PDA

View Full Version : Index Cat Fans Unite and PEACH II: Moar Kittehs!



Pages : 1 [2] 3 4 5

Squiggly-Thing
2010-12-21, 08:17 PM
I think that the cabbits should have a ability that allows them to track Plants. (Like Lettuce)!

Bhu
2010-12-22, 01:17 AM
I think Commune with Nature should do that.

togapika
2010-12-23, 01:48 AM
What about a PRC for good aligned kitties? Like celestial paladin or clericy types. Healing or protecting allies or summat...

Bhu
2010-12-23, 01:55 AM
What about a PRC for good aligned kitties? Like celestial paladin or clericy types. Healing or protecting allies or summat...

The Vet kinda does that, but I do have some specialty priests coming

togapika
2010-12-23, 02:01 AM
Well then maybe just a tank kitty. The kind who can protect peoples and take damage and such.

Bhu
2010-12-24, 01:32 AM
Well then maybe just a tank kitty. The kind who can protect peoples and take damage and such.

The Sons of Pinky and the upcoming Iron Floof Kung Fu PrC should take care of that.

Squiggly-Thing
2010-12-24, 09:24 PM
Mew Meow Mew Meow Meow Mew! :biggrin:

Bhu
2010-12-24, 11:39 PM
Cabbit updated.

Bhu
2010-12-28, 02:44 AM
Cabbit done cept for cabbity Feats

Ranger Mattos
2010-12-28, 01:27 PM
I like it. "I am all that is bunneh" :smalltongue:

Bhu
2010-12-29, 04:37 AM
anyone have more ideas for bunny feat names?

Bhu
2011-01-01, 02:55 AM
I guess not. I'll finish them up real quick and then Om Nom Nom Fu is next

Eikonos
2011-01-01, 10:28 AM
Heh, New Year's party is still slowly creeping out of me, so I have more time now to post some wicked bunneeeeh ideas :smallbiggrin::

- a feat, in fact propably more than one, or a PrC (epic ??) that allows to lengthen your ears and use them as piercing/slashing weapons

- the notorious jackalope ...http://en.wikipedia.org/wiki/Jackalope (jackalope)

- ok, this is definitely either 18+ and/or Book of Vile Darkness material (Hmmm...at least I think it is :smallwink:) - a high level/sub-epic class that allows a half-fiend female cabbit to deliver demonic offspring like a garden sprinkler (...I've to stop drinking rainbow colored alcoholes for my own sake...:smallamused:)

That would be my two coppers.

Squiggly-Thing
2011-01-01, 02:45 PM
A Cabbit feat called Springy Feets that allows him to jump extremly far.

Debihuman
2011-01-01, 08:47 PM
How about "They Call Me, Mister Thumper" as a feat?

Debby

Bhu
2011-01-03, 02:05 AM
Cabbit Feats have prereqs and a quick description up. Sorry this is taking so long.

Squiggly-Thing
2011-01-03, 07:00 PM
http://www.google.com/imgres?imgurl=http://zef.me/wp-content/uploads/2009/09/funny-cat.jpg&imgrefurl=http://zef.me/2117/funny-cat-pictures-suck&usg=__HeAkKp3-KMRaPh_SUl9In7psw7A=&h=400&w=302&sz=20&hl=en&start=0&sig2=7cuiLpTYQuteZCLm8N1HNQ&zoom=1&tbnid=nzQLx_Uga80LHM:&tbnh=173&tbnw=122&ei=vmIiTd3xPIT6lwehgO3wBw&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=rc&dur=221&oei=vmIiTd3xPIT6lwehgO3wBw&esq=1&page=1&ndsp=27&ved=1t:429,r:21,s:0&tx=67&ty=80

http://www.google.com/imgres?imgurl=http://bp2.blogger.com/_y8qhm316y84/SHoh15sT_5I/AAAAAAAAAik/xZPod6T8tFU/s400/cat-rabbit.jpg&imgrefurl=http://funny-cats.blogspot.com/2008/07/cat-o-rabbit.html&usg=__CbF0RIOJ-PapWiB_Ey9iL1uOap0=&h=400&w=330&sz=42&hl=en&start=199&sig2=jUQpwIkaYUHsb4cD0j_szQ&zoom=1&tbnid=1NnP22vBa-8aLM:&tbnh=170&tbnw=143&ei=yGQiTdSZMIep8AbO98HUDQ&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=hc&vpx=1029&vpy=400&dur=2496&hovh=247&hovw=204&tx=144&ty=101&oei=PGMiTZf0HsGBlAfz6PjACw&esq=11&page=9&ndsp=26&ved=1t:429,r:25,s:199
Just sayin' :smallbiggrin:

http://www.google.com/imgres?imgurl=http://blogs.nature.com/news/blog/funny-pictures-traiter-mouse-whispers-cat.jpg&imgrefurl=http://blogs.nature.com/news/blog/2008/11/neuroscience_2008_but_how_does.html&usg=__vwIRKklM5dAG15B4pr6A5_PRLfg=&h=350&w=450&sz=32&hl=en&start=27&sig2=apux6KHjxX-hz5QM7O_YqQ&zoom=1&tbnid=Ll4q2-sFtT1bvM:&tbnh=139&tbnw=203&ei=QGMiTajiGYP68Ab2qqW6DA&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=hc&vpx=140&vpy=111&dur=1435&hovh=198&hovw=255&tx=153&ty=73&oei=PGMiTZf0HsGBlAfz6PjACw&esq=2&page=2&ndsp=21&ved=1t:429,r:5,s:27

BEHOLD! THE MOUSE-LORD PrC!!!!!:smallbiggrin:

Bhu
2011-01-04, 02:03 AM
http://www.google.com/imgres?imgurl=http://zef.me/wp-content/uploads/2009/09/funny-cat.jpg&imgrefurl=http://zef.me/2117/funny-cat-pictures-suck&usg=__HeAkKp3-KMRaPh_SUl9In7psw7A=&h=400&w=302&sz=20&hl=en&start=0&sig2=7cuiLpTYQuteZCLm8N1HNQ&zoom=1&tbnid=nzQLx_Uga80LHM:&tbnh=173&tbnw=122&ei=vmIiTd3xPIT6lwehgO3wBw&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=rc&dur=221&oei=vmIiTd3xPIT6lwehgO3wBw&esq=1&page=1&ndsp=27&ved=1t:429,r:21,s:0&tx=67&ty=80

http://www.google.com/imgres?imgurl=http://bp2.blogger.com/_y8qhm316y84/SHoh15sT_5I/AAAAAAAAAik/xZPod6T8tFU/s400/cat-rabbit.jpg&imgrefurl=http://funny-cats.blogspot.com/2008/07/cat-o-rabbit.html&usg=__CbF0RIOJ-PapWiB_Ey9iL1uOap0=&h=400&w=330&sz=42&hl=en&start=199&sig2=jUQpwIkaYUHsb4cD0j_szQ&zoom=1&tbnid=1NnP22vBa-8aLM:&tbnh=170&tbnw=143&ei=yGQiTdSZMIep8AbO98HUDQ&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=hc&vpx=1029&vpy=400&dur=2496&hovh=247&hovw=204&tx=144&ty=101&oei=PGMiTZf0HsGBlAfz6PjACw&esq=11&page=9&ndsp=26&ved=1t:429,r:25,s:199
Just sayin' :smallbiggrin:

http://www.google.com/imgres?imgurl=http://blogs.nature.com/news/blog/funny-pictures-traiter-mouse-whispers-cat.jpg&imgrefurl=http://blogs.nature.com/news/blog/2008/11/neuroscience_2008_but_how_does.html&usg=__vwIRKklM5dAG15B4pr6A5_PRLfg=&h=350&w=450&sz=32&hl=en&start=27&sig2=apux6KHjxX-hz5QM7O_YqQ&zoom=1&tbnid=Ll4q2-sFtT1bvM:&tbnh=139&tbnw=203&ei=QGMiTajiGYP68Ab2qqW6DA&prev=/images%3Fq%3DFunny%2Bcat%26hl%3Den%26biw%3D1276%26 bih%3D773%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=hc&vpx=140&vpy=111&dur=1435&hovh=198&hovw=255&tx=153&ty=73&oei=PGMiTZf0HsGBlAfz6PjACw&esq=2&page=2&ndsp=21&ved=1t:429,r:5,s:27

BEHOLD! THE MOUSE-LORD PrC!!!!!:smallbiggrin:

omg those are cute...

Peek at the professional Mouser on page 2 :smallbiggrin:

ANd now something you requested a while back

OM NOM NOM FU

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/omnomnom.png

"MOWS!" (translation: *Kitty is hungry!!! Feed Kitty!*)

This one is a little bizarre even for the Guild. At one point ranks of the Guilds defending muscle had grown rather thin, and the Guild began to look into non traditional methods of protecting itself. Someone suggested extra-dimensional holding spaces, and thus the idea for a mobile prison was born. They're still working out some of the bugs.

BECOMING AN OM NOM NOM
You just need to be a Cat Burglar with some minimal combat training, and a willingness to experiment with odd new things.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Kitty Magic (Swift Paws)
Skills: Hide 8 ranks, Move Silently 8 ranks
Feats: Improved Grapple, Improved Unarmed Strike


Class Skills
The Om Nom Nom's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Improved Grab
2. +2 +3 +3 +0 Swallow Whole
3. +3 +3 +3 +1 Storage Space
4. +4 +4 +4 +1 Improved Grab
5. +5 +4 +4 +1 Swallow Whole
6. +6 +5 +5 +2 The Regurgitator
7. +7 +5 +5 +2 Improved Grab
8. +8 +6 +6 +2 Swallow Whole
9. +9 +6 +6 +3 Improved Storage Space
10.+10 +7 +7 +3 Extradimensional Prison

Weapon Proficiencies: The Om Nom Nom gains no new weapon or armor proficiencies.

Improved Grab (Su): At 1st Level if you succeed in making a Bite Attack in Kitty Form against an opponent your Size Class or smaller, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may do your bite damage. At 2nd Level you may use Swallow Whole.

At 4th Level you no longer take Size Penalties to Grapple Checks, and can Grapple an opponent up to 2 Size Classes above your own.

At 7th Level you can Grapple an opponent of any Size Class.

Swallow Whole (Su): At 2nd Level in Kitty Form you can Swallow Whole an opponent up to your own Size Class with a successful Grapple Check. It takes (1d6+Charisma Modifier) bludgeoning damage, and (Charisma Modifier) Acid damage per round. An opponent can cut it's way out by doing 15 points of damage with a light slashing or piercing weapon against AC (10+ 1/2 Natural AC Bonus if any). Once the creature exits muscular action closes the hole, and other victims must cut their own way out. In Kitty Form your stomach can hold 1 Tiny, or 4 Diminutive or Smaller opponents. This ability scales with different sized Kitty Forms, as does the bludgeoning damage (acid damage increases plus or minus one per difference in Size Class, with a minimum of 1 point).

At 5th Level you can Swallow Whole any opponent up to 1 Size Class bigger than you are. In Kitty Form your Stomach can hold 1 Small, 4 Tiny, or 8 Diminutive or smaller opponents.

At 8th Level you can swallow any opponent up to 3 Size Classes bigger than yourself. In Kitty Form your stomach can hold 1 Large, 4 Medium, 8 Tiny, or 16 Diminutive or Smaller opponents.

Storage Space (Su): At 3rd Level your stomach contains an extradimensional pocket space and effectively functions as a Type ! Bag of Holding. When swallowing something, non living items go to this space, living items (as well as undead and constructs) go to the usual stomach. You may hwarf up one item of your choice as a Standard Action.

The Regurgitator (Su): At 6th Level as an Immediate Action you may make an opposed Level Check to 'swallow' a damaging spell that specifically targets you, and shunt it to your internal Storage Space. Note that if you have any items held here they take the full effect of the spell. As a Standard Action you can spit the spell back up on the next round or up to 24 hours later, and your target takes the full effects. Caster Level is equal to the original caster.

Improved Storage Space (Su): At 9th Level you may now hold as much as a Type II Bag of Holding. You may now cough up stuff as a Swift Action.

Extradimensional Prison (Su): At 10th Level creatures you swallow may be redirected to your Storage Space. If you can breath, so can whatever is in your Storage Space. In other words you can carry living beings in it, unlike a Bag of Holding. There are downsides. If you inhale poison, or begin to suffocate or drown, so do they. If you swallow a damaging spell, they take the effects. You may cough up one person as a Swift Action, 2 as a Standard Action, or everyone as a Full Round Action. In Kitty Form your Prison can hold as many people as would fit in a Type II Bag of Holding. Once swallowed, a being needs to be coughed up voluntarily by you to escape, or a Freedom, Miracle, or Wish spell must be cast. If your opponent has anything like a Bag of Holding or Portable hole, it's left outside your body.

PLAYING AN OM NOM NOM
You have an expedient way of dealing with problems: your ever hungry maw. If something needs taken care of you just eat it. Eventually once you're practiced enough if something needs hidden you just eat it. Eating is basically how you solve most of life's problems. And best of all you never gain a pound.
Combat: Om Noms grapple and devour opponents. Eventually they poop them out assuming they aren't just imprisoning them.
Advancement: Om Noms are specialists, and they all tend to advance in pretty much the same manner. They need to for their job.
Resources: Unless on a mission, Om Nom Noms are on their own. Their Guild missions tend to be super important though, so they get whatever is needed to get them done.

OM NOM NOMS IN THE WORLD
"That cats gonna eat us out of house and home!"
As far as the world is concerned you're an ordinary cat until the Guild activates you. Then things (and sometimes people ) disappear near you. It's kinda creepy that no one ever connects you to it.
Daily Life: You pretty much have life to yourself until something needs hidden or kidnapped or stolen.
Notables: Stonybutt (N Male Dwarf Cat Burglar 2/Fighter 4/Om Nom Nom 6) is a promising Om Nom in his Guild. Ginger (NE Female Human Cat Burglar 2/Monk 4/Om Nom Nom 6) is a renegade the Guild is seeking to put down.
Organizations: As with all Guild members you belong to the Guild itself. You also belong to an elite unit of of munchers.

NPC Reaction
NPC's tend to think you're just a hungry kitty. Awww, poor lil' kitty....

OM NOM NOMS IN THE GAME
This class can cause problems due to it's odd abilities. Make sure you want to allow it in your campaign.
Adaptation: This is most definitely for silly campaigns.
Encounters: Om Nom Noms can be found anywhere Guilds can be found. They are often scattered throughout the city posing as cats until needed.

Sample Encounter
EL 12: Local food supplies are being stolen. Initially the main suspects were rats, but after turning cats loose to get rid of them the problem has gotten worse. The PC's are asked to find out whats up.


Stonybutt
N Male Dwarf Cat Burglar 2/Fighter 4/Om Nom Nom 6
Init +1 (+4 KF), Senses: Listen +4, Spot +4, Dark Vision 60'
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, )
hp 92 (12 HD)
Fort +12, Ref +9 (+12 KF), Will +2
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +11, Grp +13 (+10 KF)
Atk Options Improved Grab, Swallow Whole, The Regurgitator
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 12, Con 16, Int 9, Wis 10, Cha 14
Abilities KF Str 8, Dex 18
SQ Stonecunning, Stability, Other Dwarf traits, Purr, Feline Empathy, Cat Powah +2, Kitty Form, Kitty Magic (Swift Paws), Storage Space
Feats Improve Unarmed Strike, Improved Grapple (B), Weapon Focus (Bite)(B), Weapon Specialization (Bite)(B)
Skills Bluff +6, Climb +6, Gather Information +7, Hide +9, Intimidate +6, Knowledge (Local) +3, Listen +4, Move Silently +9, Search +3, Spot +4, Tumble +5, Use Magic Device +6
Possessions



EPIC OM NOM NOM

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Om Nom Nom gains a Bonus Feat every 2 levels higher than 20th

Cieyrin
2011-01-05, 02:51 PM
That pic is adorable! XD

I expect some transdimensional Swallow Whole from this one, I do! :smallbiggrin:

Squiggly-Thing
2011-01-05, 04:11 PM
How about the ability to make Bite attacks do no damage, but make the victum helpless! (They are standng there saying AWWWWWW!).

Cieyrin
2011-01-05, 04:43 PM
How about the ability to make Bite attacks do no damage, but make the victum helpless! (They are standng there saying AWWWWWW!).

Something like this, maybe?

http://icanhascheezburger.files.wordpress.com/2009/05/funny-pictures-kitten-is-named-aw.jpg

Squiggly-Thing
2011-01-05, 07:40 PM
Something like this, maybe?

http://icanhascheezburger.files.wordpress.com/2009/05/funny-pictures-kitten-is-named-aw.jpg

YEP! :smallbiggrin:

AWWWWWWWW!!!

Bhu
2011-01-06, 02:24 AM
That pic is adorable! XD

I expect some transdimensional Swallow Whole from this one, I do! :smallbiggrin:

And you will not be disappointed (peek back again)


How about the ability to make Bite attacks do no damage, but make the victum helpless! (They are standng there saying AWWWWWW!).


This ability will be forthcoming with the Itty Bitty Pwitty WUn PrC remake.

Bhu
2011-01-07, 12:53 AM
Cabbit Feats and Om Nom Nom updated.

Bhu
2011-01-08, 01:45 AM
I have some more Bunny Feats done. Also did some more of the Magic Grenade spell (forgot it needed finished), and a minor fluff update to the Om Noms.

Bhu
2011-01-09, 05:00 AM
I need two more damage effects for the magic grenade spell. Any suggestions?

togapika
2011-01-10, 02:23 AM
Temporarily turn the opponents into cats!

Owrtho
2011-01-10, 02:26 AM
Temporarily turn the opponents into catsmice!

Fixed it for you.

Owrtho

Sir Shadow
2011-01-10, 07:09 AM
You keep saying these are for silly campaigns... but I could totally play most of these straight, as long as I didn't refer to them by their actual class names <__<;;;

Bhu
2011-01-11, 03:39 AM
Om Nom has fluff and first ability.

Cieyrin
2011-01-11, 03:09 PM
Om Nom has fluff and first ability.

Looking very promising.

Bhu
2011-01-13, 02:40 AM
Swallow Whole is up

Cieyrin
2011-01-14, 03:51 PM
Swallow Whole is up

The 2nd level ability doesn't seem the slightest bit useful, as how many fine creatures are you really gonna find that's actually a threat to you? Better to push the extradimensional tummy early and make it able to hold creatures of your size, maybe 1 size larger.

It also doesn't seem to scale at all if you go for a bigger kitty form, like Saber Kitty (if I'm remembering my forms right).

Bhu
2011-01-15, 03:09 AM
Magic Grenade done, Bunny Feats and Om Noms updated.

Norr
2011-01-15, 11:09 AM
To swallow a spell with Regurgitator, it seems like you have to ready an action for it (unless the spell is ongoing). Is this the intention?
Also, someone just put the Spellthief out of a job, I like Regurgitator better.

It also seems you have an error in Swallow whole rank 3, it should probably say 1 medium, 2 small, 4 tiny etc.

I grin at the thought of combining this with Reaping Mauler. Sleeper lock+Swallow whole anyone?

Cieyrin
2011-01-15, 03:27 PM
To swallow a spell with Regurgitator, it seems like you have to ready an action for it (unless the spell is ongoing). Is this the intention?
Also, someone just put the Spellthief out of a job, I like Regurgitator better.

Yeah, indeed. You may want to make it an Immediate action, so you can catch things and hurl them back. :smalltongue:


I grin at the thought of combining this with Reaping Mauler. Sleeper lock+Swallow whole anyone?

Eh, Reaping Mauler isn't that great, actually. It's mostly geared towards getting out of grapples, as opposed to into them. Plus, the special holds take too long to get off, I find, especially if you're just going to Swallow them up, anyways. Better to lock them away now then have them flopping around and causing you trouble.

Owrtho
2011-01-15, 04:00 PM
Not sure if you're intentionally using a different scaling factor, but most swallow whole abilities I've seen creatures have use a scaling factor of four between different sizes (so 4 small equal 1 medium, 4 tiny = 1 small, etc.). Just thought I'd point it out.

Owrtho

Bhu
2011-01-17, 03:24 AM
Not sure if you're intentionally using a different scaling factor, but most swallow whole abilities I've seen creatures have use a scaling factor of four between different sizes (so 4 small equal 1 medium, 4 tiny = 1 small, etc.). Just thought I'd point it out.

Owrtho

Not many abilities give PC's Swallow Whole, so I wanted to try this out in a game first and make sure it's not overly abuseable.

Sir Shadow
2011-01-17, 09:17 AM
Well... it's not like they can't get out <__<

Though, they do have to use a small slashing weapon... how many people just have those lying around >__>

I think the different scaling is ok....

Bhu
2011-01-19, 03:21 AM
Om Noms is done if you like the capstone. Iron Floof is up next.

Cieyrin
2011-01-19, 04:09 PM
Om Noms is done if you like the capstone. Iron Floof is up next.

Still don't much care for The Regurgitator being based off of a move action, which comes down to you having to ready to catch, which isn't exactly a good mechanic if you ask me. If it was an immediate action to catch, then it'll actually get used. I'd also have The Regurgitator use the Spell Turning limitations, as it's basically a slower version and should probably stick with what that can and can't do, like catching an area spell is probably not likely to happen if you're not at the epicenter.

On the Extradimensional Prison, how does it interact if the creature's you're capturing have extradimensional spaces, like Bags of Holding or Portable Holes? Do you suddenly have a rift to the Astral Plane in your stomach?

Bhu
2011-01-21, 07:25 PM
Bunny Feats are done and Om Noms has been tweaked. If they're okay now, Iron FLoof is coming up.

Bhu
2011-01-23, 03:04 AM
IRON FLOOF KUNG FU

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ironfloof.jpg

"I am merely a statue. I am not the kitty you are looking for."

Aside from being responsible for Pocket Kitties the city of Le Gevaudan is also responsible for this little pocket of weirdness. Iron Floof practitioners study magic that allows them to turn into metal cats. When standing still they look like statues, and coincidentally that's what the city has an abundance of: metal cat statues. This allowed them to hide in plain sight again, and provided them a means of revenge by allowing them a replacement for the legendary Sons of Pinky who are less able to travel about in public..

BECOMING AN IRON FLOOF
Becoming an Iron Floof requires a certain inner rage, so most of them have a Barbarian Level or so

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Rage
Skills: Balance 4 ranks, Bluff 4 ranks, Climb 4 ranks, Perform (Statue) 4 ranks
Feats: Any Feat requiring Rage as a prerequisite


Class Skills
The Iron Floof's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis, and Tumble (Dex).
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Iron Transformation
2. +2 +3 +0 +0 Iron Strength +2
3. +3 +3 +1 +1 Iron Fortress
4. +4 +4 +1 +1 Iron Transformation
5. +5 +4 +1 +1 Iron Strength +4
6. +6 +5 +2 +2 Iron Fortress
7. +7 +5 +2 +2 Iron Transformation
8. +8 +6 +2 +2 Iron Strength +6
9. +9 +6 +3 +3 Iron Fortress
10.+10 +7 +3 +3 I...AM...IRON KITTEH!

Iron Transformation (Su): At 1st Level as a Move Action you can change your body into magical metal while in Kitty Form. Your weight quadruples, and your Natural Attacks are considered to be cold iron for purposes of bypassing DR. Your Natural Bonus to AC increases by an amount equal to your Iron Floof Level. This metal does not rust and is not subject to magnetism.

At 4th level while in your metal body DR x/-, where x is equal to half your Iron Floof level (round down).

At 7th Level your Natural Attacks in metal form are considered both Cold Iron and Adamantine for purposes of overcoming DR.

Iron Strength (Su): At second level while in your metal body your Strength score increases by +2. This increases to +4 at 5th Level, and +6 at 8th Level.

Iron Fortress (Su): At 3rd level while in your metal body you are immune to disease and poison, and you have a 25% chance of changing a critical hit into a normal one.

At 6th Level you are immune to petrification and do not require air while in your metal body. Your chance to convert criticals to regular hits increases to 50%.

At 9th level you are immune to non lethal damage from physical attacks while in your metal body, and your chance to convert criticals to regular hits increases to 75%.

I...AM...IRON KITTEH! (Su): At 10th level while in your metal body you gain Energy Resistance 10 to Acid, Cold, Electricity, Fire, and Sonic damage. You are also now immune to critical hits.

Weapon Proficiencies: Iron Floof's gain no new weapon or armor proficiencies.

PLAYING AN IRON FLOOF
Your job is awesome. You get to spend long, boring hours gazing into nothingness pretending to be a stature in key points of the city where you may be needed at a moments notice with only the idiotic chatter of passers by to keep you from going mad. Thankfully you get to let off steam by beating someone down every so often.
Combat: Generally you go metal (if you haven't already), go Rage, and then charge heedlessly into the enemy regardless of size or logical decision making. Life is fun this way.
Advancement: Most Iron Floofs choose similar paths. They're paid quite well to be adept at mooshing the bad guys.
Resources: As a typical member of the Guild you have access to what is necessary to complete Guild missions (which usually mean butt kickin' or spying in your case).

IRON FLOOF IN THE WORLD
"Man...it might be the pipeweed...but I would freakin' SWEAR those statues change every day."
Most people think you are decorative ornaments. They'd poop themselves if they knew you were alive.
Daily Life: Much of your day is spent in training your powers, or endless boredom perfecting your ability to be a statue via the Perform (Statue) skill.
Notables: Britain (N Male Dwarf Cat Burglar 3/Barbarian 3/Iron Floof 6) is a very odd Dwarf who likes standing still for hours on end so this was a dream job. Chelsea (CE Human Female Cat Burglar 3/Barbarian 3.Iron Floof 6) took this job to get revenge on high society for casting her out.
Organizations: Since the Sons of Pinky can't fully do their job in a city state that expects cats to be thieves, you needed to take up the challenge, and therefore replace them in the usual Guild hierarchy.

NPC Reaction
NPC's assume you're a statue cause they haven't twigged on to what you can do yet. And you'll be keeping it that way by silencing anyone who does.

IRON FLOOF IN THE GAME
This class is an odd one because it assumes all the players will be Iron Floofs in a hit squad, or that you're on loan to someone. And since hit squads face long moments of boredom followed by spastic flailing, your campaign will be unfit for some possibly.
Adaptation: This could be used for serious campaigns too.
Encounters: Iron Floofs are usually encountered in public as statuary, or in alleys or lonely places preferred for ambushes if they're hunting you.

Sample Encounter
EL 12: The PC's are waiting to ambush something in the hall making loud clanging sounds. When the door opens a small kitty comes in and meows. It isn't until the Rogue picks it up and fals to the ground as the cat turns into solid steel that things get twitchy.


Britain
N Male Dwarf Cat Burglar 3/Barbarian 3/Iron Floof 6
Init +1 (+3 BC, +4 KF), Senses: Listen +7, Spot +5, Dark Vision 60'
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC Raging , touch , flat-footed (-2 Rage, +1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, )
AC KF Raging , touch , flat-footed (-2 Rage, +2 Size, +4 Dex, )
AC BC , touch , flat-footed (+1 Size, +3 Dex, )
AC BC Raging , touch , flat-footed (-2 Rage, +1 Size, +3 Dex, )
AC Metal KF , touch , flat-footed (+2 Size, +4 Dex, +6 Natural, )
AC Metal KF Raging , touch , flat-footed (-2 Rage, +2 Size, +4 Dex, +6 Natural, )
AC Metal BC , touch , flat-footed (+1 Size, +3 Dex, +6 Natural, )
AC Metal BC Raging , touch , flat-footed (-2 Rage, +1 Size, +3 Dex, +6 Natural, )
hp 111 (12 HD), 135 Raging
Fort +13 (+15 Raging), Ref +7 (+10 KF, +9 BC), Will +3
Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +13
Atk Options Sneak Attack +1d6, Rage 4/day
Combat Gear
-----------------------------------------------
Abilities Str 14 (18 Raging), Dex 12, Con 18 (22 Raging), Int 10, Wis 9, Cha 12
Abilities KF Str 8 (12 Raging), Dex 18
Abilities BC Str 10 (14 Raging), Dex 16
Abilities Metal KF Str 12 (16 Raging), Dex 18
SQ Purr, Feline Empathy, Cat Powah +1, Kitty Form, Kitty Magic (Innocence), Enhanced Kitty Form (Foofy Kitty), Trap Sense +1, Fast Movement, Stonecunning, Stability, Dwarf traits, Iron Transformation (DR/3-), Iron Strength, Iron Fortress
Feats Extra Rage, Instantaneous Rage, Leopard's Rage, Mad Foam Rager, Tomcat
Skills Balance +5, Bluff +5, Climb +8, Gather Information +5, Hide +5, Jump +8, Knowledge (Local, Nobility) +4, Listen +7, Move Silently +5, Perform (Statue) +3, Spot +5, Survival +3, Tumble +7, Use Magic Device +5
Possessions



EPIC IRON FLOOF

Hit Die: d10
Skills Points at Each Level : 2 + int
Iron Transformation Your Natural Armor Bonus and DR increase with Epic Levels.
Iron Strength Your Bonus to Strength increases an additional +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Iron Floof gains a Bonus Feat every 4 levels higher than 20th


Silver Kitty
You may now cause Lyacanthropes to poop themselves.
Prerequisites: Iron Transformation
Benefits: Your natural Attacks are in your metal body are now also considered Silver for purposes of penetrating DR.

Steel Kitty
You are one tough kitty.
Prerequisites: Iron Transformation, BAB +10
Benefits: This increases your natural AC Bonus by +2 or your DR/- by +2, and can be taken multiple times.

Sir Shadow
2011-01-23, 09:31 AM
<__<;;; I really like the Om Nom Nomer, any chance we could see an Advanced/Pr Class for it that expands its gut into a small demiplane?

Bhu
2011-01-23, 03:27 PM
remind me when i start doing the Epic Level stuff :smallbiggrin:

Bhu
2011-01-25, 01:06 AM
Iron Floof now has some initial fluff

Lix Lorn
2011-01-25, 05:17 AM
I am still here and reading! Just haven't had any worthwhile comments.

That said, I like the iron floof. Should its natural attacks say COLD Iron?

Cieyrin
2011-01-25, 03:25 PM
The Om-Nom is much better now, I likes. :smallsmile:

As for Iron Floof, like Lix, I'm wondering whether you meant Cold Iron. Otherwise, it's interesting.

Bhu
2011-01-26, 03:56 AM
Yeah its cold iron. I fixed it and added some fluff

Cieyrin
2011-01-26, 02:30 PM
Yeah its cold iron. I fixed it and added some fluff

You missed the change in the 7th level version.

Bhu
2011-01-28, 03:59 AM
just need cap and IF is done

Norr
2011-01-28, 09:15 AM
Regurgitator: I just noticed, if a living being goes into the regular stomch and his gear goes into the Storage Space, what will the creature use for a cutting tool? Not everyone have access to natural weapons.

Sir Shadow
2011-01-28, 02:15 PM
it can never escape mwauahahahahahaa

Bhu
2011-01-28, 05:29 PM
Regurgitator: I just noticed, if a living being goes into the regular stomch and his gear goes into the Storage Space, what will the creature use for a cutting tool? Not everyone have access to natural weapons.

I'm not sure where you're getting this. If you swallow a critter it goes to the storage space or your stomach, and so does all it's stuff.

Bhu
2011-01-29, 03:29 AM
Cap is up, if no one objects to it the new kitty will be up tomorrow

Debihuman
2011-01-29, 07:45 AM
Reguritator is just gross. Are you coughed up like a hairball? Ewww.

Debby

Cieyrin
2011-01-29, 01:58 PM
Reguritator is just gross. Are you coughed up like a hairball? Ewww.

Debby

No one ever said kitties are all cute and fuzzy. There are some downsides to them, too. It's insult to injury and should really add a shaken condition, if you ask me! :smalltongue:

Bhu
2011-01-30, 03:25 AM
Iron FLoof modified, and now has two feats

MEOWCENARY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Meowcenary.jpg

"Gentlemen, war is Hell."

Meowcenary's are just that: cat mercenaries. No job is too hard, or too expensive for them to take on. They'll fight pretty much anybody, and they love doing it.

BECOMING A MEOWCENARY
Kitty FOrm and plenty of levels in Warblade or Swordsage will pretty much do it for you.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Battle Clarity
Maneuvers Known: Must know 2 Maneuvers each from Tiger Claw and the Feline Way
Feats: Dodge, Kitty Dodge, Eye of the Housecat (new Feats listed with the Feline Way)
Skills: Jump 8 ranks (if going for Gun Fu replace this with Concentration 8 ranks), Tumble 8 ranks, Use Magic Device 4 ranks


Class Skills
The Meowcenary's class skills (and the key ability for each skill) are Balance (Dex, Climb (Dex), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Combat Style, Maneuvers, Stances
2. +2 +3 +0 +0 Unique Maneuver
3. +3 +3 +1 +1
4. +4 +4 +1 +1 Combat Style
5. +5 +4 +1 +1 Unique Maneuver
6. +6 +5 +2 +2
7. +7 +5 +2 +2 Combat Style
8. +8 +6 +2 +2 Unique Maneuver
9. +9 +6 +3 +3
10.+10 +7 +3 +3 Veteran

Weapon Proficiencies: Meowcenary's gain proficiency with Dynamo Cannons (see The Engineer Core Class) and Guns (magical weapons I will eventually be making. Think of them as rechargeable wands with limited shots that anyone can use even without Use Magic Device).

Maneuvers: At each even numbered Level you can learn a new Maneuver from the Diamond Mind, Feline Way, Tiger Claw, or White Raven styles if you meet the Maneuvers prerequisites. At 3rd, 6th, and 9th Levels you gain an additional Maneuver readied per day. Your Warblade and Meowcenary Levels stack for purposes of determining you Initiator level.

Stances: At 5th level you learn a new Stance from the Diamond Mind, Feline Way, Tiger Claw, or White Raven styles if you meet the prerequisites

Combat Style: At 1st Level you must choose between two styles of combat: The Way of the Cat (Melee), or Gun Fu (ranged).

The Way of the Cat: At 1st Level the Save DC of all Maneuvers you perform from the Feline Way or Tiger Claw are +2.

At 4th Level your Initiator Level is +2 when using Maneuvers from the Feline Way or Tiger Claw styles.

At 7th Level you do an additional +1d6 damage with any successful melee attack while in a Feline Way or Tiger Claw Stance.

Gun Fu: At 1st Level you may now use certain Maneuvers with Ranged as well as Melee Weapons. You may use the following once you get them: Diamond Nightmare Blade, Disrupting Blow, Emerald Razor, Greater Insightful Strike, Insightful Strike, Ruby Nightmare Blade, Sapphire Nightmare Blade, Time Stands Still (Diamond Mind), Ambush (The Feline Way), Flesh Ripper, Wolf Fang Strike (Tiger Claw). You may also wield Guns or Dynamo Cannon despite not having opposable thumbs. Do not question this.

At 4th Level Dynamo Cannons and Guns are considered preferred weapons of you chosen discipline, and gain any bonuses or abilities that would therefore apply to them.

At 7th Level you may 'reload' a Gun as a Full Round Action a number of times per day equal to your Charisma Modifier.

Unique Maneuver: At levels 3, 6, and 9 you get to learn a Maneuver unique to this PrC (if you have access to Maneuvers of that Level). The list you can choose from depends on which Combat Style you took at 1st Level.

The Way of the Cat:

Cats Are Magic
The Feline Way (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

You may use this when subjected to any Spell, Spell-Like Ability, Supernatural Ability, or Psi-Like Ability. It's effects are canceled, and your opponents turn ends.

Cats Are Mean
The Feline Way (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When you use this boost all attacks you make until the end of the turn threaten a Critical on an 18-20 unless they already have a better chance.

Cats Are Superior
The Feline Way (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When you use this boost you gain a +12 Bonus on all opposed Checks until the end of the turn.

Cat Scare
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Willpower Negates

You perform a melee attack on an opponent who is Denied his Dex Bonus to AC, Flat-Footed, unaware of you, or whom you are Flanking. He takes normal damage and if he fails a Willpower Save is Panicked for 1 round.

Cats Have 9 Lives
The Feline Way (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when your opponent attacks you in any manner that causes damage (or would cause your death), that action is negated, and his turn ends.

Cheshire Cat Grin
The Feline Way (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: 60'
Target: One Creature
Saving Throw: Willpower Partial

You smile at one creature within 60 feet. He takes 2 temporary Wisdom damage, and if he fails a Willpower Save he is Frightened for 1d3 rounds.



Gun Fu:

BFG
Gun Fu (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack Roll with a Gun doing an extra +1od6 damage.

Cold Sniper
Gun Fu (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Saving Throw: Fortitude Partial

You make a Ranged Attack Roll with a Gun (which cannot be an Area of Effect weapon) and receive no penalties based on Range, and negate any miss chance due to Concealment. If the Gun does not normally provide a Ranged Touch Attack it does for this attack roll.

Marked Bullet
Gun Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack with a Gun against an opponent, and if successful all other Attack rolls made against him this Turn gain a +2 Bonus.

Needs More Dakka
Gun Fu (Boost)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When using this Boost, until the End of the Turn if you make a Full Attack you get iterative attacks with Guns.

No Range Like Point Blank Range
Gun Fu (Counter)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when an opponent misses you with a Melee Attack. You immediately get an Attack of Opportunity if holding a Gun, and do not provoke an Attack of Opportunity for using a Ranged attack in melee.

Trigger Happy
Gun Fu (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: End of Turn

You must decide to use this Boost at the beginning of the turn before anyone has gone. If you use it , for this round only you go first before anyone. If you successfully hit an opponent Denied his Dex Bonus to AC, or Flat-Footed, he takes an additional +3d6 damage.



Veteran: At 10th Level the three special Maneuvers you have learned from this PrC are always considered Readied.

PLAYING A MEOWCENARY
Meowcenary's are professional bad asses. You have a butt needs kickin' they can be hired for the right price. And that doesn't mean for cheeseburgers neither...
Combat: Meowcenary's are unique in that they train heavily in both gunnery and the Feline Way, so it's never good to assume they're just limited to melee combat.
Advancement: Meowcenary's have a certain flexibility on their development unless their Guild requires certain skills or abilities. Many tend to either specialize in hand to paw combat or as gunners.
Resources: Resources depend on how big your Guild is and how rich the people paying you are. Sometimes you have the heavy guns, sometimes you just scrape bye.

MEOWCENARIES IN THE WORLD
"We have a problem Dogfort."
Meowcenary's are hidden specialists. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the Meowcenary's. Just make sure to keep them out of your liquor cabinet.
Daily Life: Training, combat, booze, women, and fine cigars are what occupies your time. And occasionally screaming and explosions as well. Kinda sad you even have the explosions in your life outside of fighting in wars...
Notables: Patton (N Human Male Cat Burglar 1/Warblade 5/Meowcenary 6) is a well known Meowcenary Guild Leader who takes no prisoners.
Organizations: Almost all Meowcenary's belong to a mercenary Guild of some kind, the largest organization being the legendary Catfort.

NPC Reaction
Gun toting cats don't exactly scream "reasonable well adjusted members of society" so you may have some problems fitting in...

MEOWCENARIES IN THE GAME
This assumes you are or were a part of a mercenary Guild, which means your character likely has some enemies to bring to the group.
Adaptation: This is for silly campaigns. It'll be hard to keep a straight face playing this.
Encounters: Meowcenary's are generally found on one side or the other in wars or conflicts, or in bars if they're between jobs.

Sample Encounter
EL 12: The PC's are calmly playing poker and drinking when a group of cats walk in and begin getting drunk and shooting guns off. One of the barmaids begins swatting them with a broom, and they tell her off which makes the bartender feel as if he has to defend her. You just know things are about to go bad when the door is kicked open by a Drow who points at either the cats or the tender and screams "YOU!"


Patton
N Human Male Cat Burglar 1/Warblade 5/Meowcenary 6
Init +2 (+5 KF), Senses: Listen +4, Spot +4
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (+2 Size, +5 Dex, )
hp 76 (12 HD)
Fort +10, Ref +8 (+11 KF), Will +3
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +11 (+4 KF)
Atk Options Weapon Aptitude, Battle Ardor +2, Combat Style (Gun Fu)
Combat Gear
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Testing the Waters, Wolf Fang Strike
2nd: Emerald Razor
3rd: Insightful Strike
4th: Marked Bullet, Ruby Nightmare Blade
5th: Disrupting Blow, Trigger Happy
6th: Greater Insightful Strike

Stances Known 1st: Blood in the Water, Raised Fur
3rd: Pearl of Black Doubt

Initiator Level: 11th
-----------------------------------------------
Abilities Str 10, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Abilities KF Str 4, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+3)
Feats Adaptive Style, Dodge, Kitty Dodge, Eye of the Housecat, Strike from Below, Sudden Recovery, Blade Meditation: Feline Way (B)
Skills Bluff +7, Climb +4, Concentrate +16, Hide +6, Intimidate +18, Knowledge (Local) +5, Listen +4, Martial Lore +5, Move Silently +6, Spot +4, Survival +4, Tumble +17, Use Magic Device +13
Possessions



EPIC MEOWCENARY

Hit Die: d10
Skills Points at Each Level : 4 + int
Initiator Level Your Initiator Level continues to go up but you learn no new Maneuvers or Stances.
Bonus Feats: The Epic Meowcenary gains a Bonus Feat every 2 levels higher than 20th

Bhu
2011-02-01, 07:22 AM
Meowcenary has minor update. Should be obvious what direction I'm going in.

Cieyrin
2011-02-02, 03:27 PM
Meowcenary has minor update. Should be obvious what direction I'm going in.

Ooo, War Burglar for the win!

Bhu
2011-02-03, 07:18 AM
fluff is done

Norr
2011-02-04, 07:05 PM
I'm not sure where you're getting this. If you swallow a critter it goes to the storage space or your stomach, and so does all it's stuff.

This paragraph:

Storage Space (Su): At 3rd Level your stomach contains an extradimensional pocket space and effectively functions as a Type ! Bag of Holding. When swallowing something, non living items go to this space, living items (as well as undead and constructs) go to the usual stomach. You may hwarf up one item of your choice as a Standard Action.

I was confused by the 'undead and constructs' part, since they are creatures, not items.

Bhu
2011-02-05, 04:24 AM
basically everything that can potentially be something you would fight goes to the tummy, non-opponents go to Storage land.

meowcenary has a minor update.

You know I can't believe how long I've been working on this.

Bhu
2011-02-08, 02:01 AM
Sorry for delays guys. The ice storms are done, so I'm out job hunting

Bhu
2011-02-11, 01:46 AM
My apologies for the delay soem portion of the Gun Fu is up

Bhu
2011-02-13, 09:19 PM
Having CPU fan problems will update soon

Bhu
2011-02-15, 03:30 AM
Assuming the puter was fixed correctly im good, and will have an update tomorrow. I wanna copy off all my files first while its working juuust in case.

Hiro Protagonest
2011-02-15, 05:55 PM
Hello, I haven't read even CLOSE to all of this, but I'd like to give you a challenge.
I would like you to make a base class, the cat warrior.
This class would have it's abilitys drawn from primal power, in other words, nature spirits.
This class would with cat form (small), cat form (medium), and cat form (large), rather than the cat burglar's cat form (small), cat form (tiny), and cat form (diminutive).
This class will have no connection to the cat burglars.
This class will have either rage or skirmish, it would be best if you put in both, with choice of which made at first level.

Also, big cat form has been mentioned in the feral, but where is it, is it a feat? A class feature?

Bhu
2011-02-15, 05:57 PM
Lemme finish the meowcenary, and make sure my PC isnt going to go boom and I'll give it a try

Hiro Protagonest
2011-02-15, 07:19 PM
I was also thinking a small selection of maneuvers and stances from tiger claw and possibly iron heart for the class, although I did notice the feline way in the meowcenary prereqs.

Bhu
2011-02-15, 07:38 PM
Big Cat is a Class Feature. Read Kitty Form, the Cat Burglar gets additional Kitty Forms as they go up in level.

Hiro Protagonest
2011-02-15, 08:06 PM
I checked both versions of the class and didn't find it.

Bhu
2011-02-15, 08:26 PM
Are you looking at the old or new version of Feral?

Hiro Protagonest
2011-02-15, 08:35 PM
Oh, I thought you meant cat burglar.

EDIT: still didn't find it.

Here's the skeleton of the cat warrior:
Level | BAB |fort | ref | will | special |
1 | Full | good | good | bad | warrior, skirmisher, hunter, cat form (small) |

Hit die: d10

Skill points per level: 4+ int mod (x4 at first level)

Class skills: balance, climb, handle animal, hide, jump, intimidate, listen, move silently, spot, survival, swim(?)

Warrior, skirmisher, hunter: at first level, you choose which of these paths you want to follow. If you choose warrior, you are a frontline combatant who taps into the cats ferocity, you gain rage, with the same number of times per day as the barbarian. If you choose skirmisher, you focus on the cats agility and reflexes, you gain skirmish, as the scout class feature, with scout's progression, if you choose hunter, you focus on taking down targets in one shot, you gain sneak attack, as the rogue class feature, with rogue's progression.

Cat form: this acts as normal kitty form, except as noted. Since this power draws from primal spirits, it is similar to wild shape, because of this, your clothes get absorbed when you use, like with wild shape.

You should also fit pounce in there somewhere.

There should also be a small amount maneuvers in there from tiger claw and the feline way. Though all I know about the feline way is that it's in the meowcenary prereqs.

Hiro Protagonest
2011-02-16, 09:55 PM
You should make the dog beggar class! After all, who can resist a sad puppy face? Nah, just kidding.

Bhu
2011-02-17, 02:57 AM
dogs are the enemy :smallwink::smallbiggrin:

Lix Lorn
2011-02-17, 05:00 AM
Wolves are the enemy and I already did them. :smalltongue:

Hiro Protagonest
2011-02-17, 10:06 AM
dogs are the enemy :smallwink::smallbiggrin:

I know, they would be hated rivals.:smalltongue:

Also, I think big cat form is the kitty form (small), because in the statistics block for the sample feral, AC BC (armor class big cat) still has a +1 size bonus.

Edit: found the feline way, looks good. However, the pounce stance damage bonus is way underpowered, +1 to damage is not going to help at fifth level, let alone ninth. The attack bonus is good, but I don't like this stance in general as you don't get anything 'til fifth level and you have to move at least ten feet.

Hiro Protagonest
2011-02-17, 10:49 PM
Sorry about the double post, but I thought this deserved it's own, so without further ado, I present...


The Cat Warrior

Lore: Cat warriors are normal warriors and hunters, but gain their shapeshifting ability from the primal spirits.

Alignment: Cat warriors can be any alignment, but they tend towards neutrality. They're more likely to be chaotic than lawful, though there are some that hold to strict codes of honor, and they tend towards good over evil, however, like druids, some can become too extreme in defending nature, or they might become selfish or destructive, so they can also be evil.

Races: Humans are the majority of the cat warriors, but elves are common as well. Half-orcs are also often cat warriors, as the class originated in a barbarian tribe. Half-elves aren't very likely to become cat warriors, and halflings only become cat warriors if their caravan's path takes them to one of the tribes.

Other classes: Cat warriors get along well with barbarians, Druids, scouts, and rangers, and they're fine with fighters and warblades. They tend to be put off by the aesthetic ways of monks and swordsages and the urban ways of swashbucklers, and they tend to be suspicious of paladins due to their promotion of civilization. They absolutely hate cat burglars, seeing them as copycats (no pun intended) that ruin the cat's good name.

Starting wealth: As barbarian.

Starting age: As fighter.

Hit die: d10

Skill points per level: 4+int modifier (x4 at first level)

Class skills: balance, climb, handle animal, heal, hide, intimidate, jump, knowledge (history), knowledge (nature), listen, move silently, spot, survival, swim, tumble.

{table=head]Level | BAB | Fort save | Reflex save | Will save | Special | Maneuvers | Maneuvers readied | Stances
1 | +1 | +2 | +2 | +0 | Cat form (small), Path of the warrior, hunter, or skirmisher, Fast movement +10' | 2 | 2 | 1
2 | +2 | +3 | +3 | +0 | Rend | 2 | 2 | 1
3 | +3 | +3 | +3 | +1 | | 3 | 2 | 1
4 | +4 | +4 | +4 | +1 | Cat form (medium) | 3 | 2 | 1
5 | +5 | +4 | +4 | +1 | +1 str or dex| 4 | 3 | 1
6 | +6/+1 | +5 | +5 | +2 | Improved natural attack (claw or bite), Path ability 1| 4 | 3 | 1
7 | +7/+2 | +5 | +5 | +2 | Rake | 5 | 3 | 1
8 | +8/+3 | +6 | +6 | +2 | Cat form (large), Catlike | 5 | 3 | 2
9 | +9/+4 | +6 | +6 | +3 | | 6 | 4 | 2
10 | +10/+5 | +7 | +7 | +3 | Pounce, +1 str or dex, Path ability 2| 6 | 4 | 2
11 | +11/+6/+1 | +7 | +7 | +3 | | 7 | 4 | 2
12 | +12/+7/+2 | +8 | +8 | +4 | Hybrid form (medium) | 7 | 4 | 2
13 | +13/+8/+3 | +8 | +8 | +4 | | 8 | 5 | 2
14 | +14/+9/+4 | +9 | +9 | +4 | Path ability 3 | 8 | 5 | 3
15 | +15/+10/+5 | +9 | +9 | +5 |+1 str or dex | 9 | 5 | 3
16 | +16/+11/+6/+1 | +10 | +10 | +5 | Hybrid form (large) | 9 | 5 | 3
17 | +17/+12/+7/+2 | +10 | +10 | +5 | | 10 | 6 | 3
18 | +18/+13/+8/+3 | +11 | +11 | +6 | | 10 | 6 | 4
19 | +19/+14/+9/+4 | +11 | +11 | +6 | | 11 | 6 | 4
20 | +20/+15/+10/+5 | +12 | +12 | +6 | True cat, +1 str or dex | 11 | 6 | 4[/table]

Weapon and armor proficiencies: you are proficient with all simple weapons, as well as the kukri, you are also proficient with light armor, but not any shields.

Cat form (su): at will, as a swift action, you can turn into a cat, details below. It is drawn from the power of the primal spirits, and therefore it's similar enough to wild shape that your clothes are absorbed into your cat form, just like with wild shape. At 4th level, you can turn into a medium cat, at 8th level, you can turn into a large cat.
When you are in small cat form, you gain a -2 to strength and +4 to dex, a +4 bonus on balance, climb, jump, listen, move silently, and spot checks, two claws primary that deal 1d3+str modifier slashing damage each, a bite secondary at a -5 penalty that deals 1d4+1/2 str modifier piercing damage each, and the size modifiers for being small.
While in medium cat form, your base land speed becomes, to 40', you gain a +2 to dex, the same skill bonuses as the small cat form, two claws primary that deal 1d4+str modifier damage each, and a secondary bite at a -5 penalty that deals 1d6+1/2 str modifier damage.
While in large cat form, your base land speed becomes 40', you gain a +2 to str, the same skill bonuses as small cat form, two claws that deal 1d6+ str modifier damage each, a secondary bite at a -5 penalty that deals 1d8+1/2str modifier damage, and the size modifiers for being large.
While in cat form, you can only speak the language of cats, unless you take the Jibba Jabba feat.

Maneuvers and stances: you gain maneuvers and stances as stated on the table, the disciplines you can select from are tiger claw, iron heart, and the feline way. You recover maneuvers the same way a warblade does.

Path of the warrior, hunter, or skirmisher: at 1st level, you choose which of these you want to follow. If you choose warrior, you focus on ferocity and power, you gain rage, as the barbarian class feature, with the number of times per day as the barbarian. If you choose hunter, you focus on stalking a foe unseen, then getting them with one powerful blow. You gain sneak attack, as the rogue class feature, with the same progression as the rogue. If you choose skirmisher, you focus on the cat's speed and agility, you gain skirmish, as the scout class feature, with the same progression as the scout. In addition, when you reach 6th level, 10th level, and 14th level, you gain extra abilities. You don't have to be in cat form to use these or the path abilities.


Fast movement +10': just like the name says, add 10' to your base land speed.

Rend: starting at second level, when you hit an opponent with both claws in a full attack, you make an extra attack at your full BAB, if you hit, you deal 1d4+1-1/2 times your str modifier slashing damage. You can use this ability when not in cat form, but only when dual-wielding two light weapons.

+1 str or dex: at 5th level and every five levels afterward, you gain a +1 to strength or dexterity, your choice, you don't have to gain all of them in one ability, you choose which at the level you get it at (i.e., you can choose a dex bonus at 5th level, a dex bonus at 10th level, and a str bonus at 15th level).

Improved natural attack (claw or bite): at 6th level, you gain improved natural attack as a bonus feat, with either claw or bite, your choice.

Path ability 1: at 6th level, you gain a path ability, if you chose warrior, you get a +2 to dex while raging. If you chose hunter, you halve the penalties on hide and move silently checks for moving at your full speed, charging, and running. If you chose skirmisher, you don't take a penalty on tumble when moving at your full speed.

Rake: starting at 7th level, whenever you are grappling in cat form, you deal 1d4+str mod slashing damage.

Catlike: starting at 8th level, whether you are in cat form or not, you gain spell resistance against charms and compulsions equal to 10+ your cat warrior level.

Pounce: at 10th level, you gain pounce, like the ability in the MM, when you charge, you are able to make a full attack at the end of the charge, rather than a single attack. You can use this ability when not in cat form, but only if you're wielding one or more light weapons.

Path ability 2: at 10th level, you gain your second path ability, if you chose warrior, your claws now count as two-handed weapons for anything that affects damage, which means you add 1-1/2 times your str mod to damage rolls and it's counted as two-handed for feats like power attack. If you chose hunter, you no longer take hide and move silently penalties for moving at your full speed, charging, or running. If you chose skirmisher, you can make a 10' step whenever you can make a 5' step, this movement does not provoke attacks of opportunity and does not take a larger action to use.

Hybrid form (su): at 12th level you gain hybrid form, when you enter this form, you gain the skill bonuses and the ability score bonuses, as well as the claw and bite attacks, but you're able to wield weapons. While wielding weapons, you can't use your claws.
At 16th level, you can choose to become large when using hybrid form.
There is no small hybrid form.

Path ability 3: at 14th level, you gain your third path ability, if you chose warrior, you gain tireless rage. If you chose hunter, you gain the ability to land a single powerful blow on an opponent that hasn't acted, if you attack on the first round and your target got a lower initiative or during a surprise round where the target can't act, you catch him flat-footed, in addition to the normal sneak attack damage you deal, you force your target to make a fortitude save (DC equals damage dealt), or die instantly. If you chose skirmisher, you can make a full attack if you move no more than half your speed on your turn.

True cat (su): at 20th level, you are a true cat, you gain the cat form's skill bonuses even when not in cat form. Whether you're in cat form or not, you gain immunity to charms and compulsions. In addition, when you actually are in cat form, your alignment always shows up as neutral, you still appear as a cat under the effects of a true seeing spell, you don't show up as using shapeshifting magic under the effects of detect magic, you can't be reverted back to humanoid form using dispel magic or greater dispel magic, detect thoughts gives the results of a normal cat's thoughts, and your claws get a crit range of 18-20.

--------

Cat warriors in the world:
So I was out hunting yesterday, when suddenly, I saw a panther race by, than another one, than another one, ten in all! Strangest thing I've ever seen.
Cat warriors make no attempts to remain secret, but most people don't know they exist, only scholars and sages consistently know about them.
Notables: Rigar the swift (CG human male cat warrior 16) considers himself the paragon of cat warriors, and indeed, many would claim he is. He's a powerful warrior who has done great deeds, including slaying the powerful blue dragon Kelethir, commonly called tempest, as well as more recently toppling the throne of the evil tyrant known as the Black tiger baron. Borgir (NE half-orc male cat warrior 8) is a cat warrior who's greed and cruelty led him to leave his tribe. He than formed a gang of cutthroats and now lairs in a forest where he and his gang prey on travelers.
Adaption: you could make other animal shapeshifting classes, like the bird warrior, you could change this for a different role, such as the cat scout, or you could make it more specific, such as the tiger warrior.
Encounters: cat warriors are typically elite warriors and hunters for barbarian tribes. Exiles usually use their wilderness abilities to become highwaymen and bandits, and since they're exiles, they're typically not the "steal from the rich, give to the poor" types.

NPC reaction: NPCs think you're a cat, or a barbarian, or a Druid, depending on what form you're in and whether you decide to change it or not. You probably don't want to bother telling them the truth unless you like to role-play and repeat meaningless history to thousands of NPCs one at a time.

Lix Lorn
2011-02-18, 05:19 AM
I was going to comment on the lack of class abilities, but you said it wasn't done yet.
You might want to give them a single other discipline; two is VERY limited. You need to state what benefits/penalties you get from different sized cats. Also, you haven't written out Pounce in the text.
...
Also, please capitalise ability names and headings. Like The Cat Warrior. Level. Fort Save. Warrior, Hunter or Skirmisher. Cat Form
It just bugs me. :smallfrown:

Hiro Protagonest
2011-02-18, 09:51 AM
I was going to comment on the lack of class abilities, but you said it wasn't done yet.I think I'm gonna add a hybrid form, and it's not lacking class features when you add in the progression of warrior, hunter, or skirmisher and the maneuvers.

You might want to give them a single other discipline; two is VERY limited. You need to state what benefits/penalties you get from different sized cats. Also, you haven't written out Pounce in the text. this class isn't supposed to be maneuver-heavy.

...
Also, please capitalise ability names and headings. Like The Cat Warrior. Level. Fort Save. Warrior, Hunter or Skirmisher. Cat Form
It just bugs me. :smallfrown:

okay, I'll do that.

Lix Lorn
2011-02-18, 11:12 AM
Yes, but with light maneuvers and a progressing ability, it may not be weak, but it is dull. Notice how almost all homebrew classes keep getting new abilities all through the class, rather than just improving old ones?

Hiro Protagonest
2011-02-18, 12:03 PM
I added some more stuff, now I just gotta add fluff and think of a capstone ability.

Done! I just finished my first homebrew class! Still open to suggestions.

EDIT: there are now officially no dead levels.

Bhu
2011-02-19, 03:22 AM
Cat Warrior now has listing on first page index, which has also had an update

Hiro Protagonest
2011-02-19, 12:26 PM
The only problem with this is it might be good only for a one level dip if you're multiclassing. Though it's probably not much better than the warblade for a dip.

Bhu
2011-02-20, 03:39 AM
Need to do the guns for the Meowcenaries:

Craft Gun
Y'all can make Guns now.
Prerequisites: Craft Wand
Benefits: A Gun is basically a Wand, with a few important differences. The first is that it only has 6 charges. The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation). Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.

GP Cost: Half Base Price
XP Cost: Base Price divided by 25
Base Price: 187.5 x Level of Spell x Level of Caster
Crafting Time: 1 day per 1000 GP


Beezooka
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

You hold a giant wooden tube that shoots beehives at opponents. Needless to say, everyone wants you on their side.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, BEES!
Cost to Create: 1407 GP, 3 days, 115 XP



BEES!
Conjuration (Summoning)
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25' plus 5'/2 Levels)
Effect: 1 Swarm of Big Bees
Duration: 1 round/Level
Saving Throw: None
Spell Resistance: No

This is pretty much identical to Summon Swarm except that you do have mental control over what the Swarm does.

Big Bee Swarm
Tiny Vermin (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 30 ft (Good)
Armor Class: 16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills: Spot +5, Survival +1
Feats: -
Environment: Temperate or Warm Plains
Organization: Solitary or Swarm (3-6)
Challenge Rating: 4
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas. It helps if you don't try making your campfire underneath their nest.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.



Caltrop Gun
Price (Item Level): 5250 GP
Body Slot: - (Held)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

You spray opponents with a cloud of caltrops for 7d8 damage, which then litter the ground causing additional trouble.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Cloud of Caltrops
Cost to Create: 2625 GP, 5 days, 210 XP



Cloud of Caltrops
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 15'
Area: 15' Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage). After this spell is cast the ground underneath the Are of Effect is covered in caltrops. Material component is a caltrop.



Charger
Price (Item Level): 1500 GP (Level 1), 3000 GP (Level 2), 4500 GP (Level 3), 6000 GP (Level 4), 8438 GP (Level 5), 12375 GP (Level 6), 17063 GP (Level 7), 22500 GP (Level 8), 28688 GP (Level 9)
Body Slot: - (Held)
Caster Level: 8 if the spell is Level 1-4, 9 if the spell is Level 5, 11 if the spell is Level 6, 13 if the spell is Level 7, 15 if the spell is Level 8, and 17 if the spell is Level 9
Aura: Varies depending on level of spell it recharges (see Detect Magic in PHB); (DC:15 plus Level of the Spell it recharges) Universal
Activation: Swift (Manipulation)
Weight: -

As a Swift Action when attached to a Gun this item recharges it. The Charger may be used once per day, and can recharge any Gun whose spell Level is similar or lower. For example a Charger made to recharge 4th Level Spells can recharge any Gun that produces the effects of a 0-4th Level spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Repeat Spell
Cost to Create: Level 1 Spell: 750 GP, 2 days, 60 XP
Level 2 Spell: 1500 GP, 3 days, 120 XP
Level 3 Spell: 2250 GP, 5 days, 180 XP
Level 4 Spell: 3000 GP, 6 days, 240 XP
Level 5 Spell: 4219 GP, 8 days, 338 XP
Level 6 Spell: 6188 GP, 12 days, 495 XP
Level 7 Spell: 8532 GP, 17 days, 683 XP
Level 8 Spell: 11250 GP,23 days, 900 XP
Level 9 Spell: 14344 GP, 29 days, 1148 XP



Fart Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

Instead of the usual area, the Stinking Cloud produced by this gun is a 15' Cone instead of the usual cloud.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Stinking Cloud, Widen Spell
Cost to Create: 1407 GP, 3 days, 115 XP



Fireball Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Evocation
Activation: Swift (Manipulation)
Weight: 6 lbs.

This heavy pistol shoots fireballs doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Fireball
Cost to Create: 1407 GP, 3 days, 115 XP



Freeze Ray
Price (Item Level): 22500 GP
Body Slot: - (Held)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (Manipulation)
Weight: 8 lbs.

This rifle shoots beams of freezing cold doing 15d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Polar Ray
Cost to Create: 11250 GP, 23 days, 900 XP



Gunsight
Price (Item Level): 375 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Divination
Activation: -
Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Guided Shot
Cost to Create: 188 GP, 1 day, 15 XP



Hand-Cranked Runcible Gun
Price (Item Level): 5250 GP
Body Slot: - (Held)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (Manipulation)
Weight: 6 lbs.

This gun shoots dozens of sporks per second doing 7d8 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Death By Spork
Cost to Create: 2625 GP, 5 days, 210 XP



Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30'
Area: 30' Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

All opponents in a 30' Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage. Material component is a spork.



Lightning Cannon
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Evocation
Activation: Swift (Manipulation)
Weight: 12 lbs.

This rifle shoots lightning bolts doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Lightning Bolt
Cost to Create: 1407 GP, 3 days, 115 XP



Mage Killer
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Enchantment
Activation: Swift (Manipulation)
Weight: 2 lbs.

This small gun shoots a ray that drains intelligence. Most useful against Mages if they fail the Save, but also good for taking out morons.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ray of Stupidity
Cost to Create: 563 GP, 1 day, 45 XP



Mage Killer II
Price (Item Level): 17063 GP
Body Slot: - (Held)
Caster Level: 13th
Aura: Strong; (DC:22) Abjuration
Activation: Swift (Manipulation)
Weight: 8 lbs.

This rifle projects an Antimagic Ray. Perfect for royally screwing over anyone's day.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Antimagic Ray
Cost to Create: 8532 GP, 17 days, 683 XP



Mercenary Killer
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Transmutation
Activation: Swift (Manipulation)
Weight: 6 lbs.

This heavy pistol projects a Rust Ray doing 2d6+6 damage to metallic objects.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Rust Ray
Cost to Create: 1407 GP, 3 days, 115 XP



Piranha Gun
Price (Item Level): 188 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Conjuration
Activation: Swift (Manipulation)
Weight: 6 lbs.

This heavy pistol shoots Fiendish Pirhanas who have been modified to breath air.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Monster I
Cost to Create: 94 GP, 1 day,8 XP



Fiendish Pirhana
Tiny Magical Beast (Amphibious, Aquatic, Extraplanar)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +6
Speed: 0 ft. (0 squares), Swim 40'
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Bite +2 melee (1d3-3)
Full Attack: Bite +2 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Smite Good
Special Qualities: Low Light Vision, Scent, Dark Vision 60', Energy Resistance 5 (Cold and Fire), SR 5
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 12, Int 3, Wis 12, Cha 2
Skills: Hide +10, Listen +1, Spot +1, Swim +5
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Any Evil Plane
Organization: Solitary or Swarm (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Evil (usually Chaotic or Neutral)
Advancement: ---
Level Adjustment: ---



Remover
Price (Item Level): 12375 GP
Body Slot: - (Held)
Caster Level: 11th
Aura: Moderate; (DC:21) Abjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

A Very odd weapon this heavy rifle fires the Ruby Ray of Reversal.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ruby Ray of Reversal
Cost to Create: 6188 GP, 12 days, 495 XP



Snooze Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Enchantment
Activation: Swift (Manipulation)
Weight: 2 lbs.

This gun shoots a ray that is a Ranged Touch Attack, and the target is affected as if by a Deep Slumber spell if it hits successfully. Range is the same as the normal spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Deep Slumber
Cost to Create: 1407 GP, 3 days, 115 XP



Spike Gun
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

This gun fires iron spikes doing 1d8+6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Launch Spikes
Cost to Create: 563 GP, 1 day, 45 XP



Launch Spikes
Conjuration (Creation)
Level: 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400' plus 40' per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon and iron spike and fire it at an opponent as a Ranged Touch Attack, doing 1d8 plus 1 per level (max +10) in piercing damage.



Squid Gun
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.

This gun favored by aquatic themed Meowcenaries fires squid. Rumor has it it was conceived by someone on serious nip.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Nature's Ally II
Cost to Create: 563 GP, 1 day, 45 XP



Red Dot
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Divination
Activation: Swift (Thought)
Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a Targeting Ray that gives a +2 Bonus to attack rolls (you still have to hit with the Targeting Ray to get the Bonus as usual).

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Targeting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Taser
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Enchantment
Activation: Swift (Manipulation)
Weight: 6 lbs.

This small gun projects a Sting Ray. The origin of the name is unknown. Really we swear.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Sting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Thief-Killer
Price (Item Level): 938 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Evocation
Activation: Swift (Manipulation)
Weight: 2 lbs.

This pistol projects 3 Magic Missiles per shot.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
Cost to Create: 469 GP, 1 day, 38 XP

Lix Lorn
2011-02-20, 11:08 AM
Squid Gun? :smallbiggrin:

Cieyrin
2011-02-21, 12:02 PM
Squid Gun? :smallbiggrin:

Everything is better with a portable squid gun, especially if it also shoots tree octopi. :smallwink:

Bhu
2011-02-22, 02:50 AM
Requests for specific guns while I'm at this?

Eiremauve
2011-02-22, 12:35 PM
These are awesome! I shall use them when I finally get around to playing dnd!

Bhu
2011-02-24, 03:04 AM
Thanks Eiremauve!




Does the Meowcenary cap seem too powerful, and does it read clearly?

Cieyrin
2011-02-24, 01:38 PM
Does the Meowcenary cap seem too powerful, and does it read clearly?

Abuh... *jaw drops and salivates uncontrollably*

Bhu
2011-02-25, 04:34 AM
is that a good drool or a bad one? lol

Cieyrin
2011-02-25, 12:56 PM
is that a good drool or a bad one? lol

That's a "ye gods, that's uber, i wants one NOW," which translates to way powerful.

Hiro Protagonest
2011-02-25, 05:39 PM
Does anyone think the cat warrior's overpowered?

Bhu
2011-02-26, 01:13 AM
Does anyone think the cat warrior's overpowered?

The dead levels worry me a lil


Cieyrin: How about if I switch the cap to "your special Maneuvers gained from this PrC are always considered readied" they only get 3 of them.

Hiro Protagonest
2011-02-26, 12:08 PM
The dead levels worry me a lil.

There aren't any dead levels, at any level there isn't a class feature, you learn a maneuver or stance (although you gain those with class features as well). I also added iron heart to the disciplines available.

Cieyrin
2011-02-28, 11:08 AM
Cieyrin: How about if I switch the cap to "your special Maneuvers gained from this PrC are always considered readied" they only get 3 of them.

Definitely better. I'm just imagining some guy going Master of Nine after Merc and it's a little horrifying. :smalleek:

Bhu
2011-03-01, 05:15 AM
Cool. Anything you're looking for by way of guns?

Hiro Protagonest
2011-03-01, 02:31 PM
Cool. Anything you're looking for by way of guns?

What about lightning guns and ice guns?

Bhu
2011-03-02, 03:49 AM
Meowcenary now has Gun FU and is available for feedback.

Bhu
2011-03-03, 03:21 AM
I has begun editing in the Way of teh Cat.

Lighting and ice guns are good.

snowboule
2011-03-04, 08:53 AM
Hai!
a friend of mine showed me those cat classes and I bumped on this picture the other day and it made me think about teh cat burglar.

there are f word on that picture so I wont post it xD

I was thinking about some kind of amnesic duplicating cat that doesn't recognize himself :smallbiggrin:

So if any of you feel like using this idea to make something go ahead! :smalltongue:

Cieyrin
2011-03-04, 11:39 AM
naughty stuff

You probably want to remove that, it'll get scrubbed by a mod sooner than later.

snowboule
2011-03-04, 12:59 PM
probably a good idea made the change

Bhu
2011-03-04, 06:23 PM
It's still showing in your spoiler Cieyrin

Amnesiac duplicating cat...I wonder what kind of fluff I could write for that...

Cieyrin
2011-03-04, 06:32 PM
It's still showing in your spoiler Cieyrin

No idea what you're talking about. >_>;;


Amnesiac duplicating cat...I wonder what kind of fluff I could write for that...

Sounds like Chameleon to me.

Bhu
2011-03-06, 03:16 AM
All the maneuvers are up so in theory meowcenary is done pending review

added 3 more guns

Cieyrin
2011-03-06, 12:14 PM
Cats have 9 Lives seems a bit niche and redundant with Cats are Magic. Maybe change it to a damage negation type ability?

Bhu
2011-03-07, 03:13 AM
Changed Cats are Magic and Cheshire Cat Grin and added more guns. This should be enough guns for now, and I'll start filling in the blanks.

Cieyrin
2011-03-07, 10:28 PM
I just thought of another gun. We need one of these:

http://farm4.static.flickr.com/3270/2946949916_ebb30dae6b_o_d.jpg

Bhu
2011-03-08, 02:36 AM
That ... is too good to pass up. I shall include it

Ranger Mattos
2011-03-08, 09:44 PM
Haven't been on this thread in a while. Meowcenary is awesome. And yes, we need to have a hand-cranked runcible gun.

Bhu
2011-03-09, 02:46 AM
Does the Craft Gun Feat look okay?

Cieyrin
2011-03-09, 12:43 PM
Does the Craft Gun Feat look okay?

It's...a different manner of making guns, certainly. Not my first thought on the matter but I guess it works out. Kinda favors spellcasters, which I'm not sure I entirely like, especially since you're average Meowcenary probably has no spellcasting ability to recharge his guns.

Bhu
2011-03-09, 09:24 PM
It's...a different manner of making guns, certainly. Not my first thought on the matter but I guess it works out. Kinda favors spellcasters, which I'm not sure I entirely like, especially since you're average Meowcenary probably has no spellcasting ability to recharge his guns.

Thats what the charger is for

Bhu
2011-03-11, 03:27 AM
finished prerequisite spells for the guns

Hiro Protagonest
2011-03-11, 05:12 PM
:biggrin:

"Death by spork", hah!

Bhu
2011-03-12, 08:13 PM
http://icanhascheezburger.files.wordpress.com/2011/03/meowvel_vs_catcom_3_by_suzuran-d3b6we9-1.jpeg


hmmm...ideas...

Cieyrin
2011-03-13, 11:06 AM
http://icanhascheezburger.files.wordpress.com/2011/03/meowvel_vs_catcom_3_by_suzuran-d3b6we9-1.jpeg


hmmm...ideas...

Top Picks: Kitteh Deadpool, Kitteh Galactus, Kitteh Dante :smallredface:

Bhu
2011-03-14, 02:40 AM
I like spidercat he seems needlessly cheerful

guns almost done

Lord_Gareth
2011-03-14, 02:46 AM
If you'd still intended on doing the Witch Kitteh, the Harrowed has been updated; new link is in my siggy.

Bhu
2011-03-15, 12:16 AM
If you'd still intended on doing the Witch Kitteh, the Harrowed has been updated; new link is in my siggy.

I do indeed! You'd mentioned you were revising when I asked so I thought I'd do a few other requests I'd gotten till you finished. Which of course means you're up next :smallbiggrin:

On a side note most of the guns other than the recharger have prices up. If anyone feels those prices are unfair please say so.

Cieyrin
2011-03-16, 10:30 AM
I do indeed! You'd mentioned you were revising when I asked so I thought I'd do a few other requests I'd gotten till you finished. Which of course means you're up next :smallbiggrin:

On a side note most of the guns other than the recharger have prices up. If anyone feels those prices are unfair please say so.

The fart gun seems underpriced, actually, given it shoots off a widened stining cloud, a 6th level spell.

Bhu
2011-03-18, 01:33 AM
The new fluf text explains.


All guns now have fluff but the Charger which I'm trying to work out prerequisites for.

Bhu
2011-03-19, 01:30 AM
Charger now has fluff and is awaiting review.

Bhu
2011-03-21, 01:51 AM
FINALLY have the charger done. On to the next kitteh!!

This PrC requires Levels in the Harrowed PrC by Lord Gareth which can be found here:

http://www.giantitp.com/forums/showthread.php?t=188148

PHANTOM CAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/phantom.jpg

"After scolding one's cat one looks into its face and is seized by the ugly suspicion that it understood every word. And has filed it for reference."

Rural Cat Burglar Guilds prefer to use fear and superstition to brute force as a means of defending their property and homes. The lucky (?) rare Guild encounters a Harrowed or two, and research ways to give their newfound partner a means of controlling his inner monster, or at least getting along with it. The more successful Harrowed graduate from spooky guardians to assassins.

BECOMING A PHANTOM CAT
Most Phantom Cats begin as Harrowed and add a level or two of Cat Burglar.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Harrowing (any 3)
Skills: Intimidate 6 ranks, Knowledge (Arcane, Nature, Religion) 4 ranks, Survival 6 ranks
Feats: Dark Deal


Class Skills
The Phantom Cat's class skills (and the key ability for each skill) are BLuff (Cha), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Unleash the Beast
2. +1 +0 +3 +0 Unleash the Voices
3. +2 +1 +3 +1 Enhanced Kitty Form
4. +3 +1 +4 +1 Unleash the Beast
5. +3 +1 +4 +1 Unleash the Voices
6. +4 +2 +5 +2 Enhanced Kitty Form
7. +5 +2 +5 +2 Unleash the Beast
8. +6 +2 +6 +2 Unleash the Voices
9. +6 +3 +6 +3 Enhanced Kitty Form
10.+7 +3 +7 +3 Terror in the Night

Weapon Proficiencies: A Phantom Cat gains no new weapon or armor proficiencies.

Unleash the Beast (Su): At 1st Level the Harrowed and its inner monster have achieved a form of detente. The Harrowed knows from many unwilling rampages the Beast can never be completely contained, and the Beast, ever hungry for power and freedom, knows a dead or incarcerated host is more trouble than it's worth. From now on when the Phantom Cat is in Kitty Form, the Beast is in control, and when in Humanoid form the Harrowed is in control. However the Phantom Cat gains certain new abilities in Kitty Form they can choose from the following list at Levels 1, 4, and 7:

Armor Class: You gain a Natural Armor Bonus equal to half your Phantom Cat Level (round down) plus your Charisma Modifier.

Blindsight: You gain Blindsight equal to 10' plus 5' per point of Charisma Modifier.

Breath Weapon: you can unleash a Breath Weapon doing 6d6 energy damage in a 15' Cone or a 30' Line once every 1d4 rounds. You may use it a number of times per day equal to your Charisma modifier, and the damage type is the same as your Tenebrous Touch (choose which one when using your breath if you have multiple damage types). Opponents get a Reflex Save for half damage (Save DC is Charisma based).

Damage Reduction: You gain DR x/Good and Magic, where x is equal to 5 plus your Charisma Modifier.

Energy Drain; Either your claw or bite attack (choose one when getting this ability) requires victims to make a Fortitude Save (Save DC is Charisma based) or gain 1 Negative Level. If this is applied to the Bite Attack it causes 2 Negative Levels instead of 1.

Energy Resistance: You gain Energy Resistance to one type of Energy equal to 10 plus your Charisma Modifier.

Fear: Living opponents able to see you must make a Willpower Save or be Paralyzed with Fear for 1d4 rounds (Save DC is Charisma Based). Opponents who make the Save are immune to your Fear ability for 24 hours. This may be turned on or off as a Swift Action.

Improved Grab: You can make Grapple Checks without provoking an Attack of Opportunity, and get a Bonus on Grapple Checks equal to your Charisma Modifier.

Poison: Either your Bite or Claw attack (choose one when gaining this ability) has a magical poison. Injury, Save DC is Charisma Based, Initial and Secondary damage is 2d4 Charisma. If applied to the Bite Attack the Poison's Save DC has a +4 Enhancement Bonus.

Pounce: You may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to your Charisma Modifier.

Regeneration: You regenerate a number of hit points per round equal to your Charisma Modifier (fire and acid still do normal damage).

Spell Resistance: You gain Spell Resistance equal to 15 plus half your Phantom Cat Level (round down) plus your Charisma Modifier.

Unleash the Voices (Su): At 2nd Level this works similarly to the Harrowed's Dark Whispers Ability, except your victim is Shaken instead of the usual effects.

At 5th Level this works similarly to the Harrowed's Dark Whispers Ability, except your victim is Confused instead of the usual effects.

At 8th Level you gain the Dark Whispers Ability listed on the Harrowed Class.

Enhanced Kitty Form (Su): At Levels 3, 6, and 9 you can choose one additional Kitty Form from the Kitty Form or Enhanced Kitty Form List, except the following: Angel Kitty Form, Cabbit Form, Cute Kitty Form, Kitten Form, or Pixie Kitty Form.

Terror in the Night (Su): The Save DC's of all of your Class Abilities increase by +2 at night or in deep shadow. You also receive a +2 Profane Bonus to AC and Saving Throws in Kitty Form in night or shadow.

PLAYING A PHANTOM CAT
You're an odd bird, even among the Cat Burglars. Even they find you a lil spooky what with your tendency to argue with yourself and all. Especially sometimes when another voice answers back...
Combat: Phantom Cats tend to enjoy 'unleashing the beast' on their opponents. Unlike many Harrowed they may actually get involved in messy up close fights.
Advancement: Advancement for Harrowed varies wildly from one individual to the other depending on the needs of their inner beast and their Guild.
Resources: Being top notch trackers, assassins, and spook technicians most Phantom Cats are fairly elite members of their Guilds. So they have access to some stuff.

PHANTOM CATS IN THE WORLD
"He's screaming about dead people again..."
Harrowed often tend to be loners, even among the Guilds. After all possessed people find friendships difficult unless people can somehow get along with both personalities.
Daily Life: Many Harrowed spend their days in between training, official duties, and indulging possible neuroses due to their condition. Ignore the cat meowing to itself in the corner. He's normal we swear.
Notables:
Organizations: Most Phantom Cats belong to a Cat Burglar Guild initially. They need to for the appropriate training. Their persnickety natures make associations with groups difficult though.

NPC Reaction
NPC reaction to you can be summed up as incoherent screaming, flailing their arms, and voiding of fluidy organs.

PHANTOM CATS IN THE GAME
Phantom Cats are expected to kill and terrorize for the Guild. Even if they didn't have a somewhat antisocial job, they're former dead people who are still possessed by monsters. That can make them cranky.
Adaptation: This is adaptable to silly campaigns with a spooky theme along with the more serious stuff.
Encounters: Phantom Cats are usually encountered in lonely, haunted looking places near rural Cat Burglar Guilds.

Sample Encounter
EL 12: The PC's are wandering through some woods trying to find a village when a small cat tells them they must be lost. When the party Elf makes a sarcastic comment about knowing that the cat explodes into a gigantic monstrosity. Apparently the cat meant lost as it 'turn around you fools'.


Name
CN Female Human Harrowed 5/Cat Burglar 1/Phantom Cat 6
Init +6 (+9 KF), Senses: Listen +2, Spot +2, Dark Vision 120'
Languages Common, Abyssal, Sylvan
------------------------------------------------
AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (+2 Size, +5 Dex, )
AC Bigger KF , touch , flat-footed (+2 Dex, +2 Natural, )
hp 65 (12 HD)
Fort +4, Ref +20 (+23 KF), Will +8
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options Tenebrous Touch (3d6, Death's Grasp), Two World Eyes, Death Sight, Tenebrous Mantle
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Abilities KF Str 3, Dex 20
Abilities Bigger KF Str 10, Dex 14
SQ The Monster Within, Harrowings (Bestial Lunge, Phantom Blur, Shadowed Soul), Purr, Kitty Form, Feline Empathy, Cat Powah (+3). Enhanced Kitty Form (Bigger Cat Form, Sabre Toothed Kitty Form), Unleash the Beast (Fear, Regeneration)
Feats Alertness, Butchery Pact, Dark Deal, Improved Initiative, Improved Natural Attack (Bite), Jibba Jabba
Skills Hide +6, Intimidate +9, Knowledge (Arcane, Nature, Religion) +6, Listen +2, Move Silently +6, Sense Motive +4, Spot +2, Survival +6, Use Magic Device +7
Possessions



EPIC PHANTOM CAT

Hit Die: d8
Skills Points at Each Level : 4 + int
Enhanced Kitty Form At Level 23 and every 3 Levels thereafter you gain an additional Kitty Form or Enhanced Kitty Form.
Bonus Feats: The Epic Phantom Cat gains a Bonus Feat every 3 levels higher than 20th

Sir Shadow
2011-03-21, 09:24 AM
Bhu, you tease, all that's there is the picture and name! how dare ye get my hopes up like this?

Bhu
2011-03-22, 11:44 PM
fluff is up, crunch starts tomorrow

Bhu
2011-03-24, 01:26 AM
Preliminary crunch is up, where im going with this should be obvious now.

Bhu
2011-03-26, 02:08 AM
As will be obvious from my edit the 8th Level version of Unleash the Voices is Dark Whispers, so I need two lower level effects. Im thinking of charm chaotic evil for one, and maybe charm monsters with the other.

Norr
2011-03-26, 11:42 AM
May I suggest a slight change of wording in the Phantom cat fluff?

The beats probably wouldn't care if its host gets offed or not, but a powerful host is more fun than a weak one, and it's basically (literally) 'restart at level 1' if there is noone around to resurrect.

I suggest something along this line:
Unleash the Beast (Su): At 1st Level the Harrowed and its inner monster have achieved a form of detente. The Harrowed knows from many unwilling rampages the Beast can never be completely contained, and the Beast, ever hungry for power and freedom, knows a dead or incarcerated host is more trouble than it's worth. From now on when the Phantom Cat is in Kitty Form, the Beast is in control, and when in Humanoid form the Harrowed is in control. However the Phantom Cat gains certain new abilities they can choose from the following list at Levels 1, 4, and 7:
etc.


May I also suggest making the Dark Deal feat a prerequisite or ability for this class? It seems to tie in very well with the fluff.

Bhu
2011-03-28, 04:42 AM
SOunds good to me. Made the edits. God willing I have time to finish it out tomorrow.

Bhu
2011-03-29, 01:32 AM
so any thoughts on Unleash the beast?

Lix Lorn
2011-03-29, 04:01 AM
Shouldn't your breath weapon do the same damage as your special harrowed attack?

Cieyrin
2011-03-29, 12:38 PM
Shouldn't your breath weapon do the same damage as your special harrowed attack?

That and the Pounce nerf is kinda weird. Why should you get worse at pouncing as your force of personality increases? :smallconfused:

Bhu
2011-03-29, 03:22 PM
That and the Pounce nerf is kinda weird. Why should you get worse at pouncing as your force of personality increases? :smallconfused:

that was an oopsie it is fixeded


Shouldn't your breath weapon do the same damage as your special harrowed attack?

When you take this class the tenebrous touch can be used at will which is more often than the breath weapon. I may make it 6d6 or your tenebrous touch +1d6 whichever is greater. But if you want levels in this PrC you wont be increasing your touch damage much.

Lix Lorn
2011-03-29, 05:05 PM
What I meant was same type, sorry.

Bhu
2011-03-29, 11:29 PM
Oh okay, Thats good then, I edited that in

Bhu
2011-04-01, 12:15 AM
Everythings up except capstone

Bhu
2011-04-01, 11:09 PM
done and awaiting feedback

Bhu
2011-04-04, 01:17 AM
So no thougths on the capstone? Too bland? Anything?

Lix Lorn
2011-04-04, 05:17 AM
I don't see any problems. I'd like to have the abilities stack a little more-as is, they never get any better. At higher levels, they'll be useless. Maybe breath weapon do 1/2HD, or 'the saem as your tenebrous touch, having phantom cat levels stack'. Poison could be 1d4+1d4/HD, or +1d4/3 Harrowed/Phantom Cat levels. Not so sure about level drain... maybe just +1 per 3... eh. Your call.

...also, being able to combine energy drain and breath weapon would make me a happy kitty. Possibly poison too. :smalltongue:

Norr
2011-04-04, 05:02 PM
I'm also big on scalability based on character level or combined specific class levels, so allowing Phantom cat and Harrowed levels to stack for level-based abilities is a good way to advance them and at the same time encourage players to stick with the class instead of cherry-picking.

Fear: I also think the fear ability should be consciously activated (swift or immediate action?). Otherwise the effect might affect opponents at inopportune times.

Blindsight: You may want to change that to 10'. Inches of blindsight are generally not very useful and clutters the character sheet.

I first thought the capstone was a bit underwhelming, but it is actually rather useful, as many of the offensive abilities are 'save and get off scot-free'. Combining energy drain and breath weapon is kinda cool though.

When choosing an attack to apply your ability to, why choose bite? You get two primary claw attacks in a full attack, but only one bite (at -5 to hit). Maybe give bite-based abilities a slightly higher save DC to compensate?


I can almost see a sample encounter before me:
As the soldier was about to strike the finishing blow, he was distracted by a strange mewling sound. It came from a small furry creature, a cat twisted in subtle and disturbing ways yowling and mewing to itself and the world at large, as if in great pain.
The soldiers' brain itched, if one could call it that. The cats presence offended him deeply in some way it could not explain, had he been prompted.
His broken opponent momentarily forgotten, he turned to the creature and raised his sword. Then he hesitated. From the cat came a roiling acrid cloud, enveloping the soldier and turning his world to oily burning darkness.
Moments later, the tenebrous cat inhaled and brought the cloud within itself, leaving but a broken husk of a man where a soldier had once stood.

Speaking of "twisted in subtle and disturbing ways" (http://www.roflcat.com/the-voices-are-telling-me-to-kill-you.php)

Bhu
2011-04-06, 01:22 AM
edits will be done soon.

Bhu
2011-04-07, 01:43 AM
Changes are made. If you dont like the capstone as is, maybe an enhanced class ability from the list?

Bhu
2011-04-08, 02:51 AM
Whilst I await feedback here's a spoiler: Pirate kittehs are next

dawnsolara
2011-04-08, 11:38 AM
YES. Pirate kittehs = win. I can't wait to see what you've got planned. :smallbiggrin:

Cieyrin
2011-04-08, 12:23 PM
Pirate kittehs are next


Yo ho ho and a glass of milk? :smallbiggrin:

Bhu
2011-04-09, 12:33 AM
might as well fire this up while I await peoples thoughts on the cap

SEA TIGER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/piratecat6.jpg

"ARR!! Um...I mean myow..."

Since many sea going vessels use cats as a means of rat extermination it was inevitable a few Cat Burglars on the run would sneak on board ship. It was also inevitable a few thought the pirate lifestyle was schweet. So eventually Cat Burglar Guilds took to privateering.

BECOMING A SEA TIGER
Any Cat Burglar with the appropriate skills can join, as long as they swear the usual Pirate's Oath.

ENTRY REQUIREMENTS
Class Abilities: Enhanced Kitty Form (Seacat Form, Spidercat Form, Watchcat Form)
Skills: Balance 4 ranks, Climb 4 ranks, Diplomacy +4, Knowledge (Geography, Local, Nature) 4 ranks, Profession (Sailor) 4 ranks, Survival 4 ranks, Swim 8 ranks


Class Skills
The Sea Tiger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Parrot Familiar
2. +1 +0 +3 +0 Parley?
3. +2 +1 +3 +1 Okay Screw Parley
4. +3 +1 +4 +1 Parrot Familiar
5. +3 +1 +4 +1 Parley?
6. +4 +2 +5 +2 Okay Screw Parley
7. +5 +2 +5 +2 Parrot Familiar
8. +6 +2 +6 +2 Parley?
9. +6 +3 +6 +3 Okay Screw Parley
10.+7 +3 +7 +3 Professional Treasure Hunter

Weapon Proficiencies: Sea Tigers gain proficiency with Martial Weapons and Personal Firearms.

Parrot Familiar: At 1st Level you gain a parrot as a Familiar. This is identical to the PHB ability listed under Sorcerers, except the Familiar cannot deliver touch spells or share spells. Instead starting at 1st Level it can speak Common, and shares any ranks you may have in Bluff or Diplomacy.

At 4th Level you can decide that any Supernatural or Spell-Like Ability you use can be shared by your Familiar if you use it when the Familiar is within 5'.

At 7th Level your Familiar gains access to your Exceptional Class Abilities as well. You can choose one at the beginning of each day, and your Parrot may use it for the next 24 hours.

Parley? (Ex): Seeing as you tend to get into loads of trouble, you often need to bs your way back out of it. Beginning at 2nd Level you get a +2 Bonus to Bluff and Diplomacy Checks.

At 5th Level you may always take 10 on Bluff or Diplomacy checks.

At 8th Level you don't take the -10 Penalty on Diplomacy Checks for performing one as a Full Round Action instead of 1 minute. You also don't take Penalties to Bluff Checks when feinting against nonhumanoids.

Okay Screw Parley (Su): Parley often fails, so for those times you've learned various backup skills. At Levels 3, 6, and 9 you can choose one ability from the following list:

Talk Like A Pirate: You speak gibberish and nonsense. You can cast Confusion at will as long as you are able to speak.

Swear like a sailor: Your speech can literally peel paint. If you wish when you speak everyone within 60' must make a Willpower Save or be Fascinated for as long as you continue talking. Attacks or spells/abilities used on them break the Fascination. Opponents also receive an additional Saving Throw each round you take any action but using this ability (using this ability is a Free Action each round), but if you're willing to take the risk you can perform other actions while ripping someone a new one.

Rum Runner: You can drink with the best of them. While drunk you gain a Circumstance Bonus on all Saving Throws equal to half your Sea Tiger Level. You also take no ill effects from alcohol, and can taste test potions with no ill effects.

Professional Courtesy: Sharks like you, and you can talk to them (along with most sea critters). You can cast Charm Monster a number of times per day equal to your Charisma Modifier as a Supernatural ability, but only against creature with the Aquatic Subtype (you can speak to them as well).

Damn All Ninjas: You have a professional rivalry with Ninjas and such. You get a Competence Bonus equal to half your Sea Tiger Level on all attack and damage rolls against anyone belonging to or employed by a Ninja Clan, or who has levels in Ninja.

Good Luck Charm: Things seem to go well when you're on board. You can declare you are using this ability as a Free Action at any time 3 times per day. You get a Luck Bonus equal to half your Sea Tiger Level, and do not have to declare you are using this before making the roll.

Weather Witch: You can change the weather in favor of your boat. You can cast Control Weather once per day.

Rope Swinger: You fancy yourself a romantic swashbuckler, whatever the truth may be. You can always take 10 on Balance, Climb, Dexterity, and Jump Checks.

Treasure Hunter: You have a knack for finding valuables. You may cast Treasure Scent at will (see Spell Compendium), and gain a Bonus on Sleight of Hand Checks equal to half your Sea Tiger Level.

Pirate Wench: Somehow you remain in the company of all male thieves, rapists and murderers while barely clothed. Obviously you are the daughter of Asmodeus. You gain a Bonus on all Charisma based skill checks equal to half your Sea Tiger Level, but only against those interested in your gender. It goes without saying you have to be female for this.

Lord of the Thunder: You are well versed at fighting with a pistol in each hand, and have about 8 or so backup guns on you at all times. You may draw and fire a pistol as a Standard Action, you ignore any chances of misfire, and a number of times per day equal to your Charisma Modifier you may elect to do maximum damage instead of rolling.

Blood and Thunder: You fight with sword and pistol to great effect. If you successfully damage an opponent with a firearm, he gets a -3 Penalty to AC against all sword attacks you make for the rest of the encounter. This does not stack with multiple hits.

Tattoos: You are quite intimidating. You may use the Demoralize Opponent ability of the Intimidate Skill as a Swift Action.

Roughneck: You have many scars, and perhaps a peg leg or eyepatch, and yet seem to suffer no ill effects from this at all. you gain a Bonus on Fortitude Saves equal to half your Sea Tiger Level, and are immune to any abilities causing hit point damage due to excess bleeding such as wounding.

Fancy Yerself a Captain: Your goal is to own a fleet of ships one day really. You gain a Bonus to your Leadership Score equal to half your Sea Tiger level.

Big Daddy Voodoo: Skeletons and zombies are common in your culture and you have learned how to deal with them. You may perform critical hits on the Undead as well as perform Sneak Attack or Sudden Strike.

Deathbeard: You have a beard, and there's just something evil about that. You gain Frightful Presence, and any living creature within 30' of you when you attack (and that has less Hit Dice than you) must make a Willpower Save or be Shaken for the duration of the encounter.

Bosun: You are a sailor's sailor, and can always Take 10 on Drive (Boat), Knowledge (Geography), Profession (Sailor), and Survival Checks.


Professional Treasure Hunter (Su): You gain complete immunity to any spell with the word 'curse' in the title, along with any power or effect that mimics the effects of said spells. You also get a Bonus on all Saving Throws against Traps equal to your Sea Tiger Level, and are now immune to poison and disease.

PLAYING A SEA TIGER
You are a Pirate, and life is good. Except when you have to flee Krakens. Or get shipwrecked. Or have to talk various entities out of killing you. Or get cursed while treasure snatching. Or get chased by naval armadas. Except for those moments your life is AWESOME!
Combat: Generally you sneak on board ships and reserve fighting for when you absolutely have to. Granted you have to far more than you'd like, but thankfully you're pretty good at ambushing, cheating, and various other forms of dirty fighting.
Advancement: This kind of depends on what you hope to accomplish by becoming a pirate. Training varies depending on what you're really good at, what the captain wants you to do, and your personal ambitions whether they be your own ship, generally being rich, or getting your curses removed.
Resources: Resources kind of depend on how successful the ship captain has been, but in general you will pretty often go through some pretty poor times, followed by brief periods of hellish panic, and then a short span of luxury before the cycle repeats itself.

SEA TIGERS IN THE WORLD
“Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.”
Pirates are not well liked to say the least. Not at all. Even the nicer ones (the ones that don't automatically kill and rape everyone). Mind you, your being a kitty grants you some slack, especially if they don't know you're a pirate kitty. They'll still lock you up after finding out though.
Daily Life: Daily Life involves running from various formal navies and vengeful nobles/merchants while planning the next heist. Then it's running to and from the heist, and dividing the loot without causing a mutiny.
Notables: Cinnamon (CN Female Human Cat Burglar 6/Sea Tiger 6) is a former merchant gaining vengeance on her corrupt colleagues. Pinkbeard (CE Female Human Cat Burglar 6/Sea Tiger 6) is a former bearded lady from a local circus who claims to be visiting vengeance on all men for a wrong of some kind visited upon her.
Organizations: Most Sea Tigers are the crew of a Pirate ship or at least members of a Guild.

NPC Reaction
NPC's thank the Gawds for your appearance as it will help rid them of the meddlesome rats, and then curse the Gawds once it's revealed your a thief.

SEA TIGERS IN THE GAME
This class kind of assumes you have a seagoing campaign, and may feel out of place on dry land.
Adaptation: This is meant for silly campaigns but with effort could be used in a more serious one.
Encounters: Sea Tigers are generally found as stowaways hiding in kitty form, marooning victims, or during pirate raids.

Sample Encounter
EL 12: The PC's ask to meet the captain of the ship they need to book passage on, and are shown to a cabin whose only occupant is a cat. Obviously there's been a mistake or they're all deep in the poo again.


Cinnamon
CN Female Human Cat Burglar 6/Sea Tiger 6
Init +2 (+5 KF, +4 BC), Senses: Listen +9, Spot +9Languages Common
------------------------------------------------
AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (+2 Size, +5 Dex, )
AC BC , touch , flat-footed (+1 Size, +4 Dex, )
hp (12 HD)
Fort +5, Ref +12, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF, +2 BC)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 16
Abilities KF Str 4, Dex 20
Abilities BC Str 6, Dex 18
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat Form), Enhanced Kitty Form (Seacat Form, Spidercat Form), Burglaring (Sneak Attack +2d6), Kitty Magic (Innocence, Swift Paws), Parrot Familiar, Parley?, Okay Screw Parley (Pirate Wench, Treasure Hunter)
Feats Anonymous Kitty (Watchcat),
Skills Balance +10, Bluff +11, Climb +8, Diplomacy +11, Gather Information +11, Hide +10, Knowledge (Geography, Local, Nature) +6, Listen +9, Move Silently +10, Profession (Sailor) +5, Spot +9, Survival +9, Swim +10
Possessions



EPIC SEA TIGER

Hit Die: d6
Skills Points at Each Level : 8 + int
Bonus Feats: The Epic Sea Tiger gains a Bonus Feat every 2 levels higher than 20th

Norr
2011-04-09, 09:18 AM
I find the phantom cat to be a-pkay now (of course, I might be missing something).
The bite/claw changes are good. Now both full attacks and hit-and-run tactics are viable depending on ones choice.


Yo ho ho and a glass of milk? :smallbiggrin:

How about a glass of non-dairy creamer? :smallamused:

Bhu
2011-04-13, 12:49 AM
well then i guess I'll head straight into the pirate kitteh. It's prerequisites are up.

Bhu
2011-04-14, 02:01 AM
Most of the fluff is ready

Bhu
2011-04-18, 05:30 PM
Hey guys, I'm negotiating for two online jobs. If I get the contracts my short term money problems will be fixed. Be patient and I'll update soon.

Lix Lorn
2011-04-18, 06:26 PM
Good luck!

Bhu
2011-04-22, 01:51 AM
Sea Tiger finally updated

Bhu
2011-04-23, 02:14 AM
I added some short fluff ideas for pirate abilities, can anyone think of a Trope I've missed?

DualShadow
2011-04-24, 05:18 PM
Maybe a nice hat?

Sir Shadow
2011-04-24, 05:29 PM
by "exceptional class abilities" Do you mean "Extraordinary class abilities?" If not, please explain.

Bhu
2011-04-24, 06:24 PM
Oops, yeah i meant extraordinary

Owrtho
2011-04-24, 09:17 PM
I added some short fluff ideas for pirate abilities, can anyone think of a Trope I've missed?

Well, not really a trope, but I seem to recall reading once that in some, I believe Chinese, superstition, cats were considered to be related to demons or some such, and as a result it was though to be good luck it have cats on a ship, as the demons in the ocean would be less likely to trouble it if some of their own were on board. Not sure if it helps or would be appropriate to a pirate class though.

Owrtho

Sir Shadow
2011-04-24, 09:46 PM
a bonus to diplomacy/bluff vs sea creatures? Makes sense. and the first step of Parley could use a buff... maybe "wild empathy" for sea creatures?

Bhu
2011-04-25, 02:19 AM
Added some more. If no one cn think of anything else I shall get busy :smallbiggrin:

Bhu
2011-04-27, 01:44 AM
Does the cap seem out of whack?

Lix Lorn
2011-04-27, 06:33 AM
The capstone is, as far as I can see, far, far too narrow. It will sometimes be of use, ut most of the time is utterly useless.
Just blanket spell resistance would probably be better... or both. Spell Resistance plus immunity to curses would give decent power, plus a fluffy boost.

Bhu
2011-04-29, 02:23 AM
How bout now?

Lix Lorn
2011-04-29, 06:54 PM
Well.... problem is, traps suck. Especially at high levels.

Valley
2011-04-30, 08:53 AM
Pirate cats..pirate cats....Vikings....hmmm...rum runners...Pirate Hunters...Nobles..officers..Pirate Wench...Privateer...pilot...whaler? Surgeon...

Bhu
2011-05-01, 02:25 AM
pirate kitteh updated

Bhu
2011-05-04, 12:09 AM
Okay the Sea Tiger is updated. The Screw Parley abilities are uneven, but some of them aren't really meant for combat. Any thoughts so far?

Lix Lorn
2011-05-04, 05:52 AM
Why not just make Pirate Wench applicable to 'anyone interested in your gender'?

Norr
2011-05-04, 02:52 PM
Talk Like A Pirate:
I like this one, good for putting an enemy tank out of commision for a while.


Swear like a sailor:
Interesting, if you have a high enough DC, you could take all your enemies one-on-one. Never be outnumbered again!


Rum Runner:
Now that's one useful feat, depending on how fast you metabolise the alcohol.


Professional Courtesy:
Is charm monster limited to sea creatures as well?


Damn All Ninjas:
Competence bonus on what rolls? This have the potential to be a ninja-killer without compare.


Good Luck Charm:
Very good for those save-or-fall-overboard checks.


Weather Witch:
Having the weather on your side is seriously underestimated, especially at sea.


Rope Swinger:
Dunno what to say about this one. It will definitely make you more mobile during boarding actions.


Treasure Hunter:
What is 'Treasure Scent'? Also, you never know when nimble fingers can come in handy.


Pirate Wench:
In a grittier campain, this can save your life I imagine.


Lord of the Thunder:
This is a great ability. One thing though: is firing a pistol a standard or an attack action? If it's the latter, Quick draw will mesh well with this ability.


Blood and Thunder:
Does this stack? Good anyway for those hard-to-hit fellows.


Tattoos:
Nice general debuff that you can keep going with little effort. Stacks well with Blood and Thunder.


Roughneck:
Better than Great Fortitude for those who need to shore up a weakness.


Fancy Yerself a Captain:
This allows you to attain 25 leadership a lot earlier than usual. At slightly higher levels, leadership penalties barely applies due to your massive score.


Big Daddy Voodoo:
Do these critical hits include sneak attacks? If so, this is very useful for some builds.


Deathbeard:
This appeals to me. I don't know why. :smallamused:

Bhu
2011-05-05, 01:34 AM
What is 'Treasure Scent'? Also, you never know when nimble fingers can come in handy.


This is a great ability. One thing though: is firing a pistol a standard or an attack action? If it's the latter, Quick draw will mesh well with this ability.


This allows you to attain 25 leadership a lot earlier than usual. At slightly higher levels, leadership penalties barely applies due to your massive score.


I answered your other questions by revising text.

Treasure Scent is a spell from the SPell COmpendium letting you detect valuable metals.

I think firing a pistol is an attack action.

SHould I revise the captaincy thing then/



Why not just make Pirate Wench applicable to 'anyone interested in your gender'?

Cause this way was more offensive :smallbiggrin:

I'm kidding. Seriously I do these edits at 1-4 am. Sometimes I'm a little loopy.

Lix Lorn
2011-05-05, 06:56 AM
Who cares about offensive? I just mean that that way, it doesn't have to be female only, and you can have a handsome young man who for some reason doesn't know what a shirt is.

Cieyrin
2011-05-05, 11:41 AM
Who cares about offensive? I just mean that that way, it doesn't have to be female only, and you can have a handsome young man who for some reason doesn't know what a shirt is.

Munchkins don't have a mechanical reason to wear pants, so why not have a dashing Puss in Boots go around in just a pair of jaunty pantaloons, matching knee high boots, a sash and a rapier or scimitar thrust through it, with a nice hat to top it off, eh? :smallwink:

Bhu
2011-05-07, 12:47 AM
Who cares about offensive? I just mean that that way, it doesn't have to be female only, and you can have a handsome young man who for some reason doesn't know what a shirt is.

ah I see what you mean.

so whats the name of the male version of the Pirate Wench ability?

Lix Lorn
2011-05-07, 11:42 AM
(tries to think of a boardsafe name)
Uhh.

Cieyrin
2011-05-07, 12:29 PM
(tries to think of a boardsafe name)
Uhh.

The closest approximation I can find is 'swain.' Doesn't have quite the same ring to it, though...

Bhu
2011-05-08, 12:13 AM
Modified the 1st level parrot a lil.

SO other than the wench ability any other thoughts before i make final tweaks?

Sir Shadow
2011-05-08, 07:45 AM
Cabin Boy = Male Wench?

Bhu
2011-05-11, 12:46 AM
SAND CATS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sandcat.jpg

"Don't unnastand why you Army guys sweatin' it. I'm in fur and I'm perfectly cool out here in the sun. Wimps."

Sand Cats are Cat Burglar Guilds adapted to desert areas that have Desert Cats, Sand Cats, and other warm area living species with fur.

BECOMING A SAND CAT
A Cat Burglar with a few desert appropriate Feats will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Big Cat), Burglaring (Sneak Attack)
Feats: Heat Endurance, Sandskimmer (see Sandstorm)
Skills: Hide 6 ranks, Knowledge (Geography) 4 ranks, Move Silently 6 ranks, Listen 4 ranks, Spot 4 ranks, Survival 8 ranks

Class Skills
The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Sandskimmer
2. +1 +0 +3 +0 Sand Camouflage
3. +2 +1 +3 +1 Fire Resistance 5
4. +3 +1 +4 +1 Sandswimmer
5. +3 +1 +4 +1 Sand Ambush
6. +4 +2 +5 +2 Fire Resistance 10
7. +5 +2 +5 +2 Tremorsense Camouflage
8. +6 +2 +6 +2 The Paw from Below
9. +6 +3 +6 +3 Fire Resistance 20
10.+7 +3 +7 +3 Sand Whirlpool

Weapon Proficiencies: Sand Cats gain no new weapon or armor proficiencies.

Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).

Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).

Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5. This increases to 10 at Level 6, and 20 at Level 9.

Sandswimmer (Su): You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). Consider it a burrow speed equal to your land speed but only in sand. You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes. You may see through sand at a distance of up to 60'.

Sand Ambush (Ex): A Sand Cat who has used Sand Camouflage or the Sandswimmer ability to Conceal itself under the sand can burst forth from the ground and make a Full Attack Action, and the opponent is Flat-Footed for that round.

Tremorsense Camouflage (Su): At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round. If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility so long as you do no re-enter a square they threaten that same round.

The Paw from Below (Ex): If buried beneath the ground you may attack an opponent with your claw attack while remaining hidden. You effectively have Total Concealment, and gain +2d6 Sneak Attack for that round. After that they know you're there underground and you will need to make an opposed Move Silently vs Listen Check to sneak back up on them.

Sand Whirlpool (Su): You may cast Maelstrom (see Stormwrack page 118) 3/day as a Supernatural ability with a few differences. The obvious one is that it has to be cast in a sandy area of appropriate size as opposed to water. Damage done is slashing as opposed to bludgeoning. All opponents on the sand within 50' must make a Reflex Save or be sucked in (the caster is immune to this). Any creature who can Sandswim (or has a Burrow speed) can make a Swimming Check instead if their Bonus to Swim Checks is higher than their Bonus to Reflex Saves. Creatures Medium or smaller will be buried under the sand 5' down within 1d4 rounds, and an additional 5' every round they spend in it thereafter. It takes 1d6 rounds to bury a Large creature, 2d4 for Huge, and Gargantuan or bigger can simply stand back up once it's over.

PLAYING A SAND CAT
Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin. On the one hand this means you get left to your own business and no one bothers you. On the other you can't move as freely because of this, nor can you leave witnesses.
Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible. They truly enjoy hamstringing opponents from underneath the sand.
Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills.
Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened. Or they owe you one.

SAND CATS IN THE WORLD
"You will always be lucky if you know how to make friends with strange cats."
Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way. They are quite proud of their survival skills. They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes.
Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials. Good scroungers are prized among the Sand Cats.
Notables: Sheba (Chaotic Neutral Female Human Cat Burglar 6/Sand Cat 6) is the traditional Robin Hood type burglar (perhaps slightly less giving due to the harshness of the desert). Cerval (Neutral Evil Male Human Cat Burglar 6/Sand Cat 6) is your traditional murderous desert bandit.
Organizations: Most Sand Cat Guilds are small bandit families. Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.

NPC Reaction
NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby. Many will find them terrifying.

SAND CATS IN THE GAME
This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's. Try to avoid this leading to conflict.
Adaptation: This could be adapted to horror campaigns as well as silly ones.
Encounters: PC's will generally encounter Sand Cats when they try robbing caravans, or when they blunder into a nest.

Sample Encounter
EL 12: The PC's have been followed for days by a lone wildcat in teh desert. The party scout took pity on it and has been giving it food and water from her rations. It has killed a number of small animals in return, which have been added to the cooking pots. Almost like it was paying for it's keep...


Sheba
Chaotic Neutral Female Human Cat Burglar 6/Sand Cat 6
Init +7 (+9 BC, +10 KF), Senses: Listen +10, Spot +10
Languages Common
------------------------------------------------
AC , touch , flat-footed (+3 Dex, )
AC KF , touch , flat-footed (+2 Size, +6 Dex, )
AC BC , touch , flat-footed (+1 Size, +5 Dex, )
hp 54 (12 HD)
Fort +5, Ref +13 (+15 BC, +16 KF), Will +6
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (+0 BC, -5 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 13, Int 10, Wis 14, Cha 14
Abilities (KF) Str 3, Dex 22
Abilities (BC) Str 4, Dex 20
SQ Purr, Feline Empathy, Cat Powah +2, Scamper Bonus, Burglaring (+2d6 Sneak Attack), Kitty Form (Big Cat), Kitty Magic (Lick Your Wounds, Swift Paws), Sandswimmer, Fire Resistance 10, Sand Ambush
Feats Combat Reflexes, Hamstring, Heat Endurance, Improved Initiative, Sandskimmer x2, Sand Camouflage (B)
Skills Bluff +10, Climb +3, Diplomacy +6, Gather Information +10, Hide +13, Jump +7, Knowledge (Geography, Local, Nature) +4, Move Silently +13, Listen +10, Search +8, Sense Motive +10, Spot +10, Survival +10, Tumble +11, Use Magic Device +10
Possessions



EPIC SAND CAT

Hit Die: d6
Skills Points at Each Level : 8 + int
Fire Resistance At Level 23 and every 3 levels thereafter your Fire Resistance increases by 5 points.
Bonus Feats: The Epic Sand Cat gains a Bonus Feat every 3 levels higher than 20th

DracoDei
2011-05-11, 12:09 PM
ah I see what you mean.

so whats the name of the male version of the Pirate Wench ability?

"Acolyte of Fabio"...note that most Acolytes of Fabio do not, in fact, realize that they ARE Acolytes of Fabio...

Alternatively "Hunk" might work...


Edit after actually reading the class:
I would swap the number of ranks required for Prof(Sailor) and Swim. It fits both pirates (I have heard most sailors of the colonial era intentionally did NOT learn to swim, so if they fell overboard their death would be swift, rather than tortuously slow), and cats (WATER!?! DO NOT WANT!).
Nebber minds, I seas teh Seacat form requirementz. I can haz Epiphanyburger?

Amechra
2011-05-11, 08:46 PM
Say, Bhu...

May I request a PrC or two? Namely, Cat Burglar/Impossible Warrior (http://brilliantgameologists.com/boards/index.php?topic=10003), or Cat Burglar/Librarian (http://www.giantitp.com/forums/showthread.php?p=10423284#post10423284)?

No idea as to the IW one, but the librarian-kitteh...

http://www.misscellania.com/storage/literary%20cat.jpg

:smallcool:

Bhu
2011-05-11, 11:12 PM
Cats and book stores are a traditional combo so the librarian is easily arranged next :smallbiggrin:

I'll have to think something up for the warrior tho

Amechra
2011-05-11, 11:52 PM
Thank you, Bhu. May your dander always cause massive allergic reactions!

Owrtho
2011-05-12, 10:48 PM
This was my first thought upon seeing the name 'Sand Cat'

http://www.humorhound.com/wp-content/uploads/2009/04/dune-cat-controls.jpg

Owrtho

Bhu
2011-05-13, 02:17 AM
Please note this will require levels in Amechra's Librarian class, which can be found here (http://www.giantitp.com/forums/showthread.php?p=10423284#post10423284)


http://i212.photobucket.com/albums/cc70/bhutastan/Cats/librarycat.jpg

"Are you old enough to be in this section of the library kid?"

Library Cats are an odd development. At some point Librarians decided they needed guardians for knowledge that could be hidden in plain sight, or used as an information gathering service. And then they discovered the Cat Burglar Guilds. The two had much in common, and a pact of sorts was made for mutual protection. Libraries already used cats to get rid of vermin, so the Guilds hanging about wouldn't really draw any attention.

BECOMING A LIBRARY CAT
A few levels in Librarian and Cat Burglar will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Master Scribe
Skills: Decipher Script 6 ranks, Hide 6 ranks, Knowledge (any) 6 ranks, Listen 6 ranks, Martial Lore 6 ranks, Spellcraft 6 ranks


Class Skills
The Library's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Any)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 8 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Occupational Specialty, Living Library, Rote Erudition
2. +1 +0 +3 +3 Hide Knowledge
3. +1 +1 +3 +3 Burglaring
4. +2 +1 +4 +4 Occupational Specialty
5. +2 +1 +4 +4 Hide Knowledge
6. +3 +2 +5 +5 Burglaring
7. +3 +2 +5 +5 Occupational Specialty
8. +4 +2 +6 +6 Hide Knowledge
9. +4 +3 +6 +6 Burglaring
10.+5 +3 +7 +7 Library Steps

Weapon Proficiencies: A Library Cat gains no new weapon or armor proficiencies.

Occupational Specialty(Su): At 1st Level the Library Cat chooses one of the Occupational Specialties from the following list, and at levels 1,4, and 7 gains a power based on that Specialty:

Lurker: Lurkers specialize in moving about the Libraries, hiding books and themselves. At 1st Level you can teleport any book/scroll/etc. within the confines of the Library to your location as a Swift Action at will.

At 4th Level you can cast Dimension Door at will as a Supernatural ability (Caster level is equal to half Hit Dice). It may only be used within the Library, or to teleport outside it's walls up to 30'.

At 7th Level the number of books/scrolls/spellbooks you can hide via Hidden Knowledge increases by an amount equal to your Int Score, and you no longer need to touch them if they are inside the Library.

Magi: Magi specialize in Arcane Rotes and knowledge. At 1st Level their caster level when using Arcane Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Arcane Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Arcane Rotes equal to their Int Modifier.

At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation. You may switch out this Rote at every odd numbered Level.

Sage: Sages specialize in learning as much as they can. At 1st Level you gain Know It All, which is basically the same as the Bardic Knowledge ability from page 28 of the PHB, except that the Bonus to the roll is equal to your Int Modifier plus your Hit Dice.

At 4th Level all Intelligence based skills are considered Class Skills from now on, and you can always Take 10 with one specific Knowledge Skill.

At 7th Level you may automatically pass any Check based on your Int modifier a number of times per day equal to your Int Modifier.

Sifu: Sifu specialize in Martial Rotes and knowledge. At 1st Level their initiator level when using Martial Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Martial Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Martial Rotes equal to their Int Modifier.

At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation. You may switch out this Rote at every odd numbered Level.

Theologian: Theologians specialize in Divine Rotes and knowledge. At 1st Level their caster level when using Divine Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Divine Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Divine Rotes equal to their Int Modifier.


At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation. You may switch out this Rote at every odd numbered Level.

Living Library: Your Librarian and Library Cat Levels stack for determining the number of books you can remember as recorded in the Liber Mentat column of the Librarian class.

Rote Erudition: Your Librarian and Library Cat Levels stack for determining the number of Rotes you can remember as recorded in the Rote Erudition column of the Librarian class.

Hide Knowledge (Su): At 2nd Level as a Swift Action the Library Cat can touch any book, and it disappears into an extradimensional space inside himself. He may hide a number of books equal to the books he can memorize in his Liber Mentat Column. At 5th Level he can also hide Martial Scripts and Arcane/Divine spells in this manner. At 8th Level he can hide spellbooks.

Burglaring (Ex): At Levels 3, 6, and 9 you may choose one Burglaring ability from the Cat Burglar class ability of the same name.

Library Steps (Ex): 3 times per day you may cast Greater Teleport as a Supernatural ability, but it may only move you to the location of a Library (whether public or private). If you do not know of any Library within range it will teleport you to the closest one.

PLAYING A LIBRARY CAT
Life is dull. At least it's dull until populist uprisings or political switchovers, then suddenly everyone wants to go book burning. Your job is to find out about these little soirees, and prevent them from occurring. And of course back up the Librarians if they do.
Combat: Combat for you varies depending on what books you have memorized. And ambushes. No one expects the sudden paw of doom from the dusty bookshelf.
Advancement: This kind of depends on your job. The street network that listens for trouble will be looking to enhance their spying and stealth. Those helping memorize the books will of course concentrate on their mystical abilities, and those helping guard the books will do a little of both.
Resources: You have what are effectively two Guilds to draw upon. Granted neither one is horribly rich, but still...

LIBRARY CATS IN THE WORLD
"Man this place must have TONS of rats! Look at all the friggin' cats..."
Library cats have long, tranquil, boring times punctuated by brief episodes of death, destruction, and fleeing for their lives.It tends to make you paranoid, especially of political or religious movements, who are your chief tormentors.
Daily Life: Much of the time your lying about local gossip markets pretending to sleep, or lying on bookshelves pretending to sleep, or furiously practicing your skills for the days they will be needed.
Notables: Ethel (NG Female Human Cat Burglar 1/Librarian 5/Library Cat 6) appears to be the average librarian. Sharday (N Female Human Cat Burglar 1/Librarian 5/Library Cat 6) goes for the sexay Librarian look. It isn't advised to turn books in late to either one.
Organizations: The Librarians (and the associated Library Cats) are a loose organization who try to gain as much temporal power as they can to protect books from the public, and from nobles who often don't understand how powerful knowledge can be.

NPC Reaction
NPC's think your just mousing cats. Some of you may have spoken, and act as talking mascots to entertain patrons to get their financial and political backing, but mostly you are the sneaky paw of vengeance in the night.

LIBRARY CATS IN THE GAME
This kind of assumes you will be mostly stationed in one area, which could limit traveling unless you can find a reason you would do so, such as for rare scrolls/books.
Adaptation: This is mostly for silly campaigns.
Encounters: Library Cats are most likely to be found in libraries, or the homes of rich eccentrics with lots of books.

Sample Encounter
EL 12: The PC's are hired as extra help to prevent a library being burned by a new religious cult. It's kind of a boring job except every now and then some psycho tries to immolate himself in the name of some heathen God. Plus at night it's kinda creeping with all those cats staring at you...


Ethel
NG Female Human Cat Burglar 1/Librarian 5/Library Cat 6
Init +1 (+4 KF), Senses: Listen +7, Spot +9
Languages Common, Draconic, Dwarven, Elven
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+4 Dex, )
hp 31 (12 HD)
Fort +4, Ref +9 (+12 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 16
Abilities KF Str 2, Dex 18
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Living Library, Knowledge Devotion, Librarian's Vow, Devoted to Learning, Rote Erudition (1), Supported Learning , Master Scribe, Occupational Specialty (Lurker), Hide Knowledge, Burglaring (Evasion, Improved Evasion)
Feats Jibba Jabba,
Skills Balance +5, Climb +3, Decipher Script +15, Gather Information +11, Hide +7, Knowledge (History, Local) +13, Listen +7, Martial Lore +15, Move Silently +9, Search +11, Sense Motive +8, Spellcraft +11, Spot +9, Use Magic Device +11
Possessions



EPIC LIBRARY CAT

Hit Die: d4
Skills Points at Each Level : 8 + int
Liber Mentat The maximum number of books you can memorize via your Liber Mentat ability increases by 1 per Level.
Rote Erudition The number of Rotes you can use increases by one every other level.
Bonus Feats: The Epic Library Cat gains a Bonus Feat every 3 levels higher than 20th

Bhu
2011-05-14, 11:38 PM
BURGER CHEF

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BurgerChef.jpg

"YOU CALL THIS A CHEEZBURGER!?!"

Burger Chefs are casters who joined the Cat Burgler Guilds and had a talent for cookery. Eventually they turned this talent into a specialty creating magical foodstuffs for their comrades.

BECOMING A BURGER CHEF
A Level or so of Cat Burglar and several levels in any spontaneously casting arcane or divine class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Casting: Must be able to spontaneously cast Arcane or Divine spells.
Feats: Craft Cheezburger, Jibba Jabba
Skills: Craft (Cooking) 3 ranks, Knowledge (Arcana or Religion) 4 ranks, Profession (Chef) 3 ranks, Spellcraft 3 ranks


Class Skills
The Burger Chef's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Cooking), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Knowledge (either Arcana or Religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Chef)(Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level : 6 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Sliders, Fryin', +1 Level of Arcane/Divine Casting Class
2. +1 +0 +0 +3 Patty Melt, +1 Level of Arcane/Divine Casting Class
3. +2 +1 +1 +3 Juicy Lucy, +1 Level of Arcane/Divine Casting Class
4. +3 +1 +1 +4 Garden Burger, +1 Level of Arcane/Divine Casting Class
5. +3 +1 +1 +4 Hamurgesas, +1 Level of Arcane/Divine Casting Class
6. +4 +2 +2 +5 Slopper, +1 Level of Arcane/Divine Casting Class
7. +5 +2 +2 +5 Non Traditional Burger, +1 Level of Arcane Casting Class
8. +6 +2 +2 +6 Giant Burgers, +1 Level of Arcane/Divine Casting Class
9. +6 +3 +3 +6 Bun Kebab, +1 Level of Arcane/Divine Casting Class
10.+7 +3 +3 +7 Freak Burgers, +1 Level of Arcane/Divine Casting Class

Weapon Proficiencies: Burger Chefs gain no new weapon or armor proficiencies.

Fryin': All Burger Chefs have a Fryin' Pool representing their recipes (i.e their other class abilities such as Sliders, Patty Melt, etc.) equal to their PrC Level plus their Cha Modifier. They may expend one daily use of their Fryin' Pool to use any of their Class Abilities.

Sliders Recipe(Su): You may Craft 3 Cheezburgers at the same time, but their effects are at -3 Caster Level. Lil' dinky burgers make lil' dinky effects.

Patty Melt Recipe(Su): Your Cheezburger is considered to have been cast with the Empower Spell Feat. Everyone loves a good Patty Melt.

Juicy Lucy Recipe(Su): The burning hot cheese at the core of this Cheezburger scalds eaters and renders them incapable of speech for 1d6 minutes, doing hit point damage equal to your Caster Level in addition to it's normal effects.

Garden Burger Recipe(Su): You may now cook abominations made without meat. Being as it's good for you though, anyone eating this Cheezburger is healed hit points equal to twice your caster level, along with the normal effect.

Luther Burgers Recipe(Su): Those donuts pack a punch. Your Cheezburger is considered to have been cast with the Maximize Spell Feat.

Sloppers Recipe(Su): A Slopper is a Cheezburger topped with onions, fries, and a mound of chili peppers. In addition to the normal spell effect the eater gains a +1 Circumstance Bonus to all rolls for the duration of the spell, as the pain from the chilis makes him insane.

Non Traditional Burger Recipe(Su): You have created an abomination. Something people should know better than to eat but they do anyway (or mebbe you're foreign). Living Enemies who see the burger must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier) or willingly eat the burger. Generally use for cursed burgers obviously. Anyone who makes the Saving Throw does not have to Save again versus this particular burger.

Giant Burgers Recipe(Su): Your Cheezburger is considered to have been cast with the Extend Spell Feat. Bigger burgers for longer effect,

Bun Kebab Recipe(Su): Bun Kebab is a frightening combo of some form of meat or potato, ground lentils, cumin seeds, and egg fried and served on a bun with chutney or raita. Opponents are unused to such exotic fare, and the Cheezburger gets a +2 to Save DC.

Freak Burgers (Su): 3 times per day you can expend one use of your Fryin' Pool to apply any three Recipes to one Cheezburger simultaneously. For example you could make a Giant, Luther, Garden Burger.


PLAYING A BURGER CHEF
Every organization has it's grunt level employees. The guys who do all the unskilled basic labor that no one else wants to do that keeps things running, like cooking and cleaning and paperwork. But when you belong to a Guild based on all it's members knowing some magic, that gets a little dicey. Because grunt level employees have dull, boring jobs they need to liven up. Eventually some of the cooks begin with experimenting on their food with their powers, and things get weird. And so this is how the Cat Burglar Guilds developed the Burger Chef. By day you are a restaurant owner, by night you buff raiding parties with magical Cheezburgers.
Combat: You aren't much of one for fighting, being relegated to more of a support role for those who do. Your pre-packaged magical noms keep the boys on the front lines going.
Advancement: Truly you just want to perfect your magical cookery, but you keep getting requests for burgers that make you invulnerable to this that or the other, burgers to attract women, burgers to kill people by spontaneously en-fattening them, etc. Where the hell does the brass keep coming up with this stuff?
Resources: The Guild throws lots of experimental ingredients and what not your way hoping you'll come up with some new work of genius that will lead them to world domination. You keep trying to tell them you're just a chef, but when your last burger toppled a king (he choked on it) they have unreasonably high levels of faith in you.

BURGER CHEFS IN THE WORLD
"Mittens Place has the best food evar!"
By day the world luvs you as you happen to make some really awesome grub. By night they deal with the fury of your coworkers who are enhanced (suffering from) whatever concoction of the day you've decided upon.
Daily Life: Your days are spent cooking, experimenting with new combinations, feeding it to colleagues (suckers), and seeing what happens before making notes and trying again.
Notables:
Organizations: You will belong to a Cat Burglar Guild as with everyone else, and you may also belong to a school for spellcraft of some sort, as well as any professional organizations in the area for chefs.

NPC Reaction
NPC's like you as you either appear to be a cook or a kitty, neither of which are hated except by the truly mean.

BURGER CHEFS IN THE GAME
This assumes you have bot a public identity and a secret identity, which can be stressful on some to pull off. Your secret ID being a cat helps you out some, granted, but not as much as you'd like.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Burger Chefs are usually found in restaurants, or accompanying mass raids with foodstuffs.

Sample Encounter
EL 12: The PC's are hired to guard a burger stand. They're a lil grumpy considering this is beneath the skills of people who have professionally fought Beholders and such, but the pay was to good to pass up, and so was the food.


And then the ninjas came from every where...it's like they were raining from the sky...


Name
N Human Male Cat Burglar 1/Sorcerer 5/Burger Chef 6
Init +1 (+4 KF), Senses: Listen +, Spot +
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, )
hp 31 (12 HD)
Fort +2, Ref +5 (+8 KF), Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+4), Cat Familiar
Spells Per Day
Feats Brew Potion (Sodas), Craft Cheezburger, Eschew Materials, Exceptional Artisan, Extraordinary Artisan, Jibba Jabba
Skills Bluff +12, Concentration +6, Craft (Cooking) +8, Diplomacy +12, Gather Information +12, Knowledge (Arcane, Local, Nobility) +9, Listen +10, Profession (Chef) +9, Sense Motive +6, Spellcraft +6, Spot +6, Use Magic Device +8
Possessions



EPIC BURGER CHEF

Hit Die: d4
Skills Points at Each Level : 6 + int
Fryin' Pool You continue to get daily uses of your Fryin' Pool with Epic Levels.
Bonus Feats: The Epic Burger Chef gains a Bonus Feat every 3 levels higher than 20th



Craft Cheezburger
You make the most delicious Cheezburgers. And sometimes you make them quite special indeed...
Prerequisites: Caster Level 5th
Benefits: This is similar to Brew Potion in most respects, except the following: You may make most spells of 5th Level or lower into a Cheezburger, and time to make one is 15 minutes plus the casting time of the spell (i.e. long enough to cook a decent Cheezburger and enchant it). You of course must have the necessary ingredients to make a cheeseburger and cook one. Unlike Potions Burgers are good for 1 day after being made. Because of their temporary nature they do not cost XP to make.


Hamburglar
You're good at swiping burgers.
Prerequisites: Craft Cheezburger
Benefits: As a Swift action you can teleport any Cheezburger within 30' to your person (or any other location within 30'). It does not need to be a Cheezburger made by you.


You Want Fries Wit Dat?
You can make a good batch of fries now.
Prerequisites: Craft Cheezburger
Benefits: You get an additional 2 daily uses of your Fryin' Pool.

Bhu
2011-05-15, 12:50 AM
OK I know I dont normally work on more than 1 PrC at a time, but i had a request, and a few ideas I waned to get out before i forget them.

Absol197
2011-05-15, 04:11 AM
Bhu, you are a mad genuis!!

Seriously, this is the most-awesome-ist thread evar!!!

Soo cute!!!

DracoDei
2011-05-15, 10:20 AM
In feets, U mizspelled "Cheezburger". Iz only 2 e'z. (In fact, based on a google search it seems you never spelled it "correctly" anywhere... not that "Cheezeburger" gives more than three results with the following string:
site:www.giantitp.com "Craft Cheezburger"
...and all of them seem to be that particular post
)

In other news, if they were partially inspired by my cursed teas (http://www.giantitp.com/forums/showthread.php?p=10995129#post10995129) then just maybe "Craft(Poison)" should be on their list (and they should then get the ability to safely handle ingested poisons at some level of the class)? This is a rogue-like class's PrC after all...

Bhu
2011-05-19, 02:58 AM
Sorry for not posting earlier guys I'm in a bind time wise this week. WIll have updates soon

DracoDei
2011-05-20, 11:07 AM
Are you sure that you shouldn't change "Burger Chef" to "Burglar Chef" for the name of the latest PrC?

Bhu
2011-05-24, 02:54 AM
Sorry for disappearing like that. All three kitties have fluff up now.

DracoDei
2011-05-24, 01:31 PM
From Burger Chef:

Organizations: You will belong to a Cat Burglar thread
I believe you mean "guild". :smalltongue:


Library cat has at least one typo "psoken", which I THINK is in the daily life section.

Sandcat has several typos.

Bhu
2011-05-24, 04:36 PM
I has fixed. Hopefully crunch will begin tonight

Debihuman
2011-05-24, 05:55 PM
Bhu, I wish I'd been able to keep up with all you've been doing. The new(to me) Kitty Classes are GREAT! [mimicking Tny the TigerTM ]

Anyhow, I'm loving the idea of Library cat (though Bookstore Cat works too).

Debby

Sir Shadow
2011-05-25, 08:50 PM
Wow, for all my life I have looked for a class that I would want to be if I had the chance. Wizard usually fit the bill but... LIBRARY CAT. My life is complete.

Amechra
2011-05-25, 10:15 PM
Shameless self plug:

Then look at the class that it progresses out of!

(In my sig, look in my sig!)

Hiro Protagonest
2011-05-25, 11:00 PM
Wow, for all my life I have looked for a class that I would want to be if I had the chance. Wizard usually fit the bill but... LIBRARY CAT. My life is complete.

I like the Feral.

Sir Shadow
2011-05-25, 11:12 PM
:P already did.

Amechra
2011-05-26, 12:14 AM
Would you like to PM me any opinions? (alright, now let the thread go back to its regularly scheduled programming.)

Bhu
2011-05-26, 02:33 AM
Wow, for all my life I have looked for a class that I would want to be if I had the chance. Wizard usually fit the bill but... LIBRARY CAT. My life is complete.

Does this mean you'll be going for a different PrC with Bartholomeow? :smallwink:

Sir Shadow
2011-05-26, 12:29 PM
No, Bartholomeow is too evil to be a librari-- oh wait...

j/k :P nah, he's a soul-sucking being of pure fluffy darkness.

Ranger Mattos
2011-05-27, 07:57 PM
Ooh, I like the Sea Tiger. Just saw Pirates of the Caribbean: On Stranger Tides. Want to play a Sea Tiger.

And finish up the Sand Cat, Library Cat, and Burger Chef. They look interesting.

Bhu
2011-05-28, 02:47 AM
I'm trying I'm really pressed for time for the next few weeks though

Ranger Mattos
2011-05-28, 09:05 AM
Ah, well in that case, take your time.

Bhu
2011-05-31, 04:50 AM
Ah, well in that case, take your time.

I may have too I'm gonna be pressed for time really badly this whole month.

Bhu
2011-06-03, 02:58 AM
well i have the abilitieis named. hopefully i get teh chance to flesh them out soon

Bhu
2011-06-08, 04:48 AM
Sand Cat has most of it's abilities up.

DracoDei
2011-06-08, 06:08 PM
SAND CATS
I think this should be singular, not plural


ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Big Cat), Burglaring (Sneak Attack)
Feats: Heat Endurance, Sandskimmer (see Sandstorm)

Never read Sandstorm, but Sandskimmer doesn't SOUND like the sort of feat that you can take more than once. Despite this, you both require it, and give it as a bonus feat at first level. Unless Sand Skimmer gives resistance to heatstroke etc, you could probably replace the feat with an Endure Elements effect with respect to heat only, to tide them over until they get to 3rd level (perhaps in addition to a more useful ability?).


Skills: Hide 6 ranks, Knowledge (Geography) 4 ranks, Move Silently 6 ranks, Listen 4 ranks, Spot 4 ranks, Survival 8 ranks

Class Skills
The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Are you sure you want to have Sense Motive and Gather Information in there? These guys don't seem like they are focused on doing much in town. They could have other members of the guild to fence stuff, and beside which they don't have Appraise as a class skill.


Skills Points at Each Level : 8 + int
Surprisingly I am OK with this. They have enough class skills...


Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).
As I noted before, this looks like an error to me.

Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).

I hear that some people dislike feats as class abilities. I have done it myself (with my Society Members), but they got a LOT of feats (probably averaging two per level AT LEAST, especially if you include the two Exotic Weaponry feats that the class grants in a stealthy way), and also gave some very nice unique class features. Will discuss your class features as I come to them.


Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5. This increases to 10 at Level 6, and 20 at Level 9..
Boring but reasonably useful.

Sandswimmer (Su): You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes..
Four levels in and the first INTERESTING ability. Seems fun, but not quite fun enough to justify the long wait. You should probably specify that the speed of the sand (usually zero) counts as the speed of the water, just for maximum clarity. EDIT: Also, upon getting this ability they should add Swim to the class list, perhaps with the proviso that any skillpoints spent on that skill from this PrC ONLY count when swimming through sand... then again, when it DOES rain in the desert you do tend to get flash flooding so... Although depending on GM interpretation (which you might want to clarify) they can survive a flood by burrowing into deep enough sand (as in deep enough not to get washed away). Just because any spaces between the grains happen to be filled with water rather than air doesn't mean they are not in sand.

Sand Ambush (Ex):
Don't know what you are planning here, but this could quite easily simply be the ability to see through sand a certain distance (Ideally enough to hide, but not enough to easily find the berried ruins of that ancient city). If not, you should probably add such an ability somewhere else, unless Sandskimmer grants Tremor Sense or something. Being able to travel doesn't help stealth nearly as much if you can't see where you are going or what has shown up.

Tremorsense Camouflage (Su): At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round. If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility.
Does this count if you then move back in during the same round?




The Paw from Below (Ex):
EDIT: No idea what this will be... Sneak Attack damage but only under certain circumstances.




Sand Whirlpool (Su):
EDIT: I can imagine what this one will be, and it sounds awesome... my only question is if it involves sandswiming in circles to create and maintain the effect.




PLAYING A SAND CAT
Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin. On the one hand this means you get left to your r own business and no one bothers you.
Small Typo

On the other you can't move as freely because of this, nor can you leave witnesses.
Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible. They truly enjoy hamstringing opponents from underneath the sand.
Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills.
Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened. Or they owe you one.

SAND CATS IN THE WORLD
"You will always be lucky if you know how to make friends with strange cats."
Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way. They are quite proud of their survival skills. They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes.
Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials. Good scroungers are prized among the Sand Cats.
Notables:
Organizations: Most Sand Cat Guilds are small bandit families. Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.

NPC Reaction
NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby. Many will find them terrifying.

SAND CATS IN THE GAME
This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's. Trey to avoid this leading to conflict..
"Trey" = Small Typo

Cipher Stars
2011-06-08, 06:12 PM
SAND CATS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sandcat.jpg

"Don't unnastand why you Army guys sweatin' it. I'm in fur and I'm perfectly cool out here in the sun. Wimps."

Sand Cats are Cat Burglar Guilds adapted to desert areas that have Desert Cats, Sand Cats, and other warm area living species with fur.

BECOMING A SAND CAT
A Cat Burglar with a few desert appropriate Feats will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Big Cat), Burglaring (Sneak Attack)
Feats: Heat Endurance, Sandskimmer (see Sandstorm)
Skills: Hide 6 ranks, Knowledge (Geography) 4 ranks, Move Silently 6 ranks, Listen 4 ranks, Spot 4 ranks, Survival 8 ranks

Class Skills
The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Sandskimmer
2. +1 +0 +3 +0 Sand Camouflage
3. +2 +1 +3 +1 Fire Resistance 5
4. +3 +1 +4 +1 Sandswimmer
5. +3 +1 +4 +1 Sand Ambush
6. +4 +2 +5 +2 Fire Resistance 10
7. +5 +2 +5 +2 Tremorsense Camouflage
8. +6 +2 +6 +2 The Paw from Below
9. +6 +3 +6 +3 Fire Resistance 20
10.+7 +3 +7 +3 Sand Whirlpool

Weapon Proficiencies: Sand Cats gain no new weapon or armor proficiencies.

Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).

Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).

Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5. This increases to 10 at Level 6, and 20 at Level 9.

Sandswimmer (Su): You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes.

Sand Ambush (Ex):

Tremorsense Camouflage (Su): At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round. If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility.

The Paw from Below (Ex):

Sand Whirlpool (Su):

PLAYING A SAND CAT
Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin. On the one hand this means you get left to your r own business and no one bothers you. On the other you can't move as freely because of this, nor can you leave witnesses.
Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible. They truly enjoy hamstringing opponents from underneath the sand.
Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills.
Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened. Or they owe you one.

SAND CATS IN THE WORLD
"You will always be lucky if you know how to make friends with strange cats."
Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way. They are quite proud of their survival skills. They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes.
Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials. Good scroungers are prized among the Sand Cats.
Notables:
Organizations: Most Sand Cat Guilds are small bandit families. Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.

NPC Reaction
NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby. Many will find them terrifying.

SAND CATS IN THE GAME
This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's. Trey to avoid this leading to conflict.
Adaptation: This could be adapted to horror campaigns as well as silly ones.
Encounters: PC's will generally encounter Sand Cats when they try robbing caravans, or when they blunder into a nest.

Sample Encounter
EL 12: The PC's have been followed for days by a lone wildcat in teh desert. The party scout took pity on it and has been giving it food and water from her rations. It has killed a number of small animals in return, which have been added to the cooking pots. Almost like it was paying for it's keep...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SAND CAT

Hit Die: d6
Skills Points at Each Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Sand Cat gains a Bonus Feat every x levels higher than 20th


http://6.media.collegehumor.cvcdn.com/1/d/collegehumor.7b45a3312025460bf66376fd6ab32e95.jpg

http://www.itsnature.org/wp-content/uploads/2010/04/bilde.jpeg

DracoDei
2011-06-08, 06:15 PM
http://6.media.collegehumor.cvcdn.com/1/d/collegehumor.7b45a3312025460bf66376fd6ab32e95.jpg
I feel this one exemplifies the class much better than the one that Bhu actually has up there right now.

Hiro Protagonest
2011-06-08, 06:17 PM
http://www.itsnature.org/wp-content/uploads/2010/04/bilde.jpeg

New PrC idea: Cave Cat! Thigh I don't like that picture, the cat looks strange. It's probably a bad photoshop.

Cipher Stars
2011-06-08, 06:18 PM
I feel this one exemplifies the class much better than the one that Bhu actually has up there right now.


That was the idea. Wonder where the text in my post went T-T oh well.

Bhu
2011-06-09, 02:32 AM
New PrC idea: Cave Cat! Thigh I don't like that picture, the cat looks strange. It's probably a bad photoshop.

Ironically that is a picture of a Sand Cat http://en.wikipedia.org/wiki/Sand_Cat

Draco: Sandskimmer can be taken twice. Will be fixing typos and text to address other concerns.

Bhu
2011-06-14, 02:54 AM
I hope to have a brief break from the job this week. Be patient and will update soon.

Bhu
2011-06-19, 02:49 AM
Sand Cat updated, just needs capstone

DracoDei
2011-06-19, 06:30 PM
10' Tremorsense only helps against invisible foes really, since you can already see through sand... still good, just not AS good.
Which reminds me... unless one of the feats does this, you might consider stealing a trick from my Wing Dragon's Fog Immunity and allow the sand-vision to also let them see through airborn sand... IE sandstorms are much much less of a problem. Dunno if the class really needs the help or not, but it would be cool.

Bhu
2011-06-26, 06:14 PM
3 more days and i can concentrate on this, plz be patient

DracoDei
2011-06-26, 06:29 PM
3 more days and i can concentrate on this, plz be patient
I can do that!

Bhu
2011-06-30, 02:20 AM
Job is done, hoping for new stuff tomorrow or the weekend. SPeaking of which i have till Monday to get paid pr the isp shuts off. If this happens have no fear i shall return

Bhu
2011-07-02, 02:10 AM
http://www.youtube.com/watch?v=on9vqL4W6Hc

Posting this for those few who havent seen t

Cipher Stars
2011-07-02, 02:36 AM
http://www.youtube.com/watch?v=on9vqL4W6Hc

Posting this for those few who havent seen t

That is the second most amazing thing I've seen today.

Bhu
2011-07-04, 09:59 PM
Sand Cat has capstone

DracoDei
2011-07-04, 10:40 PM
Well, I don't have Stormwrack, so I can't fully comment.

You mention people with Sandswim being allowed to use swim checks in place of a save... but you never specified if it counts as a swim speed (thus getting a +8 bonus), and they still don't have swim as a class skill, or bonuses to swim checks when sandswimming or anything, so I am not sure how much it will come up.

Bunny Earz
2011-07-05, 04:51 PM
Is this a cat thread!? Could it be!? :smalltongue:

EDIT: you know what now after reading the description: nevermind

Bhu
2011-07-06, 10:37 PM
Well, I don't have Stormwrack, so I can't fully comment.

You mention people with Sandswim being allowed to use swim checks in place of a save... but you never specified if it counts as a swim speed (thus getting a +8 bonus), and they still don't have swim as a class skill, or bonuses to swim checks when sandswimming or anything, so I am not sure how much it will come up.

I edited sandswim a lil to make it clearer. The maelstrom spell does 3f8 damage per round i think. Ill edit the text for the cap a lil too

Ringwrym
2011-07-08, 11:23 PM
Great work, I would just like some clarification the PrCs work off the 3rd revision correct.

Bhu
2011-07-08, 11:36 PM
yes everything posted after the 3rd revision works off it

Bhu
2011-07-10, 07:32 PM
sand cat done beginning library cat

Cipher Stars
2011-07-10, 09:57 PM
sand cat done beginning library cat

Library cat, sounds interesting.

I actually have a few pics bookmarked that could help with it, maybe.

In order of what-I-think-could-work based on only "Library Cat"
http://favim.com/orig/201105/12/book-cat-gato-heart-livro-Favim.com-42338.jpg

http://cdn.activedesktopwallpapers.com/wallpapers/74/Cat-Under-Book-512X384-74.jpg

http://data.whicdn.com/images/10949850/animal,book,cat,funny,sleep,kitty-bce49117e8b63bdad762e1060d053ba4_h_large.jpg?13084 35590

http://farm3.static.flickr.com/2639/4104293360_58e14e0506.jpg

Bhu
2011-07-10, 10:18 PM
Library Cat and Burger CHef are back on page 15. I started them a while back and then things went to crap so I'm finishing up now. I love the pics.

DracoDei
2011-07-10, 10:29 PM
Those are all nicely illustrative of the class. The first one is the best artistically, but the worst from an illustrative POV probably.

Cipher Stars
2011-07-10, 11:24 PM
Library Cat and Burger CHef are back on page 15. I started them a while back and then things went to crap so I'm finishing up now. I love the pics.

how did I miss those x_x

Bhu
2011-07-13, 10:26 PM
how did I miss those x_x

in my defense they got kinda shifted a few pages back while i wa working these last few months

Bhu
2011-07-18, 09:22 PM
library cat updated back on page 15

DracoDei
2011-07-18, 09:31 PM
Capstone seems a bit lacking in the "Essence of the Class taken to the highest level" department, but perhaps some of the other abilities will make it make more sense.

It does allow you to not worry too much about leaving the point you are trying to defend unguarded while you are out and about being proactive about said defense.

Lix Lorn
2011-07-20, 09:50 AM
...hmm. Bhu, have you read the Varjak Paw series? Or the Warrior Cats series?

Bhu
2011-07-20, 01:49 PM
...hmm. Bhu, have you read the Varjak Paw series? Or the Warrior Cats series?

Not dat I am aware ofs.

Lix Lorn
2011-07-20, 06:12 PM
:O
You shoooould. You could make catty stuff based on them!

Hiro Protagonest
2011-07-20, 06:55 PM
:O
You shoooould. You could make catty stuff based on them!

Something based on the Warriors series?

I might be able to come up with that. It would probably have to be a complete campaign setting set in modern earth though. And you can only play a cat, but with different stats than in normal 3.5.

Or just a class for awakened cats.

And I would have to come up with a template that gives you free rezzing nine times.
Edit: eight times.

Bhu
2011-07-25, 12:25 AM
are either of these the mystery series where cats are the main protagonists?

Rakmakallan
2011-07-25, 01:39 AM
Do you have anything based on the musical Cats in there? (i did not read all 17 pages, i know i'm abominable) Given about a week i could cook something up and post it, so expect a base class: Jellicle Cat.

DracoDei
2011-07-25, 09:26 AM
(i did not read all 17 pages, i know i'm abominable)
Did you at least look at the index? (Note that I DIDN'T look at the index, just saying that there is one, and checking it could at least give a bit of an idea). I don't THINK I recall any references to that musical in there, but I could have missed one or two abilities, MAYBE an entire PrC.


Given about a week i could cook something up and post it, so expect a base class: Jellicle Cat.
I am sure we are all looking forward to it... but are you SURE you don't want to make it a base class based off Cat Burglar? Either way could be the "right" way, just making sure you have thought this through.

Sir Shadow
2011-07-25, 10:29 AM
It'd probably be better as a PrC for Cat Burglar/Bard... I can't imagine a 20 level music-based feline class..

Cieyrin
2011-07-25, 10:44 AM
It'd probably be better as a PrC for Cat Burglar/Bard... I can't imagine a 20 level music-based feline class..

I can, though it would essentially be Cat Burglar/Bard/Jellicle Cat as one mix, which sounds like more work than is really needed when a PrC should work fine. No need to reinvent the wheel when you just need to change the tires. :smallwink:

Rakmakallan
2011-07-25, 12:59 PM
I feel like the jellicles deserve some more seriousness and I had the class in the works for quite some time for my own campaigns anyway. Seriously, while reading the cat burglar it felt more along the lines of "can i haz cheezeburger" 1337, rather "duets by Rossini or waltzes by Strauss" from the musical.

Bhu
2011-07-25, 04:41 PM
The Cat Burglar was meant for humor campaigns yes. The closest I have to a musical kitty is the Fencepost Yowler on page 1.

Sir Shadow
2011-07-25, 08:15 PM
The cat burglar class itself is not that silly TBH.