Introduction
Catfolk, or amurruns, have a strong mechanical identity in Player Core 2. They are curious, social, protective of natural places, quick to explore, quick to react, and occasionally quick to treat consequences as someone else's problem until the Reflex save happens.
Mechanically, Catfolk combine Dexterity, Charisma, low-light vision, fall mitigation through Land on Your Feet, strong scout heritages, natural attack options, social training, luck feats, and a useful stealth ladder. Catfolk reward players who want to reach places they should not be, survive a close call, and then look offended that anyone doubted them.
Use this guide with the ancestry hub, heritage guide, classes hub, Rogue, Ranger, Bard, Swashbuckler, Acrobatics, Stealth, Survival, Diplomacy, Occultism, and weapon traits.

Quick Rating
| Category | Notes |
|---|---|
| Overall strength ● | Catfolk have strong mobility, senses, skill support, and defensive luck. |
| New-player friendliness ● | The ancestry is easy to understand, though some feats reward tactical play. |
| Optimization ceiling ● | Excellent scout and skill ancestry, solid for agile martials and Charisma casters. |
| Campaign dependence ● | Most Catfolk tools work in ordinary campaigns; Jungle and Winter are more terrain-dependent. |
| Flavor-to-mechanics match ● | Curiosity, quick reactions, social warmth, feline senses, and luck all show up in play. |
Hot Take: Catfolk work beyond Rogue because their mobility, social tools, senses, and luck improve almost any class. The ancestry solves common exploration and survival problems without dictating a single build.
Core Identity
Player Core 2 presents Catfolk as uncommon humanoid felines who call themselves amurruns, though that name can be private. They value freedom, stewardship, travel, self-improvement, community, and protecting natural places. They are social, curious, brave, and emotionally expressive.
The chassis points toward nimble and social characters:
| Trait | Practical Meaning |
|---|---|
| Uncommon rarity | Ask the GM, especially in regions where amurruns are rare. |
| 8 ancestry HP | Durable enough for front-line or scout play. |
| Medium size, 25-foot Speed | Standard adventuring body with no unusual map tax. |
| Dexterity, Charisma, free boost, Wisdom flaw | Excellent for Rogues, Bards, Swashbucklers, Sorcerers, and social martials. |
| Low-light vision | Better scouting in dim areas, caves, ruins, and night travel. |
| Land on Your Feet | Falling is less punishing and does not automatically leave you prone. |
That Wisdom flaw matters. Perception, Will saves, Nature, Medicine, and Survival can all care about Wisdom. If you are not using alternate ancestry boosts, plan around it instead of pretending curiosity is a saving throw.
Heritage Rankings
| Heritage | Best For | Why |
|---|---|---|
| Hunting Catfolk ● | Rangers, Rogues, scouts, wilderness games | Scent is broadly useful and supports tracking, hidden enemies, and exploration. |
| Sharp-Eared Catfolk ● | Scouts, parties that fight hidden enemies, tactical teams | Better hearing-based Seek support and a free Point Out lane are excellent table tools. |
| Nine Lives Catfolk ● | Any character worried about dying | Diehard plus easier recovery checks while dying is reliable durability. |
| Liminal Catfolk ● | Bards, Witches, Sorcerers, occult investigators | At-will detect magic and planar Occultism support are great utility. |
| Clawed Catfolk ● | Monks, Swashbucklers, free-hand martials | A finesse agile claw gives natural attack value, especially if you use unarmed options. |
| Jungle Catfolk ● | Forest, jungle, druidic, and wilderness campaigns | Ignoring undergrowth is strong when the GM uses undergrowth and invisible when they do not. |
| Winter Catfolk ● | Arctic, mountain, Irrisen, winter travel | Scaling cold resistance and easier cold environments are excellent but terrain-bound. |
Hunting Catfolk
Hunting Catfolk is the best broad scout pick. Imprecise scent gives a second way to locate creatures and plays well with Survival, Stealth, detection and senses, and Ranger. It also feels like a Catfolk heritage every session, not just when a snowstorm politely arrives on schedule.
Best classes: Ranger, Rogue, Investigator, Monk, Fighter.
Sharp-Eared Catfolk
Sharp-Eared Catfolk is the other top scout heritage. It helps with hearing-based Seek attempts against nearby undetected creatures and can help Point Out a creature to allies. In practical terms, this makes the Catfolk less selfish as a scout. Finding the assassin is nice. Letting the whole party know where the assassin is before the stabbing starts is better.
Best classes: Rogue, Ranger, Bard, Investigator, Commander.
Nine Lives Catfolk
Nine Lives is not flashy until it saves the character. It improves the recovery-check math while dying and gives Diehard. If the campaign is dangerous, the GM targets downed characters, or the party lacks robust healing, this heritage gains value fast.
Best classes: everyone. Seriously. The strongest class pairing is "the character Andrew would be annoyed to lose."
Liminal Catfolk
Liminal Catfolk gives occult utility and a planar knowledge hook. At-will detect magic is useful in almost every campaign where the GM remembers magic exists. The Occultism bonus against extraplanar creatures also gives the heritage a clear knowledge role.
Best classes: Bard, Sorcerer, Witch, Psychic, Investigator, Thaumaturge.
Clawed Catfolk
Clawed Catfolk is for free-hand builds and unarmed concepts. The claw attack is agile and finesse, so Dexterity builds can use it naturally. It pairs well with Monk, Swashbuckler, Rogue, and martial characters who want an always-available backup attack.
The catch is opportunity cost. If you plan to use a rapier, shortbow, scimitar, or whip claw every fight, the claws become a backup plan. Backups are useful. They are not a personality.
Jungle Catfolk
Jungle Catfolk is excellent in games with undergrowth, forests, overgrown ruins, primal temples, or wilderness ambushes. If the map includes plants that slow everyone else down, this heritage becomes a positioning advantage.
Ask the GM how often that terrain will matter. "Jungle Catfolk in Absalom courtroom drama" is not wrong, but the build is asking for a scene the campaign may never buy.
Winter Catfolk
Winter Catfolk is straightforward: cold resistance and easier cold environments. This is great in arctic, mountain, winter-horror, Irrisen, or high-altitude campaigns. It is weaker in a pirate game unless the ship's cook is doing something deeply upsetting with ice magic.
Ancestry Feat Rankings
Level 1 Feats
| Feat | Best Use |
|---|---|
| Cat's Luck ● | Once-per-day Reflex reroll that starts the luck chain. Strong on almost everyone. |
| Catfolk Dance ● | Acrobatics action that can penalize Reflex saves and make the target off-guard on a critical success. Great team setup. |
| Well-Met Traveler ● | Diplomacy training and Hobnobber for social campaigns and friendly explorers. |
| Catfolk Lore ● | Acrobatics, Survival, and Catfolk Lore. Efficient if those skills fit the character. |
| Catfolk Weapon Familiarity ● | Access and scaling proficiency for catfolk weapons plus kama, kukri, scimitar, and sickle. |
| Saber Teeth ● | Jaws attack for natural-weapon builds. Better if your hands are busy. |
| Cat Nap ● | Temporary HP from short naps is flavorful and sometimes useful, but less build-defining than luck, social, or setup feats. |
Level 5 Feats
| Feat | Best Use |
|---|---|
| Lucky Break ● | Expands Cat's Luck to Fortitude, Will, Acrobatics, and Athletics. This is the payoff that makes Cat's Luck a defensive lane. |
| Pride Hunter ● | Use lesser cover from allies to Hide. Excellent for Rogues, ranged attackers, and skirmishers. |
| Light Paws ● | Move through difficult terrain while combining Stride and Step. Strong mobility tool. |
| Climbing Claws ● | 10-foot climb Speed for exploration and positioning. |
| Graceful Guidance ● | Lets Aid support an ally's Reflex save. Good on team-first characters. |
| Springing Leaper ● | Athletic vertical movement for leap builds and mobile martials. |
| Well-Groomed ● | Excellent disease protection, especially in gritty, undead, swamp, plague, or dungeon campaigns. |
Level 9 Feats
| Feat | Best Use |
|---|---|
| Luck of the Clowder ● | Turns Cat's Luck into party support against shared effects. Excellent if allies cluster near you. |
| Wary Skulker ● | Scout and Avoid Notice at the same time. This is exactly what exploration-focused Catfolk want. |
| Silent Step ● | Step, then Hide or Sneak. Clean action compression for stealth characters. |
| Predator's Growl ● | Seek into Demoralize without language penalty. Great for Intimidation scouts. |
| Evade Doom ● | Flat check to avoid doomed. Narrow, but doomed is nasty enough to respect. |
| Aggravating Scratch ● | Persistent poison on claw crits. Best if Clawed Catfolk or another claw source is central. |
Level 13 Feats
| Feat | Best Use |
|---|---|
| Black Cat Curse ● | Once-per-day misfortune reaction that can force a successful save reroll. High-impact and very Catfolk. |
| Caterwaul ● | Once-per-day ally save from dropping, keeping them at 1 HP. Incredible emergency support. |
Level 17 Feats
| Feat | Best Use |
|---|---|
| Reliable Luck ● | Cat's Luck once per hour instead of once per day. Huge upgrade if you built the luck chain. |
| Ten Lives ● | Survival check against death itself if you already took Evade Doom. Narrow until it matters, then it is the whole session. |
| Elude Trouble ● | Reaction movement after a melee miss without triggering reactions from that creature. Excellent defensive repositioning. |
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Best Classes
Rogue ●
Rogue is the obvious Catfolk pairing because it actually deserves to be obvious. Dexterity, Stealth, Acrobatics, Pride Hunter, Silent Step, Wary Skulker, Sharp-Eared, Hunting, and Catfolk Dance all speak Rogue fluently.
Best picks: Hunting or Sharp-Eared heritage, Cat's Luck, Catfolk Dance, Pride Hunter, Silent Step, Wary Skulker, Rogue feats.
Ranger ●
Ranger loves Hunting Catfolk, scent, Survival, mobility, and wilderness identity. Catfolk also add social texture to a class that can otherwise become "I track it" in different hats.
Best picks: Hunting heritage, Catfolk Lore, Climbing Claws, Light Paws, Wary Skulker, Ranger feats.
Bard ●
Bard uses Charisma, social skills, performance, occult themes, and party support. Liminal Catfolk and Well-Met Traveler are especially good here. Caterwaul later turns the social cat into an emergency medic with volume control set to tragic opera.
Best picks: Liminal or Sharp-Eared heritage, Well-Met Traveler, Cat's Luck, Graceful Guidance, Caterwaul, occult spells, Bard spells.
Swashbuckler ●
Swashbuckler likes Dexterity, Charisma, Acrobatics, mobility, and dramatic nonsense performed with confidence. Catfolk Dance, Light Paws, Elude Trouble, and finesse weapons all fit.
Best picks: Clawed, Nine Lives, or Liminal heritage, Catfolk Dance, Cat's Luck, Light Paws, Elude Trouble, Swashbuckler feats.
Monk ●
Monk can use Catfolk mobility, natural attacks, climbing, and luck well. Clawed Catfolk and Saber Teeth are less exciting if a stance already handles your offense, but still useful for concept and backup attacks.
Best picks: Clawed or Hunting heritage, Cat's Luck, Climbing Claws, Light Paws, Springing Leaper, Monk feats.
Sorcerer, Witch, Psychic, And Thaumaturge ●
Sorcerer, Witch, Psychic, and Thaumaturge all like Charisma or occult-adjacent flavor, and Liminal Catfolk gives at-will detect magic. Cat's Luck also helps fragile characters survive area effects.
Best links: Sorcerer spells, Witch spells, Psychic spells, occult spells, Thaumaturge feats.
Fighter, Champion, And Commander ●
Fighter, Champion, and Commander are not the stereotypical Catfolk picks, but they work. Catfolk add mobility, skill value, social warmth, and luck to more martial chassis. Catfolk Weapon Familiarity also supports scimitar, kukri, claw blade, and whip claw concepts.
Best links: Fighter feats, Champion feats, Commander feats, weapons.
Attributes And Skills
Catfolk default boosts support Dexterity and Charisma, with a free boost and Wisdom flaw. With Remastered alternate boosts, you can adapt them to almost anything, but the ancestry's best natural lanes remain mobile and social.
| Build | Attribute Priorities | Skill Plan |
|---|---|---|
| Scout Rogue | Dexterity, Charisma or Intelligence, Constitution | Stealth, Acrobatics, Thievery, Society |
| Wild Ranger | Dexterity or Strength, Wisdom, Constitution | Survival, Nature, Stealth, Athletics |
| Social Bard | Charisma, Dexterity, Constitution | Diplomacy, Performance, Occultism, Society |
| Duelist Swashbuckler | Dexterity, Charisma, Constitution | Acrobatics, Diplomacy, Intimidation, Performance |
| Liminal Witch | Intelligence, Dexterity, Constitution | Occultism, Arcana, Society, Stealth |
| Luck Champion | Strength or Dexterity, Charisma, Constitution | Athletics, Diplomacy, Religion, Intimidation |
Best skill links: Acrobatics, Stealth, Survival, Diplomacy, Performance, Occultism, Intimidation, and Thievery.
Equipment
Catfolk equipment has three main lanes: normal agile/finesse weapons, natural attacks, and catfolk cultural weapons from Player Core 2.
| Option | Best Use |
|---|---|
| Claw blade ● | Agile finesse knife with deadly, disarm, and versatile damage. Good for Catfolk Weapon Familiarity builds. |
| Whip claw ● | Two-handed finesse reach flail with hampering. Excellent for characters who want Catfolk weapon identity and spacing. |
| Scimitar ● | Familiar one-handed martial option with broad support and classic agile-duelist feel depending on build. |
| Kukri ● | Finesse knife option that fits Dexterity melee and backup weapon plans. |
| Claws or jaws ● | Always-available unarmed options for free-hand builds, grapplers, casters, and characters who get disarmed. |
| Light armor ● | Most Catfolk Dexterity builds want mobility and good AC without overloading Strength. |
Use weapons, weapon traits, armor, runes, and consumables when planning the actual kit.
GM Advice
Catfolk are uncommon, but they are easy to include. Their strongest story hooks are travel, curiosity, family networks, stewardship of natural places, animistic belief, quick emotional expression, and the tension between wandering and community responsibility.
Good GM uses:
| Theme | Table Use |
|---|---|
| Natural guardians | Give Catfolk a reason to care about corrupted groves, planar wounds, aberrant threats, or careless exploitation. |
| Social networks | Extended families, apprenticeships, trades, and travel stories can create contacts without turning every Catfolk into a spy. |
| Senses | Let Hunting and Sharp-Eared heritages matter with scent trails, hidden creatures, ambushes, and sound clues. |
| Luck | When Cat's Luck saves the day, describe the near miss. The feat is more satisfying when the fiction notices. |
| Terrain | Jungle and Winter heritages need terrain. If a player chooses one, occasionally put the right terrain on the map. |
GM Core support matters most through environment, encounter building, social encounters, skill DCs, and treasure by level.
Example Builds
The Clowder Scout
Hunting Catfolk Rogue. Take Cat's Luck, Pride Hunter, Silent Step, Wary Skulker, and Reliable Luck. Focus Stealth, Thievery, Acrobatics, and Survival. Your job is to find trouble, mark it for the party, and not become the sample used in the trap manual.
The Liminal Lounge Cat
Liminal Catfolk Bard or Sorcerer. Take Well-Met Traveler, Cat's Luck, Graceful Guidance, Black Cat Curse, and Caterwaul. Use Diplomacy, Performance, Occultism, and occult spells. This is the character who notices magic, knows everyone, and weaponizes bad luck with excellent posture.
The Alley Duelist
Clawed or Nine Lives Catfolk Swashbuckler. Take Catfolk Dance, Cat's Luck, Light Paws, Elude Trouble, and either Catfolk Weapon Familiarity or Saber Teeth depending on your weapon plan. Use Acrobatics, Intimidation, weapons, and runes.
The Winter Watcher
Winter Catfolk Ranger, Druid, or Investigator. Take Catfolk Lore, Climbing Claws, Wary Skulker, and Natural scout-style skill feats. Use Survival, Nature, Medicine, and environment. This build is strongest when cold is not decorative.
Hot Takes
- Hunting Catfolk is the best generic heritage. Scent keeps mattering long after novelty wears off.
- Sharp-Eared Catfolk is better for team play than selfish scouting, which is why it is excellent.
- Cat's Luck is worth taking even before the later upgrades. Reflex saves are common, and rerolls are not subtle.
- Black Cat Curse is one of the most satisfying ancestry reactions in the set because it lets Catfolk say "no, that success looked suspicious."
- Catfolk Weapon Familiarity is good, but do not take it unless you actually plan to use the weapons. A cultural weapon you never draw is just trivia with a handle.
- Nine Lives is the heritage people underrate until the campaign has teeth.
Final Notes
Catfolk thrive in ordinary campaigns. They scout, talk, dodge, climb, hide, survive, and occasionally bend luck hard enough to make the GM blink.
The best Catfolk builds choose a lane early: scout, social caster, luck survivor, mobile duelist, wilderness tracker, or occult wanderer. Pick the heritage that supports that lane, then look ahead to the level 5 and 9 feats. Catfolk reward planning, but they do not demand a spreadsheet. They demand curiosity, which is deeply on brand and only occasionally a liability.


