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  1. - Top - End - #331
    Titan in the Playground
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Lix Lorn View Post
    I was going to comment on the lack of class abilities, but you said it wasn't done yet.
    I think I'm gonna add a hybrid form, and it's not lacking class features when you add in the progression of warrior, hunter, or skirmisher and the maneuvers.
    You might want to give them a single other discipline; two is VERY limited. You need to state what benefits/penalties you get from different sized cats. Also, you haven't written out Pounce in the text.
    this class isn't supposed to be maneuver-heavy.
    ...
    Also, please capitalise ability names and headings. Like The Cat Warrior. Level. Fort Save. Warrior, Hunter or Skirmisher. Cat Form
    It just bugs me.
    okay, I'll do that.
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  2. - Top - End - #332
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Yes, but with light maneuvers and a progressing ability, it may not be weak, but it is dull. Notice how almost all homebrew classes keep getting new abilities all through the class, rather than just improving old ones?
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  3. - Top - End - #333
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I added some more stuff, now I just gotta add fluff and think of a capstone ability.

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

    EDIT: there are now officially no dead levels.
    Last edited by Hiro Protagonest; 2011-02-18 at 02:04 PM.
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  4. - Top - End - #334
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Cat Warrior now has listing on first page index, which has also had an update
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  5. - Top - End - #335
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    The only problem with this is it might be good only for a one level dip if you're multiclassing. Though it's probably not much better than the warblade for a dip.
    Last edited by Hiro Protagonest; 2011-02-19 at 04:00 PM.
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  6. - Top - End - #336
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    Need to do the guns for the Meowcenaries:

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

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


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

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

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



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

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

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

    "...avenge me..."

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

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

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

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

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



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

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

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



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

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



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

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

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



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

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

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



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

    This heavy pistol shoots fireballs doing 6d6 damage.

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



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

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

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



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

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

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



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

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

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



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

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



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

    This rifle shoots lightning bolts doing 6d6 damage.

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



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

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

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



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

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

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



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

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

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



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

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

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



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



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

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

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



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

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

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



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

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

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



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

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



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

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

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



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

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

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



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

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

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



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

    This pistol projects 3 Magic Missiles per shot.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
    Cost to Create: 469 GP, 1 day, 38 XP
    Last edited by Bhu; 2011-03-21 at 01:49 AM.
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  7. - Top - End - #337
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    Lix Lorn's Avatar

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

    Squid Gun?
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  8. - Top - End - #338
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Lix Lorn View Post
    Squid Gun?
    Everything is better with a portable squid gun, especially if it also shoots tree octopi.
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  9. - Top - End - #339
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Requests for specific guns while I'm at this?
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  10. - Top - End - #340
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    These are awesome! I shall use them when I finally get around to playing dnd!

  11. - Top - End - #341
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Thanks Eiremauve!




    Does the Meowcenary cap seem too powerful, and does it read clearly?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Does the Meowcenary cap seem too powerful, and does it read clearly?
    Abuh... *jaw drops and salivates uncontrollably*
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  13. - Top - End - #343
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    is that a good drool or a bad one? lol
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    Quote Originally Posted by Bhu View Post
    is that a good drool or a bad one? lol
    That's a "ye gods, that's uber, i wants one NOW," which translates to way powerful.
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  15. - Top - End - #345
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Does anyone think the cat warrior's overpowered?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Swiftmongoose View Post
    Does anyone think the cat warrior's overpowered?
    The dead levels worry me a lil


    Cieyrin: How about if I switch the cap to "your special Maneuvers gained from this PrC are always considered readied" they only get 3 of them.
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  17. - Top - End - #347
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    Quote Originally Posted by Bhu View Post
    The dead levels worry me a lil.
    There aren't any dead levels, at any level there isn't a class feature, you learn a maneuver or stance (although you gain those with class features as well). I also added iron heart to the disciplines available.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Cieyrin: How about if I switch the cap to "your special Maneuvers gained from this PrC are always considered readied" they only get 3 of them.
    Definitely better. I'm just imagining some guy going Master of Nine after Merc and it's a little horrifying.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Cool. Anything you're looking for by way of guns?
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    Quote Originally Posted by Bhu View Post
    Cool. Anything you're looking for by way of guns?
    What about lightning guns and ice guns?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Meowcenary now has Gun FU and is available for feedback.
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    I has begun editing in the Way of teh Cat.

    Lighting and ice guns are good.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Hai!
    a friend of mine showed me those cat classes and I bumped on this picture the other day and it made me think about teh cat burglar.

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

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

    So if any of you feel like using this idea to make something go ahead!
    Last edited by snowboule; 2011-03-04 at 12:59 PM.

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    Quote Originally Posted by snowboule View Post
    naughty stuff
    You probably want to remove that, it'll get scrubbed by a mod sooner than later.
    Last edited by Cieyrin; 2011-03-04 at 06:31 PM.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    probably a good idea made the change

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    It's still showing in your spoiler Cieyrin

    Amnesiac duplicating cat...I wonder what kind of fluff I could write for that...
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    Quote Originally Posted by Bhu View Post
    It's still showing in your spoiler Cieyrin
    No idea what you're talking about. >_>;;

    Amnesiac duplicating cat...I wonder what kind of fluff I could write for that...
    Sounds like Chameleon to me.
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    All the maneuvers are up so in theory meowcenary is done pending review

    added 3 more guns
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    Cats have 9 Lives seems a bit niche and redundant with Cats are Magic. Maybe change it to a damage negation type ability?
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    Changed Cats are Magic and Cheshire Cat Grin and added more guns. This should be enough guns for now, and I'll start filling in the blanks.
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