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  1. - Top - End - #841
    Titan in the Playground
     
    Bhu's Avatar

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

    CAT-ELVES



    "I'm hawt. I know this cause everyone I know says so."

    Cat Elves appear to be elflike humanoids with kitty ears and a tail. Many also have catlike eyes and whiskers. Skin color is usually quite bronzed, and hair and eye color varies depending on what parent they take after most.

    CAT-ELF RACIAL TRAITS
    · +2 Dex, +2 Cha
    · Medium
    · Humanoid
    · Low Light Vision
    · Base Land speed 40 ft.
    · Mixed Blooded: Cat Elves are considered both Catfolk and Elves for purposes of spells, magic items, abilities, etc. You may also take Feats only available to Elves and Catfolk.
    · Cat Elves gain a +2 Racial Bonus on Listen, Move Silently, Search, and Spot Checks
    · Automatic and Bonus Languages: Cat-Elves automatically speak Common, Elven, and Feline. Bonus languages: Draconic, Gnoll, Gnome, and Sylvan.
    · Level Adjustment: +1
    · Favored Class: Duskblade

    STARTING AGE
    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +1d6
    Bard, Fighter, Paladin, Ranger: +2d6
    Cleric, Druid, Monk, Wizard: +3d6

    AGING EFFECTS
    Middle Age: 62
    Old: 93
    Venerable: 123
    Maximum Age: +3d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'7" Female: 4'5"
    Height Modifier: +2d8"
    Base Weight: Male: 100 lbs. Female: 80 lbs.
    Weight Modifier: x2d4 lbs.

    CAT-ELF CHARACTERS
    If you need a swashbuckling dexterity based type the Cat-Elf is perfect for you. They also make pretty good fighter/casters of a certain type.
    Adventuring Race: Cat-Elves go on adventures to have fun, see the world, learn new things, and find/steal neat stuff. That way you can really brag about it when you go back home, and make everyone else jealous. Plus the whole money thing is appealing.
    Character Development: Cat-Elves are natural born gishes. Most seem to be multiclassed in some manner as they never commit to any one class for too long, other than classes that allow them some flexibility. Although some also become obsessed with perfecting a certain skill or ability and follow a class to the end.
    Character Names: Cat-Elves usually use some mix of Catfolk and Elven names.

    ROLEPLAYING A CAT-ELF
    If you insist on playing an attractive catgirl/boy, this is perfect for you. Yeah you'll have to put up with a lot of jokes, but screw those people you have a cute, fwuffy tail. And you have spookity kitty powers (at least you tell everyone you have spookity kitty powers).
    Personality: Much like housecats you tend to be playful, curious, and love a good nap. New things are good and always require your presence as you must investigate. If there's a fight you must be involved. If there are attractive people you must hit on them. Well not 'must', but you are a bit hormonally whacko.
    Behaviors: People telling you what to do tend to get tuned out if there's something interesting going on. This is not to say you can't work well with others or in groups, just that you feel the need to maintain a sense of your own independence. You also tend to be flirty, speak thoughtlessly, and be somewhat mood-swingy in accordance with the usual stereotypes about your kind.
    Language: Cat Elves grow up learning the languages of their two parent races.

    CAT-ELF SOCIETY
    Many years in the past the Jester (a God known for kidnapping beings from various points of the multiverse to populate his own demiplane) swiped an entire doomed nation of catfolk. With nowhere to place them on his plane other than a large grasslands next to the Elven forests, he plunked them down right next to Alfheim (i.e. the Elven homeland).

    The Elves objected. It had taken them long to found their very own nations where all Elvenkind could be accepted without any snide jokes implying they were homosexual, and now these scruffy barbarian Catfolk had been dumped in their lap. The Catfolk weren't exactly happy about their new snooty neighbors who seemed to be born with sticks up their behinds either. So the Jester cursed them with an uncontrollable sexual attraction for each other. Ideally this was supposed to lead to a reduction of tensions between the races. What it led to was rampant adultery, and children born into illegitimacy. And an entire new race of Cat Elves that seemed to breed true, creating more Cat Elves. And a new generation of racist elf jokes revolving around bestiality as opposed to their being gay. Fortunately they now have clawed offspring willing to give attitude adjustments to would be comedians.

    Alignment : Cat Elves tend to be whimsical and self indulgent, musch like actual cats (and, some would say, actual Elves). They have strong tendencies towards Chaotic Neutral.
    Lands : The Cat Elves mostly live in Alfheim.
    Settlements : Cat Elves prefer to settle in open grassy areas. In a pinch they'll take hills or forest to fuss around in but they really like savanna.
    Beliefs : Cat Elves generally prefer a mix of the Elven and Cat Gawds.
    Relations: Cat Elves get along well with Elves, Catfolk, most feline races, Fey, and Gnomes. Sometimes they find humans a little overbearing, and Dwarves are too stuffy. Orcs are good for rough play if they could get over the whole religious zealot/slave monger thingie.

    CAT-ELF ADVENTURES
    · A group of Dopplegangers is taking advantage of the local curse to pursue Elves and Catfolk for 'extramarital adventures'. As the Elders do not wish there to be a bunch of Half Doppleganger children running about, you have been assigned to find and escort them from the area. Or shoot them. Whatever works.
    · A thief has been stealing the local finery, jewelry, clothes, etc. The Cat-Elves are being blamed due to their love of shiny things. You must find the true culprit (or hide him if it's a Cat Elf, while returning the stuff).
    · The evil spookity Orc persons are out for slaves again, and they're after some Elf meat. And mom has been missing a day or two. You could go look for her, but why not jump to conclusions and assault the Orc village instead?




    CAT-ELF RACIAL SUBSTITUTION LEVELS

    DUSKBLADE
    Level 4: Replace Armored Mage with Poke
    Poke (Ex): If the Duskblade successfully attacks an opponent with any weapon that can be used with the Weapon Finesse Feat that opponents turn ends and it may no longer take any actions if it fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Dexterity Modifier). This lasts for the round, the victim may act normally next round unless he is successfully poked again.
    Level 7: Replace Armored Mage with Improved Poke
    Improved Poke (Ex): The Duskblade may now Poke with any weapon.

    SWORDSAGE
    Level 7: Replace Sense Magic with Whiskers
    Whiskers (Su): You may reroll any Initiative rolls or Reflex Saving Throws that roll a '1'.

    RANGER
    Levels 2, 6, and 11: Cat Elves have new options with Combat Style
    Combat Style (Ex): Cat Elves can choose Poker or Sniper Style.
    Sniper Style gets the following Feats: 2nd: Far Shot, 6th: Precise Shot, and 11th: Improved Precise Shot. Poker Style gets the following Feats: 2nd: Combat Reflexes, 6th: Power Critical, 11th: Improved Critical.



    CAT-ELF FEATS

    The Hawtness
    Elves and Cafolk find you oddly attractive...
    Prerequisites: Cat-Elf, Cha 13+
    Benefits: You may always take 10 on Bluff, Diplomacy, and Gather Information rolls against Elves and Catfolk.

    Nyao
    Men (or women if you're male) also, not surprisingly, find you attractive...
    Prerequisites: Cat-Elf, Cha 13+
    Benefits: You gain a +2 on all Bluff, Diplomacy, and Gather Information rolls against members of the opposite sex or gay members of your own sex (assuming they would find you attractive).

    Atavistic
    You're somewhat more catlike than even your parent.
    Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 13+, Must be taken at 1st level
    Benefits: You gain a primary Claw attack doing 1d4 plus Strength damage. You get two Claw attacks with a Full Attack.

    Carnivorous
    You're definitely more catlike than usual.
    Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Atavistic
    Benefits: You gain a Secondary Bite attack doing 1d4 plus half Strength Modifier. You get two Claw attacks and a Bite with a Full Attack.

    Huntress
    You has abandoned the civilized way...
    Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Carnivorous
    Benefits: You gain two Rake Attacks with the same attack and damage rolls as your Claw attacks that can be used in Grapples.

    Curious Kitteh
    You never seem to leave well enough alone.
    Prerequisites: Cat-Elf, Wis 13+
    Benefits: You gain the Elf racial ability to sense hidden doors from the PHB.

    Elf School
    You trained with dad at the academy.
    Prerequisites: Cat-Elf, must be taken at 1st Level, Dex 15+
    Benefits: You gain the Elven racial weapon proficiencies listed in the PHB. You also cast spells of whatever Arcane casting class you take at +1 caster level.

    Pounce
    You take after mom.
    Prerequisites: Cat-Elf or Catfolk, Dex 15+
    Benefits: You may make a Full Attack at the end of a Charge, including Rakes if you have them.
    Last edited by Bhu; 2014-09-12 at 08:33 PM.
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  2. - Top - End - #842
    Titan in the Playground
     
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    TIBBIT RACIAL SUBSTITUTION LEVELS
    Level 1: Replace Kitty Form with Tibbits Rule!

    Tibbit's Rule! (Su): Tibbits natural abilities mesh well with the Cat Burglars powers. A Tibbit gains all the Abilities of Kitty Form (since they are actually better than his racial abilities) with one exception: His equipment molds to fit his Kitty Form as is mentioned in the Tibbit's entry(the one advantage Tibbit's natural powers have over the Cat Burglars). Please note this means the Tibbit can change into and out of Kitty Form at will, and doesn't have to wait an hour. Tibbit's also gain a Bonus Kitty Feat at 1st level. In campaigns where Cat Burglar is available Tibbit's may choose it as their Favored Class. A Tibbit is considered to have the Kitty Form ability for purposes of Feats and Class Prerequisites.


    CATFOLK RACIAL SUBSTITUTION LEVELS
    Level 1: You have a differing key stat.

    Cat's Wisdom: Instead of Charisma the Catfolks class abilities key off of Wisdom.


    CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
    Level 1: Replace Kitty Form with Neko Form.

    Neko Form (Su): Cat Hengeyokai's natural powers and class abilities mesh well. Neko Form gives them all the abilities of Kitty Form, and they may assume Hybrid Form at will as well. Their Cat Burglar Level is considered to be 1 higher than normal for purposes of qualifying for Kitty Feats (i.e. a 4th level Cat Burglar Hengeyokai is considered 5th level for purposes of qualifying for Feats only). Neko Form is identical to Kitty Form for purposes of qualifying for Feats.


    PAKA RACIAL SUBSTITUTION LEVELS (see Denizens of Dread)
    Level 1:You have a differing key stat.

    Cat's Mind: Instead of Charisma the Paka's class abilities key off of Intelligence.


    SHIFTER RACIAL SUBSTITUTION LEVELS
    Level 1: Replace Kitty Form with an alternate Kitty Form.

    Kitty Form (Su): All powers and abilities gained from the Cat burglar Class or from Prestige Classes that have Cat Burglar Class Abilities as prerequisites are based on Constitution instead of Charisma.
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  3. - Top - End - #843
    Titan in the Playground
     
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    RAKASTA (Mystara)



    "Soldiers generally win battles; generals get credit for them."

    The Rakasta are a race of anthropomorphic felines known for both their proud warrior tradition and their quality craftsmanship. Eyes are green and furs is generally light tan or brown.

    RAKASTA RACIAL TRAITS
    · +4 Dex, +2 Int, -2 Cha
    · Medium
    · Humanoid
    · Low Light Vision
    · Base Land speed 30 ft.
    · +2 Natural AC Bonus
    · Rakes (Ex): In a Grapple the Rakasta gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Rakasta may perform a Full Attack with a Charge, including Rakes.
    · A Rakasta has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Craft, Handle Animal, Jump, Listen, Ride, and Spot. It also gets 1 Feat.
    · Rakasta have a Primary Claw attack doing 1d3 plus their strength bonus and a Secondary Bite attack doing 1d4 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack. They are proficient with the Kasas.
    · Rakasta gain a +2 Racial Bonus on Craft Checks. They also gain a +4 Racial Bonus Check on Jump Checks.
    · Automatic and Bonus Languages: Rakasta automatically speak Common, and Rakasta. Bonus languages: Sylvan.
    · Level Adjustment: +1
    · Favored Class: Warblade

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

    AGING EFFECTS
    Middle Age: 45
    Old: 60
    Venerable: 90
    Maximum Age: +2d8 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'8"
    Height Modifier: +2d8"
    Base Weight: Male: 120 lbs. Female: 85 lbs.
    Weight Modifier: x (2d4)

    RAKASTA CHARACTERS
    Rakasta are generally built for melee combat, though their Int Bonus makes them excellent Artificers or Arcane gishes as well.
    Adventuring Race: Rakasta usually adventure for glory, to prove themselves, to acquire experience, wealth, revenge, etc. Their reasons vary as much as humans do.
    Character Development: You make excellent chargers or mounted combatants. If you play a Scout or Ranger you make a decent archer as well.
    Character Names: Male Names: Hirameki, Jiro, Kamaggi, Kaminari, Kenju, Myojo
    Female Names: Kitahara, Lyn, Tamokka
    Clan Names: Fuurifesu, Katamura, Katayama, Tomokato

    ROLEPLAYING A RAKASTA
    The Rakasta are very proud, and some would say quick to offend. While they take care to not start hostilities, they respond eagerly to anyone they believe has insulted them, and this has led to them having a reputation as being warlike and temperamental.
    Personality: The Rakasta personality can easily be summed up by Sri'raka, their code of honor:

    No challenge to fight is ever refused.
    Wounded are never left behind; carry them or kill them.
    Better to die in battle than in one’s sleep.
    Give no mercy; never expect it.
    Retreat is permissible only in order to regroup. A new attack must be launched against the other force within two sunrises.
    Never surrender. Those who would exist as prisoners are not rakasta.

    Beyond this they're like intelligent cats.
    Behaviors: Along with being warriors, the average Rakasta is expected to be an artisan of some sort in order to produce goods that can be traded for necessities the tribe needs. So in addition to their endless training almost all Rakasta have some sort of craft skill or hobby that can be used to produce goods for money, and they zealously refine it given their reputation.
    Language: Rakasta speak their own language and Common.

    RAKASTA SOCIETY
    The Rakasta are nomadic tribes dwelling in tent cities. They have a reputation for both violence and excellent craftsmanship, and they use this to their advantage when they encounter other races they can trade with. Many wish to but the Rakasta's goods, and the racial reputation for being easily offended and death prone makes others less likely to cheat them.
    Alignment : The majority of Rakasta by far are True Neutral.
    Lands : Most Rakasta live in warm or temperate plains and deserts.
    Settlements : If somehow chased form their normal territories the Rakasta prefer wide open territories like the grasslands they currently inhabit.
    Beliefs : Immortals worshiped by the Rakasta include Belbion (Vanya), Felidae (Calitha), Kagyar, Pax Bellanica (Tasrastia), and Tawnia (Ordana).
    Relations: The Rakasta like elves and give most other races grudging respect if they are craftsmen or warriors (so long as they aren't cowardly in the eyes of the cat folk). They despise goblinoids and similar ambush tricksters. In general they tend to be disdainful of members of other races until they have proven themselves.

    RAKASTA ADVENTURES
    · A delegation from an Orc tribe called your ambassador something that rhymes with 'wussie'. 24 hours later you find yourself and a few thousand other Rakasta thundering across the prairie on the backs of Smilodons hellbent for delivering a whoopin'.
    · The crafts your people rely on for trade have somehow gone south. They break or ruin quickly, and are developing an unexpected reputation for shoddy worksmanship! Obviously someone is out to get you, and you need to find out who they are quick.
    · A Troll calls one of your village members a wimp, and gets soundly beaten within an inch of his life, escaping only because of his regeneration. 24 hours later and a herd of trolls is thundering across the prairie towards your village.


    RAKASTA RACIAL SUBSTITUTION LEVELS

    WARBLADE
    Level 1: Add Handle Animal and Ride to the Class skill list. Also the Rakasta Racial Weapons (Kasas) can be used with the Tiger Claw style, and you are no longer proficient with Shields.

    CAT BURGLAR
    Level 1: Cat Powah works differently.
    Cat Powah: Instead of Charisma based Skill Checks your Cat Powah Bonus may be used with Strength based Skill Checks.

    KNIGHT
    Level 6: Replace Shield Ally with Bonus Feat.
    Bonus Feat: At Level 6 you may choose any one Feat you qualify for as a Bonus Feat.
    Level 12: Replace Improved Shield Ally with Smilodon Companion
    Smilodon Companion: At Level 9 you gain a Smilodon as a trusty companion and mount (see Frostburn)
    Levels 5, 10, and 15: When choosing a Bonus Feat at these Levels you may also choose a Rakasta Racial Feat.



    [size=10pt]KASAS[/size] (Exotic Light Weapon)
    Cost: 2 GP
    Dmg (S): 1d4
    Dmg (M): 1d6
    Critical: 19-20/x2
    Weight: 2 lbs.
    Type: Slashing

    [size=10pt]HATRA SADDLE[/size]
    Cost: 75 GP
    Weight: 40 lbs.

    This is identical to an Exotic Military Saddle with one exception. You may make a special leap attack from your saddle. While in the saddle you may make a Jump Check to attack an opponent as if you had the Leap Attack Feat.
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  4. - Top - End - #844
    Titan in the Playground
     
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    TABAXI (Forgotten Realms/Maztica)



    "So you kill people for their fur..."

    Tabaxi are primitive jungle dwellers resembling anthropomorphic Jaguars or Leopards, with fur ranging from light yellow to brownish red. Eyes tend to be yellow or green.

    TABAXI RACIAL TRAITS
    · +2 Str, +4 Dex
    · Medium
    · Monstrous Humanoid, giving it Darkvision 60 ft.
    · Low Light Vision
    · Base Land speed 40 ft.
    · +2 Natural AC Bonus
    · Scent
    · Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
    · A Tabaxi has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 1 Feat.
    · Tabaxi have a Primary Claw attack doing 1d3 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. They are proficient with the Bolas and all Simple Weapons.
    · Tabaxi gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
    · Automatic and Bonus Languages: Tabaxi automatically speak Common, and Tabaxi. Bonus languages: Sylvan.
    · Level Adjustment: +2
    · Favored Class: Scout

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

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d8"
    Base Weight: Male: 130 lbs. Female: 90 lbs.
    Weight Modifier: x (2d4) lbs.

    TABAXI CHARACTERS
    Given their stats the Tabaxi make pretty good ranged combatants or dex based melee combatants. Due to their Racial Hit Dice and LA, casters should probably be avoided.
    Adventuring Race: The Tabaxi don't much like other races, so for them adventures are about opposing the Tabaxi Lords or other Evils, or revenge for their fellows being skinned for their pelts, or to find help for some unforeseen problem they can't deal with themselves.
    Character Development: Given that you have Pounce and Rakes be sure to take advantage of them.
    Character Names: Males: Citlalli, Cualli, Icnoyotl, Ixtli, Meztli, Ohtli, Toltecatl, Zuma. Females: Camaxtli, Ichtaca, Mazatl, Nenetl, Tochtli, Xipil, Yaotl, Zanipah.

    ROLEPLAYING A TABAXI
    You don't much like the other races, as you don't quite understand them. Well that and they tend to kill you to make pelts. As a result your people live lives of quiet isolation in the jungles.
    Personality: The Tabaxi are fairly catlike, living much as a pride of large cats would. They remind people of cats so strongly they often forget the Tabaxi are sentient as opposed to animals.
    Behaviors: The Tabaxi spend their time in many stereotypically catlike pursuits. They are often found stalking through the underbrush for play or hunting, sunning themselves, or chatting with one another about the latest happenings.
    Language: Tabaxi speak their own language, which doesn't usually have a written form.

    TABAXI SOCIETY
    The Tabaxi are clans of primitive hunter-gatherers. They disdain trade and diplomacy and if pressed to do so employ agents to speak on their behalf as they have not the patience for it. Most live in small villages ruled by a tribal elder (usually a Shaman) or a Tabaxi Lord. Tabaxi Lord villages are places of fear and misery, and their tribes usually degenerate so badly over time they even hunt and eat intelligent beings.
    Alignment : The majority of Tabaxi are Chaotic Neutral, with a small minority of True Neutral (and Chaotic Evil in the case of tribes ruled by Tabaxi Lords).
    Lands : Most Tabaxi live on the Chultan Peninsula.
    Settlements : Tabaxi rarely leave their jungle home, and if they do so they find somewhere they can hide in easily.
    Beliefs : Unless ruled by a Tabaxi Lord the Tabaxi generally worship Ubtao.
    Relations: The Tabaxi are extremely reclusive and rarely deal with other races. If they must make contact they use an intermediary they know and trust from the past.

    TABAXI ADVENTURES
    · Leopard and Jaguar pelts are 'in' this year among the humans, and since the actual animals are running low your people suddenly find yourselves in an awkward position.
    · A strange catlike elf has wondered into your village and said "Oh Hai!' before she begins hugging you. Your neighbors are not pleased. Neither is your wife.
    · A clan led by a Tabaxi Lord is trying to move in onto your territory. You have been asked to find help as the Tabaxi Lord simply appears to be too powerful to take down.



    TABAXI RACIAL SUBSTITUTION LEVELS

    RANGER
    Levels 2, 6, 11: You gain new options with Combat Mastery.
    Combat Mastery: You may now choose from Thrower and Slasher. If you chose Thrower you get Bowslinger at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level. If you choose Slasher you get Improved Initiative at 2n Level, Multiattack at 6th Level, Improved Multiattack at 11th Level.

    SCOUT
    Level 1: Tabaxi Scouts begin the game with slightly different Weapon Proficiencies. They lose proficiency with the handaxe, throwing axe, short sword, and shortbow. They gain proficiency with the Bolas, Atlatl, and Maqahuitl.

    CAT BURGLAR
    Level 1: Instead of being a Tiny Cat you may choose Big Cat Form or Cat-Faced Monkey Form as your beginning Kitty Form.


    MACUAHUITL (Exotic One-Handed Melee Weapon)
    Cost: 25 GP
    Dmg (S): 1d6
    Dmg (M): 1d8
    Critical: 19-20/x3
    Weight: 5 lbs.
    Type: Slashing or Bludgeoning

    ATLATL (Exotic One-Handed Melee Weapon)
    Cost: 5 GP
    Dmg: Damage increases to the next higher die. In other words a d8 becomes a d10, etc.
    Critical: Critical threat range of the thrown weapon increases by +1 (i.e. if you normally threaten a Critical on a 10, you now threaten on a 19-20).
    Weight: 2 lbs.

    An Atlatl may be used to throw a Dart, Javelin or Shortspear. Loading the ammo is a Move Action. The Range Increment of the weapon used increases by +10 ft.
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  5. - Top - End - #845
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    TABAXI LORD



    "You will learn to obey."

    Tabaxi Lords are huge Jaguars or Leopards up to 12' long. While they are often found ruling over small groups of Tabaxi, and can interbreed with them, the link between the two is unknown. Given the Tabaxi Lords powers many assume they are a mutation of the Tabaxi created by evil deities, or more specifically Zaltec.

    TABAXI LORD RACIAL TRAITS
    · +10 Str, +6 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha
    · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
    · Magical Beast, giving you 60' Dark Vision
    · Low Light Vision
    · Base Land speed 40 ft.
    · +2 Natural AC Bonus
    · Natural Caster: Tabaxi Lords may cast spells as either an 8th Level Wizard or Cleric. Preferred spells are from the Illusion, Enchantment, or Necromancy schools (they are barred from Evocation and Transmutation schools).
    · Spell-Like Abilities: At will: Binding, Detect Evil, Detect Good, Hypnotism. 3/day: Dimension Door.
    · Scent
    · Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
    · A Tabaxi Lord has 8 Racial Hit Dice, giving it the following: 8d10 Hit Points, +8 base Attack Bonus, +6 Fort Save, +6 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Concentration, Hide, Jump, Knowledge (any 2), Listen, Move Silently, Spellcraft, Spot, and Swim. It also gets 3 Feat.
    · Tabaxi Lords have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d10 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
    . Non Humanoid Form: The Tabaxi Lord 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Tabaxi Lords gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
    · Automatic and Bonus Languages: Tabaxi Lords automatically speak Common, and Tabaxi. Bonus languages: Sylvan.
    · Level Adjustment: +5
    · Favored Class: Wizard or Cleric

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

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: 10'
    Height Modifier: +2d12"
    Base Weight: 500 lbs.
    Weight Modifier: x (2d4) lbs.

    TABAXI LORD CHARACTERS
    Tabaxi Lords have no really bad stats, so the only thing standing in your way is Racial LA. Even if you don't decide to pursue their casting abilities further they'd make an okay gish with their stats.
    Adventuring Race: Tabaxi generally adventure for revenge or for something they want to acquire. Most of the time they're having too much fun lording it over their peons.
    Character Development: Their LA is off putting, but the Tabaxi Lord having spellcasting equal to it's Racial Hit Dice makes it kind of a shame to not become a caster. Some decide to go the Mystic Theurge route, so perhaps having two spell lists will help take some of the sting out of being a caster.
    Character Names: Tabaxi Lords use the same names as any other Tabaxi.

    ROLEPLAYING A TABAXI LORD
    You are naturally superior to the entire damn universe. It's uncertain to you why others deny their natural place beneath you but a few killings will usually make them see the error of their ways.
    Personality: You personify Chaotic Evil in it's laziest form ever. Tabaxi Lords crave power, but they aren't driven enough to maintain it well. They're fine with lording it over random jungle tribes for example. Rarely do they aspire to higher things.
    Behaviors: Tabaxi Lords are your typical evil megalomaniacs. They spend their days lounging about occasionally executing a servant or telling one "Boy...pit me an olive." In short they're serious buttheads.
    Language: Tabaxi Lords speak Tabaxi and the language of any nearby races in addition to Common.

    TABAXI LORD SOCIETY
    Tabaxi Lords don't have much of a society. They are solitary beings unless they decide to usurp leadership of a tribe, and then they spend most of their time destroying that tribes society and driving them to Evil.
    Alignment : Tabaxi Lords are almost universally Chaotic Evil.
    Lands : Like the Tabaxi, the Tabaxi Lords usually dwell inside the Chultan Peninsula.
    Settlements : Tabaxi Lords are not liked, and restrict themselves to the jungles where they can hide from enemies.
    Beliefs : The Tabaxi Lords generally venerate Zaltec, who is presumed to be their creator by many. Some few are said to worship other Evil Gods of the Forgotten Realms.
    Relations: Tabaxi Lords hate and despise Couatls, and don't think much more highly of the rest of the races. Most Lords are solitary, though occasionally they will take over a tribe of Tabaxi or halflings that they can push around.

    TABAXI LORD ADVENTURES
    · The local Couatls keep doing fly-bys and pooping on you. After washing your fur in the river for the second time, you have had enough.
    · The Halflings you lord about have suddenly got uppity and are demanding something called 'elections'. Obviously this is an outside influence, and you need to stomp the hell out of it.
    · The Tabaxi women know you want to sire a legacy and have subsequently gone on a sex strike intended to bring about certain reforms you find distasteful. Worse, your spells seem powerless to compel them. What the heck is going on?



    TABAXI LORD RACIAL SUBSTITUTION LEVELS

    WIZARD
    Level 1: Replace Familiar and Scribe Scroll with Slave
    Slave: Instead of a Familiar you has a pet human! He obeys your every whim, and even if he gets killed you just get another one. A Slave is initially a Level one Commoner of any LA+0 Humanoid race. But it does have some similarities to the Familiar:

    Hit Dice For the purpose of effects related to number of Hit Dice, use the master’s character level or the slave’s normal HD total, whichever is higher.

    Hit Points The slave has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Attacks Use the master’s base attack bonus, as calculated from all his classes. Use the slave’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons (or unarmed strikes if it has none). Damage equals that of a normal creature of the slave’s kind (or by weapon).

    Saving Throws For each saving throw, use either the slaves’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The slave uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

    Skills For each skill in which either the master or the slave has ranks, use either the normal skill ranks or the master’s skill ranks, whichever are better. In either case, the slave uses its own ability modifiers.

    Abilities Slaves use the Non-elite array. They get a permanent +1 to any ability when their master reaches Level 4, and another +1 every 4 levels thereafter.

    Specials Slaves don't get the Natural Armor Bonus Familiars do, but they get the rest of their special abilities such as Alertness, Empathic Link, etc. (except Speak with Master, Speak with Animals).

    Bonus Both master and slave receive a specific Bonus that is chosen when the Slave is gained: +3 hit points, +2 Bonus to any one Saving Throw, or a +3 Bonus to any one skill.

    CLERIC
    Level 1: Remove Craft, Heal, Knowledge (The Planes), and Profession from the Class Skill list. Replace them with Climb, Jump, Knowledge (Nature) and Swim.

    CAT BURGLAR
    Tabaxi Lords have the same Racial substitution Levels as the Mows.
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  6. - Top - End - #846
    Titan in the Playground
     
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    WEMIC



    "Hunting is not a sport. In a sport, both sides should know they're in the game."

    The Wemic are tribes of leonine centaurs with catlike faces. Males grow a large mane in their third year. Their fur is a tawny gold with a white underbelly and a dark mane. Their eyes are gold with vertically slit pupils.

    WEMIC RACIAL TRAITS
    · +8 Str, +4 Dex, +4 Con, +2 Wis, -2 Int
    · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
    · Monstrous Humanoid, giving you 60' Dark Vision
    · Base Land speed 40 ft.
    · +4 Natural AC Bonus
    · Jumper (Ex): Your Jump DC does not double if you do not have a running start. You gain a +8 Racial Bonus on Jump Checks, and may always Take 10 on a Jump Check.
    · Natural Hunter (Ex): Wemic have a +2 Racial Bonus to Initiative Checks.
    · Scent
    · A Wemic has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival. It also gets 2 Feats. They are proficient with all Simple and Martial Weapons and Light Shields.
    · Wemic have a Primary Claw attack doing 1d4 plus their Strength Bonus. They get 2 Claws with Full Attack.
    . Non Humanoid Form: The Wemic aren't humanoid. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Wemic gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
    · Automatic and Bonus Languages: Wemic automatically speak Common, and Wemic. Bonus languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian or Scout.

    STARTING AGE
    Adulthood: 14
    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: 5'4" Female: 5'1"
    Height Modifier: +2d10"
    Base Weight: Male: 500lbs. Female: 400 lbs.
    Weight Modifier: x (2d4) lbs.

    WEMIC CHARACTERS
    With their Hit Dice and LA most Wemic won't be becoming casters. Your best option is to probably go for a charger build utilizing Leap Attack or Pounce.
    Adventuring Race: Wemic are a fairly easy-going people, and as such don't see many needs for adventuring. After all they don't want money, and their concept of power is limited to being a tribal leader. Generally they adventure due to life altering circumstances, such as revenge for their tribe being wiped out (or to prevent it from happening).
    Character Development: Given your Jump check bonuses it would be a shame not to become an Initiator class and take Tiger Claw.
    Character Names: Wemics use their Clan name as a surname. Male Abioye, Amadi, Ekwueme, Emeka, Ikenna, Izem, Jelani, Mwenye, Nkosana, Sefu, Simba, Tau. Female Adaeze, Amara, Ebele, Ekundayo, Ife, Ime, Kahina, Mbali, Nontle, Sana, Subira, Thema.

    ROLEPLAYING A WEMIC
    The simple life is the best life. A good day's hunting, some free time with good companions, and a night's rest is the perfect day for you. You don't see why the humanoids put such emphasis on money and possessions they don't need.
    Personality: Wemic are fairly leonine in most respects. They don't trust outsiders or snooty civilized people, preferring close knit family and local groups instead. Playful and friendly among their own, they fall silent when strangers approach.
    Behaviors: Most Wemic spend their time perfecting a set of skills. For most of them this means hunting, trapping, and ambushing prey. Others spend their time memorizing the tribes history or indulging in one of the civilizations many artistic crafts such as pottery.
    Language: Wemics speak their own language and a highly accented version of Common.

    WEMIC SOCIETY
    Wemic society is an odd conglomerations of a Lion's pride and human aboriginal civilizations. They are nomadic hunter-gatherers who are perceived as illiterate, ignorant barbarians by other species. In truth they simply want to live among nature, and abhor many of the trappings of so-called civilization. As they have no written language their is an oral history, and tribal members who are professional griots are well respected.
    Alignment : The vast majority of Wemic by far are True Neutral.
    Lands : Most Wemics live in the grassy plains of the Shaar.
    Settlements : Some Wemic have left for other grasslands, such as Anauroch and the Shining Plains. A related species also dwells in some neighboring mountains as well.
    Beliefs : The Wemic are a superstitious, animistic culture believing in a variety of spirits. These spirits take precedence over what most societies would view as deities.
    Relations: The Wemic have little to no patience for the 'civilized' races who look down upon them for living among nature as opposed to staying in cities. This doesn't mean they hate them or make war with them, but they definitely don't trust them or mingle with them more than they have to.

    WEMIC ADVENTURES
    · A Humanoid outsider claiming to represent a nearby civilization offers you some shiny shell necklaces in trade for your hunting lands. You promptly kill him. 3 days later 40 mercenaries come looking for him. Must've been those darn Half-Orcs got 'im. Yup.
    · A strangely dressed human approaches you mumbles to himself and does a little dance while screaming "obey". You promptly kill him. 3 days later a small group of Diabolists drop in to ask if you've seen their senile grandfather. Damn them Half-Orcs.
    · You find a solitary Half-Orc pooping in the middle of a field, and promptly kill him. 3 days later some sort of Orcish deific avatar wanders by and inquires about a 'Chosen One". Unable to blame the Half-Orc's this time you point him towards the local snooty human population in the hope he trims off some of their excess.



    WEMIC RACIAL SUBSTITUTION LEVELS

    BARBARIAN
    Level 1: Replace Handle Animal and Ride with Knowledge (Geography, Nature) in the Class Skill List.

    SCOUT
    Level 1: Hit Dice increase to d10, and skill points drop to 6+Int. Replace Ride with Intimidate in the Class Skill list.

    CAT BURGLAR
    Level 6: Replace Scamper Bonus with Pounce
    Pounce (Ex): You may perform a Full Attack when performing a Charge Attack.
    Last edited by Bhu; 2014-09-29 at 07:45 PM.
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  7. - Top - End - #847
    Titan in the Playground
     
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    JANA-NIMR



    "You think I'm stupid because I'm 4 legged don't you?"

    The Jana-Nimr are big cats with birds wings. They don't necessarily resemble a real-world species (Mountain Lion probably comes closest), and fur varies greatly. While most are tawny, grey or black there are some individuals with stripes. Lightly colored Jana-Nimr tend to have white underbellies.

    JANA-NIMR RACIAL TRAITS
    · +8 Str, +6 Dex, +10 Con, +4 Wis, -2 Int
    · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
    · Magical Beast, giving you 60' Dark Vision
    · Base Land speed 30 ft.
    · Base Flight speed 60 ft. (Good)
    · +3 Natural AC Bonus
    · Scent
    · Rakes (Ex): In a Grapple the Jana-Nimr gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Jana-Nimri may perform a Full Attack with a Charge, including Rakes.
    · Improved Grab (Ex): To use this ability, a Jana-Nimr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
    · A Jana-Nimr has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Listen, Move Silently, and Spot. It also gets 2 Feats.
    · Jana-Nimr have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
    . Non Humanoid Form: The Jana-Nimr 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks
    · Automatic and Bonus Languages: Jana-Nimr automatically speak Common, and Jana-Nimr. Bonus languages: Sphinx.
    · Level Adjustment: +3
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 2 years
    Barbarian, Rogue, Sorcerer: +1
    Bard, Fighter, Paladin, Ranger: +1d2
    Cleric, Druid, Monk, Wizard: +1d3

    AGING EFFECTS
    Middle Age: 20 years
    Old: 30 years
    Venerable: 40 years
    Maximum Age: +2d6 years

    HEIGHT AND WEIGHT
    Base Length: Male: 6' Female: 5'6"
    Length Modifier: +2d6"
    Base Weight: Male: 80 lbs. Female: 63 lbs.
    Weight Modifier: x (2d4) lbs.

    JANA-NIMR CHARACTERS
    Between Racial HD and LA you are not meant to be an optimal caster. But you can fly naturally so you're already well ahead of the rest of the parties beatsticks.
    Adventuring Race: It's difficlut to roust you out of bed to go adventuring because you aren't the type. Except for revenge. There's always time for revenge.
    Character Development: You make an excellent flying grappler, so a few levels of Fighter to soak up as many Feats as you can get might come in handy.
    Character Names: Jana-Nimr names are in the speech of cats, and as such are not available to most Humanoids. They usually choose a name to go bye among 'civilized' company.

    ROLEPLAYING A JANA-NIMR
    The Humanoid races are a huge pain in the ass, but you've learned to tolerate some of them. After all their hands make it easy for them to prepare tastier dishes than you can find in the wild, and some of the more gullible ones can be convinced to share.
    Personality: Jana-Nimr tend to be incredibly laid back (to the point some may accuse them of seeming to be lazy). They seem to be difficult to upset, but thwn they do become frustrated their personality quickly switches to all-encompassing aggression. It's best to let the sleeping kitties lie.
    Behaviors: The Jana-Nimr divide their time equally between play, rest, and hunting, much like any other big cat. They do have more intelligence than the average animal though, so there is considerable more mischief that they can indulge in.
    Language: Jana-Nimr have their own language, and some small few also speak the language of SPhinxes or other catlike species.

    JANA-NIMR SOCIETY
    The Jana-Nimr are intelligent animals. As such they only have the merest basics of a culture as they do not live in units larger than extended families.
    Alignment : Jana-Nimr are Neutral in the manner of most Animals or Magical Beasts that resemble them. Unlike Animals, however, much of their population also tends towards Chaos as well.
    Lands : They nest in the hills and grasslands of Al-Qadim, preferably far from Humanoids.
    Settlements : The Jana-Nimr do not stray unless cast out.
    Beliefs : The Jana-Nimr are not currently known to worship Gods.
    Relations: Humanoid races tend to see the Jana-Nimr as pets or zoo animals, there fore they prefer the company of other felines or near-felines (such as Sphinxes).

    JANA-NIMR Adventures
    · It's mating season, and the local hottie has promised whoever brings her the best foodstuffs wins snuggling rights. Consequently you've been stealing the lunch of a local noble for 6 days straight despite his best attempts to stop you. Good thing he loves partridge and quail. Bad that he employs flying monkeys...
    · A local Sphinx has mistaken you for her missing son. You have reason to believe she may be crazy. Her vows of destruction upon the humans who she blames for your odd new appearance are not exactly helping her make her case for not being crazy...
    · A minor avatar of Death falls from the sky and expires at your feet telling you to carry on it's work and kill a local zookeeper with it's last breath. You have a feeling this will be fun.





    JANA-NIMR RACIAL SUBSTITUTION LEVELS

    BARBARIAN
    Level 1: Replace Craft, Handle Animal and Ride with Knowledge (Geography, Nature) and Move Silently in the Class Skill List.

    SCOUT
    Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
    Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

    CAT BURGLAR
    Jana-Nimr have the same Racial Substitution Levels as the Mows.
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  8. - Top - End - #848
    Titan in the Playground
     
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    JANA-QITAT



    "Hand over the pheasant or you will be entering a world of pain..."

    Also called 'Fluttercats' the Jana-Qitat are basically winged housecats, and look and behave much like them.

    JANA-QITAT RACIAL TRAITS
    · +4 Dex, +2 Con, +4 Wis, -8 Str (minimum of 3), -2 Int
    · 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 60' Dark Vision
    · Base Land speed 20 ft.
    · Base Flight speed 50 ft. (Good)
    · +1 Natural AC Bonus
    · Scent
    · Rakes (Ex): In a Grapple the Jana-Qitat gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Jana-Qitat may perform a Full Attack with a Charge, including Rakes.
    · Improved Grab (Ex): To use this ability, a Jana-Qitat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
    · Jana-Qitat 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 Jana-Qitat 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Jana-Qitat have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
    · Automatic and Bonus Languages: Jana-Qitat automatically speak Common, and Jana-Qitat. Bonus languages: Sphinx.
    · Level Adjustment: +1
    · Favored Class: Scout


    STARTING AGE
    Adulthood: 2 years
    Barbarian, Rogue, Sorcerer: +1
    Bard, Fighter, Paladin, Ranger: +1d2
    Cleric, Druid, Monk, Wizard: +1d3

    AGING EFFECTS
    Middle Age: 10 years
    Old: 15 years
    Venerable: 20 years
    Maximum Age: +2d6 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.

    JANA-QITAT CHARACTERS
    You have no racial HD, so any Wisdom based caster is open to you if you can buy off your LA.
    Adventuring Race: Jana-Qitat usually adventure out of curiosity or to help loved ones.
    Character Development: Even at low Levels your Hide Bonus is outstanding. Use it to keep you alive long enough to build some offense.
    Character Names: Jana-Qitat names are in the speech of cats, and as such are not available to most Humanoids. They usually choose a name to go bye among 'civilized' company.

    ROLEPLAYING A JANA-QITAT
    The humanses think of you as pets or mousers or prized possessions. And you just let the big, dumb goons keep thinking that. It makes it easy to bum a living off them.
    Personality: Jana-Qitat are pretty much the average housecat, though far more inquisitive due to their intelligence. They are often no end of trouble, and many conspiracies have come to light due to their explorations.
    Behaviors: Even more than the Jana-Nimr you play up the idea of being a just slightly smarter than average animal. If people think your cute, but spacey and with a short attention span they tend not to take care about what they do or say in front of you.
    Language: They speak the same languages as the Jana-Nimr, although with their increased dwelling within cities it's more common to hear one speak Common than exotic feline languages.

    JANA-QITAT SOCIETY
    Jana-Qitat have more exposure to civilization than their larger brethren, and have some pretty mixed reviews of it. On the plus side they sort of adopt the local culture. On the downside they are most persnickety about being referred to as 'pets'.
    Alignment : Much like the housecats they resemble the Jana-Qitat are almost exclusively True Neutral.
    Lands : The Jana-Qitat can be found virtually anywhere within Al-Qadim.
    Settlements : There is no need to settle when you are omnipresent.
    Beliefs : The average winged cat probably does not concern itself with Gods.
    Relations: The Humanoid races are suckers for kitties, and feed you well, hoping you will cut down on vermin. Some of you take advantage of this relationship to earn free room and board. Some of you secretly split a percentage of the stolen grain sales with the vermin.

    JANA-QITAT ADVENTURES
    · A local merchant/wizard is attempting to bribe your people to kill the rats infesting his grain storage. He feels the rats you catch will be sufficient payment. Foolish mortal...
    · A large winged rat who can speak the language of cats sideswipes you in the air and tells you to prepare for your doom before flying off. Do you take him seriously?
    · By spectacular coincidence you land in an oasis to drink as an evil Ogre-Mage expires of heart failure. The locals think you killed him, and now consider you their God. This has possibilities...




    [size=12pt]JANA-QITAT RACIAL SUBSTITUTION LEVELS[/size]

    ROGUE
    Level 1: You are only proficient with your Natural Weapons. Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list. Replace them with Knowledge (Geography, Nature, Nobility)
    Level 10: You gain new options with the Rogue's Special Ability.
    Special Ability Flying Dodge: Your Dexterity Bonus to AC doubles any round in which you are Flying and move at least 10'.

    SCOUT
    Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons.
    Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

    CAT BURGLAR
    Jana-Qitat have the same Racial Substitution Levels as the Mows.
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  9. - Top - End - #849
    Titan in the Playground
     
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    ELVEN CAT



    "We amuse ourselves by hiding the Elves purrsonal possessions when they aren't looking."

    While they appear as ordinary housecats these critters have evolved into magical beings. Rumor has it they may have been aided in this via the Fey or the Elves, neither of whom accept responsibility.

    ELVEN CAT RACIAL TRAITS
    · +5 Dex, +5 Con, +4 Wis, +6 Cha, -6 Str (minimum of 3), -6 Int
    · 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 60' Dark Vision
    · Base Land speed 45 ft.
    · Base Climb speed 20 ft.
    · +1 Natural AC Bonus
    · Scent
    · Rakes (Ex): In a Grapple the Elven Cat gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Elven Cats may perform a Full Attack with a Charge, including Rakes.
    · Spell-Like Abilities (Sp): At will: Detect Thoughts 2/day: Reduce Animal, Reduce Person, Tree Shape
    1/day: Animal Growth (self only, despite being a Magical Beast), Telekinesis (can be used to Trip only) Caster Level is 9th.
    · Spell Resistance (Ex): Elven Cats have Spell Resistance equal to 15+CR.
    · An Elven Cat has 3 Racial Hit Dice, giving it the following: 3d10 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
    · Elven Cats 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 Elven Cats 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
    · Automatic and Bonus Languages: Elven Cats automatically speak Elven and Purr. Bonus languages: Common, Sylvan.
    · Level Adjustment: +2
    · Favored Class: Sorcerer

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d% 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.

    ELVEN CAT CHARACTERS
    Your stats are perfect for a Sorcerer, you just need to buy off your LA, and find a way around your Racial Hit Dice.
    Adventuring Race: Much like the Mows you tend to help out friends or seek things out due to impulse. A lot of your adventures result from the consequences of pranks you pull.
    Character Development: You're pretty stealthy and your SLA's let you avoid combat as well. Use this to delay combat participation until you can get some spells or Sneak Attack.
    Character Names: Elven Cats typically take cutesy Elvish nicknames in order to reinforce the mistaken belief that they are pets.

    ROLEPLAYING AN ELVEN CAT
    Life is pretty easy. You have the best parts of being both a house and wild cat. You have free room and board and aren't tied down. Granted it does get tiresome that the Elves have a fairly non-cat centric diet.
    Personality: The woodlands are your private domain and territory. Nothing goes down without your knowledge or approval. At least you keep telling yourself this...
    Behaviors: Elven Cats greatly prefer to be seen as cute, harmless fluff balls who mean well to everyone. They're so devoted to the facade that even some Elves buy into it. After all if you can't get your friends to believe your fibs, why would your enemies?
    Language: Elven Cats speak Purr, as well as their 'owners' language (usually Elven, Common,or Sylvan).

    ELVEN CAT SOCIETY
    Elven Cats are full members of Elven society in some places, and tend to be little more than companions in others. A lot of it depends on local politics and such. For their part the Elven Cats consider themselves part of Elvish society, and will be quick to rebuke anyone who suggests otherwise (including the Elves). They even insist on voting rights in some places.
    Alignment : Like the cats they originally came from, Elven Cats are True Neutral.
    Lands : Elven Cats prefer temperate forests.
    Settlements : Due to the benefits many cats live with Fey or Humanoid races in a sort of partnership.
    Beliefs : It is unknown if Elven Cats pursue religious inclinations.
    Relations: Elven Cats get along famously well with Elves and Fey. Some will even accept the occasional Humanoid or other woodland being.

    ELVEN CAT ADVENTURES
    · Orcs have stolen the Elf Lords daughter! You could tell him, but that would deprive you of the adventure of rescuing her yourselves...
    · You've been playing chess with a local Brownie for hours when you suddenly realize he's a cheating bastard. You had no idea this would be the beginning of the Great Brownie-Cat war...
    · You've been pretending to be a visiting humans Familiar for days now, much to the anger of his actual Familiar, who has suddenly decided to throw down...



    [size=12pt]ELVEN CAT RACIAL SUBSTITUTION LEVELS[/size]

    SORCERER
    Level 1: You are only proficient with your Natural Weapons. Replace Craft with Hide on the Class Skills list. Replace Familiar with Kitty Magic Bonus.
    Kitty Magic Bonus You cast spells from the Kitty Magic Spell List at +1 Caster Level.

    SCOUT
    Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons.
    Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Boost Spell-Like Ability, Heighten Spell-Like Ability, Quicken Spell-Like Ability, Spell-Like Ability Focus, Acrobatic Skirmisher, Hinder, Improved Acrobatic Skirmisher.

    CAT BURGLAR
    Elven Cats have the same Racial Substitution Levels as the Mows.
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  10. - Top - End - #850
    Titan in the Playground
     
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    CATH SHEE



    "You will render unto me...a shrubbery. Of the finest quality. Or I will bite you when you are sleeping."

    Cath Shee are enormous shaggy fey cats with tufted ears and large, golden eyes. Their fur is usually greenish-gray, sometimes with darker stripes. The Elves have many legends about them being either reincarnated Elves, or being made by Corellon as Elven companions.

    CATH SHEE RACIAL TRAITS
    · +8 Str, +6 Dex, +6 Con, +4 Wis, -4 Int
    · Size Class: Medium.
    · Magical Beast, giving you 60' Dark Vision
    · Base Land speed 50 ft.
    · +3 Natural AC Bonus
    · Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6 plus one and a half times Str Bonus damage.
    · Fury (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily, and will restrict it's attacks to the opponent who initially damaged it.
    · Pounce (Ex): Cath Shee may perform a Full Attack with a Charge, including Rakes.
    · Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting. Unlike usual the range is 300 ft.
    · Spell Resistance equal to 15 +CR.
    · A Cath Shee has 5 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
    · Cath Shee have a Primary Bite attack doing 1d8 plus their strength bonus and a Secondary Claw attack doing 1d6 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
    . Non Humanoid Form: The Cath Shee 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
    · Automatic and Bonus Languages: Cath Shee automatically speak Elven. Bonus languages: Common and Elven.
    · Level Adjustment: +3
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +1d6
    Bard, Fighter, Paladin, Ranger: +2d6
    Cleric, Druid, Monk, Wizard: +3d6

    AGING EFFECTS
    Middle Age: 62
    Old: 95
    Venerable: 123
    Maximum Age: +3d20 years

    HEIGHT AND WEIGHT
    Base Length: Male: 6' Female: 5'6"
    Length Modifier: +2d6"
    Base Weight: Male: 300 lbs. Female: 275 lbs.
    Weight Modifier: x (2d8) lbs.

    CATH SHEE CHARACTERS
    You were born to be a fast moving striker. Focus on that, cause with the RHD/LA you aren't going into caster territory.
    Adventuring Race: Revenge is a common motive. As is protecting your forest home, or joining up with the Elves.
    Character Development: If you do go the melee route, focus on making your claws accurate so as to max out your potential with Rend.
    Character Names: Cath Shee generally use Elven names.

    ROLEPLAYING A CATH SHEE
    The Elves have some weird idea about you being former Elves or made for them as friends by something they call a 'God'. You try to humor them, because quite frankly the little treehuggers are kind of spooky sometimes.
    Personality: You are 10 pounds of pissed off in a 5 pound bag. Anger is what seems to fuel you, and even the Elves who take you as a companion remark upon your remarkably volatile nature.
    Behaviors: Cath Shee are alpha predators, and spend their time honing their skills at tracking and bringing down prey.
    Language: Cath Shee speak Elven and Sylvan.

    CATH SHEE SOCIETY
    Unless they take an Elven companion (and thus venture into Elven society), Cath Shee are pretty much intelligent animals, and live as such.
    Alignment : Most of the Cath Shee are Chaotic Neutral, though their is a sizable minority of Chaotic Good among them.
    Lands : These days Cath Shee are only found on the Isle of Evermeet.
    Settlements : Cath Shee do not leave their forest homes.
    Beliefs : The average Cath Shee does not concern itself with religion so far as may be determined.
    Relations: The Cath Shee occasionally become companions to a Green or Silver Elf, but for the most part are strictly solitary outside of mating season (except for raising cubs).

    CATH SHEE ADVENTURES
    · You awaken with a massive headache, the last thing you remember being sneaking into a local winery. You peek round a corner and notice a screaming crowd burning you in effigy. Maybe you can wait to find out what happened later...
    · Chasing down a rabbit, you are surprised to hear it beg for it's life. You allow it to leave, and now brightly colored eggs keep showing up on your den floor, delivered by rabbits who bow and say thank you. You wonder whether they are for eating or decoration when they hatch and you suddenly realize who the eggs belong to...
    · The local Elf Lord is blissfully unaware that his horse has murdered 15 people by crushing them to death with it's hooves. It's been eying the kits lately, which means horse meats back on the menu.



    [size=12pt]CATH SHEE RACIAL SUBSTITUTION LEVELS[/size]

    BARBARIAN
    Level 1: Replace Rage with Agile Fury
    Agile Fury When you enter Fury now you no longer take a -2 Penalty to AC.
    Levels 4, 8, 12, 16, and 20: Replace daily uses of Rage with Improved Spell Resistance.
    Improved Spell Resistance At Levels 4, 8, 12, 16, and 20 your Spell Resistance increases by +1.
    Level 11: Replace Greater Rage with Greater Fury.
    Greater Fury When you enter Fury now your bonuses increase to +6 to Strength, +6 to Constitution.
    Level 17: Replace Tireless Rage with Improved Agile Fury.
    Improved Agile Fury When you enter Fury you now get a +2 Dodge Bonus to AC (this stacks with the Dodge Feat.
    Level 1: Replace Mighty Rage with Mighty Fury.
    Mighty Fury When you enter Fury now your bonuses increase to +8 to Strength, +8 to Constitution.

    SCOUT
    Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
    Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Daunting Presence, Multiattack, Improved Multiattack, Powerful Charge, Greater Powerful Charge, Reckless Charge, and Pop Up.

    CAT BURGLAR
    Cath Shee have the same Racial Substitution Levels as the Mows.
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  11. - Top - End - #851
    Titan in the Playground
     
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    CANTOBELE



    "I can assure you I am quite male..."

    Cantobeles are 6 legged, thick bodied, heavily muscled great cats. They have long tails ending in a tuft of fur, and strange, feminine voices that sound like ringing bells. Their thick fur and mane varies in color from gray-white to tawny depending on the season, changing color to provide camouflage. Their surprisingly intelligent eyes are brown or mauve.

    CANTOBELE RACIAL TRAITS
    · +12 Str, +4 Dex, +6 Con, +2 Int, +4 Wis, +6 Cha
    · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
    · Magical Beast, giving you 110' Dark Vision
    · Base Land speed 30 ft.
    · +3 Natural AC Bonus
    · Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.
    · Rakes (Ex): In a Grapple the Cantobele gains two additional Claw attacks at it's highest BAB.
    · Pounce (Ex): Cantobele may perform a Full Attack with a Charge, including Rakes.
    · Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 check modifier) as a Free Action without making a touch attack or provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Cantobele.
    · Improved Grab (Ex): To use this ability, a Cantobele must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
    · Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues 2/day: Ice Storm 1/day: Misdirection
    · Immune to Cold Damage
    · Sure-Footed (Ex): Cantobeles are immune to effects that slow them down by putting them off balance such as difficult terrain, or spells like Grease and Ice Storm.
    · A Cantobele has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Bluff, Climb, Diplomacy, Hide, Jump, Listen, Move Silently, Spot and Swim. It also gets 2 Feats.
    · Cantobele have a Primary Claw attack doing 1d8 plus their strength bonus and a Secondary Bite attack doing 2d8 plus half their Strength Bonus, and a Secondary Tail Lash doing 1d10 plus half their Str Modifier. They get 4 Claws and 1 Bite and a Tail Lash with Full Attack.
    . Non Humanoid Form: The Cantobele 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. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks. They have a +8 Racial Bonus on Climb Checks, and may always take 10 on a Climb Check. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
    · Automatic and Bonus Languages: Cantobele automatically speak Common, and Sylvan. Bonus languages: Any nearby race.
    · Level Adjustment: +4
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 2 years
    Barbarian, Rogue, Sorcerer: +1
    Bard, Fighter, Paladin, Ranger: +1d2
    Cleric, Druid, Monk, Wizard: +1d3

    AGING EFFECTS
    Middle Age: 10 years
    Old: 15 years
    Venerable: 20 years
    Maximum Age: +2d6 years

    HEIGHT AND WEIGHT
    Base Height: 7'
    Height Modifier: +2d12"
    Base Weight: 250 lbs.
    Weight Modifier: x (2d12) lbs

    CANTOBELE CHARACTERS
    With your stats just about any build is workable, as long as it doesn't involve casting. Losing 8 Levels is just too much.
    Adventuring Race: Cantobeles most likely want to gain revenge for a relative or for the bounties placed on them. Some also crave power.
    Character Development: You're probably eually well suited to charger or grappler or even trip builds. Pick one and focus on it.
    Character Names: Cantobeles generally use the name of whichever race lives nearby.

    ROLEPLAYING A CANTOBELE
    The humans have been a pain lately. They keep obsessing over the idea that you spend your every waking moment hunting them. Really, you only hunt the ones dumb enough to stumble out into the woods.
    Personality: You've heard about concepts such as mercy, compassion and empathy, Quite honestly you think they're all a bunch of hooey the other races put out to distract you from killing them.
    Behaviors: You spend much time committing what humans would refer to as 'practice murder'. Not that you need the prey, but you love watching it die. Plus it keeps you sharp.
    Language: Cantobeles speak the language of nearby prey species in order to lure them in.

    CANTOBELE SOCIETY
    Cantobeles are intelligent predators, and have no interest in being anything else. They are fairly solitary but for mating, and as such have little use for formal rules or civilization.
    Alignment : Cantobeles are almost exclusively Neutal Evil.
    Lands : Most Cantobeles live near Impresk, Shalane Lake or the Rebban River.
    Settlements : They are only very rarely seen away from their territory.
    Beliefs : It is doubtful that the Cantobele worship Gods.
    Relations: Cantobeles consider all other beings prey for the most part.

    CANTOBELE ADVENTURES
    · You've gotten damn tired of the local humans putting bounties on you. So you've pooled the treasure you've collected from former prey and hired some vampire minions...
    · A curse has rendered your voice high pitched and squeaky, making everything you say a humiliating mockery. Someone will pay for this.
    · A local group of Housecats approaches you, promising tribute if you'll just kindly murder a few people for them. And why not, it's not like you're busy...


    [size=12pt]CANTOBELE RACIAL SUBSTITUTION LEVELS[/size]


    DRUID
    Level 1: Replace Animal Companion and Wild Empathy with Hunter. Remove Craft, Handle Animal, Heal, and Ride from the Class Skill list. Replace them with Bluff, Climb, Hide, and Move Silently. You are only proficient with your Natural Weapons.
    Hunter You gain a +3 Competence Bonus on Hide, Move Silently and Survival Checks.


    SCOUT
    Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
    Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.


    CAT BURGLAR
    Cantobeles have the same Racial Substitution Levels as the Mows.
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  12. - Top - End - #852
    Titan in the Playground
     
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    Yeah I said I was done. Guess I had a few more ideas.

    Delay In-fur-mities by Awaken DM Golem :D
    Conjuration (Healing)
    Level: Cleric 6, Kitty 6
    Components: V, S, DF
    Casting Time: 1 Standard Action
    Range: Touch
    Target: 1 Creature touched
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (Harmless)
    Spell Resistance: Yes (Harmless)

    The recipient of the spell temporarily becomes immune to the following for the spells duration:
    • [li]Any sort of Petrification, Polymorph or shapeshifting effect may be suppressed for the duration of the spell as a Free Action by the recipient. This also includes Were Templates.[/li]
      [li]Your movement cannot be impeded (effects are similar to the Freedom of Movement spell).[/li]
      [li]If using the optional Taint or Sanity rules, you may suppress their effects as well.[/li]


    Furbearer
    Enchantment (Compulsion, Mind-Affecting)
    Level: Druid 7, Kitty 7
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature (but see text)
    Duration: 1 round/level or until victims "fur" has been removed
    Saving Throw: Will negates, but see text
    Spell Resistance: Yes

    For the duration of the spell, any creature approaching within 30 ft. of the victim must make a Willpower save or become convinced that he is a mutant example of a species commonly hunted for their fur, and his pelt is horribly valuable. All protestations aside, they will not stop until they have removed his non-existent fur. Normally this curse is saved for use against pretty nasty people, given it's outcome. Some people just get beaten up, but some can be skinned.

    Furbish
    Transmutation
    Level: Kitty 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 weapon, shield, or suit of armor
    Duration: 1 hour/level (see text)
    Saving Throw: Will negates (harmless, object), but see text
    Spell Resistance: Yes (harmless, object)

    Your spell polishes metal weapons and armor until they are all sparkly like chrome. For the duration of the spell, if the holder/wearer of the item is struck by a spell with the Light descriptor (or by any kind of bright light), the opponent casting the spell/effect must make a Willpower Save or be Blinded 1d4 rounds. If the Save is successful he is Dazzled one round instead. Material component is a bit of fur from a valuable animal.

    Furby
    Conjuration (Creation)
    Level: Kitty 2, Sor/Wiz 2
    Components: V, S, M, XP
    Casting Time: 1 Standard Action
    Range: Touch
    Effect: Tiny Construct
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You give life to a creepy, clockwork children's toy that can talk and move. In most ways this is exactly like a more powerful version of the Beget Bobun spell, but it creates a Furby. Costs 25 XP, and the material component is the clockwork that becomes a Furby. See below for Furby stats.

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

    You divide an opponent into two or more smaller, weaker targets if it fails it's Save. The victim is split into a number of small duplicates depending on your caster Level: 1-6 (splits in two), 7-10 (splits in three), 11+ (splits in four). The size of the duplicates are 1 Size Category smaller if there are two or three duplicates, 2 Size Categories smaller if there are 4 duplicates. Hit Dice are split as evenly as possible among them, for example a 5th Level Barbarian would become two 2nd Level Barbarians and one 1st Level Barbarian. Hit points, saves, skills, BAB, etc are recalculated. Ability Scores of each duplicate are dropped by 2 for each duplicate (i.e. for two duplicates, all their stats are -2. For three duplicates their stats are -4. In addition the victim is Dazed for 1 round as he splits apart. Material component is a small tuning fork.

    Furlough
    Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
    Level: Kitty 4, Sor/Wiz 4
    Components: V, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    If your victim fails his save, he fires or suspends an employee of your choice from their job, and refuses to rehire or compensate them in any way until the spell is done. Often used to get rid of troublesome officials that stand in the Guilds way. Material component is a slip of pink paper.

    Furment
    Transmutation
    Level: Kitty 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: Up to 1 cubic foot of any liquid
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You can change any liquid into a like volume of alcohol. Potency can be anything from very weak beer to whiskey. Good for bribing guards who are drunkards. Material component is a drop of alcohol.

    Furn
    Conjuration (Creation)
    Level: Druid 1, Kitty 1
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: 1 5 foot square of plant matter
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You may conjure a bush or other leafy plant you use to hide in. The square you designate becomes filled with tall grass and heavy undergrowth. For most this does nothing, but for those who can fit in this area, and receive a bonus to hide in such areas (Cats, Leopards, some Cat Burglars etc), they find it to be a nice hiding spot. Material component s a seed.

    Furnace
    Transmutation
    Level: Kitty 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 round/level (but see text)
    Saving Throw: None (see text)
    Spell Resistance: No (see text)

    Your hugs can be devastatingly warm, especially if your fellow cats pile on as well. You can Grapple any Size creature as a Free Action without provoking an Attack of Opportunity. You also gain a +4 Bonus to Grapple Checks (+8 if you are 9th Level or higher), and any creature ending it's Turn in a Grapple with you takes 1d8 dessication damage and becomes Dehydrated (see Sandstorm, a Fortitude Save prevents the Dehydration). Allies who assist you in the Grapple increase the dessication damage by +1 to a maximum of +15).

    Furnish
    Conjuration (Creation)/Divination
    Level: Kitty 6, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action, see text
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature, and see text
    Duration: see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    Your spell reads the mind of your victim before crafting an item they want or need for you. You cast this spell before engaging a target in conversation, and the spell tells you what item your opponent wants if he fails a Save. Typically this is used when the caster has nothing but needs something to bargain with, and needs it to be what his opponent/victim wants. The spell then crafts said item as per the Major Creation spell, which takes about 1 Minute, and the item lasts as long as it would for the aforementioned spell. Material component is a Silver piece.

    Further
    Transmutation
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: 1 Creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    When casting this spell choose any one Ability or effect on the creature touched that has a duration. It's effective duration doubles. This includes Class Abilities (Rage), a Spell/Spell-Like Ability/Supernatural affect cast by or used upon that person, or any effect produced by a magic item that person is wearing or holding that is currently in effect. Note this does not need to be applied to a beneficial effect ;).

    Furtive
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell temporarily lets you become adept at avoiding notice, as well as making it easier for you to get away with lying. You gain a +4 Enhancement Bonus to Dexterity and Charisma, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Hide, and Move Silently checks. In addition you may Feint as a Move Action, and take no penalty to the Bluff Check due to your opponent being alien or animal. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a black kerchief.

    Furvor
    Enchantment (Charm)(Mind-Affecting)
    Level: Cleric 4, Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One Ally/level, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You really know how to fire up a crowd. For the duration of the spell your Allies within range gain a +4 Bonus to Initiative Checks.

    Purrblind
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    Your victims IQ and vision both grow quite dim. Effectively it works exactly the same as Feeblemind, but it reduces Intelligence and Wisdom instead of Charisma.

    Purrceive
    Divination
    Level: Cleric 6, Kitty 7
    Components: V, S, DF
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)

    The Kitteh Gawds grant you divine perception. This is fairly identical to the True Seeing spell with one or two differences: you also know the exact location and type of any coins, gems, or weapons in the field of vision. Additionally you can name 1 specific item, and if it is present you know it's location as well.

    Purrcussion
    Evocation
    Level: Bard 6, Kitty 7, Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: 50 ft.
    Target: All enemies within a 50-ft.-radius burst centered on you
    Duration: Concentration
    Saving Throw: Reflex partial, see text
    Spell Resistance: Yes

    Letting you play the drums is like unleashing a force of nature. To maintain this spell you must continue playing the drums, but so long as you play any Opponents (note this does not affect Allies) within range must make a Save. Failing the Save means they cannot move toward you, are knocked prone, and are Deafened for the duration of this spell plus one round after. Rolling a Natural 1 on the Save means they are also Stunned for 1d3 rounds. If the Save succeeds, then each square they move towards you counts as two squares, effectively halving their movement. Focus is, of course, some kind of drum.

    Purrfidy
    Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
    Level: Kitty 5, Sor/Wiz 5
    Components: V, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level or until completed
    Saving Throw: Will negates
    Spell Resistance: Yes

    You convince someone to participate in an act of betrayal. This can be as simple as an emotional betrayal with some lying and name-calling, up to assassination and mass murder. Once they have committed this betrayal their mind is their own again, so it's best you probably be well on your way after casting this spell. Material component is a piece of silver.

    Purrforate
    Conjuration
    Level: Cleric 9, Kitty 9
    Components: V, S, DF
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./level)
    Target: 1 Creature, plus see text
    Duration: Instantaneous
    Saving Throw: None (see text)
    Spell Resistance: No

    Ceiling Cat reaches down from the sky and spears your opponent with his claw. The victim takes 3d6 Force damage, and any items granting him a Bonus to AC or Saving Throws are disintegrated. Magical items get an object Save, but even if the Save is successful they are subject to a Sunder attack doing 3d6 damage.

    Purrformance
    Enchantment (Charm)(Mind-Affecting)
    Level: Bard 6, Kitty 8
    Components: V, S
    Casting Time: 1 Swift Action (see text)
    Range: Medium (100 ft. + 10 ft./level)
    Target: see text
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Crowds love you. In fact, they love you so much that if you cast this spell while using your Bardic Music (this spell is an exception to the rule that normally disallows other things being done during Bardic Music), the effects of your Bardic Music last for the duration of this spell instead of when you stop playing. Others who know this spell may cast it on you as a Standard Action instead.

    Purrfume
    Transmutation
    Level: Druid 2, Kitty 2
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You may temporarily alter someone's scent. You can make him smell like a different species, or even a specific member of said species. While this may seem useless it is not. It can easily fool creatures who track by scent, or beings who have a Blindsight ability that has a scent component (we're looking at you Grimlocks). Plus what horse will pull a cart when the driver smells like wolf pee? You can also make their scent strong or overpowering, thus increasing the range at which the Scent ability can detect them. Material component is a flower.

    Purrgative
    Transmutation
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: Up to 1 cubic foot of any liquid
    Duration: Instantaneous, see text
    Saving Throw: Will negates (object), see text
    Spell Resistance: Yes (object)

    You may use this spell to turn any liquid into a substance that makes it's drinker pray for death. Anyone partaking of this liquid must make a Fortitude Save (same DC as spell) or be Nauseated for 1 Minute, at which point they must make an additional Save to avoid being Nauseated for an additional 24 hours. Material component is a skunk gland.

    Purrgatory
    Abjuration
    Level: Cleric 5, Kitty 5
    Components: V, S, DF
    Casting Time: 1 Full Round
    Range: Touch
    Target: Living Creature Touched
    Duration: Instantaneous
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes

    This spell is similar to Atonement, but replaces the XP expenditure with significant and lasting pain on the part of the subject. The subject is permanently Sickened until he fulfills a quest of the casters choice (limits are the same as Lesser Geas).

    Purrge
    Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 Minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You convince the peasants it's time to BURN THIS MOTHER DOWN! Anyone failing the save loses his mind and begins destroying or setting fire to whatever is around him, and will fight to the death anyone attempting to stop him. Effectively they also gain the benefits of the Barbarian Rage ability. Oddly they don't attack other people unless they are attacked themselves, someone tries to stop them, or they run out of things to bust up before the duration of the spell ends.

    Purrger
    Enchantment (Compulsion)(Mind-Affecting)
    Level: Kitty 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: One day/level or until discharged (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    If your victim fails his saving throw, he will deliberately lie in his next appearance in any court of law, or when appearing before a public official if there is no court. The spell ends when dismissed or the court case is over (and let's be honest medieval courts aren't exactly known for being slow).

    Purrky
    Enchantment (Compulsion)(Mind-Affecting)
    Level: Bard 6, Kitty 8, Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The targets of this spell become unbearably happy, and also very, very annoying. They gain immunity to Fear effects and Morale Penalties, but anyone not similarly affected by this spell is distracted by them take a -2 Morale Penalty to all Attack rolls and Skill Checks. Mostly because the obnoxiously happy pricks next to them won't shut up about the GODDAMN TREES AND FLOWERS AND THE LITTLE CHIRPING BIRDS, OMG THE BIRDS... The spell protects the caster from this, so he doesn't need to worry about wanting to kill himself because his companions are enraptured by how enormously blue today's sky is. Material component is a smiley face button.

    Purrport
    Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
    Level: Kitty 3, Sor/Wiz 3
    Components: V, M
    Casting Time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Your spell allows you to convince someone that a written document or previous conversation with them meant something other than what it did. Unfortunately it doesn't render him stupid, so the minute the spell wears off he goes right back to remembering you're full of crap. So get what you want, and run like a squirrel in Church. Material component is a drop of invisible ink.

    Purrse
    Transmutation
    Level: Kitty 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: 1 Purse, sack or similar container
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)

    You temporarily turn an ordinary purse into a Type I Bag of Holding for the duration of this spell. When the spell ends all objects that cant normally fit inside appear on the ground next to it's holder.

    Purrsecute
    Enchantment (Compulsion)(Mind-Affecting)
    Level: Kitty 8, Sor/Wiz 8
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates, see text
    Spell Resistance: Yes

    Your spell singles a victim out for persecution by the local populace. If he fails his Save, anyone seeing him must Save as well or assume he is an outlaw wanted by the nearest government or other authority figure. Or maybe they suddenly believe all the vile stereotypes availabe to persons of your ethnicity. Maybe they just think you're a goat molester. It's not an ideal spell to have placed on you in an open democracy, and can be downright deadly in a dictatorship ran by a paranoid madman.

    Purrser
    Enchantment (Charm)(Language Dependent)(Mind-Affecting)
    Level: Kitty 8, Sor/Wiz 8
    Components: V, S
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes (see text)

    You spell causes others to perceive you (or whomever you place it on) as a naval Purser if they fail a Willpower Save. A Purser handles the money and supplies aboard merchant vessels, and is a Warrant Officer as well on military ships. Just make sure you're off the ship before the spell ends. Often used to pose as officers to purchase supplies on a line of credit used by legitimate businesses, or to wreak havoc with rich merchants or military (or get supplies for poorer ones).

    Purrsevere
    Abjuration
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 round/Level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell allows you to carry on in the face of all obstacles. For the duration of this spell you gain immunity to any effect that requires a Fortitude or Reflex save (unless the effect is harmless).

    Purrsue
    Divination
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 Minute
    Range: Unlimited
    Target: 1 Creature or Obect
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell enables you to tirelessly pursue a specific target. It works pretty much like Discern Location, except for the differences noted above.

    Purrsuivant
    Enchantment (Charm)(Language Dependent)(Mind-Affecting)
    Level: Kitty 6, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes

    Your spell makes others perceive you (or another creature you designate) as an Officer of Arms if they fail a Save, and gives you (or the designated creature) a +4 Enhancement Bonus on Knowledge (Nobility and royalty) checks. Not quite as useful as Purser, but it does allow for lots of shenanigans with royalty and public spectacle.

    Purrvey
    Conjuration (Creation)
    Level: Kitty 3, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 Full Round
    Range: 0 ft.
    Effect: Any one non-magical item of equipment costing up to 10 GP per Level
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You can magically summon needed supplies. For the duration of spell you can create any one non-magical item costing no more than 10 GP per caster Level. This includes expendable items such as alchemical items, and tools sets such as Thieves' tools. Material component is any advertisement.

    Purrveyance
    Enchantment (Charm)(Language Dependent)(Mind-Affecting)
    Level: Kitty 8, Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    If your victim fails his save, he believes you (or a creature you designate) have the Kings (or other nobles) authority to requisition goods and services for his use. Fairly similar to Purser, but allows you to steal from royalty instead of merchants. Material component is a seal (not the animal kind).

    Purrview
    Enchantment (Charm)(Language Dependent)(Mind-Affecting)
    Level: Kitty 8, Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    If your victim fails his saving throw he perceives you (or another creature you designate) as whatever vague authority figure you have announced yourself to be. He'll follow your orders withing reason, but to carry out the ruse it helps a lot to know about local laws and enforcement. For example, if the local towns rules are enforced by the Sheriff and his Deputies, you can claim to be a Deputy, as long as you act like one. Otherwise your victim gets a chance to make another Save to break your spells effect. Material component is a badge.

    Repurrpose
    Transmutation
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 non-magical object of 50 lbs. or less
    Duration: 1 hour/level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You can temporarily turn any unattended object into another object. For the duration of the spell you can turn any unattended, non-magical object of 50 lbs. or less into any other object of the same weight or less. For example you could turn a 30 pound barrel into a statue of any kind of substance (as long as it also weighed 30 pounds or less), or a bedroll, or even a gold coin. The shenanigans practically write themselves. Focus is a miniature blacksmith's hammer.

    Schrodingers Box by Awaken DM Golem
    Conjuration (Teleportation)(Force)(Death)
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 hour/level
    Saving Throw: Will partial (see text)
    Spell Resistance: No

    A box of pure Force (cube really) appears next to the target creature. This is identical in all ways to the windowless cell version of the Forcecage spell with a few exceptions. The biggest is that the box is always appropriately sized for the creature you choose to target with the spell, and it always moves so as to remain adjacent to him. Each turn the target must make a Willpower Save or be drawn into the cube of force. If the Save is successful he remains outside the cube, but must still make subsequent saves on following rounds. While inside the cube of force he must also make a Save each round or be teleported back outside into an adjacent square (the cube remains immobile while the target is inside). If he is teleported back outside, and there is no viable empty space to go to, he must make a Save or die. If the Save is successful he takes 3d6 damage and remains in the box. If he has somewhere to go, or he is still in when the spells duration ends, or it is dispelled in some manner, he must make a similar Save or die (if successful he just takes 3d6 damage). If the victim is placed in the box at any time, and dies as a result, it becomes an Undead of whatever type is appropriate. Focus is a box or cube of any kind.

    Schrodingers Mislead with thanks to Awaken DM Golem for the inspiration
    Conjuration (Teleport)/Illusion (Figment)
    Level: Kitty 6, Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./level)
    Target/Effect: You/1 illusory double
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    A puff of smoke momentarily conceals you, and when it parts there are two of you occupying your square. One is an Illusory double that acts according to your pre-programmed demands in the manner of a Persistent Image spell. So long as you and the double remain in range, there is a 50% when you are attacked that you Teleport to the doubles location instead of being hit.

    Schrodingers Paradox with thanks to Awaken DM Golem for the inspiration
    Transmutation (Death)(Teleport)
    Level: Kitty 6, Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    For the duration of the spell, any time the target creature is unobserved odd things can happen. Whenever no other creature on the board can see it (which for purposes of this spell will be PC's, NPC's, and Monsters), whether due to hiding, total concealment or invisibility (or other effect) it has a 50% chance of having several problems. First off, if it remains unobserved for at least 1 round, there is a 50% chance it must make an additional Willpower Save, or die when it becomes observed again. Also when an event happens that would allow it to be observed, there is a 50% chance that it (or it's corpse) is no longer there, having teleported to a random location within one mile where the current creatures involved in the encounter cannot see it. Focus is a box or cube of any kind.

    SCHRODINGER SMASH with thanks to Awaken DM Golem for the inspiration
    Evocation/Transmutation (Teleportation)
    Level: Kitty 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./level)
    Target: 60-foot radius
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Outside the area of effect, observers see a Gargantuan cat playing in a box. Inside the area of effect the sky is raining hell, and the dead walk the earth. Anytime an attack is made there is a 50% chance the target isn't actually there, and instead the target reappears in the nearest available unoccupied square. Anytime a corpse is observed (make a Spot roll for anyone in it's vicinity) there is a 50% chance it reanimates as an Undead (use an Undead Template appropriate for the corpses former Type) and begins attacking anything near it until the spell expires and it becomes a corpse again. All beings within the spells area of effect are Confused as per the spell so long as they remain inside. Constructs are Slowed instead. Beings with no Int Score receive an Int of 12 instead of being Confused. Any living creature has a 50% chance per round of it's Type changing to Undead. Any Undead has a 50% chance per sound of reverting to it's former Type. Focus is a box or cube of any kind.

    Supurrrfluous
    Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
    Level: Kitty 4, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range:Close (25 ft + 5 ft/2 levels)
    Target: 1 Creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    If your victim fails his Save, you can convince him any one action is unnecessary (no matter how necessary it might be). He will only refrain from taking said action for as long as the spell lasts.
    Last edited by Bhu; 2015-01-24 at 09:06 PM.
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  13. - Top - End - #853
    Titan in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Should have the spells done this week. After that this will primarily be a discussion thread for tidying up specific entries before they're added to the forthcoming pdf.
    Revised avatar by Trixie, New avvie by Crisis21!
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  14. - Top - End - #854
    Titan in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    spells are ready for review, will has furby done soon

    Furby
    Tiny Construct
    Hit Dice: 2d10 (11 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 15 (+2 Size, +1 Dex, +2 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/-10
    Attack: Headbutt -1 melee (1d2-2)
    Full Attack: Headbutt -1 melee (1d2-2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Babble
    Special Qualities: Low Light Vision, Darkvision 60 ft., Construct traits, Unexpected Side Effects, Link to Master
    Saves: Fort +0, Ref +1, Will +1
    Abilities: Str 6, Dex 12, Con -, Int 12, Wis 12, Cha 12
    Skills: Bluff +3, Hide +11, Listen +3, Move Silently +5, Spot +3
    Feats: Stealthy
    Environment: Any
    Organization: Usually Solitary, but see text
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Any
    Advancement: 3-6 HD (Tiny), but see text
    Level Adjustment: ---

    Babble (Su): When attacked, Furbies panic and begin a loud high pitched babbling that can be easily overheard (+10 Bonus to Listen Checks). Opponents adjacent to the Furby who can hear this babbling must make a DC 12 Willpower Save (Save DC is Cha based) or be Confused as per the spell for as long as the Babble continues. Opponents who succeed in making their Save are immune to this Furbies Babble for 24 hours.

    Unexpected Side Effects (Su): Furbies somehow possess the power to create other Furbies of random Alignment that are not under the control of their creator, and feel compelled to do so. Once it has gathered the sufficient materials it may cast Furby as a Supernatural Ability once per month. This may not seem like a lot, but the new Furby possesses these abilities and compulsions as well. Unlike Boguns, creators take no damage when a Furby dies, and if the creator is killed Furbies do not die with him. This is not widely known knowledge, hence Furby use has not been commonly curtailed.

    Link to Master (Su): Furbies and their creators can communicate telepathically out to a range of 1 mile. Creators with the Improved Familiar Feat can take Furbies as a Familiar.

    Combat: Furbies do their best to flee combat. Or use bluff to plea for help from bystanders who might feel compassion for small, cute, furry things.
    Last edited by Bhu; 2015-01-24 at 09:30 PM.
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  15. - Top - End - #855
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    added some new spells, furby is done and ready for review.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    If I do a 5e Cat Brglar, would you guys prefer it to be a class of its own or a path?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    List of stuff on the front page has gotten a long needed update, my apologies to all for taking this long.

    Since I've made changes to the core class, I need to revise the PrC's as well. Will be posting notes and asking your thoughts here as I proceed. The revised Core Class is here: http://www.minmaxboards.com/index.php?topic=1037.0
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  18. - Top - End - #858
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    I need to get off my butt and revise the CB for doing that darn pdf I keep mentioning. To that end I will be focusing on batches of the PrC's one at a time, beginning with full arcane casters. Initially I will simply be modifying them to be compliant with the redesign of the core class, and filling in stuff I've forgotten to do over time. In the mean time, I am hoping those among you who are fans of the class or who are skilled in game design will point out flaws I may be too close to that have escaped my notice.

    Bakeneko http://www.minmaxboards.com/index.ph...sg1273#msg1273

    Breathsucker http://www.minmaxboards.com/index.ph...sg1241#msg1241

    Burger Chef http://www.minmaxboards.com/index.ph...sg1289#msg1289

    Catnipper http://www.minmaxboards.com/index.ph...sg1244#msg1244

    Cats from Saturn http://www.minmaxboards.com/index.ph...sg1245#msg1245

    Catwitch http://www.minmaxboards.com/index.ph...6787#msg206787

    Familiar http://www.minmaxboards.com/index.ph...sg1265#msg1265

    Feral http://www.minmaxboards.com/index.ph...sg1251#msg1251

    Good Kitty http://www.minmaxboards.com/index.ph...sg1253#msg1253

    Mortician http://www.minmaxboards.com/index.ph...sg1257#msg1257

    Thundercat http://www.minmaxboards.com/index.ph...sg1278#msg1278
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Due to feedback elsewhere I have made the following changes:

    All of the entries that mention feats or spells have been upgraded to show their location (I think) if it's not the PHD. The Kitty Magic List is finally updated. The Feral has had a total re-do, the Burger Chef changes are (theoretically) done. Any entry that listed Feats has had those feats finished up or revised and put in the appropriate thread over at minmax (it's easier to edit threads there).

    I await your perusal and further commentary.
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  20. - Top - End - #860
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  21. - Top - End - #861
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Unfinished Initiate Feats for the divine caster classes are done and redirected to the appropriate thread here: http://www.minmaxboards.com/index.php?topic=1037.0


    Unfinished Epic Feats will be done soon.
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  22. - Top - End - #862
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Will be finishing up the epic feats for this batch this week, whilst I still have time.
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  23. - Top - End - #863
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Cantabele: Magical Beast type only grants darkvision at 60 feet. Since this is a Large 6-legged cat, its speed should be 50 feet (40 feet is standard for Large and the extra legs should make it faster).

    Attacks should all include strength modifier (some say bonus).
    Last edited by Debihuman; 2015-05-26 at 04:01 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  24. - Top - End - #864
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Regarding the Str Bonuses: I did include them. Are you looking at the post on minmax or here? I may have forgotten to update here.
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  25. - Top - End - #865
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Here. It still says, "Magical Beast, giving you 110' Dark Vision" It is 60 feet of darkvision (one word).

    BTW you keep using "it's" for "its" in your entries. "It's" is not possessive; it's a contraction for "it is." If you want a quality pdf, you should grammar check it too. Some is intentional (like the Abner quotes), but otherwise it just detracts from the overall quality of this project.

    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.
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  26. - Top - End - #866
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I'll need to update here then. Proofreading will be done as soon as I fix up the various classes. Since I made changes to the Feats/Core Class a while back I need to update all the PrC's.
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  27. - Top - End - #867
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay, edits has been made, Feats and Masseuse items are done, time for our next round (gishes and almost casters):


    Bad Kitty
    Burlap Guild Member
    Catooist
    Darth Puddytatses
    Fencepost Yowler
    Lazor Kitteh
    Member of the Boogie Nation
    Tibbit Jester
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  28. - Top - End - #868
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay Feats and Epic Feats have been finished and moved to the appropriate areas in the main thread.

    Does anyone have a problem with the Bad Kitty casting supernatural as opposed to spell-like abilities?

    NEW INVOCATIONS

    Lesser

    Force Blast
    Lesser; 4th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Force Blast, converting it to Force Damage, and doing full damage to objects.

    Stupidifying Blast
    Lesser; 4th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Stupidifying Blast, bestowing a -4 Int Penalty on opponents who fail their Willpower Save for 10 Minutes. Intelligence penalties from multiple Stupidifying Blasts do not stack.

    Tripping Blast
    Lesser; 4th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Tripping Blast, automatically knocking opponents prone.


    Greater

    Catcall Blast
    Greater; 6th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Catcall Blast. Opponents struck by it are vulnerable, and your Allies gain a +2 on Attack and Damage rolls against him for 1 round per 5 class levels you have.

    Dander Blast
    Greater; 6th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast. Opponents struck by it are vulnerable, and they take a -4 Penalty on Fortitude Saves for 1 round per 5 class levels you have.


    Dark

    Cataleptic Blast
    Dark; 8th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast. Opponents struck by it are vulnerable, and if they fail a Willpower Save are Paralyzed for 1 round per 5 class levels you have.

    Debbil Kitty Blast
    Dark; 9th; Eldritch Essence
    This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Debbil Kitty Blast. Once it strikes an opponent it forms into a catlike shape for 1 round per 5 class levels you have. It has a Flight Move (Perfect) of 50 ft., and will attack the nearest opponent each round. It's attack roll is the same as yours, and damage is identical to your Eldritch Blast. Being made of magical energy it is effectively invulnerable other than to Dispel or antimagic effects.
    Last edited by Bhu; 2015-07-31 at 08:03 PM.
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  29. - Top - End - #869
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Is this in addition to or in place of spell-like abilities. Unless your kitty is taking a level of sorcerer or other class like it, I'm not a fan of this. It diminishes having to take a level of a class.

    Debby
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  30. - Top - End - #870
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Lazor Kittehs are Cat Burglars/Warlocks. Since I gave kitty magic spells to most classes I thought I'd make some warlock invocations for the Lazor Kittehs
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