I was gonna save this for later, but since Wizards has forced my hand:
Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to
theft to support themselves. While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.
Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded. Many have become adventurers, scouts, and people of a thiefly
persuasion. There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades). This wealth of knowledge has created specialized Cat Burglars who choose their career path (Cute, Sneaky, Spooky, Scared Mischievous, Snuggly, or Curious) at 2nd level. See Mad Skillz below for details.
MAKING A CAT BURGLAR
You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).
Abilities: Dexterity and Charisma are of paramount importance to the
Cat Burglar. Much of their skills and abilities key off these
two stats. A decent Constitution and Wisdom wouldn’t hurt
Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them. Dwarf and Half Orc Cat Burglars are virtually unknown.
Alignment: Cat Burglars may not be Lawful. Most tends towards Chaos
Starting Gold: Same as Rogue.
Starting Age: Same as Rogue.
The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int
Hit Dice: d6
Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trapfinding, Purr, Kitty Form(Kitties)
2. +1 +0 +3 +0 Mad Kitty Skillz I
3. +2 +1 +3 +1 Kitty Form I
4. +3 +1 +4 +1 Mad Kitty Skillz II
5. +3 +1 +4 +1 Kitty Form II
6. +4 +2 +5 +2 Mad Kitty Skillz III
7. +5 +2 +5 +2 Kitty Form III
8. +6/+1 +2 +6 +2 Mad Kitty Skillz IV
9. +6/+1 +3 +6 +3 Kitty Form IV
10. +7/+2 +3 +7 +3 Mad Kitty Skillz V
11. +8/+3 +3 +7 +3 Kitty Form V
12. +9/+4 +4 +8 +4 Mad Kitty Skillz VI
13. +9/+4 +4 +8 +4 Kitty Form VI
14. +10/+5 +4 +9 +4 Mad Kitty Skillz VII
15. +11/+6/+1 +5 +9 +5 Kitty Form VII
16. +12/+7/+2 +5 +10 +5 Mad Kitty Skillz VIII
17. +12/+7/+2 +5 +10 +5 Kitty Form VIII
18. +13/+8/+3 +6 +11 +6 Mad Kitty Skillz IX
19. +14/+9/+4 +6 +11 +6 Kitty Form IX
20. +15/+10/+5 +6 +12 +6 True Kitty
plus the Sap and the Garotte. They are proficient with Light Armor but not with
Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.
Purr: Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Using Purr to speak to cats is a Supernatural Ability.
Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Small, Tiny, or Diminutive cat. Small cats are one of the larger breeds of housecat such as the Maine ****, or one of the very small feral cats such as the Fisher Cat. In Small Kitty Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus. If you make a Full Attack you get 2 Claw attacks and a Bite. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8. Your stats in this form are +4 Dex, -4 Str . When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. Otherwise you may remain in Kitty Form as long as you wish.
Tiny Kitty Form covers most breeds of housecats, or the kittens of some feral cats mentioned above. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1d2 and your bite 1d3. Stats are +6 Dex, -6 Str. Minimum Strength is 3.
Diminutive Kitty Form covers most breeds of domesticated kittens. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1 point and your bite 1d2. Stats are +8 Dex, -8 Str. Minimum Strength is 2.
Unless mentioned otherwise all abilities gained after 1st due to Kitty Form are Supernatural Abilities, and may only be used in Kitty Form (unless otherwise noted).
Kitty Form I(Su): At 3rd level Tuff Kitties get Hard Fightin' Kitty. They no longer take Size Penalties to Grapple and Trip checks. If in Tiny or smaller Kity form they no longer provoke an attack of opportunity by entering the square of a foe with reach.
Sneaky Kitties get Paw At The Door. By making a pawing motion (like a cat scratching at a door) the Sneaky Kitty can make an Open Lock roll without tools, and using his Charisma Bonus instead of his Dexterity Bonus. You may also use this ability to open an unlocked door or window or cabinet by making a DC 5 check.
Cute Kitties get can cast Entice Gift 5/day.
Spooky Kitties can cast Scare 5/day.
Scared Kitties can cast Summon Feline II 5/day.
Mischievous Kitties get What’s Mine is Mine: You can designate 1 item or object per point of Charisma Modifier as "yours" as long as it has been in your possession at least 24 hours. If taken from you it will teleport back to you the next round (or optionally into your Collar of Holding if you have one. It must be an item you can carry. For example anything you could wear or use. You cannot designate living creatures or constructs, and you can't designate something bigger than yourself.
Snuggly Kitties can cast Cure Moderate Wounds 5/day
Curious Kitties can cast Chain of Eyes, Detect Secret Doors, Detect Thoughts, Locate Object, and See Invisibility 1/day.
Kitty Form II(Su): At 5th level Tuff Kitties can cast Haste 5/day.
Sneaky Kitties get Trap Resistance. If they would normally set off a trap they get to roll d20 plus half their Cat Burglar level, plus their Charisma modifier. If this total is higher than the Traps Save DC, the trap activates after they have passed through it's area of effect instead.
Cute Kitties can cast Suggestion 5/day.
Spooky Kitties can cast Mass Curse of Impending Blades 5/day.
Scared Kitties can cast Summon Felines III 5/day.
Mischievous Kitties get Goodies!: By looking at one creature within 60' you gain an immediate inventory of what is on his person. This will not go into specifics. For example if he has a dagger hidden in his boot, you will know that. You will not know it is a +2 Unholy Vorpal Dagger. This is a Standard Action
Snuggly Kittties can cast Remove Curse and Remove Blindness/Deafness 3/day.
Curious Kitties can cast Clairaudience/Clairvoyance 5/day.
Kitty Form III(Su): At 7th level Tuff Kitties get Rake (Ex). When grappling they gain 2 additional Rake Attacks. To hit and damage of Rake attacks are equal to it's claw attacks.
Sneaky Kitties can cast Greater Invisibility 5/day.
Cute Kitties can cast Charm Monster 5/day.
Spooky Kitties can cast Fear 5/day
Scared Kitties can cast Summon Feline IV 5/day.
Mischievous Kitties get What’s Yours Is Mine: You may teleport 1 item on any creature within 60' as a Standard Action if it fails a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If you are wearing a Collar of Holding it may go into the collar instead of appearing on you. If it is within your posession for 24 hours you may designate it with your 3rd level ability. If your opponent makes his Save, he is not alerted that anything has happened. If he successfully saves at least twice he is immune to this ability for 24 hours.
Snuggly Kitties can cast Neutralize Poison and Cure Critical Wounds 3/day.
Curious Kitties can cast Arcane Eye, Detect Scrying, Locate Creature, Scrying, and Treasure Scent 1/day.
Kitty Form IV(Su): At 9th level Tuff Kitties can cast Nightstalker's Transformation 5/day.
Sneaky Kitties get Improved Trap Resistance. If they successfully make their Trap Resistance roll they may decide whether the trap goes off at all. If they let it activate they can delay activation up to 5 rounds after they leave it's area of effect.
Cute Kitties can cast Dominate Person 5/day
Spooky Kitties can cast Mass Curse of Ill Fortune 5/day
Scared Kitties can cast Summon Feline V 5/day.
Mischievous Kitties get I'm Out: If no one is looking at you, you may Dimension Door at will. You may only use it to teleport to locations you can see.
Snuggly Kitties can cast Mass Cure Light Wounds 5/day.
Curious Kitties can cast Prying Eyes 5/day.
Kitty Form V(Su): At 11th level Tuff Kitties can cast Tenser's Transformation 3/day.
Sneaky Kitties can cast Mislead 3/day.
Cute Kitties get Charming. You permanently receive the benefits of the Sanctuary Spell. The Save DC increases by +2 for every Size Class above yours your opponent is. If he succeeds in making a Save, you lose the benefits of this ability against him for the duration of the encounter only.
Spooky Kitties can cast Eyebite 3/day
Scared Kitties can cast Summon Feline VI 3/day.
Mischievous Kitties get Paw In The Cookie Jar: This works the same as What’s Yours Is Mine! but as a Standard Action you may teleport all their coins and gems. Also, when using you Goodies ability you may now detect whether or not an item is magical.
Snuggly Kitties can cast Heal 3/day.
Curious Kitties can cast Legend Lore, Probe Thoughts, and True Seeing 1/day.
Kitty Form VI(Su): At 13th level Tuff Kitties get Magic Claws. All of their unarmed strikes, grapples, or natural weapons are considered to be magic for purposes of overcoming Damage Reduction. They may also affect incorporeal targets as magic weapons do (i.e. they have a 50% chance of hitting).
Sneaky Kitties get Comin Thru!. Movement while you are in Kitty Form does not provoke Attacks of Opportunity regardles of how far you move or what your opponents Reach is.
Cute Kitties can cast Hiss of Sleep 3/day.
Spooky Kitties can cast Evil Glare 3/day
Scared Kitties can cast Summon Feline VII 3/day.
Mischievous Kitties get What’s Mine Can Be Yours For A Price: Similar to What’s Yours Is Mine, but instead you can teleport items or living creatures you are touching onto the victim. Total weight must be equal to your Light Encumbrance or less. If you wish you can teleport it inside their clothing or armor (beware the weasel in your shorts), or onto them (i.e. you can put a ring on their finger or a vest on their torso).
Snuggly Kitties can cast Greater Restoration 3/day.
Curious Kitties can cast Greater Scrying 3/day.
Kitty Form VII(Su): At 15th level Tuff Kitties get Natural Born Anklebiter. While in Kitty Form and your opponent is at least 2 Size Classes bigger than you he must make a Reflex Save (Save DC is 10 plus half your Hit Dice plus Charisma Bonus) or he loses his Dexterity Bonus to AC against you.
Sneaky Kitties can cast Superior Invisibility 1/day.
Cute Kitties can cast Mass Charm Monster 1/day.
Spooky Kitties can cast Greater Bestow Curse 1/day
Scared Kitties can cast Summon Feline VIII 1/day.
Mischievous Kitties get The Daily Screwjob: Three times per day as a Supernatural Ability you can cast Limited Wish, but can only use it to mimic spells or undo harmful spells.
Snuggly Kitties can cast Mass Cure Critical Wounds 1/day.
Curious Kitties can cast Greater Prying Eyes 1/day.
Kitty Form VIII(Su): At 17th level Tuff Kitties get Paw of Rebuke. If your opponent is denied his Dexterity Bonus to AC or Flat-footed, you get a Circumstance Bonus to your damage rolls with your natural weapon attacks equal to your Cat Burglar Level.
Sneaky Kitties get Stelth Powah! All Supernatural Abilities you get from Kitty Form you may cast as though you had cast them with the Extend Spell Feat.
Cute Kitties can cast Dominate Monster 1/day.
Spooky Kitties can cast Wail of the Banshee 1/day.
Scared Kitties can cast Summon Feline IX 1/day.
Mischievous Kitties get The Fickle Paw of Fate: Once per day as a Supernatural Ability you can cast Wish, but can only use it to mimic spells, create non magical items for up to 24 hours, or remove injuries and afflictions.
Snuggly Kitties can cast Mass Heal 1/day.
Curious Kitties can cast Foresight 1/day.
Kitty Form IX(Su): At 19th level Tuff Kitties get Defensive Flurries (Su): As a Full Round action you make 6 Claw Attacks against one opponent. For every -1 to hit and damage you take you gain a +1 Circumstance Bonus to AC. You must take a minimum penalty of -3. If any of these Claw Attacks hit your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for 1d6 rounds.
Sneaky Kitties get Hardcore Sneakery. Supernatural abilities that you have from Kitty Form that mimic Invisibility spells may not be dispelled by Purge Invisibility. A number of times per day equal to your Charisma Modifier you may Take 10 on any Hide or Move Silently Check.
Cute Kitties get Putty in Mah Paws. A number of times per day equal to your Charisma modifier you may extend the duration of one of your Supernatural Abilities gained from Kitty Form that mimics a spell to 24 hours.
Spooky Kitties get Dark Assassin. If your opponent is denied his Dexterity Bonus to AC, or flat-footed, his Saving Throws against Supernatural Abilities you gain while in Kitty Form take a -4 Profane Penalty.
Scared Kitties can cast Fierce Pride of the Beastlands 1/day.
Mischievous Kitties get Lols: You may zap one opponent within 60’ (Save DC is 10 plus half Hit Dice plus Charisma modifier). If he makes the Save he is immune to this ability for 24 hours. If he fails, you may choose 1 Class Ability, and he doesn’t get it for 24 hours. If you choose spellcasting, the target loses the ability to cast their highest level spells for 24 hours (i.e. if they can cast up to 5th level spells, they lose their 5th level spells. If they can cast up to seventh, they lose their seventh level spells, etc
Snuggly Kitties get Smack Bad Guy. You gain a Sacred Bonus to damage rolls against any non-Good opponent.
Curious Kitties get Kitty Radar. You have Blindsight 60'.
Mad Kitty SKillz I: At 2nd level you will begin to decide which path your career as a Cat Burglar will go down. The 8 paths open are the Tuff Kitty (enforcers, skirmishers, etc), the Sneaky Kitty (burglars, watchcats, etc.), Spooky Kitties (crowd control), Scared Kitties (reinforcements summoners), Mischievous Kitties (trouble makers and spoilers), Snuggly Kities (Healers), CUrious Kitties (information gatherers and researchers), or the Cute Kitty (mind controllers, usually the most infamous of the Cat Burglars). At second level (and every even numbered level until 18) you will gain a specific power or ability related to the path you have chosen. Unless otherwise noted Mad Kitty SKillz are Extraordinary abilities, and may be used in or out of Kitty Form.
At 2nd level Tuff Kitties get Evasion (see page 50 of the PHB).
Sneaky Kitties get Woodland Stride and Trackless Step (see PHB page 36)
Cute Kitties get Surprise Zap. The Save DC of any Spell, Spell-Like Ability, or Supernatural Ability they use gains a +2 Enhancement Bonus to it's Save DC if the target is flat-footed, denied it's dexterity bonus to AC, or unaware of the kitty. This only works in Kitty Form.
Spooky Kitties get No!(Su). A number of times per day equal to their Charisma modifier (minimum 1)they can make one opponent within 60' reroll one skill or ability check roll.
Scared Kitties get Distraction (Su). They may attempt to Counterspell any Conjuration (Summoning) spell by using up 1 daily use of a Supernatural Ability that mimics a spell of the same level.
Mischievous Kitties get Born Fibber (Ex). They may always take 10 on a Bluff check.
Snuggly Kitties get Kiss the BooBoo. You may always Take 10 on Heal checks.
Curious Kitties get AHA!(Su) 3 times per day you may add an Insight Bonus equal to your Charisma modifier to any roll.
Mad Kitty SKillz II: At 4th level Tuff Kitties get Uncanny Dodge (see page 50 of the PHB).
Sneaky Kitties get Sticky Paws (Su). They can move at any speed without taking penalties on Balance and Climb checks.
Cute Kitties gain Innocence (Su). Their Alignment always detects as Neutral, even by magic items.
Spooky Kitties become Immune to Fear and Morale Penalties.
Scared Kitties get Telepathy 100' (Su). They may only use it to communicate with creatures they have summoned with their Summon Feline ability.
Mischievous Kitties get Deceive Item. They may always take 10 on Use Magic Item skill checks.
Snuggly Kitties get Cuddles. By casting one of your Supernatural Abilites that mimics a spell from the Healing subschool as a Full Round Action, you may heal additional damage equal to your Charisma Bonus.
Curious Kitties Uncanny Dodge (see page 50 of the PHB).
Mad Kitty SKillz III: At 6th level Tuff Kitties get Improved Uncanny Dodge (see page 50 of the PHB).
Sneaky Kitties get Sneaky Paws (Su). They can move at any speed without taking penalties on Hide or Move Silently checks. This may only be used in Kitty Form.
Cute Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. It only works on Charms and Compulsions.
Spooky Kitties get I Said No!! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll one attack roll (including a roll to confirm a critical hit).
Scared Kitties get Augment Kitteh (Su). Creatures summoned with their Summon Feline Supernatural Abilities gained from Kitty Form gain the benefit of the Augment Summoning Feat.
Mischievous Kitties get Wasn't Me (Su). A number of rounds per day equal to their Charisma modifier a Mischievous Kitty may appear to be simply doing nothing while actually performing another action. He could use this to appear to be sleeping by a door while he's actualy listening at it or using a device to open the lock. He could appear to be napping on the princesses lap while using a magic device to dominate her. This is a Free Action to turn on or off. Opponents with True Seeing or that can see through Illusions somehow are not affected by this. If an opponent interacts with or studies it carefully he can make a Will Save to disbelieve.
Snuggly Kitties get Bandaid Kitty. You may always Take 20 on Heal checks.
Curious Kitties Improved AHA! (Su). You may now give the Insight Bonus to an ally instead as a Free Action as long as he is within 60'. You may now use it 5 times per day.
Mad Kitty SKillz IV: At 8th level Cat Burglars get a bonus to their AC equal to their Charisma Modifier. The type of this bonus varies based and is listed on the following table:
Mad Kitty SKillz V: At 10th level Tuff Kitties get Improved Evasion (see page 51 of the PHB).
Sneaky Kitties get Camouflage (see page 48 of the PHB).
Cute Kitties Spell Resistance extends to all Enchantment spells.
Spooky Kitties get Don't You Understand the Concept of NO! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll a Saving Throw roll.
Scared Kitties get Catnip Induced Haze (Su). Creatures summoned using their Summon Feline ability may be summoned with the Anarchic Template applied to them.
Mischievous Kitties get Mess With Their Heads (Su). You may cast Prestidigitation at will with the following changes: You may color/clean/soil/chill/warm/flavor up to 10 pounds a round. You can move up to your light encumbrance up to 10' a round. Doing any of this is a Move Action. You may also open/close, lock/unlock any doors/windows/cupboards/etc as a Swift Action. Objects you create can be any non magical item up to 5 GP, and aren't fragile so they may be used normally (and aren't crude or fake looking). They only last 1 hour (which means if you create food this way, the people who ate it become hungry again in an hour). You may spoil 1 pound of food or water per round making it inedible. Anyone trying to eat it must make a Fortitude Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier), or be Nauseated 1d3 rounds. Creating Objects or spoiling food is a Move Action. You may also light/douse flames no bigger than a torch within 60' as a Move Action. 5 times per day you may duplicate the effects of Daze, Flare, Ghost Sound, Touch of Fatigue, or Message as a Standard Action..
Snuggly Kitties get Adoption (Su). They may choose one ally of their choice, and for the next 24 hours all Supernatural Abilities they cast on the Adopted individual that mimic spells from the Healing Subschool heal the maximum (i.e. if the ability would normally heal 1d8+10 damage, it always heals 18 when used on this ally).
Curious Kitties get Improved Uncanny Dodge (See page 51 of the PHB).
Mad Kitty SKillz VI: At 12th level Tuff Kitties get Supreme Uncanny Dodge: When in Kitty Form, and your opponent is at least 2 Size Classes bigger than you, your Size Bonus to AC is doubled.
Sneaky Kitties get See Invisibility (Su). This functions like the spell but is constantly in effect.
Cute Kitties get the Enhancement Bonus from Surprise Zap increased to +4.
Spooky Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Necromancy spells.
Scared Kitties get Dog Free Zone (Su). Creatures may not be summoned within 10' of them, and if they enter this radius they disappear back to where they came from.
Mischievous Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Transmutation spells (they may voluntarily lower this immunity as a Free Action to receive the benefits of a spell that would be beneficial).
Snuggly Kitties get Who Needs Hugs (Su). This ability mimics the Deathwatch spell except it is always on, and has a 60' radius of effect. You also know if they are suffering from a curse (as in the spell Bestow Curse), Paralysis, Disease, Poison, or Energy/Ability Drain.
Curious Kitties get Distraction (Su). Opponents within 50' subtract your Charisma Modifier from their Initiative rolls and Concentration checks.
Mad Kitty SKillz VII: At 14th level Tuff Kitties get Defensive Roll (see page 51 of the PHB).
Sneaky Kitties get Hide In Plain Sight (see page 48 of the PHB).
Cute Kitties Spell Resistance increases to cover Illusions as well.
Spooky Kitties get Puff Up (Su). You can make an Intimidate Check against 1 victim. If he is flat-footed you gain a +4 Circumstance Bonus to the roll. If successful the Save DC of Supernatural Abilities you gain from Kitty Form that mimic Fear based effects increases by however much you made the Intimidate check by. If you roll a Natural 20, the duration of the Supernatural Ability is doubled
Scared Kitties get Living In Denial. Effectively they have Spell Resistance equal to 10 plus their character level, but only against Conjuration spells (they may voluntarily lower this Resistance as a Free Action for beneficial effects such as Healing spells).
Mischievous Kitties get Suck It Noob (Su). 3 times per day they may choose 1 opponent within 60' that is about to make any roll (you must choose before he rolls). He must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or he rolls a "1".
Snuggly Kitties get Ranged Snuggle (Su). Your Supernatural Abilities that mimic spells from the Healing subschool now have a Range of 60'.
Curious Kitties get Hmmm (Su). If your opponent is denied his Dexterity Bonus to AC, flat-footed, or totally unaware of you, he doesn't get his Spell Resistance against your Supernatural abilities gained from Kitty Form.
Mad Kitty SKillz VIII: At 16th level Tuff Kitties get Swift Paws (Su). If your opponent is flat footed you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.
Sneaky Kitties get Fuzzy Mind (Su). Effectively they have Spell Resistance equal to 10 plus their character level, but only against Divination spells.
Cute Kitties Spell Resistance increases to cover Divination spells as well.
Spooky Kitties get Bad Kitty (Su). A number of times per day equal to your Charisma modifier you may gain a +4 Profane Bonus to a Saving Throw
Scared Kitties get Improved Dog Free Zone (Su). It increases to 20'.
Mischievous Kitties get My Toy! (Su). They may choose 1 magic item at the beginning of each day. For the next 24 hours they are not required to make Use Magic Device checks to use that item.
Snuggly Kitties get Leave My Friends Alone! (Su). All allies within 30' of you get a Sacred Bonus to Willpower Saves equal to your Charisma Modifier.
Curious Kitties get AHA! 2: The Wrath of AHA! (Su). You may now use your AHA ability 8 times per day. You also add your Charisma Bonus to all Listen, Search, and Spot checks as an Insight Bonus.
Mad Kitty SKillz IX: At 18th level Tuff Kitties get Kitty Powah! Any Transformation spells that would be beneficial to the Cat Burglar (i.e. Bull's Strength, Nightstalker's Transformation, etc) has it's duration doubled as if cast with the Extend Spell Feat. This includes spells from magic items as well.
Sneaky Kitties get Sneaky Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Balance, Climb, Hide, Listen, Move Silently, Spot
Cute Kitties get Wuv Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Bluff, Concentration, Diplomacy, Gather Information, Knowledge (Local), Listen, Sense Motive
Spooky Kitties get The Look. You can make an opponent Shaken for 2d6 rounds with a successful Intimidate check..
Scared Kitties get I Reject Your Reality, and Substitute My Own (Su). Any caster within 20' of you that tries to cast a spell from the Conjuration school must overcome your Spell Resistance, or the spell fails, even if it doesn't target you.
Mischievous Kitties get Improved Deceive Item. They may always Take 20 on a Use Magic Item skill check.
Snuggly Kitties get Improved Leave My Friends Alone! (Su). Allies get the Sacred Bonus to Fortitude Saves as well now.
Curious Kitties get Stalking Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Forgery, Gather Information, Listen, Search, Sense Motive, Spot, Survival
True Kitty: Tuff Kitties gain the Shapechanger subtype. They are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth). If a Transformation spell is cast on you has it's variable numeric effects altered as if it had been cast with the Empower Spell Feat. This includes spells cast from magic items.
Sneaky Kitties are now immune to Divination spells
Cute Kitties are now become immune to mind-affecting effects.
Spooky Kitties are now immune to death effects and necromancy effects.
Scared Kitties make Summoned creatures that wish to attack them from outside their Dog Free Zone (i.e. with a ranged attack or spell) must make a Willpower Save (DC 10 plus half hit dice plus Charisma Modifier) to be able to do so. If they roll a 1 on their save they cast the spell or use the attack on their summoner instead. The Save must be rolled again for each attack or spell the Summoned opponent tries to make.
Mischievous Kitties know cause their opponents to be Confused (as per the spell of the same name) if said opponent casts a Divination spell that fails to pierce the Mischievous Kitties Spell Resistance.
Snuggly Kitties are now Immune to Energy Drain and Ability Drain.
Curious Kitties are immune to being blinded or deafened, and may now see fine even in glare, driving rain, or darkness normally (including magical darkness).
PLAYING A CAT BURGLAR
You are based on stealth and guile. The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid. Or other cats. If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans. When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat. And weird old ladies will give you free munchies and cuddle you. Lets not forget the weird old ladies y'all.
Religion: Cat Burglars are partial to feline deities or to gods protecting thieves. Many worship the Fluffy Pantheon.
Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes. Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars. Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)..
Combat: You’re a snuggler, not a fighter. Let other classes worry about combat. There are options if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are taught the same until second level when they take a specialty. There are Tuff Kitties:
and Curious Kitties:
CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
Cat Burglars are not well liked. They tend to foil a lot of schemes. They tend to scheme a lot themselves too. But telling them apart from your regular beloved pet kitty is kinda difficult. Some actually enjoy being a cat more than a person and spend much of their life in kitty form. After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
Daily Life: If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies). Or you may be a little kitten in the rich neighborhoods looking to be adopted. Or you’ve already been adopted, and are living the high life while probing the houses defenses. Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10). A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo ). He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others. Her race is ukown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA ).
Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them. Most are regional as the art has spread around the world, and most Cat Burglars are aloof and fey as the animals they portray. Many Guilds are composed almost entirely of Cat Burglars.
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are. In some countries you can still be burned at the stake for being a practicing witch. In others you will immediately be assumed to be a spy or thief. It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).
CAT BURGLARS IN THE GAME
Cat Burglars will likely supersede Rogues as the best infiltrator class. They’re somewhat magical abilities make them different enough that the two should be able to co exist though. Rogues are better fighters.
Adaptation: This is ….a difficult class to adapt to a campaign. It’s meant purely for humorous campaigns, and as such will not fit in elsewhere. Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets. Or they might occasionally fall victim to theft or manipulation by them. If the Cat Burglars do it right the PC’s may never even realize they were there.