New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 28 of 37 FirstFirst ... 31819202122232425262728293031323334353637 LastLast
Results 811 to 840 of 1094
  1. - Top - End - #811
    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!

    Savage Feral done and ready for review (except for the Epic Levels which I shall be editing in).
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  2. - Top - End - #812
    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!

    Savage Feral is done, the spells i posted a page or so back have been edited as well:

    CATWITCH


    "I will have vengeance for my people!"

    Catwitches are generally awakened cats or magical felines who become Cat Burglars because they perceive humanity as abusers, manipulators and generally awful people who exploit and enslave their brethren. Years of anger have burned away much of their compassion and they now devote their lives to bringing down the Humanoid races in order to allow kitties to inherit the Earth. Unfortunately you can't go from being an Awakened animal to a position of power, which is where the Demon Lords come in. They generally enjoy Chaos and destruction and are willing to instruct mortals in exchange for souls and favors.

    BECOMING A CATWITCH
    You must be an arcane caster who has made peaceful contact with the Abyss.

    ENTRY REQUIREMENTS
    Race: Mows, Awakened Cat, or any other Feline race sharing the Mows Racial Substitution Levels
    Class Abilities: Humanoid Form, must have a Cat Familiar
    Spellcasting: Must be able to cast at least 2nd Level Spells from the Sorcerer or Favored Soul list.
    Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks
    Feats: Evil Brand, any Metamagic Feat
    Special: Must not be Good, and must have made a deal of some sort with the Abyss for power.


    Class Skills
    The Catwitches class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 6 + int

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Here Comes the Boom! (+1 Save DC, +1d? damage), +1 Level of Arcane or Divine Spellcasting Class
    2. +1    +0     +0     +3    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
    3. +1    +1     +1     +3    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
    4. +2    +1     +1     +4    Here Comes the Boom! (+2 Save DC, +2d? damage), +1 Level of Arcane or Divine Spellcasting Class
    5. +2    +1     +1     +4    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
    6. +3    +2     +2     +5    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
    7. +3    +2     +2     +5    Here Comes the Boom! (+3 Save DC, +3d? damage), +1 Level of Arcane or Divine Spellcasting Class
    8. +4    +2     +2     +6    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
    9. +4    +3     +3     +6    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
    10.+5    +3     +3     +7    Grimoire, +1 Level of Arcane or Divine Spellcasting Class
    Weapon Proficiencies: A Catwitch gains no new Weapon or Armor Proficiencies.

    Here Comes the Boom! (Su): At Level 1 the Save DC of spells you cast that do direct damage increases by +1, and they do an additional die of damage (this extra die does not count towards the spells damage cap). At Level 4 this increases to +2 and two additional dice of damage. At Level 7 this increases to +3 and three additional dice of damage.

    Power Investiture (Su): Beginning at Level 2 you learn to make temporary magic items by imbuing a normal object with your magical power. They do not require gold or xp to craft the item, but they do require the prerequisite Craft Item Feat and spells. At 2nd Level you may temporarily create Potions, Magic Arms & Armor, Scrolls, and Wondrous Items (assuming you have the Feats). Making a Potion or scroll is a Standard Action, while any of the others takes 1 Minute. By making the item, you give up the ability to cast the spell required to make it until the item is used (in the case of one use items like Potions and Scrolls), or until the 24 hour time limit is up (in the case of other items). For items that don't require a spell (such as Enhancement Bonuses for Weapons and Armor) you give up one spell of your choice. The Spells Level must match the Bonus of the item (i.e. to create a +1 sword you give up a 1st Level Spell, to create a +2 sword you give up a 2nd Level Spell, etc.). So for example if you create a Scroll of Magic Missile, you can't cast Magic Missile again until someone uses that scroll. You may designate up to one Ally per point of Charisma Modifier as an 'owner'. These Allies do not need to make Use Magic Item Checks to use your temporary items.

    At 5th Level you may make Potions and Scrolls as a Swift Action, and the other items as a Full Round Action. You may now also temporarily craft Rods as a 1 Minute Action.

    At 8th Level You may create Armor, Weapons, and Wondrous Items as a Standard Action, and Rods as a Full Round Action. You may now temporarily craft Rings as a 1 Minute Action.

    Diabolical Familiar (Su): Beginning at 3rd Level your Familiar's type changes to Outsider with the Chaotic and Evil Subtypes. At will it can change it's appearance from that of a cat to a Tiny catlike humanoid with hands. It's Charisma score increases to 10.

    At 6th Level it's Natural Attacks become mildly toxic. Injury, Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d4 Dex. It also becomes Immune to Poison.

    At 9th Level it gains DR 5/Cold Iron or Good, Fast Healing 2, and Fire Resistance 10.

    Grimoire (Su): At 10th Level you gain a Spellbook containing 5 spells with either the Chaos or Evil descriptor, whose Level is no higher than the maximum you can cast (i.e. if you can cast a maximum of 6th Level spells they are any spell of 6th Level or less that have the appropriate decriptors). Once learned, these spells do not count towards the number of spells you can know.

    PLAYING A CATWITCH
    The humans have held your kind in enslavement for far too long. You will be the leader of the new revolution, a revolution that will leave the world in the paws of it's proper rulers: kitties.
    Combat: Catwitches prefer to avoid combat for more subtle things, but if forced to participate they fight with gusto. They prefer spells that allow them to rain destruction upon large areas for just such emergencies.
    Advancement: Your advancement depends a lot on whether or not you decide to keep walking down the path of darkness, or pull up short and reform. Some Catwitches devote themselves fully to their cause of the destruction of the Humanoid peoples, while some eventually learn to overcome their bigotry.
    Resources: Catwitches sometimes form covens if possible, but usually they start off as loners with occasional aid from their Demonic patrons.

    CATWITCHES IN THE WORLD
    "She's a pretty one, but there's something off about her..."
    Catwitches aren't usually the garrulous type as they have few people skills. Those who learn the arts of soft power are often quite successful compared to their more Anarchic sisters.
    Daily Life: Much of your time is spent in magical study, errands for the Master, or plotting your next act of sedition.
    Notables:
    Organizations: Catwitches rarely rise above the level of a decent sized witches coven. Some rise to leadership of small Guilds of Awakened Cats, and a few truly Evil Catwitches become major powers in the service of a Demon Lord.

    NPC Reaction
    NPC cats may see you as a hero, or as simply misunderstood and fanatic. Humanoids are scared to death of you.

    CATWITCHES IN THE GAME
    This class assumes one of the party members is studying magic under the tutelage of Demons. Which should be an eye opener for the rest of the party once they find out...
    Adaptation: This is meant for some pretty odd campaigns. It's meant more for dark humor, but could easily just be dark.
    Encounters: Catwitches are encountered running Guilds of Awakened Cats that have devoted themselves to destroying the Humanoids they see as their oppressors.

    Sample Encounter
    EL 12: The PC's are enjoying a nice roast pheasant at a local tavern asa hard earned rest, when some crazy woman kicks open the door and screams "Death to the Humans!'. The pumpkin she throws before escaping blows the place all to hell after exploding. Sadly the pheasant is ruined, and rest must be forgotten until revenge has been achieved!


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



    EPIC CATWITCH

    Hit Die: d4
    Skills Points at Each Level : 6 + int
    Here Comes the Boom! The number of extra damage dice and Bonus to the Save DC of direct damage spells you cast increases by an additional 1 at Level 21 and every 3 Levels thereafter.
    Bonus Feats: The Epic Catwitch gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2014-01-13 at 12:36 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  3. - Top - End - #813
    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!

    What races might everyone like to see Racial Substitution Levels for the Cat Burglar for?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  4. - Top - End - #814
    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!

    Wel that was kind of a bummer...

    Catwitch is done

    THE FOUR

    "Den teh lamb opened one of teh 7 bukkits and teh furst doodz say "Come and take lookz!"2 An behold der wuz white horse, wif a man sittin on it wif a bowz. An crown wuz given to him an he went out to take all cheezburgerz.

    Den dat lamb opend nother bukkit and doodz say "Come"4 Den anuther ridin red horse come. He wuz allowed to takez all teh worldz cookiez and milkz, and send dem tu bedz eerly. Sum peeps mite die tu: an he can has great sword an stuffz.

    He prozeded to opens nuther bukkit an big black horse come. Living doodz say "Come" an he balanced stuff in hiz handz.6 An den sum dood said "Sum stir fry for denarius! An denarius 4 cheezburger! Better not eated mah cheezs and bradz!

    An i oppeneded nuther bukkit an 4th dood say "Come and lookz!"8 Lo behold a pale horsez with a dood sitin on it, his naym wuz Deaths, an liek Hadez an stuff followd himz. Him had enuf skillz to be in ur base killin lots ur doodz."


    The Four LOLcats of the Apocalypse are so famous they even have a spell named after them. They are less entities and more of a position. When the Kitteh Gawds have been seriously offended, or there is a major danger to the cats of the world, the Gawds invest their power in four emissaries. Divine troubleshooters sent to claw trouble until it stops being trouble. And incidentally as a job perk they get to announce the end of the world.

    BECOMING ONE OF THE FOUR
    You have to be in pretty deep with the Kitteh Gawds and display startling amounts of efficiency and competency to be elected to this position.

    ENTRY REQUIREMENTS (Plague)
    Patron: The Bad Kitteh in Da Night or Outside Cat
    Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy or Conjuration: Summoning schools)
    Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Move Silently 10 ranks, Spellcraft 4 ranks
    Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
    Alignment: Cannot be Good or Lawful

    ENTRY REQUIREMENTS (Famine)
    Patron: The Bad Kitteh in Da Night or Outside Cat
    Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school)
    Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks, Survival 10 ranks
    Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
    Alignment: Cannot be Good or Lawful

    ENTRY REQUIREMENTS (War)
    Patron: The Mean Kitteh or The Alley Kat
    Class Abilities: Kitty Form and must be able to Initiate at least 5th Level Maneuvers
    Skills: Intimidate 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
    Feats: Any one of the following: Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Cheetah's Rage, Epic Fury, Epic Leopard's Rage, Epic Lion's Rage, Epic Mouser, Epic Tiger's Rage, Improved Combat Reflexes, Incite Rage, Legendary Wrestler, Paw of Legend
    Alignment: Cannot be Good or Lawful

    ENTRY REQUIREMENTS (Death)
    Patron: Mrrow or Blue Eyes
    Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school) OR have at least 5d6 Sneak Attack or the Assassin's Death Attack Ability
    Skills: Hide 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
    Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Death Attack, Improved Metamagic, Spell Opportunity
    Alignment: Cannot be Good or Lawful


    Class Skills
    The The Four's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nobility and Royalty, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8
    1. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
    2. Divine Power
    3. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
    4. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
    5. Divine Power
    6. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
    7. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
    8. Divine Power
    9. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
    10. Apocalypse Meow, +1 Level of Existing Manifesting or Spellcasting Cast

    Weapon Proficiencies: The Four gain no new Weapon or Armor Proficiencies, except War who becomes proficient with all weapons, armor, and shields (including Exotic ones).

    Sign of the End Times (Su): When the Gawds decree that the Four are unleashed, the world begins to see certain effects as a result. These effects do not manifest unless the Gawds decree it, and end when they decree it as well. They always remain in effect in a 60 ft. Area centered around each of the Four however.

    Plague At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against disease.

    At 4th Level you may affect opponents who are normally Immune to Disease.

    At 7th Level disease effects you create do maximum damage.

    Famine At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Constitution Checks to avoid the effects of Starvation or Thirst.

    At 4th Level you may affect opponents who do not require food or water or that are immune to starvation/thirst.

    At 7th Level Starvation/Dessication effects you create do maximum damage.

    War At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Diplomacy Checks meant to influence attitudes due to increased hostility.

    At 4th Level you (and those within 60' of you) are not required to make a Saving Throw against effects that would prevent you from attacking opponents (Sanctuary spells for example).

    At 7th Level you may Take 20 on all Opposed Combat Checks.

    Death At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against Death Effects.

    At 4th Level you may affect opponents who are immune to Death Effects.

    At 7th Level opponents who must save against a Death Effect you create must roll twice and take the worst of the two.

    Divine Power (Su): Plague At 2nd Level spells you cast that cause a disease effect have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.

    At 5th Level spells you cast that cause disease do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

    At 8th Level spells you cast that cause disease do maximum damage.


    Famine At 2nd Level spells you cast that cause starvation damage have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.

    At 5th Level spells you cast that cause starvation damage do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

    At 8th Level spells you cast that cause starvation damage do maximum damage.

    War At 2nd Level you may ready one additional Maneuver per Turn.

    At 5th Level the Save DC of your Maneuvers increases by +4 (this stacks with other effects increasing the Save DC).

    At 8th Level you may Take 20 on any Check made as part of a Maneuver.

    Death At 2nd Level you may affect targets normally immune to Death effects so long as they are at least 4 Hit Dice less than you.

    At 5th Level you may use your Assassin's Death Attack at will anytime you make a Sneak Attack. If you do not have this ability, spells you cast with the Death Descriptor do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

    At 8th Level you always do maximum damage with a Sneak Attack. If you do not have Sneak Attack, you always do maximum damage if your opponent successfully Saves against a Death Effect that still allows for damage (for example if you cast Finger of Death and hey succeed in their Save they take 18 points of damage plus caster level).

    Divine Curse (Su): Plague At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes or enhances Disease as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Pestilence 1/day as a Spell-Like Ability.

    Famine At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes dessication or starvation damage, or that destroys plants (see next post for explanation of starvation damage) as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Famine 1/day as a Spell-Like Ability.

    War At Levels 1 and 4 you may choose any 1 Maneuver you know, and that Maneuver is always considered Readied (in other words you can use it at will). At Level 7 you may choose any 1 Epic Maneuver to be used twice per encounter.

    Death At Levels 1 and 4 you gain the ability to cast any 1 spell you know that has the Death descriptor as a Supernatural Ability at will. If you cannot cast spells with the Death Descriptor but instead have the Assassin's Death Attack, it's Save DC increases by an amount equal to your Charisma Modifier at both Levels. A Level 7 you may cast the Epic Spell Vengeful Gaze of God 1/day as a Spell-Like Ability.

    Apocalypse Meow (Su): Plague At 10th Level any creature within 60' of you must make a Fortitude Save each round (Save DC is Charisma based) or be infected with the disease of your choice (including magical diseases). You may exclude Allies from this.

    Famine At 10th Level any creature within 60' of you that is susceptible to Starvation damage (see next post) takes 15 points of Starvation damage per round and if they fail a Fortitude Save (Save DC is Charisma based) they are Starving as well. You may exclude Allies from this.

    War At 10th Level any creature within 60' of you must make a Willpower Save each round (Save DC is Charisma based) or be Frenzied (see Complete Warrior). You may exclude Allies from this.

    Death At 10th Level any creature within 60' of you dies when they reach 0 hit points and may not be Raised or Resurrected. They also lose 1 hit point per round. You may exclude Allies from this.

    PLAYING THE FOUR
    You are the baddest of the bad. So bad in fact that you only get called out in the worst possible situations. Real end-of-the-world type crap. People poop themselves when they see you coming. Angels and Devils call you 'Sir'. You get the idea.
    Combat: Plague and Pestilence are generally spellcasters, War is an all around combat expert, and Death is kind of like the Assassin (a few spells, lots of stabbitiness).
    Advancement: You advance pretty much however your Divine Patron wants you to.
    Resources: You are divine representatives of the Gawds. When on a mission for them you have carte blanche. When not on a mission for them, the other kitties still give you mad respect.

    THE FOUR IN THE WORLD
    "RUN!"
    You don't interact with the world. You're a surprise hidden from the world at large to be unleashed at the right moment. A semi-mythical bogey used to frighten opponents of the Church.
    Daily Life: Most of your time you spend in study awaiting the day when you are needed.
    Notables:
    Organizations: The Church is sworn to uphold you, and so are the Cat Burglar Guilds. You are otherwise free to join any other organization you please so long as it is approved by your Patron and doesn't run counter to their will.

    NPC Reaction
    You're a religious prophecy come to life. People tend to lose their minds around you, not always in expected ways.

    THE FOUR IN THE GAME
    This assumes one of the PC's is a divine emissary, so unless the other three party members also wish to be LOLcats of the Apocalypse you may wish to limit this to one shots or NPC's.
    Adaptation: This is meant for a humorous campaign in an end of the world type setting. Not too many of those...
    Encounters: The Four only get encountered when some pretty bad stuff is about to go down.

    Sample Encounter
    EL 30: The PC's are setting outside a bar discussing the recent locust plagues and volcanic eruptions, when 4 cats begin walking down the main street of town and suddenly the peasants begin wailing and gnashing their teeth.
    Last edited by Bhu; 2014-04-12 at 02:42 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

  5. - Top - End - #815
    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!

    Just gotta edit in the crunch and the FOur are done. WIll have some new items and such coming too.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  6. - Top - End - #816
    Barbarian in the Playground
     
    The Cats's Avatar

    Join Date
    Jul 2007
    Location
    WHAR THA PARTY'S AT!

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

    My god... it's full of cats!
    BokaliMali
    Catatar By Sensate
    Shoop-da-Whoop

  7. - Top - End - #817
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

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

    It seems to me that you could make an argument for lawful being okay, since they only end the world on their boss' say so.

    (If it's a question of balance, or a cycle or something, you could even argue good, but I don't care enough to argue that point)
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  8. - Top - End - #818
    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!

    My apologies for the delay, I'm having trouble making rent this month, will resume shortly.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  9. - Top - End - #819
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

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

    (Hugs)
    Good luck.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  10. - Top - End - #820
    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!

    Need some new spells to round out the FOur

    Wasting
    Necromancy
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. +10 ft./Level)
    Target: 1 Living Creature
    Duration: Instantaneous
    Saving Throw: Fortitude half and Fortitude partial; see text
    Spell Resistance: Yes

    You drain all the nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster levels (maximum 10d6).
    A creature that makes a successful Fortitude save takes half damage.
    If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body shrivels, leaving behind only a mummified husk of skin over bone.
    A victim's equipment is unaffected.
    A creature that is affected but not slain by the spell is Starving (see below).
    Material Component: A piece of a mummified corpse.


    Starvation
    Necromancy
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 Living Creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You remove fat and nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster
    levels (maximum 5d6) and making it Starving (see below).
    A successful Fortitude save results in half damage and negates the Starving.
    Material Component: A pinch of rotten food.


    Mass Starvation
    Necromancy
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature/level, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This spell functions like Starvation, except that it affects multiple creatures.


    Protection from Starvation
    Abjuration
    Level: Cleric 3, Sor/Wiz 3
    Components: V, S, DF
    Casting Time: 1 Standard Action
    Range: Touch
    Target: 1 Living Creature
    Duration: 10 min./level or until discharged
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    The warded creature gains temporary immunity to starvation of any kind.
    While protected by the spell, the subject cannot become Starving even if it takes starvation damage.
    Once the spell has prevented a total of 10 points of damage from starvation per caster level (maximum 100 points), whether that damage is sarvation damage or nonlethal damage, it is discharged.


    Nourish
    Conjuration (Healing)
    Level: Cleric 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Living Creature touched.
    Duration: Instantaneous.
    Saving Throw: Will Half, see text.
    Spell Resistance: Yes, see text.

    This spell allows you to create nourishment within the body of a living creature, healing damage from starvation.
    Nourish heals 2d8 points +1 point per caster level (maximum +10) of starvation damage, removes all nonlethal damage from starvation, and clears up any lingering effects of the Starving condition. Undead may attempt a Willpower Save for half damage as with all Healing spells.


    Symbol of Starvation
    Necromancy
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 10 Minutes
    Range: 0 ft.; see text
    Target: One symbol
    Duration: See text
    Saving Throw: Will Negates
    Spell Resistance: Yes

    This spell functions like Symbol of Death (see page 289 of the Player's Handbook), except that all creatures within 60 feet of a symbol of thirst are consumed by a terrible sense of hunger (as the Misery spell; see below) for 10 minutes per caster level.
    Note:Magic traps, such as Symbol of Starvation, are hard to detect and disable.
    A Rogue (only) can use the Search skill to find a Symbol of Starvation and Disable Device to thwart it.
    The DC in each case is 25 + spell level, or 32 for Symbol of Starvation.
    Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


    Misery
    Necromancy
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One Living Creature
    Duration: 1 Round/ Level
    Saving Throw: Will Negates
    Spell Resistance: Yes

    This spell fills the subject with a terrible sense of hunger.
    Desperate and unable to focus on any other goal, it must eat as much as it can.
    The affected creature runs to the nearest edible substance in sight, grabs and empties the closest container of food (even those carried by allies), or runs toward the nearest known source of food.
    No matter how much the subject eats, the sensation of hunger is not satiated.
    If denied the opportunity to eat, an affected creature flies into a rage similar to the Barbarian class feature (see page 25 of the Player's Handbook).
    The subject attacks friend and foe alike in its quest to find food, though not necessarily with lethal force.


    Starve
    Necromancy
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. +10 ft./Level)
    Target: One Living Creature
    Duration: Instantaneous
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    This spell drains nourishment from the body of a living creature.
    The target takes 1d6 points of starvation damage per caster level (maximum 10d6) and is Sarving (see below).
    A creature that makes a successful Fortitude save takes half damage and is not Starving.
    Material Component: A pinch of burned fat.


    Famine
    Evocation
    Spellcraft DC: 319
    Components: V, S, XP
    Casting Time: 1 Minute
    Range: 1000 ft.
    Area: 1000 ft. radius emanation
    Duration: 20 Hours
    Saving Throw: None
    Spell Resistance: No
    To Develop: 2871000 GP; 58 days; 114840 xp. Seed: Energy. Factors: 100 times increase in base areas (+400 DC), Mitigating Factor: Burn 10,000 XP (-100 DC)

    The creature or object you target emanates hunger to a radius of 1,000 feet for 20 hours. The emanation deals 2d6 points of starvation damage per round to unprotected creatures. Creatures damaged by this spell are Starving.


    Starvation damage Much like Dessication damage from Sandstorm this is a new damage type associated with a special effect. Spells that do Starvation damage can sometimes give a new condition referred to as Starving (see below). Creatures that do not eat are effectively immune to Starvation damage, which means the above spells are useless against Constructs, Elementals, and some Outsiders and Undead. Any Undead that are required to ingest blood or lifeforce or some other substance to survive are still affected.

    Starving While Starving if the PC loses consciousness from taking non-lethal damage due to lack of food, any further damage he would take is lethal instead. This damage cannot be healed, even magically, until he has been treated. A character who has taken nonlethal damage from lack of food must be treated with long-term care (see the Heal skill description, page 75 of the Player’s Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of food required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of food or from a hot or cold environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means. Alternatively, certain spells can be used to feed a character in place of the recovery time, food, and Heal check. The Nourish spell (see above) accomplishes this function, as does the Heal spell.
    Last edited by Bhu; 2014-03-20 at 02:05 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  11. - Top - End - #821
    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!

    New spells are done, will finish the Four soon.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  12. - Top - End - #822
    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!

    Nice to se the place back. Got most of the edits for the Four up.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  13. - Top - End - #823
    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!

    Kitty Magic Items: Accessories



    Boots of Man
    Price (Item Level): 12,000 GP (13th)
    Body Slot: Feet
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: - (Use Activated)
    Weight: -

    These appear to be perfectly ordinary boots until slipped on the feet of an animal. While worn these allow the animal to stand upright, and allows the use of some skills which would normally be impossible for the animal.

    Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
    Cost to Create: 6000 GP, 6 days, 240 XP


    Breathing Collar
    Price (Item Level): 6,000 GP (10th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint; (DC:18) Transmutation
    Activation: Swift (Command Word)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it the owner does not need to breathe. Favored by Plane traveling or underwater Cat Burglars, or by the Sons of Pinky (who often wear them so dozens of them can be carried in a Bag or Collar of Holding).

    Prerequisites: Craft Wondrous Item, Water Breathing
    Cost to Create: 3000 GP, 120 XP, 3 days


    Cat's Eye Gem
    Price (Item Level): 22000 GP (xth)
    Body Slot: Choose Face, Head or Throat
    Caster Level: 17th
    Aura: Strong; (DC:24) Divination
    Activation: Standard (Mental)
    Weight: -

    The wearer of the Cat's Eye Gem can cast Eye of Power (see Spell Compendium) once per day. It can be made into one of various forms of jewelry.

    Prerequisites: Craft Wondrous Item, Eye of Power
    Cost to Create: 11000 GP, 440 XP, 11 days


    Collar Armor
    Price: +1 Bonus (6th)
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: 13th
    Aura: Strong; (DC:21) Transmutation
    Activation: Swift (command)

    This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar.
    http://jeffdeboer.com/Galleries/Cats...7/Default.aspx

    Prerequisites: Craft Magic Arms and Armor, Ironwood
    Cost to Create: Varies


    Collar Charms
    Price: Double that of the Collar whose effects it mimics.
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: Identical to Collar whose effects it mimics
    Aura: Identical to Collar whose effects it mimics
    Activation: Varies (see text)

    Collar Charms appear to be medals, baubles or other attachments to collars. They are effectively another magical collar, allowing the Cat Burglar to wear multiple collars (assuming he can afford the massive expense). Only one Collar Charm may be worn, effectively allowing you to wear two magical items on the Throat location.

    Prerequisites: Identical to the Collar whose effects it mimics
    Cost to Create: Double that of the Collar whose effects it mimics.


    The Collar of Furious Furry Furies
    Price (Item Level): 4000 GP (8th)
    Body Slot: Throat
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: - (Use -Activated)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. While wearing this collar you are considered to have the Intimidating Rage and Instantaneous Rage Feats. If you have both Feats the collar is of no use to you.

    Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
    Cost to Create: 2000 GP, 80 XP, 2 days


    Collar of Holding
    Price (Item Level): 750 GP (3rd)
    Body Slot: Throat
    Caster Level: 9th
    Aura: Moderate; (DC:19) Conjuration
    Activation: Swift (command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. It acts in all ways as a Bag of Holding with some exceptions. By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar. Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary. The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.

    Prerequisites
    : Craft Wondrous Item, Leomund's Secret Chest
    Cost to Create: 375 GP, 1 day, 15 XP


    Collar of Sneakery Blackmail
    Price (Item Level): 1000 GP (4th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint; (DC:17) Illusion and Divination
    Activation: Swift (command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and it will record events in front of the PC for 10 minutes. A second command word replays the recording at will. Think of it as a neat little video camera. The command word is a particular meow while in kitty form.

    Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
    Cost to Create: 500 GP, 20 XP, 1 day


    Cute Widdle Bowsies
    Price (Item Level): 4000 GP (8th)
    Body Slot: -
    Caster Level: 3rd
    Aura: Faint; (DC:17) Transmutation
    Activation: - (Use-activated)
    Weight: -

    These appear to be pretty little bows that can be attached to any magic item that is worn on the body. While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier (you magically have enough ribbons and bows to tie to each item). These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function. Switching items can only be done in human form, and is a Swift Action.

    Prerequisites: Craft Wondrous Item, Kitty Form (Tiny)
    Cost to Create: 2000 GP, 80 XP, 2 days


    Darth Robes
    Price (Item Level): 70000 GP (xth)
    Body Slot: Body
    Manifester Level: 11th
    Aura: Moderate; (DC:21) Telepathy
    Activation: Swift (Mental)
    Weight: -

    The wearer of Darth Robes can Manifest the Mass Cloud Minds power 3/day.

    Prerequisites: Craft Universal Item, Mass Cloud Minds
    Cost to Create: 35000 GP, 1400 XP, 35 days


    Dog Collar
    Price (Item Level): 1000 GP (4th)
    Body Slot: Throat
    Caster Level: 1st
    Aura: Faint; (DC:16) Conjuration
    Activation: Swift Action (Command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dog once per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to get yourself adopted when the mean ole' doggie chases the poor little kitten into the princess' arms and the guards have to shoo the dog away.

    Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
    Cost to Create: 500 GP, 20 XP, 1 days


    Feathered Hat
    Price (Item Level): 16000 GP (14th)
    Body Slot: Head
    Caster Level: 3rd
    Aura: Faint; (DC:18)
    Activation: - (Use -Activated)
    Weight: -

    This is a wide brimmed hat with a feather plume in the band. It sticks to your head when worn, never gets dirty, and mends itself if torn. While wearing it you gain +4 Enhancement Bonus to Cha as long as the hat is worn. While the hat does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

    Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
    Cost to Create: 8000 GP, 320 XP, 8 days


    Flea Collar
    Price (Item Level): 16,000 GP (14th)
    Body Slot: Throat
    Caster Level: 7th
    Aura: moderate; (DC:17) Abjuration
    Activation: -(continuous when worn)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. When worn, the wearer gains the benefit of a Repel Vermin spell as though cast by a 7th level Druid (however the duration is continuous while worn). Vermin are common in areas where Cat Burglars sneak into, and this keeps them away.

    Prerequisites: Craft Wondrous Item, Repel Vermin
    Cost to Create: 8000 GP, 320 XP, 8 days


    Fly Collar
    Price (Item Level): 17,000 GP (14th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint; (DC:17) Transmutation
    Activation: Swift (command) and Continuous (see description)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and gain the benefit of a Fly spell. He also gains the benefit of a Feather Fall spell for as long as he wears the collar. The command word is a particular meow while in kitty form. When activated a small red cape unfurls from the collar.

    Prerequisites: Craft Wondrous Item, Feather Fall, Fly
    Cost to Create: 8500 GP, 340 XP, 9 days


    The Fruit Helmet of Mighty Justice
    Price (Item Level): 90000 GP (20th)
    Body Slot: Head
    Caster Level: 9th
    Aura: Moderate; (DC:20) Contingent Energy Resistance
    Activation: - (Use -Activated)
    Weight: -

    At some point in civilization the rich and perpetually stoned had a neat idea of carving fruit into little helmets and putting them on their cats for the purposes of comedy. As cats (and Cat Burglars) were forced to endure this crap it was decided to turn this to their advantage by enchanting actual fruitlike headgear so as to be able to wear even more magic items openly. While wearing the Fruit Helm you gain the benefits of the spell Contingent Energy Resistance.

    Prerequisites: Craft Wondrous Item, Abjuration
    Cost to Create: 45000 GP, 90 days, 3600 XP


    Gloves of Man
    Price (Item Level): 12,000 GP (13th)
    Body Slot: Feet
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: - (Use Activated)
    Weight: -

    These appear to be perfectly ordinary gloves until an animal or being without functional hands slip them on. These gloves allow them to function as if they had hands.

    Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
    Cost to Create: 6000 GP, 6 days, 240 XP


    Hoodie
    Price (Item Level): 500 GP (xth)
    Body Slot: Torso
    Caster Level: 1st
    Aura: Faint; (DC:16) Illusion
    Activation: Swift (Command Word)
    Weight: -

    While wearing the Hoodie you may cast the following spells 1/day: Catsfeet (Complete Mage), Secret Weapon (see Cityscape).

    Prerequisites: Craft Wondrous Item
    Cost to Create: 250 GP, 10 XP, 1 day


    Jabba Collar
    Price (Item Level): 2000 GP (6th)
    Body Slot: Throat
    Caster Level: 3rd
    Aura: Faint; (DC:17) Transmutation
    Activation: Swift (Command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Whispering Wind 3 times per day, and cast Message at will.

    Prerequisites: Craft Wondrous Item, Message, Whispering Wind
    Cost to Create: 1000 GP, 1 days, 40 XP


    Kitty Costumes
    Price (Item Level): 22000 (15th)
    Body Slot: Body
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy (Bestow Curse, Poison), Evocation (Ice Storm, Shout), Enchantment (Charm Monster), Conjuration (Call Lemure Horde, It Was the Dog, Summon Feline IV), Transmutation (Catapult, Dancing Blade, Polymorph, Primal Speed), Abjuration (Break Enchantment, Freedom of Movement, Stoneskin)
    Activation: - (Use-Activated)
    Weight: 5 lbs.

    Your 'owner' insists on dressing you up in goofy little costumes because it's cute. So you've had some of them enchanted to take advantage of this. Each one gives you a specific buff depending on it's appearance:

    Bee: While wearing this Costume you may cast Poison 2/day as a 7th Level Caster.
    Chicken: While wearing this Costume you may cast Shout 2/day as a 7th Level Caster.
    Cute: While wearing this Costume you may cast Charm Monster 2/day as a 7th Level Caster.
    Devil: While wearing this Costume you may cast Call Lemure Horde 2/day as a 7th Level Caster.
    Frog: While wearing this Costume you may cast Primal Speed 2/day as a 7th Level Caster.
    Goat: While wearing this Costume you may cast Catapult 2/day as a 7th Level Caster.
    Jester: While wearing this Costume you may cast It Was the Dog 2/day as a 7th Level Caster.
    Lion: While wearing this Costume you may cast Summon Feline IV 2/day as a 7th Level Caster.
    Lobster: While wearing this Costume you may cast Stoneskin IV 2/day as a 7th Level Caster.
    Musketeer: While wearing this Costume you may cast Freedom of Movement 2/day as a 7th Level Caster.
    Pirate: While wearing this Costume you may cast Dancing Blade 2/day as a 7th Level Caster.
    Reindeer: While wearing this Costume you may cast Ice Storm 2/day as a 7th Level Caster.
    Shark: While wearing this Costume you may cast Polymorph 2/day as a 7th Level Caster. You may cast it on yourself only, and can only become Sharks.
    Witch: While wearing this Costume you may cast Bestow Curse 2/day as a 7th Level Caster.
    Wizard: While wearing this Costume you may cast Break Enchantment 2/day as a 7th Level Caster.

    Prerequisites: Craft Wondrous Item plus the spell it allows you to cast.
    Cost to Create: 11000 GP, 880 XP, 2 days


    Lucky Cat Charms
    Price (Item Level): 2500 GP (sth) for a +1, 10000 GP (xth) for a +2
    Body Slot: Throat
    Caster Level: 3 (+1) or 6 (+2)
    Aura: Faint (Moderate for +2); (DC:17 for +1, 18 for +2) Transmutation
    Activation: -
    Weight: -

    Lucky Cat Charms are minor talismans that prevent either a +1 or +2 Luck Bonus. At the beginning of the day when you awaken you make a brief prayer to the Cat Gawds and set what the Bonus is for. You may choose to make it a Luck Bonus to a specific skill, Reflex Saving throws, or Armor Class.

    Prerequisites: Craft Wondrous Item, Lucky Streak
    Cost to Create: 1250 GP, 5 XP, 2 days (+1) 5000 GP, 200 XP, 5 days (+2)


    Masque
    Price (Item Level): 65000 GP (sth)
    Body Slot: Face
    Caster Level: 9th
    Aura: Moderate; (DC:20) Transmutation
    Activation: Swift (Mental)
    Weight: -

    This is a white porcelain mask with a stylized representation of one of various cats. It allows the wearer to cast one of the following spells 3/day: Aggressive Cat Is Aggressive, Basement Cat, Cat Burglaring, Ceiling Cat, Defensive Cat is Defensive, Happycat, Hover Cat, Pussywillow, Serious Cat or Velcro Cat.

    Prerequisites: Craft Wondrous Item, whichever of the above spells the item allows you to cast
    Cost to Create: 32500 GP, 1300 XP, 33 days


    Monocle
    Price (Item Level): 100000 GP (sth)
    Body Slot: Face
    Caster Level: 11th
    Aura: Moderate; (DC:21) Divination
    Activation: - (Continuous)
    Weight: -

    While wearing this monocle the owner has the benefits of an I See What You Did There spell.

    Prerequisites: Craft Wondrous Item, I See What You Did There
    Cost to Create: 50000 GP, 2000 XP, 50 days


    Mousie Collar
    Price (Item Level): 1000 GP (4th)
    Body Slot: Throat
    Caster Level: 1st
    Aura: Faint; (DC:16) Conjuration
    Activation: Swift Action (Command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dire Rat once per day or a regular rat 3 times per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to help your disguise when someone wonders what a cat is doing in the treasury vault (just chase the rat). Or save the King's daughter from that mean ole Dire Rat.

    Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
    Cost to Create: 500 GP, 20 XP, 1 days


    The Official Catfort Seal of Approval
    Price (Item Level): 112500 GP (21st)
    Body Slot: Throat
    Caster Level: 9th
    Aura: Moderate; (DC:20) Evocation/Transmutation
    Activation: - (Use Activated)
    Weight: -

    Assuming one of your Allies possesses the Catfort magic item this allows you to communicate with anyone inside it at will as per the Sending spell cast by a 9th Level Wizard. It also allows you to pass through the walls of the Catfort as if they were immaterial. All Seals work with one specific Catfort, which is created at the same time they are (a maximum of 40 Seals can be made per Catfort). If a Seal is destroyed a new one can be made, but must be done so in the Catfort's presence. Seals only work for the Catfort they were made to function for.

    Prerequisites: Craft Wondrous Item, Passwall, Sending
    Cost to Create: 56250 GP, 113 days, 4500 XP


    Pointy Witch Hat
    Price (Item Level): 36000 GP (x)
    Body Slot: Head
    Caster Level: 7th
    Aura: Moderate; (DC:22) Transmutation
    Activation: - (Continuous)
    Weight: -

    Favored by Catwitches everywhere, they may add their Cat Powah Bonus to the Save DC of spells they cast that do direct damage while wearing it.

    Prerequisites: Craft Wondrous Item, Ejo's Extemporaneous Enhancement
    Cost to Create: 18000 GP, 18 days, 720 XP


    Punishment Collar
    Price (Item Level): 132,000 GP (22nd)
    Body Slot: Throat
    Caster Level: 11th
    Aura: Moderate; (DC:21) Enchantment
    Activation: -(use activated)
    Weight: -

    This appears to be a thick, black collar. When placed around an individuals neck it has the effect of a Geas spell, requiring him to shelter and feed all stray cats he sees for 1 year so long as they wish to stay. He must also protect them from harm. Should he refuse to do so, he will have to spend 1 year as a cat himself. Cat Burglars use this collar to punish individuals who are cruel to cats, and to ensure that someone has to put them up for the night so long as they are in kitty form. After the year is over the collar falls off. At which point it can be placed on the neck of someone else. The collar does not work for anyone who has worn it in the past.

    Prerequisites: Craft Wondrous Item, Geas/Quest
    Cost to Create: 66000 GP, 66 days, 2640 XP


    Shades
    Price (Item Level): 128000 GP (x)
    Body Slot: Face
    Caster Level: 15th
    Aura: Strong; (DC:23) Abjuration
    Activation: -(use activated)
    Weight: -

    The wearer of these dark glasses enjoys the benefits of a Protection from Spells spell.

    Prerequisites: Craft Wondrous Item, Protection from Spells
    Cost to Create: 64000 GP, 64 days, 2560 XP


    Tank Collar
    Price: +1 Bonus (+ an additional 50 GP, 6th)
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: 13th
    Aura: Strong; (DC:21) Transmutation
    Activation: Swift (command)

    This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Heavy armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar. The Armor has a seat and wand mounted on the back. This seat is usually occupied by an Awakened Mouse partner with the skill or power to use the wand who functions as a sort of Defensive gunner while the Cat Burglar goes about his business. Remember to include the cost of the Wand when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

    Prerequisites: Craft Magic Arms and Armor, Ironwood
    Cost to Create: Varies


    Tent Collar
    Price (Item Level): 6,000 GP (10th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint; (DC:17) Evocation
    Activation: Swift (command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere. There is also a one person collar sized for a single cat. It retails for 500 GP.

    Prerequisites
    : Craft Wondrous Item, Leomund's Tiny Hut
    Cost to Create: 3000 GP, 240 XP, 3 days


    Whoopin' Collar
    Price (Item Level): 24,000 GP (15th)
    Body Slot: Throat
    Caster Level: 9th
    Aura: Faint; (DC:24) Transformation
    Activation: Swift (Command)
    Weight: -

    This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Nightstalker's Transformation 3 times per day.

    Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
    Cost to Create: 12,000 GP, 12 days, 480 XP
    Last edited by Bhu; 2014-04-22 at 01:37 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  14. - Top - End - #824
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

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

    Pointy Witch Hat is missing stuff :)
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  15. - Top - End - #825
    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!

    Several of them are, tis a work in progress :D
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  16. - Top - End - #826
    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!

    KITTY MAGIC ITEMS: TOYS & FURNITURE


    Catfort
    Price (Item Level): 140000 GP (22nd)
    Body Slot: - (Carried)
    Caster Level: 13th
    Aura: Strong; (DC:22) Conjuration
    Activation: Swift (command)
    Weight: 1 lb.

    This is a small bit of trash that, when the command word is given, expands into a makeshift 'fort' made of pillows, or blankets or boxes. Regular crap people have lying around in other words. It is in most ways identical to the Instant Fortress magic item with a few exceptions: it has no means of entry to anything larger than Size Class Tiny, it appears to only be 5 ft. square on the outside (but is full size on the inside). In addition the owner of Catfort can communicate with anyone who is wearing the Official Catfort Seal of Approval as per the Sending spell at will. Seals are generally crafted along with the Catfort, and it can accommodate up to 40 at a time (Seals only work with the Catfort they were made for). New one's may be constructed if one is destroyed, but must be done so in the Catfort's presence.

    Prerequisites: Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Sending
    Cost to Create: 70000 GP, 5600 XP, 140 days


    Catnip Mousie
    Price (Item Level): 16000 GP (14th)
    Body Slot: - (Carried)
    Caster Level: 5th
    Aura: Faint; (DC:18) Transmutation
    Activation: Standard (manipulation)
    Weight: -

    This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of a Haste spell.

    Prerequisites: Craft Wondrous Item, Haste
    Cost to Create: 8000 GP, 320 XP, 8 days


    Dingle Ball
    Price (Item Level): 132000 GP (22nd)
    Body Slot: - (Carried)
    Caster Level: 11th
    Aura: Moderate; (DC:21) Enchantment
    Activation: - (Use-Activated)
    Weight: -

    This appears to be a common cat toy, a small hollow ball with a bell inside. It can be thrown as a Grenade-like Weapon, and makes a dingling sound when it lands. Anything in the square where it lands (or adjacent squares) that can hear, must make a DC 19 Willpower Save or be compelled to chase the Dingle Ball and swat it. When it lands again, another save is required by potential new victims. Every 1d4 rounds victims get a new Save to escape the spells effects as they become all Dingled out. The owner is immune to this effect, as are any beings who are deaf.

    Prerequisites: Craft Wondrous Item, Mass Suggestion
    Cost to Create: 66000 GP, 5280 XP, 132 days


    Fishing Pole
    Price (Item Level): 2000 GP (6th)
    Body Slot: - (Carried)
    Caster Level: 1st
    Aura: Faint; (DC:16) Enchantment
    Activation: Standard (Manipulation)
    Weight: -

    This appears to be a fishing pole with feathers or other fluffy objects at the end of the line. When the line is cast (it has up to a 30 ft. range), whatever beings who are in the square it lands in that can see must make a DC 11 Willpower Save or be Fascinated as long as you continue wiggling it in front of them (this takes a Swift Action each round).

    Prerequisites: Craft Wondrous Item, Hypnotism
    Cost to Create: 1000 GP, 40 XP, 2 days


    Furniture of Hiding
    Price (Item Level): 10000 GP (12th)
    Body Slot: -
    Caster Level: 1st
    Aura: Faint; (DC:16) Transmutation
    Activation: - (Use-activated)
    Weight: -

    Some Cat Burglars replace their "owners" furniture with Furniture of Hiding if they are spying on them long term. Anything in Kitty Form gains a +10 Competence Bonus to Hide checks while on or under this furniture (couches are particularly favored). Small Guilds can hideout in plain sight relatively easy in their own enemies house.

    Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
    Cost to Create: 5000 GP, 5 days, 200 XP


    The Red Dot
    Price (Item Level): 90000 GP (20th)
    Body Slot: - (Carried)
    Caster Level: 9th
    Aura: Moderate; (DC:20) Enchantment
    Activation: Swift (Manipulation)
    Weight: -

    The Red Dot is a small metal pen shaped object that emits a beam of red light from one end. As a Swift Action the wielder can make a ranged touch attack to place the red dot on any object or creature within 100 ft. Any creature able to see the red dot other than you must make a DC 19 Willpower Save or viciously attack the object or creature it appears on to the exclusion of all else (unless something attacks them, then the effect is dispelled). It's a great way of testing whether artifacts are dangerous, discouraging pursuit, starting riots, and breaking down doors.

    Prerequisites: Craft Wondrous Item, Greater Command
    Cost to Create: 45000 GP, 3600 XP, 90 days


    Roomba
    Price (Item Level): 10000 GP (12th)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:16) Evocation
    Activation: Swift (Command)
    Weight: 5 lbs

    This appears to be some sort of clockwork disc about a foot in diameter. It looks identical to a device invented by Gnomes for rich fools. It cleans floors. Cats seem to love riding them, and this inspired the idea to make magical ones for use as transports. The Roomba has an effective Land Speed of 30 ft., and can carry up to 300 pounds. It is controlled by the mental impulse of the owner.

    Prerequisites: Craft Wondrous Item, Tenser's Floating Disc
    Cost to Create: 5000 GP, 400 XP, 10 days


    Scratching Post
    Price (Item Level): 2000 GP (+1, 6th), 8000 GP (+2, 11th), 18000 GP (+3, 14th), 32000 GP (+4, 16th), 50000 GP (+5, 18th)
    Body Slot: - (Carried)
    Caster Level: 5th/8th/12th/16th/20th
    Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
    Activation: Standard (manipulation)
    Weight: -

    This appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefit of Greater Magic Fang. Caster level depends on the bonus given, can be used 3 times per day.

    Prerequisites
    : Craft Wondrous Item, Greater magic Fang
    Cost to Create: +1: 1000 GP, 40 XP, 1 day; +2: 4000, 160 XP, 4 days; +3: 9000 GP, 360 XP, 9 days; +4: 16000 GP, 640 XP, 16 days; +5: 25000 GP, 1000 XP, 25 days


    Squeaky Plush
    Price (Item Level): 24000 GP (15th)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Enchantment
    Activation: - (Use-Activated)
    Weight: -

    This is a stuffed animal of some kind. As long as you have your precious binky, you are immune to Fear, and Morale or Circumstance Penalties.

    Prerequisites: Craft Wondrous Item, Calm Emotions
    Cost to Create: 12000 GP, 960 XP, 24 days
    Last edited by Bhu; 2014-04-22 at 01:34 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  17. - Top - End - #827
    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!

    KITTY MAGIC ITEMS: WEAPONS

    Anti-Canine Defense Unit
    Price (Item Level): 116000 (xth)
    Body Slot: Body
    Caster Level: 12th
    Aura: Strong; (DC:20) Evocation/Transmutation
    Activation: Swift (Mental or Verbal)
    Weight: 75 lbs.

    This item unfolds with the proper command word/meow into a giant metal backpack, complete with jets and weaponry. When unfolded it goes from being the size of a large fish to an oversized backpack, providing the wearer with the ability to cast the following spells 3/day: Greater Mage Armor, Machinegun, and Overland Flight. It is often hidden in a Collar of Holding.

    Prerequisites: Craft Wondrous Item, Craft Wondrous Item, Craft Wands, Craft Guns, Machinegun, Overland Flight, Greater Mage Armor, Shrink Item
    Cost to Create: 58000 GP, 2320 XP, 58 days


    Machinegun
    Evocation
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: 50 ft.
    Area of Effect: 50 ft. Cone
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: No

    When cast Machinegun floods the area of effect with a spray of bullets doing 1d6 damage per caster level (max 15d6).


    Cat Launcher
    Price (Item Level): 93600 (xth)
    Body Slot: Shoulders
    Caster Level: 13th
    Aura: Strong; (DC:19) Transmutation
    Activation: Standard (Manipulation)
    Weight: 50 lbs.

    As a Standard Action you fire a cat or similar Tiny entity up to 160 ft. If you wish to attack someone with them you must make a ranged attack roll, and if successful the target takes 1d6 damage per 10 ft. your 'ammo' traveled. The ammunition itself takes no damage but may be quit e terrified. 'Loading' the ammunition requires one round per shot, with a maximum of 7 shots. Possibly more if the kitties have been through this process before and do not wish to endure it again. Often used by Cat Burglar Guilds to go over walls, land on roofs, or close the gap in fights.

    Prerequisites: Craft Magic Arms and Armor, Catapult
    Cost to Create: 46800 GP, 1872 XP, 47 days


    Catnip Bomb
    Price (Item Level): 2100 (6th)
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Enchantment
    Activation: Swift (command)
    Weight: -

    This appears to be a small packet of dried herbs. When the command word is given (whether in normal speech or purr), it explodes duplicating the effects of a Confusion spell within a 10' Radius. This is a one use item.

    Prerequisites: Craft Wondrous Item, Confusion
    Cost to Create: 1050 GP, 84 XP, 2 days


    Cat's Claw Sword
    Price (Item Level): 32308 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 10th
    Aura: Faint; (DC:18) Transmutation
    Activation: -
    Weight: 1 lb.

    This exotic curved dagger is effectively a +1 Deadly Precision, Keen, Warning Kukri, though anyone proficient with Daggers can use it. In addition as a Free Action once per round you may change it's size so that it is effectively a Scimitar (you still only need to be proficient with a Dagger to use it).

    Prerequisites: Craft Magic Arms and Armor, Keen Edge, Cat's Grace
    Cost to Create: 16154 GP, 646 XP, 16 days


    Dander Bomb
    Price (Item Level): 6,000 GP (10th)
    Body Slot: - (Carried)
    Caster Level: 15th
    Aura: Strong; (DC:23) Evocation
    Activation: Swift (command)
    Weight: -

    This appears to be a really, really big cat hairball. When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. This is a one use item.

    Prerequisites: Craft Wondrous Item, Dander Explosion
    Cost to Create: 3000 GP, 120 XP, 3 days


    Dead Fish Bomb
    Price (Item Level): 9,000 GP (12th)
    Body Slot:- (Carried)
    Caster Level: 13th
    Aura: Strong; (DC:22) Evocation
    Activation: Swift (command)
    Weight: -

    This appears to be a dead fish or other small animal or piece of food that a feral cat might be carrying in it's mouth. It will not withstand close scrutiny if taken from the cat however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Delayed Blast Fireball and a Stinking Cloud as cast by a 13th level caster. This is a one use item.

    Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
    Cost to Create: 4,500 GP, 5 days, 180 XP


    Dead Present
    Price (Item Level): 200,000 GP (25th)
    Body Slot:- (Carried)
    Caster Level: 15th
    Aura: Strong; (DC:23) Enchantment
    Activation: Use-Activated
    Weight: -

    Some cats indulge in a bizarre behavior cat lovers refer to as 'paying the rent'. They kill small animals and bring them to their owners. You take advantage of this with this item, which appears to be the corpse of a small animal, typically a rodent, snake, or bird. A corpse that no one who fails their Willpower Save (DC:22) will approach. This is identical in effect to the Antipathy spell, except that the user is immune to it's effects.

    Prerequisites
    : Craft Wondrous Item, Antipathy
    Cost to Create:100,000 GP, 100 days, 4000 XP


    Festivally Disturbing Cat Poo
    Price (Item Level): 100 (1st)
    Body Slot: - (Carried)
    Caster Level: 1st
    Aura: Faint; (DC:16) Conjuration
    Activation: Swift (command)
    Weight: -

    This appears to be a dried bit of cat poo. When the command word is spoken it moistens and explodes, duplicating the effects or a really nasty Grease spell. Also it makes others hate you for free. This is a one use item.

    Prerequisites: Craft Wondrous Item, Antipathy
    Cost to Create:50 GP, 1 day, 2 XP


    Hairball Grenade
    Price (Item Level): 300 GP (2nd)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Conjuration
    Activation: Swift (command)
    Weight: -

    This one shot item appears to be a cat hairball. When the command word is given (a choking sound that may be done as a human or kitty), it explodes duplicating the effects of a Cloud of Bewilderment.

    Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
    Cost to Create: 150 GP, 6 XP, 1 day


    Just a Simple Walking Stick
    Price (Item Level): 32300 (xth)
    Body Slot: - (held)
    Caster Level: 6th
    Aura: Moderate; (DC:18) Illusion
    Activation: - (Swift: Command for the blur effect)
    Weight: 3 lbs.

    This simple cats-head walking stick functions as a +1 Blurstrike, Deadly Precision Club.

    Prerequisites: Craft Magic Arms and Armor, Blur, Keen Edge
    Cost to Create: 16150 GP, 646 XP, 16 days


    Lion's Buckler
    Price (Item Level): 24665 (xth)
    Body Slot: - (held)
    Caster Level: 9th
    Aura: Strong; (DC:22) Transmutation
    Activation: - (Swift: Command for Daylight Ability)
    Weight: 5 lbs.

    This golden shield has a Lion's face formed into it. It functions as a +2 Anchoring, Greater Stamina Buckler.

    Prerequisites: Craft Magic Arms and Armor, Daylight, Bear's Endurance, Resistance
    Cost to Create: 12333 GP, 493 XP, 12 days


    Price (Item Level): 32310 (xth)
    Body Slot: - (held)
    Caster Level: 7th
    Aura: Moderate; (DC:18) Enchantment
    Activation: -
    Weight: 2 lbs

    The companion gladius is a +2 Berserker, Brash Short Sword.

    Prerequisites: Craft Magic Arms and Armor, Rage, Remove Fear
    Cost to Create: 16155 GP, 646 XP, 16 days


    Smoked Fish Bomb
    Price (Item Level): 300 GP (2nd)
    Body Slot:- (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Conjuration
    Activation: Swift (command)
    Weight: -

    This appears to be a smoked fish or piece of jerky that you've snitched from someone. It will not withstand close scrutiny if taken from the you however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has the effects of a Fog Cloud spell. This is a one use item.

    Prerequisites
    : Craft Wondrous Item, Fog Cloud
    Cost to Create: 150 GP, 1 days, 6 XP
    Last edited by Bhu; 2014-04-30 at 04:44 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

  18. - Top - End - #828
    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!

    KITTY MAGIC ITEMS: ANTI-KITTY ITEMS


    Bad Trip Catnip Mousie
    Price (Item Level): 10000 GP (12th)
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Transmutation
    Activation: Standard (manipulation)
    Weight: -

    This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of Frenzy (Complete Warrior page 34). Commonly used as a method of assassinating noblemen with a preference for cats.

    Prerequisites: Craft Wondrous Item, Bestow Curse
    Cost to Create: 200 GP, 670 XP, 5 days


    Doberman Alarm
    Price (Item Level): 112000 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Conjuration
    Activation: - (Use-Activated)
    Weight: -

    This appears as a normal Beware of Dog sign that can be put on any fence or door. If anything walks through the entry marked by the sign (or crosses over the fence/wall it is hanging upon) a Fiendish Dire Wolf appears and immediately attacks the perpetrator.

    Prerequisites: Craft Wondrous Item, Summon Monster IV
    Cost to Create: 56000 GP, 4480 XP, 112 days


    Flea Trap
    Price (Item Level): 700 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Conjuration
    Activation: - (Use-Activated)
    Weight: -

    This appears as a moist, nummery Cheezeburger. When bitten however, it explodes summoning a huge cloud of Fleas. Effectively it summons a Flea Swarm (see below for stats) who set about attacking the would be nommer. This is a one use item.

    Prerequisites: Craft Wondrous Item, Summon Swarm
    Cost to Create: 350 GP, 28 XP, 1 day


    Flea Trap, Biggie Size
    Price (Item Level): 100 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 1st
    Aura: Faint; (DC:16) Conjuration
    Activation: - (Use-Activated)
    Weight: -

    This is a double cheeseburger, and seems similar to the regular Flea Trap, but instead of a Flea Swarm it Summons a Dire Flea to assault the hungry kitty. This is a one use item.

    Prerequisites: Craft Wondrous Item, Summon Monster I
    Cost to Create: 50 GP, 4 XP, 1 day


    Furniture of Holding
    Price (Item Level): 612000 GP (xth)
    Body Slot: -
    Caster Level: 17th
    Aura: Strong; (DC:24) Abjuration
    Activation: - (Use-activated)
    Weight: -

    This appears as any form of cushiony furniture such as chairs, couches, beds, etc. When any being Size Category Tiny or smaller sets upon it they must make a DC 23 Willpower Save or be drawn inside the extradimensional space between the cushions. The prisoner can be released via a spoken command word, and this is otherwise identical to the Imprisonment spell

    Prerequisites: Craft Wondrous Item, Imprisonment
    Cost to Create: 306000 GP, 24480 XP, 612 days


    Sticky Scratching Post
    Price (Item Level): 24000 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Conjuration
    Activation: - (Use-Activated)
    Weight: -

    This looks like the standard magic Scratching Post, however anything touching it is stuck fast unless it makes a DC 13 Reflex Save. If the victim fails they must make a DC 20 Str Check to pull free.

    Prerequisites: Craft Wondrous Item, Web
    Cost to Create: 12000 GP, 960 XP, 24 days


    Flea Swarm
    Fine Vermin (Swarm)
    Hit Dice: 1d8 (4 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 22 (+8 Size, +4 Dex), touch 22, flat-footed 18
    Base Attack/Grapple: +0/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Blood Drain, Infection
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits, Scent, Immune to Non-Magical Disease, Powerful Leaper, Hardy
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
    Skills: Climb +3, Hide +24, Jump +3, Move Silently +8
    Feats: ---
    Environment: Any
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: None
    Level Adjustment: ---

    This appears to be a few pounds worth of Fleas, sure to set off anything with a buglike phobia.

    Distraction (Ex): Any living creature that begins its turn with a Flea Swarm in its space must succeed on a DC 10 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Blood Drain (Ex): Each round an opponent is damaged by the Swarm he takes 1 point of temporary Constitution damage.

    Infection (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness. Anyone taking damage from their Swarm Attack must make a DC 10 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

    Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

    Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.

    Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check. They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

    Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce, If things go bad they...flee.




    Dire Flea
    Small Vermin
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares), Climb 30 ft.
    Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +0/-4 (+8 when Attached)
    Attack: Bite +4 melee (1d4)
    Full Attack: Bite +4 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, Blood Drain, Infectious Bite
    Special Qualities: Dark Vision 50 ft. Vermin traits, Powerful Leaper, DR 10/Slashing or Piercing, Tremorsense 30 ft., Scent, Immune to Non-Magical Disease, Hardy
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 10, Dex 16, Con 14, Int -, Wis 14, Cha 2
    Skills: Climb +8, Hide +11, Jump +8, Move Silently +7
    Feats: Weapon Finesse (B)
    Environment: Any
    Organization: Solitary or Pack (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Neutral
    Advancement: ---
    Level Adjustment: ---


    Dire Fleas weigh up to 30 pounds.

    Attach (Ex): If a Flea hits with a Bite attack, it uses its claws to latch onto the opponent’s body. An attached Flea is effectively grappling its prey. The Flea loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Fleas have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached Flea can be struck with a weapon or grappled itself. To remove an attached Flea through grappling, the opponent must achieve a pin against the Flea.

    Blood Drain (Ex): A Flea drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn Attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and hops off to digest the meal. If its victim dies before the Fleas appetite has been sated, the Flea detaches and seeks a new target.

    Infectious Bite (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness. Anyone taking damage from their bite must make a DC 12 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

    Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

    Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.

    Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check. They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

    Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce, If things go bad they...flee.
    Last edited by Bhu; 2014-04-30 at 04:48 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

  19. - Top - End - #829
    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!

    some works in progress

    EPIC KITTY MAGIC ITEMS


    Atomic Fish Bomb
    Price: 6000 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 24
    Aura: Overwhelming; (DC:24) Evocation
    Activation: Swift (command)
    Weight: 1 lb.

    This appears to be a particularly large and tasty looking Dead Fish Bomb. At least until it's set off....Then it duplicates the effects of a BOOM!* spell cast with the Maximize Spell Feat doing 216 Untyped damage. This is a one use item.

    Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, BOOM!*, Sudden Maximize
    Cost to Create: 3000 GP, 120 XP, 3 days
    * New spell detailed below


    Boeing Tank Collar
    Price: 120,000 GP (21st)
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: 23
    Aura: Overwhelming; (DC:26) Transmutation
    Activation: Swift (command)

    This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/Adamantine. A second meowed command extends metallic wings which allow the wearer to fly (as per the Overland Flight Spell, but duration lasts as long as you have the armor on). When the command is meowed again the armor retreats into the collar, or the wings retract. The Armor has a 4 seats (turrets really) and wands (or scepters) mounted on the back and sides. These seats are usually occupied by Awakened Mice with the skill or power to use the wands who function as Defensive gunners while the Cat Burglar goes about his business (they also provide the Mouse with Partial Cover). Remember to include the cost of the Wands/Scepters when making the collar. When the Wand/Scepter is empty it may be swapped out for another wand if it cannot be recharged.

    Prerequisites
    : Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Overland Flight
    Cost to Create: 60,000 GP, 60 days, 10,600 XP


    CatBot 5000
    Price: 135000 GP (xth)
    Body Slot: -
    Caster Level: 21st
    Aura: Overwhelming; (DC:24) Transmutation
    Activation: -
    Weight: 1000 lbs.

    This rather odd, feline inspired Golem acts as a personal servitor. They are quite expensive, and usually come as gifts from the Kitteh Gawds who commission them as gifts for servants who have been particularly successful. Stats are listed below. It requires 1000 pounds of rare metals and a DC 30 Craft (clockworks) Check.


    Prerequisites
    : Craft Construct, Geas/Quest, Wish, Haste, Polymorph any Object
    Cost to Create: 67500 GP, 68 days, 2700 XP

    Catbot 5000
    Large Construct
    Hit Dice: 30d10+30 (195 hp)
    Initiative: +18
    Speed: 70 ft. (14 squares)
    Armor Class: 46 (-1 Size, +1 Dodge, +10 Dex, +26 Natural), touch 20, flat-footed 35
    Base Attack/Grapple: +20/+29
    Attack: Slam +25 melee (1d4+5) or Falchion +25 melee (2d6+7/15-20)
    Full Attack: 3 Slams +25 melee (1d4+5) or Falchion +25/+25/+20/+15/+10 melee (2d6+7/15-20)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Hissy Fit, Permanent Haste
    Special Qualities: Low Light Vision, Darkvision 60 ft., Construct Traits, SR 35, DR 15/Epic and Adamantine
    Saves: Fort +10, Ref +21, Will +14
    Abilities: Str 20, Dex 30, Con -, Int 12, Wis 18, Cha 20
    Skills: Balance +25, Climb +25, Hide +25, Jump +25, Listen +9, Move Silently +25, Spot +8, Tumble +25
    Feats: Bounding Assault, Combat Reflexes, Deft Opportunist, Dire Charge, Dodge, Improved Initiative, Mobility, Powerful Charge, Rapid Blitz, Spring Attack, Superior Initiative
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: 31+ HD (Large)
    Level Adjustment: ---

    Spell-Like Abilities (Sp): You may cast the following at will as Spell Like Abilities: Catwalk, Feather Fall, Walk With Purpose Kitty.

    Hissy Fit (Ex): 10 rounds per day the Catbot 500 may enter an altered state of mind known as a 'hissy fit'. These rounds do not need to be consecutive. While in the Hissy Fit it gains an additional melee attack at it's highest BAB, and the critical threat range of it's weapons double. This stacks in the case of the Catbot 5000 Godslayin' Sharp Thingie, meaning it threatens a Critical on a 9+.

    Permanent Haste (Su): The Catbot 5000 permanently has the benefits of a Haste spell.

    Skills: The Catbot 5000 can use it's Dex Modifier instead of it's Str Modifier for Climb and Jump Checks.

    Combat: Catbots reserve Hissy Fits for appropriate moments. Generally they do as ordered, and if no order is given they charge directly into the fray and begin swinging.

    Catbot 5000 Godslayin' Sharp Thingie
    Price (Item Level): 2000375 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 13th
    Aura: Moderate; (DC:22) Evocation
    Activation: - and Free (Command)
    Weight: 16 lbs.

    All Catbots are armed with this +2 Bloodfeeding, Implacable, Vampiric, Keen, Vorpal Falchion built for a Large creature.

    Prerequisites: Craft Magic Arms and Armor, Vampiric Touch, Keen Edge, Mordenkainen's Sword, Circle of Death
    Cost to Create: 1000188 GP, 40007 XP, 1000 days


    Collar of Emotionally Disturbing Fun
    Price: 276,000 GP (29th)
    Body Slot: Throat
    Caster Level: 23
    Aura: Overwhelming; (DC:21) Divination
    Activation: -(use activated)
    Weight: -

    This appears to be a festive well decorated cats collar. Normally it has no effect, even when worn by a Cat Burglar. But Tibbit Jesters can make use of it's arcane properties in conjunction with their Jester's Performance ability. Whenever you successfully use your Jester's Performance ability to insult someone, (i.e. the abilities like Taunt, Vexing Dialogue, Scathing Wit, etc) you may choose another being within 60', and the victim of your performance believes they are the one who insulted him, and he will attempt to kill them with all due haste (In other words he will pursue them just like the Taunt ability describes). He also gains the benefits of Frenzy (Complete Warrior page 34) while attempting to kill his imaginary abuser, but the Frenzy lasts until one of them dies (or the encounter is over).

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Enrage Audience, I See What You Did There.
    Cost to Create: 138,000 GP, 138 days, 11,380 XP


    Comfy Kitty Cushion
    Price: 74,520 GP (19th)
    Body Slot: - (Carried)
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Evocation
    Activation: Swift (command)
    Weight: 1 lb.

    This appears to be a normal bed or cushion made for cats, and is a popular accessory for uber wealthy Cat Burglars. Once per day any Cat Burglar sleeping on this cushion for at least 4 hours receives the benefit of any one spell from the Healing subschool of 8th level or less.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Miracle
    Cost to Create: 32,760 GP, 10,328 XP, 33 days


    Epic Catnip Mousie
    Price: 223,113 GP (27th)
    Body Slot: - (Carried)
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Transmutation
    Activation: Standard (manipulation)
    Weight: -

    This appears to be an ordinary Catnip Mousie item, however it is much more potent. 3 times per day when munched on by a feline (or someone in Kitty Form) it allows the muncher to perform a Full Attack and a Full Move each round for 9 rounds.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Haste, Time Stop
    Cost to Create: 111,557 GP, 11,115 XP, 112 days


    Epic Collar of Holding
    Price: 372,600 GP (34th)
    Body Slot: Throat
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Conjuration
    Activation: Swift (command)
    Weight: -

    This appears to be an ordinary Collar of Holding, and functions identically to one. However it can hold much more volume than normal. The weight limit is 1 metric ton, and volume is up to 1000 square feet. The collar weighs no more than normal.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Leomund's Secret Chest, Gate
    Cost to Create: 186,300 GP, 186 days, 11,863 XP


    Epic Scratching Post
    Price: 372,600 GP (34th)
    Body Slot: - (Carried)
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Transmutation
    Activation: Standard (manipulation)
    Weight: -

    Once again, this appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefits of a War Kitteh spell.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, War Kitteh
    Cost to Create: 186,300 GP, 11,863 XP, 186 days


    Fake Cat Poo
    Price: 553500 GP
    Body Slot: - (Carried)
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Enchantment
    Activation: Swift (Command)
    Weight: -

    This appears to be an enormous mound of cat poo. God alone knows what kind of cat it came from (Dire perhaps?), but nobody wants to touch it let alone clean it up. Initially appearing as an item of jewelry, when dropped upon the ground and the command word is spoken (or meowed) it covers a 5' area in a great mound of what appears to be poo. There is a Stinking Cloud Effect centered on the Fake Cat Poo, and anyone wishing to attempt to touch it to clean it up must make a DC 27 Willpower Save to do so. Anyone wishing to approach within 10' of it must make a similar Willpower Save, and if this Save is successful they must still make a second save to clean it up. The owner of the item is immune to these effects. By speaking the command word again it returns to jewelry form.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Stinking Cloud, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
    Cost to Create: 276750 GP, 554 days, 22140 XP


    Force Cannon
    Price: 64,687 GP (19th)
    Body Slot: -
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Evocation
    Activation: Swift (command)

    This appears to be a short staff made from some sort of highly polished steel. It allows you to make use of the following spells: Orb of Force (1 charge), Force Beam* (2 charges). Both spells may be used 3 times per day as though cast with the Maximize Spell Feat.

    Prerequisites: Craft Staff, Craft Epic Staff, Craft Staff, Orb of Force, Force Beam*, Sudden Maximize
    Cost to Create: 32,343 GP, 33 days, 10,324 XP
    * New spell detailed below


    Grizzly Tank Collar
    Price: 100,000 (20th)
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: 23
    Aura: Overwhelming; (DC:26) Conjuration
    Activation: Swift (command)

    This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor also has a small extradimensional space capable of holding up to 16 Awakened Mouse Commandos. So long as they remain in the space they are unavailable and are totally concealed. Entering or leaving the Armor is a Swift Action. If the owner of the collar is killed the troops may remain within in indefinitely if necessary.

    Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Mordenkainen's Magnificent Mansion
    Cost to Create: 50,000 GP, 50 days, 10,500 XP


    Kitty Hut
    Price: 372,600 GP (34th)
    Body Slot: - (Carried)
    Caster Level: 23
    Aura: Overwhelming; (DC:24) Conjuration
    Activation: Swift (command)
    Weight: 3 lbs.

    This appears to be a normal plush kitty enclosure, the kind you see that are basically a little fluffy house with a cat bed inside. Or at least that's what you're supposed to think. On the inside it actually is a full size Mordenkainen's Magnificent Mansion along with the effects of a Mordenkainen's Private Sanctum spell.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Must be able to cast 9th level Conjuration spells
    Cost to Create: 186,300 GP, 11,863 XP, 186 days


    Pointy Viking Hat
    Price (Item Level): 100000 GP (xth)
    Body Slot: Head
    Caster Level: 24th
    Aura: Overwhelming; (DC:19) Transmutation
    Activation: - (Continuous)
    Weight: 4 lbs.

    The wearer of this helm gains a +6 Resistance Bonus to all Saving Throws, and a +8 Enhancement Bonus to Constitution

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Bear's Endurance, creator’s caster level must be three times the cloak’s bonus
    Cost to Create: 50000 GP, 50 days, 2000 XP


    Sherman Tank Collar
    Price: 100,000 (20th)
    Body Slot: Throat as a Collar, Body when in use
    Caster Level: 23
    Aura: Overwhelming; (DC:26) Transmutation
    Activation: Swift (command)

    This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor has a seat and a Force Cannon (See below) mounted on the back (the Force Cannon magically resizes to fit the mount on your armor). This seat is usually occupied by an Awakened Mouse with the skill or power to use the wands who function as a Defensive gunner while the Cat Burglar goes about his business (the seat also provides the Mouse with Partial Concealment). Remember to include the cost of the Force Cannon when figuring the cost of the armor.

    Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin
    Cost to Create: 60,000 GP, 60 days, 10,600 XP


    Viking Axe
    Price: 6480350 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 21st
    Aura: Overwhelming; (DC:22) Evocation
    Activation: -
    Weight: 12 lbs.

    This is a +6 Charging, Collision, Keen, Anarchic Power Greataxe. Perfect for making ouchies.

    Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spirited Charge, Keen Edge, Weapon of Impact, Word of Chaos
    Cost to Create: 3240175 GP, 129607 XP, 3240 days


    Force Beam
    Evocation (Force)
    Level: 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. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).

    Focus: A small metal wand.


    BOOM!
    Evocation
    Level: 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.




    GoLion Armor and Sword


    Lord GoLion's Helm
    Price: 1562525 GP (xth)
    Body Slot: Head
    Caster Level: 21st
    Aura: Overwhelming; (DC:23) Evocation
    Activation: Standard (Mental)
    Weight: 4 lbs

    The wearer of this helm can cast the following as a Spell-Like Ability 3/day: Lion's Roar, Sunbeam.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Lion's Roar, Sunbeam
    Cost to Create: 381263 GP, 31251 XP, 381 days

    Lord GoLion's Armor
    Price: 3286000 GP (xth)
    Body Slot: Body
    Caster Level: 24th
    Aura: Overwhelming; (DC:17) Abjuration
    Activation: -
    Weight: 50 lbs.

    This +8 Full Plate Armor grants Energy Resistance 20 to all 5 types of energy and Spell Resistance 19.

    Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Resist Energy
    Cost to Create: 1643000 GP, 65720 XP, 1643 days

    Lord GoLion's Gauntlets
    Price: 1589700 GP (xth)
    Body Slot: Hands
    Caster Level: 21st
    Aura: Overwhelming; (DC:19) Evocation
    Activation: Standard (Mental)
    Weight: 2 lbs.

    The wearer of these gauntlets can cast the following as a Spell-Like Ability 3/day: Blast of Flame, Boreal Wind, Force Missiles.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Blast of Flame, Boreal Wind, Force Missiles
    Cost to Create: 794850 GP, 31794 XP, 795 days

    Lord GoLion's Boots
    Price: 1584000 GP (xth)
    Body Slot: Feet
    Caster Level: 21st
    Aura: Overwhelming; (DC:20) Evocation
    Activation: Mental (Standard)
    Weight: 2 lbs.

    The wearer of these boots can cast the following as a Spell-Like Ability 3/day: Inferno, Machinegun.

    Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Inferno, Machinegun
    Cost to Create: 792000 GP, 31680 XP, 792 days

    Lord GoLion's Sword
    Price: 4766000 GP (xth)
    Body Slot: - (Carried)
    Caster Level: 21st
    Aura: Overwhelming; (DC:18) Evocation
    Activation: -
    Weight: 8 lbs.

    This is a +3 Keen, Shock, Shocking Burst, Lightning Blast Bastard Sword.

    Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Keen Edge, Call Lightning, Lightning Bolt
    Cost to Create: 2383000 GP, 95320 XP, 2383 days


    Collection Benefits
    2 Pieces Lord GoLion's Sword gains the Throwing Ability
    3 Pieces Lord GoLion's Sword gains the Returning Ability
    4 Pieces Gain DR 15/Adamantine
    5 Pieces Lord GoLion's Sword gains the Vorpal Ability
    Last edited by Bhu; 2014-06-25 at 01:52 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  20. - Top - End - #830
    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!

    I mostly have Lord GoLion's armor done. The collection benefits ar e stronger than usual so I'm considering increasing the price of the items. Any thoughts?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  21. - Top - End - #831
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

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

    So much new stuff that I don't know where to begin.

    Debby
    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.
    my creations in homebrew signature thread

  22. - Top - End - #832
    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!

    I've been trying to finish up while I'm capable of doing so.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  23. - Top - End - #833
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

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

    What are the BAB and Saves for The Four?

    Debby
    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.
    my creations in homebrew signature thread

  24. - Top - End - #834
    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!

    It's an Epic PrC. They don't get BAB/Saves.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  25. - Top - End - #835
    Barbarian in the Playground
     
    qazzquimby's Avatar

    Join Date
    Sep 2011
    Location
    Vancouver Canada
    Gender
    Male

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

    Do you ever plan on finishing your samurai classes? Every time I find them I want to center a campaign around them.

  26. - Top - End - #836
    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!

    Everyone stopped giving me feedback on them so I kind of put them on hold for a bit, but yes I very much intend to fix them up. Now that I know people are still interested I'll see what I can do.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  27. - Top - End - #837
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

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

    Quote Originally Posted by Bhu View Post
    It's an Epic PrC. They don't get BAB/Saves.
    Actually they do. If this is Epic then the levels would be 21st-30th not 1st-10th. See epic here: http://www.d20srd.org/srd/epic/basics.htm#epicSaveBonus

    Debby
    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.
    my creations in homebrew signature thread

  28. - Top - End - #838
    Titan in the Playground
     
    Bhu's Avatar

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

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

    http://www.d20srd.org/srd/epic/prest...sses/intro.htm

    I'm using the format for epic PrC's
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  29. - Top - End - #839
    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!

    Still working on Lord GoLions Armor.

    I hesitate to ask this...but I've occasionally had requests for a 4e version of this class, which I'm not sure is workable. Would anyone actually still be interested in this?
    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 - #840
    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!

    Lord GoLion is finally done!

    Qazzquimby peek over at minmaxboards in the next few weeks i intend to start tweaking the samurai again.


    MOWS



    "Meow!"

    The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children. They enjoy their reputation for being no end of trouble.

    MOWS RACIAL TRAITS
    · -8 Str (Minimum 3), +4 Dex, +2 Wis
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
    · Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
    · Base speed 30 feet
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Mows have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
    . Non Humanoid Form: The Mows aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious (and teensy) predators they also can't make Handle Animal checks as animals are terrified of (or ignore) them. Most equipment will be one tenth the weight for them. They cannot wield weapons unless they are specifically made for them, usually as an extension of armor they are wearing. If someone is willing to help them in and out of it they can wear armor.
    . Mows are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
    · Racial skill bonuses: Mows receive a +4 Racial Bonus on Climb, Hide, Listen, and Move Silently Checks. They also get a +8 Racial Bonus of Balance and Jump checks. They may use their Dexterity Modifier instead of their Strength Modifier for Climb and Jump Checks. In areas of tall grass or undergrowth their Hide Bonus increases to +8.
    · Automatic and Bonus languages: Mows automatically speak Common and Purr. Bonus Languages depend on where they live and are usually that of their neighbor, but many speak Sylvan
    · Level Adjustment: +0
    · Favored Class: Cat Burglar, Rogue, or Scout

    STARTING AGE
    Adulthood: 14 years
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 7" Female: 6"
    Height Modifier: +1d4"
    Base Weight: Male: 8 lbs. Female: 7 lbs.
    Weight Modifier: x1 lb.

    MOWS CHARACTERS
    If you want to play a small stealthy PC who can go about unnoticed due to the fact everyone assumes you're a common animal, the Mows are perfect. Plus you get to be an adorable lil' kitteh. What more could you want than that?
    Adventuring Race: Mows often go on adventures for money, fame, and power. The usual reasons. But being fey and whimsical like all cats some do it just for the hell of it.
    Character Development: Make sure to take Feats or class abilities that will allow you to overcome your Reach limitations. Your size does have a few disadvantages.
    Character Names: Mows tend to use whatever names are common to the other races living in their area.

    ROLEPLAYING A MOWS
    You can pretend to be a normal cat and sponge off the other races while secretly living among them. All the Mows do it at some point. It allows you to learn lots of nifty blackmail material. Not that you're the sort of kitty to use blackmail to get fed a better class of salmon than table scraps. No sir not you.
    Personality: The Mows are still cats for the most part, with all the typical behaviors attributed to kitties.
    Behaviors: You've all seen the various cat videos on Youtube. Give them some human level intelligence and imagine the trouble they can start now...
    Language: The Mows speak Purr, which has no written form (and is effectively the same language used by the Cat Burglars Guilds).

    MOWS SOCIETY
    Cats are highly social and prize competitions of stealth and athletic ability. They are also fans of singing and acting. The women do all the child rearing, and the men do much of the hunting and fooling of humans. In other words the women are mothers and teachers and the men are thieves.
    Alignment : Mows have a strong tendency towards Chaos as they dislike rules, and most also have a strong tendency towards Neutrality. They like their privacy.
    Lands : The Mows are pretty omnipresent. Wherever you can find cats, you can find them.
    Settlements : Mows prefer urban areas since it allows them to pretend to be pets and blend in better.
    Beliefs : The Mows worship the Kitteh Gawds exclusively.
    Relations: Mows get along fine with Humans and other humanoids who have cats as pets because they can take advantage of them. The rest of the world they don't like so much.

    MOWS ADVENTURES
    · There has been a rash of murders in the town, and the humans are clueless. Every cat in the city knows there is an Undead monster living down by the old mill that's responsible. You just have to figure out how to get the humans there without revealing who you really are. Or failing that end it yourself.
    · A local powerful Wizard has had his beloved Familiar slain and is inconsolable until he sees the perfect replica of him: you. Adopted by a psychopathic madman with incredible power you must find a way to convince him not to kill the locals out of paranoia, find a way to get him to let go of his friend, and all without driving him any crazier.
    · The local humans have figured out cats are intelligent and have declared war. You must broker peace with them, or failing that find a way to sabotage their extermination efforts.



    MOWS/AWAKENED CAT RACIAL SUBSTITUTION LEVELS


    ROGUE
    Levels 10, 13, 16, 19: The Mows Rogue has new options for his Rogues Special Abilities.
    Special Ability (Ex):

    Trap Radar (Su): When making a Search roll to look for traps, you may Search a 10' area as a Standard Action.

    Nimble You do not gain the -5 Penalty to Climb or Balance Checks for moving at full speed.


    SCOUT
    Levels 4, 8, 12, 16, and 20: The Mows loses access to some Bonus feats, but gains access to others.
    Bonus Feats (Ex): Instead of having access to Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run the Mows Scout can choose from Defensive Strike, Lunging Strike, Mouser, and Prone Attack.


    CAT BURGLAR
    Level 1: Replace Purr with Polyglot
    Polyglot (Ex): Speak Language is always a Class Skill for you.
    Level 1: Cat Powah with Man Powah
    Man Powah (Su): At 1st level the Cat Burglar gets his first taste of Humanoid Magic in the form of an untyped Bonus equal to his Charisma Modifier. Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his unarmed strikes or weapons in Humanoid Form.
    Levels 1, 4, 7, 10, 13, 16, and 19: Replace Kitty Form with Humanoid Form
    Humanoid Form (Su): At will as a standard action you may transform into a Medium humanoid (or from a humanoid back to your normal form). At first level you can assume the form of a Medium humanoid. This allows you to pretend to be any species of the more common humanoids, or perhaps a very young Giant. When transforming all equipment that isn’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Humanoid Form you lose your Scent ability along with your natural attacks, non humanoid form limitations, movement types other than base land speed, Special Attacks/Qualities that are racial abilities, and racial skill bonuses. If you are killed or knocked unconscious in Humanoid Form you revert to a cat next round. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype.

    At levels 4, 7, 10, 13, 16, and 19 you gain an additional Humanoid Forms from the following list if you meet the prerequisites (all of these forms count as Humanoid Form for purposes of Feats, effects, etc.). Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

    Small Humanoid Form: You may now take the form of a Humanoid child or smaller Humanoids such as halflings. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

    Tiny Humanoid Form: You may now take the form of a Humanoid infant or really small Humanoids. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Tiny your base Land Speed reduces to 15' unless it's already lower, if you were smaller than Tiny it increases to 15' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

    Big Humanoid Form (Prerequisite: Level 10+): You may take the form of a Large Humanoid or Giant. You also gain the following abilities: A Primary Slam Attack doing 1d4 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. If your Size is larger than Large your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Large it increases to 40' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

    Giant Form (Prerequisite: Level 16+): You may take the form of a Huge Giant. You also gain the following abilities: A Primary Slam Attack doing 1d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Huge you gain +2 Dex and -2 Str per Size Class above Huge. If it's less, you gain +2 Str and -2 Dex per Size Class below Huge (minimum Str or Dex is 3). You also get +8 Con, and you gain a +8 Natural Armor Bonus. If your Size is larger than Huge your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Huge it increases to 40' unless it's already faster. You gain the Giantblood Subtype. You become Size Class Large, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 15'. You may remain in Giant Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

    Titan Form (Prerequisite: Level 19+): You may now take the form of a Gargantuan Giant. You also gain the following abilities: A Primary Slam Attack doing 2d4 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Gargantuan you gain +2 Dex and -2 Str per Size Class above Gargantuan. If it's less, you gain +2 Str and -2 Dex per Size Class below Gargantuan (minimum Str or Dex is 3). You also get +12 Con, and you gain a +12 Natural Armor Bonus. If your Size is larger than Gargantuan your base Land Speed reduces to 50' unless it's already lower, if you were smaller than Gargantuan it increases to 50' unless it's already faster. You gain the Giantblood Subtype. You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'. You may remain in Titan Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

    Sprite Form (Prerequisite: Fey Heritage): You may now take the form of a Tiny Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Tiny your base Land Speed reduces to 15' unless it's already lower, if you were smaller than Tiny it increases to 15' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 3/Cold Iron. You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

    Pixie Form (Prerequisite: Fey Heritage, Sprite Form): You may now take the form of a Small Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

    Nymph Form (Prerequisite: Fey Heritage, Pixie Form): You may now take the form of a Medium Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron.

    Beast Form (Prerequisite: Level 10+): You may now take the form of a Large Magical Beast. You also gain the following abilities: Darkvision 60', Scent, a Primary Natural Attack (1d6 plus Str Modifier), and a Secondary Natural Attack (1d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are triple those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

    Teensy Uggo Form (Prerequisite: Level 7+: You may now take the form of a Small Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

    Uggo Form (Prerequisite: Level 7+): You may now take the form of a Medium Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'.

    Dire Uggo Form (Prerequisite: Level 13+): You may now take the form of a Large Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. If your Size is larger than Large your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Large it increases to 40' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

    Levels 2, 5, 8, 11, 14, and 17: Replace Kitty Magic with Humanoid Magic
    Humanoid Magic(Su): Humanoid Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor. The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites. These are considered Spell-Like abilities unless it says otherwise:

    ...And Your A__ Will Follow (Su) (Prerequisites: Free Your Mind...): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.

    A People Person: You may cast Charm Person 3/day.

    A Spring In Your Step: You may cast Jump 3/day.

    Belittle (Prerequisite: Level 5): You may cast Power Word Sicken (see Races of the Dragon) 3/day.

    Blend In: You may cast Change Self at will.

    Brute's Luck (Su): You may substitute your Str Modifier for all rolls in which you would normally use your Dex Modifier.

    Cowardice Is An Art Form: You may cast Expeditious Retreat 3/day.

    Decoy (Prerequisite: Level 8): You may cast Create Fetch 3/day (see Complete Scoundrel).

    Devilish Charm (Prerequisite: A People Person, Level 8): You may cast Suggestion 3/day.

    Did You Think It Would Be That Easy (Su) (Prerequisite: Level 5): You gain a Bonus to Armor Class equal to your Charisma Modifier. The type of Bonus depends on what Humanoid Form you are using. It's a Sacred Bonus for Celestial Form, and a Profane Bonus for Fiendish Form and Undead Form. Hawt, Fey, and Innocent Forms get a Luck Bonus. Nocturnal, Multi-Headed, Alien, and Half Dragon Forms get an Insight Bonus. Agile, Swift, Stealthy and Winged Forms get a Dodge Bonus. All other Kitty Forms get an increase to their Natural Armor Bonus.

    Flash Grenade (Su) (Su): 3/day as a Supernatural ability while in Humanoid Form you may release a 10 ft burst of light centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Dazed for 1 round.

    Force Shield (Prerequisites: Mage Puncher, Level 11): You may cast Wall of Force 3/day.

    Free Your Mind...(Su) (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.

    Frightful Tackle (Su) (Prerequisites: A Spring In Your Step, Blend In, and one of the following: Spooky Voice, or Thousand Yard Stare): When attack an Opponent who is Flat-Footed or Denied his Dexterity Bonus to AC while you are in Humanoid Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.

    ____ Tha Police; You may cast Protection from Law 3/day.

    Healer's Touch (Prerequisite: Level 5): You may cast Cure Moderate Wounds or Remove Disease 3/day. Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

    Improved Flash Bomb (Su)(Prerequisite: Flash Bomb): Your Flash Bomb may be used in place of doing damage in a grapple check. The opponent you are grappling is permanently Blinded if he fails his Save, instead of Dazed. All others in the area are Dazed as normal.

    Inhuman Diplomacy (Prerequisite: Level 8): You may cast Charm Monster 3/day.

    Innocence (Su): You gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger and Detect Magic or similar spells/abilities. If the spell can’t get through your spell resistance you show up as Neutral and non-magical.

    LOOK AT ME, I'M AN ATTENTION WHORE (Su) As a Standard Action you may make a Perform (Oratory) check to Daze all opponents within 10' for 1 round. They get a Willpower Save to resist (DC is equal to your Perform check).

    Looking for Pigeons (Su): By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your Flash Bomb attack). You don't know what his Save is, just that he has the lowest.

    Mage Puncher (Prerequisites: Would-Be Mage): You may cast Bigby's Disrupting Hand 3/day (See PHB II).

    Monk's Step: You may cast Feather Fall at Will.

    Mystic Locksmith: You may cast Open/Close and Instant Locksmith 3/day (see Complete Adventurer). Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

    Preacher Man (Prerequisite: 11th level): You may cast Heal 3/day.

    Spooky Voice (Prerequisite: Level 5): You may cast Scare 3/day.

    Sucker Punch (Su): If your opponent is flat footed and you are in Humanoid Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

    Summoner I (Prerequisite: Level 5, Cha 15): You may cast Summon Monster III 3/day.

    Summoner II (Prerequisite: Level 11): You may cast Summon Monster VI 3/day.

    Summoner III (Prerequisite: Level 17): You may cast Summon Monster IX 1/day.

    Surprise, Surprise, Surprise (Su) (Prerequisite: level 5): You do not take Size Penalties while in Kitty Form.

    Survival (Prerequisites: Level 5): You may cast Sustain 3/day (see Oriental Adventures or Book of Exalted Deeds).

    They're With Me (Su) (Prerequisite: Undead Form): Allies within 10' of you while you're in Undead Form gain the benefits of a Hide from Undead spell.

    Thousand Yard Stare: You may cast Cause Fear 3/day.

    vicious Sarcasm (Prerequisite: Belittle): When using your Belittle ability, you are no longer restricted by your opponents hit point total, and may cast it on anyone.

    Would-Be Mage: You may cast Magic Missile 3/day.


    Levels 3, 6, 9, 12, 15, and 18: Replace Enhanced Kitty Form with Enhanced Humanoid Form
    Enhanced Humanoid Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Humanoid Form from the list below (optionally they may take a Bonus Feat if they wish). These Enhancements can be used in any version of Humanoid Form unless otherwise noted, and their benefits stack with the abilities gained from your various Humanoid Forms (You may use more than one Enhanced Humanoid Form at a time, but see restrictions below.):

    Agile Form (Prerequisite: Level 6): You gain +4 Dex in Humanoid Form.

    Alien Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Humanoid Form. You may not use Alien Form with Celestial or Innocent Forms.

    Aquatic Form: While in Humanoid Form you may instead become a Mermaid or legged aquatic humanoid. You gain a Swim speed equal to your Land speed. You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. You may use the Run Action while swimming in a straight line. You gain the Aquatic Subtype, and are Amphibious as well.

    Arctic Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to cold though, not heat. You may not use Arctic and Desert Forms at the same time. You also gain Cold Resistance 5.

    Armored Form: Your Natural Armor Bonus increases by +4 while in Humanoid Form.

    Celestial Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Humanoid Form. 3 times per day any spell you cast in Celestial Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Celestial Form along with Fierce Humanoid Form, Fiendish Form, or Alien Form).

    Centaur Form (Prerequisite: Dire Uggo Form): While in Dire Uggo Form you gain a +4 Bonus to defend on Opposed Bull Rush, Overrun, and Trip Checks.

    Climbing Form: While in Humanoid Form you gain a Climb speed equal to your Land speed. You gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

    Desert Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to heat though, not cold. You may not use Arctic and Desert at the same time. You also gain Fire Resistance 5.

    Exotic Form (Level 6+): You turn into rare and exotic (possibly extinct) Humanoids or Fey. While in Humanoid Form you permanently have the benefits of a Sanctuary spell unless you attack someone. They're more intent on capturing you as a rare slave than killing you. You can still be attacked by non lethal attacks such as Nets that are meant to capture you.

    Fey Form (Prerequisite: Fey Heritage): You gain Spell Resistance equal to (15 plus CR) in Sprite, Pixie, Nymph, or Tinkerbell Forms.

    Fiendish Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Humanoid Form. 3 times per day any spell you cast in Fiendish Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Fiendish Form with Celestial Form.

    Fierce Humanoid (Prerequisite: Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level. If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not combine Fierce Humanoid and Innocent Forms.

    Half Dragon Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.

    Hardy Form (Prerequisite: Level 6): You gain +4 Con in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

    Hawt Form (Prerequisite: Char 15+, and either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level. If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Innocent Form in combination with Alien, Fiendish, Fierce Humanoid, or Undead Forms).

    Innocent Form (Prerequisite: Tiny or Small Humanoid Form): You can always Take 10 on Bluff and Diplomacy Checks.

    Multi-Armed Form: This may be taken multiple times. The first time you gain an additional pair of arms in Humanoid Form, and you gain an additional pair each time this is chosen. You must still take the necessary Feats to take advantage of the multiple limbs. If your arms have a Natural Attack you now gain multiple attacks on a Full Attack.

    Multi-Headed Form: This may be taken multiple times, and each time you take it you gain one additional head in Humanoid Form. You gain a +1 Bonus to Listen, Search, and Spot Checks per additional head. If your head has a Natural Attack you now gain multiple attacks on a Full Attack.

    Nocturnal Form: Your Darkvision range increases +30' in Humanoid Form.

    Stealthy Form: You gain a +4 Bonus to Hide Checks in Humanoid Form.

    Strong Form (Prerequisite: Level 6): You gain +4 Str in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

    Swift Form: You gain a +10 ft. increase to Land Speed in Humanoid Form.

    Undead Form (Prerequisite: Level 6): While in Humanoid Form you may appear as any corporeal Undead. You temporarily become immune to poison and disease, and fatigue/exhaustion effects.

    Winged Form: While in Humanoid Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.


    Level 20: Replace True Kitty with True Humanoid
    True Humanoid(Ex): At 20th level you become one with your inner human, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to them temporarily without being vulnerable to spells that target them specifically(this includes spells specific to Humanoids such as Charm Person). If knocked unconscious you no longer revert to your original form if you are in Humanoid Form. You also gain the Shapechanger Subtype.




    Epic Substitution Levels



    Epic Humanoid Forms

    Colossus Form : You may now take the form of a Colossal Giant. You also gain the following abilities: A Primary Slam Attack doing 2d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is less than Colossal you gain +2 Str and -2 Dex per Size Class below Colossal (minimum Str or Dex is 3). You also get +18 Con, and you gain a +18 Natural Armor Bonus. If your Size is smaller than Colossal your base land speed increases to 50' unless it's already faster. You gain the Giantblood Subtype. You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are sixteen times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'. You may remain in Colossus Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

    Epic Enhanced Humanoid Forms

    Abomination Form : (Prerequisites: Alien Form) While in Alien FOrm you gain Regeneration 5 (doesn't work vs Fire or Acid damage). You cannot use Abomination Form with Awww...Wook at da Widdle Babeh, Celestial Form, Heavenly Form, or Innocent Form.

    Asherati Form: (Prerequisite: Desert Form) You gain the Fire Subtype. In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them. You may not use Asherati Form with Arctic Form or Frost Form.

    Awww...Wook at da Widdle Babeh: (Prerequisites: Innocent Form) While in Tiny Humanoid Form Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect. Basically as long as the bitty kitty plays with the dingle ball they will watch. You may not use Awww...Wook at da Widdle Babeh Form in combination with Abomination Form, Alien Form, Fiendish Form, Fierce Humanoid Form, Hawt Form, Undead Form, Demonic Form, Terrifying Form or Vampire Forms.

    Dragonborn: (Prerequisites: Half Dragon Form) You gain DR 20/Epic while in Humanoid Form.

    Epic Humanoid Form: (Prerequisite: True Humanoid) You gain +6 Charisma while in Humanoid Form.

    Floaty Form: Prerequisites: Winged Form) While in Humanoid Form you have a Flight Speed equal to one and a half times your Land Speed with Perfect Maneuverability.

    Frost Form: (Prerequisite: Arctic Form) You gain the Cold Subtype. In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them. You may not use Persian with Desert Form or Asherati Form.

    Heavenly Form: (Prerequisite: Angel Kitty Form) While in Humanoid Form you gain a +4 Sacred Bonus to all Saving Throws. You may not use Heavenly Form along with Abomination Form, Undead Form, Fiendish Form, Alien Form, Demonic Form, or Vampire Form.

    Demonic Form: (Prerequisite: Fiendish Form) Twice per day a while in Humanoid Form you can automatically summon 2 Manes, Vrocks, or Bar-Lgura, or 1 Palrethee, Glabrezu, or Marilith. This ability is the equivalent of an 8th-level spell. You may not use Demonic Form with Celestial Form or Heavenly Form.

    Terrifying Form: (Mean Kitty Form) While in Kitty Form you gain Frightful Presence. Whenever you make an Attack while in Kitty Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds. You may not combine Terrifying Form with Innocent Form or Awww...Wook at da Widdle Babeh Form.

    Vampire Form: (Prerequisite: Undead Form): While in Undead Form you are also immune to sleep effects, paralysis, stunning, and death effects. Vampire Form cannot be used with Celestial Form, Fey Form, Innocent Form, Awww...Wook at da Widdle Babeh Form or Heavenly Form.


    Epic Humanoid Magic

    A Prayer to Basement Cat: You may cast Power Word Kill 3/day.

    Break the Rules: You may cast Invoke Magic 3/day (see Lords of Madness).

    Curiosity: You may cast Hindsight 3/day (see Complete Adventurer).

    Demon Lords Gift: You may cast Abyssal Frenzy 3/day (See Fiendish Codex I).

    Free At Last!: You may cast Mass Awaken 3/day (see Spell Compendium).

    King of the Zombies: You may cast Plague of Undead 3/day (see Heroes of Horror).

    Piss Off: You may cast Antipathy 3/day.

    Reinforcements: You may cast Fierce Pride of the Beastlands 3/day (see Spell Compendium).

    Revenge: You may cast Sphere of Ultimate Destruction 3/day (See Spell Compendium).

    Safe Cracker: You may cast Unbinding 3/day (see Spell Compendium).





    MOWS FEATS


    Anonymous Humanoid
    You spend much time perfecting the forms of the Humanoid.
    Prerequisites: Humanoid Magic, 6th level
    Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Humanoid Form or Enhanced Humanoid Form.

    Practiced Humanoid
    You spend much time perfecting the arts of the Humanoid.
    Prerequisites: Humanoid Magic, 6th level
    Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Burglaring or Humanoid Magic ability.

    Anklebiter
    You is one sneaky kitty
    Prerequisites: Tiny Size or the ability to gain it somehow
    Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

    Evade Notice
    Just a cat passing by, nuthin' to see here...
    Prerequisites: Mows, Cat Hengeyokai or Tibbit, Bluff 4 ranks
    Benefits: If you can make a successful Bluff vs Sense Motive Check against opponents, they don't really notice you if you don't do anything out of order. In other words if you, as a cat, walk past them and it's normal for cats to be in the area, they don't even remember you (and you get +4 on the Check). If you walk into an area where it might be odd (say the King's treasure chamber) they may wonder "How did that cat get in here?", but the worst they'll do is shoo you. If you're hanging out somewhere odd (in a herd of Rhinos), you get at least a -4 on the Check. Obviously you end up screwing yourself if you do something like make an attack or cast a spell.

    Improved Evade Notice
    Just a cat, stealing your keys, nuthin' to see here...
    Prerequisites: Bluff 8 ranks, Evade Notice
    Benefits: You no longer take the Check penalty for performing odd actions, but you still can't attack anyone.

    Fussiness
    You are picky about what you eat.
    Prerequisites: Any Feline Race, Improved Scent
    Benefits: You can detect if food or drink within 10' of you is poisonous or not with a DC 15 Wisdom check (you must be in a Form that allows you to use Scent).

    The Paw from Nowhere
    You just love to whack people from hiding
    Prerequisites: Mows or Elven Cat, Sneak Attack, Hide 6 ranks
    Benefits: If you successfully Sneak Attack an opponent who is unaware of your presence, he must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.
    Last edited by Bhu; 2014-09-12 at 08:35 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

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •