. tive) and the matagot gains spell resistance equal to 11 + their For example, a level 10 matagot could use their master’s leg- wraith level. Whenever the matagot would be affected by a endary combat talent with a base attack bonus +10 and would spell, the matagot can allow it to bypass their spell resistance, not need to meet the talent’s other prerequisites, but could not even when it is not their turn. use a level 16 symbiat’s telekinetic colossus psionics ability as In addition, the matagot’s life leaves the cycle of souls. The the matagot’s level is not sufficient to qualify for that ability. matagot becomes effectively immortal; while the matagot still However, if that same level 10 matagot used the level 16 symbi- ages and can die, whenever the matagot dies, they reincarnate at’s telekinetic relay ability, that ability’s effects would resolve and resurrect 7 days later in a random location on the planet or using the symbiat’s normal statistics. plane where they died. If the matagot’s soul is trapped or an ef- This ability alters possession. fect would prevent the matagot from resurrecting, the matagot may attempt a magic skill check against that effect’s magic skill Feline Haunts: The matagot may not select a wraith haunt defense every 7 days until they succeed and resurrects normally which requires the wraith form ability and may not select the (treat the MSD of an effect without a caster level as being 11 + object ride or ranged possession haunts. the CR of that effect). This alters wraith haunts. This ability replaces wraith form mastery. Deceiver (Ex): The matagot is a skilled deceiver and is able to coax would-be “masters” to their aid, gaining new abilities Matagot Feline Haunts which allow the matagot to better leverage their position. At The matagot has exclusive access to the following wraith 6th level, the matagot gains a bonus on Bluff and Disguise haunts: checks equal to 1/2 their wraith level. Black Cat (Su): The matagot gains a witch hex of their Wicked Familiar (Su): The matagot is able to more seam- choice, treating their wraith levels as witch levels and their lessly assume its role as its possessed master’s familiar and is casting ability modifier as their Intelligence modifier when de- able to manipulate this connection more easily. At 10th level, termining the hex’s effects. This does not grant access to ma- while the matagot is possessing another creature with its fa- jor hexes or grand hexes. The matagot may select with wraith miliar possession ability, the matagot gains the ability to speak haunt multiple times. Each time it is selected, the any language their master knows and improved evasion, as the matagot gains an additional witch hex. ranger class feature. Cast A Long Shadow (Su): The matagot is no At 12th level, whenever the matagot willingly ends their pos- longer limited to their small stature. The matagot session, the matagot may spend 1 spell point as an immedi- may increase their size as a move action, adjusting ate action to target their former master with a Mind sphere their size from their base size Tiny up to a max- Suggestion greater charm, using their wraith class level as imum size Medium, plus 1 additional size cat- their caster level for this effect. The matagot may use this egory for every 8 wraith levels (Large, Huge, ability even if they do not possess the Mind sphere and etc.). The matagot gains a +2 size bonus to may target their master regardless of their creature type their Strength score when becoming size Small (as though the matagot possessed the Expanded Charm or Medium, plus an additional +2 for every talent). size larger than Medium. If the matagot is the same size or larger than their master, they may At 16th level, whenever the matagot is the target of a not freely share their master’s space but may harmful effect and succeeds on their saving throw, as an still move through their master’s space with- immediate action the matagot may force their master to out provoking an attack of opportunity. make a saving throw against that same effect. The matagot may not use this ability if their master was also a target of the harmful effect; this ability does not function against ef- fects which do not target (such as not functioning against area of effects likefireball ). At 18th level, whenever the matagot uses their familiar pos- session ability on an unwilling target, the matagot may spend 1 spell point as a swift action to force the target to roll twice on theirSample Will save to resist, taking the worse result. file This replaces greater possession.

6 Improved Felid Form: The matagot gains Improved At 4th level, the nyancaller can select from the following Transformation as a bonus feat. catacteristics. Maligned Purring: The matagot gains one purring feat of • Catwalk: The meowdolon gains a +10 feet bonus to each of their choice. The matagot may choose to treat a hostile pos- its movement types. sessed creature as the matagot’s ally for their purring feats. A • Claws: The meowdolon gains two claw attacks, as per the hostile possessed creature does not gain does not gain benefits Conjuration sphere Bestial (form) talent. from the matagot’s purring feats against the matagot’s abilities. • Flexibility: The meowdolon gains the compression univer- Whenever the matagot uses their Scampering Possession: sal rule. familiar possession ability, they may move up to their move- ment speed before attempting to possess an adjacent creature • King of Beasts: The meowdolon counts as possessing the (such as running up next to a guardsman before attempting animal creature type in addition to their normal creature possession, rather than requiring the guardsman to already be type whenever it would be advantageous. This does not adjacent). allow the meowdolon to be the target of an instantaneous or permanent effect which only affects a creature with the animal type (such as the awaken spell). In addition, the me- Nyancaller (Summoner/Unchained owdolon gains a limited form of truespeech, allowing the Summoner Archetype) meowdolon to speak to any feline creature, including any creature which speaks a dialect of Nyanspeak. The summoner’s strongest asset is their eidolon. Some summoners take • Scent: The meowdolon gains the scent special quality, al- their commitment to the creature they bond with to an extra degree, lowing it to detect creatures by sense of smell. mutating and enhancing their companion’s capabilities into a more per- fect and ideal form. • Wall Jumper: The meowdolon gains a climb speed equal to its land speed. Some summoners just really like cats. The nyancaller introduc- es cat-like qualities onto everything they form this bond with. At 7th level, the nyancaller adds the following catacteristics to the list of those that can be selected. This archetype requires sphere summoner. • Cat’s Eyes: The meowdolon can see in areas of supernatu- Feline Myagic (Ex): At 1st level, the Conjuration compan- ral darkness, functioning as the see in darkness universal ion the nyancaller designates as their eidolon is referred to as monster rule. their “meowdolon” for the purposes of this archetype. The meowdolon always possesses distinctly feline features (such as • Hidden Stalker: The meowdolon gains a bonus to Acrobatics being an actual feline or a large rhinoceros with a cat’s ears and Stealth checks equal to 2 + 1/2 its Hit Dice and may and tail); most meowdolons will have the quadruped base form, move at full speed using the Stealth skill without penalty. but some nyancallers will bond with meowdolons of different • Jumpy Reflex: The meowdolon gains the evasion ability. If shapes. the meowdolon already possesses the evasion ability, the In addition, the nyancaller gains a permanent +1 bonus to their meowdolon instead rolls twice and takes the better result Conjuration sphere caster level with their meowdolon. This whenever they would be required to attempt a Reflex sav- bonus does not stack with an incanter’s sphere specialization ing throw. or other similar abilities. • Long Claws: The meowdolon’s limbs elongate, increasing This alters the eidolon class feature from the spheres summon- the meowdolon’s natural reach by +5 feet. er archetype. • Pounce: The meowdolon gains the ability to make a full at- Catacteristics (Su): As the nyancaller grows in strength, tack after a charge, as the pounce ability. so too does their meowdolon, evolving new abilities and con- • Resizing: As a standard action, the meowdolon may in- stantly becoming more catlike. At 4th level, and every 3 levels crease or decrease its size by 1 size category (from its nat- thereafter, the nyancaller’s meowdolon gains a catacteristic, ural size). This functions as the Altered Size (form) talent. a unique trait which enhances their abilities. If a catacteris- tic grants an ability which requires a saving throw, the saving • Sprint: Once per minute, the meowdolon can move at 10 throw DC is equal to the nyancaller’s Conjuration sphere DC times its normal speed when it makes a charge or takes the (10 + 1/2 the nyancaller’s Conjuration sphere caster level + the run action. nyancaller’s casting ability modifier). Unless otherwise speci- • Thick Fat: The meowdolon is a little plump. The meowdo- fied, each catacteristic may only be selected once. lon gains energy resistance to cold and fire equal to its Hit The nyancallerSample may reselect their meowdolon’s catacteristics Dice. This energy resistance stacksfile with other sources of whenever they rest and regain spell points or would designate energy resistance. a new meowdolon (using the same process a sphere summoner At 13th level, the nyancaller adds the following catacteristics to designates their eidolon). the list of those that can be selected.

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