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    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    http://www.kongregate.com/games/nerd...omplete=deadly

    And so I find myself inspired by Nerdook once again...

    SAVAGE FERAL


    "Ffffffftttttt.."

    Much like the traditional Feral you decided to leave civilized life behind, you just dispensed with all that mysticism and nonsense about the secret lore of cats. You just decided to be an ass-kicker. Because quite frankly there's a lot of asses need kicking. Plus nice old ladies give you free salmon. Wherefore you are kind to them and assist where you can. You also look out for the less fortunate critters of the world.

    BECOMING A SAVAGE FERAL
    The appropriate levels in Cat Burglar will do.

    ENTRY REQUIREMENTS
    Cat Burglar: Must have attained at least 6th Level as a Cat Burglar.
    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 Savage Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Forever Kitty, Segue
    2. +1    +0     +3     +0    A Cats Speed
    3. +2    +1     +3     +1    A Cats Claws
    4. +3    +1     +4     +1    A Cats Rage
    5. +3    +1     +4     +1    A Cats Speed
    6. +4    +2     +5     +2    A Cats Claws
    7. +5    +2     +5     +2    A Cats Rage
    8. +6    +2     +6     +2    A Cats Speed
    9. +6    +3     +6     +3    A Cats Claws
    10.+7    +3     +7     +3    A Cats Rage
    11.+8    +3     +7     +3    A Cats Speed
    12.+9    +4     +8     +4    A Cats Claws
    13.+9    +4     +8     +4    A Cats Rage
    14.+10   +4     +9     +4    A Cats Speed
    15.+11   +5     +9     +5    A Cats Claws
    16.+12   +5     +10    +5   A Cats Rage
    17.+12   +5     +10    +5    A Cats Speed
    18.+13   +6     +11    +6    A Cats Claws
    19.+14   +6     +11    +6    A Cats Rage
    20.+15   +6     +12    +6    Lord of the Kitties
    Weapon Proficiencies: A Savage Feral gains no new Weapon or Armor Proficiencies.

    Forever Kitty (Ex): Choose any 1 Kitty Form. You are now permanently stuck in that 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 Savage Feral Levels count as Cat Burglar levels for purposes of qualifying for Kitty Feats. 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.

    Segue: When you become a Savage Feral, all your Cat Burglar Levels convert to Savage Feral Levels (it's possible you will need to recalculate skills).

    A Cats Speed (Ex): At Levels 2, 5, 8, 11, 14, and 17 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

    10' Step Whenever you can make a 5' Step you can move up to 10' instead.

    15' Step (Prerequisite: 10' Step) Whenever you can make a 5' Step you can move up to 15' instead.

    Sprinter Your base Land and Climb Speeds (if you have a Climb Speed) increase by +10'.

    Cheetah Blood (Prerequisite: Sprinter) Your base Land Speed permanently doubles.

    Flash Cat Steps (Prerequisite: Level 8+) As a Swift Action you may Teleport to the nearest Opponent within 100'. If possible you pop up either directly behind him or in a potential Flanking position. If not you simply Teleport to an adjacent square (or as close as you can get). This is a Supernatural Ability and can be used once every 5 rounds.

    Woodland Stride This is identical to the Ranger Ability listed in the PHB.

    Swift Tracker (Prerequisite: Woodland Stride) This is identical to the Ranger Ability listed in the PHB.

    Uncanny Dodge This is identical to the Rogue Ability listed in the PHB.

    Improved Uncanny Dodge (Prerequisite: Uncanny Dodge) This is identical to the Rogue Ability listed in the PHB.

    Evasion This is identical to the Rogue Ability listed in the PHB.

    Improved Evasion (Prerequisite: Evasion) This is identical to the Rogue Ability listed in the PHB.

    The Quickness You gain a +4 Racial Bonus to Initiative Checks.

    A Cats Claws (Ex): At Levels 3, 6, 9, 12, 15, and 18 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

    Wounding When you attack an opponent with your Natural Weapons, there is a 50% chance that your opponent becomes Wounded and bleeds for extra damage. Wounded targets lose an additional 2 hit points per round for 5 rounds.

    Improved Wounding (Prerequisites: Wounding) You now automatically cause your opponent to become Wounded if you successfully attack with your Natural Weapons.

    Greater Wounding (Prerequisites: Improved Wounding) Wounded opponents now take damage for 10 rounds as opposed to 5.

    Cull the Weak You do an additional +2d6 damage against Wounded targets.

    Improved Culling (Prerequisites: Cull the Weak) You bonus damage against Wounded targets increase to +2d10.

    Improved Critical The Critical Threat Range of your Natural Attacks increases by 1 (i.e. if you normally Threaten a Critical on a Natural 20, you now threaten one on a 19-20).

    Greater Critical (Prerequisites: Improved Critical) The Critical Multiplier of your Natural Attacks increases by 1 (i.e. if a successful Critical normally does x2 damage it now does x3).

    Maximum Critical (Prerequisites: Greater Critical) If you successfully confirm a Critical hit it does maximum damage, there is no need to roll.

    Blood Festival (Prerequisites: 12th Level) As a Standard Action all opponents within 60' must make a Reflex Save (Save DC is Dexterity Based) or become Wounded. Opponents who are already Wounded take 2d6 damage instead. This is a Supernatural Ability and can be used once every 5 rounds.

    Sneak Attack This is identical to the Rogue Ability listed in the PHB (you get 1d6 Sneak Attack). This may be taken multiple times, and increases +1d6 each time.

    Skirmish This is identical to the Scout Ability listed in the Complete Adventurer (you get 1d6 Skirmish). This may be taken multiple times, and increases +1d6 each time. You do not gain a Skirmish Bonus to AC.

    Born Hunter (Prerequisites: Sneak Attack or Skirmish) When you successfully perform a Critical you may add either your Skirmish or your Sneak Attack damage, choose which when you get this ability.

    A Cats Rage (Ex): At Levels 4, 7, 10, 13, 16, and 19 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

    Mage-Killer If you successfully attack an opponent with your Natural Weapons, who has (successfully or not) attacked you from range this round or the last, you do an additional +1d6 damage.

    Improved Mage-Killer (Prerequisites: Mage-Killer) Your Bonus damage increases to +2d6.

    Fwuffy Assassin (Prerequisites: Improved Mage-Killer) Your Bonus damage increases to +3d6.

    Pounce You may perform a Full Attack at the end of a Charge.

    Improved Pounce (Prerequisites: Pounce) If you successfully damage an opponent with your Charge Attack you gain an additional Move Action this turn (maximum of 1 extra Move Action).

    Pounce Master (Prerequisites: Improved Pounce) When performing your Pounce (or performing a successful Grapple Check) ability you get 2 additional Rake attacks at your highest BAB (damage is the same as your Claws plus 1/2 Str Modifier.

    Vengeful Fury (Prerequisites: Combat Reflexes) If one of your Allies dies, or is rendered Helpless, Unconscious, Disabled, or Staggered you get a free Attack of Opportunity against every adjacent Opponent.

    Improved Vengeful Fury (Prerequisites: Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Dazed or Stunned as well.

    Lord of Vengeance (Prerequisites: Improved Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Denied his Dexterity Bonus to AC.

    Bloodthirsty If you successfully kill an Opponent you gain a +3 Morale Bonus to Damage rolls for the rest of the encounter.

    Improved Bloodthirsty (Prerequisites: Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Attack Rolls.

    Tower of Fury (Prerequisites: Improved Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Initiative Checks as well (this stacks with The Quickness).

    Lord of the Kitties (Su): You may choose one ability from the following list:

    Kitty Litter You may use Body Outside Body once per Encounter as a Supernatural Ability.

    9 Lives When killed you immediately receive the benefits of a Resurrection as if one had been prepare with a Contingency spell. This Ability has 9 uses after which you must be revived by a Cleric like everyone else.

    PLAYING A SAVAGE FERAL
    Some Savage Ferals get into so much trouble they have to hide as a cat simply to survive. More likely though are those who burnout on living in a man's world and decide that they'd like a simpler life of catching food and beating down some occasional bad guys. You're pretty well built for that now.
    Combat: Your class abilities allow for several different combat builds, though a favorite of Savage Ferals is Wounding and Cull the Weak. Cats just love to make opponents bleed. Their opponents thoughts on bleeding are somewhat more subdued in their anticipation.
    Advancement: You can no longer afford powerful magic items, and in some ways are dependent on the mercies of others. Stealth will be necessary, as will a great deal of personal resourcefulness and quick thinking.
    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.

    SAVAGE FERALS IN THE WORLD
    "I don't understand why everyone is so terrified of poor Mr. Fussypants. He's always been a good kitty for his mee maw."
    You live pretty much like any other cat. Mind you given your intelligence there are some exceptions. For example being able to understand speech you have an amazingly low tolerance for other peoples crap. Being not thought of as a person with rights anymore has also likely made you a fierce protector of the downtrodden.
    Daily Life: "The local kids egged Mrs. Frisby's house today. They shall pay for it with blood, and possible resulting infection. So swears Mr. Fussypants!"
    Notables:
    Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

    NPC Reaction
    NPC's think you are a particularly mean and grumpy kitty. Probably because you scratch them. And poop in their slippers. And sometimes they wake up to you staring down at them with the word 'SOON' scratched into the wall behind you. A cat you may be but subtle you are not.

    SAVAGE 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: Odd events have been occurring at a local village, and they seem obsessed with the idea that one Mrs. Frisby is some sort of witch, who is slowly destroying her enemies via her evil cat Familiar. As your party contains a Wizard you find the idea of using a Familiar as an instrument of destruction to stretch plausibility.


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



    EPIC SAVAGE FERAL

    Hit Die: d6
    Skills Points at Each Level : 8 + int
    A Cats Speed At Level 22 and ever 4 Levels thereafter you may choose one of the following:

    Epic Step: (Prerequisite: 15' Step) When you would normally be able to make a 5' Step you can now move your full movement rate.

    Epic Quickness (Prerequisite: The Quickness and Swift Tracker) Your Bonus to Initiative Checks increases to +8, and when tracking while moving at twice normal speed he takes no penalty.

    Epic Dodge (Prerequisite: Improved Uncanny Dodge and Evasion) You may now use Uncanny Dodge and Evasion while immobilized or even unconscious.

    Epic Flash (Prerequisites: Flash Cat Steps) When attacking an opponent the round you use your Flash Cat Steps ability, your attack is automatically confirmed as a Critical if it hits successfully.

    A Cats Claws At Level 22 and ever 4 Levels thereafter you may choose one of the following:

    Epic Wounding: (Prerequisites: Greater Wounding) Your opponents now take damage for the duration of the encounter.

    Epic Critical (Prerequisites: Maximum Critical) Whenever you score a critical hit with your Natural Attacks, the target must make a Fortitude save (DC 10 + ½ your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this power).

    Epic Culling (Prerequisites: Improved Culling and 1d6 Sneak Attack) Your bonus damage against Wounded targets increase to +4d10.

    Epic Blood Festival (Prerequisites: Blood Festival) When using your Blood Festival Ability the range is now 100', and individuals already Wounded take +5d6 damage.

    A Cats Rage At Level 22 and ever 4 Levels thereafter you may choose one of the following:

    Epic Assassin (Prerequisites: Fwuffy Assassin) Your Bonus damage increases to +6d6.

    Epic Pounce (Prerequisites: Pounce Master) When performing a Pounce you gain 2 additional Claw attacks and 2 additional Rake attacks at your highest BAB.

    Epic Vengeance (Prerequisites: Lord of Vengeance) You may now use your Vengeful Fury Ability if one of your Allies is dropped to half his hit points or less.

    Epic Fury (Prerequisite: Tower of Fury) Your Bonus from Bloodthirsty now also applies to the Save DC of any of your Class Abilities.

    Lord of the Kitties At Level 30 you get Epic Kitty Litter: When using your Kitty Litter ability you take no damage when your duplicates are killed.

    Bonus Feats: The Epic Savage Feral gains a Bonus Feat every 5 levels higher than 20th
    Last edited by Bhu; 2013-12-27 at 07:19 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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