13th Age Compatible: Now with Catfolk
Catfolk come in two varieties. Saebul are cat-headed humanoids with full tails. They tend to be more introspective and cool-natured. Faol are tailless and resemble humans, but with distinct feline features and broad patches of short furlike hair on their bodies. They are more outgoing and frivolous. Both societies are broken up into matriarchal clans. Feel free to customize the concentration of each population as best fits your campaign world and your tastes, or even swap the personalities of the two subraces if your players prefer a different combination of traits for their catfolk PCs.
Catfolk Racial Traits
+2 Dex OR +2 Cha.
Adventurer Tier Catfolk Feat (Feline Grace): You disengage on an easy save (6+). Also, once per battle, you can move without being intercepted, but you must not be engaged with an enemy at the beginning of that move.
Cat’s Luck (Racial Power)
Once per battle, reroll a single attack or save after its result is known, and add double the escalation die to the new result (this replaces the single escalation die bonus on most attack rolls).
Champion Feat: Add the escalation die to all of your defenses until the end of your next turn when you use this power.