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Bhu
2010-08-25, 12:30 AM
INDEX from Old Thread (http://www.giantitp.com/forums/showthread.php?t=76770)

Base Classes Cat Burglar version 1 (Page 1), Version 2 (Page 26)

Epic Classes Epic versions of Base Classes and PrC's are listed with that class.
Catzilla, Cheshire Cat, Die Panzerkatzen (Page 22)
Fluffy Smiter of Smiting (Page 24)
Itty Bitty Pwitty Wun (Page 24)
Bakeneko, Child of Asmodeus (Page 25)

Magic Items Page 24, or listed with the class they are appropriate for.

Feats Page 1, or listed with the class they are appropriate for. Epic Feats are on page 23. Human Form Feats on Page 26.

Racial Substitution Levels Page 1 and 8 and 27

Kitty spells and Domains Page 13

Prestige Classes Son of Pinky, Tibbit Skirmisher (Page 2)
Bear Wrassler, The Grasshopper Society (Page 3)
Abominable Snow Kitty, Big Kitty, Darth Puddytatses, The Black Paws (Page 5)
Sanda's Little Helpers, Watchcat (Page 6)
Ninelifer, Pocket Kitty (Page 7)
Critter, Good Kitty (Page 8)
The Familiar (Page 9)
Lazor Kitteh (Page 10)
Bad Kitty (Page 11)
Breathsucker (Page 12)
Fencepost Yowler, Feral (Page 13)
Aristocat, Crazy Cat Lady, Katgrrl (Page 15)
Cat Fu Fighter, Tibbit Jester, Vet (Page 16)
Cats from Saturn, Short Paw Clan (Page 17)
Akaneko, Foof Lord (Page 18)
Burlap Guild, Professional Mouser (Page 19)
Mortician (Page 20)
Catnipper, Trickster (Page 21)

Cat Burglar 3.0
Base Class (Page 33)
Feats, Kitty Magic (Page 34)
Epic Kitty Magic (Page 36)
Kitty Domains (Page 36)
Mawm (Page 37)
The Great Kitteh in Da Sky (Page 38)
The Bad Kitteh in Da Night (Page 40)
Outside Cat (Page 40)
Goober, Housecat (Page 41)
Alley Kat (Page 42)
Blue Eyes, Mean Kitteh, The Feline Way (Page 43)
Charmaine Pussyfoot, Itty Bitty (Page 44)
Mrrow, The Mows (Page 45)
Cat Elves, Various Racial Substitution Levels (Page 46)
Temple Guardians of Mrrow (Page 47)
Abominable Snow Kitty, Akaneko, Aristocat (Page 48)
Bad Kitty, Bear Wrassler, Big Kitty, Breathsucker, Burlap Guild Member (Page 49)

Note: The Mows class substitution levels are also to be used with Awakened Cats. Placing the note here since I can't do stuff with the older post.

INDEX from New Thread

Burlap Guild Member, Cat Fu Fighter, Catnipper, Cat from Saturn, Crazy Cat Lady, Critter, Darth Puddytatses, Fencepost Yowler, Feral, Foof Lord, Good Kitty, Katgrrl (Page 1)

Lazor Kitteh, Mortician, Ninelifer, Pocket Kitty, Professional Mouser, Sanda's Little Helpers (Page 2)

Cheshire Cat, Short Paw Clan, Sons of Pinky, The Black Paws, The Familiar (Page 3)

Bakeneko, Blade of Arcane Felinity by Lix Lorn, The Grasshopper Society, Tibbit Jester, Tibbit Skirmisher, Trickster, Vet, Watchcat, Wolfguard by Lix Lorn (Page 4)

Pixie Kitty, Support Kitteh (Page 5)

Gunner Kitty, new spells (Page 6)

Thundercat (Page 7)

Ranpu (Page 8)

Cabbit, Om Nom Nom Fu (Page 9)

Iron Floof Kung Fu (Page 10)

Meowcenary, Cat Warrior by Swiftmongoose (Page 11)


Other Stuff
Cat Attraction (http://www.giantitp.com/forums/showpost.php?p=11517515&postcount=504)
Kitten Friend (http://www.giantitp.com/forums/showthread.php?p=11436056#post11436056) by Welknair
Lord Fluffybottoms (http://www.giantitp.com/forums/showpost.php?p=11636162&postcount=524) Vestige by Domriso

We begin anew! (Note to self: List of ideas and requests on page 5)

Lix Lorn
2010-08-25, 04:59 AM
Hooray for cats!

Bhu
2010-08-26, 02:23 AM
I made an oopsie when I restarted the htread cause I forgot some edits that needed to be done to teh Burlap GUild, so without further ado...



BURLAP GUILD MEMBER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/my-dragon-cat.jpg

"You keep this up and I'll tell daddy on you."

The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar. It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on. It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies). The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization. Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

BECOMING A BURLAP GUILD MEMBER
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars. You're really sort of born into the Guild more than becoming a member of it.

ENTRY REQUIREMENTS
Class Abilities: Breath Weapon, Kitty Form, Enhanced Kitty Form (Dragon Kitty)
Feats: Dragontouched, Spittin' Fury
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
Special: Must have been born into the Guild. They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle. Snobbish yes, but it works.


Class Skills
The Burlap Guild Member's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 Hisssss, Spit
2. +1 +3 +3 +0 Family Inheritance
3. +1 +3 +3 +1 Tuffer Than the Average Kitteh
4. +2 +4 +4 +1 Hisssss
5. +2 +4 +4 +1 Family Inheritance
6. +3 +5 +5 +2 Tuffer Than the Average Kitteh
7. +3 +5 +5 +2 Hisssss
8. +4 +6 +6 +2 Family Inheritance
9. +4 +6 +6 +3 Tuffer Than the Average Kitteh
10.+5 +7 +7 +3 Death From Above

Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.

Hisssss (Su): You are particularly intimidating in Kitty Form for some reason. When hissing or yowling at someone within 30' that person must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds if you are in Kitty Form.

At 4th level when using this ability it affects all living things in 45', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you charge. Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day. At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon. At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter. At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3. This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average). The Wings may be hidden or not at your option. Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
You are teh awesomes, and you know it. Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally. Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting. Now if only you can find a way to exploit this...
Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon. Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully. And if that doesn't work they fire people up and run for the hills (assuming Dad lives in the hills).
Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament. Plus they have to hide what they're up to from mom and dad occasionally. Parents can be so disapproving when you intend to rob a powerful crime lord just for weekend giggles.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats. Cats all over the place in that dragon bar..."
Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all. They tend to be mildly famous in human form just because of their name. As kitties they have blessed anonymity though.
Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame. Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls. So it ain't all bad. At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Dragon, and spends much of his time trying to seduce the local women. Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject). She cares not for Roland.
Organizations: The Burlap Guild is an organization. It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
NPC's assume you're a cat till you spew fire or acid or some such. At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
This PrC kind of implies it's members are famous, or at least their parents are. Which may be a headache for some DM's.
Adaptation: This is definitely a silly campaign PrC. Dragon bars don't exactly scream seriousness.
Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there. Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl. When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other. Then they notice the PC's. Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +6 (+9 KF), Senses: Listen +9, Spot +9
Languages Common, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +2 Natural, )
AC (KF) x, touch x, flat-footed x (+2 Size, +2 Dex, +2 Natural, )
hp 51 (12 HD)
Fort +9, Ref +11 (+14 KF), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options Breath Weapon 2d6 (DC 22), Breath Effect (Frost Breath), Hisssss (DC 22)
Combat Gear
Invocations Beguiling Influence, Deafening Roar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Enhanced Kitty Form (Dragon Kitty), Kitty Magic (I Must Shred This Paper), Burglaring (Uncanny Dodge), Scales +2, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Ability Focus (Breath Weapon, Hisssss), Dodge, Improved Initiative, Jibba Jabba, Spittin' Fury, Dragontouched (B)
Skills Appraise +5, Bluff +12, Concentration +8, Diplomacy +12, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Nobility) +6, Listen +9, Move Silently +10, Search +9, Sense Motive +9, Spellcraft +5, Spot +9, Tumble +6, Use Magic Device +8
Possessions



EPIC BURLAP GUILD MEMBER

Hit Die: d8
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Burlap Guild Member gains a Bonus Feat every 2 levels higher than 20th



Spittin' Fury
Your breath smells like peppermint and butt kicking!
Prerequisites: Breath Weapon as a Class Feature
Benefits: The Save DC of your Breath Weapon is based on your Charisma Modifier instead of your Constitution Modifier.

Bhu
2010-08-27, 01:56 AM
CAT FU FIGHTER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catfufighter2.jpg

"You dare insult a master of the art of Cat Fu?"

Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons. In other words they throw cats at people or use them as hand held cuisinart devices. Yeah, they're a weird bunch...

BECOMING A CAT FU FIGHTER
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything
Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
Base Attack Bonus: +5



Class Skills
The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), 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 Summon the Kittehs, Kitty Weapons
2. +2 +3 +3 +0 Improved Sleight of Hand (+2)
3. +3 +3 +3 +1 Show Off
4. +4 +4 +4 +1 Kitty Weapons
5. +5 +4 +4 +1 Improved Sleight of Hand (+4)
6. +6 +5 +5 +2 Show Off
7. +7 +5 +5 +2 Kitty Weapons
8. +8 +6 +6 +2 Improved Sleight of Hand (+6)
9. +9 +6 +6 +3 Show Off
10.+10 +7 +7 +3 Supahstah!

Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.

Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier). They will stay for the duration of the encounter. Where they've been hiding, and how they got where you are now is unimportant, they just show up. Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One-handed Light weapons. Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your (Unarmed strike damage plus Cat Fu Fighter Level divided by 3). You may apply Weapon Feats to wielded cats as you would any other weapon (i.e. you can buy Improved Critical-Cat as a Feat).

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5. The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible. Damage as a thrown weapon is 1d6 slashing damage (x2 on a Critical).

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action. Make an Sleight of Hand check vs your opponents Spot check. If successful you add your check result to the damage done. If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex): Since your fighting style relies on hiding Kitties in your clothing you become quite excellent at hiding them on your person. At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): You and your cats have trained to perform interesting combat tricks. At 3rd, 6th, and 9th levels you may choose 1 combat maneuver from the following list:

Kitty Makin' Biscuits: If you successfully hit your opponent with a Ranged Kitty Attack, he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or be Stunned 1 Round and Nauseated 1d3 rounds after. If the Save is successful he is merely Nauseated 1 Round.

Little Kitty Tripper Upper: If you successfully hit your opponent with a Ranged Kitty attack, you may immediately make a Trip Attempt (your Dex vs his Strength) as a Free Action without provoking an Attack of Opportunity (and if you fail they do not get an attempt to Trip you back). The Trip attempt uses your Size modifier, not the Kitties.

Facehugger: If you successfully hit your opponent with a Ranged Kitty Attack, they must make a Fortitude Save (DC is 10 plus half hit dice plus Dexterity modifier) or be Blinded for 1d3 rounds. If the Save is successful, he is Dazed 1 round instead. If a "1" is rolled on the Save, the victim is permanently Blinded.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d3 damage per Kitty you have on your person, and providing a +1 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: You have become an expert at hiding Kitties in your voluminous yet sturdy sleeves. Any round in which you make a successful Sleight of Hand vs your opponents Spot check you may increase your normal Sneak Attack damage by +2d6.

Sneaky Nibbles: You have become an expert at hiding Kitties on your person in general. If you make a successful Sleight of Hand check vs your opponents Spot check the critical threat range for your Kitty Weapons increases to 18-20 for the rest of the round (they never see it coming). You may Full Attack while using this ability.

Swarm Defense: Whenever an opponent attempts to Grapple you, you get an Attack of Opportunity (even if your opponent has Improved Grapple or Improved Grab) with your Kitty Weapon attack as your Kitties leap from your robes to defend you.

Presents for Daddy: You may make a Ranged Disarm attack to knock something from your opponents hand. This does not damage your Kitty, nor does it take an Attack of Opportunity. If the Disarm is successful whatever was in the opponents hands is now held by the Kitty, who will be returning to you posthaste.


Supahstah! (Ex): Choose any 1 Show Off Maneuver. The Save DC if it is Kitty Makin' Biscuits or Facehugger, increases by +4. If it requires an Opposed check you get +4 to the roll. If it gives you an Attack of Opportunity you are +4 on that attack roll. You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
Learn to be mysterious and use Bluff as much as possible. You always want people to believe you are capable of more things than you actually are. Never give a straight answer, never be straightforward, always take the long way to get to your point. Wear roomy clothes you can hide lots of stuff in. And by stuff we mean cats.
Combat: You have learned to wield kitties as extensions of your own body. It confuses and disorients people, so concentrate on it just to mess with them. Besides flinging cats into peoples faces is damn funny.
Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town. Cause that gets the women in droves. Fighting is okay, but hot women are better. Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise..."
People luv the Cat Fu Fighters. They pretend to be arrogant, cool, and unreachable. It's all to get the local women to swoon when they show up of course. And of course they indulge in some fighting, but that's only for effect to increase their rep.
Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect. This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer. Just ask him anytime. Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader. And the Town Elders. And the Governor. And several other people just for giggles.
Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
NPC's love you. You're like a local folk hero. Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight. This can make for problems if you let the player hog the limelight, as it may annoy the other players. Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign.
Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight. They may even be paid ahead of time to choreograph it to make the CFF look good. Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good. he claims it's to impress his girlfriends dad so he'll let them marry. It goes well, but soon they find that they've been scripted as the evil villains in his charade. There's also a rash of robberies and crimes laid at their door. Has he been framing the PC's? Will they make it out of town alive? Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated. Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+6 KF), Senses: Listen +9, Spot +9, Low Light Vision
Languages Elf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +3 Dex, )
hp 52 (12 HD)
Fort +9, Ref +12, Will +4
+2 vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +11 (+7 KF)
Atk Options Summon the Kittehs, Kitty Weapons, Show Off (Kitty Makin' Biscuits, Facehugger)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form, Cat Powah +3, Improved Sleight of Hand +4, Kitty Magic (Innocence)
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse, Brutal Throw (B), Point Blank Shot (B), Power Attack (B)
Skills Balance +7, Bluff +9, Climb +4, Gather Information +7, Hide +7, Intimidate +7, Jump +4, Knowledge (Local) +4, Listen +9, Move Silently +7, Sleight of Hand +9, Spot +9, Tumble +11, Use Magic Device +7
Possessions


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each Level : 4 + int
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.

Lix Lorn
2010-08-27, 09:43 AM
...you are a god. XD

Bhu
2010-08-28, 02:42 AM
CATNIPPER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catnipper2.jpg

"Herbs for sale! Herbs to heal the pain! Herbs to cure diseases! Herbs to make your husband a man again! Herbs for sale!"

Catnippers are herbalists and healers. They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances. They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others). They're also a little crazy from constant exposure to toxins and from sampling their experiments.

BECOMING A CATNIPPER
You'll need at least 1 level of Cat Burglar, and some kind of spellcasting class for the Alchemical studies.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to cast Arcane or Divine Spells
Skills: Craft (Alchemy, Poisonmaking) 4 ranks, Knowledge (Arcane, Nature) 4 ranks
Feats: Brew Potion, Spell Focus (Enchantment is common, but it can be any school).


Class Skills
The Catnipper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Enhanced Potion Brewing, Poison Use
2. +1 +0 +3 +3 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
3. +1 +1 +3 +3 Enhanced Poison Crafting, +1 level of spellcasting class
4. +2 +1 +4 +4 Enhanced Potion Brewing
5. +2 +1 +4 +4 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
6. +3 +2 +5 +5 Enhanced Poison Crafting, +1 level of spellcasting class
7. +3 +2 +5 +5 Enhanced Potion Brewing
8. +4 +2 +6 +6 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
9. +4 +3 +6 +6 Enhanced Poison Crafting, +1 level of spellcasting class
10.+5 +3 +7 +7 Meister Herbalist, +1 level of spellcasting class

Weapon Proficiencies: Catnippers gain no new weapon or armor proficiencies.

Enhanced Potion Brewing (Su): At 1st level the Catnipper learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan as a Bonus Feat.

Poison Use (Ex): Catnippers are well trained in the handling of poisons and never risk accidentally poisoning themselves.

No I'm Not Crazy, Why Do You Keep Asking? (Su): At 2nd level you're a little whacked out from all the chemicals and such you've been exposed to. Plus you've occasionally tasted your latest potion to see what it does. Probably not a good move on your part. You gain a Bonus on all Saving Throws against Illusion or Enchantment spells equal to your Charisma Bonus, but take a similar penalty on all Wisdom based checks (except Spot and Listen).

At 5th level you get a Bonus on all Fortitude Saves equal to your Charisma Bonus, but take a similar Penalty to all Charisma based checks (except Intimidate and Use Magic Device).

At 8th level you are pretty much living in your own world. You take no damage from spells from the Illusion school.

Enhanced Poison Crafting (Ex): At 3rd level Inhaled or Ingested Poisons created by the Catnipper have their Save DC's increased by +2.

At 6th level the Catnipper's Inhaled and Ingested Poisons do +1 damage per die. For example if the poison does 1d6 Con it now does 1d6+1. If it does 2d6 it now does 2d6+2.

At 9th level the Save DC's of the Catnipper's Inhaled or Ingested Poisons increases by an additional +2.

Meister Herbalist (Ex): You make exceptionally potent potions. All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat. If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.

PLAYING A CATNIPPER
Catnippers are master herbalists, and many are also minor spellcasters as well. They tend to study just enough magic to be able to make their potions and herbal remedies, and maybe perform a few neat tricks when they need a way out of a jam. The real threat is the potions they can make. Their labelling system is usually known only to their maker so if you drink anything in their vicinity the Gods know what will happen next.
Combat: Catnippers aren't really combatants, but they can enhance those who are. Or poison them, one of the two.
Advancement: Advancement depends on what the Alchemist has been sampling and what weird whim he gets one night at 3 am. Seriously they're a weird bunch. Some are out to heal the world, and some are out to burn it down. Some just want to remember what the hell happened last night and why they now own 3 metric tons of bananas.
Resources: Catnippers always have the Guilds to rely on, and if their abilities are known perhaps a local rich patron or two...

CATNIPPERS IN THE WORLD
"Man, don't eat any of Bob's brownies. I had two or three of them last night and woke up married to an Orc chick."
People are usually happy to see you. You have the herbs necessary to help with life's little complaints that the Clerics can't be bothered to use spells for. Plus you tend to be cheaper than them, and your customers don't have to pay lip service to your deity.
Daily Life: Much of your day is devoted to searching for/buying/trading/selling herbs and potions. You get to funnel money to the Guild this way legally, and make a nice chunk for yourself as well. Depending on your alignment you also have opportunities to heal or harm people.
Notables: Marie Lamartine (CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6) is ranked among the expert poisoners of the world. Juan Martinez (Cat Burglar 3/Druid 3/Catnipper 6) is a local herb farmer, and healer of note.
Organizations: The Catnippers are like an organization inside an organization. They usually try to remain in close contact with one another, and trade recipes and new ideas and information.

NPC Reaction
NPC reaction will vary depending on whether they know what you are, and what side of the law they're on. Authorities frown on people selling deadly nightshade as "a sleep aid".

CATNIPPERS IN THE GAME
While the obvious joke is the idea of the Catnipper as a parody of a marijuana dealer, they aren't just potheads. They do have actual uses, and care more about their fellow Guild Members than using illicit substances. Most are actually more like the Vodoun Houngans who have mastered using poisons to achieve effects.
Adaptation: Catnippers are written for a silly campaign, but they could also go in a horror campaign that had some pretty black humor.
Encounters: PC's can encounter Catnippers as herbalists or healers, or if they need to buy poison, or perhaps they require some sort of mind altering substance. They may find out the poisons being used on them come from one and he has the antidote as well.

Sample Encounter
EL 12: One of the PC's has been poisoned with a rather nasty hallucinogen, and they are told a local woman can cure him...for a price. She wants a particular book from someone who isn't willing to sell. Breaking into the house of this aforementioned someone the PC's learn their benefactor is the only one supposed to be capable of making the poison that's infected their friend. Hmm...


Marie Lamartine
CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6
Init +1 (+4 KF), Senses: Listen +8, Spot +6
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
hp 37 (12 HD)
Fort +3, Ref +8 (+11 KF), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 3 (DC 16)
4th: 1 (DC 17)
Caster Level 7th
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 14
Abilities KF Str 3, Dex 19
SQ Purr, Kitty Form, Cat Powah +2, Feline Empathy, Cat Familiar,
Feats Extend Spell, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Illusion, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +14, Concentration +5, Craft (Alchemy, Poisonmaking) +7, Diplomacy +8, Gather Information +8, Hide +11, Knowledge (Arcane, Local, Nature) +13, Listen +8, Move Silently +11, Search +7, Sense Motive +6, Spellcraft +7, Spot +6, Survival +8
Possessions

EPIC CATNIPPER

Hit Die: d6
Skills Points at Each Level : 4 + int
Spells The Catnippers Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Catnipper gains a Bonus Feat every 4 levels higher than 20th



Base Potion Prices

Spell Level Clr, Drd, Wiz Sor Brd

4th 1400 1600 2000
5th 2250 2500 3250
6th 3300 3600 4800


Cost to Make

Clr, Drd, Wiz
4th: 700GP, 28 XP
5th: 1125 GP, 45 XP
6th: 1650 GP, 66 XP

Sor
4th: 800 GP, 32 XP
5th: 1250 GP, 50 XP
6th: 1800 GP, 72 XP

Brd
4th: 1000 GP, 40 XP
5th: 1625 GP, 65 XP
6th: 2400 GP, 96 XP

Lix Lorn
2010-08-28, 09:38 AM
...Awesome. XDDD

Ranger Mattos
2010-08-28, 02:51 PM
Mm, new thread smell.

I love the PrC's.

Bhu
2010-08-30, 01:44 AM
CATS FROM SATURN

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ulthar4.jpg

"The world is indeed comic, but the joke is on mankind."

There are even Cat Burglar Guilds in the Far Realms nowadays. God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can. They just have to figure out what the local Aberrations think is cute. Regular Cat Burglars suck. They just con people and take their money. You con strange alien artifacts out of disembodied, freaky undead brain creatures.

BECOMING A CAT FROM SATURN
You'll need to find some way of accessing the Far Realms, so you'll either be a spell caster or have access to one. Usually the Cult...uh Guild...has spellcasters to provide you with the ability to travel the Planes until you gain do it yourself.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to cast 2nd level Arcane Spells, and must know 1 Conjuration spell from each level OR must be able to Manifest 2nd level Powers, one of which must be from the Nomad List.
Skills: Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 4 ranks
Feats: Augment Summoning, Transdimensional Spell, Unnatural Will (see Complete Arcane and Heroes of Horror)
Special: Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
The Cat from Saturn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
2. +1 +0 +3 +3 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
3. +1 +1 +3 +3 Summon the Toadie Frogs
4. +2 +1 +4 +4 Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
5. +2 +1 +4 +4 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
6. +3 +2 +5 +5 Summon the Toadie Frogs
7. +3 +2 +5 +5 Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
8. +4 +2 +6 +6 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
9. +4 +3 +6 +6 Summon the Toadie Frogs
10.+5 +3 +7 +7 Manipulate the Sphere's, +1 Level of Arcane/Psionic spellcasting class

Weapon Proficiencies: Cats from Saturn gain proficiency with one Exotic Weapon.

Spells/Psionics: Every level except 3, 6, and 9 the Cat from Saturn increase the level of their spellcasting or manifesting class. They have to be one or the other, not both.

Non-Euclidean Kitty Form (Su): At 1st level you gain Enhanced Kitty Form (Non-Euclidean), see the Core Class.

At 4th level your Non-Euclidean Kitty form is quite appalling. You automatically fail all Charisma based skill checks (except Intimidate, Use Magic Device, or Use Psionic Device) against anything not an Outsider or an Aberration. You gain a Circumstance Bonus equal to your Cat from Saturn level on Intimidate checks against anything not an Aberration or Outsider. Aberrations and Outsiders find you soothing and pleasant however, and they automatically regard you as friendly unless you attack them. Even horrifying tentacle monsters from beyond space and time need some downtime snuggling with their lil' kitty to reduce stress. You also immediately adapt to Planes now instead of waiting a round.

At 7th level you are downright bizarre. Aberrations and Outsiders must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected by the Calm Emotions spell when you are within 30' of them. Their emotions are calmed only in regards to you, and only if you don't deliberately attack/anger them, and it affects even Outsiders and Aberrations immune to Mind-Affecting Effects. All other Types of beings instead make a Willpower Save if you are within 30', or be Frightened for 1d6 rounds. If the Save is successful they are immune to your Kitty Form for 24 hours.

Schrodinger's Scamper (Su): At 2nd level you may cast Dimension Door 3 times per day as a Supernatural Ability.

At 5th level you may cast Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you (and your stuff).

At 8th level you may cast Greater Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you (and your stuff).

Summon the Toadie Frogs (Su): Once per day you may summon evil toadlike critters at 3rd level (twice per day at level 6, 3 times per day at level 9). This is the equivalent of Lesser Planar Ally at level 3, Planar Ally at 6th level, and Greater Planar Ally at 9th level. However you may only summon Toadie Frogs. At level 3 this is a Mud Slaad (see Fiend Folio) with the Pseudonatural Template. At level 6 this is a 12 HD Gray Slaad with the Pseudonatural Template (or 2 Mud Slaad). At level 9 this is an 18 HD Death Slaad with the Pseudonatural Template (or 3 Mud Slaad).

Manipulate the Sphere's (Su): A number of times per day equal to your Charisma Modifier you may cast any Conjuration spell with a single Metamagic Feat without increasing the spells level. If you have a Psionic class instead, you may Manifest powers from the Nomad list using a single Metapsionic Feat without increasing the power point cost. Your type now changes to Outsider with the Native Subtype.

PLAYING A CAT FROM SATURN
The Cats from Saturn have some sort of business arrangement with an entity or realm in the Far Realms known as Saturn. Coincidental perhaps, but screw it I'm running with it. They trade packages back and forth between the Realms and the Prime Material Plane. Whatever they're getting out of it must be pretty damn worth it, because they'd rather die than let anyone see whats in their packages.
Combat: Cats from Saturn avoid direct combat unless they outnumber opponents enough for the fight to be easy. They have summoned minions to do fighting for them.
Advancement: Cats from Saturn usually try to increase their magical powers, and their connections in the Far Realm. It's uncertain why, but they definitely have some sort of bidness enterprise there. Probably trading peoples brains for Space Mead or something weird like that.
Resources: The Cats from Saturn usually have only their own peculiar Guild to draw from. The other Cat Burglars are freaked out by them. Not to mention regular citizens.

CATS FROM SATURN IN THE WORLD
"For the cat is cryptic, and close to Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle's lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten."
Cats from Saturn interact with the Far Realms, not our world. They only spend time here fetching whatever the hell it is they sell to the weird gut-faced critters in the Realms for...whatever it is they get in return. Plus they spend time researching spells and new powers.
Daily Life: You like scaring the locals to prevent them from looking into your operations. And scaring the not-so-locals just because. And anyone else you can find. Sometimes you practice on small animals by making their hearts explode in front of people. It always helps to increase your bad reputation.
Notables: Shub (CE Male Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is an enforcer for the Cult...er ...Guild. Shubawubbawub (CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is applying to be local Mistress of the Toadie Frogs...god alone knows what that entails, and we ain't askin'.
Organizations: The Cats from Saturn are their own organization, one mostly devoted to smuggling god knows what back and forth from the Far Realms. They are closer knit than even the regular Cat Burglar Guilds due to the extreme danger of their business. Whatever it is.

NPC Reaction
NPC's tend to poop themselves if they see you in Non-Euclidean Kitty Form. They aren't very fond of you otherwise either come to think of it.

CATS FROM SATURN IN THE GAME
This is good for campaigns if you want good and evil Cat Burglar Guilds (guess which one is the evil one?). The Saturn Cats are pretty spooky, so they tend to scare the bejeezus out of people one way or the other.
Adaptation: This could go in either a silly or a spooky campaign. Preferable a mix of both.
Encounters: PC's are only likely to encounter the Cats from Saturn in their true forms in the Far Realm. Should they raid or stumble into a Saturnian Guild by accident however things will get weird quick...

Sample Encounter
EL 12: The PC's have been hired to investigate rumors about toadlike monsters that are haunting the local fens. After much searching they come across a cult in the midst of the wetlands. And apparently it is composed of weird little vaguely catlike creatures...


Shubawubbawub
CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6
Init +1 (+4 KF), Senses: Listen +x, Spot +x
Languages Common, Aboleth, 2 Far Realms languages
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
hp 34 (12 HD)
Fort +3, Ref +12 (+15 KF), Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9th
Supernatural Abilities Schrodinger's Scamper (Dimension Door 3/day, Plane Shift 1/day), Summon the Toadie Frogs 2/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 3, Dex 19
SQ Kitty Form (Non Euclidean), Purr, Cat Powah +3, Feline Empathy, Familiar (Toad)
Feats Aberration Blood, Augment Summoning, Combat Casting, Iron Will, Jibba Jabba, Unnatural Will, Scribe Scroll (B), Transdimensional Spell (B) * See Lords of Madness
Skills Bluff +13, Climb +3, Concentration +10, Decipher Script +13, Diplomacy +13, Escape Artist +5, Gather Information +7, Hide +7, Intimidate +7, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +9, Listen +5, Move Silently +7, Search +7, Sense Motive +5, Spellcraft +7, Spot +5, Survival +5
Possessions




EPIC CAT FROM SATURN

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells or Psionics: Your Caster or Manifester level continues to improve with Epic levels, and you gain 1 new spell or power of any level you can cast every other level stating at level 22.
Bonus Feats: The Epic Cat from Saturn gains a Bonus Feat every 3 levels higher than 20th.

Bhu
2010-09-02, 02:48 AM
CRAZY CAT LADY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/crazycatlady2.jpg

"Don't touch the cats. Seriously I will screw your life up good buddy."

Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined the Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister). They're also crazy. Some are more obvious the others, but they are all examples of how nature says 'do not touch'.

BECOMING A CRAZY CAT LADY
A level of Cat Burglar, and plenty of Druid levels fits you right in.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Kitty Form
Spells: Must be able to cast at least 3rd level Druid spells
Skills: Knowledge (Nature) 8 Ranks, Knowledge Local 4 Ranks
Feats: Animal Affinity


Class Skills
The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Behold Mah Fuzzy Minions
2. +1 +0 +0 +3 Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2 +1 +1 +3 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3 +1 +1 +4 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3 +1 +1 +4 Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4 +2 +2 +5 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5 +2 +2 +5 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6 +2 +2 +6 Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6 +3 +3 +6 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7 +3 +3 +7 Mommie's Here Pumpkin

Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.

Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 Housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats. Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc). Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about.

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to Teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy. Crazy old women are harmless. Spooky, determined old women are witches. You don't want to be mistaken for the second one. Cats are nature's most perfectest creatures as well. They're better than people, and you wish you were one full time. AHAHAHAHAHAHAHA!!!!!
Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can. They will only fight to protect their beloved kitties from harm. You don't want that. At best you can hope to awaken a few days later in one piece, sane, and possibly even still mammalian.
Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization (and personal eccentricities).
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers. Most are loenrs who just have their bands of fanatically loyal minions.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today? She's talking to the trees now. Guess the hundred cats she has isn't enough to keep her company anymore."
You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here). Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
Daily Life: Your day is usually dominated by training new kitties, and running the Guild. Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want. And she's appears to be at least mildly insane. Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...but she likes animals a little too much. She often tends to thin of them as people and their owners as pets.
Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies. They usually see each other as competition.

NPC Reaction
NPC's think your out of your mind at worst, and mildly senile at best. Which is good. No one expects the crazy old lady at the end of the road to be a spymaster. Most of the time people look at you and think "Oh God! Oh God please don't let her notice me. Please don't let her notice me...." And then God takes a big fat crap in their oatmeal as you smile and walk over to them intending on having some fun conversation.

CRAZY CAT LADY'S IN THE GAME
Little old ladies everywhere will not thank you for ruining their good name. Seriously they tend to spread malicious gossip about you. Some of your minions keep track of them full time.
Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such). Or maybe they're referred to one cause their pet kitty is hurt. Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+4 KF), Senses: Listen +7, Spot +7
Languages Common, Sylvan, Druidic
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Small x, touch x, flat-footed x (+2 Size, +1 Dex, )
hp 47 (12 HD)
Fort +7, Ref +7 (+10 KF), Will +13
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options
Combat Gear
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Resist Nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2, Feline Empathy, Cat Powah +3
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +9, Concentration +7, Craft (Alchemy) +5, Diplomacy +7, Gather Information +7, Handle Animal +9, Heal +7, Hide +5, Intimidate +9, Knowledge (Local) +8, Knowledge (Nature) +9, Listen +7, Move Silently +5, Ride +7, Sense Motive +7, Spellcraft +4, Spot +7, Survival +7, Use Magic Device +7
Possessions


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +5

Life with Eleanor has made Fluffy an unusual horse. To be blunt, he believes he is a cat. Watching a horse try to meow is kinda spooky. Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells The Crazy Cat Lady's Caster Level is equal to her Druid plus her CCL Levels -2. You do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.

Bhu
2010-09-03, 02:21 AM
CRITTER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/critter2.jpg

"I'm a chikin! Yup. Yup. Chikin. BAAAAWWKK BAWK BUCUCCK!"

(strange catlike voice from the distance) "DUCK!! YOU'RE SUPPOSED TO BE A DUCK YOU FOOL!"

"Ummm...quack?"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER
Most Critters are Cat Burglars who prestige out after being caught.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Big Cat, Kitten), Kitty Magic (Innocence)
Skills: Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Survival 4 ranks, and Swim 4 ranks.


Class Skills
The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Im a Chikin LOL
2. +1 +0 +3 +0 Im a Badger LOL
3. +2 +1 +3 +1 Im a Frawg LOL
4. +2 +1 +4 +1 Im a Tertle LOL
5. +3 +1 +4 +1 Im a Skwirl LOL
6. +4 +2 +5 +2 Im a Skawnk LOL
7. +5 +2 +5 +2 Im a Mole LOL
8. +5 +2 +6 +2 Im a Snayk LOL
9. +6 +3 +6 +3 Im a Buzzerd LOL
10.+7 +3 +7 +3 Im a Sumthin LOL

Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

(Enhanced Kitty Form) I'm a Chikin LOL(Su): Your Kitty Form is expanded. You may now imitate ANY Animal of Small, Tiny, or Diminutive Size instead of a cat. Stats are the same as your Kitty Form. If it doesn't have the same attacks as a kitty, relax the claws are retractable or something. In addition you may switch between Kitty Forms as a Move Action as opposed to a Standard Action.

(Kitty Form) I'm a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace, the better to effectively pretend to be
mean lil' critters like Badgers and Wolverines. Stats in Small Kitty Form are +4 Strength, -4 Dex. Stats in Tiny Kitty Form are +2 Str, -2 Dex. Stats in Diminutive Kitty Form are unchanged from your regular ones.

(Enhanced Kitty Form) I'm a Frawg LOL(Su): You gain Enhanced Kitty Form (Seacat).

(Kitty Form) I'm a Tertle LOL(Su): You may now imitate armored critters like Pangolins, Armadillos, and Turtles more fully. Stats in Small Form are -2 Str, -6 Dex, +8 Natural Armor Bonus. Stats in Tiny Form are -4 Str, -4 Dex, +8 Natural Armor Bonus. Stats in Diminutive Kitty Form are -6 Str, -2 Dex, +8 natural Armor Bonus.

(Enhanced Kitty Form) I'm a Skwirl LOL(Su): You gain Enhanced Kitty Form (Spidercat).

(Kitty Form) I'm a Skawnk LOL(Su): This is identical to Big Cat Form, but instead of a Bonus to Hide Checks you get Spray. As a Standard action you can unleash a 10' Cone to your rear at will. Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds. In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks for the next week.

(Enhanced Kitty Form) I'm a Mole LOL(Su): You may now imitate burrowing animals more fully in Kitty Form. While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

(Kitty Form) I'm a Snayk LOL(Su): You may now imitate snakes and poison critters like Platypus more fully. Stats are identical to Big Cat, Kitten, or regular Kitty Form (choose when you assume the Form). In this Form your Bite or Claw Attack (choose when you assume the Form) is now venomous. Initial and Secondary Damage depends on your Size (Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength). Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

(Enhanced Kitty Form) I'm a Buzzerd LOL(Su): You gain Enhanced Kitty Form (Winged Kitty).

I'm a Sumthin LOL(Su): At 10th level you become one with your inner critter, and now qualify as an Animal for purposes of any spell/power/effect that would be beneficial to Animals temporarily. For purposes of effects that would be detrimental to Animals, you are still of your original race. If knocked unconscious you no longer revert to your original form if you are in Kitty Form. You also gain the Shapechanger Subtype.

PLAYING A CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets or small animals, and have to deal with a lot of superstitious easily terrified yahoos.
Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant. At higher levels you do get some options though...
Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes. But they do have to keep up with new forms just to keep ahead of the Law.
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there. After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...
Daily Life: You get up. Become a chicken. Spy on farmers. Shapechange into a cat while unknowingly being observed. Causing a rumor that the local chickens are evil shapeshifting devil beasts and must die. You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel. You get adopted by a crazed old woman who "rescues you from a tree". Despite the fact that squirrels live in trees. She dresses you in doll clothes. You suddenly realize that this is what hell must be like. Eminent escape is planned...
Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge. The Pine Woods Chikin (CN Male Human Cat Burglar 6/Critter 6) appears a chicken haunting the local pine Woods Forest. For some reason the locals are completely terrified of him.
Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats. So obviously you're some insidious monster from another Plane of existence hellbent on their destruction. You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught. Beyond that they'll inspire lots of funny incidents.
Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
EL 12: "Lookie here mister...you can't go inta thet thar forest. There's a Chikin in thet forest. A CHIKIN!! It'll gitcha!!! Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar 6/Critter 6
Init +7 (+9 BC, +10 KF, +11 KiF), Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
AC KiF x, touch x, flat-footed x (+4 Size, +7 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +5 Dex, )
hp 54 (12 HD)
Fort +5, Ref +13 (+15 BC, +16 KF, +17 KiF), Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +10 (+9 KF, +8 KiF)
Atk Options Spray DC 19
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 14
Abilities KF Str 8, Dex 22
Abilities BC Str 10, Dex 20
Abilities KiF Str 6, Dex 24
SQ Kitty Form (Big Cat, Kitten, I'm a Badger LOL, I'm a Tertle LOL, I'm a Skawnk LOL), Purr, Feline Empathy, Cat Powah +2, Kitty Magic (A Cat's Ego, Innocence), Burglaring (Uncanny Dodge, Evasion), Enhanced Kitty Form (I'm a Chikin LOL, I'm a Frawg LOL, I'm a Skwirl LOL, Foofy Kitty, Swift Kitty)
Feats Ability Focus (Spray), Anonymous Kitty, Combat Reflexes, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Balance +7, Climb +6, Hide +11, Jump +6, Knowledge (Local, Nature) +3, Listen +4, Move Silently +11, Search +3, Spot +4, Survival +6, Swim +6, Tumble +7, Use Magic Device +7
Possessions

Note: I left off the stats for the alternate Kitty Forms cause it would be too cluttered.

EPIC CRITTER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Critter gains a Bonus Feat every 2 levels higher than 20th.

Lix Lorn
2010-09-03, 05:59 AM
...
You could be FIFTY-Nine and I'd still love you.

Ranger Mattos
2010-09-04, 09:51 AM
I love these PrC's. Finish the Critter quickly.

Bhu
2010-09-04, 06:52 PM
DARTH PUDDYTATSES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/1212829876684.jpg

Furby:"John the Fishers son must die. How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen. Someone has to have 10th level in this Prestige Class. How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the Guild. Or whoever has money.

BECOMING A DARTH PUDDYTAT
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form and either Lurk Augments or the ability to manifest powers from the Psychic Warrior list
Skills: Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
Base Attack Bonus: +4 BAB
Feats: I Got Looks And Brains
Alignment: Can't be Good or Lawful.

Class Skills
The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 These are not the Kitties You're Looking For
2. +1 +1 +3 +3 Light Saber, +1 Manifester Level
3. +2 +1 +3 +3 Force Boing
4. +3 +1 +4 +4 Hairballs Will Be Fine, +1 Manifester Level
5. +3 +2 +4 +4 No Really It's a Light Saber
6. +4 +2 +5 +5 I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level
7. +5 +2 +5 +5 Please Don't Sue
8. +6 +3 +6 +6 Use The Force Snookums, +1 Manifester Level
9. +6 +3 +6 +6 Static Cling Is A Pain When You Have Fur
10.+7 +3 +7 +7 Make Them Poop Their Own Spleen, +1 Manifester Level

Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

Manifester Level: At each even numbered level you gain new power points and access to new Powers as if you had gained another level in your Manifesting class. You do not however gain any other class abilities of the class.

These Are Not The Kitties You Are Looking For (Ps): You may use Psionic Suggestion a number of times per day equal to their Charisma Modifier as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force. It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw). It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive). You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action. You may use weapon based Feats as though it were a Longsword.

Force Boing (Su): You may jump up to 50' without a Jump check as a Psilike ability a number of times per day equal to your Charisma Modifier.

Hairballs Will Be Fine (Ps): You may use False Sensory Input as a Psilike Ability a number of times per day equal to your Charisma Modifier. Manifester Level is equal to Hit Dice.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): A number of times per day you may Force Choke a victim within 30' as a Psilike Ability. They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304) and is also held immobile in her square (considered to be paralyzed). The victim gets another save each round to break the choke. If they do, another daily use must be used to restart it. The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration. Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed. Deflecting the attack doesn't count as an Action. If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action. You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): You may unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability. This works like the Energy Cone power, but it does Force damage, and Manifester Level is equal to your Hit Dice.

Make Them Poop Their Own Spleen (Su): A number of times per day equal to your Charisma Modifier you may use this ability. You must make a Touch Attack against an opponent. If you miss, the use of this ability is expended. If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). if he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen). If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.

PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin. Or at least you desperately want people to believe that. A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful and cool you were.
Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice. Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats. Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on. If they're in the mood. And not hiding out from whoever they've ticked off now. Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group. In their own minds anyway. The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
Daily Life: Your life is training, training, training. When you aren't training you're going on assignments for the Master. When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood. He should be working for them. He may need...reminded. Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat. Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully. Obviously he must have the devils own luck. Or he's lying about being dumb.
Organizations: The Darth Puddytats are like a fraternity. They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats. They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it. If the cows wont milk, it had to be them. If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal. Like they should be. We're lookin' at you Steve.
Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture. Of course you can always rename it and just change the fluff to make it serious.
Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter
EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces. Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Dodge, )
hp 42 (12 HD)
Fort +3, Ref +14 (+17 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Psionic Sneak Attack +1d6, Lurk Augments
Combat Gear
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22
Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs Will Be Fine, Light Saber, I Find Your Lack of Faith...
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities KF Str 3, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Kitty Magic (Missed Me!)
Feats Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Power Penetration, Weapon Finesse
Skills Autohypnosis +11, Balance +7, Bluff +13, Climb +4, Hide +12, Knowledge (Local) +7, Knowledge (Psionics) +12, Listen +6, Move Silently +12, Psicraft +12, Sense Motive +11, Spot +6, Tumble +7, Use Psionic Device +13
Possessions


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases by 1 every other level, but he does not gain new powers. He does gain an additional 3 power points per level.
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th

Lix Lorn
2010-09-04, 06:59 PM
...I REALLY love you. Stop being so awesome. :smallfrown:

Bhu
2010-09-05, 01:33 AM
Well then you'll love the pic I added :smallbiggrin:

Lix Lorn
2010-09-05, 08:34 AM
...I adore you... ♥♥♥

Ranger Mattos
2010-09-05, 04:01 PM
Make Them Poop Their Own Spleen (Su)[/B]

What?

Otherwise good.

Bhu
2010-09-06, 02:03 AM
What?

Otherwise good.

Make them poop their own spleen is so they can do the 'death touch' bit as assassins. Hit someone, and they die later after you've escaped.


FENCEPOST YOWLER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fencepostyowler2.jpg

"REEEEEOOWOWOWOWOWOWOWOWW!!!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping). You are also the scourge of the city, and they want you dead.

BECOMING A FENCEPOST YOWLER
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Inspire Competence
Feats: Dodge, I Must Shout My Love From The Fencepost Wall
Skills: Perform (Yowling) 8 Ranks


Class Skills
The The Fencepost Yowler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Yowling
2. +1 +0 +3 +3 Dodge Audience (+2)
3. +1 +1 +3 +3 Inspire Annoyance
4. +2 +1 +4 +4 Yowling
5. +2 +1 +4 +4 Dodge Audience (+4)
6. +3 +2 +5 +5 Inspire Hatred
7. +3 +2 +5 +5 Dodge Audience (+6)
8. +4 +2 +6 +6 Yowling
9. +4 +3 +6 +6 Inspire Death
10.+5 +3 +7 +7 Yowling Doom

Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.

Yowling (Su): You gain a limited number of spells that you can use as Supernatural Abilities. At 1st level you can cast Dirge of Discord 3 times per day. At 4th level you can cast Shout 3 times per day. At 8th level you can cast Song of Discord 3 times per day.

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire Annoyance abilities. This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 7th level. This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler. If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours. Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred. Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury. They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc). It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier. During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death. The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days. Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes. Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 10d6 Sonic damage. If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else? Well you are that guy! If anyone messes with your kitties, his sleep is now optional.
Combat: Yowlers aren't really combatants so much as spoilers. You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
Advancement: Concentrate on the Performance (Yowling), and it shall reward you by punishing everything else around you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them. Yowling is an art form lost on the ignorant masses. They don't appreciate good singing these days. Especially at night.
Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions. Have noticed him beginning to crack. Can't wait to see how second shift does." Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city. Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
Organizations: Yowlers are an informal organization of sorts. They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways. Keep this in mind if one of your players wishes to be one.
Adaptation: The Yowlers are definitely a silly campaigner.
Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
EL 12: "Hi there. I'm told you guys are buttheads. I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+5 KF), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 42 (12 HD)
Fort +3, Ref +13 (+16 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options
Combat Gear
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day): Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities KF Str 3, Dex 20
SQ Kitty Form, Purr, Cat Powah +3, Feline Empathy, Enhanced Kitty Form (Spidercat, Swift Kitty), Bardic Knowledge +7, Dodge Audience +4
Feats Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Mobility, Subsonics, Weapon Finesse
Skills Balance +6, Bluff +18, Climb +9, Gather Information +13, Hide +17, Jump +3, Knowledge (Local) +6, Listen +5, Move Silently +13, Perform (Yowling) +18, Sense Motive +5, Sleight of Hand +6, Spellcraft +6, Spot +5, Tumble +12, Use Magic Device +13
Possessions



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th

Lix Lorn
2010-09-06, 04:44 AM
You can Song of Discord 3/day at 12th level, and 3/day at 8th. Huh?

Ranger Mattos
2010-09-06, 12:38 PM
The first level ability is Dirge of Discord 3/day. I don't have whatever book it's in, though, so I don't know the difference.

Bhu
2010-09-07, 01:19 AM
FERAL

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

"Meow."

Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life. They give up the material fast paced urban world to live permanently the life of a cat. Granted they aren't animals so they bore easy. This means they still meddle sometimes. Just to protect people and get food for survival though. Money is no longer a necessity.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Kitty Magic,
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 ranks
Feats: At least 2 Kitty Feats, one of which must be Cattitude


Class Skills
The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities KM Level KM Known Spell Points
1. +0 +2 +2 +0 Forever Kitty 1 3 3
2. +1 +3 +3 +0 1 4 5
3. +2 +3 +3 +1 2 5 8
4. +3 +4 +4 +1 2 9 14
5. +3 +4 +4 +1 3 10 19
6. +4 +5 +5 +2 3 14 29
7. +5 +5 +5 +2 4 16 37
8. +6 +6 +6 +2 4 20 51
9. +6 +6 +6 +3 5 22 63
10.+7 +7 +7 +3 Big Kitty Magic 5 26 81

Weapon Proficiencies: Ferals gain no new weapon or armor proficiencies.

Forever Kitty (Su): You are now permanently stuck in Kitty Form, and can no longer become human. You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat. Your Feral and Cat Burglar levels stack for purposes of qualifying for Kitty Feats (i.e. a 6th level Cat Burglar/6th level Feral is considered a 12th level Cat Burglar). Equipment and Magic Items must now be sized for your Kitty Form. You may cast spells if you have access to the right material components since you have learned to use the necessary Verbal and Somatic components as a cat. You now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals). For purposes of effects that would be detrimental to Cats/Animals, you are a Magical Beast. If knocked unconscious you no longer revert to human form if you are in Kitty Form.

Kitty Magic (Sp): Ferals study what they call "the secret magic of cats", which basically means they get a few more Spell-Like abilities than usual. The KM Level table tells you the highest level of spell you can choose for your Spell-Like Abilities. The KM Known table tells you how many Spell-Like abilities you have per level. You may choose a new spell of any level you are allowed to access when you get new ones. Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells). The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it. Kitty Magic is cast spontaneously like a Sorcerers spells would be. Spells must be chosen from the Kitty Magic List which will be reproduced here for convenience:

0: Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Sound, Know Direction, Purify Food and Drink, Mage Hand, Message, Naturewatch, Open/Close, Prestidigitation, Resistance, Silent Portal, Touch of Fatigue
1: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Munchies, Detect Secret Doors, Detect Snares and Pits, Detect Munchies, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, I Has a Flavor, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Summon Feline 1, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism, You Has a Flavor Too
2: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Portal Alarm, Protection from Arrows, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Summon Feline II, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind
3: A Cat's Revenge, Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Longcat, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Summon Cat Swarm I, Summon Feline III, Tremor Sense, Unluck
4: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, It Was the Dog, Know Vulnerabilities, Locate Creature, Nom Nom Nom, Scrying, Shout, Summon Feline IV, Superior Magic Fang
5: Aggressive Cat is Aggressive, Basement Cat, Ceiling Cat, Dander Blast, Defensive Cat is Defensive, Dominate Person, Do Not Want, Feeblemind, Find the Path, Happy Cat, Hold Monster, Mass Eagle's Splendor, Mordenkainen's Private Sanctum, Nightstalkers Transformation, Passwall, Pew Pew Pew, Rary's Telepathic Bond, Sending, Serious Cat, Shadow Form, Summon Cat Swarm II, Summon Feline V, Symbol of Sleep, Teleport
6: Analyze Dweomer, Aura of Terror, Bite of the Were Tiger, Hide the Path, Imperious Glare, Interplanar Telepathic Bond, I See What You Did There, Legend Lore, Mass Cat's Grace, Mass Suggestion, Mislead, Phantasmal Disorientation, Probe Thoughts, Shadow Walk, Summon Feline VI, True Seeing, You Make Kitty Scared!
7: Cat Gravity, Cloudwalkers, Evil Glare, Gimme A Break Here!, Greater Arcane Sight, Greater Scrying, Greater Teleport, Hide from Dragons, Hiss of Sleep, Phase Door, Plane Shift, Shifting Paths, Summon Cat Swarm III, Summon Feline VII, The Death Purr, Vision
8: Dander Explosion, Demand, Discern Location, Fierce Pride of the Beastlands, Greater Shout, Lion's Roar, Mind Blank, Moment of Prescience, Otto's Irresistible Dance, Summon Feline VIII
9: Astral Projection, Big Kitty, Dander Tornado, Death by Overcuteness, Etherealness, Foresight, Four LOLCats of the Apocalypse, Nappy Times, Nature's Avatar, Programmed Amnesia, Summon Feline IX, This is Unacceptable, War Kitteh

See Feats for 0 Level spells, and Epic Levels for 6th-9th Level spells.

Big Kitty Magic (Su): Choose a number of spells equal to your Charisma Modifier. You may now cast these as Supernatural Abilities instead of Spell-Like Abilities.

PLAYING A FERAL
Ferals are odd birds. They have given up human form permanently, and are forever a housecat (or a feral big cat). This is supposedly the only way to gain access to the "secret magic of cats". More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Feral's permanently have to give up humanoid form.
Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines. They do have a few options most Cat burglars don't, but not many.
Advancement: You are now permanently a cat. Stealth will be crucial to you as you can no longer wear heavy armors and swing greatswords (wait, you never did that before...). Still people will think of you as a cat (i.e. not a person) so be careful.
Resources: Ferals have little to no resources to draw upon but their own friends assuming they have any. Some may live as a housecat, protecting a beloved person who believes themselves to be an owner. Most are feral wild cats, scratching out the barest of livings.

FERALS IN THE WORLD
"You know that blue-grey cat down by the docks? I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat. And you certainly aren't giving away the joke. You live like a cat, except for studying your magical abilities.
Daily Life: "The young boy known as Matthias threw rocks at me again today. Plans have been made for his disposal. Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind. A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans and insane cat ladies as well.
Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat. A really smart, lucky, possibly fiendish cat. But a cat nonetheless.

FERALS IN THE GAME
If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets. But then the same could be said of Cat Burglars in general.
Adaptation: This is an odd one. It has some possibilities for serious campaigns, but would play better in a silly one.
Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: A local merchant has been the victim of a great deal of theft. He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take. Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted. And they notice the cat watching them every day. It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +5 (+4 BC), Senses: Listen +x, Spot +x, Low Light Vision, Scent
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, +4 Dodge, )
hp 48 (12 HD)
Fort +7, Ref +15 (+14 BC), Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp -4 (-1 BC)
Atk Options
Combat Gear
Kitty Magic Known 1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Original Stats Str 8, Dex 14
Abilities Str 3, Dex 20, Con 10, Int 12, Wis 13, Cha 18
Abilities (BC) Str 4, Dex 18
SQ Kitty Form (Big Cat), Purr, Feline Empathy, Cat Powah, Kitty Magic (Innocence, Missed Me!), Enhanced Kitty Form (Spidercat, Watchcat), Burglaring (Evasion, Trapfiding), Scamper Bonus, Forever Kitty
Feats Bad Cattitude, Cattitude, Dodge, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Bluff +15, Diplomacy +12, Escape Artist +13, Hide +29, Knowledge (Arcane, Local, Nature) +9, Listen +9, Move Silently +21, Search +9, Spellcraft +9, Spot +9, Survival +9
Possessions


EPIC FERAL

Hit Die: d8
Skills Points at Each Level : 6 + int
Spellcasting Your Caster Level is equal to 10 plus your Epic Levels. You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level. Beginning at Level 21 you have access to 6th level spells. At level 23 you gain access to 7th level spells, at Level 25 you gain access to 8th level spells, and at Level 27 you gain access to 9th level spells. At 29th level you gain access to Epic Level Kitty Spells. Also, each level you may choose one spell you already know to cast as a Supernatural Ability instead of a Spell-Like Ability.
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.


Bitty Kitty Magic
You have studied little tricks cats know.
Prerequisites: Kitty Magic, Base Willpower Save +3
Benefits: Choose any three 0 Level spells from the Kitty Magic list to learn.

Improved Kitty Magic
You have expanded your repertoire of Kitty Magic.
Prerequisites: Kitty Magic, Base Willpower Save +3
Benefits: Choose any 2 spells of a Level you can cast from the Kitty Magic List

Norr
2010-09-08, 03:09 PM
Your tables are getting a little hard to read, I think you may be getting the code wrong.

Also, complete wuv for everything you have put up thus far. Your catburglar threads have been my 'start tab' for more than a year now.

Bhu
2010-09-09, 01:28 AM
Your tables are getting a little hard to read, I think you may be getting the code wrong.

Also, complete wuv for everything you have put up thus far. Your catburglar threads have been my 'start tab' for more than a year now.

Thanks Norr! With as much as lifes been kicking me lately it's nice to know I bring happiness to someone.

I fixed the tables

FOOF LORD

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/FoofLord2.jpg

"You're wife is allergic to cats, aww isn't that a shame...AHAHAHAHAHAHA!!!"

You are the master of allergies. Used by the Guilds to make miserable the lives of others, your abilities to inflict discomfort make even the strongest willed aristocrat crumble to their demands. In other words you are a sheddin' fool!

BECOMING A FOOF LORD
Any Cat Burglar can take this PrC with the appropriate Feats.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Kitty Magic (Eat My Dander, HAHAHAHA!!), Enhanced Kitty Form (Foofy)
Feats: Cattitude
Skills: Gather Information 8 ranks, Hide 8 ranks, Move Silently 8 ranks


Class Skills
The Foof Lord's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Dander Mastery
2. +1 +0 +3 +0 Foofanization
3. +2 +1 +3 +1 Allergen Curse
4. +3 +1 +4 +1 Dander Mastery
5. +3 +1 +4 +1 Foofanization
6. +4 +2 +5 +2 Allergen Curse
7. +5 +2 +5 +2 Dander Mastery
8. +6 +2 +6 +2 Foofanization
9. +6 +3 +6 +3 Allergen Curse
10.+7 +3 +7 +3 Lord of the Fwuffy

Weapon Proficiencies: Foof Lord's gain no new weapon or armor proficiencies.

Dander Mastery (Su): Your Foof Lord and Cat Burglar Levels stack for purposes of being able to take the Cattitude, Bad Cattitude, and O I Dare U Feats.

At 1st level you may use the special attack you gain from Eat My Dander Feat at will.

At 4th level you may cast Dander Blast (see Kitty Magic) 3 times per day as as Supernatural Ability.

At 7th level you may cast Dander Explosion (see Kitty Magic) once per day as a Supernatural Ability.

Foofanization (Su): At 2nd level you may "foofanize" a 10 by 10 foot room as a Full Round Action, covering it with difficult to find cat hairs. Anyone allergic to cat hair (or who is suffering from an Allergen Curse) has a -4 penalty on all rolls as long as they remain in the room (others get a Fortitude Save to avoid the effect, Save DC is 10 plus half Hit Dice plus Charisma). The room remains foofanized for 1 day. This ability may be used in outdoor settings, but Moderate or stronger winds will disperse the effect within 1d6 rounds.

At 5th level you may coat up to a 20 by 20 foot room, and it remains in effect for 1 day per point of Charisma Modifier. Victims are Nauseated in addition to taking the penalties to rolls. It now lasts 1d6 minutes in Moderate or stronger winds if used outside.

At 8th level you may coat up to a 40 by 40 foot room, and it last for 1 week per point of Charisma Modifier. It now last 1d6 hours if used outside in Moderate or stronger winds.

Allergen Curse (Su): Beginning at 3rd level, a number of times per day equal to your Charisma modifier you may curse a victim within 60' as a Standard Action if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier). If you are successful that victim becomes allergic to cats. Whenever he gets within 20' of a feline creature (including magical ones) he receives a -4 penalty on all rolls for as long as he is within range, and for 1d6 rounds afterwards.

At 6th level the Save DC of your Foofanization and Dander mastery abilities is +2 for anyone you have successfully cursed.

At 9th level the Save DC of your Foofanization and Dander mastery abilities is +4 for anyone you have successfully cursed.

Lord of the Fwuffy: At 10th level you have achieved Maximum Fwuffiness! You may now use Dander Blast 5 times per day, and Dander Explosion 3 times per day. In addition you may now cast Dander Tornado once per day (see Kitty Magic). You may also Paralyze anyone you have successfully used your Allergen Curse on for as long as you touch them if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).

PLAYING A FOOF LORD
You spread cat hair in your wake, and you enjoy it. Nothing makes your life better than making fat old people with too much money and not enough common sense ill. And that pretty much describes the entirety of the ruling class. Granted if they aren't available you aren't below messing with others...
Combat: You're pretty much a debuffer in combat. Your goal is to screw up the other side, and make their life hell while your companions throw anvils at them, or whatever the heck it is Barbarians do.
Advancement: Foof Lords all pretty much concentrate on optimizing their abilities to make the lives of others miserable.
Resources: Foof Lords have the usual resources available as a member of the Cat Burglar Guilds. Plus you can readily blackmail people for spare cash by blasting them with cat dander until they give up.

FOOF LORDS IN THE WORLD
"Ah tho hade thad cad..."
You interact with the world by cutting off it's air supply. And then giving it back after you get paid. You're a bit of a meanie, but many of the people you make sneeze are deserving. And you get a lot of affection from peasants who don't like the mean ole Dukes who persecute the lil' fwuffy kitty. If they only knew...
Daily Life: You spend much time researching your target, or scouting locations, or setting up the foof attack you'll be using to zap him. And you also snuggle that nice old lady down the street cause she gives you fish which makes her the most perfectest person ever.
Notables: Fluffy (CN Female Human Cat Burglar 6/Foof Lord 6) is the local torturer for her Guild. Sneezy (CE Male Cat Burglar 6/Foof Lord 6) is the torturer for a rival Guild. Let the shedding begin!
Organizations: Foof Lords have no real special organization devoted to them beyond the regular Cat Burglar Guilds.

NPC Reaction
NPC's luv you cause your just the fwuffiest kitty evah!! Well as long as they aren't your target. Then they hate you more than being swarmed by bees. That says a lot. Nobles tag teamed by a Foof Lord, Bad Kitty, and Fencepost Yowler have been known to suicide.

FOOF LORDS IN THE GAME
Your players will probably have a hard time wrapping their heads around a kitty using it's powers to extort the nobility. It's not your usual party role.
Adaptation: Definitely a silly campaigner. Not many brutal extortionist thugs use allergies to cats in a serious campaign.
Encounters: PC's generally encounter a Foof Lord when he has been assigned to zap them, or to protect someone he has been zapping.

Sample Encounter
EL 12: The PC's are given a small Persian kitten as a housewarming gift when they open up shop in town. A small kitten that many of the locals seem strangely allergic to...


Fluffy
CN Female Human Cat Burglar 6/Foof Lord 6
Init +3 (+6 KF, +5 BC), Senses: Listen +9, Spot +9
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +5 Dex, )
hp 42 (12 HD)
Fort +4, Ref +13 (+16 KF, +15 BC), Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF, +0 BC)
Atk Options
Combat Gear
Supernatural Abilities Dander Blast 3/day, Foofanization, Allergen Curse 3/day
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities BC Str 4, Dex 20
SQ Purr, Feline Empathy, Kitty Form (Big Cat), Cat Powah +3, Kitty Magic (Eat My Dander, HAHAHAHA!!), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Enhanced Kitty Form (Cheshire, Foofy)
Feats Bad Cattitude, Cattitude, Jibba Jabba, Weapon Finesse, +2
Skills Balance +11, Bluff +19, Climb +7, Gather Information +11, Hide +20, Knowledge (Local, Nobility) +12, Listen +9, Move Silently +19, Search +9, Spot +9, Use Magic Device +19
Possessions



EPIC FOOF LORD

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

Bhu
2010-09-10, 12:55 AM
GOOD KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/GoodKitty2-1.jpg

Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin. Healing potions are for kitties. Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."
Kitty: "Now this is the important part, when she asks what the hell you think your doing, you have to tell her she's fat, and ask if she'll come down and take it from a real man."
Paladin: "ooookkaaayy..."
Kitty: "I'm a Good Kitty! Eeheeheeheeheeheehee!"


Most Cat Burglars are content to simply be spies and thieves. You want to be the power behind the throne, and you're willing to use your magic powers to get there by mind controlling, blackmailing, or otherwise embarrassing anyone in your way.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Arcane Caster: Must be able to cast Arcane Spells without preparation, at least one of which must be from the Enchantment school.
Skills: Bluff 8 Ranks, Knowledge (Arcana) 4 ranks
Feats: Spell Focus (Enchantment)


Class Skills
The Good Kitty's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), Spellcraft (Int), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Just A Kitty
2. +1 +0 +0 +3 Good Kitty Bonus (+1) +1 level of existing Arcane spellcasting class
3. +1 +1 +1 +3 Enhanced Kitty Magic +1 level of existing Arcane spellcasting class
4. +2 +1 +1 +4 Just A Kitty +1 level of existing Arcane spellcasting class
5. +2 +1 +1 +4 Good Kitty Bonus (+2) +1 level of existing Arcane spellcasting class
6. +3 +2 +2 +5 Enhanced Kitty Magic +1 level of existing Arcane spellcasting class
7. +3 +2 +2 +5 Just A Kitty +1 level of existing Arcane spellcasting class
8. +4 +2 +2 +6 Good Kitty Bonus (+4) +1 level of existing Arcane spellcasting class
9. +4 +3 +3 +6 Enhanced Kitty Magic
10.+5 +3 +3 +7 Just A Kitty +1 level of existing Arcane spellcasting class

Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): You gain Spell Resistance equal to 5 plus your character level. At 1st level this applies to all Divination spells.

At 4th level your Spell Resistance applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it applies to all Illusion (Glamer and Pattern) spells.

At 10th level it applies to all Enchantment and Illusion spells.

Good Kitty Bonus (Ex): At second level the Saving Throw DC's of the spells on your preferred list (see below) are increased by +1 if you know them. At 5th level this increases to +2. At 8th level this increases to +4. This stacks with Feats like Spell Focus.

Preferred Spell List:

Level 1: Charm Person, Distract, Hypnotism, Serene Visage, Shock and Awe, Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond, Mass Suggestion, Mislead, Probe Thoughts, Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility, Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia


Enhanced Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful. They are your greatest resource. Without them you wouldn't have the good life, or the women. Or be able to mind control Clerics into attending their church with a thong made from Gerbils tied together.
Combat: You most definitely aren't a combatant. You will use mind controlled minions to do that for you.....
Advancement: Concentrate on making it harder to detect your magical powers and their use. You want the whole world to think you're just a cat. That way when the stuff hits the fan you can slip away quietly.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do. Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this. I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet. I'm not going back in there."
Most people have no idea you exist. There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian. Constantly in mental contact with him he is the ultimate power behind the throne. If anyone wrests power from his puppet tyrant he simply mind controls the new subject. Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants. At least 3 kingdoms have had their dictators deposed because of her efforts.
Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal). Then you'll likely be the head of your own little organization...

NPC Reaction
Most people think your the bosses pet fluffy. They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
Be careful of this one. Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
Adaptation: If you need a very unique BBEG this will do. Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy. You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics. He's also never without his much beloved cat, which you have been hired to kidnap for ransom. This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Draconic
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, )
AC KF 19, touch 19, flat-footed 15 (+2 Size, +5 Dex, )
hp 31 (12 HD)
Fort +3, Ref +7 (+10 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah (+4), Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Good Kitty Bonus (+2), Enhanced Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment), Spell Penetration
Skills Bluff +13, Concentration +6, Diplomacy +10, Gather Information +10, Hide +8, Knowledge (Local, Nobility) +7, Knowledge (Arcane) +7, Listen +7, Move Silently +8, Sense Motive +7, Spot +7, Spellcraft +7
Possessions


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Spells: Your caster Level continues to increase, but you don't learn new spells or gain new spells per day.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.

Bhu
2010-09-12, 02:41 AM
KATGRRL'S

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Katgrrl2.jpg

"Behold mah sexay fuzzy mittens!"

Katgrrl's are (usually) solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims. They start working for the Guilds but most chafe under the rules and scrutiny and try out working on heir own.

BECOMING A KATGRRL
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's. Despite the name the class isn't limited to women, but Katboi's are pretty rare.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Catfolk, Katgrrl), Kitty Magic: At least 2 of the following (Innocence, I Wuv U, Pwease, Pwetty Pwease wif Sugar on Top, The Power of Cute, YOU MUST PET TEH KITTEH!)
Skills: Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
Feats: Jibba Jabba, and any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
Special: Must be sponsored and accepted by a Katgrrl, and they're picky. You gotta be hawt to join.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Improved Katgrrl Form
2. +1 +0 +3 +0 Beware the Power of the Hypnobutt (Fascinate)
3. +2 +1 +3 +1 Jiggle Dodge +2
4. +3 +1 +4 +1 Improved Katgrrl Form
5. +3 +1 +4 +1 Beware the Power of the Hypnobutt (Suggestion)
6. +4 +2 +5 +2 Jiggle Dodge +4
7. +5 +2 +5 +2 Improved Katgrrl Form
8. +6 +2 +6 +2 Beware the Power of the Hypnobutt (Slavery)
9. +6 +3 +6 +3 Jiggle Dodge +6
10.+7 +3 +7 +3 Naked Fury

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

Improved Katgrrl Form (Su): At 1st level you can switch to and from Katgrrl Form as a Swift Action instead of a Standard one.

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items. Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being of the opposite gender (and same gender if homosexual) within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons). This is an enchantment (compulsion) mind-affecting ability. Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above). The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability. A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect. This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times. This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier). If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude. This is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form. As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him. For the next minute they will selflessly (but not suicidally) devote themselves to doing so. For example a room full of men would still assault the King because they know they can take him. However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning. This is a Mind-Affecting effect. It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well).

PLAYING A KATGRRL
You are hawt. And you know it. And you have no problem making sure other people know it. They should all bow to your extreme hawtness. Anyone who disagrees is jealous or lying. Fortunately you have a wide selection of boyfriends to make them all pay...
Combat: You're a lover, not a fighter. You make sure your boyfriends do the fighting. That's what they're there for. Well that and money. And snuggles when you're down. Of course fights sometime lead to the opportunity to make newer, richer boyfriends...
Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive. How they choose to become the perfect femme fatale may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course. Grrl's gotta stick together.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
Katgrrl's are thought of as harmless sex objects. Specifically everyone pays attention to their physical beauty to the point they don't really pay attention to the havoc their charms are wreaking. Mata Hari has nothing on the Katgrrl clan. Nations have fallen because one twitched an ear disapprovingly at an offending court functionary.
Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread. After all you'll need new sources of money once the old ones get killed off by jealous rivals. You also spend time casing their homes for valuables and doing your best to undermine competition for their affection.
Notables: Kitten (CN Human Female Cat Burglar7/Katgrrl 5) is the best exotic dancer in the country. People come from leagues away to see her perform. And somehow always leave slightly less wealthy... Christobel (CN Human Male Cat Burglar 7/Katgrrl 5) is infamous as being the only male to ever go the Katgrrl route to power (at least that anyone knows about). He is hated far and wide for his ability to seduce the wealthy, and their progeny. And by the other Katgrrl's for what they consider poaching their territory.
Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders. It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male. Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*.

KATGRRL'S IN THE GAME
Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see. The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
Adaptation: This one could probably go into semi serious campaigns as well as goofy ones. Especially role playing intensive ones.
Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc. They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city. There are a few problems. She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her, or him, or you), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her. And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 7/Katgrrl 5
Init +1 (+4 KF, +3 CF, +2 KG), Senses: Listen +x, Spot +x
Languages Common, Sylvan, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
AC CF x, touch x, flat-footed x (+3 Dex, +1 Natural, )
AC KG x, touch x, flat-footed x (+2 Dex, )
hp x (12 HD)
Fort +4, Ref +11 (+4 KF, +3 CF, +2 KG), Will +6
Jiggle Dodge +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
Abilities CF Str 8, Dex 17
Abilities KG Str 8, Dex 15
SQ Purr, Feline Empathy, Cat Powah +4, Kitty Form (Catfolk, Katgrrl), Beware the Power of the Hypnobutt (Fascinate, Suggestion), Burglaring (Evasion, Uncanny Dodge), Kitty Magic (Innocence, I Wuv U), Scamper Bonus
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, Jibba Jabba, Persuasive, Weapon Finesse
Skills Balance +6, Bluff +16, Climb +4, Diplomacy +14, Disable Device +5, Escape Artist +5, Forgery +5, Gather Information +10, Hide +7, Intimidate +6, Jump +3, Knowledge (Local, Nobility) +7, Listen +8, Move Silently +7, Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +8, Spot +8, Tumble +7, Use Magic Device +9
Possessions



EPIC KATGRRL

Hit Die: d8
Skills Points at Each Level : 6 + int
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.

Lix Lorn
2010-09-12, 07:56 AM
(sets aside next twenty levels)

Norr
2010-09-12, 08:32 AM
Wher did you get a picture of catgirl Yoko?

I also notice that many of these PrCs have become easier to understand and use under the new Catburglar.

LordShotGun
2010-09-12, 08:48 AM
Ah this thread ALWAYS gets my mind going into overdrive on the halarity and possibilites that I can use on my players....

The good kitty class and general idea has got me thinking about putting something like this in the next BBEG battle....as soon as the PCs take down the BBEG, I am nearly certain SOMEONE will want to keep the cat that just hanging around...

togapika
2010-09-12, 01:07 PM
Is there a pdf of the various Kitteh stuff?

Bhu
2010-09-12, 03:53 PM
Wher did you get a picture of catgirl Yoko?

I also notice that many of these PrCs have become easier to understand and use under the new Catburglar.

That was the purpose of revising them for hte newer CB class.

I think I found the pic on an imageboard. While searching for an appropriate catgirl pic I found either tame ones which weren't sexy (which wasn't appropriate at all) or porn (which would've resulted in the mods clubbing me like a baby seal). I think I went through about 600 or so pages of pics in some furry site and/or google before I found that one.



Is there a pdf of the various Kitteh stuff?

There's a .pdf for everything for the 1st version of the class. It got taken down for reasons unknown to me and I havent reposted it yet. I could email it to you if you like.

togapika
2010-09-13, 12:02 AM
Sure, though I suppose it would also be helpful if I asked if anyone had any tips on getting a DM to allow a player to use this sort of stuff...

Bhu
2010-09-13, 01:45 AM
Sure, though I suppose it would also be helpful if I asked if anyone had any tips on getting a DM to allow a player to use this sort of stuff...

I'd go with pizza bribes and "I know someone who desperately wants playtesting feedback. Pwease?"

PM me with an email and I'll send the old pdf.

Bhu
2010-09-13, 02:16 AM
LAZOR KITTEH

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/LazorKitteh2.jpg

"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower. Some Warlocks were brought in and voila, Lazor Kittehs. The decision is till out on whether or not this was a wise idea...

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
Feats: Lazor Kitteh
Skills: Knowledge (Arcana) 4 Ranks


Class Skills
The Lazor Kitteh's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Lazor Feat, Lazor Invocations
2. +1 +0 +0 +3 Oh hi..I upgraded MAH LAZOR! +1d6
3. +2 +1 +1 +3 IMMA CHARGIN' MAH LAZOR! +1d8
4. +3 +1 +1 +4 Lazor Feat
5. +3 +1 +1 +4 Oh hi..I upgraded MAH LAZOR! +2d6
6. +4 +2 +2 +5 IMMA CHARGIN' MAH LAZOR! +2d8
7. +5 +2 +2 +5 Lazor Feat
8. +6 +2 +2 +6 Oh hi..I upgraded MAH LAZOR! +3d6
9. +6 +3 +3 +6 IMMA CHARGIN' MAH LAZOR! +3d8
10.+7 +3 +3 +7 Do not ---- with Lazor Kitteh

Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc). However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh.

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Both Barrels, Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast). Eldritch Claws and Grappling Blast Feats can be found in Dragon #358 or at the following:
http://www.realmshelps.org/cgi-bin/feats.pl?Eldritch_Claws
http://www.realmshelps.org/cgi-bin/feats.pl?Grappling_Blast

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your Lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane. Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not ---- with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw. For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome... But then you realize the contests you and the guys have to se who can kill the most birds can be a tad not subtle.
Combat: Your a blaster, so work on improving eldritch blast as much as you can. After all you wont be getting many other Incantations...
Advancement: Lazor Kittehs are pretty much restricted in advancement. You give up versatility for enormous firepower. Something in you simply can't resist using the Lazor at every given opportunity. It is the solution to all of life's problems!
Resources: Besides the Guild you have whatever gave you your powers as a Warlock. Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes. In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you. You do an awful lot of ranged spanking for your employers...
Daily Life: You're either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'. Life is busy for a Lazor Kitteh. Mostly cause your employers have learned that boredom gets you into trouble.
Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one). Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
Organizations: Many Lazor Kittehs belong to some sort of club. Sort of like a gun range for members only to have shooting competitions. Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!! OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages. They do one thing and do it well. But beyond that they nap a lot. Which is better than "Hey guys...I bet we can shoot the King in the bollocks from here. Who's in?"
Adaptation: Definitely a silly campaigner.
Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them. Or they may get them as bodyguards. After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from. It seems to be getting irritated by biting flies. It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia). Then rays of light from it's eyes blow the flies out of the sky. Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Small x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
hp 42 (12 HD)
Fort +3, Ref +8 (+11 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6, IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ Kitty Form, Purr, Feline Empathy, Cat Powah +4, Kitty Magic (Missed Me!), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +6, Bluff +8, Climb +3, Concentration +14, Hide +6, Jump +3, Knowledge (Arcana, Local) +5, Listen +5, Move Silently +6, Spellcraft +5, Spot +15, Tumble +6, Magic Device +19
Possessions




Defensive Blast
"Back off monkey boy!"
Prerequisites:Eldritch Blast, Precise Shot
Benefit: You may use your Eldritch Blast without provoking an attack of opportunity.




Both Barrels
"Hurts don't it monkey boy?"
Prerequisites:Eldritch Blast, Oh hi...I upgraded MAH LAZOR!!
Benefit: When using you Eldritch Blast you fire two Blasts at once. Both Blasts must be aimed at the same target however, and each Blast does damage as if you were a Warlock 3 levels lower. When using your IMMA CHARGIN' MAH LAZOR! ability, the extra dice applies to both Blasts, as do any Eldritch Essence or Blast Shape Invocations.



EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!: The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.

Lix Lorn
2010-09-13, 03:45 AM
I love that class...

Cieyrin
2010-09-13, 02:23 PM
I actually prefer this poster for the Lazor Kitteh: http://i104.photobucket.com/albums/m164/robbie_vlad/lasercat.jpg

EDIT: I also notice the bonus feat list lacks Both Barrels or descriptions of some of the other obscure feats like Eldritch Claws or Grappling Blast. I also wonder at the lack of Improved Critical when it has Power Critical, which is so nerfed to hell these days compared to the original version.

Just my 2 coppers. Take as you will.

Lix Lorn
2010-09-13, 02:56 PM
I'm playing a Lazor Kitteh soon!
If I can get people to join/DM the game... it's here if anyone was interestered (http://www.giantitp.com/forums/showthread.php?p=9349369#post9349369).

Bhu
2010-09-14, 01:36 AM
MORTICIAN

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Mortician2.jpg

"You want the Babaganoosh family should stay dead, you needs to pay up brotha."

People really shouldn’t leave coffins around you. It's long been a superstition that cats leaping over coffins causes the occupants to become vampires. The Cat Burglars thought about this, and they got a pretty neat idea. Criminals (and the nobility) assassinate people all the time. And if they want those victims to stay dead, by Gawd they'd better cough up some money. Plus you can always get some cheap muscle pretty quick.

BECOMING A MORTICIAN
Mortician's must have the ability to create Undead, so there will obviously be a few levels in some sort of casting class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to create undead, whether by spells or other abilities
Feats: Bolster Resistance, Corpsecrafter, Undead Leadership
Skills: Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks
Saves: Base Fortitude or Willpower Save must be +5
Special: Must be accepted and trained by a Mortician.


Class Skills
The Mortician's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 BRAINS!, +1 level of arcane/divine casting class
2. +1 +0 +0 +3 Information Gathering
3. +1 +1 +1 +3 Feat, +1 level of arcane/divine casting class
4. +2 +1 +1 +4 BRAINS!, +1 level of arcane/divine casting class
5. +2 +1 +1 +4 Information Gathering
6. +3 +2 +2 +5 Feat, +1 level of arcane/divine casting class
7. +3 +2 +2 +5 BRAINS!, +1 level of arcane/divine casting class
8. +4 +2 +2 +6 Information Gathering
9. +4 +3 +3 +6 Feat, +1 level of arcane/divine casting class
10.+5 +3 +3 +7 VAMPIRES! VAMPIRES EVERYWHERE!, +1 level of arcane/divine casting class

Weapon Proficiencies: Morticians gain no new weapon or armor proficiencies.

BRAINS! (Su): At 1st level, anytime you use your spells or class abilities to animate a corpse into undead, you may opt to reanimate them with their Intelligence score and full memories intact even if they would normally be mindless (i.e. zombies, skeletons, etc). While they will not harm you unless attacked, they are not necessarily under your control. They are however fairly pissed about being dead, and you will need to talk them out of immediate and bloody vengeance on their killers if they are to help in your schemes.

At 4th level undead you animate can have their full Wisdom and Charisma scores.

At 7th level undead you animate can have all their skills/feats/class abilities they had in life. Abilities based off of Constitution are now based off of Charisma instead.

Information Gathering (Sp): At 2nd level you may cast Speak With Dead at will as a Spell-Like Ability.

At 5th level when using this ability the duration is unlimited and you ask as many questions as you wish. If the Speak With Dead spell has previously been cast upon this corpse within the last week your ability still works.

At 8th level the corpse gets no Saving Throw against this ability.

Feat: At level 3 you get Necromantic Presence as a Bonus Feat. At level 6 you get Necromantic Might as a Bonus Feat. At level 9 you gain Nimble Bones as a Bonus Feat.

VAMPIRES! VAMPIRES EVERYWHERE! (Su): At 10th level you may opt to make any Undead you animate via spells a Vampire instead of the usual undead it creates. This is mostly used to blackmail people because lets face it who wants vampires around. The threat of you using this ability can make for some nice cash...

PLAYING A MORTICIAN
You blackmail the worst of the worst. You can reanimate the victims of the local bad guys to testify against them in court as to who put them in the ground. That makes people a weee bit nervous, and definitely willing to cough up some money. And of course more willing to hunt you down...
Combat: Combat isn't your strong suit. You raise dead guys who can do that though. And they seem to like it, specially if the opponent has blood or braaaaaiiiinsss...
Advancement: Many Morticians become oddly proficient necromancers despite their corpse monster making focus. Some end up running Thieve's Guilds with zombies. It's a sight to behold lemme tell ya.
Resources: Morticians have the Cat Burglar Guilds to draw on, and the knowledge of their recently dead buddies. Anytime someone dies, they gain a new bit of knowledge if they can learn where the body is.

MORTICIANS IN THE WORLD
"Keep them dam cats away from the coffins!"
The world is full of bad people. The afterlife is full of nice people killed by bad people. Sometimes it's nice to arrange for the two of them to meet. A mediator of sorts. Yes, that's you. It's especially rewarding when you reanimate the wedded couple killed by the local Don and arm them before showing them to his residence.
Daily Life: You spend most of your time looking for easy marks..er..bad people. Yes, bad people. People who have secrets. Secrets they need to stay dead. And of course then you have to find out where those secrets are buried.
Notables: Zorba (CN Human Male Dread Necromancer 6/Mortician 6) is a self styled champion of the dead. He brings back murder victims to get their own revenge. Zagorka (CE Female Gnome Sorcerer 6/Mortiican 6) is a blackmailer and a thief. A thief who steals by getting the secrets of dead people.
Organizations: Morticians are a loose alliance, always willing to help a brother in trouble. And since Morticians are frequently in trouble, that's a pretty good thing. And of course there's always the Cat Burglar Guild if you haven't split off and gone solo.

NPC Reaction
NPC's tend to think you're a kitty. Until they see you hopping over graves, and monsters clawing their way up. Then it's pants changing time.

MORTICIANS IN THE GAME
The Mortician is kind of a weird class. You could play it many different ways, and it could be troublesome to certain styles of campaigns such as mysteries.
Adaptation: This could go in a horror setting as well, preferably in awakened cat Guilds. But in goofy campaign the amount of endless trouble you can cause should be darned amusing.
Encounters: PC's will tend to encounter Morticians in graveyards, or wherever bodies are kept after death. Sometimes they can also be seen accompanying their undead charges on raids.

Sample Encounter
EL 12: You have been hired to watch over a funeral at which your employer believes a bad event he refuses to be specific about will occur. A small kitty jumps on the coffin, and then a zombie roars up from it accusing your employer of murdering him just before he bites the head off some old lady. God, you really hate some of these assignments.


Zorba
(CN Human Male Cat Burglar 1/Dread Necromancer 5/Mortician 6)
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 36 (12 HD)
Fort +3, Ref +7 (+10 KF), Will +10
Mental Bastion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options Charnel Touch (1d8+1), Negative Energy Burst 1/day (6d4, DC 20)
Combat Gear
Spells Per Day 1st: 7 (DC 15)
2nd: 7 (DC 16)
3rd: 7 (DC 17)
4th: 5 (DC 18)
Caster Level 9
Supernatural Abilities Rebuke Undead 7/day, Fear Aura (DC 20)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities KF/B] Str 3, Dex 20
SQ DR 2/Bludgeoning and Magic, Purr, Feline Empathy, Cat Powah +4, Kitty Form, Advanced Learning (Shroud of Undeath)
Feats Bolster Resistance, Corpsecrafter, Quicken Turning, Undead Leadership, Unquenchable Flame of Life, Vampire Hunter, Necromantic Presence (B), Necromantic Might (B)
Skills Balance +6, Bluff +12, Concentrate +4, Climb +3, Diplomacy +10, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Religion) +5, Listen +5, Move Silently +8, Search +5, Sense Motive +5, Spellcraft +4, Spot +5, Use Magic Device +8
Possessions





[B]EPIC MORTICIAN

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells The Morticians Caster Level continues to rise, but it doesn't gain additional spells per day.
Bonus Feats: The Epic Mortician gains a Bonus Feat every 3 levels higher than 20th

Lix Lorn
2010-09-14, 03:42 AM
I love it!
The table has BRAINS! And Information gathering at 7th and 8th respectively, while the text says 8th and 7th.

Sir Shadow
2010-09-14, 01:50 PM
pretty sure the text is in error, not the table.

Bhu
2010-09-15, 01:41 AM
it's fixed Lix

NINELIFER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Ninelifer2.jpg

"I can't help but notice you have the accuracy of a drunken leper when firing that bow."

Some cats get all the luck. You back yours up with magic. Or maybe you've conveniently blackmailed the Gawds somehow.

BECOMING A NINELIFER
You can go into Ninelifer with virtually any class as long as it shares some class skills.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Any 2 Luck Feats
Skills: Any 2 Ninelifer Class Skills 8 Ranks


Class Skills
The Ninelifer's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha, and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Extra Life (x1)
2. +1 +0 +3 +3 Luck Feat
3. +2 +1 +3 +3 Extra Life (x3)
4. +3 +1 +4 +4 Luck Feat
5. +3 +1 +4 +4 Extra Life (x5)
6. +4 +2 +5 +5 Luck Feat
7. +5 +2 +5 +5 Extra Life (x7)
8. +6 +2 +6 +6 Luck Feat
9. +6 +3 +6 +6 Extra Life (x9)
10.+7 +3 +7 +7 The Universe Likes Mr. Cuddles

Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.

Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened. You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day. And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc. In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell. If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck (see Complete Scoundrel for most of these).

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways. If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'. Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal that's caught up with him. Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, but it must be worded in any way that could theoretically work. The opponent(s) do not get a Saving throw. Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action. If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 1d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want. Your seemingly infinite good luck makes you a lot of enemies though. Everybody wants good luck, and if they can't have heir own they can steal yours or kill you in spite.
Combat: You aren't a fighter. But with luck your class abilities will keep you from being hurt let alone killed. Which is great if you like teasing opponents more powerful than you.
Advancement: Ninelifers mostly just try to accumulate luck. Kinda straightforward for kitties. Many also try to accumulate wine, women, and wealth but the luck is responsible for much of that.
Resources: The Ninelifer has the Guilds of course, but his best resource is his own luck. Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today. I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way. Most are confidence tricksters or meddlers of some sort.
Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure. You have an edge when it comes to your luck though. In fact you rarely make plans at all, just waiting to see what drops into your lap.
Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies. Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
Organizations: Ninelifers rarely have any organized groups. They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth. Stuff always seems to go your way, you never seem to get caught, you always get the bling... On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card. Potentially they have the ability to really monkey wrench you.
Adaptation: Ninelifers are definitely for silly campaigns.
Encounters: Ninelifers seem to encounter people when its best or worst for them. So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander. If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife. After which the bar stares at him for several long moments before beating him senseless and chucking him back outside. The cat winks at you, and your confident sense that all is well with the universe crumbles like stinky cheese.


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+6 KF, +7 KiF), Senses: Listen +10, Spot +5
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, +3 Dodge, )
AC Tiny x, touch x, flat-footed x (+2 Size, +6 Dex, +3 Dodge, )
AC Diminutive x, touch x, flat-footed x (+4 Size, +7 Dex, +3 Dodge, )
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+17 KF, +18 KiF), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities KiF Str 2, Dex 24
SQ Feline Empathy, Purr, Kitty Form (Kitten Form), Cat Powah +3, Kitty Magic (Let Sleeping Kitties Lie, Missed Me!), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Swift), Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Dumb Luck, Lucky Start, Make Your Own Luck, Tempting Fate, Weapon Finesse, Survivor's Luck (B), Unbelievable Luck (B)
Skills Bluff +11, Balance +8, Climb +4, Diplomacy +11, Disable Device +5, Escape Artist +7, Gather Information +8, Hide +12, Jump +3, Knowledge (Local, Nobility) +5, Listen +10, Move Silently +12, Open Lock +7, Search +5, Sense Motive +10, Sleight of Hand +7, Spot +5, Tumble +8, Use Magic Device +7
Possessions


EPIC NINELIFER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Ninelifer gains a Bonus Feat every 2 levels higher than 20th.

Lix Lorn
2010-09-15, 03:39 AM
You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife. After which the bar stares at him for several long moments before beating him senseless and chucking him back outside. The cat winks at you, and your confident sense that all is well with the universe crumbles like stinky cheese.
I...
...
PLEASE marry me? XD

Either way, can I extended sig that?

Magicyop
2010-09-15, 07:31 AM
Epic, that's my favorite class. I LOVE the Ninelifer. That class would be so fun to play- you'd basically be a wild card, trusting in chance to either get everything you want or just end up dying.

unosarta
2010-09-15, 07:45 AM
I love this thread, so much.

I wonder if there are wizard Cat Burglars? How would they interact with this (http://www.giantitp.com/forums/showpost.php?p=9218600&postcount=20) familiar?

"Awww, look at that kitten. It is so adorable."

*Cat Burglar transforms.*

"Look! Another adorable kitten! Let's cuddle!"

*Later*

"Hey, where did all of our gold go?"

TwinAgateDragon
2010-09-15, 08:37 AM
A spelljammer kitteh motivational poster. (http://i6.photobucket.com/albums/y210/Frukathka/SpelljammerKitteh.jpg)
I can't take credit for it. Saw it on facebook and felt like spreading the love.

Lix Lorn
2010-09-15, 09:48 AM
One question, one suggestion:
With I'MMA CHARGING MAH LAZOR, could you spend a full round doing it and get double the benefit for blasting next turn? It just says 'next time', so...

And for the gestalt Warlock-Lazor Kitteh thing, could I suggest that 'I Upgraded Mah Lazor!' only counts while kitty?

Bhu
2010-09-15, 12:50 PM
I...
...
PLEASE marry me? XD

Either way, can I extended sig that?

Yes u can :smallbiggrin:


One question, one suggestion:
With I'MMA CHARGING MAH LAZOR, could you spend a full round doing it and get double the benefit for blasting next turn? It just says 'next time', so...

And for the gestalt Warlock-Lazor Kitteh thing, could I suggest that 'I Upgraded Mah Lazor!' only counts while kitty?

You could but it might be self defeating since the ubercharged blast could miss and then you'd have two turns of no damage. At least with two shots you've got a decent chance of one hitting.

Would a kitty only blast actually be helpful?

Unosarta: Kudos on the kitten!!

I must think of a Spelljammer PrC...

unosarta
2010-09-15, 03:58 PM
Unosarta: Kudos on the kitten!!
I just really want that to be a character. But really, though. Are there are Cat Burglar wizard PrCs? Or something like that? If not, I request one. :smallbiggrin:


I must think of a Spelljammer PrC...

YES.

Lix Lorn
2010-09-15, 04:03 PM
You could but it might be self defeating since the ubercharged blast could miss and then you'd have two turns of no damage. At least with two shots you've got a decent chance of one hitting.

Would a kitty only blast actually be helpful?
I have invisibility at will. I can stand there charging and they WON'T SEE ME. Then I can point blank invisible flat footed sneak attack them for charged uber damage. XD

Yeah, cause then it's a different ability.
Also, no point having a kitteh class that can do stuff in human form. (giggles)

Igneel
2010-09-15, 04:37 PM
@Bhu: Question

According to you thread 2.0 the requirements for taking a level in Burlap Guild Member you need the following requirements...



We've waved the Special part off for this game, but what I'm wanting to know is the Dragon Kitty Feat. Was it a mistake that you put it there? Because the example for your class (3 lvls Dragonfire Adept, 3 lvls Cat Burglar, and 6 lvls of Burlap Guild Member) doesn't have the Dragon Kitty feat listed amongst its feats. To add to this, in order to take the Dragon Kitty feat (that I found thus far only on the first page of the 1.0 thread) requires "Spookity Glowing Eyes of Dooom" which also requires "Hissing Fury".

In short, in order to take a first level in Burlap Guild Member I would need...
*Hissing Fury->Spookity Glowing Eyes of Dooom->Dragon Kitty
*Draconic Heritage (for Enhanced Kitty form: Dragon Kitty)
*Dragontouched (free for Dragonfire Adepts)
&
*Spittin' Fire= 6 feats

Sorry if I missed any updated versions, I was looking for the material listed by your Table of Contents and thus far this is what I found.

I posted this in the game thread where we are using your material, I just thought it would be a good thing to point out here for PEACH reasons.

Scow2
2010-09-15, 06:01 PM
In a similar vein, I'm reposting my suggestion for the overhaul of the Katgrrl PrC.


ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Catfolk), Kitty Magic: At least 2 of the following (Innocence, I Wuv U, Pwease, Pwetty Pwease wif Sugar on Top, The Power of Cute, YOU MUST PET TEH KITTEH!)
Skills: Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
Feats: Jibba Jabba, and any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
Special: Must be sponsored and accepted by a Katgrrl, and they're picky. You gotta be hawt to join.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Katgrrl Form, Power of the Hypnobutt (Fascinate)
2. +1 +0 +3 +0 Jiggle Dodge
3. +2 +1 +3 +1 Power of the Hypnobutt (Suggestion)
4. +3 +1 +4 +1 Improved Katgrrl Form
5. +3 +1 +4 +1 Power of the Hypnobutt (Slavery),Naked Fury
Weapon Proficiencies: A Katgrrl gains no new weapon or armor proficiencies.

Katgrrl Form (Su): At 1st level you gain access to Kitty Form: Katgrrl.

Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items. Each power requires a certain number of ranks in Perform (Dance).

Facinate: At first level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any Humanoid, Monsterous Humanoid, or Feline within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons). This is an enchantment (compulsion) mind-affecting ability. Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

Suggestion: At 3rd Level if the Katgrrl has at least 10 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above). The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability. A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect. This is an enchantment (compulsion) mind-affecting ability.

Slavery: At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times. This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier). If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): At 2nd level, The Katgrrl gains a Deflection Bonus to Armor Class when lightly clothed or nude equal to the Katgrrl's class level up to her Charisma bonus. This bonus applies to both flat-footed and touch attacks, but not both. This bonus is lost if you are wearing any form of armor or shield. This bonus does not stack with armor bonuses gained from magic such as Bracers of Armor or Mage Armor

Improved Katgrrl Form At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down), and an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier while you are in Catgrrl form.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form. Once per Day, as a Full-Round Action, you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' who can either see or hear the Katgrrl must make a Willpower Save (DC is 10 plus 1/2 your Katgrrl Level plus Charisma Modifier) or have their attitude toward the target temporarily changed to Hostile. This is a Mind-Affecting, Communication-dependant effect. It isn't strictly Language dependent, but requires the affected creatures to understand the tone, body language, or spoken words.

I'm trying to think of a way to define a narrower range of affected targets that are vulnerable to "Power of Hypnobutt" to restrict it to those creatures capable of having a sexual interest in the Katgrrl (Sexual orientation notwithstanding). It doesn't make sense to have it affect most non-humanoids, but doesn't make sense to give magical, intelligent beasts like Displacer Beasts, Sphinx, and the like to not be affected. I'd hate to have such a decision up entirely to DM fiat, but "Use common sense" sounds like the only decent answer.

Ranger Mattos
2010-09-15, 08:50 PM
How on earth do you come up with all these amazing PrC's so fast!?

Bhu
2010-09-15, 11:53 PM
I just really want that to be a character. But really, though. Are there are Cat Burglar wizard PrCs? Or something like that? If not, I request one. :smallbiggrin:


The Familiar will be forthcoming.


How on earth do you come up with all these amazing PrC's so fast!?

Im not. The old PrC's no longer work with the new clas for the most part because what used to be Feats are now class Features, and some class features the Cat Burglar had aren't around anymore. So I'm basically revising the old PrC's for the new class (and getting headaches caused by my occasional typo). Eventually it'll slow down as I post some new PrC's.



I posted this in the game thread where we are using your material, I just thought it would be a good thing to point out here for PEACH reasons.


In short, in order to take a first level in Burlap Guild Member I would need...
*Hissing Fury->Spookity Glowing Eyes of Dooom->Dragon Kitty
*Draconic Heritage (for Enhanced Kitty form: Dragon Kitty)
*Dragontouched (free for Dragonfire Adepts)
&
*Spittin' Fire= 6 feats

I posted my answer in the other thread. These 3: *Hissing Fury->Spookity Glowing Eyes of Dooom->Dragon Kitty are now class abilities, not Feats. You only need Dragontouched and Spittin' Fire since you get the other for free. You only need to spend two of your available Feats to get the class.

Bhu
2010-09-15, 11:57 PM
POCKET KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/PocketKitty2.jpg

"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government. They disappeared and went underground to await revenge. Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced. And a little too proud for their own good. As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket. They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Kitten), Kitty Magic (Innocence)
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks


Class Skills
The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Cat Radar
2. +1 +0 +3 +0 Pocket Feat
3. +2 +1 +3 +1 Camouflage Kitty
4. +3 +1 +4 +1 Cat Radar
5. +3 +1 +4 +1 Pocket Feat
6. +4 +2 +5 +2 You can't see me
7. +5 +2 +5 +2 Pocket Feat
8. +6 +2 +6 +2 Cat Radar
9. +6 +3 +6 +3 Hide in Plain Sight
10.+7 +3 +7 +3 Master of the Unseen

Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing.

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius. If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, Lightning Reflexes, Mobility, Pocket Dimension, Quick Reconnoiter, Anonymous Kitty, Practiced Kitty

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Kitten Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move. If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitten Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in other forms. Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in. Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy. You excel at hiding and squeezing into tight spaces to observe events. It is said the masters of this style of Cat Burglary can hide inside a woman's bra without her notice. I guess with magic anything is possible...
Combat: Pocket Kitties aren't fighters, they're watchers. You're the advance team who finds things out before the fighting (or massive theft) goes down.
Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon. And whatever you can steal from the nobility when they aren't paying attention and calling you "Mommies little foofums".

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair. Very rare. Cost me a lot of money."
Most people have no idea you exist. They think of you as a pet for rich fops. And you are a pet, you just dabble as a revolutionary as well (or is that the other way 'round?).
Daily Life:You are a pampered pet of the pampered rich. You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes in order to bring about their downfall. You also steal food and supplies for the poor too.
Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down. Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable. This has it's good and bad sides as you won't be killed, but people also hope to exploit you for rewards.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying. They will work best in a roleplaying heavy campaign with little combat.
Adaptation: This one is kinda bizarre. Probably a silly campaign only thing.
Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion. They'll probably find a few in their clothing somewhere.

Sample Encounter
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom. At times you'd almost swear the cats more intelligent than he is. The damn thing seems to be everywhere, including in your armor!

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+6 KF, +7 KiF), Senses: Listen +x, Spot +x
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
AC KiF x, touch x, flat-footed x (+4 Size, +7 Dex, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF, +17 KiF), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF, -9 KiF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities KF Str 3, Dex 22
Abilities KiF Str 2, Dex 24
SQ Kitty Form (Kitten), Purr, Feline Empathy, Cat Powah +1, Kitty Magic (Innocence, Stubborn Kitty), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Enhanced Kitty Form (Spidercat, Swift Kitty), Cat Radar, Camouflage Kitty, You Can't See Me
Feats Dodge, Mobility, Pocket Dimension, Run, Weapon Finesse, Practiced Kitty (Paw at the Door, Super Stubborn Kitty)(B)
Skills Bluff +16, Gather Information +9, Hide +18, Knowledge (Local, Nobility) +9, Listen +18, Move Silently +18, Search +16, Spot +18, Use Magic Device +10
Possessions



Pocket Dimension
Kitty likes to play Peekaboo.
Prerequisites: Pocket Kitty Level 3 or Schrodinger's Kitty
Benefits: You may use the spell Teleport 3 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another. Your disappearance and arrival in unnoticed as the spell has no visual or audible effects. The exception is whoever's apparel you were in, if he knew you were there. He may get a Spot Check to notice you gone.


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.

Magicyop
2010-09-16, 12:49 PM
Great class, as usual! If I may make a suggestion, I think that Pocket Dimension should be at will if you are moving in and out of the same person's outfit. For example, moving from someone's left pocket to their hat. I understand the reasoning behind not making it at will from one person to the next, but I see no balance issues with moving impossibly inside one outfit.

Bhu
2010-09-17, 02:00 AM
Given that its weak compared to Schrodingers Kitty, I went with something a lil different.

PROFESSIONAL MOUSER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Mouser2.jpg

”Got rid of yer mousie problem Mister Noble. Now if’n ya want ‘em ta stay gone, I need some scratch.”

Professional Mousers are professional blackmailers really. They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them. And of course supplemental payments to ensure they stay gone...

BECOMING A PROFESSIONAL MOUSER
Most Professional Mousers have a few levels of Cat Burglar and Druid.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Spellcasting: Must be able to cast Dominate Animal and Summon Swarm
Feats: Animal Affinity, Leadership (Must have Awakened Mouse or Rat as Cohort)
Skills: Bluff 4 ranks, Handle Animal 8 ranks, Knowledge (Nature) 8 ranks


Class Skills
The Professional Mouser's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Acting), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Rat Friend
2. +1 +0 +3 +3 Call Rats, +1 level of Divine Spellcasting Class
3. +2 +1 +3 +3 +1 level of Divine Spellcasting Class
4. +3 +1 +4 +4 Rat Friend
5. +3 +1 +4 +4 Call Rats, +1 level of Divine Spellcasting Class
6. +4 +2 +5 +5 +1 level of Divine Spellcasting Class
7. +5 +2 +5 +5 Rat Friend
8. +6 +2 +6 +6 Call Rats, +1 level of Divine Spellcasting Class
9. +6 +3 +6 +6 +1 level of Divine Spellcasting Class
10.+7 +3 +7 +7 Say Hello To My Little Friend, +1 level of Divine Spellcasting Class

Weapon Proficiencies: Professional Mouser's gain no new weapon or armor proficiencies.

Rat Friend (Sp): At 1st level you can cast Mass Charm Animal 3 times per day as a Spell Like Ability. This is the same as the Charm Animal spell, except you can charm one or more animals no two of which must be more than 30' apart (you can Charm a maximum of your level times 2 in Hit Dice), and lasts 1 day/level. It only works on rodents (mice, rats, etc). You may also control rat swarms if you summon them with the Summon Swarm spell. If your Druidic Animal Companion is a Dire Rat, your Druid and Mouser Levels stack for purposes of determining it's abilities.

At 4th level you can cast Mass Dominate Animal 3 times per day as a Spell Like Ability. This is the same as the Dominate Animal spell, except you can charm one or more animals no two of which must be more than 30' apart(you can Dominate a maximum of your level times 2 in Hit Dice), and lasts 1 day/level.

At 7th level you can cast Awaken once per day as a Spell Like Ability, but only on rodents.

Call Rats: You may "lose" a prepared spell to cast a Summon Monster spell of the same level.

At 2nd level you may lose a 3rd level spell to cast Summon Monster III, but you can only summon 2d6 Fiendish Dire Rats, 1d4 Ash Rats, or a Lesser Cranium Rat Swarm.

At 5th level you may lose a 4th level spell to cast Summon Monster IV, but you can only summon 2d4 Were Rats (this is the example CR 2 Wererat).

At 8th level you may lose a 5th level spell to cast Summon Monster V, but you can only summon 4d6 Fiendish Dire Rats, 2d6 Ash Rats, or an Average Cranium Rat Swarm.

Say Hello To My Little Friend (Sp): Once per week you may do one of the following: Awaken (as per the spell) all Rodents within 100 feet, transform all Rats within 500 feet into Moonrats (see MMII), or cast Summon Monster IX (you summon a Dire Rat with the Titanic Template, see MMII). Awakened or transformed rats are not necessarily loyal to you (particularly the Moonrats), but the giant one is as per the summoning spell.

PLAYING A PROFESSIONAL MOUSER
You're smart, unlike the local peasantry. Or the ruling classes either for that matter. They'll listen to anything you have to say, no matter how unlikely once they trust you. And if not, you can always get the rats to make them trust you again. And if that doesn't work you can curse the city with evil Moonrats (or Kaiju rats).
Combat: Combat isn't really what you are built for. You can summon swarms and critters to help defend you, but you prefer to stay out of the fight yourself.
Advancement: Since you are a blackmailer, concentrate on your social skills (you'll need them) and things that will get you out of trouble in a tight spot when you get caught.
Resources: Aside from the Guilds resources the Professional Mouser usually has a network of awakened rodents as spies of some sort. It's amazing what they can turn up sometimes...

PROFESSIONAL MOUSERS IN THE WORLD
"Apparently the mice are on his side. What kind of self respecting mouse teams up with cats to blackmail an honest, hard working despot?"
Mousers tend to be lonely except for their awakened critter friends. After all they lie on a pretty constant basis, so close relationships are difficult for them among anyone but other thieves.
Daily Life: You spend your days casing towns and villages for good marks. You need people with some extra money, and a livelihood that can be threatened by rodents. Sometimes you also support the odd revolution against truly evil rulers.
Notables: Boots (CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6) is the consummate PM. A scam artist without peer in his country. Puss (CE Female Elf Cat Burglar 1/Druid5/Professional Mouser 6) is a Mouser who threatens people with being eaten by rats if they fail to pay up.
Organizations: Professional Mousers usually belong to a Guild or are solo operators. Most really don't have an organization backing them, but they're tendencies to blackmail others mean many organizations often end up hunting them.

NPC Reaction
NPC's either tend to hail you as their savior or curse you as the devil incarnate. It's rare that they find any middle ground between these two extremes.

PROFESSIONAL MOUSERS IN THE GAME
This class is kinda odd for an adventuring type. But they do have a sort of built in spy network traveling with them so they can be useful.
Adaptation: In some ways this could be used for a dark campaign too. Silly works better, but it'll make for an interesting horror villain.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's room is infested with rats. A large cat routs the horde, and as the PC's cheer it calmly says "That'll be 50 gold please."


Boots
CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6
Init +1 (+3 CF, +4 KF), Senses: Listen +7, Spot +7
Languages Common, Druidic, Sylvan
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, )
AC CF , touch , flat-footed (+3 Dex, +1 Natural, )
hp 47 (12 HD)
Fort +6, Ref +9 (+11 CF, +12 KF), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 16
Abilities KF Str 3, Dex 18
Abilities CF Str 8, Dex 16
SQ Purr, Feline Empathy, Kitty Form (Catfolk), Cat Powah +3, Animal Companion (Dire Rat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day, Rat Friend (Mass Charm Animal 3/day, Mass Dominate Animal 3/day), Call Rats
Feats Animal Affinity, Augment Summoning, Extend Spell, Jibba Jabba, Leadership, Spell Focus (Conjuration), Weapon Finesse.
Skills Balance +5, Bluff +8, Climb +3, Concentration +5, Diplomacy +8, Escape Artist +6, Forgery +6, Gather Information +8, Handle Animal +11, Hide +6, Knowledge (Nature) +9, Knowledge (Local) +6, Listen +7, Move Silently +6, Perform (Acting) +8, Sense Motive +8, Spellcraft +5, Spot +7
Possessions



EPIC PROFESSIONAL MOUSER

Hit Die: d6
Skills Points at Each Level : 4 + int
Spells: Your caster level continues to increase, but you do not gain extra spells per day.
Rat Friend: Your Dire Rat Companions abilities continue to increase with Epic Levels in a manner similar to the Druids (see DMG).
Bonus Feats: The Epic Professional Mouser gains a Bonus Feat every 3 levels higher than 20th.

Sir Shadow
2010-09-17, 12:03 PM
The Familiar is a sorcerer PrC... at least the original one was...

Bhu
2010-09-18, 12:47 AM
well if we don't have a Wizard class I'll make one never fear :smallbiggrin:

unosarta
2010-09-18, 12:51 AM
well if we don't have a Wizard class I'll make one never fear :smallbiggrin:

I think this should be something like the Homebrew forum's motto:

"Well, if we don't have that class, I'll make one, never fear."

It makes me feel more heroic when I write stuff for a fantasy game where I pretend to be a hero. :smallbiggrin:

Bhu
2010-09-18, 01:46 AM
SANDA'S LITTLE HELPERS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Sanda2.jpg

"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar Guilds to act as his personal scouts and spies. It's a little difficult to secretly pass through the woods when all the pine trees are hiding cat saboteurs.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar. You could also take a few levels in Scout, Ninja, or Rogue.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
Feats: Track
Base Attack Bonus: +4 BAB

Class Skills
The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Swift Tracker, Sniffer
2. +1 +0 +3 +0 Camouflage
3. +2 +1 +3 +1 Trackless Step, Whiskers (+2)
4. +3 +1 +4 +1 Move Like the Wind
5. +3 +1 +4 +1 Track the Trackless
6. +4 +2 +5 +2 Improved Scent, Whiskers (+4)
7. +5 +2 +5 +2 Dark Vision 60'
8. +6 +2 +6 +2 Hide in Plain Sight
9. +6 +3 +6 +3 Uncanny Scent, Whiskers (+6)
10.+7 +3 +7 +3 Dark Vision 90', Specialty

Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks. The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'. At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Hide the Path, Legend Lore, Veil, Probe Thoughts, Transport Via Plants, or True Seeing. Once chosen your stuck with your spell of choice. (See Spell Compendium for some spells)

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc. Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary. Delivering the right message at the right time is better than prematurely revealing yourself.
Combat: You are not a combat monster. Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization. Military organizations with masses of supplies, hopefully guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests! Hidin' in the trees just a'waitin' fer us ta screw up!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards. People tend to love or hate you with not much in between.
Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) currently works as a mercenary for the Elven host. Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) is currently a sheriff in a small country village.
Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on. Many law enforcement and military organizations (and adventurers guilds) make use of your skills. You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat. If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily. But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
Encounters: PC's should never realize hey have encountered a Little Helper. After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us. He was in my tent when I woke up this morning just sitting there watching me sleep. Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 BC, +8 KF), Senses: Listen +x, Spot +x, Scent
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
hp 54 (12 HD)
Fort +5, Ref +14 (+16 BC, +17 KF), Will +5
Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +9 (-2 KF, +3 BC)
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities KF Str 4, Dex 20
Abilities KF Str 6, Dex 18
SQ Purr, Feline Empathy, Kitty Form (Big Cat), Cat Powah +2, Kitty Magic (A Cats Prowess), Trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Keen-Eared Scout, Mouser, Telling Blow, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +10, Climb +8, Gather Information +10, Hide +10, Knowledge (Geography, Local, Nature, Nobility) +6, Listen +10, Move Silently +10, Search +8, Spot +10, Survival +14, Tumble +10
Possessions

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each Level : 6 + int
Whiskers: Beginning at Level 23 and every 3 levels thereafter you gain an additional +2 to Survival Checks.
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-09-18, 01:52 AM
I was gonna keep this a s'prise, but what the heck: Over at the BG Forums I had a request to do some crossover PrC's with three homebrew classes here:

The Engineer: http://www.giantitp.com/forums/showthread.php?t=114229 (Kitty Snipers)

The Wisp Fire Guide: http://www.giantitp.com/forums/showthread.php?t=106072& (Bastard Kittehs)

and The Harrowed: http://www.giantitp.com/forums/showthread.php?t=118467& (Kitty Witches)

Everyone has given me permission to use their material so far cept Lord Gareth so expect these with the new PrC's when I finish revising the old ones.

Magicyop
2010-09-18, 08:04 AM
AWESOME! That will be so cool. Can't wait!

unosarta
2010-09-18, 08:45 AM
AWESOME! That will be so cool. Can't wait!

Ditto. :smallbiggrin:

Ranger Mattos
2010-09-19, 08:22 PM
Arrr, sorry about not postin' this sooner, but in honor o' TLAPD, ye should be makin' a PrC that combines tha Cat Burglar an' the Swashbuckler! Yo ho ho!

Bhu
2010-09-20, 12:16 AM
There are future plans for a pirate kitteh...

Bhu
2010-09-20, 01:14 AM
SHORT PAW CLAN

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ShortPaw2.jpg

"Softee Paw Kung Fu is for sissies! Short Paw Kung Fu rules!"

The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind. Screw blackmailing people they're out to beat them up. What kind of ninja kitteh doesn't attack people in the night?

BECOMING A SHORT PAW
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Sudden Strike +2d6
Feats: Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
Skills: Concentration 6 ranks, Tumble 6 ranks
Special: Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Short Paw Kung Fu (Paw of Horrifying Death)
2. +1 +0 +3 +0 Bad Reputation +2
3. +2 +1 +3 +1 The Fine Art of Kicking ___
4. +3 +1 +4 +1 Short Paw Kung Fu (Paw of Instructional Dismemberment)
5. +3 +1 +4 +1 Bad Reputation +4
6. +4 +2 +5 +2 The Fine Art of Kicking ___
7. +5 +2 +5 +2 Short Paw Kung Fu (Paw of Gentle Rebuke)
8. +6 +2 +6 +2 Bad Reputation +6
9. +6 +3 +6 +3 The Fine Art of Kicking ___
10.+7 +3 +7 +3 Paw of the Fluffy Kitten

Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.

Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death. In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks. By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and all Enemies within 20 feet (including the guy hit) must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment. As before this isn't as horrible as it sounds. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain. Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke. This one is actually kinda bad. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by. For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 25 feet. If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks. This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip. In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack. The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power). The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition. The strike does normal Unarmed Strike damage plus an additional 50 points of damage. If the opponent Charged this round it does +5 damage. If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage. If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage. If the opponent is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage. If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage. If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round. All these modifiers stack. So if an opponent is Shaken, Feebleminded, and Stunned (and happens to be a Barbarian during Rage) he takes +90 damage.

PLAYING A SHORT PAW
You were born to beat people up. You relish being able to beat down lumbering, thuglike samurai with a single paw. And you let them know it to. Every day. In every way possible. Especially when they're sleeping...
Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu. Not much point in being a butt-kicker for hire if you can't actually kick butt. You also has that reputation to uphold.
Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans. they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
Short Paws are generally feared and mistrusted, mostly cause you make sure of it. You want the bad rep cause it makes the job easier. Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them. You have inherited the cat's laziness to a degree.
Daily Life: 5 am: Rose for training in the garden. Sifu sent Brother Hanzo through a wall with one blow. It was awesome!!
7 am: Stole breakfast from butthead who overcharges the locals.
9 am: More training. Sifu sent me through a wall. Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation. Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us. Then it's nappy times.
Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master. He hopes to have his own school someday. Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
Organizations: The Short Paw Clan pretty much is an organization unto itself. You gotta be family though, or well liked by them. And they're mighty picky about prospective members outside the family.

NPC Reaction
NPC's generally hold you in awe for your mighty kitty kung fu prowess. Plus you whoop the local nobles. That alone gets you kudos.

SHORT PAWS IN THE GAME
This class may tend to make the PC's a tad wary of cats. Which they should be. Darn sneaky critters them cats.
Adaptation: This one is definitely for silly campaigns. Kung Fu kitties just doesn't seem right in a serious one.
Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect. Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord. They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic. Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again. The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+5 KF), Senses: Listen +15, Spot +15
Languages Common, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +6 Wisdom, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, +6 Wisdom, )
hp 48 (12 HD)
Fort +3, Ref +13 (+16 KF), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities KF Str 3, Dex 20
SQ Feline Empathy, Kitty Form, Purr, Cat Powah +1, Kitty Magic (Swift Paws, You Are My New Best Friend), Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Versatile Unarmed Strike, Weapon Finesse
Skills Balance +7, Bluff +6, Climb +4, Concentration +6, Escape Artist +7, Hide +14, Intimidate +11, Jump +4, Knowledge (Local) +7, Listen +15, Move Silently +14, Spot +15, Tumble +8, Use Magic Device +7
Possessions




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.



The Look
Man that cat really makes me nervous...
Prerequisites: Black cat, Nekochan, or Tomcat
Benefits: Intimidate is always considered a class skill for you.

Lix Lorn
2010-09-20, 05:16 AM
...I should make a PrC combining Kitty and Swordmage...

unosarta
2010-09-20, 09:25 AM
...I should make a PrC combining Kitty and Swordmage...

I think there should be a PrC for combining every class and Kitty. :smallwink:

Lix Lorn
2010-09-20, 09:33 AM
Clearly, but since said class is homebrew, (And I DIDN'T make it)... XD

unosarta
2010-09-20, 10:56 AM
Clearly, but since said class is homebrew, (And I DIDN'T make it)... XD

Hm... yes, I do see that conundrum. :smallwink:

Bhu
2010-09-21, 12:37 AM
http://www.youtube.com/watch?v=5M9U9ll-vVk

SON OF PINKY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sonofpinky2.jpg

"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds. When ankles need bitten they get called. When overly inquisitive locals need scared off, they do the scaring. When someone needs their butt handed to them, they do the handing. They are tuff kittehs.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living. The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them. They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

ENTRY REQUIREMENTS
Class Abilities: Rage, Kitty Form
Feats: Tomcat, Practiced Kitty (A Cat's Ego)
Base Attack Bonus: +5


Son of Pinky Skills
The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Ragin' Kitty Feat, ROWR!
2. +2 +3 +3 +0 Magical Kitty
3. +3 +3 +3 +1 Strong Kitty (+2)
4. +4 +4 +4 +1 Ragin' Kitty Feat
5. +5 +4 +4 +1 Pouncies
6. +6 +5 +5 +2 Strong Kitty (+4)
7. +7 +5 +5 +2 Ragin' Kitty Feat
8. +8 +6 +6 +2 Rippin' Fury
9. +9 +6 +6 +3 Strong Kitty (+6)
10.+10 +7 +7 +3 Little Tiger

Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 7th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

ROWR!: Your barbarian and Son of Pinky Levels stack for purposes of determining how many times per day you can Rage.

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take. For example in regular Kitty Form you are now only -4 Str.

This increases to +4 at 6th level.

At 9th level it increases to +6.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 8th level you get the Improved Grab ability. If you succeed with a claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity. If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite! The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.

PLAYING A SON OF PINKY
You are truly one angry little furball. You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people. But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe. And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before. Now if only people would stop laughing at you. You wouldn't cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
Combat: As a Son of Pinky you are pretty straightforward. You run up to trouble and start munching. Eventually as you get better at grappling you grab hold before the munching attack and fang away. Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes. They never see it coming from a teensy lil kitty.
Advancement: Most Sons of Pinky are pretty content as they are. They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up. Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity. Neighbors will either love them or hate them depending on how they relate to them personally. Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
Daily Life: You spend much of your time lounging about the Guilds various headquarters fuming or practicing for the daily hissing fit. Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them. Oh the glorious biting.... You are also sometimes loaned as a bodyguard.
Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6). A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sonofa_____. Has single-handedly given the Sons of Pinky a bad name in most areas by destroying all in his path. Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6). She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position. Spends much of her time looking after the cities elderly and vulnerable when not at work. Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part. Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky. A sudden, brutal attack at knee level. You therefore tend to make people nervous if they know what you are. Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight. Especially those who like to charge to get up close and personal.
Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions. Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
EL 12: The PC's have been hired to guard a nobleman's house. A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes. The small cat looks at them disapprovingly, before crushing a ceramic gnome with it's paw. For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 BC, +5 KF), Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch x, flat-footed x (-2 Rage, +2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC KF Raging x, touch x, flat-footed x (-2 Rage, +2 Size, +5 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
AC BC Raging x, touch x, flat-footed x (-2 Rage, +1 Size, +4 Dex, )
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+13 KF), Will +5
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Melee Raging
Base Atk +11, Grp +14 (+16 Raging), +13 KF (+18 Raging), +14 BC (+19 Raging)
Atk Options Rage 3/day, Magical Kitty, Strong Kitty +4
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities KF Str 14 (18 Raging), Dex 20, Con 12 (16 Raging)
Abilities BC Str 16 (20 Raging), Dex 18, Con 12 (16 Raging)
SQ Trap Sense +1, Fast Movement, Purr, Feline Empathy, Kitty Form, Cat Powah +2
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Practiced Kitty (A Cat's Ego), Tomcat, Mad Foam Rager (B), Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B)
Skills Climb +6, Hide +7, Intimidate +9, Listen +4, Move Silently +7, Spot +4, Survival +7, Tumble +9, Use Magic Device +9
Possessions




EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22. This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th.

Bhu
2010-09-21, 12:39 AM
Clearly, but since said class is homebrew, (And I DIDN'T make it)... XD

Ask the creators permission!

I am!

Lix Lorn
2010-09-21, 03:39 AM
Done and done. (Grins)

Cieyrin
2010-09-21, 02:55 PM
aww, no link to the Pinky video inspiring the PRC? :smallfrown:

Bhu
2010-09-22, 02:02 AM
aww, no link to the Pinky video inspiring the PRC? :smallfrown:

Never fear, I fixeded it :smallbiggrin:

THE BLACK PAWS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BlackPaw2.jpg

Traditional theme song of the Black Paw Clan:

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend. Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets. The other ninja clans call you lazy. They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Enhanced Kitty Form (Spidercat), Kitty Magic (Innocence), Ghost Step
Feats: Nekochan, Jibba Jabba
Skills: Gather Information 8 Ranks, Listen 8 Ranks


Class Skills
The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Ki Power (Mark)
2. +1 +0 +3 +0 Sneaky Ninja Bonus
3. +2 +1 +3 +1 Anonymous Kitty (+4)
4. +3 +1 +4 +1 Ki Power (Awareness)
5. +3 +1 +4 +1 Sneaky Ninja Bonus
6. +4 +2 +5 +2 Anonymous Kitty (Take 10)
7. +5 +2 +5 +2 Sneaky Ninja Bonus
8. +6 +2 +6 +2 Ki Power (Stealth)
9. +6 +3 +6 +3 Anonymous Kitty (Take 20)
10.+7 +3 +7 +3 Ninja Master

Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways. The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less. The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first. You cant leave a message in this fashion but you can leave a trail. Detect Magic will show these marks just like Arcane Mark would show up, but they are perfectly visible to anyone with a Level of Black Paw.

At 4th level you gain the Awareness Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent). This bonus lasts for your next roll.

At 8th level you gain the Stealth Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently. This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot. You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip. At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks. At 6th Level you may always Take 10 on Gather Information Checks. At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts. You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Greater Invisibility a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known. You like being known. Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public. Including shouting the closet skeletons of people who have angered you from the rooftops. Or pooping in unlikely places. Or visiting the women's baths. Ooooh the baths...
Combat: Like most ninjas you'll rely on stealth and hit and run tactics. No frontline tanking for you. You do get to use Sleight of Hand to slip home made explosives into people's pants though.
Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar. Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles. So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them. You are the worlds first stalkerazzi!
Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip. Unlike real ninjas who are busting their butt killing people. Or so the other ninjas say...
Notables: Thum Vu (CN Female Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva. Everyone goes to her for the latest news. Even the nobles she sometimes rats out. Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace. The Guild considers him a liability, and may be thinking of having him 'retired'.
Organizations: The Black Paws are a fairly wide ranging clan. They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you. The word hate needs to be triple underlined. Because if they have any embarrassing habits you know them. If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail. Commoners on the other hand love you. You embarrass the people they can't touch. You mock the aristocracy in full view in public and get away with it. And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers. They like causing chaos by airing peoples dirty laundry in public. Be assured if your BBEG has any secrets they'll find it and spread it around.
Adaptation: I'm not sure about this one. You might actually find a use for it in a non silly campaign.
Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy. You wanna know what your girlfriend is up to right now? Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+5 KF), Senses: Listen +10, Spot +10
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF)
Atk Options Sudden Strike +2d6, Poison Use
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Tiny Str 4, Dex 20
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +2, Kitty Magic (Bouncies!, Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Adaptable Flanker, Combat Reflexes, Jibba Jabba, Nekochan, Vexing Flanker, Weapon Finesse
Skills Bluff +10, Diplomacy +10, Disable Device +9, Escape Artist +8, Gather Information +10, Hide +8, Knowledge (Local, Nobility) +9, Listen +10, Move Silently +8, Open Lock +6, Search +6, Sense Motive +6, Spot +10, Tumble +8, Use Magic Device +8
Possessions



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th

Bhu
2010-09-23, 01:02 AM
THE FAMILIAR

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Familiar2.jpg

"Meow. Meow meow meow meow meow."

You have morphed your Familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the Familiar due to your Cat Burglar training. GENIUS!

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form,
Arcane Caster: Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars. Must have a Familiar.
Skills: Knowledge (Arcane) 6 ranks
Special: Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
Feat: Jibba Jabba


Familiar Skills
The Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), and Spellcraft (Int).
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Meet Big Fat John +1 level of existing Arcane spellcasting class
2. +1 +0 +0 +3 Familiar Spell Reversal +1 level of existing Arcane spellcasting class
3. +1 +1 +1 +3 Enhanced Familiar +1 level of existing Arcane spellcasting class
4. +2 +1 +1 +4 +1 level of existing Arcane spellcasting class
5. +2 +1 +1 +4 +1 level of existing Arcane spellcasting class
6. +3 +2 +2 +5 Enhanced Familiar +1 level of existing Arcane spellcasting class
7. +3 +2 +2 +5 +1 level of existing Arcane spellcasting class
8. +4 +2 +2 +6 +1 level of existing Arcane spellcasting class
9. +4 +3 +3 +6 Enhanced Familiar +1 level of existing Arcane spellcasting class
10.+5 +3 +3 +7 Bob Iz Family, +1 level of existing Arcane spellcasting class

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

Meet Big Fat John (Su): Due to the ritual you have undergone, your Familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your Familiar on yourself. For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your Familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance. These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
Combat: You aren't a blaster. You're a sneak thief, combat is somebody else's job. That doesn't mean that you don't have combat spells, but you aren't optimized for it. Your Familiar on the other hand... He's been known to whup some ass...
Advancement: You can go several different ways with this class. You can concentrate on making your familiar ultra powerful and sending him into the fray. You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon. And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your Familiar scares the hell outta me for some reason. Somethin' weird bout that cat..."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate. Your Familiar then passes himself as a low level spellcaster while you follow him in and case the joint. In between assignments you act as magical backup if the authorities come calling.
Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery). Your Familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments. If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief. Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city. Most people find it odd that so many of the Wizards and Sorcerers there have kitty Familiars, but to each his own. While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall. After all you place anyone with a familiar into question, and they don't like that. Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name. But that's okay because people suck. Cats are better (and kitty mages are the bestest).
Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
Encounters: Usually people will encounter you as your 'Masters' wee lil' kitty. Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker. It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you. Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Undercommon, Elven
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AC x, touch x, flat-footed x (+2 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 33 (12 HD)
Fort +4, Ref +8 (+11 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options
Combat Gear
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 21
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +3, Kitty Magic (Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Watchcat), Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +15, Concentration +6, Diplomacy +15, Gather Information +15, Hide +7, Knowledge (Arcana) +7, Knowledge (Local) +6, Listen +13, Move Silently +7, Search +6, Sense Motive +14, Spellcraft +7, Spot +7
Possessions



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level. He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar. At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature. It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance. It's mental stats are now equal to 10 plus your Charisma modifier.

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now Medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better. Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities). It also now provides a different type of bonus based on it's new appearance.



Master's Level Powers
1-2 Mindlink, Alert Duo, Share Spells
3-4 Channel 1
5-6 Tag Team +3
7-8 Channel 2
9-10 Tag Team +4
11-12 Channel 3
13-14 Tag Team +5
15-16 Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it. The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell. At this point you may cast 0, 1st or 2nd level spells through your Familiar. You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus. It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks. Everyone trusts grandma.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight. Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc. Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage, ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma! Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not. Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part. Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your Familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your Familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away. For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent. He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks. And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your Familiar appears to be a completely average and forgettable guy/gal. Both you and your Familiar gain a +3 bonus on Move Silently checks. No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your Familiar appears to be a performer of some kind (usually a singer). Both you and your Familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your Familiar appears to be a stereotypical, physically weak intellectual with his nose in a book all the time. Both you and your Familiar gain a +3 bonus on Knowledge (Arcane) checks.
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your Familiar appears to be someone whom animals respond to well. A crazy old cat lady, or a ranger or druid perhaps. Both you and your Familiar gain a +3 bonus on Handle Animal checks.
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your Familiar appears to be an obvious criminal. Both you and your Familiar gain a +3 bonus on Knowledge (Local) checks.
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your Familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your Familiar gain a +3 bonus on Knowledge (Religion) checks.
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your Familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind. Maybe even a garden variety alcoholic. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks.
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your Familiar appears to be an evocation specialist, Warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks.
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

Bhu
2010-09-23, 02:33 AM
http://icanhascheezburger.com/2010/09/21/funny-pictures-comics-cat-people-darkside/

Lix Lorn
2010-09-23, 04:34 AM
I LOVE that class. I'm tempted to take it when I finish Lazor Kitteh. Especially the last one. (giggles)

Also, if anyone is interested, there's a Cat Campaign going on. If you want to look,
OOC (http://www.giantitp.com/forums/showthread.php?t=168996&page=2)
IC (http://www.giantitp.com/forums/showthread.php?t=169004&page=2)

Norr
2010-09-23, 12:00 PM
Black paws are awesome, they play ninja as ninja should be played: hiding in plain sight and kicking butt when people are not looking.
The Awareness power duration might have to be reworded a bit for the survival bonus, since the survival checks you make while tracking represent a bit of searching rather than a one-round thing.
From the SRD:
Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.


Also, the familiar 'The Evil Midnight Bomber What Bombs At Midnight' reminds me of Ltd Piebald from Schlock mercenary, they call him Pi, because he is irrational. He also has an unhealthy attraction to high explosives.

togapika
2010-09-23, 12:28 PM
Where might the fey/cheshire cat type PRC be in the list of things coming down the pipe?
Just asking because I intend to use it for my character in the cat campaign and will need to re-tool my character some when it drops...

Bhu
2010-09-23, 12:51 PM
If I maintain current speed and intended lineup, next thursday

togapika
2010-09-23, 03:24 PM
Hmmm crap. Guess I'll have to ask Mu if he's ok with me waiting that long till I re-tool my character...

Bhu
2010-09-24, 12:26 AM
Weeell I don't think anyone will object if I'm out of order. :smallwink:

I fixed Black Paws Norr!

http://www.youtube.com/watch?v=RyJVaIrn0bw The Midnight Bomber inspiration :smallwink:

Bhu
2010-09-24, 01:11 AM
Okay, I've thought some of the Epic PrC's would be better starting as a regular one, so here is the Cheshire Cat. Please be patient as I revise :smallbiggrin:

CHESHIRE CAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Cheshire2.jpg

"Oh you can't help that. We're all mad here. I'm mad. You're mad."

Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them. And stealing and lying, and possibly touching others in an impure manner, but they vehemently deny that last part...

BECOMING A CHESHIRE CAT
The class requires Invisibility, so that pretty much means you'll need the Cheshire Cat form.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Enhanced Kitty Form (Cheshire Cat)
Skills: Bluff 6 ranks, Hide 8 ranks, Move Silently 8 ranks, Sense Motive 6 ranks
Feats: Alley Kat, Jibba Jabba
Alignment: Must be Chaotic, cannot be Good


Class Skills
The Cheshire Cat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 The Art of Invisibility
2. +1 +0 +3 +0 The Art of Confusion
3. +2 +1 +3 +1 The Art of Mockery
4. +3 +1 +4 +1 The Art of Invisibility
5. +3 +1 +4 +1 The Art of Confusion
6. +4 +2 +5 +2 The Art of Mockery
7. +5 +2 +5 +2 The Art of Invisibility
8. +6 +2 +6 +2 The Art of Confusion
9. +6 +3 +6 +3 The Art of Mockery
10.+7 +3 +7 +3 We All Go A Little Mad Sometimes


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

The Art of Invisibility (Su): At 1st level the Invisibility ability you gain via Cheshire Cat Form now acts like the spell Greater Invisibility instead. You have learned to lie and tell the world it can't see you, and it has agreed.

At 4th level you gain Spell Resistance equal to (10 plus your Hit Dice) against spells from the Divination school as well as any power effect that would reveal you such as Glitterdust, Invisibility Purge, etc.

At 7th level you become invisible or visible as a Swift Action instead of a Standard Action.

The Art of Confusion (Su): At 2nd level the Cheshire Cat has learned to tell lies about better things than being visible, and talking with one is dangerous. Any opponent who engages the cat in conversation must make a Willpower Save or be Confused as per the spell (Save DC is 10 plus 1/2 HD plus Cha Modifier). The Cat can choose not to use this effect when talking to people. The opponent must be able to hear the Cheshire Cat and understand the language used, or the Cheshire Cat must have Telepathy in some form to use this ability. If the Save is successful the Cheshire Cat must wait one minute before making another attempt. He may use this ability a number of times per day equal to his Charisma Modifier.

At 5th level if the opponent the Cat is talking with fails the Save he is permanently Confused as per the Insanity spell.

At 8th level if the opponent the Cat is talking with fails the Save he is affected by the spell Maddening Whispers instead (unless the Cheshire Cat wishes to inflict him with a lesser effect, see Spell Compendium for spell description).

The Art of Mockery (Su): At 3rd level a Cheshire Cat can enrage an opponent to the point of stupidity by simply mocking him in conversation. If the Cat talks to an opponent as a Standard Action it can choose to enrage him, and he must make a Willpower Save to avoid the effect (Save DC is 10 plus 1/2 HD plus Cha Modifier). If he fails he receives a -1 to all rolls for the duration of the encounter, and he has a 20% chance to fail any roll or cast any spell if it involves the Cheshire Cat himself. He may use this ability a number of times per day equal to his Charisma Modifier.

At 6th level the penalty increases to a -2 to all rolls, and a 35% miss chance.

At 9th level the penalty remains the same as 6th level, but the opponent takes (3d6 plus Charisma Modifier) damage due to the stress.

We All Go A Little Mad Sometimes (Su): At 10th level the Cheshire Cat may begin to swirl in and out of visual sight in various patterns, disorienting opponents. At will as a Standard Action any living being within 60' that can see the Cheshire Cat is considered Flat-Footed until it decides to turn this ability off unless it makes a successful Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier). It can't become invisible while doing this, but all opponents take a -4 penalty to all attack and damage rolls against it (this stacks with penalties they may take form the Art of Mockery). This is Sight Dependent and requires your opponents to be able to see you.

PLAYING A CHESHIRE CAT
Screwing with people's minds is what you live for. You fade in and out of view, sometimes only partially visible. And you never give a clear, honest answer to any question. Ever. It's foreign to your nature. If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong
Combat: Combat? Hah! Only losers are required to fight. You're invisible. You can fart on Asmodeus and he'd never know! (Well maybe...) Feel free to insult just about anything, and then go poof.
Advancement: Cheshire Cats, being that they've mastered invisibility, are fairly lazy when it comes to advancement. If being a loony is a profession you can advance in, they're masters. Or they're lazy douchebags. Guess it depends on who you talk to.
Resources: You can steal whatever you need. No one can see you, so you can pretty much get away with anything.

CHESHIRE CATS IN THE WORLD
"You're not all there are you?"
Cheshire Cats interact with the world by causing it to have mental issues. They set around in trees completely destroying the sanity of whoever happens by through surreal conversation. Few Cat Burglar Guilds are 'lucky' enough to have one, and those that do realize what a truly valuable resource he is.
Daily Life: Usually you just set in a tree, and chat with whoever walks by with the sole intent of messing with them. Sometimes you sow chaos and disorder on a mass scale for fun. Or travel to Hell and whisper strange things in the ears of the Devil Lords while they're busy once you go Epic.
Notables: Teehee (CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a typical Cheshire Cat meddler, lunging about waiting to hurt the minds of innocent bystanders. Felicia (CE Female Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a tad more nasty, and sometimes eats passers by...
Organizations: Cheshire Cats sometimes head a Cat Burglar Guild, but usually they're loners who've given up professional thievery for being layabouts.

NPC Reaction
NPC reactions to Cheshire Cats vary. Most of them being some variation on frustration or confusion. Not many of them like to hang out with the Cheshires, except possibly potheads who seem to think they're Zen Masters or something.

CHESHIRE CATS IN THE GAME
This one gives a player free license to raise hell with your campaign. be sure to allow it responsibly.
Adaptation: This one can be adapted to several styles of campaign, probably either horror or comedy.
Encounters: Cheshire Cats can be found just about anywhere, usually in unsuspected moments. If the PC's are trying to find one, they probably won't. However if they're butt deep in Soul Larvae in the Penthouse Suite of Demogorgon's personal dungeon, it's guaranteed that there will be at least one in the vicinity to make their torment somehow worse.

Sample Encounter
EL 12: The PC's see a large smiling cat in a tree on the way to town. After he says hello, the Wizard is foolish enough to ask him how he's doing. Let the games begin...


Teehee
CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6
Init +1, Senses: Listen +x, Spot +x
Languages Common, Sylvan
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AC x, touch x, flat-footed x (+1 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +12 (+15 KF), Will +6
Evasion
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Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (+9 Small, +4 Tiny, +0 Diminutive)
Atk Options Sneak Attack +3d6, Art of Confusion (DC 22), Art of Mockery (DC 20)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +4, Scamper Bonus, Burglaring (Sneak Attack +1d6), Enhanced Kitty Form (Cheshire), Kitty Magic (Missed Me!, Swift Paws), Trap Sense +1, Trapfinding, The Art of Invisibility (SR 22),
Feats Ability Focus (Art of Confusion), Alley Kat, Dodge, Jibba Jabba, Spectral Skirmisher, Weapon Finesse
Skills Balance +7, Bluff +22, Climb +5, Gather Information +13, Hide +19, Intimidate +10, Jump +5, Knowledge (Local, Nobility) +7, Listen +8, Move Silently +19, Sense Motive +8, Spot +8, Tumble +7, Use Magic Device +22
Possessions



EPIC CHESHIRE CAT

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


New Kitty Feats

Improved Mockery
Messing with peoples heads is an art form.
Prerequisites: Art of Mockery, Bluff or Intimidate 8 ranks
Benefits: The Penalty cause by your Art of Mockery ability is increased by -2 (i.e. if it was a -2 it's now a -4).

Epic Invisibility
You have mastered the art of fibbing to the world and telling it you don't exist.
Prerequisites: Art of Invisibility, Hide 30 ranks, Move Silently 30 ranks
Benefits: Your invisibility now mimics the spell Superior Invisibility (see Spell Compendium), and you become immune to any spell/power/effect that would reveal you such as Glitterdust, Invisibility Purge, See Invisibility, or True Seeing unless the caster is higher level than yourself.

Epic Confusion
Talking to you is an exercise if futility, or as you prefer to call it an Epic Fail.
Prerequisites: Art of Confusion, Cha 20, Bluff 24 ranks
Benefits: You may now use the Art of Confusion ability at will.

Epic Mockery
You don't understand why you aren't more popular.
Prerequisites: Art of Mockery, Cha 20, Bluff or Intimidate 24 ranks
Benefits: The miss chance victims of your Art of Mockery ability increases to 50%, and you may now use the Art of Mockery at will.

Epic Madness
THE COLORS!! THE PRETTY, PRETTY COLORS!!! AHAHAHAHAHA!!
Prerequisites: We All Go A Little Mad Sometimes, Cha 20, Bluff 24 ranks
Benefits: Victims of your We All Go A Little Mad Sometimes ability do not get a Saving Throw to avoid it's effects

togapika
2010-09-24, 01:44 PM
Is the Alley Kat feat the one that makes some of their cat stuff stack with rogue levels? (and requires 3 rogue levels to get trap sense)

Bhu
2010-09-24, 10:45 PM
Is the Alley Kat feat the one that makes some of their cat stuff stack with rogue levels? (and requires 3 rogue levels to get trap sense)

Yup. Is that a bad thing for you at this point?

togapika
2010-09-24, 11:29 PM
It's just that the campaign is a gestalt game, and as such a feat like that might be kinda wonky...
Any chance of a replacement for gestalt games or something?

Lord_Gareth
2010-09-24, 11:36 PM
You have my permission to use Harrowed, with the understanding that it's constantly under ze Editz, and has yet to actually be finished.

unosarta
2010-09-24, 11:39 PM
You have my permission to use Harrowed, with the understanding that it's constantly under ze Editz, and has yet to actually be finished.

Harrowed Kitteh.

There is so much win in that sentence, I felt this was necessary.

http://i236.photobucket.com/albums/ff192/jamesbrentbrown/awesome-sauce-badge-1.png

Bhu
2010-09-25, 12:44 AM
It's just that the campaign is a gestalt game, and as such a feat like that might be kinda wonky...
Any chance of a replacement for gestalt games or something?

In theory you could ask mucat to waive the requirement. Instead have say, sneak attack as a requirement.



You have my permission to use Harrowed, with the understanding that it's constantly under ze Editz, and has yet to actually be finished.

Glee! It'll be a bit before I get to making those PrC's so you have time to update it still for a bit :smallsmile:

Thank you!

Bhu
2010-09-26, 03:58 AM
Massive update to Cheshire kitteh

togapika
2010-09-26, 11:41 AM
YAAAAAAY!!!!!:smallbiggrin:
Thankee!

Owrtho
2010-09-26, 12:20 PM
I suggest that you note a Cheshire Cat can choose to use the lesser form of at of confusion from levels 5 to 7 as they may not want to permanently make someone confused. Anyway, keep up the good work.

Owrtho

Bhu
2010-09-27, 02:09 AM
THE GRASSHOPPER SOCIETY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Grasshopper2.jpg

Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw. Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH (BEEEEEP) GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore. You know that right?"

The Grasshopper Society are a group of Monks devoted to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it. Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar. Being a loon helps too... Since the Chaos Monk is 3.0 and hasn't been revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (Option A), or use the revised class I have posted on the BG Forums (Option B). http://brilliantgameologists.com/boards/index.php?topic=3372.0

A word of warning, it's a little less restrained than my usual stuff and is nsfw.

ENTRY REQUIREMENTS (Option A)
Class Abilities: Kitty Form, Flurry of Blows, Ki Strike (Magic)
Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
Alignment: Must be Chaotic.


ENTRY REQUIREMENTS (Option B)
Class Abilities: Kitty Form, Body in Flux, Chaos Strike (Magic)
Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
Alignment: Must be Chaotic.

Class Skills
The Grasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Scratchum, Softee Paw Mastery
2. +1 +0 +3 +3 Fuzzy Mind
3. +2 +1 +3 +3 Missed Me
4. +3 +1 +4 +4 Greater Flurry
5. +3 +1 +4 +4 Fuzzy Mind
6. +4 +2 +5 +5 Missed Me Again
7. +5 +2 +5 +5 Supah Flurry
8. +6 +2 +6 +6 Fuzzy Mind
9. +6 +3 +6 +6 Your Kung Fu Is Weak
10.+7 +3 +7 +7 Fuzzy Master

Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls. Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state. At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 8th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws. Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.

Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex): This is identical to the Monk ability listed on page 40 of the PHB. If using my version of the Chaos Monk you also gain the Flurry Ability. If not using Option A you get a +2 Circumstance Bonus to AC when using Flurry.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked. If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury. As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent. Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko. Wise one minute, raving the next, perhaps suicidal tomorrow. People should definitely not have a handle on how to deal with you. It makes it easier to manipulate them.
Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms. It mostly consists of flailing claw strikes and maliciously biting anything within reach. Some think of it less of a martial art and more of a hissy fit.
Advancement: Advancement for the Grasshoppers is an odd road. Many multiclass a bit just for the experience. Some will do anything once. If you've ever wanted to play a build that's all over the place you'd be almost justified doing it with one of these guys. They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon. They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby. Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be. Your a crotchety old eccentric and darn proud of it.
Daily Life: Your life has no rhyme or reason. You may spend it doing good deeds or committing sins. You may invent new philosophies, or do your business on peoples shoes. You do spend unusual amounts of time indulging yourself, whatever your personal philosophy.
Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests. He spends most of his time in cat form stone drunk. But since no one knows he's a cat he's one of the biggest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow. No one understands how the temple is never robbed since there are only a few cats there, and none of the usual Guardians...
Organizations: The Grasshopper Society is an odd bunch. Think of them sort of like Taoists. On really bad drugs. With a side order of mild insanity and freakish personal quirks. They're more of a loose affiliation than an organized force. Unless you make them angry enough. Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society. After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate. Plan for this when designing encounters.
Adaptation: Definitely a silly campaign only. Drunken Kung Fu kitty monks pretty much don't adapt well to any other style.
Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
EL 12: You're sitting in the pub one day bragging about taking out some local mastermind. A small tabby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance. Yessir looks like a normal weekend...



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+5 KF), Senses: Listen +6, Spot +6
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +5 Cha, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +5 Cha, )
Missed Me 3/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +13 (+16), Will +12
Disturbed Mind, Fuzzy Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options Chaos Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Tiny Str 3, Dex 20
SQ Kitty Form, Purr, Feline Empathy, Cat Powah +3, Body in Flux +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Softee Paw Mastery, Missed Me Again
Feats Advanced Softee Paw Kung Fu, Combat Reflexes, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Deafening Slap (B), Stunning Fist (B)
Skills Bluff +13, Diplomacy +7, Gather Information +7, Hide +13, Intimidate +8, Jump +3, Knowledge (Local) +11, Listen +6, Move Silently +13, Search +5, Sense Motive +11, Spot +6, Tumble +12, Use Magic Device +7
Possessions



EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th

Lix Lorn
2010-09-27, 03:40 PM
Lol. XDDDDD

Bhu
2010-09-28, 01:44 AM
TIBBIT JESTER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/TibbitJester2-1.jpg

"My Gods you're fat. Are all kings this fat? How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters. This includes the Tibbits if they are frowned upon in some areas. And some of those Tibbits intend in getting a little of their own back for their people.

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Jesters Performance (Taunt)
Saves: Base Reflex Save +6
Race: Tibbit
Skills: Perform (Comedy) 8 Ranks
Feats: Lolcat, Jibba Jabba

Class Skills
The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
2. +1 +0 +0 +3 +1 level of Arcane spellcasting class
3. +2 +1 +1 +3 +1 level of Arcane spellcasting class
4. +3 +1 +1 +4 +1 level of Arcane spellcasting class
5. +3 +1 +1 +4 +1 level of Arcane spellcasting class
6. +4 +2 +2 +5 +1 level of Arcane spellcasting class
7. +5 +2 +2 +5 +1 level of Arcane spellcasting class
8. +6 +2 +2 +6 +1 level of Arcane spellcasting class
9. +6 +3 +3 +6 +1 level of Arcane spellcasting class
10.+7 +3 +3 +7 Enrage Audience, +1 level of Arcane spellcasting class

Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic: When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list. He may cast 1 extra spell per level per day from this list. For example Muffins can cast up to third level spells. He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast. He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
3rd: Flashburst, Great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
Your a big dumb silly kitty. At least that's what you want your employers to think. You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
Combat: You aren't much of a fighter, but you are a talker. Hide behind your allies and insult your enemies into a distractive frenzy before running away. Your allies can use the exercise, you could use some fun, and your enemies need killing. Everyone gets a little something...
Advancement: Most Jester's advance down the same path, becoming ever more sarcastic. You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"So let me get this straight...you aren't just a cat?"
"Yup."
"Your actually an international crime lord who looks like a cat?"
"Yup."
"You just moonlight as a Fool for cover?"
"Yup."
"And you've been pooping in my slippers just because?"
"Yup."
"I'm going to have to shoot you now."
You don't think much of the rich and beautiful. You were raised to hate them, and since meeting them, most of them haven't done much to change your mind. You feel little guilt about betraying them and stealing from them.
Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests. Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence. So you pretty much know all their bad stuff.
Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king. He is used to humiliate the King's guests (and unbeknownst to all is also stealing from his employer). Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also the Jester of an Evil King, but he works to bring about the Kings downfall.
Organizations: Tibbit Jesters have only the Cat Burglar Guilds. There are training schools in existence that they can sometimes rely upon as well. Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers. No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble). So unless the Jester's public employer travels a lot neither will the group.
Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world. Particularly if it's espionage oriented.
Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead. The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to random people at a whim. And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +7 (+9 KF), Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed (+1 Size, +3 Dex, +2 Dodge, )
AC KF , touch , flat-footed (+2 Size, +5 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +10
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +6, Grp +0 (-6 KF)
Atk Options
Combat Gear
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +4, Kitty Magic (Hey! Hey Over Here!!. The Power of Cute), Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Improved Initiative, Jibba Jabba, Weapon Finesse, Deflect Arrows (B), LOLcat (B), Snatch Arrows (B) +3
Skills Balance +9, Bluff +11, Climb +3, Hide +10, Jump +3, Knowledge (Nobility) +8, Listen +8, Move Silently +10, Perform (Comedy) +19, Sense Motive +8, Sleight of Hand +10, Spot +8, Tumble +10, Use Magic Device +11
Possessions


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th

Ranger Mattos
2010-09-28, 06:50 AM
May I just say I thing?

Awesomeness.

Bhu
2010-09-29, 12:54 AM
TIBBIT SKIRMISHER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Skirmisher2.jpg

"Tibbit's Rule!"

Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off. They're also professional bastards. Pranks, general weirdness, and drunken bets are common for the Skirmishers.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher. The Cat Burglar Guilds provide the necessary training.

ENTRY REQUIREMENTS
Race: Tibbit
Class Features: Tibbit's Rule!, Skirmish +1d6
Feats: Combat Expertise, Improved Trip, Mouser
Skills: Bluff 6 ranks, Hide 6 ranks, and Tumble 6 ranks.


Class Skills
The Tibbit Skirmisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Skirmisher Feat
2. +1 +0 +3 +0 Dodger (+2)
3. +2 +1 +3 +1 Comin' Thru!
4. +3 +1 +4 +1 Skirmisher Feat
5. +3 +1 +4 +1 Dodger (+4)
6. +4 +2 +5 +2 Mine!!
7. +5 +2 +5 +2 Skirmisher Feat
8. +6 +2 +6 +2 Dodger (+6)
9. +6 +3 +6 +3 Scratch 'Em While Their Down
10.+7 +3 +7 +3 Master Skirmisher

Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form. This stacks with all other Dodge bonuses such as the Dodge Feat. It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter. If a Trip attack fails you must stop where you are. You receive the benefits of your Improved Trip and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su): At 10th level the Tibbit Skirmisher masters the art of the scamper. When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity. There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers. Maybe you make people easier to flank, or easier to hit, or are distracting.
Combat: You are designed to be an annoyance. You are a tactical fighter who helps set up things for your buddies. You aren't a frontline tank. You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take. Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course. The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
"_______ Cats! Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
You are the most lovable cat in the world until it's business time. Then you are the least lovable cat in the world. But at least you get to have fun.
Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6). No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind. Even Kender are more loved than he. Known only by his pseudonym, even by his Guild.
Organizations: Every Cat Burglar Guild has Tibbit Skirmishers. Without exception. One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
People hate Tibbit Skirmishers. You trip them up, steal their stuff, and disappear before they can get to you. No one likes a winner baby. Especially when they win as hard as you do.

TIBBIT SKIRMISHER IN THE GAME
Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild. Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
EL 12: You awaken in the night as a foul stench descends upon you. You see a small cat perched on your face. He has apparently broken wind. He calls you several names best left unprinted and bounds out the open window. Getting up you stumble about in confusion and find that your armor smells like cat pee. Eventually finding some decent clothes you run outside but he is gone. Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+11 KF)
Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+1 Size, +3 Dex, +4 Dodge, )
Tiny AC x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
hp 37 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +4
Battle Fortitude (+1 Fort Saves), Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2 (-4 KF)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18
Abilities KF Str 3, Dex 20
Abilities KF Str6, Dex 16
SQ Tibbit's Rule (Big Cat), Feline Empathy, Cat Powah +4, Fast Movement, Trackless Step, Purr
Feats Combat Expertise, Dodge, Improved Trip, Mobility, Mouser, Weapon Finesse, Distracting Attack (B), Improved Initiative(B), Melee Evasion (B)
Skills Balance +16, Bluff +17, Climb +10, Hide +16, Jump +11, Listen +11, Move Silently +16, Spot +11, Tumble +16, Use Magic Device +17
Possessions



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


EPIC TIBBITY FEATS

My Friends Think You Should Leave
Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


I Reject Your Embrace Kind Sir
Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


Behold My Objecting Paw
Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


HEY YOU!!
Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


Scamper Time
Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


BOO!
Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


Not On My Watch
Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


My Bite Actually IS Worse Than My Bark
Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


Your Hastily Thrown Shoe Affects Me Not
Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


Don't Make Me Use This
Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


Deep Scratching
Prerequisites: Deft Strike, Master SKirmisher Class Ability.
Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


Kitteh Not Liek Wallnuts
Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.

Bhu
2010-09-30, 12:10 AM
TRICKSTER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Trickster2.jpg

"Of course Ogres are repelled by Ice Cream. Everyone knows this. Everyone."

A trickster is a Cat Burglar who has become inspired by the old "Puss in Boots" fairy tale. They specialize in outwitting opponents as opposed to outfighting them. Their purpose is to become powers behind the throne by helping gullible people achieve power and being their only reliable and trusted adviser.

BECOMING A TRICKSTER
Most Tricksters begin as Cat Burglar/Swashbucklers who drift into this class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Insightful Strike
Feats: Daring Fuzzball, Jibba Jabba, Leadership (must take a cohort)
Skill Tricks: Must have at least 2 skill tricks (see Complete Scoundrel)
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 4 ranks, Sense Motive 8 ranks
Special: Must have acquired either a Collar or Bag of Holding and a pair of magical boots, preferably without paying for it.


Class Skills
The Trickster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex, Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Deceive Item, Quick Kitty
2. +1 +0 +3 +3 Bonus Feat
3. +1 +1 +3 +3 Bonus Trick
4. +2 +1 +4 +4 Fibber
5. +2 +1 +4 +4 Bonus Feat
6. +3 +2 +5 +5 Bonus Trick
7. +3 +2 +5 +5 Wisdom of the Cat
8. +4 +2 +6 +6 Bonus Feat
9. +4 +3 +6 +6 Bonus Trick
10.+5 +3 +7 +7 Master Trickster

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

Deceive Item (Ex): You may always take 10 on Use magic Item checks, even if threatened or endangered.

Quick Kitty (Ex): Your Trickster and Swashbuckler Levels stack for purposes of determining you Bonus for the Grace and Dodge Bonus Class Features.

Bonus Feat (Ex): At levels 2, 5, and 8 you gain a Bonus Feat you meet the prerequisites for.

Bonus Trick (Ex): At levels 3, 6, and 9 you gain a Bonus Skill Trick that you qualify for. You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.

Fibber (Ex): You may always Take 10 on Bluff, Diplomacy, or Disguise Checks.

Wisdom of the Cat (Ex): You may always take 10 on Search, Sense Motive, and Survival Checks.

Master Trickster (Su): You have refined a skill to the point of having supernatural abilities with it. Choose any three skills you have at least 12 ranks in from the following list: Balance, Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble. You may always Take 10 on those three skills, and any Skill Trick that has ranks in one of those skills as a prerequisite may be used freely instead of once per encounter.

PLAYING A TRICKSTER
People are gullible at best, and even the most cynical one has a chink in their mental armor you can exploit. The best way to win a fight is to convince an opponent that you are is friend. Failing that if you can convince him to kill himself you wont have to make the physical effort to do so. If you can win fame and fortune by doing so even better.
Combat: Tricksters prefer to avoid combat, and rely on their wits and agility if forced into it. Most will lead their opponent into a trap of some sort rather than slug it out.
Advancement: Tricksters prefer to advance some catspaw (i.e. your cohort) that seems gullible and naive. By using him as a figurehead it throws of the opposition who almost immediately underestimate what he and his 'pet kitty' can do.
Resources: Tricksters usually have the wealth they bestow on patrons (i.e. your cohort who foolishly believes himself to be in charge) by helping them increase their social station to draw upon. Some have financed minor revolutions by putting a goober into power, and making all the hard decisions for him.

TRICKSTERS IN THE WORLD
"How much would you charge to kill the pet cat of the Marquis de Carabas?"
People either love or hate you, and which tendency they pursue is based on whether or not you've somehow screwed them over on your way to the top. Of course if you have any common sense you'll have done away with all the people you screwed over on your rise to the top, as well as their close relatives who may be revenge minded. Always remember to think ahead.
Daily Life: Your daily activities are based around promoting your "patron", whether thinking up new schemes or taking action on those you've already conceived.
Notables: The Master Cat (CN Male Awakened Cat Cat Burglar 1/Swashbuckler5/Trickster 6) is the originator of this particular form of Cat Burglary. Lucian Montoya (CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6) was his first human apprentice.
Organizations: The Tricksters tend to be loners, and ex members of Cat Burglar Guilds. Due to this they have no organization behind them, although some end up heading one.

NPC Reaction
The lower classes tend to love you because you spend much time sticking it to the pompous nobility and violent criminals. The Nobility and violent criminals would like to make you into a hat.

TRICKSTERS IN THE GAME
This class might tend to attract showboats. Make sure they don't take over the campaign.
Adaptation: This is definitely meant for silly campaigns, although it could see use in a serious campaign with some rewording of the fluff.
Encounters: Tricksters tend to be encountered on errands for their "Master", or at his side giving council.

Sample Encounter
EL 12: The PC's have been asked to track down and bring in the Marquis de Carabas, and his cat. God alone knows why they keep mentioning the cat but they're very specific. It's almost as if they're more afraid of the cat than the Marquis. Not that you can blame them. Looking at him he doesn't seem to be much. He even urinated himself at the site of the parties barbarian...


Lucian Montoya
CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6
Init +1 (+4 KF), Senses: Listen +6, Spot +6
Languages Common, Giant, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, )
Dodge Bonus +2
hp 52 (12 HD)
Fort +6, Ref +9 (+12 KF), Will +8
Grace +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Insightful Strike (+2),
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 14, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego, Pwease)
Feats Daring Fuzzball, Jibba Jabba, Leadership, Practiced Kitty (Evasion, Uncanny Dodge), Wanderer's Diplomacy, Weapon Finesse (B)
Skills Balance +5, Bluff +11, Climb +3, Diplomacy +11, Disguise +7, Escape Artist +5, Forgery +6, Gather Information +7, Hide +5, Jump +3, Intimidate +10, Knowledge (Local, Nobility) +6, Listen +6, Move Silently +5, Perform (Insult) +11, Sense Motive +8, Sleight of Hand +5, Spot +6, Tumble +5, Use Magic Device +9
Skill Tricks Leaping Climber, Up the Hill, Twisted Charge, Wall Jumper
Possessions



EPIC TRICKSTER

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Trick At level 23 and every 3 levels thereafter you receive a Bonus Skill Trick that you qualify for. You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.
Bonus Feats: The Epic Trickster gains a Bonus Feat every 3 levels higher than 20th

Lix Lorn
2010-09-30, 02:00 PM
BLADE OF ARCANE FELINITY

http://rubmint.com/wp-content/plugins/wp-o-matic/cache/679f8_funny-pictures-cat-has-sword.jpg

"Yes, foolish canine…. Just come a liiiittle bit closer…"

The Blades of Arcane Felinity, or the Catblades, as those who aren’t inducted into this arcane and snobbish order call them, are those who combine a feline form with the magical combat style of the Swordmage. (http://wiki.faxcelestis.net/index.php?title=Swordmage)

Their main ability seems to be summoning weapons several times larger than them, and hitting their opponents with them.

BECOMING A BLADE OF ARCANE FELINITY
Almost all Catblades are Cat Burglars/Swordmages-although some are actually WolfGuard.

ENTRY REQUIREMENTS
Class Abilities/Race: Kitty Form OR feline race (Such as Catfolk, Mows or Cat-Elves), Enhanced Cant +1
Special: Must be inducted into the order in an ancient and hallowed ceremony, involving large, arcane rubber hammers.


Class Skills
The Catblade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Arcana)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Feline Arcanist, Student of Arcane Felinity
2. +2 +0 +3 +3
3. +3 +1 +3 +3
4. +4 +1 +4 +4
5. +5 +1 +4 +4 Enhanced Cant +1
6. +6 +2 +5 +5 Journeyman of Arcane Felinity
7. +7 +2 +5 +5
8. +8 +2 +6 +6
9. +9 +3 +6 +6 Enhanced Cant +2
10.+10 +3 +7 +7 Master of Arcane Felinity

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

Feline Arcanist: Your Swordmage and Catblade levels stack for the purposes of determining your incantations known and per encounter.

Student of Arcane Felinity: A Catblade may use any canted weapon as if they were medium sized and had opposable thumbs. In actuality, they just glare intently at the weapon as it materialises and it moves as if they wielded it. This means they can hold other items in their hands, or use their abilities even while a cat.

Enhanced Cant: As per the Swordmage ability. (http://wiki.faxcelestis.net/index.php?title=Swordmage#Enhanced_Cant)

Journeyman of Arcane Felinity: A Catblade of at least 6th level can create their weapons at more varied sizes. They may cant weapons appropriately sized for them, a medium creature, or a large creature. This changes damage as per normal; and they never take a penalty due to the canted weapons size.

Master of Arcane Felinity: A Catblade of 10th level can create weapons of huge sizes. They may cant weapons at a size suitable for any creature within three size categories of them.

PLAYING A CATBLADE
The single most important thing to remember as a Catblade is that you are awesome. You beat people up with swords and hammer made of MAGIC. You should rule this place, you’re that awesome! This city is YOURS, foo’!
Combat: Catblades are at home in combat. The idea is simple: Hit the enemy with very big weapons.
Advancement: Most Catblades return to their ‘studies’ as a Swordmage; although some take on another prestige class.
Resources: The order of Arcane Felinity is willing to help its members to a degree-as long as they can do something awesome.

CATBLADES IN THE WORLD
"See, I’d love to help. But I am NOT messing with that cat again."
Catblades tend to be adored by those who see them. Like the Catblades themselves, the people think their abilities rather impressive to behold-or, as they’d put it, awesome.
Daily Life: Awake, have breakfast. Look for fight. Win fight. Show off. Have lunch. Attack nobleman for the fun. Beat guards. Steal his money. Have lunch again. Sleep until the morning.
Notables: Lisa Awesome is the best known member of this class. Her acts include starting an avalanche to save a village, slaying an orc warlord with an arrow, and destroying a different village that bugged her by making an explosion twice the size of the village. With a sword.
Organizations: Almost all Catblades are members of the order of the Blades of Arcane Felinity. These orders tend to be related to, or often part of Cat Burglar guilds.

NPC Reaction
Most people with a sense of amusement find your antics hilarious and awesome-until you target them. Your innate awesome is enough that occasionally, your targets are still impressed.

CATBLADES IN THE GAME
This class has some infiltrating abilities, but is primarily a combatant.
Adaptation: This class could fit in any campaign that a Cat Burglar could, as long as magic exists.
Encounters: A Catblade could be a guard for a Cat Burglar guild, or a rogue showoff.

Bhu
2010-09-30, 06:12 PM
Gimme an idea what one looks like and I'll find you a pic :smallbiggrin:

Sir Shadow
2010-09-30, 07:24 PM
I dunno, but you have to do something with this <__<

http://3.bp.blogspot.com/_4HESc6LaPdQ/TEYXsc657qI/AAAAAAAABE0/099Z8ruGw_I/s1600/lolcat.jpg

unosarta
2010-09-30, 07:57 PM
I dunno, but you have to do something with this <__<

http://3.bp.blogspot.com/_4HESc6LaPdQ/TEYXsc657qI/AAAAAAAABE0/099Z8ruGw_I/s1600/lolcat.jpg

Ironhide kitteh?

I love the new classes Lix and Bhu. :smallbiggrin:

Bhu
2010-10-01, 02:00 AM
Oh Lix

http://rubmint.com/wp-content/plugins/wp-o-matic/cache/679f8_funny-pictures-cat-has-sword.jpg

Bhu
2010-10-01, 02:42 AM
VET

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Vet2.jpg

Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance. What the hell have you done now?"
Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
Mow:"Ohmygod you pooped in the vampire lords coffin!"
Patches:"Well it ain't like I did it on purpose!"

Since many guilds have little religious representation, they needed Healers, and you fit the bill. Your also a good defense against those pesky undead....

BECOMING A VET
Levels in cat burglar and any class capable of healing will suffice.

ENTRY REQUIREMENTS
Class Features: Kitty Form, must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
Feats: Jibba Jabba
Skills: Heal 8 Ranks, Sense Motive 8 Ranks


Class Skills
The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Holy Kitty Aura +1 level of existing Divine spellcasting class
2. +1 +0 +0 +3 Divine Feat +1 level of existing Divine spellcasting class
3. +1 +1 +1 +3 +1 level of existing Divine spellcasting class
4. +2 +1 +1 +4 Holy Kitty Aura +1 level of existing Divine spellcasting class
5. +2 +1 +1 +4 Divine Feat +1 level of existing Divine spellcasting class
6. +3 +2 +2 +5 +1 level of existing Divine spellcasting class
7. +3 +2 +2 +5 Divine Feat +1 level of existing Divine spellcasting class
8. +4 +2 +2 +6 Holy Kitty Aura +1 level of existing Divine spellcasting class
9. +4 +3 +3 +6 +1 level of existing Divine spellcasting class
10.+5 +3 +3 +7 Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class

Weapon Proficiencies: Vets gain no new weapon or armor proficiencies.

Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier. Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier. The Aura has the effects of Daylight and Protection from Evil spells within its area.

At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).

At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.

Caster level for these effects is equal to your Effective Character Level.

Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter, Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, or any Aura or Halo Feat.

Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed. If he succeeds he takes 1 point of positive energy damage per hit die you have. If he fails he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there. He is also stunned for 1d6 rounds. Intelligent undead really hate this. Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).

PLAYING A VET
YOU ARE HOLY KITTY!!!!!! Play it up for all your worth. You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura. After all you're a Holy kitty. You aren't supposed to encourage fighting. Peace among all sentient beings and all that other crap.
Advancement: You are the traditional healer/buffer type. However you can probably use your powers to gain vast political power if you put your mind to it...
Resources: You can call on the Cat Burglars Guild of course, other Vets especially. And to some extent you can also count on other churches, and people you have helped.

VETS IN THE WORLD
"Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!"
You do quite well for yourself. Everyone likes the healer. Especially cuddly, fluffy ones. After all you take care of their kids when they get sick.
Daily Life: Much of your day is spent addressing peoples health issues. Sometimes you get to go on adventures and give the Undead huggies though..
Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise. Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor. They give free healing and ask for food donations. It's hard to resist the big brown eye look...

NPC Reaction
Most NPC's love vets. Some would elect them Pope if they could.

VETS IN THE GAME
Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
Adaptation: This one is definitely for the silly campaign....
Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage. They may also encounter them aiding the poor.

Sample Encounter
EL 12: The PC's limp into town wounded, when they notice a small crowd. A small cat is healing the local townsfolk of their afflictions. Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment. Really, they swear.

Sheba
CG Human Healer 3/Cat Burglar 3/Vet 6
Init +1 (+4 KF), Senses: Listen +10, Spot +10
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, +3 Sacred, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +3 Sacred, )
hp 45 (12 HD)
Fort +4, Ref +5 (+8 KF), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 7 (DC 14)
2nd: 6 (DC 15)
3rd: 6 (DC 16)
4th: 4 (DC 17)
5th: 3 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Feline Empathy, Purr, Burglaring (Evasion), Kitty Magic (Missed Me!), Enhanced Kitty Form (Angel Kitty), Holy Kitty Aura (DC 19)
Feats Augment Healing, Celestial Heritage, Combat Casting, Jibba Jabba, Spell Focus (Good), Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +11, Concentration +8, Diplomacy +10, Heal +11, Hide +8, Knowledge (Local, Religion) +8, Listen +10, Move Silently +8, Sense Motive +11, Spellcraft +8, Spot +10
Possessions


Aura Feats

Aura Feats are only available as Divine Bonus Feats from this Prestige Class.

Strong Aura
"I'm the 60 minute man baby!"
Prerequisites: Holy Kitty Aura
Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times. It's effects stack.


Aura of Plenty
"You're wondering if I lit you guys up 3 times or 4? Well...do ya feel lucky?"
Prerequisites: Holy Kitty Aura
Benefits: You may use your Holy Kitty Aura 3 more times per day. You may take this Feat multiple times. It's effects stack.


Fiery Aura
"I'm on Fire!"
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.


Holay Trap
"Heheheheheheh!"
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to "trap" a square for 1 hour per point of Charisma Modifier. If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.


FLASH!
"Lookit me! I'm a lightbulb!."
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light. All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell.

Halo Feats

Halo Feats are only available as Divine Bonus Feats from this Prestige Class.

Healing Ray
You can zap allies. In a good way of course
Prerequisites: Kitty Form and Healing Hands Class Abilities
Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray). If you can hit your target, it gets healed (or it gets a surprise if it's undead). Range is 25 feet.


Improved Healing Ray
"Watch me hit the Death Knight right in his eyeball."
Prerequisites: Healing Ray
Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.


Healing Cannon
"A gold piece says you can't put down the Lich from here."
Prerequisites: Improved Healing Ray
Benefits: Your Healing Ray is now a 50 foot Line.


Holy Paw of Smiting
"BAD!"
Prerequisites: Energy Resistance and Kitty Form as Class Features
Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to an attack and damage roll (you must declare you are using this ability before rolling the dice).


Improved Paw of Smiting
" I SAID BAD!!"
Prerequisites: Holy Paw of Smiting
Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier. For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20. You now threaten a critical on a 16-20. This does not stack with other effects that increase critical threat range.


Paw of Heathen Whoopin'
"AND STAY DOWN!"
Prerequisites: Improved Paw of Smiting
Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.


Holay Water
"I bless this water in the name of my foreign heathen Gawd."
Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water and convert it into a potion of Cure Light Wounds. If thrown on an undead it damages them as per the spell (their Save DC is +2).


Improved Holay Water
"I bless this water in the name of several of my foreign heathen Gawds."
Prerequisites: Holay Water
Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.


Holay Fountain
"I summon this fountain in the name of my foreign heathen Gawd."
Prerequisites: Improved Holay Water
Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius. Anything in this area gets the equivalent of a Cure Serious Wounds spell. Especially the Undead. Heheheheheh.


Summon the Snuggly Spirits
"Say hello to mah lil' friends!"
Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.


Summon the Not So Snuggly Spirits
"Say hello to mah not so lil' friends!"
Prerequisites: Summon the Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.

Summon the Twitchy Moose Spirit
"Say hi to Bob scum!"
Prerequisites: Summon the Not So Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Summoning spell. Your summoned creature has the Anarchic Template from the Planar Handbook.


Halo of Light
"Ding!"
Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability.
Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell. This is a Supernatural Ability.


Halo of Power
"HMMMMMMMMMMMMMMMMMMMMMMMMM."
Prerequisites: Halo of Light
Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts for 3 rounds plus 1 round per point of Charisma Modifier. For it's duration you are considered to be under the effects of a Divine Power spell. This is a Supernatural Ability.


Halo of Fiery Burnination
"MWUHAHAHA!"
Prerequisites: Halo of Power
Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head. The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).


Friend of the Aminals
"The Birds like me."
Prerequisites: Nature Sense and Kitty Form as a Class Ability.
Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack. They will do their best to help or defend you if you are attacked.


Friend to Usefully Big Aminals
"The Elk like me."
Prerequisites: Friend to Aminals
Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.


Friend to the Big Hairy Aminals
"This is my elephant companion Bork the Mad."
Prerequisites: Friend to Usefully Big Aminals
Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.


I Know What You Did Last Summer
"Do I need to say it out loud?"
Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).


I Saw You With The Mayor Last Night
"You know he's married right?"
Prerequisites: I Know What You Did Last Summer
Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent. If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter. If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.


Can You Go 2 Days Without Committing an Act of Immorality?
"You got issues lady."
Prerequisites: I Saw You With The Mayor Last Night
Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).



EPIC VET

Hit Die: d6
Skills Points at Each Level : 4 + int
Spells: Your caster Level continues to increase with Level, but you do not learn new spells or gain more spells per day.
Bonus Feats: The Epic Vet gains a Bonus Feat every 3 levels higher than 20th.

Lix Lorn
2010-10-01, 03:25 AM
Thanks. :)
Vet is funny. XD

Bhu
2010-10-02, 01:10 AM
WATCHCAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Watchcat2-1.jpg

"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm. You also get to scare the dog poop out of people.

BECOMING A WATCHCAT
6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Enhanced Kitty Form (Watchcat), Kitty Magic (Hep Meeee!)
Skills: Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
Feats: Peekaboo


Class Skills
The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Improved Watchcat Form
2. +1 +0 +3 +3 Yowl (100'), Sleep Optional (+4)
3. +2 +1 +3 +3 Occupational Specialty
4. +3 +1 +4 +4 Improved Watchcat Form
5. +3 +1 +4 +4 Yowl (500'), Sleep Optional (+6)
6. +4 +2 +5 +5 Occupational Specialty
7. +5 +2 +5 +5 Improved Watchcat Form
8. +6 +2 +6 +6 Yowl (1 Mile), Sleep Optional (Immunity)
9. +6 +3 +6 +6 Occupational Specialty
10.+7 +3 +7 +7 I SEE ALL

Weapon Proficiencies: Watchcats gain no new weapon or armor proficiencies.

Improved Watchcat Form (Ex): At 1st Level while in Watchcat Form, your Dark Vision is now 90'

At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

At 7th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

Yowl (Su):You may let out a screech for help as a Standard Action. Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'. This increases to 500' at 5th level, and 1 Mile at 8th level. This effect is mental as well as verbal, so even deaf Cat Burglars respond.

Occupational Specialty (Ex): At levels 3, 6, and 9 you gain an ability based on your occupational specialty. You may choose from Bouncer, Security, or Voyeur. You gain a spell at each level that you cast as a Supernatural ability 3/day.

Bouncer: Level 3: Fear, Level 6: Imperious Glare, Level 9: Evil Glare

Security: Level 3: Summon Feline IV, Level 6: Summon Feline VI, Level 9: Summon Feline VII

Voyeur: Level 3: Scrying, Level 6: Interplanar Telepathic Bond, Level 9: Greater Scrying

Sleep Optional (Ex): At 2nd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

At 5th level the bonus increases to +6, and you only need 2 hours of sleep a night.

At 8th level you are immune to sleep effects, and do not require sleep.

I SEE ALL (Su): You are now immune to flanking and Blindness. You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc. You also gain a +4 Bonus on all Saving Throws against Gaze Attacks. It's like you have little kitty mirror shades.

PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner. You also scare off the beggars and local street life.
Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts. You aren't really made for it. Your the guy who calls people to do the fighting, not a participant.
Advancement: Watchcats tend to either be watchers, summoners, or scarers. Sometimes they will try to branch out, but usually they specialize.
Resources: In a way you are a resource. You are the trusted early warning system of the Cat Burglar Guilds, and they make sure to pamper you.

WATCHCATS IN THE WORLD
Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
Ralph: "Well yeah, but everyone does that don't they?"
Your interaction with the world usually consists of "Halt, who goes there?"
Ed: "Lemme think before I answer that."
Daily Life: You get up, make coffee, go to work, drink more coffee, at some point you may actually sleep. Then it's more coffee....
Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild. Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
NPC Reaction
You scare the crap out of most NPC's. Nothing says 'stay away' like a building with a dozen silently staring cats outside...

WATCHCATS IN THE GAME
This class will make Guilds pretty darn hard to ambush so be careful about using it.
Adaptation: Again, this one might fit into something other than a silly campaign with a little modification.
Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

Sample Encounter
EL 12: You spend the day preparing to enter a local house believed to be run by a Thieve's Guild. All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity. Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



Hellen Stovebottom
N Female Dwarf Cat Burglar 6/Watchcat 6
Init +1 (+BC Small, +4 KF), Senses: Listen +12, Spot +12, See in Darkness
Languages Dwarf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 KF, +14 BC), Will +10
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +8, Grp +8 (+2 KF, -3 KF)
Atk Options +1 to hit Orcs and Goblinoids
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities BC Str 6, Dex 16
Abilities KF Str 4, Dex 18
SQ Stonecunning, Stability, Feline Empathy, Purr, Kitty Form, Cat Powah +1, Kitty Magic (Hep Meeee!, Hissing Fury), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Yowl (500'), Watcher (See In Darkness), Occupational Specialty (Scrying 3/day, Interplanar Telepathic Bond 3/day)
Feats Double Mocha Latte, Espresso, Java, Jibba Jabba, Weapon Finesse
Skills Balance +5, Bluff +9, Climb +4, Gather Information +9, Hide +9, Intimidate +9, Jump +5, Knowledge (Local) +8, Listen +12, Move Silently +9, Sense Motive +12, Spot +12, Use Magic Device +9
Possessions


KITTY FEATS

Java
"Ilikecoffeecoffeisgoodyupyupyup."
Prerequisites: Watcher class ability
Benefit: Once per day you may drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) and it converts to a Potion of Haste inside you. This is a Supernatural ability.

Double Mocha Latte
"Javajavjavajavajavajava!"
Prerequisites: Java
Benefit: You may know use your Java Feat twice per day. In addition while hasted your base movement is increased +20 feet. This is a Supernatural ability.

Espresso
"WAAAAAAAARRRRRRRGGGGG!"
Prerequisites: Double Mocha Latte
Benefit: You may now use your Java Feat 3 times per day. In addition while Hasted all attacks have a 20% chance to miss you.

Turkish Grog
"Is...is my heart still beating properly?"
Prerequisites: Espresso
Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack one opponent who must make a Reflex Save (DC is 10 plus half your Hit Dice plus Dexterity Modifier) or take 15d6 damage. A successful Save halves the damage, this is a Supernatural Ability.

Peekaboo
"Thought I was nappin' dintcha?"
Prerequisites: Kitty Form, Spot 4 Ranks
Benefit: Your eyelids are transparent to your own vision , and you may see even with your eyes closed, allowing you to be watching while pretending to sleep. You also gain a +2 Enhancement Bonus to Spot Checks. this is a supernatural ability.



EPIC WATCHAT

Hit Die: d6
Skills Points at Each Level : 4 + int
Occupational Specialty: The Epic Watchcat's can use their Supernatural Abilities one additional time per day at Level 23, and one more time per day every three levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-10-02, 01:13 AM
I'm out of a job again. I'll be posting sporadically till I get another one, but I'll need something to take my mind off the depression so worry not. I'll make sure to keep up with this thread if nothing else.

Lix Lorn
2010-10-02, 10:43 AM
Awww, :( (Cuddles) I have a class being designed to add to this thread, so hopefully I'll get on with it soon. :)

Edit: It's maybe half done, but I'm stopping for a bit to play RA3. XD

Lix Lorn
2010-10-02, 08:44 PM
Wolfguard
“Woof.”

The Wolfguard’s origins lie several years after the creation of the cat burglars. A mercenary outfit calling themselves the Wolfguard were repeatedly failing to protect their employers valuable possessions. Constant failure was destroying their reputation, and one went to a real extreme-he had an arcanist turn him into an expensive looking statue, and hide in a bank vault.

He got stolen by what appeared to be a cat. When the spell wore off, he cut a small swathe of carnage through the cat burglars guild, and told the secret to his own guild. They met to decide on the route of action, and one rather slow soldier suggested they turn into dogs.
A brief silence followed, and then they searched for a powerful group of wizards to aid them, giving them similar powers to the cat burglars-the ability to take on several canine forms, with some other magical abilities to support them.

MAKING A WOLFGUARD
A Wolfguard is similar in some ways to a Cat Burglar. He can infiltrate households, appearing as a mere animal, but he is far more a combatant than the Burglar. Feats that give you enhanced combat abilities are good-consider Improved Natural Attack.
Abilities: Strength and Wisdom are the most important abilities for the Wolfguard.
Races: Humans are the most common race of Wolfguard, although, ironically, some Awakened Cats have been known to take this path, just to give the Burglars a bit more punch.
Alignment: With their origins as mercenaries, the Wolfguard tend towards neutrality on the good/evil axis, but they tend towards either law or chaos on the law/chaos axis.
Starting Gold: As Fighter
Starting Age: As Fighter

Class Skills The Wolfguard’s class skills (And the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: 4+int (Multiply by four)
Skill Points at each Level: 4+int

Hit Die: d8

Wolfguard


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Hound Form


2nd

+2

+3

+3

+0
Senses of the Wolf


3rd

+3

+3

+3

+1
Naptime Watch


4th

+4

+4

+4

+1
Assumption (Weapons)


5th

+5

+4

+4

+1
Favoured Enemy (+2)


6th

+6/+1

+5

+5

+2
Relentless Fangs, Wolf Form


7th

+7/+2

+5

+5

+2
Assumption (Armour)


8th

+8/+3

+6

+6

+2
Trip


9th

+9/+4

+6

+6

+3
Favoured Enemy (+4)


10th

+10/+5

+7

+7

+3
Great Wolf Form


11th

+11/+6/+1

+7

+7

+3
Preyform


12th

+12/+7/+2

+8

+8

+4
Rending Jaws


13th

+13/+8/+3

+8

+8

+4
Favoured Enemy (+6)


14th

+14/+9/+4

+9

+9

+4
Hybrid Form


15th

+15/+10/+5

+9

+9

+5
All-Seeing Guardian


16th

+16/+11/+6/+1

+10

+10

+5
Wolf Fang


17th

+17/+12/+7/+2

+10

+10

+5
Favoured Enemy (+8)


18th

+18/+13/+8/+3

+11

+11

+6
Alpha Wolf Form


19th

+19/+14/+9/+4

+11

+11

+6
Howl


20th

+20/+15/+10/+5

+12

+12

+6
Terra Wolf



Weapon and Armour Proficiencies: A Wolfguard is proficient with all simple and martial weapons, any natural weapons they can gain, and all armour, but no shields.

Hound Form (Su): At will, a Wolfguard can assume the form of a dog as a standard action. In this form, they are a small sized animal with a primary bite attack dealing 1d4 plus their strength modifier damage. They apply the following modifiers to their ability scores: +2 Dex. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +1 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

This ability counts as Kitty Form for the purposes of prerequisites, but be warned! Major flavour reworkings could and likely will be necessary.

Senses of the Wolf (Ex): A Wolfguard of at least 2nd level gains Scent, low light vision, and the Track feat in any form.

Naptime Watch (Sp): A Wolfguard of 3rd level can cast Alarm as a spell like ability at will. They may only use this ability to target their own location, and always use the mental version. However, its range is equal to your sight radius. Most commonly, Wolfguard use this to take a nap while still keeping guard.
This spell is always obvious in some way, often taking the form of a glowing eye above the wolfguard's head.

Assumption (Weapons) (Su): A Wolfguard of 4th level or higher takes on some of the abilities of their weapons with their attacks. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their weapons meld into them as normal. However, their bite attack uses the damage, crit range, and crit multiplier of the weapon, unless they would normally be better. In addition, it gains the properties of any special material one weapon they held possessed, as well as any magical enhancements.
(For example, a 4th level Wolfguard with a +1 Keen greatsword now has a bite attack at +1 to hit, dealing 2d6+1+Str damage, with a 17-20 crit range.)

Favoured Enemy: At 5th level, a Wolfguard gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against felines. Likewise, he gets a +2 bonus on weapon damage rolls against felines. They also gain these benefit against any creature which has used magic or any other ability to shapechange into a feline form in the last 24 hours.
At 9th level and every fourth level after, these bonuses increase by two.

Relentless Fangs: A wolfguard of 6th level, whenever in a form with a natural bite attack, may make iterative bite attacks, as long as their base attack bonus is high enough.

Wolf Form (Su) At 6th level, a Wolfguard can take on the form of a wolf as a standard action at will. At this point, they can use their Hound form ability as a move action.
In Wolf form, they are a medium sized animal with a primary bite attack dealing 1d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +2 Str, +2 Dex, +2 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +2 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

Assumption (Armour) (Su): A Wolfguard of at least 7th level can retain defensive abilities when using their abilities. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their armour melds into them as normal, but continues to function regardless. Their armour bonus, arcane spell failure, max dex bonus, armour check penalty and maximum speed is the same as it would be if they were wearing the armour normally.
This ability does not apply to shields.

Trip (Ex): A Wolfguard of at least 8th level can, whenever he successfully strikes an opponent with a bite attack, attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the trip attack fails, the opponent cannot react to trip the Wolfguard.

Great Wolf Form (Su) At 10th level, a Wolfguard may take the form of a Great, or Dire Wolf. In addition, they may take Wolf form as a move action, or Hound form as a free action.

In Great Wolf form, they are a large sized animal with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

Preyform (Sp): A number of times per day equal to their Wis modifier, a Wolfguard of at least 11th level may cast Baleful Polymorph on one target creature within 25 feet. However, the spells duration is the Wolfguard’s Wis modifier in hours. The creature the target is polymorphed into is always a housecat. The save DC for this ability is equal to 10+1/2 class level +Wis mod.

Rending Jaws (Ex): A 12th level, a Wolfguard can cause horrible damage with their teeth. Whenever they successfully deal damage with a Bite attack, they also deal a point of constitution damage.

Hybrid Form (Su): At 14th level, a Wolfguard may take the form of a strange Wolf-Human hybrid. In addition, they may take Great Wolf form as a move action, or Wolf or Hound form as a free action.

In Hybrid form, they are a large sized humanoid with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con, but retain their normal ability scores and all racial abilities as normal. They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Unlike other forms, this form has a humanoid body shape, including opposable thumbs, and thus uses weapons, armour and other magic items as normal.

All Seeing Guardian (Sp): A Wolfguard of at least 15th level can cast True Seeing at will, on themselves only.

Wolf Fang (Ex): A Wolfguard of at least 16th level is a terrifying opponent. Their fangs cause terrifying damage-when using a bite attack, their critical multiplier is always at least x3, and their critical threat range is never lower than 19-20.

Alpha Wolf Form (Su): At 18th level, a Wolfguard may take the form of a Wolf of terrifying size. In addition, they may take Hybrid form as a move action, or Great Wolf, Wolf or Hound form as a free action.

In Alpha Wolf form, they are a huge sized animal with a primary bite attack dealing 2d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +8 Str, +2 Dex, +6 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +4 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

Howl (Su) A Wolfguard of 19th level can, as a Full Round action, produce a howl of such power and chilling energy that it harms and terrifies all that hear it. All beings within a 60ft cone take 10d6 points of sonic damage, as well as being stunned for 1 round. They may negate the stunning and halve the damage with a fortitude save. In addition, they must make a will save or be panicked for a number of rounds equal to the Wolfguard’s Wisdom modifier.

All beings within one mile must pass a will save or become shaken for a number of rounds equal to the Wolfguard’s Charisma modifier.

This ability may be used a number of times per day equal to the Wolfguard’s Wisdom modifier. The save DCs for this ability are equal to 10+1/2 class level+wisdom modifier.

Terra Wolf (Su) One per day, a 20th level Wolfguard can take the form of a wolf of tremendous size. In addition, they may use any other hound or wolf form they possess as a free action.

In the Terra Wolf Form, they are a colossal sized animal with a primary bite attack dealing 3d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +10 Str, +2 Dex, +10 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +8 natural armour bonus.
They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

PLAYING A WOLFGUARD
You are a guardian, a defender, and a warrior. Sure, sometimes you want to curl up by the fire, but mostly you are raring to fight. You are the guard dog of unusual size outside that household, the softly growling wolf at the side of the supreme hunter, and the loyal hound that guards the camp.
Religion: Deities of order, honour or of combat are popular.
Other Classes: Rangers and druids often get on well with Wolfguards, who have even been known to act as animal companions.
Combat: Rely on high stats and powerful abilities. At higher levels, armour subsumes into your form, allowing you the protection you need to fight at full power.
Advancement: Barbarian is a common multiclass choice, as is Paladin. Bards are also common-if you ever meet a singing wolf, it was probably a Wolfguard/Bard.

WOLFGUARD IN THE WORLD
”Next time I see that mongrel I will tear his sorry tail out.” ~Pinky, infamous Cat Burglar
Few people know of the existence of Wolfguard, although those who have heard of them generally applaud their reliability and power, although their chaotic streak when not at work is less helpful.
Daily Life: Some Wolfguard have a vigorous training regimen they perform every morning. Others lie in front of the fire until noon, but all of them make a point to chase any cat they see.
Notables: Ragnar, one of the founding members of the Wolfguard, was the mortal enemy of Pinky-or so Ragnar liked to claim.
On the other end of the spectrum, Billy, an unassumingly named Cat Burglar, stole the secrets of the Wolfguard, becoming a being of consummate stealth and might that was hated wholeheartedly by the creators of the art, and hailed as a hero by other Cat Burglars.
Organisations: Almost all Wolfguard belong to the organisation of the same name, with most of the remainder being traitors who work for the Cat Burglar guilds.

NPC Reaction
Wolfguard are sometimes mistaken for Werewolves, which has got them chased out of more than one small village. On the other hand, those in the know tend to consider them somewhere between heroic mercenaries and sellouts who aid the rich in staying it.

WOLFGUARD IN THE GAME
Wolfguard render the standard fighter likely useless, but many classes do. They have decent combat abilities, and some tracking prowess.
Adaption: The Wolfguard could be a druidic group, an elite royal guard, or many other different origins.
Encounters: Maybe the PCs try to infiltrate a compound guarded by a Wolfguard, or they could be aided by one when attacking a Cat Burglar guild.

FEATS
Adorable Hound
Prerequisites: About to or have taken at least one level of Wolfguard.
Benefit: Your class abilities usually based on Wisdom are based on Charisma instead.
Normal: You're less cuddly and more wise.

Smart Dog
Prerequisites: About to or have taken at least one level of Wolfguard.
Benefit: Your class abilities usually based on Wisdom are based on Intelligence instead.
Normal: You're not clever so much as wily.

Bhu
2010-10-03, 01:22 AM
Holy crap Lix you went all out for this one!

Watchcat is fully revised, in addition to peeking at Lix's new class you may wanna look at it too cause I added some stuff to regular and Epic Levels.

This next class was originally an Epic PrC, but many people said it should be a regular PrC, and the Nekomata the Epic, so I'm gonna give that a shot:

http://en.wikipedia.org/wiki/Bakeneko

BAKENEKO

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Bakeneko2.jpg

"He who plays with a cat must bear its scratches."

Bakeneko are awakened Cats who develop a taste for magic power. Unfortunately they also have a taste for mayhem, and they tend to give cats a bad name wherever they end up. This has cause many Cat Burglar Guilds to kick them out.

BECOMING A BAKENEKO
Most Bakeneko are Awakened Cats who start as Cat Burglars and become Sorcerers.

ENTRY REQUIREMENTS
Race: Awakened Cat or Mows
Class Abilities: Humanoid Form
Spells: Must be able to cast 2nd level Arcane Spells without preparation
Skills: Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
Feats: Eschew Materials, Silent Spell, Still Spell
Alignment: Can't be Good or Lawful

Class Skills
The Bakeneko's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Lucid Dreaming (see Manual of the Planes, Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d4

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Kitty Form, +1 Level of Arcane Casting Class
2. +1 +0 +0 +3 Spookiness, +1 Level of Arcane Casting Class
3. +1 +1 +1 +3 Devourer, +1 Level of Arcane Casting Class
4. +2 +1 +1 +4 Kitty Form, +1 Level of Arcane Casting Class
5. +2 +1 +1 +4 Spookiness, +1 Level of Arcane Casting Class
6. +3 +2 +2 +5 Impersonation, +1 Level of Arcane Casting Class
7. +3 +2 +2 +5 Kitty Form, +1 Level of Arcane Casting Class
8. +4 +2 +2 +6 Spookiness, +1 Level of Arcane Casting Class
9. +4 +3 +3 +6 Manipulate Reach, +1 Level of Arcane Casting Class
10.+5 +3 +3 +7 Animation, +1 Level of Arcane Casting Class


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

Kitty Form: At 1st level the Bakeneko's size in it's regular form is now Small. Claw damage increases to 1d3, and Bite damage becomes 1d4. Strength is permanently increased +4, while Dex is permanently decreased by -2. Stats in humanoid form are now +4 Str, -2 Dex.

At 4th level the Bakeneko's size in it's regular form is now Medium. Claw damage increases to 1d4, and Bite damage is 1d6. Strength is again permanently increased by +4, and Dex is permanently decreased by -2. Stats in Humanoid Form are the same as in cat form. You also get a +2 Natural Armor Bonus.

At 7th level Bakeneko can adjust it's size in it's natural cat form as a Swift Action once per round from Tiny to Medium. It may also walk on its hind legs.

Spookiness (Su): At 2nd level the Bakeneko gains Frightful Presence. Any living creature whose HD are less than the Bakeneko's within 60' of it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for 2d6 rounds. If they successfully save they are immune to this Bakeneko's Frightful Presence for 24 hours.

At 5th level the Bakeneko can conjure illusionary flames at will as a Standard Action. These can appear to be flying balls of fire, or any other shape the Bakeneko wishes, or it can simply cover a square with ghostly fire. Opponents struck by the fireball or who enter the flaming square must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take 2d6 damage and be Shaken for the duration of the encounter. If the Save is successful they are immune to the Bakeneko's illusionary flames for 24 hours. This is a Pattern Effect.

At 8th level the Bakeneko can enter the dreams of sleeping opponents. You may cast Nightmare 3/day as a Supernatural Ability.

Devourer (Ex): At 3rd level a Bakeneko can eat anything without harm. Anything. Poison, lamp oil, fire, you name it. So long as it's ingested by them it can do them no harm. Generally this doesn't benefit you lots other than to mess with people.

Impersonation (Ex): At 6th level the Bakeneko gains a +4 Circumstance Bonus to Bluff and Disguise checks when using their Humanoid Form ability to impersonate a person they know.

Manipulate Reach (Su): As a Swift Action a Bakenkeo can increase it's Reach to 10', or change it back to normal.

Animation (Su): Any dead corpse touched by the Bakeneko (or that spends more than 4 hours within 60' of it) becomes a random form of corporeal undead. They are not under the Bakeneko's control, but at this level the Bakeneko is automatically considered friendly by Undead who will not attack it unless attacked by the Bakeneko first. This effect is not controlled by the Bakeneko and happens automatically.



PLAYING A BAKENEKO
People are buttheads. They think you're a pet or something, they walk all over you, kick you around, and feed you their scraps. Well screw that. You aren't taking their crap anymore. Your gonna eat the good part of the chicken from now on. And for once you'll be pounding the castles concubines instead of watching the local yard ape grunting away and wondering how they put up with him. It'll be repulsive of course, but you'll have to do it to keep up the charade.
Combat: Combat isn't really your thing. You're more into mutilating helpless victims or murdering the unsuspecting to take their place.
Advancement: Bakeneko are highly individualistic. No two are really alike mentally. Probably due to the Awakening spells used on them. Strangely enough despite this they end up studying many of the same skills. The universe has an odd sense of humor.
Resources: Being loners, Bakenekos don't have much in the way of resources. Unless of course you've murdered and replaced someone rich. Dude...you really do have some emotional problems.

BAKENEKOS IN THE WORLD
"I wonder whatever happened to lil Mookie-chan?"
Bakeneko tend to hate humans after the way they've been treated. So killing them and taking their place (and subsequently their stuff) only seems natural. Or maybe the spell that Awakened them went wooby. At any rate they seem to kill an awful lot of people. And who knows where they get their obsession with impersonating them from. They're weird little critters man.
Daily Life: Being as you're absolute crackers god alone knows what you get up to during the day. Sometimes you do weird crap like drink lamp oil. Sometimes when it's on fire. Or walk on your hind legs or eat people. Sometimes you poop severed heads. Or at least appear to for the sake of your audience.

Did we mention you have some serious emotional problems?
Notables: Little Mr. Kitty (CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6) is a blood spattered psycho obsessed with murdering and replacing little old ladies in order to provide a better life for their beloved feline companions. In other words he's a racist nutjob with a chip on his shoulder who thinks all pets are prisoners.
Organizations: Most Bakeneko are loners, but every so often a few form a gang. They rarely try to gather power or riches so much as territory. And they defend that territory quite spectacularly.

NPC Reaction
NPC's unload their bowels when they encounter the Bakeneko. They consider them horrifying and unnatural, and a danger to human life. And most are, so that probably works out for the best.

BAKENEKOS IN THE GAME
Bakeneko are a bit spooky and alien, and it may be difficult for some players to really get into playing one. They aren't cutesy cats.
Adaptation: This is more for dark or horrific campaigns than silly ones. That's not to say it's possible, but even in silly campaigns the Bakeneko tend to make people poo themselves.
Encounters: Bakeneko can be encountered just about anywhere. Their ability to assume peoples identities and blend in makes them quite dangerous.

Sample Encounter
EL 25: The PC's have been hired by Lady Miko to find out why her husband has suddenly become a different person. She thinks he's been cursed. Little does she know he's resting at the bottom of a lake, and her cat Little Mr. Kitty has taken his place. Sadly he's a much better lover than her husband, and much nicer to the children. Of course he may be planning to eat them...


Little Mr. Kitty
CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6
Init +4 (+2 HF), Senses: Listen +x, Spot +x, Low Light Vision, Scent, Dark Vision 60'
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Medium Humanoid x, touch 1x, flat-footed x (+2 Dex, )
hp xx (12 HD)
Fort +4, Ref +7, Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +5
Atk Options Spookiness DC 20
Combat Gear
Spells Per Day 0: 6 (DC 14) Daze, Detect Magic, Ghost Sound, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Silent Portal
1: 8 (DC 15) Charm Person, Dead End, Serene Visage, Spirit Worm, Wall of Smoke
2: 7 (DC 16) Cloud of Bewilderment, Detect Thoughts, Fog Cloud, See Invisibility, Wall of Gloom
3: 7 (DC 17) Dispel Magic, Haste, Mesmerizing Glare, Mind Poison
4: 7 (DC 18) Bestow Curse, Know Vulnerabilities, Polymorph
5: 7 (DC 19) Do Not Want, Nightstalkers Transformation
Caster Level 11th
-----------------------------------------------
Abilities Str 11, Dex 14, Con 12, Int 10, Wis 15, Cha 18
Abilities Medium Human Str 11, Dex 14
SQ Cat Familiar, Polyglot, Humanoid Form, Man Powah +4, Devourer, Impersonation, Kitty Form
Feats Eschew Materials, Greater Spell Penetration, Silent Spell, Spell Penetration, Still Spell
Skills Bluff +10, Concentration +7, Diplomacy +10, Gather Information +10, Hide +8, Intimidate +10, Knowledge (Arcane) +6, Knowledge (Local) +5, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +6, Spot +7
Possessions



EPIC BAKENEKO

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells The Epic Bakeneko's Caster Level continues to increase, but it doesn't gain new spells or extra spells per day.
Bonus Feats: The Epic Bakeneko gains a Bonus Feat every 3 levels higher than 20th



New Kitty Feats

Improved Spookiness
You are now much scarier in some ways.
Prerequisites: Spookiness Class Ability.
Benefits: Instead of being Shaken for 2d6 rounds the Bakeneko can choose from the following if an opponent fails a Save: He can make it Shaken for the duration of the encounter, or Frightened for 1d6 rounds. If the Bakeneko also has the Improved Fire Feat, and chooses to use the Illusionary Flames version instead of real fire, the opponent is also Shaken fro 1d6 rounds if it fails the Save against the flames.


Improved Reach
You are the long arm of the Kittehs!
Prerequisites: Manipulate Reach Class Ability.
Benefits: When using your Manipulate Reach Ability, your Reach can now be up to 20'.


Improved Fire
The Flames you can create with your Spookiness Ability are real now.
Prerequisites: Spookiness Class Ability (Illusionary Flames)
Benefits: Your flames are no longer a Pattern effect, and if an opponent Saves against them they are no longer immune to this Ability for 24 hours. Instead they must make a Reflex Save (Same DC) too take half damage. The flames now do fire damage instead of untyped, and you can decide which version to create when you use the ability.



New Epic Kitty Feats

Puppet Master
You may now control the Undead you create, and use them to torment their relatives.
Prerequisites: Animation Class Ability,
Benefits: You may Cast Control Undead at will as a Supernatural Ability (Caster Level is equal to your HD). Duration is 1 hour per level instead of normal, and the Bakeneko can control up to 5 HD of Undead per level.


Epic Kitty Form
You can now assume virtually any Size as a cat.
Prerequisites: Kitty Form, Manipulate Reach, must be able to cast a 9th level spell from the Transmutation school, Epic Fortitude Feat
Benefits: As a Swift Action the Bakeneko can change it's size to anything from Tiny to Colossal. This may only be done while it is in cat form. It gains the usual changes to Str/Dex, Reach, and Natural Armor Bonus listed in the back of the Monster Manual.


Nekomata
Your tail forks, you now walk on your hind legs, and you gain significant magical power, and a taste for blood.
Prerequisites: You must be able to cast 9th Level spells, one of which must be Enchantment, and the other Necromancy, and must have either the Automatic Silent Spell or the Automatic Still Spell Feat. You also cannot have Maneki-Neko, or Kasha.
Benefits: From now on you do 1d4 temporary Constitution damage if you successfully Pin a victim in a Grapple. You may also cast Charm Monster and Dominate Person 5 times per day.


Maneki-Neko
You now bring luck to the unfortunate as you have reformed. You may not be an entirely good kitty, but you aren't evil anymore.
Prerequisites: Cannot have Nekomata or Kasha, Epic Reputation, any 2 Luck Feats.
Benefits: You may now bestow luck on an individual within 60' as a Standard Action. This luck takes varying effects, and gives the individual one of the following: If there is an ambush set for him by enemies, he automatically gets to Take 20 on his Spot Check to notice and avoid it. If he would need to make a Saving Throw, he gets a Luck Bonus equal to your Bakeneko Level. If he is broke, or needs money, he gains a sudden windfall of 5d6 Gold. If he or a relative falls ill, they are the recipient of a Heal spell. Once the individual qualifies for one of these effects, the Ability is used and must be re-applied (which many Maneki-Neko do). This is a SUpernatural ability.


Kasha
You now become a flying demon cat that robs graves or conducts errands for Evil Demons or Deities.
Prerequisites: Improved Scent Feat, Uncanny Scent Feat, Cannot have Nekomata or Maneki-Neko, Epic Reflexes
Benefits: This Feat may be taken multiple times. Each time it is taken you gain one of the following:

1: Permanently gain a Fly speed of 80', Good
2: Cast Control Weather at will as a Supernatural ability.
3: Cast Control Winds and Ice Storm at will as Supernatural Abilities.
4: Cast Commune and Cone of Cold at will as Supernatural Abilities.

Lix Lorn
2010-10-03, 08:36 AM
That... is actually pretty creepy.

Did you like the Wolfguard? It seemed logical that the guards would do something retaliatory.

unosarta
2010-10-03, 10:07 AM
If you are going with a lot of Japanese folklore, I am fairly sure there are a couple of examples of what is known as "shindeinai neko" or not dead cat. Basically, it is sort of like a cat zombie, but really, really creepy. In the Grudge, the little boy's cat is a shindeinai neko. Just something to think about. :smallwink:

Also, now that there is a dog class (which is awesome), we need a cat class that tries to impersonate the dogs. And visa-versa.

Cieyrin
2010-10-03, 01:55 PM
Also, now that there is a dog class (which is awesome), we need a cat class that tries to impersonate the dogs. And visa-versa.

Wouldn't that just be the Critter? :smallconfused:

Lix Lorn
2010-10-03, 01:57 PM
Thanks on the awesome. :)

Well, I specifically said that cats could and did take the class. XD

unosarta
2010-10-03, 01:58 PM
Wouldn't that just be the Critter? :smallconfused:

I suppose. Wow, that makes sense that this thread has gone on long enough that there is a class for just about any cat combination I can come up with. :smallsigh:

Have we had incarnum cats? Or binder cats? Or ToB cats?

Cieyrin
2010-10-03, 02:38 PM
Have we had incarnum cats? Or binder cats? Or ToB cats?

Bhu did do a cat-based discipline some time back, though I don't recall if there was a PRC to go with it. As for Incarnum, Binding, Shadow or Truenaming kitties, I don't recall any Cat Burglar PRCs that use those systems.

Bhu
2010-10-03, 02:44 PM
I did a Feline Way, and there will be the upcoming Meowcenary PrC to go with it. Truenaming sucks, so I had no real intentions of using it. There are possibilities for Shadow Magic and Binding.

And kudos to Lix for the nice class!

unosarta
2010-10-03, 02:45 PM
Bhu did do a cat-based discipline some time back, though I don't recall if there was a PRC to go with it.
Is it in the main post? That sounds thoroughly awesome.


As for Incarnum, Binding, Shadow or Truenaming kitties, I don't recall any Cat Burglar PRCs that use those systems.

Then they should happen. Alternatively, is there a cleric focused group of Kittehs?

Lix Lorn
2010-10-03, 02:57 PM
Thanks, Bhu. Also, I gave it it's own thread to get more PEACH, in case anyone's interested.

Also, there's at least one Truenaming fix out there. (Shrug)

Cieyrin
2010-10-03, 03:20 PM
Truenaming sucks, so I had no real intentions of using it.

While I'd agree the standard Truenaming base class bites, some of the PRCs are actually really good, the Acolyte of the Ego and Fiendbinder, specifically.

Bhu
2010-10-03, 07:09 PM
Is it in the main post? That sounds thoroughly awesome.



Then they should happen. Alternatively, is there a cleric focused group of Kittehs?

The Feline Way is on page 43 of the old thread (link is on front page of this one).

The Vet PrC is the current cleric PrC. There may be specialty priests of the Kitteh Gawds too.

unosarta
2010-10-03, 07:14 PM
The Feline Way is on page 43 of the old thread (link is on front page of this one).

The Vet PrC is the current cleric PrC. There may be specialty priests of the Kitteh Gawds too.

The feline way is pretty sweet, as is the Vet.

Bhu
2010-10-04, 01:26 AM
Bakeneko is updated. Any thoughts on caster levels?

Sir Shadow
2010-10-04, 04:02 PM
Full? Or else no one will take it. especially since they have to lose one CL due to taking Cat Burglar before even getting into this class.

Bhu
2010-10-05, 02:45 AM
Bakeneko just needs EPic Feats and it's done.

Bhu
2010-10-06, 12:30 AM
If you are going with a lot of Japanese folklore, I am fairly sure there are a couple of examples of what is known as "shindeinai neko" or not dead cat. Basically, it is sort of like a cat zombie, but really, really creepy. In the Grudge, the little boy's cat is a shindeinai neko. Just something to think about. :smallwink:

Also, now that there is a dog class (which is awesome), we need a cat class that tries to impersonate the dogs. And visa-versa.

Where can I find more info on said zombeh cat?
The Epic Feats are up so Bakeneko is done other than tweaking the Feats if necessary.

PIXIE KITTY

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

"Hey Mister. Hey Mister, whatcha doin'? You goin' ta visit the Dryads Mister? You gonna get bent over..."

Pizie Kitties are usually found in rural Cat Burglar Guilds in which members have had flirtations with the Fey. Actually it's less flirtation than horrifyingly kinky cross-species sex, but flirtation sounds soo much less offensive...

BECOMING A PIXIE KITTY
The right Fey Feats will do you, along with the appropriate Cat Burglar abilities.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Pixie Kitty), Enhanced Kitty Form (Winged Cat)
Feats: Fey Heritage, 1 Luck Feat
Skills: Bluff 4 ranks, Hide 4 ranks, Knowledge (Geography, Nature) 2 ranks


Class Skills
The Pixie Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Nature), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Kitty Magic
2. +1 +0 +3 +3 Fey Heritage
3. +1 +1 +3 +3 Behold the Tricksiness of Nature!
4. +2 +1 +4 +4 Kitty Magic
5. +2 +1 +4 +4 Fey Heritage
6. +3 +2 +5 +5 Behold the Tricksiness of Nature!
7. +3 +2 +5 +5 Kitty Magic
8. +4 +2 +6 +6 Fey Heritage
9. +4 +3 +6 +6 Behold the Tricksiness of Nature!
10.+5 +3 +7 +7 Honorary Fairy

Weapon Proficiencies: Pixie Kitties gain no new Armor or Weapon Proficiencies.

Kitty Magic (Su): At Levels 1, 4, and 7 you may choose another Kitty Magic Ability you qualify for.

Fey Heritage (Ex): At level 2 choose any spell on the Beguiler Spell List of Level 4 or below. You may cast it as a Supernatural Ability 3/day.

At Level 5 you get to choose another spell of Level 5 or below to cast 3/day.

At Level 8 you get to choose another Spell of Level 7 or less 1/day.

Behold the Tricksiness of Nature! (Su): At level 3 choose any spell on the Druid Spell List of Level 5 or below. You may cast it as a Supernatural Ability 3/day.

At Level 6 you get to choose another spell of Level 6 or below to cast 3/day.

At Level 9 you get to choose another Spell of Level 8 or less 1/day.

Honorary Fairy (Ex): Your Type now changes to Fey, and you gain DR 10/Cold Iron. You also gain Low Light Vision, and your Feline Empathy now becomes Wild Empathy (see the Druid in the PHB).

PLAYING A PIXIE KITTY
You spend your days trying to avoid your more dangerous relatives, and messing bout with/warning intruders into the forest. For all they listen to you, you may as well just Charm them yourself and use them for pranks.
Combat: Pixie Kitties aren't up for combat really. They'd rather use some form of spell like ability to hypnotize or fool or trap them.
Advancement: Pixie Kitties are pretty individualistic, so it's kind of hard to predict what abilities they'll have. or what they'll want to learn next.
Resources: Pixie Kitties are usually left to their own resources, unless they're a helpful member of the Guild. They can call on Fairy Mom of Doom, but that has it's own complications. They want favors in return. Favors that usually involve actions you find immoral, such as kidnapping babies, or husbands, or placing curses on people.

PIXIE KITTIES IN THE WORLD
" Ah shoulda listened to thet kitteh! Dam me fer a fewl!"
People are scared of you. After all one parent isn't human, and the other one had to be crazy to hang out with them in the first place. Which places you somewhere between human and crazy. Some people find that unattractive. Bastards.
Daily Life: Much of your day is spent in pranks, goofing off, napping, and warning people of the horrible desires of your less than human relatives. But they don't listen. They never listen. Fools.
Notables:
Organizations: Most Pixie Kitties belong to a Cat Burglar Guild, but few of them are really dedicated to theft. it's more like a hobby than a career.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

PIXIE KITTIES IN THE GAME
This class assumes you have inhuman parentage, and let's face it having a fairy relative can be a real pain as they like to interfere with your life.
Adaptation: This is probably much better for a silly campaign obviously.
Encounters: Pixies are encountered in forests with a strong Fey presence (or on errands for such).

Sample Encounter
EL 12: The PC's are traveling to see a famous Dryad Oracle, when they notice a winged cat with deely-bobber antennae sitting on a mushroom. During polite conversation he informs them the Oracle's fee is usually harsh sadomasochistic acrobatics with the parties most attractive male. And he may come away pregnant. Man you really hate nature...


The Kitten of Frampton Wood
CN Male Human Cat Burglar 6/Pixie Kitty 6
Init +3 (+6 KF, +8 PKF), Senses: Listen +10, Spot +10
Languages Common Sylvan
------------------------------------------------
AC , touch , flat-footed (+3 Dex, )
AC KF , touch , flat-footed (+2 Size, +6 Dex, )
AC PKF , touch , flat-footed (+8 Size, +8 Dex, )
hp 42 (12 HD)
Fort +4, Ref +13 (+16 KF, +18 PKF), Will +8
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF, -16 KF)
Atk Options
Combat Gear
Supernatural Abilities 3/day: Commune with Nature, Freedom of Movement, Hide the Path, Hold Monster
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities PKF Str 1, Dex 26
SQ Kitty Form (Pixie Kitty), Enhanced Kitty Form (Cheshire Cat, Winged Cat), Purr, Feline Empathy, Cat Powah +3, Kitty Magic (Innocence, I Wuv U, Let Sleeping Kitties Lie, Pwease), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Scamper Bonus
Feats Advantageous Avoidance, Fey Heritage, Jibba Jabba, Sly Fortune, Survivor's Luck, Unbelievable Luck
Skills Bluff +12, Diplomacy +12, Escape Artist +12, Gather Information +12, Hide +12, Knowledge (Geography, Local, Nature) +4, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Tumble +12, Use Magic Device +12
Possessions



EPIC PIXIE KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Kitty Magic The Epic Pixie Kitty gets a new Kitty Magic ability beginning at level 21 (and every 4 levels thereafter), and may now choose from the Epic Kitty Magic listed below.
Fey Heritage The Epic Pixie Kitty can choose a new spell from the Beguiler spell List of 9th level or less at Level 22, and every 4 levels thereafter.
Behold the Tricksiness of Nature! The Epic Pixie Kitty can choose a new spell from the Druid spell List of 9th level or less at Level 23, and every 4 levels thereafter.
Bonus Feats: The Epic Pixie Kitty gains a Bonus Feat every 5 levels higher than 20th

Magicyop
2010-10-06, 06:55 AM
PIXIE KITTY


Taro and I love you so much. :smallbiggrin:

(Let me clarify that for anyone who doesn't understand, Taro is my character in the cat game, and he looks almost exactly like the picture.)

Bhu
2010-10-07, 12:28 AM
Hmmm...originally this was gonna be a Beguiler PrC...wonder if I ca make it accessible to both casters and melee?

Magicyop
2010-10-07, 06:48 AM
Hmmm...originally this was gonna be a Beguiler PrC...wonder if I ca make it accessible to both casters and melee?

What abilities do you have planned, currently?

Bhu
2010-10-07, 07:12 PM
Hypnotizing people with the power of cute, and perhaps a few Fey/nature related abilities.

Magicyop
2010-10-07, 07:25 PM
Hypnotizing people with the power of cute, and perhaps a few Fey/nature related abilities.

Sounds awesome! But why does it need to be linked to Beguiler? If you make the abilities just spell like/supernatural it'd work out fine. Perhaps have very few requirements that would restrict to casters or to melee, it seems like it could be helpful to both. I can't wait for this class to be done! :smalltongue:

Sir Shadow
2010-10-07, 07:48 PM
Bhu, have you looked at Kellus's truenaming fix (http://www.giantitp.com/forums/showthread.php?t=90961)? It does not in fact suck. In fact, it is the opposite of suck.

Bhu
2010-10-07, 11:56 PM
I didn't know it existed, so no not yet. Current kitteh ideas:



Yarn Kensai: Catfolk PrC


Kitteh Pirate: based on seacat form

Thundercat: come on it's just has to be done somehow *

Catzooka: Epic Blaster PrC

Mistress of the Toadie Frogs: Rpic spookity PrC

various specialty priests for the kitteh gawds

Sand Cat: desert PrC

I've also had requests for a dancing cat, 3 cross class PrC's with other homebrew, Grace-Gift, and a PrC for Wilders. And Viking Cats!

Also a Samurai Cat once I get my Samurai Class where I want it.

Bhu
2010-10-09, 01:59 AM
Pixie Kitty is updated.

Magicyop
2010-10-09, 02:42 PM
Excellent! The pixie kitty abilities look very promising, and the future classes all look fun. Can't wait to see the finished Pixie Kitty. :smallbiggrin:

Squiggly-Thing
2010-10-09, 08:59 PM
:smallbiggrin::smallbiggrin::smallbiggrin:HOARRAY FOR THIS THREAD!!!!!:smallbiggrin::smallbiggrin:


Also: a suggestion for Honorary Faiy: PK is treated for all intents and perpeses(?) as Fae.

DracoDei
2010-10-09, 11:37 PM
Why does Familiar require spontaneous casting?

EDIT: Also, should I do that Swordsage/Cat-Burglar PrC Focused on Falling Anvil, or are you going to?

Bhu
2010-10-10, 01:11 AM
Why does Familiar require spontaneous casting?

EDIT: Also, should I do that Swordsage/Cat-Burglar PrC Focused on Falling Anvil, or are you going to?

It's a Sorcerer PrC.

You know Falling Anvil better than me so if you wanna give it a shot it's all yours. I was thinking of making it a PrC for the Priests of Goober.


Pixie Kitty is updated.

Magicyop
2010-10-10, 05:58 AM
AWESOME!

[Starts rearranging levels to fit Pixie Kitty into Taro's build] :smallbiggrin:

Squiggly-Thing
2010-10-10, 01:29 PM
Can someone post a link to he cat game (If you're still recruiting) plz.

Bhu
2010-10-10, 03:43 PM
Can someone post a link to he cat game (If you're still recruiting) plz.

http://www.giantitp.com/forums/showthread.php?p=9388623#post9388623

the ooc thread is there you could ask mucat.

Magicyop
2010-10-10, 06:02 PM
But I'm pretty sure we aren't recruiting, I may be wrong, but...

We have 7 players and Mucat said that seems like a bit much already. I mean, feel free to ask, of course. But we've been playing for several weeks now.

Squiggly-Thing
2010-10-10, 06:29 PM
{Scrubbed}

Bhu
2010-10-11, 11:33 PM
Pixie is done and per request this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

SUPPORT KITTEH

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

"Hi. I'm Big John. And this is my big pink Gun."

Sometimes stuff goes completely to crap. No matter how well planned things go the bad guys have found you. On that day when you have a problem, if no one else can help, if you can find them, you can hire a Support Kitteh.

BECOMING A SUPPORT KITTEH
Most begin as Cat Burglars but pretty quickly adapt the Engineer class once they realize the potential for destruction instead of hiding about lurking waiting for their chance.

ENTRY REQUIREMENTS
Class Abilities: Vocation (Dynamo Cannon, Mech Armor), Kitty Form
Skills: Craft (Armorsmithing, Bowmaking, Weaponsmithing) 4 ranks, Knowledge (Architecture/Engineering) 8 ranks, Profession (Vehicle Builder) 4 ranks


Class Skills
The Support Kitteh's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Vocation, Innovation
2. +1 +0 +0 +3 Precision +1
3. +1 +1 +1 +3 Vehicular Pimping
4. +2 +1 +1 +4 Vocation
5. +2 +1 +1 +4 Precision +2
6. +3 +2 +2 +5 Vehicular Pimping
7. +3 +2 +2 +5 Vocation
8. +4 +2 +2 +6 Precision +3
9. +4 +3 +3 +6 Vehicular Pimping
10.+5 +3 +3 +7 Hello Kitty Tank

Weapon Proficiencies: A Support Kitteh gains no new Weapon or Armor proficiencies.

Vocation (Ex): This is identical to the Engineer Class Ability (see link above for the Engineer class). You gain new Vocations at levels 1, 4, and 7.

Innovation (Ex): Your Engineer and Support Kitteh Levels stack for purposes of how many Innovation Points you have. You cannot take Chemistry (and Vocations requiring it as a prerequisite),

Precision (Ex): This is identical to the Engineer Class Ability, and stacks with it. You get a +1 at level 2, and an additional +1 at Levels 5 and 8.

Vehicular Pimping (Ex): You may now construct vehicles as opposed to Mech Armor. At Level 3 you may create the Vespazooka. At Level 6 you may create the Jaguar. At level 9 you may create the Cat Carrier. Stats for all will be given below, Support Kitties must have the appropriate materials, money, and prerequisites to make one.

Hello Kitty Tank (Ex): At level 10 you may now construct a Hello Kitty Tank (see below for stats and costs).

PLAYING A SUPPORT KITTEH
You get paid the big bucks for the big jobs. You talk loud, you walk loud, you do everything loud. You want people to notice, because you're mighty proud of your accomplishments.
Combat: You are called in to make things go boom. You may do normal runs till you advance to the big leagues, but after that you only get called upon for purposes of heavy firepower. When Guilds themselves get pinned down by the law, you swoop in an armored vehicle and begin lighting up the sky.
Advancement: Most Support Kittehs pursue whatever path leads to them having a big armored vehicle that lets them blow stuff up.
Resources: Most Support Kittehs have the backing of the Guild, and whatever school taught them the fine art of explosives.

SUPPORT KITTEHS IN THE WORLD
"Aw man, this is screwed! It's time to call in Big John!"
You remain hidden from the world as you wish no one to know who you really are. That's why you drive your vehicle as a cat. It's the perfect disguise. After all if everyone could find you, you wouldn't have a daring life as a rescuer and solver of problems now would you? You'd be in some icky jail cell.
Daily Life: Much of your days that aren't spent on a mission are done conducting research, tuning up your creations, performing maintenance, etc.
Notables: Big John (NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6) is a carrier. He shows up with the fast vehicle to perform rescues, or drop a few fightin' kitties. Little Bess (N Human Female Cat Burglar 1/Engineer 8/Support Kitteh 6) robs people on her Vespazooka.
Organizations: Most Support Kittehs belong to both a Guild and a training school for Engineers.

NPC Reaction
NPC's usually double take when they see your big armored steampunk vehicle. They do another one when they see a cat driving.

SUPPORT KITTEHS IN THE GAME
This class assumes you tend to join the action when all is lost or otherwise in hopeless. Make sure the DM gives you other stuff to do.
Adaptation: This is probably strictly for silly campaigns.
Encounters: Support Kittehs are generally on search and rescue missions, especially ones requiring guns.

Sample Encounter
EL 12: The PC's have been hired to break a few members of some Thieve's Guild out of prison before they're executed. They're looking forward to it because they get to ride in one of those neat new fangled steam powered horseless carriages. They smile when it pulls up. A cat is driving. The smile quickly turns into an alternate expression...


Big John
NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6
Init +2 (+5 KF), Senses: Listen +, Spot +,
Languages Common, Gnome, Dwarven, Draconic
------------------------------------------------
AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (-2 Size, +5 Dex, )
hp 42 (12 HD)
Fort +5, 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 14, Con 10, Int 16, Wis 12, Cha 15
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +2, Crafter Extraordinaire, 22 Innovation Points, Precision +2, Minor Forging, Vocation (Dynamo Cannon, Mech Armor, Mounted Artillery, Neuroarcanics)
Feats Able Sniper, Driver, Far Shot, Jibba Jabba, Point Blank Shot, Precise Shot
Skills Appraise +11, Bluff +10, Climb +3, Craft (Armorsmithing, Bowmaking, Weaponsmithing) +7, Diplomacy +9, Disable Device +9, Gather Information +9, Hide +10, Knowledge (Arcana, Architecture/Engineering, Local) +10, Listen +9, Move Silently +9, Open Lock +9, Profession (Driver, Vehicle Builder) +9, Sense Motive +9, Spot +9, Use Magic Device +9
Possessions



EPIC SUPPORT KITTEHS

Hit Die: d6
Skills Points at Each Level: 6 + int
Innovation You get an additional 2 Innovation points per Level.
Precision Your precision Ability increases by +1 at Level 22 and every 4 Levels thereafter.
Vehicular Pimping: You may construct one of the Epic Vehicles listed below. Choose one at Level 23, and another one every three levels thereafter.
Bonus Feats: The Epic Support Kitteh gains a Bonus Feat every x levels higher than 20th



VEHICLES

Note: Weapons are detailed in the Gunner Kitty PrC.

Vespazooka
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bazooka_vespa.jpg
Prerequisites: Knowledge (Architecture and Engineering) 9 ranks
Cost: 1 week and 1000 GP (plus weapon)
The Vespazooka is a light two wheeled vehicle for one person with a large cannon weapon serving as part of the seat/body.
Hit Points: 15
Hardness: 5
Base Land Speed: 40 ft.
Size Class: Medium
Armor Class: 15, touch 10, flat-footed 15 (+5 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun or Grenade Launcher or Rocket.
Max Crew: 1 (Driver)
Cargo Capacity: None
Maneuverability: Good (see Arms and Equipment Guide page 42).
Skill required to Drive or Pilot: Profession (Driver)
Special: Driver also acts as a gunner, weapon can only fire in the front arc (i.e. the front side of the square). Does not provide concealment for driver.

Jaguar
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/jaguar.jpg
Prerequisites: Knowledge (Architecture and Engineering) 12 ranks
Cost: 2 weeks and 10,000 GP (plus weapons)
Light jeep-like car with an open cockpit.
Hit Points: 35
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Large
Armor Class: 17, touch 9, flat-footed 17 (-1 Size, +8 Armor)
Weapon Mounts: Can mount one Heavy Gun/Rocket/Grenade Launcher, or two Guns.
Max Crew: 4 (1 Driver, 2 Gunners, and 1 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Driver)
Special: Does not provide Concealment for driver or other passengers. If it has one weapon it can only fire to the front arc. If it has two, one fires to the front arc, and the other to the rear.

Cat Carrier
Cat Carrier pictured above
Prerequisites: Knowledge (Architecture and Engineering) 15 ranks
Cost: 2 weeks and 15,000 GP (plus weapons)
Huge fairly well armored vehicle meant to carry personnel.
Hit Points: 50
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Huge
Armor Class: 18, touch 8, flat-footed 18 (-2 Size, +10 Armor)
Weapon Mounts: Can Mount 1 Heavy Gun/Grenade Launcher/Rocket and 2 Guns, or 2 Heavy Guns/Grenade Launchers/Rockets, or 4 Guns.
Max Crew: 6 (1 Driver, 4 Gunners and 1 other)
Cargo Capacity: 1000 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Driver)
Special: If it has 1 Heavy Gun and 2 Guns, the heavy Gun fires to the front, and the other two fire on one side each. If it has 2 Heavy Guns one fires in the forward arc and the other to the rear. If it has 4 Guns, one fires to each side. The vehicle provides Total Concealment for all passengers.

Hello Kitty Tank
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/hello-kitty-tank.jpg
Prerequisites: Knowledge (Architecture and Engineering) 16 ranks
Cost: 1 month and 20,000 GP (plus weapons)
Description: Large heavily armored vehicle with a turret and several smaller weapons.
Hit Points: 65
Hardness: 10
Base Land Speed: 80 ft.
Size: Gargantuan
Armor Class: 18, touch 6, flat-footed 18 (-4 Size, +12 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.
Max Crew: 4 (1 Driver and 3 Gunners)
Cargo Capacity: 425 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon and Heavy Gun fires in the forward or side arcs (but can fire to the rear as a Full Round action due to the turret). The other two weapons fire to the front. Provides Total Concealment for all passengers.

EPIC VEHICLES

Tiger Super Tank
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tigertank.jpg
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 25,000 GP (plus weapons)
Massive armored vehicle with a turret weapon mounted on stubby legs.
Hit Points: 120
Hardness: 12
Base Land Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.
Max Crew: 8 (1 Driver, 5 Gunners, and 2 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon fires in the forward or side arcs (but can fire to the rear as a Full Round action due to the turret). The other four weapons fire to any of the 4 sides (choose which one they're aimed at during creation). Provides Total Concealment for all passengers.

Bobcat Flying Transport
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bobcat.jpg
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Large aircraft designed to carry bombs or personnel.
Hit Points: 120
Hardness: 8
Base Land Speed: 40 ft., Fly Speed 120 ft. (Good)
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun, and carry a full cargo of bombs.
Max Crew: 16 (1 Pilot, 1 Gunner, 1 Bombardier, 13 other)
Cargo Capacity: 9000 lbs.
Maneuverability: Poor on land, Good in Air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Total Concealment for all passengers. The Gun fires forward only. Opening the Bomb Bay doors to release bombs is a Standard Action.

Wildcat Flying Fighter Plane
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/wildcat.jpg
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Fighting aircraft seating two men.
Hit Points: 80
Hardness: 6
Base Land Speed: 40 ft., Fly Speed 180 ft. (Good)
Size Class: Gargantuan
Armor Class: 16, touch 1, flat-footed 16 (-4 Size, +10 Armor)
Weapon Mounts: Can mount 3 Heavy Guns or Rockets.
Max Crew: 2 (1 Pilot and 1 Gunner)
Cargo Capacity: 800 lbs.
Maneuverability: Average on land, Good in air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Concealment for passengers (but not Total). The pilot controls two weapons facing forward, while the gunner controls 1 firing to the sides and rear. The forward weapons are linked and fire as one.

Sea Lion Frigate
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sealion.gif
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 35,000 GP (plus weapons)
Heavily armored boat with massive weaponry.
Hit Points: 240
Hardness: 12
Base Swim Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 10 Cannons or Missiles.
Max Crew: 120 (1 Pilot, 10 Gunners, 109 other)
Cargo Capacity: 10 tons
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Pilot Ironclad)
Special: 4 Cannons fire to either side, and the other two can fire to the front or rear in any combination (decide when creating it). Provides Total Concealment for passengers as long as they stay below decks.

Sea Panther Submarine
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/panthersub.jpg
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 30,000 GP (plus weapons)
Submersible mostly meant for carrying personnel, but with some ability to defend itself.
Hit Points: 180
Hardness: 12
Base Swim Speed: 60 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 2 Missile weapons.
Max Crew: 60 (1 Pilot, 3 Gunners, 57 other).
Cargo Capacity: 10 tons
Maneuverability: Poor
Skill required to Drive or Pilot: Profession (Pilot Submarine)
Special: The cannon fires to the front only, the other two weapons may fire to the front or rear (decide when creating it).

Maneuverability rules are found on page 42 of the Arms and Equipment Guide, along with Drive/Pilot DC's on page 44. Drivers/Pilots without the proper Profession skill can make a Dexterity Check to control a vehicle, but the DC is +10. If the Support Kitteh is strapped for cash he can mount a smaller weapon (i.e. any weapon he gets at a lower level than what is listed, or a Dynamo Cannon) instead.

Cieyrin
2010-10-12, 01:26 PM
That humvee is a scary beasty. Probably a Photoshop job but still...

gooddragon1
2010-10-12, 03:35 PM
Could you make a Daf Wuffinah class? Possibly gaining armor class or damage reduction for excessive fur? Maybe even electrical based attacks? Also a Razcutin class (named after Rasputin) that is evil? Just some ideas.

Magicyop
2010-10-12, 05:33 PM
Support Kitteh looks very promising!

Can I make a request/suggestion for Pixie Kitty? Maybe instead of gaining more Kitty Magic abilities, you could make it so they gain supernatural abilities, like they do from the Beguiler and Druid spell lists, from the Kitty Magic spell list on page 34 of the previous thread. So, just like beguiler-- at level one, any spell of level 4 or below from the Kitty Magic spell list as a supernatural ability 3/day, at level four, any spell of level 5 or below from the Kitty Magic spell list as a supernatural ability 3/day, and at level seven, any spell of level 7 or below 1/day as a supernatural ability.

Bhu
2010-10-12, 06:07 PM
Could you make a Daf Wuffinah class? Possibly gaining armor class or damage reduction for excessive fur? Maybe even electrical based attacks? Also a Razcutin class (named after Rasputin) that is evil? Just some ideas.

Whats Daf WUffinah?

gooddragon1
2010-10-12, 06:31 PM
Whats Daf Wuffinah?

Daff Fwuffy nah but taking the f out of fwuffy and placing extra emphasis on the ff in daff which is only 1 f. I call my cat this. Meep.

Oh fwuffinah my fwuffinah (oh captain my captain :X).

More inane statements that probably don't need to be read.


You probably don't want to waste your time with reading it but okay...
The problem with the fwuffinah is that he is too fwuffy AND yahvable. You see, normally you can be some combination of fwuffy and yahvable as a cat where increasing amounts of one are offset by decreasing amounts of the other. Cat = Fwuffy + Yahvable. You can also be very fwuffy and yahvable some of the time or slightly fwuffy and yahvable all of the time (or somewhere in between these two and balanced with the first equation). The problem comes in that the fwuffinah is very fwuffy and yahvable ALL of the time. It breaks the balancing equation (he just... too... fwuffy...). Note that I pet the fwuffinah because I yahv him, it does not necessarily mean that I yahv him just because I pet him.

Bhu
2010-10-12, 11:03 PM
Perhaps an Iron Floof Kung Fu class...

Okay much of the crunch is up, I'm awaiting Lappy9000's review to proceed.

DracoDei
2010-10-13, 09:52 AM
The first time the term "Engineer" comes up, you should probably make it a link to the Engineer class. (and Lappy might want to edit in a link to this PrC to his Engineer class, since that doesn't violate the thread necromancy rules since it doesn't bump the thread).

Craft (Armorsmithing, Bowmaking, Weaponsmithing) 4 ranks
Is this an OR thing or an AND thing?

Bhu
2010-10-13, 03:31 PM
There's a link to the class at teh top of the post, but I see what you mean, I'll fix that.

It's an 'and' thing.

Squiggly-Thing
2010-10-13, 07:42 PM
I have a pet cat that wants to devour us out of house and home! I command you to write a class about him!:smallfurious:

Owrtho
2010-10-13, 08:19 PM
That sounds like it could fall under a bakeneko (http://www.giantitp.com/forums/showpost.php?p=9471309&postcount=111).

Owrtho

Bhu
2010-10-13, 09:37 PM
Fluff is now done. I just need to work out the vehicles wif Lappy.

Bhu
2010-10-14, 07:35 PM
For the Vehicles:

Should I make them operate something like the Apparatus of Kwalish (but not so limited), make driving rules, or what?


this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

GUNNER KITTY

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

"Happiness is a big gun!"

Occasionally Support Kitties need better weapons for their vehicles than they can make. They are vehicle specialists after all. On that day they turn to their fellow technicians, the Gunner Kitties.

BECOMING A GUNNER KITTY
Most begin as a Cat Burglar for the disguise opportunities it presents, and then swiftly switch to Engineer (see link above for the Engineer class).

ENTRY REQUIREMENTS
Class Abilities: Vocation (Dynamo Cannon, Mounted Artillery), Kitty Form
Skills: Craft (Bowmaking, Weaponsmithing) 8 ranks, Knowledge (Arcane, Architecture/Engineering) 4 ranks, Use Magic Device 8 ranks


Class Skills
The Gunner Kitty's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Guns!, Innovation
2. +1 +0 +0 +3 Grenades!
3. +2 +1 +1 +3 Gazookas!
4. +3 +1 +1 +4 Guns!
5. +3 +1 +1 +4 Grenades!
6. +4 +2 +2 +5 Gazookas!
7. +5 +2 +2 +5 Guns!
8. +6 +2 +2 +6 Grenades!
9. +6 +3 +3 +6 Gazookas!
10.+7 +3 +3 +7 Nukes!

Weapon Proficiencies: A Gunner Kitty is proficient with all Weapons he can make via his Class Abilities.

Innovation: Your Engineer and Gunner Kitty Levels stack for purposes of how many Innovation Points you have.

Guns! (Su): You begin to get more powerful weapons with this class. At 1st Level you can make Guns. At 4th Level you can now make Heavy Guns, and at 7th Level you can make Cannons. These will be detailed below.

Grenades! (Su): You get hand held throwing weapons beginning at 2nd Level. At 2nd Level you can make Anti-Personnel Grenades. At 5th Level you get Explosive Grenades, and at 8th Level you get Grenade Launchers. These will be detailed below.

Gazookas! (Su): At 3rd level you can make Rockets. At 6th Level you can make Missiles, and at 9th level you get Big Missiles. These will be detailed below.

Nukes! (Su): At 10th Level you can make Nukes. These will be detailed below.

PLAYING A GUNNER KITTY
You make people nervous. Or more particularly the huge implement of destruction you carry makes them nervous. And your predilection for using it at every given opportunity as a means of solving all your problems.
Combat: You prefer combat to be while your at range, hidden behind cover, and well fortified defense between you and the guys you're sniping at.
Advancement: Most Gunner Kitties are obsessed with making newer and ever bigger weapons. And then testing them as soon as possible...
Resources: Much like the Support Kittehs, the Gunners belong to both an Engineer school and a Guild.

GUNNER KITTIES IN THE WORLD
"Run! He has a gun and he's happy to see us!"
You generally interact with the world from atop water towers or high castle walls, or occasionally in the safety of a Cat Carrier. The disguise abilities the Guild taught you allow you to test weapons in the open with everyone believing you're a cat, and their Collars of Holding make smuggling them most easy.
Daily Life: Much of your life is spent maintaining your weapons cache, and inventing new ones. And of course the occasional 'mission' (Gunner Cats call them 'trips to happy fun land') where you get to shoot off your latest device.
Notables: Katlashnikov (NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6) is a famous arms designer. No one has ever seen his face, however. Natasha (NE Dwarf Female Cat Burglar 1/Engineer 8/Gunner Cat 3) rips off many of his designs, and sells the inferior results to unsuspecting fools.
Organizations: Like the Support Kittehs you divide your time between two organizations, but you also quite possibly belong to an informal one known as "The Brotherhood of the Fuzzy Burnination". It's basically a club for gun nuts.

NPC Reaction
NPC's who have seen your kind before usually run. They know whats coming. Those who haven't usually get the hint pretty quick.

GUNNER KITTIES IN THE GAME
If any of your players are military gun enthusiasts how them this.
Adaptation: Definitely a silly campaign idea.
Encounters: Pretty much the same as Support Kittehs, although they can also be found at club meetings and on occasional shooting sprees.

Sample Encounter
EL 12: The PC's are dining at their favorite cafe around noon, when a cat appears at each end of the street. The two cats stare silently at one another while everyone about the PC's run for their lives. As the cats whip out the weapons of mass destruction it all suddenly becomes clear to the players...


Katlashnikov
NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6
Init +2 (+5 KF), Senses: Listen +5, Spot +13
Languages Human
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AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (+2 Size, +2 Dex, )
hp 42 (12 HD)
Fort +5, Ref +7 (+10 KF), Will +10
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Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options Makeshift Prowess, Precision +2
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 14
Abilities KF Str 3, Dex 21
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, Crafter Extraordinaire, Minor Forging, Vocation (Dynamo Cannon, Mounted Artillery), Guns!, Grenades!, Gazookas!
Feats Able Sniper, Far Shot, Jibba Jabba, Kitty Sniper, Point Blank Shot, Precise Shot
Skills Appraise +9, Bluff +9, Craft (Bowmaking, Weaponsmithing) +17, Diplomacy +6, Disable Device +7, Gather Information +6, Hide +6, Intimidate +8, Knowledge (Local, Nobility) +11, Knowledge (Arcana, Architecture/Engineering) +11, Listen +5, Move Silently +6, Profession (Gunsmith) +10, Spot +13, Use Magic Device +18
Possessions



EPIC GUNNER KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Gunner Kitty gains a Bonus Feat every x levels higher than 20th



New Kitty Feats

Kitty Sniper
You are adept at sniping targets from hidden locations.
Prerequisites: Able Sniper, Far Shot, Precise Shot, Spot 9 ranks
Benefits: If your target is unaware of you (i.e. you are sniping from concealment at a distance usually), the Critical Threat range of the first ranged attack you make is doubled. If for some criticals are not applicable to this ranged attack, you do extra dice in damage equal to your Wisdom Modifier (i.e. if your Wisdom Modifier is +2, you do +2d6 damage).


Guns Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 6 pounds, and range depends on the spell effect they are created to replicate. Once a Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Guns may duplicate the following spells: Battering Ram, Blast of Force, Force Missiles, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Melf's Acid Arrow, Orb of Acid/Electricity/Fire/Force/Sound, Rainbow Beam, Ray of Flame, Ray of Ice, Rust Ray, Scorching Ray, Sonic Blast, Sound Lance, Sting Ray, Thunderlance.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Heavy Guns Heavy Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Heavy Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Heavy Guns may duplicate the following spells: Acid Breath, Blast of Flame, Cone of Cold, Cyclonic Blast, Dander Blast, Lightning Bolt, Pew Pew Pew, Prismatic Ray, Rainbow Blast, Resonating Bolt, Scorch.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Cannons Cannons are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Cannon runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Cannons may duplicate the following spells: Antimagic Ray, Chain Lightning, Disintegrate, Fleshshiver, Prismatic Spray, Ruby Ray of Reversal,
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Anti-Personnel Grenades Anti-Personnel Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Anti-Personnel Grenades may duplicate the following spells: Blacklight, Blindness/Deafness, Cloud of Bewilderment, Contagious Fog, Daze, Daze Monster, Deep Slumber, Dispel Magic, Evard's Black Tentacles, Flare, Flashburst, Fog Cloud, Glitterdust, Grease, Great Thunderclap, Hold Person, Malevolent Miasma, Obscuring Mist, Sensory Deprivation, Stinking Cloud, Solid Fog, Wall of Smoke, Web.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Explosive Grenades Explosive Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Explosive Grenades may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Mine, Force Mine, Ice Storm, Lightning Mine, Thunder Mine.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Grenade Launchers Grenade Launchers are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Grenade Launcher runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Grenade Launchers may duplicate the following spells: Delayed Blast Fireball, Force Artillery, Fort Cracker, Love Bomb, Magic Grenade, Radiant Assault.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Rockets Rockets are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Rocket runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Rockets may duplicate the following spells: Blistering Radiance, Cacophonic Burst, Cloudkill, Defenestrating Sphere, Explosive Cascade, Fireball, Firebrand, Scintillating Sphere, Shard Storm, Viscid Glob, Vitriolic Sphere, Vortex of Teeth.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Missiles Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Missiles may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Missile, Ice Storm, Lightning Missile, Otiluke's Freezing Sphere, Thunder Missile.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Big Missiles Big Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Big Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Big Missiles may duplicate the following spells: Dander Explosion, Electromagnetic Pulse, Gawd's Iron Fist, Incendiary Cloud, Sunburst, Tick Bomb.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Nukes Nukes are one use weapons that are basically bombs. To use one a PC requires both magical ability (the appropriate number of levels in Engineer count, since that's how you made the thing), and e must take an uninterrupted Full Round Action to arm it. When arming it he decides if it will detonate on impact, or after a specific period of time (the maximum the timer can be set for is 24 hours). Anyone who qualifies to arm it can also disarm the bomb as a Full Round Action. Nukes may duplicate the following spells: Dander Tornado, Four LOLcats of the Apocalypse, Meteor Swarm, Reality Maelstrom, Wail of the Banshee.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Spells not in the PHB may be found in the Spell Compendium, or in the Kitty Magic section of this thread (or in the posts below).

Norr
2010-10-15, 02:27 AM
You might want to look at this (http://www.dandwiki.com/wiki/MSRD:Modern_System_Reference_Document) for vehicular combat. Some terms and stats may have to be converted to DnD standards of course.

Bhu
2010-10-15, 10:05 PM
Updated the Support and Gunner Kitties. Let me know what you think about the vehicle stats, and I will revise before finishing up their prerequisites/and costs.

DracoDei
2010-10-16, 10:55 AM
For Attach in the Feline Way, You said: "If he is more than one Size Class bigger than you you may be attacked via a one handed weapon.". I think it might help if you said what the other possibilities are for sizes (including just that, like a normal grapple, you can't grapple something more than one size class larger than yourself).

Also, Bite the Hand is basically auto-disarm on a hit (well... except that opposed checks are more unpredictable than set DCs), since skills pump somewhere around twice the rate of saves. I would make it 17 +(Dex/Str) or halve the total BONUS to your tumble check (so not the d20 roll itself).

Bhu
2010-10-16, 01:23 PM
Attach is based off the Stirge ability of the same name. I'll have to peek at the other maneuver. Since they're in the old thread if I wanna modify them I'll have to repost here.

DracoDei
2010-10-16, 05:38 PM
Might be wise for you to wait until I have more comments then... then again, maybe not. Also, the Attach thing makes more sense than I first thought it did... must have been the sleeping pill kicking in.

Squiggly-Thing
2010-10-18, 05:31 PM
How about HUGE cats? Maybe KITTYZILLA!!!!

Cieyrin
2010-10-18, 05:50 PM
How about HUGE cats? Maybe KITTYZILLA!!!!

He actually did that as an epic PRC in the original thread. Bhu'll eventually get to retooling the PRC to work with the current incarnation of the Cat Burglar.

Squiggly-Thing
2010-10-18, 07:57 PM
{Scrubbed}

togapika
2010-10-18, 10:27 PM
Any chance we can get a list of upcoming works?

Bhu
2010-10-18, 11:45 PM
Any chance we can get a list of upcoming works?

Post 134 on page 5 has a list of possible non epic PrC's I will probably be doing. Epic stuff will come once I finish that.

I've had a chance to peek at Vehicle Rules in the Arms and Equipment Guide, and have incorporated some of them in the Support Kitteh. The vehicles just need costs and its done unless I wanna make Feats/rules for extra car bling.

Descriptions for weapons are up in Gunner Kitty. I just need to decide what spell effects they'll be copying and then i can lists costs.

togapika
2010-10-19, 01:59 AM
I knew you had those as ideas, I was just wondering if the list was in order...

Bhu
2010-10-19, 01:20 PM
aaah

Well no it's in no real order, it's just kinda what do I have the most requests for next, and what have I already promised to do.

Bhu
2010-10-20, 01:26 AM
Crap. I did the spell lists for the weapons, and some of the levels get jack. It looks like I may have to make new spells or comb through the books for other stuff.

togapika
2010-10-20, 03:43 PM
I can Haz Thundercat next...?

Bhu
2010-10-20, 04:44 PM
I'll give it a shot yes. I just need to work out prices and Innovation cost for the last 2, and maybe make some new spells to flesh out the list.

togapika
2010-10-20, 04:45 PM
Thanks! I Wuv You!!
Hmmmm, Vote for Bhu for Kitteh in teh Playground....

Ranger Mattos
2010-10-20, 07:39 PM
Thanks! I Wuv You!!
Hmmmm, Vote for Bhu for Kitteh in teh Playground....

He would win that hands down.

Anyways, I like the Engineer PrC's.

Bhu
2010-10-21, 12:31 AM
Okay how does this sound: It only costs time and GP to make vehicles,
but guns cost innovation to recharge equal to their spell level, and perhaps to make as well.

Bhu
2010-10-21, 11:16 PM
While I await reply from Lappy on my ideas, I can start on some new spells:


Fire Mine
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous (but see below)
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"The Church of Hextor makes a lovely fire."

Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 fire damage per caster Level (max 20d6). The square catches fire and burns for 1d6 rounds doing 1d6 fire damage, as does anything within the Area of Effect not making a Saving Throw. Opponents who are on fire must make a Concentration Check to cast spells or perform other actions requiring Concentration (Save DC is 10 plus the spells initial damage).
Material Component: A small pinch of gunpowder.


Force Mine
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Damn, look at that Orc fly."

Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 Force damage per caster Level (max 20d6) in addition to being Checked, and is moved upwards to the end of the spells range (i.e. 60') if it fails the Save, and falls the next round.
Material Component: A small glass miniature of a bomb.


Lightning Mine
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"And boom goes the dynamite."

Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 electricity damage per caster Level (max 20d6), and is Stunned for 1d6 rounds if it fails the Saving Throw.
Material Component: A small iron rod about 2" long.


Thunder Mine
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage, but see below
Spell Resistance: Yes

"I hate that spell."

"WHAT?"

Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 sonic damage per caster Level (max 20d6), and is permanently Deafened. Anything in adjacent squares must make a Fortitude Save or be permanently Deafened as well.
Material Component: A small glass horn.


Fire Missile
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"I love the smell of burning Mindflayer."

You unleash a fiery missile that explodes doing 1d6 fire damage per caster level to everything in a 20' Radius (max 20d6), as well as setting that area on fire for 1d6 rounds (everything in or moving through the area takes 1d6 fire damage).
Focus: A small metal missile.


Lightning Missile
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Hey Bob! Lightning does strike twice! HAHAHAHA!"

The area you point at explodes doing 1d6 electricity damage per caster level (max 20d6), and stunning anyone in the area for 1d6 rounds if they fail the Saving Throw.
Focus: A small metal missile.


Thunder Missile
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Man, I bet they hate this spell."

"WHAT?"

The area you point at echoes with thunder doing 1d6 points of Sonic damage per caster level (max 20d6), and permanently deafening anyone in the Area of Effect that fails the Saving Throw.
Focus: A small metal missile.


Force Artillery
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"The little whistling noise it make as it comes in just makes this so much sweeter."

You project a blast of energy doing 1d6 Force damage per Caster Level (max 20d6), and throwing opponents who fail the Saving Throw back 40 ft. If the opponent impacts a wall or other solid object it takes 1d6 damage per10' it traveled.
Focus: A small metal cannon.


Fort Cracker
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: No

"Nuthin' makes this spell more fun than Giant Ants. Gotta love blowin' their hills to bits."

The blast you unleash automatically destroys all objects within range. Magical objects get a Willpower Save to negate this effect. Constructs take 1d6 untyped damage per Caster Level (max 20d6), but can make a Fortitude Save for half damage.



Magic Grenade
Universal [Chaos]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous, but see text.
Saving Throw: See text
Spell Resistance: Yes

"OK, Jim, we are not using this spell again unless you can throw it in a room that we can spike the door shut on."

You conjure a magical hand grenade that can be thrown like a grenade like weapon up to the spells range. When it hits roll a d20 to figure out the result:

1: BEEEEEEES!: All Enemies within 20' are attacked by a sudden swarm of bees that stings them. Injury, Fortitude Save, Initial and Secondary Damage is 1d8 Str.
2: Poison Gas: All opponents within a 20' Radius with 100 hp or less dies immediately. Opponents with more than 10 hit points are Stunned for 1d3 rounds.
3: It's Mr. Snakey!: An eight headed Hydra is summoned for 1 round per caster Level.
4: Magic Bomb: A 20' area is subjected to a Greater Dispel Magic.
5: Epic Boobs: All opponents within a 20' Radius suffer explosive bosom growth. If they fail a Willpower Save they fall Prone and can't get up for 1 round per caster level due to the sudden crushing wight on their chest.
6: DWARF RAGE!: All opponents within a 20' Radius take 1d6 bludgeoning damage per caster level as really unhappy Dwarves hammer their toes. A successful Reflex Save halves damage.
7: This...is not Albuquerque...: All opponents within a 20' Radius are Teleported (as per the spell) up to 1d6 mile in any direction.
8: Night of the Bear Traps!: All opponents within a 20' Radius must make a Reflex Save, or take 3d8 damage (plus one per caster level), and be unable to walk until the Bear Trap is removed (DC 25 Str Check). Once it is removed the opponent is -10 to all Movement speeds until the damage done by the trap is healed.
9: The Trees are Hungry!: All plants in a 20' Radius become sentient and hunger for the blood of non-plantkind! This works like Animate Plants in all other respects.
10: It's Raining Whales! Hallelujah!: A Cetacean of some sort falls from the sky, doing 1d6 damage per level to everything in a 20' Area. A Reflex Save halves the damage.
11: Where Did Everyone Go?: All opponents within a 20' Area lose the ability to see anything outside of that area for 1 round/level. Effectively everything outside of their area becomes Invisible as per the Greater Invisibility spell. A Willpower Save negates.
12: Hi Satan!: A portal to hell opens, and everything in a 20' Radius takes 1d6 untyped damage per Caster Level as the flames burst forth. The area burns with hellfire for 1d6 rounds doing 1d6 untyped damage each round. A Reflex Save halves the damage.
13: Suddenly Nymphs, Thousands of them!: A 20' Radius is filled with nude Nymphs for 1 round. They have just enough time to realize you are staring before they disappear, and wrath is to be suffered! Anyone capable of seeing them must make a Willpower Save or be permanently Blinded, and Stunned for 2d4 Rounds.
14: The Halflings are Angry!: You are subjected to a sudden brutal stabbing at knee level as a 20' Radius floods with insane Hobbits. Take 1d6 piercing damage per Caster Level, a successful Reflex Save halves damage.
15: Miniature Hurricane: The weather in a 20' Radius turns bad with 150 mph winds (see DMG page 95), for 1 minute per caster level.
16: Axe Magnet: All opponents within a 20 ' Radius take 1d6 slashing damage per caster level as the air suddenly swarms with axes. A successful Reflex Save halves the damage.
17: Monkey on Everyone's Back: A Fiendish Girallon is summoned for 1 round per caster level.
18: Explosive Flatulence: All opponents within a 20' Radius are Nauseated for 1 round per caster Level unless they make a successful Fortitude Save. They are still Nauseated for 1 round even on a successful Saving throw.
19: Teleporting Grenade: One random opponent within a 20' Radius must make a Willpower Save or die. If the save is successful he takes 3d6 damage instead.
20: Death by Diarrhea: All opponents within a 20' Radius take 1 point of temporary Con damage per 5 caster Levels as they spontaneously poop blood. A successful Fortitude Save negates.
Focus: A small metal hand grenade.


Love Bomb
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Target 20' Radius
Duration: 1 Round/Level
Saving Throw: Willpower Save to negate
Spell Resistance: Yes

"The Goblins are kissing. It must be Friday."

As you chant the words a love song begins to play lightly in the background and rose petals fall within the spells area. All opponents within that area fall in love with the first member of the opposite sex they see (assuming they're heterosexual), and decide that the time has come for them to begin a life together and perhaps make some children and settle down. In other words they sneak off to 'romance' until the spell wears off. If there are no members of the opposite sex available (or whatever they find attractive) they abandon whatever they are doing to obsessively seek one out. In other words it's a great spell for ticking off the BBEG by co-opting his henchmen.
Focus: A Potion of Mating (will explain below).


Tick Bomb
Conjuration (Summoning)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20' Radius (See below)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

"AAAAAAAAAAHHHHHHHHHHHH!!"

As you intone the words of this spell you throw a handful of dead ticks which quickly enlarge into actual Giant Ticks. This spell works in most ways similar to Summon Monster VII, except you can only summon 2d4 Giant Ticks.
Material Component: A handful of dead ticks.

Giant Ticks
Huge Vermin
Hit Dice: 8d8
Initiative: +0
Speed: 50’ (10 squares), Climb 30’
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Bite +10 melee (2d6+6)
Full Attack: Bite +10 melee (2d6+6)
Space/Reach: 15’/ 10’
Special Attacks: Blood Drain, Improved Grab, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
Skills: Hide +4 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 5
Advancement: 9-16 HD (Huge)

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

I'd add a description here but lets face it you all know what Ticks are.

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Ticks also have a +4 Racial Bonus to Grapple checks.

Improved Grapple (Ex): Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per round it successfully maintains a Grapple. Once a Tick drains 19 Constitution it drops off and leaves the area.

Disease (Ex): Any living creature successfully bitten by the Tick must make a DC 17 Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is Constitution based.

Combat: Grapple and suck, pretty much like real life Ticks.


Electromagnetic Pulse
Evocation
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Willpower Save for half damage
Spell Resistance: Yes

"Why aren't the damn Golems working?"

All Constructs and Clockwork devices within range of the spell take 1d6 electricity damage per Caster Level (clockwork devices that are equipment as opposed to monsters or races get no Saving Throw unless magical). Any Construct that fails the Save is also Paralyzed for 2d4 rounds.
Focus: A small magnet.


Gawd's Iron Fist
Conjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Fortitude Save for half damage
Spell Resistance: Yes

"Or as we prefer to call it, Ceiling Cats Iron Paw."

A gigantic iron fist (or foot, or other manifestation of your Gawd) shoots down from the sky and smashes down, crushing flat a 20' Radius. It does 2d6 damage per caster Level (to a maximum of 40d6) to everything in the Area.
Focus: A small metal fist.

Bhu
2010-10-22, 10:42 PM
Tweaked the spell list a little, and build/recharge costs for weapons are up. Just need descriptions for spells and costs for vehicles and the new kitty starts.

Squiggly-Thing
2010-10-23, 08:13 PM
I think Spreading The Love should be basicly a Love Potion bomb!:smallbiggrin:

Lix Lorn
2010-10-23, 08:21 PM
I think Spreading The Love should be basicly a Love Potion bomb!:smallbiggrin:

Spreading The Love should be basicly a Love Potion bomb!

Love Potion bomb!
I need these.

Bhu
2010-10-25, 12:31 AM
Okay I don't know why it took so long to notice this, but the weapon recharge ability was way off balance. Ive tripled the recharge costs, and may make a maximum number of times per day the weapons can be reloaded. Otherwise you'll be tossing around 6th-8th level blasting spells like candy.

Kitty Sniper Feat is done

Spell List has been slightly modified.

Bhu
2010-10-25, 10:28 PM
Okay I took a stab at the costs for Support Kitteh vehicles and such. If anyone wants changes I still have to finish the spells so you have time to review them.

Bhu
2010-10-27, 12:06 AM
I tweaked the spell list a lil again. I don't feel I've done the Engineer Class true justice with my designs so I may revise these later. I feel they need something to modify vehicles/guns. Feats or something maybe. But togapika has been waiting far too patiently for a request so I'll get a head start on it while I'm thinking up the spells effects.

THUNDERCAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/lightning-cat-20100422-160026.jpg

"Lightning makes the world go round."

Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.

BECOMING A THUNDERCAT
Most entrants have studied Arcane Magic (Wizard, Sorcerer, Warmage) or Psionics (Psion, Wilder).

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Spells or Psionics: Must be able to cast 3rd Level Arcane Spells or Manifest 3rd Level Powers, and must have one spell (or power if psionic) apiece that can do Electricity or Sonic damage.
Feats: Specialist (see below)
Skills: Either Knowledge (Arcane) or Knowledge (Psionics) 8 ranks, and either Spellcraft or Psicraft 8 ranks


Class Skills
The Thundercat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable Device (Int), Intimidate (Wis), Knowledge (Arcane or Psionics)(Int), Knowledge (Local, Nature)(Int), Psicraft or Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
2. +1 +0 +0 +3 Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
3. +1 +1 +1 +3 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
4. +2 +1 +1 +4 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
5. +2 +1 +1 +4 Lightning Rod
6. +3 +2 +2 +5 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
7. +3 +2 +2 +5 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
8. +4 +2 +2 +6 Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
9. +4 +3 +3 +6 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
10.+5 +3 +3 +7 THUNDERCATS!

Weapon Proficiencies: Thundercats gain no new weapon or armor proficiencies.

THUNDER! (Su): At 1st level, whenever you cast or prepare any spell granting you Energy Resistance, you may cast/prepare it in a spell slot of one level higher. If you do, all Allies within 30' gain the benefits of the spell too. If you are Psionic instead, whenever you use an Power that would give you Energy Resistance you can spend an additional 4 power points (these power points are considered separate from your power limit. i.e. if you are fifth level, and can only spend a max of 5 pp on a power, you can spend that 5 pp on the power to max its effects, and still spend the extra to get this effect).
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.

At 4th level whenever you cast or prepare any spell doing electrical damage, you may cast/prepare it in a spell slot of one level higher. If you do, and use it to target an Ally, instead of doing electrical damage you do positive energy damage (i.e. healing) instead. If you are psionic you instead spend an additional 4 power points in a manner similar to the ability above.
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.

At 7th level you can 'lose' any spell you have memorized (or 1 slot if you are a spontaneous caster) with the Electricity or Sonic descriptor. The melee attacks of all Allies within 30' do additional Electrical or Sonic damage equal to the spells Level for 1 round per Caster Level plus 1d6. If you are psionic you may pay the full cost of any power doing Electrical or Sonic damage instead to get this effect.

Lightning Rod (Su): At 2nd Level choose one of the following two abilities: Whenever you successfully damage an opponent with a spell/power doing Electrical damage he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he loses his footwear as it explodes. Or you can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Dazed or Dazzled for 1 round per point of Charisma Modifier.

At 5th Level choose one of the following two abilities: Make an opposed Level Check against an Opponent casting a spell with the Electricity descriptor to gain control of the spell and redirect it to a new target. In the case of area of effects you can decide to redirect them in whatever manner suits you, so long as it's within the rules (i.e. you can make a Cone point in a different direction, you can't make it originate from a point other than it's caster). Or all spells you cast (or power you Manifest) doing Electrical damage have their Save DC increased by +2 (this stacks with Feats like Spell Focus and such).

At 8th Level choose one of the following two abilities: If you successfully damage an opponent with spell or power doing Electrical damage, he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he is Feebleminded for a number of days equal to your Charisma Modifier. Or, if any Ally within 60' is damaged by electricity, you can choose to redirect the damage to yourself.


Can You hear Me Now? (Su): At 3rd Level choose one of the following two abilities: You can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Deafened for 1 round per point o Charisma Modifier. Or you can choose to make any opponent make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Mod) or become permanently Deafened whenever you successfully damage them with a spell (or power) doing Sonic damage.

At 6th Level choose one of the following two abilities: You may choose to cast/prepare a spell with the Sonic descriptor in a spell slot of one level higher (or spend x power points if psionic), and your opponent gets no Saving Throw to avoid any extra effects (though he can still make one to halve damage). Or if your opponent casts a spell with the Sonic descriptor (you don't need to make a Spellcraft Check to know this for purposes of this ability), as a Swift Action you may 'lose' any spell or spell slot (or spend the base power points for a power of equal level) to immediately counter that spell. It is lost, has no effect, and the opponent still has to lose the spell.spend pp.

At 9th Level choose one of the following two abilities: A number of times per day equal to your Charisma Modifier, you can cast a spell with the Sonic descriptor, or Manifest a Power that does Sonic damage with a Metamagic (or Metapsionic) Feat without increasing the spells level (or the power point cost in the case of Psionics). Or you can prematurely 'cast' (or Manifest) a spell/power doing Sonic damage, and store it in one Ally you are touching. The next time he successfully strikes an enemy in melee, the enemy is affected by that spell as well. You may only store one spell in an Ally at a time, and if it isn't used within 24 hours it dissipates.

THUNDERCATS! (Su): Your body becomes a big electrical sponge. If you are Psionic, you convert Electrical damage into temporary power points (1 power point per two points of damage absorbed). If not spent within 24 hours they dissipate. Electrical damage you take is absorbed harmlessly and converted into spells/powers. You may substitute use these points to cast additional spells per day, but the points fade within 24 hours if not used (see Unearthed Arcana pages 153-157 for the amount of spell points needed to cast a spell of any Level, you get 1 spell point per 2 points of electrical damage absorbed). You may not hit yourself with Electricity to gain power in this manner.

PLAYING A THUNDERCAT
You are the stuff. Not only can you blast stuff with your super kitteh powers, you can make your companions able to blast stuff. No one sees that part coming the first time. Plus it ensures your buddies don't want the baddies to get to you.
Combat: Thundercats are a Blaster PrC. Obviously they intend to concentrate on blasting to the detriment of their other spells/powers. But with luck you can optimize to still make them a lil effective. Plus you have some neat options against armored opponents.
Advancement: Thundercats tend to either specialize in blasting, or in buffing. Some occasionally try both but it's not common.
Resources: Thundercats are valued members of the Guilds, and as such they can often ask for favors. After all they've probably juiced up all of the Guilds members at one time or another resulting in their life being saved.

THUNDERCATS IN THE WORLD
"You will rue this day!"
Sometimes you bring people out of potential death by zapping them in the heart. And then sometimes you kill them by zapping them in the heart. Kinda fun either way.
Daily Life: You spend the day studying your powers and honing them for the day you get to blow stuff up and wreak havoc. Blowing stuff up is just the bestest. Nothing compares. Except maybe blowing up people...
Notables: Tabby-O (CG Human Cat Burglar 1/Psion 5/Thundercat 6) is a local merc for hire for Guilds needing someone to act as a troop commander and buffer.
Organizations: Brother Thundercats always help each other out when asked, and the requirements for entering assure identifying a member is easy.

NPC Reaction
NPC's react to you in pretty much the same way they react to any other cat who can shoot lightning from their paws: abject terror.

THUNDERCATS IN THE GAME
This shouldn't make too much of a dent in the campaign since it's just a Blaster PrC. It will of course mean the BBEG will need some Energy Resistance....
Adaptation: This is definitely meant for silly campaigns.
Encounters: Thundercats are generally encountered defending Guild offices, or blowing up hard targets (like the buildings of opposing Guilds). Plus their abilities to enhance their fellow Guild members make them quite popular.

Sample Encounter
EL 12: "Awright men, today you assault the Stronghold of Bob Lazarus. A dangerous man. A powerful man. But we have a kitty on our side..."


Tabby-O
CG Human Cat Burglar 1/Psion 5/Thundercat 6
Init +1 (+4 KF), Senses: Listen +5, Spot +5
Languages Common, Elven, Sylvan, Feline
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex)
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 14
Abilities Kitty Form Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, THUNDER!, Lightning Rod, Can You Hear Me Now?
Feats Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment, Specialist (Claw of Energy),
Skills Autohypnosis +7, Balance +5, Bluff +6, Climb +3, Concentration +8, Disable Device +12, Hide +5, Intimidate +14, Jump +3, Knowledge (Local, Nature) +8, Knowledge (Psionics) +16, Listen +5, Move Silently +5, Psicraft +16, Sense Motive +5, Spot +5, Tumble +5
Possessions



EPIC THUNDERCATS

Hit Die: d4
Skills Points at Each Level : 2 + int
Spells/Powers Your Caster/Manifester Level increases with Epic Levels but you do not gain additional spells/power points per day, and do not learn new spells or powers.
Bonus Feats: The Epic Thundercat gains a Bonus Feat every x levels higher than 20th



Specialist
You may now refer to all lesser mortals you meet by the term 'grasshopper'. Prerequisites: Must be able to Cast Spells or Manifest Powers of 3rd level, and must know one of each that does Sonic and Electrical damage.
Benefits: This Feat can be taken multiple times. Each time it is taken you can learn one spell with the Electricity or Sonic descriptor that isn't on your classes Spell List. If Psionic you can learn one Power not on your list doing Electrical or Sonic damage.

DracoDei
2010-10-27, 08:11 AM
If any of your players are military gun enthusiasts how them this.
Should be "show".

Also, what weapons CAN a Support Cat mount if he doesn't happen to have a Gunner Kitty he is working with/can buy from? You don't seem to actually include allowances for the possibility of mounting Dynamo Cannons (of course, I think non-engineers have problems using those).

Bhu
2010-10-27, 01:18 PM
Should be "show".

Also, what weapons CAN a Support Cat mount if he doesn't happen to have a Gunner Kitty he is working with/can buy from? You don't seem to actually include allowances for the possibility of mounting Dynamo Cannons (of course, I think non-engineers have problems using those).

Scroll to the bottom of the Support Kitteh, it mentions there he can mount a Dynam Cannon or smaller weapon if strapped for cash.

Cieyrin
2010-10-27, 02:27 PM
THUNDERCAT

Thundercats, ho!

http://www.jacobwarren.com/thundc02.jpg

Bhu
2010-10-28, 12:20 AM
Thundercat has some minor fluff, and the mine spells are done.

Squiggly-Thing
2010-10-28, 07:51 PM
How about a Dogslayer class (or Feat)!:smallbiggrin:

Norr
2010-10-29, 03:33 PM
Speaking of Thundercats, I saw this documentary (http://www.youtube.com/watch?v=0MTz7kdFCak) recently. It points out some effects of lightning most people usually don't think about. The youtube version is in seven parts, but it's worth watching.
Note: getting hit by lightning may make your shoes explode.

Bhu
2010-10-29, 09:24 PM
How about a Dogslayer class (or Feat)!:smallbiggrin:

To counter Lix's class you mean?


Togapika: Lemme look over the lightning documentary for ideas and I'll start up the tcat

togapika
2010-10-29, 09:52 PM
Awesome. Maybe something that pairs well with electrokineticist...

Squiggly-Thing
2010-10-30, 08:55 PM
Some ideas on more kitty-classes:

http://www.google.com/imgres?imgurl=http://cdn2.knowyourmeme.com/i/10363/original/funny-pictures-basement-cat-summons-the-undead.jpg%3F1250829529&imgrefurl=http://knowyourmeme.com/photos/10363&usg=__C33okizlDnphFsQZf2KotfH1u0I=&h=666&w=499&sz=72&hl=en&start=25&sig2=veExvGj-8bzYUXvq8JQ3GA&zoom=1&tbnid=qyblP4zlTwiM9M:&tbnh=176&tbnw=127&ei=I8zMTIv3B4SdlgefzuWZBg&prev=/images%3Fq%3Dfunny%2Bcat%2Bpictures%2Bwith%2Bcapti ons%26hl%3Den%26biw%3D1021%26bih%3D620%26gbv%3D2%2 6tbs%3Disch:1&itbs=1&iact=hc&vpx=787&vpy=250&dur=7191&hovh=259&hovw=194&tx=76&ty=192&oei=r8vMTIemHYP7lwebzpXpCA&esq=3&page=3&ndsp=16&ved=1t:429,r:5,s:25

^^^^^^^^^^^^^^^^
Wizard-CAT(Necromancer)


http://www.google.com/imgres?imgurl=http://icanhascheezburger.files.wordpress.com/2009/02/funny-pictures-your-cat-plays-with-a-slinky.jpg&imgrefurl=http://icanhascheezburger.com/2009/02/27/funny-pictures-mystical-cat/&usg=__pyGvOwYbje-M1i6BYw6iRS3FeZs=&h=504&w=500&sz=51&hl=en&start=41&sig2=Fr6tZ5kA1HJ3nIJnpKn1Kw&zoom=1&tbnid=Pf5RLiigcDM1QM:&tbnh=158&tbnw=152&ei=D83MTIyjGoS0lQeVkbSaBg&prev=/images%3Fq%3Dfunny%2Bcat%2Bpictures%2Bwith%2Bcapti ons%26hl%3Den%26biw%3D1021%26bih%3D620%26gbv%3D2%2 6tbs%3Disch:1&itbs=1&iact=rc&dur=0&oei=7szMTMS5AsKblgeKoMDjCA&esq=4&page=4&ndsp=13&ved=1t:429,r:1,s:41&tx=82&ty=54
^^^^^^^^
WIZARD-CAT

http://www.google.com/imgres?imgurl=http://www.lolcats.com/images/u/07/34/lolcatsdotcom01hli8nm2ly6d63d.jpg&imgrefurl=http://www.myspace.com/joejanda&usg=__cCIooclkK8NR30pK3pE8F5m0tx4=&h=289&w=450&sz=38&hl=en&start=92&sig2=4onE5BdvCZyoc0uT6glK0g&zoom=1&tbnid=VMp56sn4LQXI3M:&tbnh=138&tbnw=184&ei=5kDPTLDyGcOC8gaHtOWeAQ&prev=/images%3Fq%3Dfunny%2Bcat%2Bpictures%2Bwith%2Bcapti ons%26hl%3Den%26biw%3D1021%26bih%3D620%26gbv%3D2%2 6tbs%3Disch:1&itbs=1&iact=hc&vpx=134&vpy=260&dur=718&hovh=180&hovw=280&tx=168&ty=84&oei=EkDPTPONAoSKlweE-ZHpCA&esq=8&page=8&ndsp=13&ved=1t:429,r:9,s:92
^^^^^^^^^^^^^^^^
WIZARD CAT (CONJURER)



Maybe something that pairs well with electrokineticist...

Electrocateticist! :smallbiggrin:

Bhu
2010-10-31, 10:11 PM
I like your enthusiasm :smallbiggrin:

Missile spells are done, minor update to Thundercat

Bhu
2010-11-01, 10:31 PM
Couple more spells done (now taking requests for magic grenade effects), all the thundercat fluff done.

Bhu
2010-11-05, 12:38 AM
Sorry I havent posted in a few days. As I mentioned elsewhere, the state is helping me find a job, and a bunch of work from my online job just materialized, so I'm either filling out paperwork, interviewing, or plugging away. Hopefully I'll sort stuff out this weekend.

Edit: Also updated the Thundercat

Lix Lorn
2010-11-05, 03:59 AM
Doesn't one apiece mean one of each? As written, you need a power and a spell to qualify.
Also, the Thunder is way stronger for psionics/ Four power points isn't even a 4th level spell slot, but a caster has to lose the equivalent of 17, when he can cast 9th levels. Why not make it...
'At 1st level, whenever you cast or prepare any spell granting you Energy Resistance, you may cast/prepare in a spell slot of one level higher. If you do, all Allies within 30' gain the benefits of the spell too. If you are Psionic instead, whenever you use an Power that would give you Energy Resistance you can spend an additional 4 power points (these power points are considered separate from your power limit. i.e. if you are fifth level, and can only spend a max of 5 pp on a power, you can spend that 5 pp on the power to max its effects, and still spend the extra to get this effect).
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.

Bhu
2010-11-06, 12:07 AM
Thanks for the idea Lix, I has used it!

All spells but two are done, Thundercat has a minor update.

Bhu
2010-11-07, 01:49 AM
Okay Lix the Love Bomb spell has a rough draft up. Thoughts?

Lix Lorn
2010-11-07, 02:21 PM
I love that I'm the one who needs to see it. XD
(I totes am)
Where are spells..?

Bhu
2010-11-07, 02:51 PM
I love that I'm the one who needs to see it. XD
(I totes am)
Where are spells..?

one page back :D

http://www.giantitp.com/forums/showpost.php?p=9605636&postcount=177

Lix Lorn
2010-11-07, 03:03 PM
I love it!
Almost as much as Ceiling Cat's Iron Paw.

Bhu
2010-11-08, 01:28 AM
Does it need more clarification?

Lix Lorn
2010-11-08, 05:55 AM
Nope, seems pretteh clear. :)

Bhu
2010-11-09, 12:33 AM
Goody then. Spells and Thundercat updated.

Bhu
2010-11-10, 12:28 AM
First ideas for Magic Grenade are up.

Lix Lorn
2010-11-10, 05:12 AM
I am taking that spell. :3

Morph Bark
2010-11-10, 05:25 AM
You probably planned on it, but you should make the Thundercat entry say that it also advances spellcasting/manifesting, unless you want it to make the cat less useful. :smallwink:

Sidenote: first time post in these threads. Like oh my god, howwhat i dont even

Bhu
2010-11-10, 11:33 AM
I wanted to finish out the abilities before considering caster/manifester levels.

Bhu
2010-11-10, 11:34 PM
Thundercat has everything cept caster/manifester levels, and Magic Grenade has 2 more options.

Cieyrin
2010-11-12, 05:45 PM
Thundercat's capstone is kinda problematic, as do you still suffer electricity damage while converting it? Also, direct conversion is a bit much. Absorption usually has a loss, so I'd scale back to at least 1 pp per 2 damage. As for the spell points bit, mixing systems is really clunky. Why not just have it recharge expended slots?

Bhu
2010-11-13, 01:26 AM
Thundercat has been modified. Any thoughts on caster/manifester levels?

togapika
2010-11-13, 02:46 PM
FULL!!!
But seriously, most of the benefits the PRC gives are cool, but not way overpowering so it would probably be fine...

Squiggly-Thing
2010-11-14, 07:08 PM
IDEA! :)

Aspect of Mr. Scruffy
Aspect of Snuggles
Aspect of Cuddles

http://www.giantitp.com/forums/showthread.php?t=93068

Bhu
2010-11-14, 11:28 PM
I kind of do have snuggles and cuddles, I just call them different names as the Kitteh Gawds.

Mr Scruffy sadly, is probably copyrighted...

I finally got a job this week, and it's gonna suck up 12 hours a day or more of my time. So posting will be catch as catch can for a week.

Any objections to 8 caster Levels for tcat?

Bhu
2010-11-15, 11:40 PM
I guess not. Once I finish up the thundercat I'll be doing a collaboration with Owrtho's Wisp Fire Guide since I've been promising it since forever.

I know I'm moving a lil slow on requests but I'll get em all eventually.

Bhu
2010-11-18, 12:55 AM
Almost got Tcat done. Should start new PrC tomorrow.

Bhu
2010-11-20, 12:48 AM
As long promised we now move on to a crossover PrC between my Cat Burglar and Owrtho's Wisp Fire Guide:

http://www.giantitp.com/forums/showthread.php?t=106072&

RANPU

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

"You know there are haunted lights in the swamps that lead to death and treasure right?"

Originally the Ranpu were a group of Celtic Cat Burglars who fled their native land, and ended up far away in a strange place. Luckily for them they were adopted by the Akeneko Ninja Clan, and made honorary Ninja brothers. Returning to their native land they combined their knowledge local magics and superstition with foreign Ninja skills. And thus they have never looked back on their former disgrace of being hounded out at sword point, and are now content to bask in the fear of the local populace.

BECOMING A RANPU
A level in Cat Burglar and several Levels in Wisp Fire Guide will do you.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Glowing Lure
Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks
Feats: Hazard Maker, Spell Focus (Color)


Class Skills
The Ranpu's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcane, Dungeoneering, Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Alternate Wisp Form, Wisp Light Cloak, +1 Level of Arcane Casting Class
2. +1 +0 +3 +3 Wispfire, +1 Level of Arcane Casting Class
3. +2 +1 +3 +3 Shadowcat, +1 Level of Arcane Casting Class
4. +3 +1 +4 +4 Alternate Wisp Form, +1 Level of Arcane Casting Class
5. +3 +1 +4 +4 Wispfire
6. +4 +2 +5 +5 Shadowcat, +1 Level of Arcane Casting Class
7. +5 +2 +5 +5 Alternate Wisp Form, +1 Level of Arcane Casting Class
8. +6 +2 +6 +6 Wispfire, +1 Level of Arcane Casting Class
9. +6 +3 +6 +6 Shadowcat, +1 Level of Arcane Casting Class
10.+7 +3 +7 +7 Scottish Ninja

Weapon Proficiencies: Ranpu gain no new weapon or armor proficiencies.

Wisp Light Cloak (Su): Your Wisp Light Cloak melds with your Kitty Forms, and you may still use it's abilities.

Alternate Wisp Form (Su): At 1st level you gain the effects of Freedom of Movement and Pass Without Trace spells while in Wisp Form.

At 4th level you no longer need to make a Concentration Check to douse your flame in Wisp Form. You effectively have the Greater Invisibility spell in shadow or dark environments while in this state.

At 7th Level you can magically create fear while is Wisp Form. You may cast Eyebite a number of times per day equal to your Charisma Modifier while in Wisp Form.

Wispfire (Su): Your Ranpu and Wisp Fire Guide levels stack for purposes of determining the range of your Wispfire, and it's damage increases by 1d3 at levels 2, 5, and 8. Also, opponents struck by your Wispfire must make a Willpower Save or be Confused for 1 round (Save DC is 10 plus 1/2 HD plus Charisma Modifier).

Shadowcat (Su): At 3rd Level you can now use Freedom of Movement and Pass Without Trace while in Kitty Form as well.

At 6th Level you gain some immunity to traps in Kitty and Wisp forms. When you would normally trigger a trap (including those made by the Hazard Spawn ability) you can make a d20 roll plus 1/2 HD plus your Charisma Modifier. If this equals or exceeds the Save DC for the trap/hazard, it does not activate until after you have passed.

At 9th Level if you make the roll for your 6th level ability you can decide if the trap goes off at all, and can delay it's activation to up to 5 rounds after you are out of it's area of effect.

Scottish Ninja (Su): While in either Wisp or Kitty Form you may acquire or lose the Incorporeal Subtype at will once per round as a Swift Action. In both forms your movement no longer provokes Attacks of Opportunity, and you are considered weightless for purposes of setting off traps.

PLAYING A RANPU
You are Scottish kitty ninja fire kitties. And you are proud. Damn proud. Your traditions are long and noble. Well in your eyes at least. The rest of the world frowns on drunken arson and scaring the bejeezus out of people, and losing people in the swamps. Granted you usually fetch them back out again if they're okay guys but still...
Combat: Ranpu are not meant to be toe to toe frontline fighters just like any other ninja. They prefer stealth and trickerinesses.
Advancement: Advancement generally depends on what your clan needs, and what you happen to be good at. Your family and job are the same after all, and you need to be put to use at what you do best.
Resources: Your clan has decent resources available to it. And if you're carrying out a mission that benefits them as a whole you get to have a little taste of the bling.

RANPU IN THE WORLD
"There's cats in them thar swamps."
The Ranpu are feared by all, and a topic of local obsession. They're like celebrities among the local swamp dwellers except no one knows their names or what they look like. Which has to make for a weird life.
Daily Life: Life is all about training and missions. You're more loose than traditional ninja clans, but you still have a strict hierarchy.
Notables: The Swamp Flickerer (CG Female Human Cat Burglar 1/Wisp Fire Guide 5/Ranpu 6) is a local legend who lures bad guys (i.e. the local government) to their death in the swamp. You think they'd stop going in to hunt her.
Organizations: You belong to the clan organization, which is your job, your family, your whole existence pretty much.

NPC Reaction
NPC's tend to poop themselves before fainting in terror around you, or they go insane waving swords and screaming about revenge. You're pretty much used to it by now.

RANPU IN THE GAME
This is a bit of a bizarre class, and it's ties to a clan may put it's taker at odds with the rest of the group.
Adaptation: Definitely meant for silly campaigns, but could be adapted for serious ones.
Encounters: Ranpu are generally encountered in lonely places, and then only if the PC's have something they want.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


The Swamp Flickerer
CG Female Human Cat Burglar 1/Wisp Fire Guide 5/Ranpu 6
Init +5 (+8 Wisp or KF), Senses: Listen +10, Spot +10
Languages Common, Auran
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, )
AC Wisp , touch , flat-footed (+4 Size, +4 Dex, )
hp 42 (12 HD)
Fort +3 (+2 Wisp), Ref +12 (+15 KF or Wisp), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF, -10 Wisp)
Atk Options Wisp Fire 3d3 (DC 20)
Combat Gear
Spells Per Day 1st: 10 (DC 15)
2nd: 8 (DC 16)
3rd: 7 (DC 17)
4th: 4 (DC 18)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
Abilities Wisp Str 2, Dex 19, Con 8
SQ Wisp Light Cloak, Wisp Form (Diminutive), Guiding Light, Danger Sense, Trapfinding, Wisp Presence, Focused Light, Hazard Spawn 10', Glowing Lure (Move), Purr, Kitty Form, Feline Empathy, Cat Powah +4. Alternate Wisp Form, Shadowcat
Feats Greater Spell Focus (Clear), Hazard Maker, Improved Initiative, Jibba Jabba, Silent Spell, Spell Focus (Clear)
Skills Bluff +12, Concentration +8, Craft (Gemcutting, Trapmaking, Weaving) +5, Diplomacy +12, Escape Artist +9, Gather Information +12, Hide +9, Knowledge (Local) +5, Knowledge (Geography, Nature) +8, Listen +10, Move Silently +9, Search +9, Sense Motive +4, Sleight of Hand +4, Spellcraft +4, Spot +10, Survival +10, Tumble +9
Possessions



EPIC RANPU

Hit Die: d6
Skills Points at Each Level : 6 + int
Wispfire At Level 21 and every 3 levels thereafter the Ranpu's Wispfire does an additional 1d3 damage.
Spells Your caster Level continues to increase, but you do not gain additional spells per day.
Bonus Feats: The Epic Ranpu gains a Bonus Feat every 3 levels higher than 20th



Spell Focus (Color)
Your spells of a certain color are more important.
Prerequisites: 1 level of Wisp Fire Guide
Benefits: This Feat acts just like Spell Focus but instead of a particular school it applies to Wisp Fire Guide spells of a particular color. You can choose from Black, Brown, Blue, Clear, Green, Gray, Red, White or Yellow.

Greater Spell Focus (Color)
Your spells of a certain color are more important.
Prerequisites: Spell Focus (Color)
Benefits: This Feat acts just like Greater Spell Focus but instead of a particular school it applies to Wisp Fire Guide spells of a particular color. You can choose from Black, Brown, Blue, Clear, Green, Gray, Red, White or Yellow. The prerequisite Feat must be the same color as this Feat.

Hazard Maker
You find it easier to create Hazards.
Prerequisites: Hazard Spawn
Benefits: You get a +4 Competence Bonus on Checks made to create Hazards via your Hazard Spawn Ability.

Owrtho
2010-11-20, 01:40 AM
Well, I look forward to seeing how this will turn out.
Also added a link to it in the Wispfire guide thread.

Owrtho

Lix Lorn
2010-11-20, 12:52 PM
I love that lolcat. Also, hooray for gratuitous japanese!

Bhu
2010-11-22, 11:41 PM
OK I got on kinda late today, but I have a little bit of fluff up for the Ranpu, and one more effect for the Magic Grenade spell.

Ranger Mattos
2010-11-24, 03:52 PM
I found this. It seemed to fit here.

http://www.wizards.com/default.asp?x=dnd/fools/20030401c

Bhu
2010-11-25, 12:39 AM
Thanks Mattos, but everyone sends me that link. I get it at least 6 times a year :smallbiggrin: *hugs*

Ye Olde Scottish Ninja Kittehs have been updated.

Ranger Mattos
2010-11-25, 10:27 AM
Thanks Mattos, but everyone sends me that link. I get it at least 6 times a year :smallbiggrin: *hugs*

Ye Olde Scottish Ninja Kittehs have been updated.

Oh.

The Ranpu looks pretty good so far.

Squiggly-Thing
2010-11-27, 07:50 PM
{Scrubbed}

Bhu
2010-11-28, 11:12 PM
Ranpu and the Magic Grenade spell have been updated.

Owrtho
2010-11-29, 12:53 AM
Hmmm, well, wispfire seems fairly straitforward, likely being a progression of the wispfire guide ability of the same name, the others though are more difficult to determine the nature of. I look forward to seeing what they do.

Owrtho

Bhu
2010-12-02, 12:41 AM
Okay Owrtho the 1st 2 abilities are up for perusal.

Owrtho
2010-12-02, 01:26 AM
Looks good so far. Alternate Wisp Form seems to be slightly modified advancement of the Wisp Form (first grants freedom of movement and Pass Without Trace which is normally gained, then starts diverges from the wisp fire guide to more of a stealthy fear side of things). Wispfire is about what I expected, though the confusion effect is intriguing. I look forward to see where the other two abilities take it given the addition of the fear effect and the confusion.

Owrtho

Bhu
2010-12-02, 10:29 PM
GLad you like it Owrtho. Made some slight modifications since I'm running behind tonight, I hope to do more extensive update lateer

Owrtho
2010-12-03, 12:14 AM
Well, from what I can tell so far, it seems Shadowcat might be a somewhat slow merger of wisp form and kitty form abilities. May want to say "you may be treated as being under the effects of" for it though, unless you mean they gain the ability to cast it as a supernatural ability (in which case it should be clarified). Otherwise looks good so far.

Owrtho

Bhu
2010-12-04, 05:54 PM
Anyone heard from Lappy?

Eikonos
2010-12-05, 04:32 AM
No, no :smallfrown:

Bhu
2010-12-06, 10:53 PM
All class abilities should be up. Owrtho did you do Epic level abilities for the Wisp FIre Guides?

Owrtho
2010-12-06, 11:34 PM
Never got around to making epic level abilities for the wisp fire guide. Likely would just be some bonus feats, and casting/ability progression.

Looks good. The shadowcat and Scottish ninja abilities could be fun for screwing people up with traps.

Owrtho

Bhu
2010-12-06, 11:59 PM
Any thoughts on caster levels?

Owrtho
2010-12-07, 12:46 AM
Hard to say. Guide doesn't have the best casting progression to begin with, and I'm not sure how things would work balance wise when combine with the cat burglar. Could possibly have it fairly high though, given the main benefits of both classes are in the abilities.

Owrtho

Bhu
2010-12-07, 11:07 PM
8 levels then maybe?

Owrtho
2010-12-07, 11:38 PM
That seems like it would be fine.

Owrtho

Bhu
2010-12-09, 12:24 AM
Skipping Levels 5 and 10 for spells okay?

Owrtho
2010-12-09, 01:31 AM
I'd think so.

Owrtho

Bhu
2010-12-10, 12:12 AM
ok i just need to figure out prerequisite and npc feats and its done

Bhu
2010-12-11, 06:57 PM
I added three Feats at the bottom. I'm thinking of using them as prerequisites. You might like them for your own class Owrtho.

Bhu
2010-12-13, 12:56 AM
Okay the Ranpu is done pending any requested changes from Owrtho.

CABBIT

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

"Nibble nibble nibble nibble."

As Cabbits became more popular as domesticated pets, the Guilds decided they needed to take advantage of this. They also took advantage of the new occupational specialty to specialize part of their training. Cabbits are meant more for scouting and finding things out than helping outright theft. They are the Guilds early warning system in the community.

BECOMING A CABBIT
Most Cat Burglars simply have to have the Cabbit Form and the necessary training.

ENTRY REQUIREMENTS
Class Abilities: Enhanced Kitty Form (Cabbit Form), Burglaring (Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers)
Skills: Hide 8 ranks, Jump 8 ranks, Listen 8 ranks, Spot 8 ranks
Feats: Any 2 Luck Feats (see Complete Scoundrel)


Class Skills
The Cabbit'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), Knowledge (Local, Nature, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Cabbit Magic
2. +1 +0 +3 +0 Lucky Cabbit's Foot
3. +2 +1 +3 +1 Feets Don't Fail Me Now!
4. +3 +1 +4 +1 Cabbit Magic
5. +3 +1 +4 +1 Lucky Cabbit's Foot
6. +4 +2 +5 +2 Feets Don't Fail Me Now!
7. +5 +2 +5 +2 Cabbit Magic
8. +6 +2 +6 +2 Lucky Cabbit's Foot
9. +6 +3 +6 +3 Feets Don't Fail Me Now!
10.+7 +3 +7 +3 I Am All That Is Bunneh!

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

Cabbit Magic (Su): At Levels 1, 4, and 7 you get a spell from the following list that you can cast as a Supernatural Ability.

At Level One you can choose one of the following to cast 5 times per day: Charm Monster, Detect Scrying, Freedom of Movement, Scrying.

At Level 4 you can choose one of the following to cast 3 times per day: Commune with Nature, Passwall, Prying Eyes, Rary's Telepathic Bond.

At Level 7 you can choose one of the following to cast once per day: Greater Arcane Sight, Greater Scrying, Greater Teleport, Phase Door.

Lucky Cabbit's Foot (Su): At Level 2 you get a Luck Bonus to AC equal to your Wisdom Modifier.

At Level 5 you get a Luck Bonus to any 3 skills of your choice equal to your Wisdom Modifier.

At Level 8 you get a Luck Bonus to any one Saving Throw (decide which one at the beginning of each day) equal to your Wisdom Modifier.

Feets Don't Fail Me Now! (Ex): At Levels 3, 6, and 9 you gain a cumulative +10' to your base land speed as well as a cumulative +2 Luck Bonus to AC on any round in which you move 10' or more. This stacks with other Luck Bonuses to AC.

I Am All That Is Bunneh! (Su): When in Kitty Form you may now appear as a bunny as opposed to a kitty. This means you may now be a giant bunny, a Sabre Toofed Bunny, a Bunnygirl, or even a Bunny Faced Monkey. Stats remain the same, and your Purr and Feline Empathy abilities now work on bunnies too. The Blindsight gained from your Cabbit Form now extends to 120'. You now also automatically succeed on any Jump roll as long as the distance of the jump is 15' or less.

PLAYING A CABBIT
You are just the cutest thing ever, and your exoticness just makes it that much worse. People can't resist adopting you, and thus spreads the information network of the Guilds. MWUHAHA!
Combat: Cabbits aren't meant for combat, and tend to rely on speed and luck if forced into a fight. They defeat their opponents with wit and guile, not brawn.
Advancement: Cabbits are usually more interested in magical abilities than most Guild members, probably because of the urban legends of various weird magical abilities attributed to the Cabbit species.
Resources: As usual most Cabbits can fall back on the Guild. As they also tend to network a lot they may even have some resources available outside the Guild.

CABBIT IN THE WORLD
"The wise woman says they can turn goat pee into wine!"
You lead a fun life. Cabbits are an obsession with the various humanoid species, and they have so many myths and urban legends about them pretending to be one can sometimes be a double edged sword as you could be perceived as too valuable.
Daily Life: You lounge about soaking up affection and info. You also look out for the Guild and whoever has adopted you. They give you free room and board it's the least you can do to make sure they don't come to harm..
Notables: Hoppy (CG Human Female Cat Burglar 6/Cabbit 6) is a local messenger. She relays news and supplies for the Guild.
Organizations: As per usual, all Cabbits belong to a Cat Burglar Guild.

NPC Reaction
NPC's luv you. They also have weird and unusual expectations of you that you will have to learn to deal with.

CABBIT IN THE GAME
This is an odd little clas meant more for a roleplaying heavy campaign as opposed to hardcore fighting.
Adaptation: This is most definitely a silly campaign PrC.
Encounters: Cabbits are usually encountered as pampered pets and good luck charms, and even temple guardians.

Sample Encounter
EL 12: The PC's have been hired to escort the Princesses prize Cabbit to her new castle in the East. Apparently there's some stupid rumor they can poop gold, so everyone is out to get teh poor critter.


Hoppy
CG Human Female Cat Burglar 6/Cabbit 6
Init +1 (+4 KF, +5 KiF), Senses: Listen +11, Spot +11
Languages Common, Sylvan
------------------------------------------------
AC , touch , flat-footed (+1 Dex, +3 Wis, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, +3 Wis, )
AC Kif , touch , flat-footed (+4 Size, +5 Dex, +3 Wis, )
+4 Lucky Cabbit's Foot
hp 42 (12 HD)
Fort +4, Ref +11 (+14 KF, +15 KiF), Will +7
------------------------------------------------
Speed 50 ft. (10 squares)
Melee
Base Atk +8, Grp +7 (-4 KF, -8 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
Abilities KiF Str 2, Dex 21
SQ Purr, Feline Empathy, Cat Powah +3, Enhanced Kitty Form (Cabbit Form, Swift Kitty), Burglaring (Evasion, Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers), Kitty Form (Kitten Form), Scamper Bonus, Cabbit Magic (Charm Monster, Passwall), Lucky Cabbit's Foot, Feets Don't Fail Me Now!, Lucky Cabbit's Foot
Feats Advantageous Avoidance, Dodge, Lucky Catch, Lucky Start, Mobility, Sly Fortune
Skills Balance +9, Bluff +11, Climb +7, Diplomacy +11, Gather Information +11, Hide +9, Jump +7, Knowledge (Local, Nature, Nobility) +9, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Tumble +9, Use Magic Device +10
Possessions



EPIC CABBIT

Hit Die: d6
Skills Points at Each Level : 8 + int
Cabbit Magic At Level 21 and every three levels thereafter, you gain a new Cabbit Magic Ability of any Level.
Feets Don't Fail Me Now! At Level 23 and every 3 levels thereafter you get an additional +10' to your Base Land Speed and an Additional +2 Luck Bonus to AC on any round in which you move 10' or more.
Bonus Feats: The Epic Cabbit gains a Bonus Feat every 4 levels higher than 20th



Bunnicula
Mommy why does the bunny have fangs?
Prerequisites: Enhanced Kitty Form (Sabre Toothed Kitty), I Am All That Is Bunneh!, Kitty Magic (I Wuv U)
Benefits: Opponents you successfully bite in Bunny (Kitty) Form take a -6 Penalty to all Mind-Affecting Effects for 24 hours. ANy Mind-Affecting Effect that you can use via spells or other Feat/Ability/etc now also works on Plants.

Bunny Boots
Your pawsies are now lucky.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (Missed Me!)
Benefits: While in Cabbit Form (or Bunny Form if you have I Am All That Is Bunneh!) you get a +2 Luck Bonus to Balance and Tumble Checks.

Bunny Jump
Boingie, boingie, boingie!
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (A Cat Always Lands on His Feet, Bouncies)
Benefits: You gain a +4 Luck Bonus to Jump Checks and are no longer limited in jumping height by your Size Class.

Killer Bunny
You are a warrior bunny, and a known weapons specialist. After all you have to protect the more timid bunnies.
Prerequisites: Fighter Level 1, Kitty Form (Cabbit, Kattgrrl), I Am All That Is Bunneh!
Benefits: You are proficient with all weapons (Exotic or otherwise), and take no penalties to attack or damage rolls with improvised weapons. Any Feats you have that apply to a specific weapons now apply to all weapons.

Devil Bunny
You have a tremendous craving for ham. You're pretty sure they're kept in tall buildings, and that you can get them by killing the people in those buildings. Also, you may be crazy.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Fiendish Heritage, I Am All That Is Bunneh!
Benefits: You get a Profane Bonus to all Attack rolls or Opposed Checks of any kind equal to your Charisma Modifier.

Playboy Bunny
Your naked form and /or sexuality is quite legendary.
Prerequisites: Enhanced Kitty Form (Cabbit Form, Katgrrl Form), I Am All That is Bunneh!
Benefits: The Save DC of your Beware the Power of the Hypnobutt ability increases +4.

Vorpal Bunny
You have studied the weak points of armor. Knights hate you, and you have a horrible reputation due to eating many of them.
Prerequisites: I Am All That Is Bunneh!, Kitty Form, Improved Critical (Bite)
Benefits: Your bite attacks are now Vorpal as per the weapon. You also gain a Competence Bonus on Attack and Damage rolls equal to your opponents Armor Bonus to AC.

Ninja Bunny
You are Ninja Bunneh! The world shall tremble in Fear! Well it would if you weren't trying to deceive it into thinking you're harmless.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Improved Feint
Benefits: If you successfully Feint in combat you do +2d6 damage if your subsequent strike is successful.

Snuggle Bunny
People fight to hold you.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (Kitty Wuvs Dwagon)
Benefits: Living intelligent beings within 30' who see you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be compelled to pick you up and hold you for 1 minute. This is a Mind-Affecting Compulsion Effect, and is instantly dispelled if you attack them or do something to reveal you aren't just an animal. Whether or not they adopt you after the duration is over is up to them.

Dust Bunny
You are surrounded by dust clouds, even in wind.
Prerequisites: Enhanced Kitty Form (Cabbit Form), must be able to cast any spell with the Earth descriptor
Benefits: Effectively in Cabbit Form you are permanently surrounded by an Obscuring Mist spell except it only affects your square and all adjacent squares, and it's unaffected by wind. You can see through it fine, and it makes others feel dirty. Literally.

Fluffy Bunny
Mah lord you is fuzzy...
Prerequisites: Enhanced Kitty Form (Cabbit Form), Enhanced Kitty Form (Foofy Kitty)
Benefits: You gain Cold Resistance 10.

Easter Bunny
You may hide small objects in such a way that they can only be found by the person you intend to find them.
Prerequisites: I Am All That Is Bunneh!, Kitty Magic (Schrodinger's Kitty)
Benefits: When you hide any object you can designate someone who is able to find it. Anyone who is not this designated finder gets a -10 Penalty on all Search or Spot Checks meant to find it. If someone else manages to find it, the item immediately teleports up to 30' away to a random place, but only once.

They Call Me Mister Thumper
Your kicks are a blur.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Snap Kick, Superior Unarmed Strike
Benefits: When making a Full Attack in Cabbit Form (or Bunny Form once you get I Am All That Is Bunneh!) using your Unarmed Strike you get two additional attacks per round at your (highest BAB -2).

Stabbity Ears
You can turn your ears into stabbity backup weapons!
Prerequisites: Enhanced Kitty Form (Cabbit Form), Versatile Unarmed Strike
Benefits: When making a Full Attack in Cabbit Form (or Bunny Form once you get I Am All That Is Bunneh!) you get two additional attacks per round at your (highest BAB -2). The ears do 1d3 plus Str Modifier damage if Tiny sized, and can be used as slashing or piercing weapons (damage scales up or down if SIze class changes as usual).

Brood Rabbit (Vile)
You can spawn Evil Bunnehs!
Prerequisites: Evil Brand, I Am All That Is Bunneh!
Benefits: As a full round Action you can squat and 'summon' a litter of Devil Bunnies. This is effectively Summon Monster VIII, but you summon 2d3 Devil Bunnies (i.e. Fiendish Dire Lions) who stay for 24 hours.

Jackalope
You has lil' bitty antlers!
Prerequisites: I Am All That Is Bunneh!, BAB +13
Benefits: You do double damage with a charge attack in Cabbit or Bunny Form, and you get a Gore attack doing 1d3 plus Str Bonus in Tiny Size (this scales up or down in the usual manner). If the Charge is successful you get a Bull Rush Attack as a Free Action without provoking an Attack of Opportunity, and you do not take the usual Size Penalty to the roll.

Wolpertinger
You are freaky! Legend has it you can eat fire and poop dead whales! The Dead fear you! Your venom is an aphrodisiac! People may also tend to make up weird crap about you too...
Prerequisites: Enhanced Kitty Form (Cabbit Form, Sabre-Toothed Kitty Form, Winged Kitty), I Am All That Is Bunneh!
Benefits: Due to your rep, all Enemies within 30' of you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the Duration of the encounter.

Ranger Mattos
2010-12-15, 05:56 PM
The Cabbit looks interesting, but I'm not sure what it will be a class for. Scouts (not the class, just for scouting characters)?

Bhu
2010-12-16, 01:30 AM
A little bit of luck and a little bit of divination. They can be for scouts yes.

Kamai
2010-12-18, 01:02 PM
Bhu, first thank you for this awesome class. Second off, I was thinking of using the Cat Burglar as an NPC in a Pathfinder game. I want to know if there are any non-obvious changes I should make to it to convert it? What I am thinking is giving it a D8 hit die (like all 3/4 BAB characters), changing its skills to correspond to the Pathfinder skill consolidation, and possibly letting it have a second favored class (because it seems a lot of variety in the Cat Burglar concept is being able to freely multiclass).

Bhu
2010-12-18, 01:15 PM
I havent played Pathfinder or seen the system so I'm not really sure :smallfrown:

Bhu
2010-12-19, 03:02 AM
Minor Cabbit update

Cieyrin
2010-12-19, 12:24 PM
Heh, Lucky Cabbit feet, indeed. Throw in some Fortune's Friend and you have a deal. :smallbiggrin:

Bhu
2010-12-20, 03:42 AM
Fluff is up.

Ranger Mattos
2010-12-20, 06:11 PM
"The wise woman says they can turn goat pee into wine!"

That made me lol, seriously. As in, I made my sister look at me all "WTF?" :smallbiggrin: