Catkin

In fantasy literature, one might encounter a special house-cat. Sometimes the only indication that the cat is different is it can speak or grin. In other cases, they can stand upright, wear human clothing and wield weapons. In stranger cases it may be able to turn invisible, teleport or walk through walls. This is my attempt to create a baseline for said creatures for D&D 3.5x, with perhaps feats or class substitution levels for some of their quirkier traits. Feedback would be appreciated in terms of LA/HD, abilities and other sorts of suggestions. Thanks in advance.

Racial Modifiers

 * +2 Dexterity, –2 Strength.
 * Catkin base land speed is 20 feet as a biped, 30 feet on all fours.
 * Magical Beasts: Catkin are of the Magical Beast type and are therefore not affected by spells such as charm person and hold person. Unlike most Magical Beasts, Catkin gain Hit Dice only by acquiring levels in a character class.
 * Small: As a Small creature, a Catkin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
 * Low-Light Vision: A Catkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Slight Build: The physical stature of Catkin lets them function in many ways as if they were one size category smaller. Whenever a Catkin is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Catkin is treated as one size smaller if doing so is advantageous to the character. A Catkin is also considered to be one size smaller when "squeezing" through a restrictive space. A Catkin can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Catkin remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
 * Racial Skills: Catkin have a +2 racial bonus on Climb and Move Silently checks and a +4 racial bonus on Jump checks. Catkin have a +4 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. +2 racial bonus on Listen and Spot checks.
 * Racial Bonus Feat: Weapon Finesse
 * Automatic Languages: Common and Catkin. Bonus Languages: Elven, Gnome, Goblin, Halfling, and Orc.
 * Favored Class: Rogue. A multiclass Catkin’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

I've got some ideas and written down some notes, I just need to flesh them out. Several ideas are displayed below, others include a chance to see invisible beings, spirits of the dead, or through illusions. Not quite sure which would be more appropriate. And maybe a deathwatch ability (http://www.cnn.com/2007/US/07/25/death. ... index.html). Any further input or ideas (Particularly on Cheshire Heritage) would be muchly appreciated. *formatting to come later*

Feats
Feline: Feats of the feline type are available only to cats and other feline creatures, including catkin, vlandir, lions, rakshasas, tigers, tressym (Forgotten Realms Campaign Setting), and other feline creatures.

CAT-FALL [Feline]
As according to popular belief, you do always land on your feet. At least, if you’ve learned Cat-Fall you do.
 * Benefit: You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 20 feet shorter than it actually is.
 * Special: You can take this feat up to 6 times. Each additional use of this feat increases your Catfall distance by 10 feet.

CAT-SCRATCH [Feline]
You develop the natural weapons of your feline relatives.
 * Benefit: You gain two primary claw attacks that deal slashing damage (as appropriate for your size) plus Strength bonus.
 * Special: A Feline fighter may select Cat-Scratch as a bonus feat.

CHESHIRE BLOOD [Feline]
You are better able to get out of harm’s way, or find a better perch to taunt your enemies. If this spell would put you in a place that is already occupied by a solid body, the spell fails. Cheshire Blood can be used as a move action (or during a move action).
 * Prerequisite: Catkin, Cha 15, Knowledge (Arcana) 6 ranks.
 * Benefit: You gain the ability to teleport short distances as a supernatural ability 3/day. This allows you to teleport up to 10 feet per character level per use. You can leap a shorter distance than your maximum, as long as the distance is in 10-foot increments. You can bring along any objects you are touching as the spell is cast, so long as their weight doesn’t exceed your maximum load. You cannot bring along other creatures.

CHESIRE POUNCE [Feline]
You are able to call upon your Cheshire heritage and pounce upon you opponents.
 * Prerequisite: Pounce, Cheshire Blood.
 * Benefit: Anytime a Catkin uses his Chesire Blood feat, he may execute a full attack upon completion of the teleportation. The catkin must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack the intended target with whatever weapon he has in hand at the beginning of his action.

POUNCE [Feline]
You can rush unaware foes and deliver several attacks before they have a chance to respond.
 * Prerequisite: Dex 13.
 * Benefit: In the first round of combat you can make a full melee attack at the end of a charge.
 * Special: A Feline fighter may select Pounce as a bonus feat.