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  1. - Top - End - #541
    Ettin in the Playground
     
    Cieyrin's Avatar

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

    Quote Originally Posted by Bhu View Post
    Spell Focus is for cursed poison cheezburgers

    The ever so tempting ones you leave for the hungry Orc Guard to find...
    I think I'd just invest in Spell Focus and Greater Spell Focus(Necromancy), though I see your point. Bestow Curse Burgers are so tempting...
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  2. - Top - End - #542
    Ettin in the Playground
     
    Bhu's Avatar

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

    moderate burger chef update
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  3. - Top - End - #543
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Looking better, though there should really be a clause in Craft Cheezburger about the XP costs, since it being based off of Brew Potion makes those require such expenditures.
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  4. - Top - End - #544
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    personally, I just use Pathfinder's rules for creating stuffs
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  5. - Top - End - #545
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Craft Cheezburger updated, just need to finish three more class abilities
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  6. - Top - End - #546
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Burger Chef just needs Caster Levels, your thoughts on that are appreciated.

    Also I'm thinking of making additional Recipes available via Feats.
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  7. - Top - End - #547
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Hows 7/10 caster levels sound for the Burger Chef?
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  8. - Top - End - #548
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    Eeeh... I don't see why they should have a decreased level progression. They aren't particularly powerful. Sure, you can add great affects to a hamburger, but somebody has to eat it first. Potion-based classes are never very powerful in practice.

    EDIT: Also, I implore you to change the name of the class to Hamburglar :D
    Last edited by Sir Shadow; 2011-09-23 at 05:38 AM.
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  9. - Top - End - #549
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Sir Shadow View Post
    EDIT: Also, I implore you to change the name of the class to Hamburglar :D
    :o! Yes!
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  10. - Top - End - #550
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    but da class already has a feat by dat name...
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  11. - Top - End - #551
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Requirements vs benefits: You can get in with Arcane or Divine casting, but the class only seems to advance Arcane.

    Sliders: Given that the creation time is so low, and you can't do it often enough to increase the amount of burgers you can mega-spam (such as spelling up 50 gaurdsmen who the PCs were put in temporary command of), this isn't going to come up much. Still useful, but only in rare cases. Class is off to a slow start. EDIT: Of course, if you can stack options for multiple charges, then this probably becomes insanely good.

    Patty Melt: Not bad, not bad at all.

    Juicy Lucy: Not enough damage to really matter in most cases. If you are trying to deal HP damage (or in combination with with Con damage/penalities) then you are better off with the Patty Melt in most cases. If you are doing anything else, the damage doesn't really synergize well.

    Garden Burger: See above. Slightly more useful for PCs since you don't have to trick a foe into eating it. Not that that should be HARD for a good cat-burglar, but it is an extra annoyance. Actually, now that I think of it, creatures with the motivation of "hungry" might not be too hard to trick into doing this. Readied action to throw into gaping maw when it makes a bite attack on anyone within 20'? As a GM I would totally allow that...

    Luther Burgers: Again, not bad at all.

    Sloppers: Well, if you don't have anything better to do to a given spell... wait... can you STACK these for multiple charges? Empowered Maximized Juicy Lucy Ennervation Burgers... Slider-ed if you are going for the guard's, sack lunches rather than the king's dinner.

    Non Traditional Burger: You need to be able to exclude yourself, and probably your allies. I am envisioning a large wooden shield (or especially tower shield) with a little shelf on the front of it for multiple burgers (thus multiple will saves?), and the words "Please, take one!" painted on above it. Perhaps any given collection of burgers should only cause one save?

    Giant Burgers: Odd given that you can spam burgers already (since I don';t think they use up spell slots, only GP) and it is a lower level increase than Empower or Maximize. Slightly more useful if you can stack it with "sloppers".

    Bun Kabab: Not much to say here... this probably better stack... all that stacking DOES mean you are going to run out of charges pretty quick, but without it... I dunno. I can't figure out what the balance point should be.

    Freak Burgers This IMPLIES that stacking is not normally possible. Then agian, it could just be a jump in efficiency (equivalent to 2 extra charges with a limitation on their use).



    You could perhaps use a "Font of Burgers" feat that gives 2 more charges per day or something.
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  12. - Top - End - #552
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Any thoughts on what i should do with the You Want Fries Wit Dat Feat?

    Will be addressing your concerns shortly Draco, just need to think of what to put n.
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  13. - Top - End - #553
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    Havent forgotten this i swear, just been short on time

    still trying to figure out what to do with the fries

    cardiac arrest maybe...
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  14. - Top - End - #554
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    I think I should have your concerns addresed Draco.


    Chef is done and awaiting review

    SISTERS OF THE SPHINX



    “Crowds are somewhat like the sphinx of ancient fable: It is necessary to arrive at a solution of the problems offered by their psychology or to resign ourselves to being devoured by them.”

    The Sisters are an evil cult specializing in manipulating the masses and intimidation through fear (like there's any other kind. Who wrote that cliche anyway?).

    BECOMING A SISTER
    The Sisters are a cult open to female Cat Burglars who worship Basement Cat.

    ENTRY REQUIREMENTS
    Enhanced Kitty Form: Hairless Kitty Form
    Spellcasting: Must be able to cast 1st Level Divine spells, must have Da Bad Kitteh in Da Night as a Patron
    Alignment: Neutral or Chaotic Evil
    Feats: Jibba Jabba
    Skills: Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
    Gender: Female


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

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    New Domain: Fear
    2. +1    +0     +0     +3    Crowd Control, +1 Level of Divine Casting Class
    3. +1    +1     +1     +3    Sphinx Form, +1 Level of Divine Casting Class
    4. +2    +1     +1     +4    +1 Level of Divine Casting Class
    5. +2    +1     +1     +4    Crowd Control, +1 Level of Divine Casting Class
    6. +3    +2     +2     +5    Sphinx Form, +1 Level of Divine Casting Class
    7. +3    +2     +2     +5    +1 Level of Divine Casting Class
    8. +4    +2     +2     +6    Crowd Control, +1 Level of Divine Casting Class
    9. +4    +3     +3     +6    Sphinx Form, +1 Level of Divine Casting Class
    10.+5    +3     +3     +7    Greater Sphinx Form, +1 Level of Divine Casting Class
    Weapon Proficiencies: Sisters get no new weapon or armor proficiencies.

    Fear Domain: At 1st Level you gain the Fear Domain as an extra third Domain.

    Crowd Control: At 2nd Level all spells you cast with the Compulsion or Fear descriptors are considered to be cast with the Extend Spell Feat.

    At 5th Level you may choose to substitute the Enlarge Spell Feat.

    At 8th Level you may choose to substitute the Sculpt Spell Feat.

    Sphinx Form (Su): At 3rd Level you gain Enhanced Kitty Form (Mean Kitty, Winged Kitty).

    At 6th Level you gain Kitty Form (Dire Kitty), and your Flight Speed in Kitty Form doubles.

    At 9th Level you gain Frightful Presence in Kitty Form, and any time you fly overhead, charge, or cast a spell all living Opponents within 30' who have less Hit Dice than you must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for 2d6 rounds.

    Greater Sphinx Form (Su): Your Frightful Presence now Frightens opponents for 1d6 rounds as opposed to making them Shaken. You also gain Kitty Form (Housecat).

    PLAYING A SISTER
    Crowds are a weapon. If you don't use them as such, someone else will, and most likely they'll use them against you. Plus the idea of being able to make people crap themselves in unison is somehow just appealing.
    Combat: You rely on reputation and fear to avoid fights and try to use it to your advantage in them. You rely on spellcasting against opponents immune to fear. Damn Paladins. Why can't they get framed for burning orphanages like the rest of your opponents instead of ruining your day?
    Advancement: Advancement is pretty similar for most of the Sisters. They don't like deviation within the ranks.
    Resources: You always have the resources of the Church to rely on if it's in their best interests.

    SISTERS IN THE WORLD
    "That cat is the ugliest..URK!!.."
    People are there to serve your best interests, be entertainment, and be cannon fodder when necessary. Especially men. Men are big dumb goobers best used as meat shields.
    Daily Life: Your daily life is filled with religious study and ritual. Your night life is pretty much terrorizing the innocent.
    Notables:
    Organizations: All members of the Sisterhood belong to the same Church. They're sort of like nuns in the Church of Basement Cat.

    NPC Reaction
    NPC's treat you like any other super secret homicidal cult, with sheer abject terror and the occasional pig sacrifice.

    SISTERS IN THE GAME
    This presumes one of your PC's is a homicidal devil worshiper for lack of a better phrase. Be careful with this.
    Adaptation: This is meant for horror comedy campaigns but is adaptable.
    Encounters: PC's are only likely to encounter you if they oppose your cult, which tends to quickly attempt to become the dominant religion in whatever territory it possesses.

    Sample Encounter
    EL 12: The PC's are hired to rob a local cult set up in an old tomb outside of town. You just know this is gonna go wrong.


    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 SISTER

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Spells You continue to gain Caster Levels.
    Bonus Feats: The Epic Sister gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2011-11-15 at 02:55 AM.
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  15. - Top - End - #555
    Ettin in the Playground
     
    Cieyrin's Avatar

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

    Burger Chef looks awesome and the feats are tasty. The new PrC picture is scary, though... Angry kitty.
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  16. - Top - End - #556
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I just about lost it when I saw that pic.
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  17. - Top - End - #557
    Ettin in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    sister updated
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  18. - Top - End - #558
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    1st ability is up. thinking of making crowd control metafeats only available for mind-affecting spells
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  19. - Top - End - #559
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Eeeh... I'd make it all Enchantment if you were going to focus it like that.
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    Half-elves are like slinkies.
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    but you can't help laughing when they fall down the stairs.


  20. - Top - End - #560
    Ettin in the Playground
     
    Bhu's Avatar

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

    I said Mind Affecting cause it also covers fear spells that are necromancy. Maybe 'spells with teh Fear or Compulsion descriptors"


    Capstone up
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  21. - Top - End - #561
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Maybe 'spells with teh Fear or Compulsion descriptors"
    That sounds like a good idea.
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    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  22. - Top - End - #562
    Ettin in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    All abilities are up I just need to decide on caster levels.
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  23. - Top - End - #563
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    um... level 7 is a COMPLETELY dead level. They don't even BAB or save increases there.
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  24. - Top - End - #564
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Crowd Control has a typo with having both the later abilities show up at 5th, rather than 5th and 8th.
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  25. - Top - End - #565
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Sir Shadow View Post
    um... level 7 is a COMPLETELY dead level. They don't even BAB or save increases there.
    It will be giving a caster level once i edit that in. Just have to decide if ti gives full caster levels

    also fixed typo
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  26. - Top - End - #566
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Currently there are 4 levels that dont increase caster progression. I wanna fill some in but im not sure which. any thoughts?
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  27. - Top - End - #567
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Currently there are 4 levels that dont increase caster progression. I wanna fill some in but im not sure which. any thoughts?
    Filling in the same as Sphinx Form seems fine.
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  28. - Top - End - #568
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    As many of you probably know the BG Forums are moving, and I participated heavily there. So I have to port over almost a dozen threads and two large PbP's. Gimme a day or so to get it done before I restart.
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  29. - Top - End - #569
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I'm almost done with the move please be patient just a little longer
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    YARN KENSAI



    "Appearances are deceiving my friend."

    The catfolk have had surprisingly little influence on the development of the Cat Burglar Guilds, but one of their Guilds do produce some unique warriors: The Yarn Kensai. Dedicated martial artist who practice the use of chain and rope weapons, they carry enchanted balls of yarn with them. After all who suspects the little kitty playing wif yarn to be a serious assassin.

    BECOMING A YARN KENSAI
    Being a hardcore martial arts type and a Catfolk usually works.

    ENTRY REQUIREMENTS
    Race: Catfolk
    Class Abilities: Kitty Form, any one 2nd Level Setting Sun Maneuver
    Skills: Hide 4 ranks, Martial Lore 4 ranks, Sense Motive 4 ranks
    Feats: Combat Expertise and one of the following: Improved Disarm, Improved Feint, or Improved Trip


    Class Skills
    The Yarn Kensai's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con). Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +0    Enchanted Yarn
    2. +2    +0     +3     +0    Yarn Fu
    3. +3    +1     +3     +1    Battle Readiness +1
    4. +4    +1     +4     +1    Enchanted Yarn
    5. +5    +1     +4     +1    Yarn Fu
    6. +6    +2     +5     +2    Battle Readiness +2
    7. +7    +2     +5     +2    Enchanted Yarn
    8. +8    +2     +6     +2    Yarn Fu
    9. +9    +3     +6     +3    Battle Readiness +3
    10.+10   +3     +7     +3    Yarn Fu Master
    Weapon Proficiencies: You become proficient with Yarn Weapons.

    Maneuvers:
    At each odd numbered level you gain a new Maneuver from the Feline Way, Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Yarn Kensai Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

    Stances Known: At 5th level you learn a new Stance from the Feline Way, Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

    Enchanted Yarn (Su): At Level 1 you may spend 300 GP during a 4 hour ritual to attune yourself to a ball of yarn, which thereafter becomes a magical weapon in your hands. You always know the location of the ball of yarn, and if it is within 30' you may teleport it into your hand as a Swift Action. It is considered an associated weapon regardless of what discipline you are using. As a Free Action you may decide once per round what kind of weapon it becomes. It is considered a +1 weapon. At 1st level you can use it to mimic a Light Flail, Nunchaku, or Whip. At 4th Level it can become a Bolas, Flail, or Net. At 7th Level it can become a Dire Flail or Spiked Chain.

    At 4th Level it can become a Sweeping or Chargebreaker Weapon (see Magic Item Compendium).

    At 7th Level it can be come a Disarming Weapon (see Magic Item Compendium).

    Yarn Fu (Ex): At Levels 2, 5, and 8 you may choose a Stance or Maneuver from the Yarn Fu Discipline. It's associated weapons are your enchanted yarn ball, and it's Key Skill is Use Rope.

    Battle Readiness (Ex): At Level 3 you get a +1 Bonus to all Opposed Checks on the first round of combat, and a +1 Bonus to Initiative Checks. This increases to +2 at Level 6, and +3 at Level 9.

    Yarn Fu Master (Ex): You may now always Take 20 on all Use Rope Checks, and you gain two additional Yarn Fu Maneuvers/Stances.

    PLAYING A YARN KENSAI
    You are one with the yarn. Okay so some of the more traditional warrior types giggle at you and make jokes about knitting, but after you whoop them bad a few times they give that stuff up. Nobody wants to get beat with yarn.
    Combat: You are sadly somewhat reliant on weapons, and without yours fleeing is generally good advice. It's the price of studying furiously to specialize in one style.
    Advancement: You're a buttkicker. This is your purpose in life. Your reason for existence. Hence you do what is necessary to enhance your abilities at said buttkicking.
    Resources: Your temples are well known among the catfolk. They aren't rich by any means, but you do better than some monks.

    YARN KENSAI IN THE WORLD
    "Awwww...Mr. Piddums wuvs his yarn!! Yes he do!!"
    You spend a lot of time hanging out with little old ladies who unwittingly give you the materials to create weapons of mass destruction. If only they knew. Then again you often defend them from bandits, so maybe they do know...
    Daily Life: Practice, practice, practice. That's all you do is practice. Just once you wish you'd go on a mission lasting more than a few hours so you could end the boring daily grind of practice.
    Notables:
    Organizations: As with all Cat Burglars you belong to a Guild (and in your case a martial arts school/temple).

    NPC Reaction
    NPC's don't take stories of you seriously, which is just the way you want it.

    YARN KENSAI IN THE GAME
    This is a little weird as concepts go, but then so is the core class it's based on.
    Adaptation: This is most definitely intended for silly campaigns.
    Encounters: PC's will generally encounter you if they attend martial arts schools, or by chance during one of your missions. Or maybe even in a random street fight.

    Sample Encounter
    EL 12: The PC's are having tea with an old woman who is said to be quite knowledgeable of the area when Orcs burst through the door and begin tearing up the place. All of a sudden the little kittens who were playing with yarn turn into towering catlike kung fu warriors who kick the Orcs a new one. The PC's feel left out to say the least.


    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 YARN KENSAI

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Yarn Fu Your Initiator Level increases with Epic Levels. You learn one more Yarn Fu, Setting Sun, or Shadow Hand Maneuver at Level 22 and every 3 Levels thereafter.
    Battle Readiness Your Battle Readiness Bonus increases by +1 at Level 23 and every 3 Levels thereafter.
    Bonus Feats: The Epic Yarn Kensai gains a Bonus Feat every 4 levels higher than 20th

    YARN FU


    3rd Level
    Down Low (Strike): Your Strike does +2d6 damage, and if it is successful you may immediately perform a Trip Attack as a Free Action without provoking an Attack of Opportunity. Your opponent does not try to get to Trip you back.
    Waiting Stance (Stance): Gain Bonus to Attack and Damage rolls against moving opponents.
    Yarn Wrap (Strike): If your attack is successful you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

    4th Level
    Bull Bludgeon (Counter): Free Attack of Opportunity against Charging Opponents (whether they would normally be subject to an AoO or not) doing bonus damage depending on their movement.
    Momentum (Boost): You may re-roll missed attacks against opponents Fighting Defensively or using Total Defense.
    Yarn Snatch (Strike): Attack with 5' greater reach, get Disarm attempt as a Free Action without provoking an Attack of Opportunity if successful.

    5th Level
    Quick Strike (Strike): Does +4d6 damage and your opponent is Denied his Dexterity Bonus to AC.
    Wrapping Stance (Stance): You gain a Bonus on Disarm, Grapple, and Trip Checks.
    Yarn Choke (Strike): Strike does 4d6 damage, and opponent is Sickened and Mute for 1d6 rounds.

    6th Level
    Defensive Whirl (Counter): Until the end of the round you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.
    Yarn Allergies (Boost): Opponents hit with your Yarn weapon must Save or lose 1d6 Constitution.

    Bull Bludgeon
    Yarn Fu (Counter)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You're adept at using opponents speed against them. When an opponent charges you, you get 1 free Attack of Opportunity (whether you would normally be allowed one or not) against him. For every 5' he has moved in this round your attack does +1d6 damage if it is successful (maximum additional d6 is equal to half your Initiator Level.

    Defensive Whirl
    Yarn Fu (Counter)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    It's always difficult to move in on some one whirling a chain. Until the end of the round you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.

    Down Low
    Yarn Fu (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Your Strike does +2d6 damage, and if it is successful you may immediately perform a Trip Attack as a Free Action without provoking an Attack of Opportunity. Your opponent does not try to get to Trip you back.

    Momentum
    Yarn Fu (Boost)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: End of Turn
    If you miss with one end of the chain you can use the momentum to bring the other end to bear. You may re-roll missed attacks against opponents, and if the new roll hits you do +2d6 damage.

    Quick Strike
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    You can attack quickly, and at odd angles. Does +4d6 damage and your opponent is Denied his Dexterity Bonus to AC.

    Waiting Stance
    Yarn Fu (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance you gain a +2 to Attack rolls and a +4 to Damage rolls against any opponents who has moved that round.

    Wrapping Stance
    Yarn Fu (Stance)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this Stance you gain a +6 bonus on all Disarm, Grapple, and Trip Checks.

    Yarn Allergies
    Yarn Fu (Boost)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: End of Turn
    Until the end of the turn, opponents hit with your Yarn weapon must make a Fortitude Save or lose 1d6 Constitution (Save DC s 10 plus 1/2 Hit Dice plus Charisma Modifier)..

    Yarn Choke
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Perform a single melee strike, if it is successful it does 4d6 damage, and opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Sickened and Mute for 1d6 rounds.

    Yarn Snatch
    Yarn Fu (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    You perform a single attack with 5' greater reach, get Disarm attempt as a Free Action without provoking an Attack of Opportunity if successful.

    Yarn Wrap
    Yarn Fu (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Make a single attack, and if your attack is successful you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, you may do your Yarn weapons damage each turn you maintain the Grapple.
    Last edited by Bhu; 2011-12-04 at 03:27 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
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