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  1. - Top - End - #751
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Oh yay!
    Hmmm.
    Looking, Great Calculating Brain doesn't say what it does. And you have an ability for Str and Dex, but none for Con.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  2. - Top - End - #752
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    dangit!!!

    I'll have it up shortly...
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  3. - Top - End - #753
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Epic classes can only be taken after level 20, the requirements don't have to reflect that.

    If you make the requirement that you have to have an Epic Feat, then they can only take it at level 22.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  4. - Top - End - #754
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    Quote Originally Posted by Sir Shadow View Post
    Epic classes can only be taken after level 20, the requirements don't have to reflect that.

    If you make the requirement that you have to have an Epic Feat, then they can only take it at level 22.
    That'd be fine, but it doesn't say specifically that it is an epic class.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  5. - Top - End - #755
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    It doesn't have a BAB or Saves progression... it's kind of obvious.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  6. - Top - End - #756
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Obvious if you're not a derp!
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  7. - Top - End - #757
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    overcat has been tweaked



    NYAN CAT


    "Nyanyanyanyanyanyanya!"

    It takes a special sort of cat to master the Feline Way, and some go a little goofy mentally in the process. It takes some extra special goofery-ness to become a Nyan Cat. What prompted the first Guild Member to become one is unknown, and what prompts others to have followed him is a total mystery. Nyan Cats do seem to have an almost hypnotic quality to them though.

    BECOMING A NYAN CAT
    Master the Feline Way and going a little nuts in the process is the usual way...

    ENTRY REQUIREMENTS
    Epic Feats: Radiant Prism
    Initiator Maneuvers: Must be able to initiate 9th Level Maneuvers from the Feline Way.
    Skills: Knowledge (Geography) 6 ranks, Martial Lore 16 ranks, Perform (Sing) 10 ranks
    Class Abilities: Kitty Form
    Feats: Anonymous Kitty (Winged Kitty Form), Flyby Attack, Hover


    Class Skills
    The Nyan Cat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Geography, Local, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
    Skills Points at Each Level : 4 + int

    Hit Dice: d10
    1. Nyanyanyanyanyanyanya!
    2. I Can Poop Rainbows!
    3. Tireless Flight
    4. Nyanyanyanyanyanyanya!
    5. I Can Poop Rainbows!
    6. Tireless Flight
    7. Nyanyanyanyanyanyanya!
    8. I Can Poop Rainbows!
    9. Tireless Flight
    10. Buttery Poptart Goodness

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

    Nyanyanyanyanyanyanya! (Su): At 1st Level you may sing your endless Nyan song to counter magical effects. This resembles the Bardic Music (Countersong) ability listed in the PHB, but may be used at will, and kept up continuously.

    At 4th Level the ranges extends to 45 feet.

    At 7th Level it also counters Mind-Affecting Effects.

    I Can Poop Rainbows!: At second Level you learn the Aurora Walk Epic Maneuver for no XP cost.

    At 5th Level the duration of Aurora Walk becomes 1 round/Level.

    At 8th Level the duration of Aurora Walk becomes permanent. You may switch it on or off as a Swift Action once per round.

    Tireless Flight (Ex): At 3rd Level you become immune to Sleep Effects, and Fatigue/Exhaustion.

    At 6th Level you double your Flight Speed from Winged Kitty Form and Maneuverability becomes perfect.

    At 9th Level you permanently gain the benefits of a Freedom of Movement spell.

    Buttery Poptart Goodness: At 10th Level all Allies within range of your Nyanyanyanyanyanyanya! Ability get the benefits of a Mind Blank spell.

    PLAYING A NYAN CAT
    You can sing without pause. Usually people would find this irritating as hell, but for whatever reason you get a pass. Whether from fame or innate kitty-ness, they just seem content to let you do your thing (which is probably how you get away with leading revolutions).
    Combat: Nyan Cats usually have an extensive knowledge of the Feline Way, and the Seven Forged Sword as well. Their exact combat style varies a bit based on their particular Maneuvers, but it usually involves using their flight somehow.
    Advancement: Nyan Cats tend to be whimsical and impulsive. Despite this they seem pretty much a monoculture to outsiders who only see the flying rainbows and singing. They don't see that Nyan Cats often have wildly different skills because "omg rainbows".
    Resources: Nyan Cats are almost stupefyingly popular, so it's easy for them to ask favors. Their fans aren't always well-connected or powerful though, so it varies from place to place.

    NYAN CATS IN THE WORLD
    "It's byooooooteefuuuuullll..."
    Nyan Cats are beloved by the little guy. And really just about everyone else other than the tyrants they've helped topple. Villains would love to corrupt them but the Nyan Cats mindless cheerfulness makes turning them difficult.
    Daily Life: Nyan Cats spend a lot of time studying their art. People only see them in action flying about through the sky so it's assumed they live carefree lives.
    Notables:
    Organizations: Nyan Cats tend to be loners. They still occasionally help out the Guild that spawned them, but overall they Nyan alone.

    NPC Reaction
    You're a celebrity. Of the positive kind oddly enough. You're famous for being cute and bringing joy to the lives of others with your antics, whereas other celebrities are famous for who or what they've killed or slept with,

    NYAN CATS IN THE GAME
    This PrC assumes you are more than well known. You are instantly recognizable, which may make stealth missions a pain for the group.
    Adaptation: This is definitely meant for silly campaigns.
    Encounters: Nyan Cats can be found just about everywhere, usually flying through the sky to the cheers of others.

    Sample Encounter
    EL 25: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    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
    Last edited by Bhu; 2013-06-08 at 11:41 PM.
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  8. - Top - End - #758
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Whilst I decide what to do with Nyan Cat is there any cat related material I have not done people would like to see added??
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  9. - Top - End - #759
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Guess not.

    Nyan Cat is updated. When I finally finish it if I haven't got inspiration for more material I'll be getting this ready for pdf form.
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  10. - Top - End - #760
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Nyan Cat has everything but capstone if anyone wants to weigh in...
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  11. - Top - End - #761
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    It looks awesome xD
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  12. - Top - End - #762
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Capstone is up and ready for review.
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  13. - Top - End - #763
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    yea that capstone is pretty powerful o_O

    By level 32 (the level after you get this ability if you go straight for it), that's easily +15 or higher to all saves... could probably get as high as +22 if you really focus on it. And since it's untyped, it stacks with everything.

    45' range isn't bad at all, and I'm sure you could figure out ways to expand it since it's considered a bardic song.
    Last edited by Sir Shadow; 2013-06-04 at 07:21 AM.
    Half-elves are like slinkies.
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    but you can't help laughing when they fall down the stairs.


  14. - Top - End - #764
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    O_o how are you getting these cha bonuses?
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  15. - Top - End - #765
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    O_o how are you getting these cha bonuses?
    Cha starts at 18 via point buy, +8 stat boosts from levels, +5 inherent, +12 Cloak is 43, which is +16 and that's the basics for Cha enhancement, not including Racial bonuses or more obscure enhancement bonuses.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  16. - Top - End - #766
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay we'll be switching that out..
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  17. - Top - End - #767
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Awright how bout now?
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  18. - Top - End - #768
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I'm revising some older 2e feline monsters for use with the Summon Feline Spell. We'll start with Al-Qadim:

    Winged Cat (Jana-Nimr) (Al-Qadim)
    Large Magical Beast
    Hit Dice: 5d10+25 (52 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
    Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +5/+13
    Attack: Claw +7 melee (1d4+4)
    Full Attack: 2 Claws +7 melee (1d4+4) and 1 Bite +2 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Darkvision 60', Scent
    Saves: Fort +9, Ref +7, Will +2
    Abilities: Str 18, Dex 16, Con 20, Int 8, Wis 12, Cha 10
    Skills: Balance +7, Climb +4, Hide +7, Listen +4, Move Silently +7, Spot +4
    Feats: Alertness, Fly-By Attack
    Environment: Temperate Hills and Plains
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 4
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 6-10 HD (Large)
    Level Adjustment: +3

    The Jana-Nimr vaguely resemble pumas with bird wings. Fur color ranges from sandy, grey, or black to yellow or grey with black stripes or white underbellies. With a lifespan of 50 years they have large territories and are coveted by zookeepers. They are very loyal, and can theoretically be trained as a mount. Theoretically. The Jana-Nimr speak their own language, and a few speak Sphinx or Common as well.

    Pounce (Ex): If a Jana-Nimr charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, a Jana-Nimr must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Jana-Nimr gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Skills: Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks

    Combat: Jana-Nimr go directly for the pounce and grapple.



    Winged Cat (Jana-Qitat) (Al-Qadim)
    Tiny Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 50 ft. (Good)
    Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-11
    Attack: Claw +5 melee (1d2-4)
    Full Attack: 2 Claws +5 melee (1d2-4) and 1 Bite +0 melee (1d3-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Darkvision 60', Scent
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 12, Int 8, Wis 12, Cha 11
    Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3
    Feats: Hover, Weapon Finesse (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +1

    Also known as Fluttercats, the Jana-Qitat look like winged housecats, They are prized as pets for their anti vermin abilities, and by Wizards with the Improved Familiar Feat.

    Pounce (Ex): If a Jana-Qitat charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, a Jana-Qitat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Jana-Qitat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Skills: Jana-Qitat have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Jana-Qitat are pretty much like any other housecat.


    Sabu Lord (Al Qadim)
    Large Magical Beast
    Hit Dice: 8d10+56 (100 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +8/+19
    Attack: Claw +14 melee (1d6+7)
    Full Attack: 2 Claws +14 melee (1d6+7) and 1 Bite +9 melee (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Summoning Roar
    Special Qualities: Darkvision 60 ft., Leap
    Saves: Fort +13, Ref +8, Will +4
    Abilities: Str 24, Dex 14, Con 24, Int 12, Wis 14, Cha 18
    Skills: Balance +9, Climb +7, Hide +6, Jump +9, Knowledge (Local Nature) +6, Listen +9, Move Silently +10, Spot +9
    Feats: Ability Focus (Summoning Roar), Alertness, Run
    Environment: Warm Plains
    Organization: Solitary, usually accompanied by 2-12 Lions
    Challenge Rating: 8 (plus lions if present)
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: +4

    Sabu Lords live in the Plains and Savannahs of Zakhara and resemble lions with golden fur and red-gold manes. They can speak Midani.

    Summoning Roar (Su): 3/day the Sabu Lord can cast Greater Shout as a Supernatural Ability. In addition to the usual effects it can be heard for roughly 15 miles. Out in the plains this means 1d4 Cheetahs and 2d5 Lions will arrive the next round and fight to the death for the Sabu Lord. In the forests it summons 1d2 Jaguars, 1d2 Leopards, and 1d4 Tigers will respond in 1d4+1 rounds.

    Cat Speech (Ex): Sabu Lords permanently have the benefits of the Speak with Animals spell, but can only use it to talk to felines.

    Leap (Ex): Th Sabu Lord may leap up to 60' across or up with a DC 10 Jump Check.

    Skills: Sabu Lords have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

    Combat: Sabu Lords generally open with their roar before they and their posse descend on the party.
    Last edited by Bhu; 2013-06-27 at 07:29 PM.
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  19. - Top - End - #769
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Do they summon cats every time they use the roar?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  20. - Top - End - #770
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    How much damage does a rake do? The lesser winged cats probably shouldn't have 3 special attack. They should probably only have rake,

    Debby
    Last edited by Debihuman; 2013-06-16 at 01:37 PM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  21. - Top - End - #771
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Rakes are always 2 extra claw attacks at your highest BAB unless the monster entry says otherwise.

    The Jana-quitat is still kind of limted with it's special attack as the only thing it can use it's improved grab on is mice, and without pounce the only thing it's rakes would be used on would be mice as well.


    Yes Lix they summon every time they use the roar.
    Last edited by Bhu; 2013-06-16 at 02:15 PM.
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  22. - Top - End - #772
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Rakes are always 2 extra claw attacks at your highest BAB unless the monster entry says otherwise.
    That's not what I asked I asked how much DAMAGE. Normally it is same as claw but at half strength. {Furthermore that is not what it says in the SRD).

    As for Improved Grab being used on only creatures that are smaller is RAW, but I think it should be stated regardless. Newbies may not be aware of this and whenever information isn't noted, that's when mistakes are made.

    Debby
    Last edited by Debihuman; 2013-06-16 at 04:57 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  23. - Top - End - #773
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Next up is Forgotten Realms:

    Snow Tiger (Forgotten Realms)
    Large Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +6/+17
    Attack: Claw +11 melee (1d8+7)
    Full Attack: 2 Claws +11 melee (1d8+7) and 1 Bite +6 melee (2d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Darkvision 60', Scent, Camouflage, Burst of Speed, Uncanny Dodge
    Saves: Fort +8, Ref +8, Will +3
    Abilities: Str 24, Dex 16, Con 17, Int 3, Wis 12, Cha 11
    Skills: Balance +7, Hide +8, Listen +6, Move Silently +9, Spot +6, Swim +7
    Feats: Alertness, Improved Initiative, Stealthy
    Environment: Cold Forests
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 7-12 HD (Large); 13-18 HD (Huge)
    Level Adjustment: ---

    Snow Tigers are green and brown in the summer, fading into black and white in the winter, giving them the perfect color for camouflage in their native environments. While they are more intelligent than animals, legends of their cunning are often exaggerated wildly. They are most common in Northeastern Faerun.

    Pounce (Ex): If a Snow Tiger charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, a Snow Tiger must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Snow Tiger gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Camouflage (Ex): This is identical to the Ranger ability of the same name listed in the PHB.

    Burst of Speed (Ex): Once per hour the Snow Tiger can double it's movement rate for 1d4 rounds as a Swift Action.

    Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed in the PHB.

    Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    Combat: Snow Tigers are ambush predators who hide until prey is in reach before pouncing.


    Luck Eater (Forgotten Realms)
    Tiny Magical Beast
    Hit Dice: 4d10 (22 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +4/-8
    Attack: n/a
    Full Attack: n/a
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Purr, Cursed Luck
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +4, Ref +6, Will +3
    Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 15, Cha 15
    Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +6, Spot +5
    Feats: Ability Focus (Cursed Luck, Purr)
    Environment: Any Warm or Temperate Land
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 5-8 HD (Tiny)
    Level Adjustment: ---

    Luck Eaters look like common housecats with short gold or black fur. They cause minor shifts in probability that they somehow feed on, and are attracted to conflict, or groups of adventurers (who also seem to always be involved in conflict).

    Purr (Su): When Luck Eaters encounter a party they begin to purr (this is a Sonic Mind-Affecting Effect), and as long as anyone remains within 30' of them they must make a DC 16 Willpower Save (Save DC is Cha based) or feel protective towards the Luck Eater and bring it with them. If the Luck Eater's new companions do not make any Attack rolls, Ability Checks, Skill Checks or Saving Throws (Saves against the Luck Eater don't count) that would trigger it's Cursed Luck within 1 Minute, it alters it's purr slightly. Victims must make a second Willpower Save or attack the next creature they encounter. If no rolls are made within 30 minutes, the Luck Eater alters it's purr again, and all Victims must make another Save or attack the nearest being regardless if it's friend or foe. In either case the combat lasts for no more than 10 rounds or until something dies whichever happens first, and the Luck Eater slips away during the combat or after a few hours.

    Cursed Luck (Su): Anything within 30' of the Luck Eater takes a -2 Penalty on all Attack rolls, Ability Checks, Skill Checks or Saving Throws.

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Luck Eaters don't attack. They purr to attract potential victims and then hope for an opportunity to feed, but they're pretty much incapable of fighting themselves.


    Change Cat (Forgotten Realms)
    Small Magical Beast
    Hit Dice: 4d10 (22 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +4/-2
    Attack: Claw +7 melee (1d3-2)
    Full Attack: 2 Claws +7 melee (1d3-2) and 1 Bite +2 melee (1d4-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Darkvision 60 ft., Alternate Form, Scent, Sprint
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +6, Hide +11, Jump +10, Listen +6, Move Silently +6, Spot +6
    Feats: Alertness, Weapon Finesse
    Environment: Temperate Forest and Plains
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 5-8 HD (Small)
    Level Adjustment: ---

    Change Cats look like large domestic cats (Maine *****, Bengals, etc). They frequently adopt humanoids as they were magically bred to be companions to them. They don't always reveal their abilities to said humanoid though. At least not until the adopted 'fud guy' is attacked or put in harms way.

    Pounce (Ex): If a Change Cat charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, a Change Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Change Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Alternate Form (Su): At will a Change Cat can turn into a Cheetah as a Swift Action once per round. Stats for Cheetah form are given below.

    Sprint (Ex): Once per hour, a Change Cat can move ten times its normal speed (500 feet) for up to 2 rounds, after which it is Fatigued for 2 rounds after.

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Change Cats usually shift into Cheetah Form and plow into opponents tripping them to the ground.

    Change Cat (biggie sized)
    Medium Magical Beast
    Hit Dice: 4d10 (22 hp)
    Initiative: +4
    Speed: 50 ft. (8 squares)
    Armor Class: 15 (+4 Dex, +1 Natural), touch 14, flat-footed 11
    Base Attack/Grapple: +4/+7
    Attack: Bite +12 melee (1d6+3)
    Full Attack: Bite +12 melee (1d6+3) and 2 Claws +7 melee (1d2+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Darkvision 60 ft., Scent, Sprint
    Saves: Fort +6, Ref +8, Will +2
    Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 7
    Skills: Balance +12, Climb +8, Hide +13, Jump +12, Listen +6, Move Silently +8, Spot +6

    Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.


    Sand Cat (Forgotten Realms)
    Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +0/-6
    Attack: Claw +3 melee (1d3-2)
    Full Attack: 2 Claws +3 melee (1d3-2) and 1 Bite -2 melee (1d4-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Low Light Vision, Leap, Scent
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 7, Dex 14, Con 12, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3
    Feats: Weapon Finesse
    Environment: Warm Plains
    Organization: Solitary, pair, or den (6-10)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    Sand Cats are sandy brown desert felines with long pointed ears and tails ending in a dark tuft. On rare occasion the people of the steppe trap and train their kittens as pets.

    Pounce (Ex): If a Sand Cat charges a foe, it can make a full attack, including two rake attacks

    Improved Grab (Ex): To use this ability, a Sand Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Sand Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Sand Cats generally pounce from hiding.


    Cath Shee (Forgotten Realms)
    Medium Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +4/+8
    Attack: 1 Bite +9 melee (1d8+4)
    Full Attack: 1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Rend, Dimension Door, Rage
    Special Qualities: Darkvision 60', SR 18
    Saves: Fort +7, Ref +7, Will +3
    Abilities: Str 18, Dex 16, Con 16, Int 6, Wis 14, Cha 11
    Skills: Balance +7, Climb +6, Hide +7, Jump +5, Listen +4, Move Silently +7, Spot +4
    Feats: Improved Initiative, Multiattack
    Environment: Any Forest
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Chaotic Neutral or Good
    Advancement: 5-10 HD (Medium)
    Level Adjustment: +3

    Cath Shee are enormous shaggy cats with yellow eyes weighing about 400 pounds. Thy have greenish-gray fur and tufted ears, and are usually found on the Isle of Evermeet. Rangers often seek them as companions if they can find the means.

    Pounce (Ex): If a Cath Shee charges a foe, it can make a full attack.

    Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6+6 damage.

    Rage (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

    Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting. Unlike usual the range is 300 ft.

    Skills: Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

    Combat: Cath Shee generally teleport in on a surprise round, and pop in and out of combat based on how well they are doing, and if their rage takes them.


    Cantobele (Forgotten Realms)
    Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (-1 Large, +2 Dex, +3 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +4/+14
    Attack: Claw +9 melee (1d8+6)
    Full Attack: 2 Claws +9 melee (1d8+6) and 1 Bite +9 melee (2d8+3) and 1 Tail Lash +9 melee (1d10+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake, Trip, Spell-Like Abilities
    Special Qualities: Darkvision 110 ft., Immune to Cold, Glare-resistant Eyes
    Saves: Fort +7, Ref +6, Will +3
    Abilities: Str 23, Dex 15, Con 16, Int 12, Wis 14, Cha 16
    Skills: Balance +6, Bluff +9, Climb +6, Diplomacy +9, Hide +6, Jump +6, Listen +8, Move Silently +6, Spot +7, Swim +6
    Feats: Improved Multiattack, Multiattack
    Environment: Any Swamp or Forest
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +4

    Cantobeles are 6 legged lions with fur ranging from grey-white to tawny depending on the season. They have longer tails than usual, and musical voices which they use to attempt to sooth potential prey/enemies.

    Pounce (Ex): If a Cantobele charges a foe, it can make a full attack, including two rake attacks (Damage is same as claws but only half Str Bonus).

    Improved Grab (Ex): To use this ability, a Cantobele must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Cantobele gains 2 extra Claw attacks at it's highest BAB.

    Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 check modifier) as a Free Action without making a touch attack or provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Cantobele.

    Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues
    2/day: Ice Storm
    1/day: Misdirection

    Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.

    Skills: Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

    Combat: Cantobeles will use Spell-Like Abilities to hamper or hobble prey before bursting from hiding and knocking them to the ground to finish them.
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  24. - Top - End - #774
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    a few from Athas:

    Tagster (Athas)
    Medium Magical Beast (Psionic)
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +4/+7
    Attack: Claw +7 melee (1d3+3)
    Full Attack: 2 Claws +7 melee (1d3+3) and 1 Bite +2 melee (2d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake, Psionics
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +6, Ref +6, Will +4
    Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 14, Cha 14
    Skills: Balance +4, Climb +4, Hide +7, Jump +4, Listen +4, Move Silently +7, Spot +4
    Feats: Combat Manifestation, Speed of Thought
    Environment: Sandy Wastes and the Tablelands
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 5-10 HD (Medium)
    Level Adjustment: +2

    Tagsters look vaguely like 4' long lynxes with yellow-brown fur and a white underbelly. Many also have dark spots or some sort of dark marking. They roam the desert trade routes and the Tablelands using their psionic abilities to hunt prey.

    Pounce (Ex): If a Tagster charges a foe, it can make a full attack, including two rake attacks

    Improved Grab (Ex): To use this ability, a Tagster must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Tagster gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Psionics: Tagsters can Manifest Psionic powers as a 4th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

    Skills: Tagsters have a +4 racial bonus on Hide, and Move Silently checks.

    Combat: Tagsters use their Psionic Ability to find prey, after which they either use them to buff themselves or weaken prey as a precursor to their physical attack.


    Tigone (Athas)
    Medium Magical Beast
    Hit Dice: 5d10+10 (37 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +5/+10
    Attack: Claw +10 melee (1d4+5)
    Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (2d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rake, Psionics
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +6, Ref +7, Will +4
    Abilities: Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 14
    Skills: Balance +3, Climb +7, Hide +7, Jump +7, Listen +4, Move Silently +7, Spot +4
    Feats: Psionic Fist, Speed of Thought
    Environment: Warm Mountains, the Hinterlands
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: +2

    Tigones are native to the Hinterlands and resemble green and black tigers. They are highly sought after as gladiatorial combatants.

    Pounce (Ex): If a Tigone charges a foe, it can make a full attack, including two rake attacks

    Improved Grab (Ex): To use this ability, a Tigone must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Tigone gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Psionics: Tigone can Manifest Psionic powers as a 5th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

    Skills: Tigones have a +4 racial bonus on Hide, and Move Silently checks.

    Combat: Tigones are similar to Tagsters, using Psionics to find and muddle with prey before attacking.


    Kirre (Athas)
    Large Magical Beast (Psionic)
    Hit Dice: 6d10+36 (69 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Large, +3 Dex, +3 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +6/+15
    Attack: Claw +9 melee (1d4+5)
    Full Attack: 4 Claws +9 melee (1d4+5) and 1 Bite +9 melee (1d6+2) and 1 Gore +9 melee (1d8+2) and 1 Tail Lash +9 melee (1d6+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, Psionics
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +11, Ref +8, Will +4
    Abilities: Str 20, Dex 16, Con 22, Int 6, Wis 14, Cha 14
    Skills: Balance +7, Climb +5, Hide +6, Jump +5, Listen +5, Move Silently +7, Spot +5
    Feats: Improved Initiative, Improved Multiattack, Multiattack
    Environment: Forest ridge
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 6
    Treasure: None
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    Kirre resemble 8 legged tigers with horns and a long spiked tail. Fur tends to be grey with brown stripes.

    Pounce (Ex): If a Kirre charges a foe, it can make a full attack.

    Psionics: Kirre can Manifest Psionic powers as a 6th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Psychokinesis and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

    Skills: Kirre have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    Combat: Kirre usually use their Psionics for protective buffing with maybe the occasional attack. For the most part they're much like any other tiger.
    Last edited by Bhu; 2013-06-29 at 02:43 PM.
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  25. - Top - End - #775
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    Marine Cat (Red Steel)
    Tiny Magical Beast
    Hit Dice: 2d10+2 (12 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +2/-10
    Attack: Claw +6 melee (1d2-4)
    Full Attack: 2 Claws +6 melee (1d2-4) and 1 Bite +1 melee (1d3-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Darkvision 60 ft., Scent, Possible Legacy
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 3, Dex 15, Con 12, Int 3, Wis 12, Cha 11
    Skills: Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3, Swim +5
    Feats: Weapon Finesse
    Environment: Shipboard
    Organization: Solitary
    Challenge Rating: 1/3 (1 if it has a Legacy)
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 2-4 HD (Small)
    Level Adjustment: ---

    Marine cats are a longer lived breed of domestic cats that live primarily on board sailing vessels. Considered good luck by most sailors (particularly if they have Legacies), most captains would rather give up one of their men than the ship cats.

    Pounce (Ex): If a Marine Cat charges a foe, it can make a full attack, including two rake attacks

    Improved Grab (Ex): To use this ability, a Marine Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): In a Grapple or with a successful Pounce the Marine Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Possible Legacy (Su): Roughly 10% of Marine Cats have a Legacy but show no deformities and do not require Cinnabryl. Apparently the Gods who cursed the lands favor cats... Usually the Legacy is either breathing water or a swim move or a similar aquatic Legacy.

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Swim checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Marine Cats are pretty much like smarter housecats unless they have a legacy.
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  26. - Top - End - #776
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    Kamatlan (Maztica)
    Medium Magical Beast
    Hit Dice: 5d10+10
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +5/+8
    Attack: Claw +9 melee (1d3+3)
    Full Attack: 2 Claws +9 melee (1d3+3) and 1 Bite +7 melee (1d8+1) and 4 Snakes +7 melee (1d4+1 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +6, Ref +8, Will +3
    Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 14, Cha 8
    Skills: Balance +12, Climb +8, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6, Swim +11
    Feats: Multiattack, Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Chaotic Evil
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    Kamatlan resemble large Jaguars with two snakes growing from each shoulder, and a rattle at the end of it's tail. They appeared in Maztica after the Night of Wailing, and unlike other felines lay eggs as opposed to giving live birth.

    Poison (Ex): Injury, DC 14, Initial and Secondary Damage is 1d6 Con.

    Skills: Kamatlan have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Swim checks. Kamatlan have a +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Kamatlan will attempt a surprise ambush, hoping to poison foes.



    Kamadan (Maztica)
    Medium Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +4/+7
    Attack: Claw +8 melee (1d3+3)
    Full Attack: 2 Claws +8 melee (1d3+3) and 1 Bite +6 melee (1d8+1) and 6 Snakes +6 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +6, Ref +8, Will +3
    Abilities: Str 16, Dex 19, Con 15, Int 6, Wis 14, Cha 8
    Skills: Balance +12, Climb +7, Hide +8, Jump +12, Listen +5, Move Silently +8, Spot +5
    Feats: Multiattack, Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 5-8 HD (Medium)
    Level Adjustment: ---

    Kamadan are relatives of the Kamatlan, resembling Leopards with three snakes sprouting from each shoulder. They aren;t found in Maztica, but do appear elsewhere throughout Toril.

    Breath Weapon (Su): The Kamadan can use it's Breath Weapon once every 3/day as a Standard Action, and it takes the form of a 20' cone of gas. Opponents in it's area of effect with 4 pr less Hit Dice must make a DC 14 Fortitude Save (Save DC is Constitution based) or fall asleep as per a Sleep spell for 4 minutes.

    Skills: Kamadan have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Kamadan have a +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Kamadan attack from surprise with their breath weapon before charging into prey.
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  27. - Top - End - #777
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    Caterwaul (Fiend Folio)
    Medium Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares), Climb 30 ft.
    Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
    Base Attack/Grapple: +4/+7
    Attack: Claw +8 melee (1d4+3)
    Full Attack: 2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Improved Grab, Rend, Screech, Haste
    Special Qualities: Darkvision 60 ft., Partial Biped, Scent
    Saves: Fort +6, Ref +8, Will +2
    Abilities: Str 16, Dex 18, Con 14, Int 6, Wis 12, Cha 8
    Skills: Balance +12, Climb +12, Hide +8, Jump +11, Listen +4, Move Silently +8, Spot +4
    Feats: Ability Focus (Screech), Weapon Finesse
    Environment: Temperate Mountains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 5-10 HD (Medium)
    Level Adjustment: ---

    Caterwauls are short furred felines with yellow eyes and prehensile tails. Fur is usually midnight blue. Their faces are curiously elvish looking. Militantly solitary they only mingle when mating, and are very territorial. Once established they remain within 8 miles of it, terrorizing herds and people alike, and collecting shiny objects. It's tail isn't particularly strong but with training it can be used for simple tasks.

    Pounce (Ex): If a Caterwaul charges a foe, it can make a full attack, including two rake attacks

    Improved Grab (Ex): To use this ability, a Caterwaul must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Rend (Ex): If the Caterwaul hits with both Claw attacks it Rends for an additional 2d4+4 damage.

    Screech (Ex): As a Standard Action the Caterwaul can unleash an ear-piercing keening doing 1d8 Sonic damage to everything in 60' unless they make a DC 16 Fortitude Save (Save DC is Constitution based).

    Haste (Sp: The Caterwaul may cast Haste at will as a Full Round Action. Caster Level is 7th.

    Partial Biped (Ex): Caterwauls can walk on their hind legs, but their speed drops to 40.

    Skills: Caterwauls have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Caterwauls have a +8 racial bonus on Balance and Climb checks. A Caterwaul can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    Combat: Caterwauls usually hide and activate Haste when prey comes in range. They then open with a screech and charge in.


    Cat, Elven
    Tiny Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +3
    Speed: 45 ft. (9 squares), Climb 25 ft.
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +3/+-8
    Attack: Claw +8 melee (1d2-3)
    Full Attack: 2 Claws +8 melee (1d2-3) and 1 Bite +3 melee (1d3-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Spell-Like Abilities, Rake
    Special Qualities: Dark Vision 60 ft., SR 17
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 15, Cha 16
    Skills: Balance +11, Climb +9, Hide +15, Jump +11, Listen +4, Move Silently +7, Spot +4, Swim +2
    Feats: Athletic, Weapon Finesse
    Environment: Temperate Forest
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Domestic cats raised by Elves have evolved or been magically uplifted into intelligent beings. Most speak Elven, as well of the language of their 'owner'. Given their intelligence and abilities keeping them as 'pets' is a tricky proposition.

    Spell-Like Abilities (Sp): At will: Detect Thoughts

    2/day: Reduce Animal, Reduce Person, Tree Shape

    1/day: Animal Growth (self only, despite it being a Magical Beast), Telekinesis (can be used to Trip only) Caster Level is 9th.

    Pounce (Ex): If an Elven Cat charges a foe, it can make a full attack, including two rake attacks

    Rake (Ex): In a Grapple or with a successful Pounce the Elven Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Elven Cats rarely attack big folk. They generally use Tree Shape to hide, and Detect Thoughts to determine what intruders are up to. After that they can use Telekinesis to Trip them before scampering off, or Animal Growth if cornered and they have to fight.
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  28. - Top - End - #778
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    Ebon Tiger (Mystara)
    Large Magical Beast (Incorporeal)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Large, +3 Natural, +3 Deflection), touch 15, flat-footed 12
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (1d6+6)
    Full Attack: 2 Claws +11 melee (1d6+6) and 1 Bite +9 melee (2d4+3 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Blinding Bite
    Special Qualities: Darkvision 60 ft., Separated from Nature, Shadow Invisibility, Out of Phase
    Saves: Fort +8, Ref +8, Will +4
    Abilities: Str 22, Dex 16, Con 16, Int 2, Wis 14, Cha 7
    Skills: Balance +8, Climb +8, Hide +7, Jump +8, Listen +10, Move Silently +11, Spot +10
    Feats: Ability Focus (Blinding Bite), Improved Initiative, Multiattack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    Ebon Tigers appear to be large tigers composed entirely of black flame. Their origin is uncertain, but given that Rakasta priests commonly use them as guardians they may be magical in origin.

    Blinding Bite (Su): Ebon Tiger bites are poisonous. Injury, DC 18 (Save DC is Constitution based), Initial damage is Dazzled 1 Minute, Secondary damage is permanent Blindness.

    Separated from Nature: Ebon Tigers do not require water or sleep, and can go (Constitution Modifier) months without eating before they risk starvation.

    Shadow Invisibility (Ex): Ebon Tigers are invisible in complete darkness.

    Out of Phase (Ex): Ebon Tigers co-exist on the Material and Ethereal Planes simultaneously. They are considered corporeal versus Ethereal or incorporeal beings and vice versa.

    Skills: Ebon Tigers have a +8 racial bonus on Hide, Listen, Move Silently and Spot checks.

    Combat: Ebon Tigers are pretty much like regular great cats, ambushing prey from hiding.
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  29. - Top - End - #779
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    currently revising Kitty Magic

    KITTY MAGIC SPELLS


    +3 Cheeseburger
    Conjuration (Creation)/Enchantment (Compulsion)
    Level: Kitty 4, Sor/Wiz4
    Components: V, F
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. +10 ft./Level)
    Effect: creates 1 Cheese Burger
    Duration: 1 round/level (but see below)
    Saving Throw: Willpower negates
    Spell Resistance: No

    "Dude...I am sooooooo hungry..."

    This spell summons a meaty, delicious cheeseburger anywhere within the spells range (usually in front of a lone guard while being cast from hiding) for the duration listed above (unless it is eaten earlier). Anyone seeing the burger must make a Willpower Save (Save DC is +3) or eat the burger (eating the burger is a Full Round Action). If he fails the Save and eats it, he is Dazed 1d3 rounds as it pummels his intestines (there is no Save against this secondary effect). If two or more see it and fail their Save they will squabble over it within the confines of their alignment

    Focus is a miniature carving of a cheeseburger.



    A Cat's Revenge
    Transmutation
    Level: Kitty 3, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You cause one opponent within range to begin attempting to cough up a hairball. If he fails his Save, he is Nauseated for the duration of the spell plus 1d6 rounds, and Exhausted for 1d4 minutes afterwards. Material component is cat fur.



    Aggressive Cat Is Aggressive
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "RAAAAAAAHHHHH!!!!"

    You gain a +4 Enhancement Bonus to Attack and Damage rolls(including Grapple/Bull Rush/Trip checks), a +5 Enhancement Bonus to Fortitude Saving throws, and a +10 Competence Bonus on Intimidate checks. You also gain the Improved Grapple and Improved Unarmed Strike Feats, and +3d6 Skirmish (see Complete Adventurer page 12). Your Base Land speed increases by 10 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell). If your current form has no claws you gain a Claw Attack doing 1d3 plus Str Damage (2 claws on a Full Attack) if you are size class Medium. If you already have Claws, their damage increases by 1 step.



    Basement Cat
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "souls. i eets them."

    You gain a +4 Enhancement Bonus to Charisma, a +4 Profane Bonus to Armor Class, a +4 Profane Bonus to Willpower Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the ability to Teleport at will as a Supernatural ability from any one basement to any other basement, are surrounded by Darkness (as per the spell, except you can see through it) in a 10' Radius, and an evil minion (a Half Fiend Cheetah) for the duration of the spell. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is black cat fur.



    Big Kitty
    Transmutation
    Level: Big Kitty 9, Kitty 9
    Components: V, S, M
    Casting Time: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Minute

    "Ahem...meow."

    You transform into a housecat that's as big as some huts. You are now Size Class Colossal (Long). You are now Space/Reach 30 ft./20 ft. You gain +32 Str, +4 Dex, +12 Con, +12 Natural Armor Bonus, Scent, and Low Light Vision. Similarly to Kitty Form you have a Primary Claw attack doing 3d6 plus Str modifier, and a Secondary Bite attack doing 4d6 plus half Str modifier (you get 2 Claws and a Bite with a Full Attack). You also have a -8 Size Penalty to Attack rolls, and AC. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. Base Land Speed becomes 60 ft, and you gain a Climb Speed of 60 ft. You also gain Damage Reduction 10/-.

    You also gain the following abilities:

    Improved Grab (Ex): When you successfully hit with your claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may establish a hold, and cn use your Rakes.

    Rake (Ex): When you make a successful Grapple check or Pounce you gain two additional Rake attack (to hit and damage same as claw attacks).

    Pounce (Ex): You may make a Full attack when Charging, including two Rake attacks.

    Frightful Presence (Ex): When you attack or hiss all living creatures within 120' with less Hit Dice than yourself must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken 4d6 rounds. If the Save is successful they are immune to your Frightening Presence for 24 hours.

    Material Component is a bit of Dire Tiger fur.



    Cat Gravity
    Transmutation
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 round/level

    "Will someone PLEASE help me get this cat off me!"

    Kitty mages cast this spell, and then find a persons lap to sit in or attempt to Pin someone in a Grapple). If they successfully Pin an opponent in a Grapple (or one is foolish enough to allow them to sit on their lap, at which point the cat is effectively Pinning them for purposes of this spell as they have allowed it to), their weight suddenly increases a hundredfold (well maybe not that much, but they're darn heavy). For the duration of the spell the caster gains an Enhancement Bonus equal to their Caster Level to all Grapple Checks for purposes of Pinning his opponent to the ground (which is a poetic way of saying he gains the Bonus to all offensive Grapple Checks).



    Ceiling Cat
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "Ceiling Cat is watching you...well...you know."

    You gain a +4 Sacred Bonus to Wisdom, a +4 Sacred Bonus to Armor Class, a +4 Sacred Bonus to Willpower Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the ability to Teleport at will as a Supernatural ability from any one ceiling/attic to any other ceiling/attic, the benefits of the Clairvoyance spell, and an eye laser attack (this is a ranged touch attack doing 3d6 fire damage with a range of 60'). You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is white cat fur.



    Dander Blast
    Evocation
    Level: Dander 4, Kitty 4
    Components: V, S. M
    Casting Time: 1 Standard Action
    Range: 60'
    Area: Cone Shaped Burst
    Duration: 1 round/level
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    "Eat hot, burning allergy you bastids!"

    You create a strong blast of air and fur that originates from your fingertips and moves in the direction you are facing.
    As a stronger form of gust of wind, this spell automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns.
    Large fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the wind.
    Forest or grassland fires are too large to be extinguished by this spell. All creatures caught in the area are Sickened as long as they remain in the Area of Effect and for 5d10 rounds after. A successful Fortitude saving throw negates the gust's effects.
    Those that fail the save are pushed away from the caster a distance of 3 feet per caster level.
    Creatures that remain in the area past the first round must make an additional saving throw each round.
    A Dander Blast can do anything a sudden blast of wind would be expected to do.
    It can create a stinging spray of sand or dust, overturn tents
    and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.
    The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.


    Dander Explosion
    Evocation
    Level: Dander 8, Kitty 8
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: 0'
    Area: 80' Radius Spread
    Duration: Instantaneous
    Saving Throw: Fortitude Partial, see text
    Spell Resistance: Yes

    "FOOM"

    There is an explosion of cat dander, centered on the hex you occupy. Everything in the Radius is Nauseated and Fatigued for 5d10 rounds if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 5d10 rounds. Vision is completely obscured (total concealment) in the area of the explosion of fur for the round of the spells casting, and the round afterwards. Anything in the area of effect must also make a Reflex Saving throw or be knocked prone as well. Material component is a hunk of cat fur from a large cat such as a lion or tiger.



    Dander Tornado
    Evocation
    Level: Dander 9, Kitty 9
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./level)
    Effect: Cyclone 10' Wide at base, 30' wide at top, and 30' tall
    Duration: 1 round/ level (D)
    Saving Throw: Reflex Partial, see text
    Spell Resistance: Yes

    "Git in tha root seller maw!"

    You summon a tornado that's inundated with cat dander. This is identical to the spell Whirlwind with two exceptions. First, the area of the whirlwind provides total concealment for the duration of the spell, and completely obscures vision inside it's area of effect. Second, anything within the area of effect is Nauseated and Fatigued for as long as they remain within the Area of Effect plus 2d6 more rounds. if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 5d10 rounds. Material component is a hunk of Dire Tiger Fur.



    Defensive Cat Is Defensive
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "You'll never catch me."

    You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the Mobility Feat, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51). Your Base Land speed increases by +30 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell).



    Do Not Want
    Enchantment (Mind-Affecting, Compulsion)
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Area of Effect: 20' Radius centered on you
    Duration: 1 Round/level
    Saving Throw: Will partial
    Spell Resistance: Yes


    You become incredibly intimidating for the duration of this spell. For anyone to approach closer than 20' to you they must make a Willpower Save. Otherwise they feel compelled to get as far away from you as possible for the duration of the spell. If they succeed in the Save, they are Shaken for the duration of the spell as long as they know you are nearby (i.e. can see or hear you).



    Four LOLCats of the Apocalypse (aka BOOM!)
    Evocation
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range:Long (400 ft + 40 ft/level)
    Area: 80' Radius Spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

    Focus: A small mushroom carving.



    Gimme A Break Here
    Universal
    Level: Begging 7, Kitty 7
    Components: V, S, XP
    Casting Time: 1 Standard Action
    Range: See text
    Target, Effect, or Area: See text
    Duration: See Text
    Saving Throw: None, see text
    Spell Resistance: Yes

    "AW COME ON!!"

    You can occasionally beg a favor of the gods themselves when you're on hard times. This is in most ways identical to the Limited Wish spell, but you can only use it as a favor for yourself. For example you couldn't smite an enemy with a fireball, but you could escape with a Teleport. You can also request food, wealth, or shelter; or revealing the truth to people who have believed a falsehood about you. It's not offensive, it's a get out of trouble free card.



    Happycat
    Enchantment/Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "I can has cheeseburger?!?."

    You gain a +4 Enhancement Bonus to Charisma, a +4 Deflection Bonus to Armor Class, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks. Anyone within 60' capable of seeing you must make a Willpower Save or be Fascinated for the duration of the spell. Victims who become Fascinated who are under the influence of any power or effect that causes them to suffer negative emotions (i.e. sadness, hate, etc) get a new Willpower Save to negate that effect. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is grey cat fur.



    Hover Cat
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "Insert spookity Theremin music here."

    You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the Flyby Attack, Hover, and Improved Flyby Attack Feats (see Savage Species for the last one). For the duration of this spell you may Fly as per the spell of the same name, but with Perfect maneuverability. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Fly which is consumed by the casting of the spell).



    I Has A Flavor
    Enchantment
    Level: Kitty 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 10 Minutes/level
    Saving Throw: Willpower negates; see text
    Spell Resistance: No

    "OMG you taste like ice cream."

    Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Willpower Save. It will spend it's action each round licking you and doing nothing else until the spell ends. If you attack it or cast another spell on it the spell ends. If it is attacked by someone other than yourself it can defend itself. If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out. Material component is a bit of food.



    I See What You Did There
    Divination [Mind-Affecting]
    Level: Kitty 6, Sor/Wiz 6
    Components: V
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 Living Creature
    Duration: Concentration, up to 1 round level
    Saving Throw: Will negates, see text
    Spell Resistance: Yes

    "Perhaps you'd like your wife to know about the incident with that underage Medusa last Wednesday Mr. Paddington"

    You can learn bad things your opponent has done by staring intently at him. The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know. The second round you know the time and place it was committed. The third round you know who else was there, and what they were doing. The fourth round you pretty much have all the details you didn't already know. After that you can learn more embarrassing secrets if you wish.



    It Was the Dog
    Conjuration (Creation)/Enchantment
    Level: Kitty 4, Mischief 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. +10 ft./level)
    Effect: Cloud spreads in 20' Radius, 20' high
    Duration: 1 round/level
    Saving Throw: Fortitude partial, Willpower partial
    Spell Resistance: No

    "A silent but deadly cloud envelopes your enemies."

    Choose 1 enemy within the spells range. A loud 'FRAAAAAAP' sound is heard emanating from him as a cloud of invisible gas is created centered on his hex. The invisible cloud is otherwise identical to the Stinking Cloud spell. Anyone in the cloud must also make a second Willpower Save, or believe that the being the spell is centered on is responsible for their problems for as long as they are Nauseated. Material component is a piece of rotting vegetation.



    Longcat
    Transmutation
    Level: Kitty 3, Sor/Wiz 3
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "How the hell does that cat keep reaching those cookies on the top shelf?"

    For the duration of this spell your reach increases based on your caster level. At 5th level your Reach increases +5 ft. At 6th -10th level your Reach increases +10 ft. At 11th - 15th level your Reach increases to +15 ft. At Level 16+ your Reach is +20 ft. Focus is a small Longcat figurine.



    Nappy Times
    Enchantment (Mind-Affecting)
    Level: Kitty 9, Nap 9
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 4o ft./level)
    Area: one or more creatures within a 60' Radius burst
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: Yes

    "Quiet down out there!"

    You know the mother of all Sleep spells. Every creature within the spells radius of effect must Save or become Unconscious for the duration of the spell. Creatures immune to sleep are not immune to this effect. Victims who are immune to Sleep effects are Stunned for 1d6 rounds instead. material component is a pinch of chamomile and kava kava herbs.



    Nom Nom Nom
    Necromancy
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature touched
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    "WHY DO PEOPLE KEEP BITING ME?"

    If this spell is cast on you all opponents who have a Bite attack as a Natural Weapon automatically threaten a critical every time they successfully hit with their bite. It may be removed by the same means as a Bestow Curse spell.



    Pew Pew Pew
    Evocation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 3 creatures, all of which must be within 30'
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "lols"

    You unleash 3 Rays of Force against one or more foes. The Rays are a Ranged Touch Attack, and do 5d6 damage, +1 damage per level (max of 5d6+15).



    Serious Cat
    Enchantment /Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "I are serious cat."

    You gain a +4 Enhancement Bonus to Charisma, a +4 Deflection Bonus to Armor Class, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks. Anyone within 60' capable of seeing you must make a Willpower Save or lose any class abilities/spells/powers they currently have in use that rely on emotion (including morale bonuses). Examples would be Frenzy, Rage, or Wild Surge. They cannot use these abilities again until after the encounter is over. Anyone under the influence of any power or effect that causes them to suffer emotions forcibly (i.e. Rage, Crushing Despair, Fear, etc.) get a new Willpower Save to negate that effect. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is white cat fur.



    Summon Feline I
    Conjuration (Summoning, see text)
    Level: Drd 1, Help! 1, Kitty 1, Rgr 1, Sor/Wiz 1
    Components: V, S, F/DF
    Casting Time: 1 round
    Range:Close (25 ft + 5 ft/2 levels)
    Effect: 1 Summoned Creature
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons a Feline creature. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of it's ability. If you can communicate with the creature, you can direct it to attack a specific enemy, not attack, or perform some other action.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance the Sea Cat can only be summoned in an Aquatic environment.

    This spell summons 1 creature form the 1st level list on the Summon Felines table. You choose which kind of creature to summon, and can change it each time you cast the spell.

    When you use the spell to summon spell to summon any creature with any alignment or elemental descriptors the spell is also of that type (for example summoning an Anarchic Lion the spell gains the Chaos descriptor.

    Unlike Summon Monster which only summons extraplanar beings, and Summon Nature's Ally which only summons natural beings, this spell can do both (assuming they are feline).

    Focus is a dingle ball.



    Summon Feline II
    Conjuration (Summoning, see text)
    Level: Drd 2, Help! 2, Kitty 2, Rgr 2, Sor/Wiz 2
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 2nd level list, or 1d3 felines of the same kind from the 1st level list.



    Summon Feline III
    Conjuration (Summoning, see text)
    Level: Drd 3, Help! 3, Kitty 3, Rgr 3, Sor/Wiz 3
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 3rd level list, 1d3 felines of the same kind from the 2nd level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline IV
    Conjuration (Summoning, see text)
    Level: Drd 4, Help! 4, Kitty 4, Rgr 4, Sor/Wiz 4
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 4th level list, 1d3 felines of the same kind from the 3rd level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline V
    Conjuration (Summoning, see text)
    Level: Drd 5, Help! 5, Kitty 5, Sor/Wiz 5
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 5th level list, 1d3 felines of the same kind from the 4th level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline VI
    Conjuration (Summoning, see text)
    Level: Drd 6, Help! 6, Kitty 6, Sor/Wiz 6
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 6th level list, 1d3 felines of the same kind from the 5th level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline VII
    Conjuration (Summoning, see text)
    Level: Drd 7, Help! 7, Kitty 7, Sor/Wiz 7
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 7th level list, 1d3 felines of the same kind from the 6th level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline VIII
    Conjuration (Summoning, see text)
    Level: Drd 8, Help! 8, Kitty 8, Sor/Wiz 8
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 8th level list, 1d3 felines of the same kind from the 7th level list, or 1d4+1 felines of the same kind from a lower level list.



    Summon Feline IX
    Conjuration (Summoning, see text)
    Level: Drd 9, Help! 9, Kitty 9, Sor/Wiz 9
    Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

    This spell works the same as Summon Feline I, except you may summon one feline from the 9th level list, 1d3 felines of the same kind from the 8th level list, or 1d4+1 felines of the same kind from a lower level list.

    Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx), Crypt Cat, Jana-Qitat, Marine Cat, Sand Cat, Anarchic/Celestial/Fiendish Tressym
    Summon Feline II (Vivacious Cat, Change Cat, Elven Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval)
    Summon Feline III (Cath Shee, Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard), Luck Eater, Midnight Cat, Plains Cat
    Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, FF Caterwaul, Jana-Nimr, Kamadan, Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther, Tagster)
    Summon Feline V (Cantobele, Caterwaul, Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Kamatlan, Anarchic/Celestial/Fiendish Sea Cat, Snow Tiger, Axiomatic/Celestial/Fiendish Tiger, Tigone, Anarchic/Celestial/Fiendish Wemic)
    Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul, Criosphinx, Ebon Tiger, Anarchic/Celestial/Fiendish Hieracosphinx, Kirre, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
    Summon Feline VII (Ghirrash, Gynosphinx, Sabu Lord, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)
    Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
    Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)

    Monsters may be found in the following books:

    Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
    Catfolk, Ghirrash: The Miniature's Handbook
    Dire Puma, Serval: Sandstorm
    Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
    Spectral Panther, Wemic: Monsters of Faerun
    Smilodon: Frostburn
    Lynx: Races of Faerun
    Sea Tiger: Monster Manual 3
    Crypt Cat, Midnight Cat, Plains Cat: Denizens of Dread
    Tressym: Forgotten Realms Campaign Setting or Lost Empires of Faerun
    All others are made by me or a contributor


    The following are critters made by me:

    Spoiler
    Show
    Big Spookity Kitty
    Tiny Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +6/+16
    Attack: Claw +14 melee (1d2+6)
    Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
    Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
    Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
    Feats: Anklebiter, Dodge, Improved Initiative
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
    Challenge Rating: 3???
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
    Level Adjustment: ----

    "Aww, look at the lil kitties!!!"

    Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.

    Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

    Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

    Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple chack as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

    Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.



    Spoiler
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    Little Spookity Kitty
    Diminutive Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +3/+10
    Attack: Claw +10 melee (4 pts)
    Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
    Space/Reach: 1 ft./ 0 ft.
    Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
    Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
    Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
    Feats: Anklebiter, Improved Initiative
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Pack (5-20)
    Challenge Rating: 2??
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 4-5 HD (Diminutive)
    Level Adjustment: ----

    "Awwwwww...look at the little teeny kitties.."

    Little Spookity Kitties are Big Spookity Kitty kittens.

    Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

    Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

    Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

    Combat: Pretty much just like the Big Spookity Kitties.





    Spoiler
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    Dire Kitty
    Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Claw +5 melee (1d4+3)
    Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rake
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +5, Ref +6, Will +2
    Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
    Skills: Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
    Feats: Alertness, Run
    Environment: Temperate Plains
    Organization: Domesticated or Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "Are you sure we should be robbin' an old woman Abner? She might have cats. I hate cats. They always yowl and scratch me."

    "Don't be such a wuss Bert."

    "Hisssssssssssssssssssssssss..."

    "I'm sorry Abner I couldn't hear you over the sound of me ****tin' mah self. Could you repeat that?"


    No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic. But they make darned excellent watchcats. Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.

    Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.

    Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).

    Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check. In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better. They also have a +8 Racial Bonus to Balance and Jump Checks.

    Combat: Dire Kitties fight in a manner common to regular housecats. They hiss until their opponent leaves. If that fails it's the usual pounce, grab, rakerakerakerake...




    Spoiler
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    Good Kitty
    Tiny Magical Beast
    Hit Dice: 18d10+36 (135 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
    Base Attack/Grapple: +18/+7
    Attack: Claw +24 melee (1d2 -3)
    Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Gaze Attack
    Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
    Saves: Fort +13, Ref +15, Will +12
    Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
    Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
    Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
    Environment: Any
    Organization: Solitary or Pair
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 19-25 HD (Small)
    Level Adjustment: ---

    "Sassy is mama's good widdle piddy! Yes she is!"

    Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

    And woe be unto he who shall disrupt the catnip production.

    Good Kitties speak common and any 2 other languages of the DM's choice.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

    Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

    Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

    Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility

    3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

    1/day: Dominate Person

    Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away. If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  30. - Top - End - #780
    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!

    The following are critters made by Debby!:



    Spoiler
    Show


    Caterwaul
    Small Magical Beast
    Hit Dice: 6d10 (33 hp)
    Initiative: +7 (+3 Dex, +4 improved initiative)
    Speed: 30 feet (6 squares), Climb 20 ft.
    Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
    BAB/Grapple: 6/+4
    Attack: Claw+10 melee (1d3+2)
    Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Caterwaul, rake (1d3+1)
    Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
    Saves: Fort +5, Will +3, Ref +8
    Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
    Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
    Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
    Environment: Nocturnal rural and urban areas
    Organization: Solitary or Cluster (2-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Chaotic Evil
    Advancement: None
    Level Adjustment: None

    Fog comes on little cat feet – Carl Sandburg

    Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog. A caterwaul’s fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see. However, anyone who has heard a caterwaul never forgets its fearful sound.

    A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

    The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.

    They can speak Common but rarely choose to do so.

    Combat

    Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.

    Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

    Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.

    The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.

    Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

    Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

    Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

    A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

    Lore

    A Knowledge (Arcana) check reveals the following information about caterwauls:

    {table=head]DC | Result
    16 |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.

    21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.

    26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame.

    Plot Hooks

    • A single caterwaul has set up residence near a popular tavern and is scaring away patrons.
    • A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.
    • A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.




    Summon Cat Swarm I
    Conjuration (Summoning, see text)
    Level: Drd 3, Kitty 3, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 round
    Range:Close (25 ft + 5 ft/2 levels)
    Effect: 1 Swarm of Cats
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

    Spoiler
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    Cat Swarm
    Tiny Animal (Swarm)
    Hit Dice: 6d8 (27 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
    Saves: Fort +5, Ref +7, Will +3
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +9, Spot +6
    Feats: Alertness, Improved Initiative, Run
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Level Adjustment: ---

    "Bert...I think there's something wrong with these cats..."

    Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...

    Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

    Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).



    Summon Cat Swarm II
    Conjuration (Summoning, see text)
    Level: Drd 5, Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 round
    Range:Close (25 ft + 5 ft/2 levels)
    Effect: 1 Swarm of Cats
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Greater Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

    Spoiler
    Show
    Greater Cat Swarm
    Tiny Animal (Swarm)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +9/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
    Saves: Fort +8, Ref +11, Will +5
    Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 7
    Skills: Balance +11, Climb +7, Hide +15, Jump +11, Listen +8, Move Silently +12, Spot +8
    Feats: Alertness, Dodge, Improved Initiative, Mobility, Run
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Level Adjustment: ---


    "Maybe they just want the fish we caught Abner."

    Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...

    Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

    Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).



    Summon Cat Swarm III
    Conjuration (Summoning, see text)
    Level: Drd 7, Kitty 7, Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 round
    Range:Close (25 ft + 5 ft/2 levels)
    Effect: 1 Swarm of Cats
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Planar Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

    Spoiler
    Show
    Planar Cat Swarm
    Tiny Magical Beast (Chaotic, Extraplanar, Swarm)
    Hit Dice: 15d8+15 (82 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Size, +4 Dex), touch 16, flat-footed 12
    Base Attack/Grapple: +11/-
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Whirling Frenzy
    Special Qualities: Dark Vision 60', Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits, DR 5/Magic, Energy Resistance 5 (Cold, Electricity, Fire)
    Saves: Fort +10, Ref +13, Will +6
    Abilities: Str 10, Dex 18, Con 12, Int 3, Wis 12, Cha 12
    Skills: Balance +12, Climb +8, Hide +16, Jump +12, Listen +8, Knowledge (The Planes) -1, Move Silently +13, Spot +8
    Feats: Alertness, Dodge, Endurance, Improved Initiative, Mobility, Run
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: None
    Level Adjustment: ---

    "Whut the hell? Hey Bert! They got cats in Limbo too."

    Cat Swarms have somehow managed to infiltrate the highways and byways in between the Planes and have managed to make a sort of ecological niche as packs of kitties roam freely from Plane to Plane. needless to say long exposure to odd energies has made some significant changes to them...

    Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 18 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

    Whirling Frenzy (Ex): Planar Cat Swarms are more adept at combat than others of their kind, and their Swarm attack does an extra =1d6 damage.

    Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

    Combat: Planar Cat Swarms are slightly more intelligent than regular cats, and fighting with them should be taken with more care than usual. They have been known to lead parties into ambushes to steal their food stores, or grms to trade for fishies (or whatever the hell passes of fishies in the Abyss). But they have also been known to save or help those who have been kind ot them, and are very loyal. They still remain temperamental and curious despite loyalty, so still expect some troubles from them. Can't expect tooo much peace and quiet when the kitties are around.




    The Death Purr
    Evocation (Sonic)
    Level: Kitty 7, Purr 7
    Components: V, S
    Casting Time: 1 Standard Action
    Range:Long (400 ft + 40 ft/level)
    Area: 80' Radius Spread
    Duration: Concentration (maximum 1 round/2 levels)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    "puuuuuuuuuuuuuurrrrrrrrrrrrrrrrr"

    This spell begins with you purring. This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect. Everything within 80' must make a Fortitude Save each round the spell is maintained, with the Save DC increasing by +1 cumulatively each round. When the first Save is failed living beings are knocked prone (or begin to fall from the sky if flying) and Dazed for 1 round. When the second Save is failed opponents are Stunned 1 round and take Sonic damage equal to your Caster Level. When the third Save is failed the opponents take 10d6 Sonic Damage and are Stunned 1 round. If a fourth Save is failed they are dead. Inanimate objects and nonliving beings within the area take 5d6 Sonic damage each round the spell is maintained. You may move the Area of Effect up to 30' per round.



    This is Unacceptable
    Evocation (Force)
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range:Long (400 ft + 40 ft/level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell creates a pencil thin Ray of Force (hence why the Humans refer to this spell as "Force beam"). If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 50d6).

    Focus: A small metal wand.



    Velcro Cat
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Round/level (D)

    "I stix."

    You gain a +12 Enhancement Bonus to Grapple Checks, and a +8 Circumstance Bonus on Balance, Climb, and Sleight of Hand checks. You also gain the Improved Grapple and Improved Trip Feats, no longer take Size Penalties to Trip or Grapple Checks, and may use your Strength or Dexterity Modifier for Grapple Checks, whichever is greater. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a bottle of glue which is consumed by the casting of the spell).



    War Kitteh
    Transmutation
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 round/level

    Upon casting this spell you assume the form of a War Kitteh! I.E. a really big housecat of firm and meanish demeanor. You gain the following changes:

    +22 Str, +8 Dex, +14 Con

    A Primary Claw Attack doing 2d6 +Str Modifier, and Secondary Bite Attack doing 2d8 + half Str Modifier. A Full Attack gets you 2 Claws and 1 Bite.

    Base Land and Climb Speed of 50'

    Natural Armor Bonus increases by +10, and you gain a +10 Luck Bonus to AC.

    Low Light Vision, Dark Vision 120', Scent

    Large Size Class

    Improved Grab (Ex): When you succeed in making a Claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may Rake.

    Pounce (Ex): When you charge you may still perform a Full Attack.

    Rake (Ex): When you perform a Grapple or Charge you gain 2 Rake Attacks. Your attack rolls and Damage are the same as your claw attacks.

    Spell Resistance equal to your Hit Dice plus your twice your Charisma Modifier.

    +8 Enhancement Bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot checks.



    You Has A Flavor Too
    Transmutation
    Level: Kitty 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature or Object touched
    Duration: 10 Minutes/level
    Saving Throw: Fortitude Negates (plus see text)
    Spell Resistance: No

    "OMG I taste like BBQ."

    Your victim becomes particularly tasty for the duration of the spell. Should anything bite him they must make a Willpower Save, or decide to concentrate exclusively on him in combat as they simply must eat him. They will ignore other targets (but can still flee if doing so would put them in danger of death or capture). They also gain a +1 Morale Bonus on attack and damage rolls against him. Material component is a bit of tasty food.



    You Make Kitty Scared
    Enchantment [Mind-Affecting, Compulsion]
    Level: Kitty 6, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft. +5 ft./2 levels)
    Area: 60' Spread
    Duration: 1 Minute/level
    Saving Throw: Will Negates
    Spell Resistance: No

    "Hep meeeeeeeeeee!"

    This spell must be cast while in Kitty Form, or while you are being attacked/threatened/being targeted by a spell from an opponent at least 2 Size classes bigger than yourself. All beings in the area of effect must make a Willpower Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league. They will continue to attack even if you flee the area to "buy you time". Once they are at half or hit points or less they get another save to break out of the spell.



    Detect Munchies
    Shamelessly copied from Draco Dei with his permission
    Divination
    Level: Kitty 1, Sor/Wiz 1
    Components: V, S, DF
    Casting Time: 1 Standard Action
    Range: 60'
    Area: Quarter circle emanating from you to the extreme of the range
    Duration: Concentration, up to 10 minutes/level
    You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
    1st round: Presences or absence of food.
    2nd round: Number clumps of food and tastiness of the one you like best.
    3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it.
    Tastiness levels:
    {table][tr][td]Tastiness| Aura Strength
    Spoiled| Dim
    Unpalatable| Faint
    Average| Moderate
    Tasty |Strong
    Gourmet| Extreme
    4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
    5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
    Note: Like all the other detect spells this one can penetrate barrier but has its limits. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them



    Spell originally by Norr
    Death From Overcuteness!
    Enchantment (Mind affecting, Death)
    Level: Kitty 9, Sor/Wiz9
    Components: V, S, F
    Casting Time: 1 Full Round
    Range: Close (25 ft + 5 ft/2 caster levels)
    Target: One creature / 3 caster levels
    Duration: Instantaneous (D)
    Saving Throw: Will and Fortitude partial, see text
    Spell Resistance: Yes

    You are the cutest thing alive. All will fall before you.

    You tap into the power of Kitty and briefly become an avatar of cuteness. Woe be to all on who you focus your fuzzy attention.
    As you finish casting this spell all targets must make a Willpower save. Upon a failed save, a target’s skull asplodes from cuteness overload, releasing a spray of rainbows and butterflies. Upon a successful save, a target fails to grasp the universal force you represent, proving they don’t appreciate you or cats in general. Such targets must make a Fortitude save or suffer 2 points of damage to its Intelligence, Wisdom and Charisma scores and be dazed for two rounds. A successful Fortitude save negates the ability damage and reduces the dazed duration to one round.

    Focus: a small bell and a colored ribbon, which must be worn at the time of casting.
    Spell originally by Norr



    You will have noticed some of the spells under level list Kitty #. Some PrC's allow access to the Kitty Magic spell list which is as follows:

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



    EPIC KITTY MAGIC SPELLS

    Spells from the Epic Handbook included among Kitty Magic are: Enlsave, Eternal Freedom, and Let Go of Me.

    Beehold Da Ninjaz!
    Transmutation
    Spellcraft DC: 79
    Components: V, S
    Casting Time: 1 Minute
    Range: 0 ft.
    Area: 160'
    Duration: 20 hours
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes
    To Develop: 711,000 GP; 14 days; 28,440 xp. Seed: Fortify. Factors: Change Touch to 160' Area (+28 DC), Raise Bonus to +4 (+6 DC), Gives Bonus to multiple categories (+16 DC), +3d6 Sneak Attack (+6 DC), grants extra Feat (+2 DC), gives Evasion ability (+4 DC).

    All feline (or partly feline) Allies within the spells Area of Effect gain a +4 Enhancement Bonus to Dexterity, Armor Class, Reflex Saving Throws, and the following Skill Checks: Spot, Listen, Hide, and Move Silently. They also gain +3d6 Sneak Attack, the Weapon Finesse Feat, and the Evasion ability (see PHB page 50).



    Carpet Is My Secret Weapon
    Evocation (Electricity)
    Spellcraft DC: 89
    Components: S
    Casting Time: 1 Free Action
    Range: Touch
    Area: 5' Radius
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    To Develop: 801,000 GP; 16 days; 32,040 xp. Seed: Energy. Factors: +20d6 (+40 DC), No Verbal Component (+2 DC), Quickened (+28 DC)

    Scuffing your feet builds up a hell of a static charge, doing 30d6 electrical damage.



    Catnarok
    Transmutation
    Spellcraft DC: 81
    Components: V, S
    Casting Time: 1 minute
    Range: 12,000 ft.
    Area: 160' Radius
    Duration: 16 rounds
    Saving Throw: Fortitude Half
    Spell Resistance: Yes
    To Develop: 729,000 GP; 15 days; 29,160 xp. Seed: Destroy. Factors: +10d6 damage (+20 DC), increased duration (+8 DC), change target to 160' Radius Area (+24 DC).

    When you cast this spell tow gigantic, indistinct catlike figures (one white, one black) appear above the battleground and begin fighting one another. Anything in the 160' Radius area they appear over takes 30d6 untyped damage. If any targets are reduced to -10 hp (or 0 hp in the case of Constructs, Undead, objects, etc.) they are disintegrated.



    Caturday
    Conjuration (Healing)
    Spellcraft DC: 76
    Components: V, S, DF
    Casting Time: 1 Minute
    Range: 300 ft.
    Area: 2560' Area
    Duration: Permanent
    Saving Throw: No
    Spell Resistance: Yes (harmless)
    To Develop: 594,000 GP; 12 days; 23,760 xp. Seed: Life. Factors: Type Change (+5 DC), Change Target to 2,560' Area with 300' Range (+44DC).

    When this spell is cast all feline Animals or feline/partly feline beings of any other creature Type with an intelligence of 3 or less become Awakened as per the Awaken spell.



    Ceiling Cat Makes His Glorious Appearance in Da Sky!
    Illusion (Figment)
    Spellcraft DC: 51
    Components: V, S
    Casting Time: 1 Minute
    Range: 12,000 ft.
    Area: Up to twenty 30 ft. cubes
    Duration: 20 Minutes
    Saving Throw: Willpower negates
    Spell Resistance: Yes
    To Develop: 459,000 GP; 9 days; 18,360 xp. Seeds: Afflict, Delude. Factors: Affects all sense (+10 DC), Scripted (+9 DC), Increase Penalty to -10 (+16 DC)

    A great catlike being appears in the clouds staring down at the poor mortals, causing all in the Area of Effect to take a -10 Morale penalty to all attack rolls, checks, and Saving throws.



    Epic Cheezeburger
    Enchantment (Compulsion, Mind-Affecting)
    Spellcraft DC: 57
    Components: V, S
    Casting Time: 1 Minute
    Range: 300'
    Area: 160'
    Duration: 20 hours or until completed
    Saving Throw: Will Negates
    Spell Resistance: Yes
    To Develop: 513,000 GP; 10 days; 20,520 xp. Seed: Compel. Factors: Can ask the unreasonable (+10 DC), x4 Range (+4 DC), Change Target to 160' Area Radius (+24 DC)

    You summon what appears to be an extra special nifty Cheezeburger that all opponents within the Area of Effect will kill to possess, even fighting their own friends and family. Once someone grabs the Cheezeburger, the spell ends, and it disappears.



    Invisible Something
    Illusion (Glamer)
    Spellcraft DC: 55
    Components: V, S
    Casting Time: 1 Free Action
    Range: Personal or Touch
    Target: Yourself or any creature/object up to 2000 pounds
    Duration: 200 minutes or until expended (D)
    Saving Throw: None, or Will negates (Harmless, Object)
    Spell Resistance: No or Yes (Harmless, Object)
    To Develop: 495,000 GP; 10 days; 19,800 xp. Seed: Conceal. Factors: Isn't ended if you attack (+4 DC), Blocks Divination spells (+6 DC), Quickened (+28 DC),

    You may turn yourself or another creature/object invisible. Perfect for Invisible Bikes, Sandwiches, and assorted weaponry.



    Iz it can be vengence tiem?
    Necromancy (Death)
    Spellcraft DC: 99
    Components: V, S
    Casting Time: 1 Minute
    Range: 300 ft.
    Area: 160'
    Duration: Instantaneous
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes
    To Develop: 891,000 GP; 18 days; 35,640 xp. Seed: Slay. Factors: Change Target to 160' Area (+24 DC), Affects up to 160 HD (+8 DC), +10 to DC of Subject's Save (+20 DC), +10 on caster level check to overcome Target's Spell Resistance (+20)

    You call forth the paw of the Great Kitteh in da Sky, which crushes all your Enemies in the Area of Effect if they fail their Saving Throw (or does 3d6+20 damage if they succeed).



    Mawm?
    Conjuration (Healing)
    Spellcraft DC: 33
    Components: V, S
    Casting Time: 1 Minute
    Range: Touch
    Target: Creature Touched
    Duration: Instantaneous
    Saving Throw: Yes (harmless)
    Spell Resistance: Yes (harmless
    To Develop: 297,000 GP; 6 days; 11,880 xp. Seed: Heal. Factors: Heals Permanent Ability Damage (+6 DC), restores negative levels (+2 DC),

    The Mother of All Kitties appears and gives you a brief supporting hug, removing all disease, blindness, deafness, hit point damage, ability damage, negative levels gained within the last 20 weeks, and leaving bings healed by negative energy (i.e. Undead) with only 1d4 hp if they fail a Save.
    Last edited by Bhu; 2013-08-26 at 11:09 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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