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  1. - Top - End - #871
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay the last bunch has finished it's revisements, unless anyone has objections to them. Now for the next batch:

    Akeneko
    Aristocat
    The Black Paws
    The Fixit Gang
    Ninelifer
    Pink Panther
    Pocket Kitty
    Sanda's Little Helper
    Sea Tiger
    Tibbit Skirmisher
    Trickster
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  2. - Top - End - #872
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    It has been mentioned elsewhere that Sanda's Little Helper is overpowered. Does anyone else feel this way?
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  3. - Top - End - #873
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    It needs a higher entry level to take and I think it grants too many base class abilities. I don't think Prestige Classes should grant so abilities that you could gain at base class level. It dilutes the base classes and makes for a boring Prestige Class.

    Just my 2 cents.

    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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  4. - Top - End - #874
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I'll fiddle with it then. Does anyone remember what book had building organizations and a list of requirements/benefits for being in them? I thought it was the DMG II but it's not in there.
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  5. - Top - End - #875
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Arms and Equipment Guide, I think.
    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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  6. - Top - End - #876
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Next set to be tweaked/reviewed:

    Abominable Snow Kitty

    Cabbit

    Critter

    Iron Floof

    Lord of the Jungle

    Pixie Kitty

    Sand Cat


    Will also be adding example CB Guilds using the affiliation rules from PHB2.
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  7. - Top - End - #877
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Is there anyone who can help me with small tables? This board and minmax uses different code.
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  8. - Top - End - #878
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Mommy's Little Angels (Typical Urban Cat Burglar Guild)
    Symbol: Cat hugging a kitten.
    Background, Goals and Dreams: One of the original Cat Burglar Guilds run by Mommy's Little Angel, who invented the bulk of the techniques upon which the modern Guilds derive their powers from. Her Guild honors her memory by preserving the peace as unofficial protectors of the common man (and incidentally the city-state they live in), and fleecing an corrupt or dishonest authority figures. It is well known in the city that cats are sometimes magical creatures who look after their own. As the Guild also oversaw the regime of a murderous dictator in it's initial founding, current members also strive to head off evil influences in the government.
    Type: Thieves Guild/Shadow Government
    Scale: 8 (City/County)
    Affiliation Score Criteria:

    Criterion Affiliation Score Modifier
    Character Level 1/2 PC's Level
    5 or more ranks in Bluff and Diplomacy +1 per 5 ranks in each skill
    Has the Innocence Kitty Magic ability +2
    Discovers new target to fleece +2 (max 3/year)
    Protects fellow Guild Member from discovery or helps them escape Evil +1
    Steal at least 10,000 GP and give it to either the Guild or the poor +1
    Lawful or Evil Alignment -20

    Titles, Benefits and Duties:

    Affiliation Score Title: Benefits and Duties
    3 or Lower No Affiliation
    4-10 Member: So long as you're pretending to be a stray housecat you have free room and board.
    11-15 Member in Good Standing: +2 Insight Bonus on Bluff, Gather Information and Knowledge (Local) Checks within the country.
    16-22 Squad Leader: So long as you are on Guild Business, you are un-prosecutable within the city. If a mission requires back-up you may request it at no cost, but if it goes bad you get a -4 to your Affiliation score.
    23-29 Inner Council: Get a stipend of 200 GP per month.
    30+ Sub-Leader: Personal Honor Guard of 4-12 appropriate critters (EL 12).

    Executive Powers: Law, Research, Shadow War
    Last edited by Bhu; 2016-02-29 at 08:24 PM.
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  9. - Top - End - #879
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Previously it was mentioned that Sanda's Little Helpers were a tad boring so they are being revised to be more fun and christmasy.

    Are there official reindeer stats?
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  10. - Top - End - #880
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Bhu View Post
    Previously it was mentioned that Sanda's Little Helpers were a tad boring so they are being revised to be more fun and christmasy.

    Are there official reindeer stats?
    Yes. Santa's stats from WotC from PDF here has reindeer stats: https://www.wizards.com/dnd/files/Santa.pdf which basically uses Pony stats OR you can use Caribou stats from Frostburn. Reindeer are essentially domesticated caribou.

    Debby
    Last edited by Debihuman; 2015-12-30 at 09:36 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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  11. - Top - End - #881
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Tis late but here is the revised, more xmasy Little Helper:

    http://www.minmaxboards.com/index.ph...sg1261#msg1261
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  12. - Top - End - #882
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    You really need an editor. I am not a fan of giving bonuses based on Charisma modifiers (or any other ability modifier for that matter) that don't say minimum 1. Since MOS abilities are granted at levels 1, 4 and 7 what is granted at level 10?

    Debby
    Last edited by Debihuman; 2016-01-06 at 12:27 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  13. - Top - End - #883
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    In my defense I was doing a ton of work in december and worked on this in the wee hours

    Level 10 was sposed to be Militaary spellcraft. I has fixed it and bonuses.
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  14. - Top - End - #884
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Next set for review:

    Bear Wrassler

    Cat Fu Fighter

    The Grasshopper Society

    Om Nom Nom Fu

    Short Paw Clan

    Yarn Kensai

    Also: Who would support a rewrite of the Bear Wrassler and Cat Fu Fighter as ToB style classes?
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  15. - Top - End - #885
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I've almost got table code for the forum down (you'll notice the edits to the sample urban guild above). Work proceeds slowly on the Feline Way, but will post soon.
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  16. - Top - End - #886
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Sample Urban Guild is done, more GUilds and cat fu on the way
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  17. - Top - End - #887
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    My apologies for the lack of activity, I've been overwhelmed by injuries. Should have stuff up soon.
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  18. - Top - End - #888
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    http://www.minmaxboards.com/index.php?topic=1039.40 Okay if y'all scroll down you'll see the proposed changes if I got the ToB route with the Bear Wrassler and Cat Fu FIghter. I'll wait a bit for feedback, then I'll be filling out the Maneuvers and continuing on.
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  19. - Top - End - #889
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Al the PrC's listed above are updated save for Bear Wrassler (I'm waiting to finish the Bear Wrasslin' discipline first). God willing I don't need surgery for my shoulder and I'll have the rest up soon.
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  20. - Top - End - #890
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Got the Cat Fu FIghtan discipline at the above link done. Sorry for the delays, it looks like I'll be going into surgery soon.
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  21. - Top - End - #891
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Bear Wrasslin'

    Bear Wrasslin' is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Bear Wrasslin' (usually not Tiger Claw). The Key Skill for Bear Wrasslin' is an opposed Grapple Check, and the associated weapons are the Grapple, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Dagger.

    1st Level
    Touch of the Yeti (Grapple: Hold): Your Grapple Checks do +1d6 Cold damage as long as you can maintain this grapple.
    No One Escapes the Monkey Lock! (Stance): You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.
    Faerunian Eel Lock (Grapple: Hold): Your Grapple Checks do +1d6 Electricity damage as long as you can maintain this grapple.
    The Pudding Hold (Grapple: Hold): Your Grapple Checks do +1d6 Acid damage as long as you can maintain this grapple.

    2nd Level
    The Plastic Surgery Face Hold (Grapple: Hold): Your opponent must make a Save or be Blinded as long as you maintain this Grapple.
    Fold, Spindle, Mutilate (Grapple: Hold): Your opponent must make a Save or take 1 point of temporary Con damage as long as you maintain this Grapple.

    3rd Level
    Calico Bomb (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Dexterity damage.
    Eberronian Pomegranate Masacree (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Wisdom damage.
    The Flying Snuggle Attack (Strike): You make a Charge or Bull Rush attack, and if successful you can initiate a Grapple as a Free Action without provoking an Attack of Opportunity.
    Huggin' Stance (Stance): You gain +10 on Grapple Checks, and DR 2/-.

    4th Level
    Baatorian Basher (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Fire damage in a 10 ft. area.
    Siamese Thunder Buster (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Sonic damage in a 10 ft. area.

    5th Level
    Tabby Twister (Grapple: Throw): In addition to normal Grapple damage, your opponent is limited in his actions and speed for 1 day.
    The Dutch Oven Hold (Grapple: Hold): Your opponent must make a Save or be Sickened as long as you maintain this Grapple.

    6th Level
    Attach (Counter): Make Free Grapple Check against opponent attacking you in melee.
    Mexican Hairless Jamboree (Grapple: Throw): In addition to normal Grapple damage you do +6d6 damage and can throw your opponent to any square within a 10 ft area.

    7th Level
    Dropping the Big Yak (Counter): Make an opposed Grapple Check against an opponent performing a Charge, Bull Rush or Overrun attack. If you win you both fall Prone with him landing in the space on the other side of you. He takes normal Grapple damage plus 5d6 plus an additional d6 for every Size Category bigger he is than you.
    The Grovenian Trout Buster (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Exhausted for 1 round. Both of you end the round Prone.
    Takin' Advantage (Stance): Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level.

    8th Level
    Showin' Off (Stance): While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action. If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).
    Halfback Brain Squishie (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 6 points of temporary Intelligence damage. Both of you are Prone and your opponent is Stunned.
    the Masshinator (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Unconscious for 1 round.

    9th Level
    The Doom Squishins (Grapple: Hold): You deal 50 damage per round for as long as you can maintain this Grapple.



    Cat Fu Fightan!

    Cat Fu Fightan! is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Cat Fu Fightan! (usually not Tiger Claw). The Key Skill for Cat Fu Fightan! is Sleight of Hand, and the associated weapons are the Grapple, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Cats (you can wield cooperative Housecats as a weapon).

    1st Level
    Dubbah Kitteh (Counter): You attack one opponent with two kitties.
    Little Kitty Tripper Upper (Strike): You throw a Kitty, making a ranged Trip attack against an opponent.
    Perfectly Normal Stance (Stance): You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.
    Come At Me! (Stance): Counters do +4 damage while you maintain this Stance.

    2nd Level
    Kitteh Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +2d6.
    Presents for Daddy(Strike): You can make a ranged Disarm attack by throwing a kitty, who sometimes brings you the disarmed item.
    Misdirection (Counter): You may use the results of a Sleight of Hand check in place of a Reflex Save.

    3rd Level
    Sneaky Nibbles (Strike): Use a Sleight of Hand Check to determine damage.
    Bigger Little Kitty Tripper Upper (Strike): Tripped opponents are also Stunned.
    Purrfection Stance (Stance): You may use cats as a weapon even while Grappled.
    Even More Perfectly Normal Stance (Stance): You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

    4th Level
    Kitty Makin' Biscuits (Strike): You make a ranged attack against an opponent. He is Stunned 1 round if he fails a Save.
    Facehugger (Strike): You make a ranged attack against an opponent. He is Blinded 1 round if he fails a Save.

    5th Level
    Kitty Wub Daddy (Strike): As Presents for Daddy, but the kitty teleports to and from your opponent instead of being thrown.
    Nope Stance (Stance): Choose one opponent. While in this Stance you gain a cumulative +1 Dodge Bonus to AC each time he attacks you (max Bonus is equal to half Initiator Level).
    Big Kitty Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +4d6.

    6th Level
    Super Sneaky Nibbles (Strike): Use double Sleight of Hand Check to determine damage.
    Hidden Strike (Strike): Make a Sleight of Hand vs your Opponent's Spot check. If you succeed, he is unaware of your attack and doesn't realize the damage was done by you. He takes damage regardless.
    Cat Scare (Strike): If your opponent fails his Save, he becomes Frightened by your attack.

    7th Level
    Big Facehugger (Strike): As Facehugger, but opponent is permanently Blinded.
    Big Kitty Makin' Biscuits (Strike): A Kitty Makin' Biscuits but opponent is Helpless one round.

    8th Level
    Hug of the Thousand Paws (Stance): Gain Bonus to Grapple Checks and Damage Rolls against opponents equal to your Initiator Level.
    Hurricane (Strike): Make one attack against each adjacent opponent, with a +4 to attack and damage rolls against each one.
    Swarm Defense (Counter): If an opponent attempts to Grapple you, hidden cat leap from your clothing foiling him (and doing d6 damage).

    9th Level
    Supah Hidden Strike (Strike): Make a Sleight of Hand vs Spot Check against every opponent within 20 ft. If you succeed they are unaware of the attack and do not realize it came from you. They all take damage regardless.


    Yarn Fu

    Yarn Fu is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Yarn Fu (usually not Tiger Claw). The Key Skill for Yarn Fu is Use Rope, and the associated weapons are the Spiked Chan, Chain and Dagger, Whip Dagger, Whip, and magical balls of yarn.


    1st Level
    Deflect (Counter): You may make a Use Rope Check and use it in place of your AC against a melee attack.
    Up High (Strike): Opponent is Dazed 1 round.
    Ball Stance (Stance): While in this chance you may use a Use Rope Check in place of an offensive Grapple Check.

    2nd Level
    Yarn Sheld (Counter): Make an attack with an additional 5 ft. reach against a Charging opponent. If you are successful he is Checked.
    Wraparound (Strike): Do +1d6 damage and opponent loses Shield Bonus to AC.

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

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

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

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

    7th Level
    Offensive Whirl (Strike): Attack up to 3 adjacent opponents.
    Go Long (Boost): Temporarily extend reach to 30 ft.

    8th Level
    Yarn Snare (Counter): You may make a Grapple Check against a melee opponent who attacks you without provoking an Attack of Opportunity.
    Yarn Coil (Strike): Attack all opponents within a Line.
    Wailing Stance (Stance): You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level.

    9th Level
    Yarn Bomb (Strike): Your yarn ball is the center of a devastating explosion (to which, of course, you are immune).
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  22. - Top - End - #892
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    BEAR WRASSLIN'

    Attach
    Bear Wrasslin' (Counter)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may Initiate this whenever an opponent tries to attack you in melee or Grapple you. His Action fails, and you can make a Grapple attempt against him as a Free Action without provoking an Attack of Opportunity.

    Baatorian Basher
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    You initiate this Maneuver by making a successful Grapple Check. You do normal damage, as well as 6d6 Fire Damage in a 10 ft. area. After this the Grapple ends, and your opponent falls Prone. You are immune to the Fire damage from this Maneuver.

    Calico Bomb
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Dexterity damage. After this the Grapple ends, and your opponent falls Prone.

    The Doom Squishins
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 9, Warblade 9
    Prerequisite: 4 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional 50 points of damage. The damage done may be normal grappling damage or Acid, Cold, Electricity, Fire, Force or Sonic damage. You choose when initiating the Maneuver.

    Dropping the Big Yak
    Bear Wrasslin' (Counter)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may Initiate this Maneuver when an opponent makes a Bull Rush, Charge or Overrun attack against you. Make a Grapple Check, and if you succeed you both fall Prone with your opponent in the square on the other side of you from the direction he approached in. He takes normal Grapple damage plus 5d6 plus an additional 1d6 for every Size Category bigger he is than you.

    The Dutch Oven Hold
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Sickened for 1 round.

    Eberronian Pomegranate Massacree
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Wisdom damage. After this the Grapple ends, and your opponent falls Prone.

    Faerunian Eel Lock
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Electricity damage.

    Fold, Spindle, Mutilate
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or take 1 point of temporary Constitution damage.

    The Flying Snuggle Attack
    Bear Wrasslin' (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As part of this Maneuver you make a Charge or Bull Rush attack. If it is successful you can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

    The Grovenian Trout Buster
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 2 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: 1 Round
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes an additional +10d6 damage, and your opponent must make a Fortitude Save or be Exhausted for 1 round. After this attack, both of you fall Prone.

    Halfback Brain Squishie
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: 1 Round, see text
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 6 points of temporary Intelligence damage. After this the Grapple ends, both you and your opponent fall Prone, and your opponent is Stunned for 1 round.

    Huggin' Stance
    Bear Wrasslin' (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    You gain +10 on Grapple Checks, and DR 2/- while in this Stance.

    The Masshinator
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: 1 Round
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes and additional +10d6 damage, and he must make a Fortitude Save or be rendered Unconscious for 1 round. He ends the round Prone.

    Mexican Hairless Jamboree
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes an additional +6d6 damage. After this the Grapple ends, and your opponent falls Prone in any square of your choice within 10 ft that is unoccupied.

    No One Escapes the Monkey Lock!
    Bear Wrasslin' (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this Stance you have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

    The Plastic Surgery Face Hold
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Blinded for 1 round.

    The Pudding Hold
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Acid damage.

    Showin' Off
    Bear Wrasslin' (Stance)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action. If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).

    Siamese Thunder Buster
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    You initiate this Maneuver by making a successful Grapple Check. You do normal damage, as well as 6d6 Sonic Damage in a 10 ft. area. After this the Grapple ends, and your opponent falls Prone. You are immune to the Sonic damage from this Maneuver.

    Tabby Twister
    Bear Wrasslin' (Grapple: Throw)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: 24 hours
    Saving Throw: Fortitude Partial, see text
    You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent must make a Fortitude Save or be limited in his Actions for the next 24 hours. After this the Grapple ends, and your opponent falls Prone. All his movement speeds are reduces by 10 ft, and he cannot take the Run Action or make Bull Rush, Overrun, Trip or Charge attacks.

    Takin' Advantage
    Bear Wrasslin' (Stance)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 2 Bear Wrasslin' Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level while in this Stance.

    Touch of the Yeti
    Bear Wrasslin' (Grapple: Hold)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Bear Wrasslin' Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: 1 Grappled Opponent
    Duration: Grapple
    Saving Throw: Fortitude Negates
    You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Cold damage.



    Mah Momma Knew How To Snuggle
    Your Holds are devastating.
    Prerequisites: Any Bear Wrasslin' Maneuver (must be a Hold)
    Benefits: When performing a Hold Maneuver, it's base damage is now equal to 1d10 or your unarmed strike damage, whichever is greater. If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Sickened 1 round.

    Mah Daddy Was The MAN!
    Your Throws are worse.
    Prerequisites: Any Bear Wrasslin' Maneuver (must be a Throw), Mah Momma Knew How To Snuggle
    Benefits: When performing a Throw Maneuver, it's base damage is now equal to 2d6 or your unarmed strike damage, whichever is greater. If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or you maintain the Grapple (normally Throw Maneuvers end a Grapple).

    Mah Grandaddy Was Part Chupacabra
    You know the ways of the Luchadors!
    Prerequisites: Mah Momma Knew How To Snuggle, BAB +6, and 2 Bear Wrasslin' Maneuvers
    Benefits: This Feat allows the use of three tactical options:
    Chain Move: Once per encounter, after successfully perform a Throw Maneuver, you may perform that Maneuver again the next round, as long as it's against the same opponent.
    Drop the Elbow: If your opponent is Prone you do maximum damage with a successful Unarmed Strike attack.
    Reversal: If an opponent attempts to Grapple you and fails, you can immediately make a Grapple Check against him as a Free Action without provoking an Attack of Opportunity.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  23. - Top - End - #893
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
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    CAT FU FIGHTAN!

    Big Kitty Makin' Biscuits
    Cat Fu Fightan! (Strike)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: Instantaneous, see text
    Saving Throw: Fortitude Negates, see text
    This is the same as Kitty Makin' Biscuits, but if the target fails the Save he is Helpless instead of Stunned.

    Big Kitteh Up Mah Sleeve
    Cat Fu Fightan! (Boost)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    When you Initiate this Maneuver, you gain 4d6 Sneak Attack for 1 round. This stacks with Sneak Attack you may gain from any other source.

    Bigger Little Kitty Tripper Upper
    Cat Fu Fightan! (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: Instantaneous, see text
    Saving Throw: Fortitude Negates
    This is the same as Little Kitty Tripper Upper, but if the target is successfully Tripped he must also make a Fortitude Save or be Stunned 1 round.

    Big Facehugger
    Cat Fu Fightan! (Strike)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude Negates
    As per the Facehugger Maneuver, but the the opponent is blinded permanently, and Stunned 1 round.

    Cat Scare
    Cat Fu Fightan! (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Duration: 1 Round
    Saving Throw: Willpower Negates
    As part of this Maneuver you make a melee attack against your opponent, and if it is successful your opponent must make a Willpower Save or be Panicked for 1 round.

    Come At Me!
    Cat Fu Fightan! (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Counters you Initiate do +4 damage while you maintain this Stance

    Dubbah Kitteh
    Cat Fu Fightan! (Counter)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You must Initiate this Maneuver after an opponent has attacked you. Make two attack rolls with your Houscats against him at your highest BAB, and do normal strike damage if either of them hits. If both rolls successfully confirm a Critical, the hit does x3 damage..

    Even More Perfectly Normal Stance
    Cat Fu Fightan! (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

    Facehugger
    Cat Fu Fightan! (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: 1 Round
    Saving Throw: Fortitude Negates
    As part of this attack you make a Ranged attack roll by throwing a Housecat at your opponents face. If you succeed, in addition to normal damage your opponent must make a Fortitude Save or be Blinded for 1 round.

    Hidden Strike
    Cat Fu Fightan! (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    When initiating this Maneuver make both an attack roll and an opposed Sleight of Hand vs your opponents Spot check. If you succeed in the opposed Check your opponent is unaware that the strike was done by you (your attack is effectively invisible), and you get any applicable sneak attack damage as well.

    Hug of the Thousand Paws
    Cat Fu Fightan! (Stance)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    You gain Bonus to Grapple Checks and Grapple Damage Rolls against opponents equal to your Initiator Level while in this Stance.

    Hurricane
    Cat Fu Fightan! (Strike)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    When initiating this Maneuver, make a separate attack roll against each adjacent opponent with a +4 Bonus to the attack and damage rolls.

    Kitty Makin' Biscuits
    Cat Fu Fightan! (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: Instantaneous, see text
    Saving Throw: Fortitude Negates, see text

    You make a ranged attack against an opponent with a Housecat, and if you successfully hit he must make a Fortitude Save or be Stunned 1 round.

    Kitteh Up Mah Sleeve
    Cat Fu Fightan! (Boost)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    When you Initiate this Maneuver, you gain 2d6 Sneak Attack for 1 round. This stacks with Sneak Attack you may gain from any other source.

    Kitty Wub Daddy
    Cat Fu Fightan! (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Identical to the Presents for Daddy Maneuver, but the Housecat instantaneously teleports to your opponent and back again. Plus it always brings back successfully disarmed items with it.

    Little Kitty Tripper Upper
    Cat Fu Fightan! (Strike)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Duration: Instantaneous, see text
    As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his ankles. If you successfully hit, you do normal damage and can immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity. The Trip attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get size modifiers. If it fails, your opponent obviously does not get an attempt to trip you back. The Housecat returns to you at the start of your next turn.

    Misdirection
    Cat Fu Fightan! (Counter)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may use the results of a Sleight of Hand check in place of a Reflex Save.

    Nope Stance
    Cat Fu Fightan! (Stance)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Choose one opponent. While in this Stance you gain a cumulative +1 Dodge Bonus to AC against him each time he attacks you (max Bonus is equal to half Initiator Level).

    Perfectly Normal Stance
    Cat Fu Fightan! (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.

    Presents for Daddy
    Cat Fu Fightan! (Strike)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his hand. If you successfully hit, you do normal damage and can immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity. The Disarm attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get modifiers due to weapon type. If it fails, your opponent obviously does not get an attempt to Disarm you back. The Housecat returns to you at the start of your next turn. If you successfully conformed a critical hit with this attack, the Housecat returns with the disarmed item.

    Purrfection Stance
    Cat Fu Fightan! (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance you may continue to make attacks with Housecats while in a Grapple, even if all your limbs are bound.

    Sneaky Nibbles
    Cat Fu Fightan! (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Cat Fu Fightan! Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    First make an attack on an opponent. If it is successful, then you attempt a Sleight of Hand skill check as part of this maneuver, and deal damage equal to the result. Your Strength/Dex modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells). If the melee attack roll was a critical threat, and you confirmed it, multiply the Skill check's results by your weapon's critical modifier.

    Supah Hidden Strike
    Cat Fu Fightan! (Strike)
    Level: Swordsage 9, Warblade 9
    Prerequisite: 4 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: 20 ft
    Target: One or more creatures
    As per the Hidden Strike Maneuver, but you make a strike and opposed check against every opponent within 20 feet. Any of them in who fail the opposed check don't realize you attacked them.

    Super Sneaky Nibbles
    Cat Fu Fightan! (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As the Sneaky Nibbles Maneuver, but your damage is double the Sleight of Hand check.

    Swarm Defense
    Cat Fu Fightan! (Counter)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Cat Fu Fightan! Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may initiate this Maneuver if an opponent attempts to Grapple you, wiht hidden cats leap from your clothing foiling him. His turn ends and the Grapple fails, and he takes 1d6 damage per your Initiator Level divided by 2.

    Supwise!
    You do more damage with your Cat Fu Fightan! Maneuvers.
    Prerequisites: Any 1 Cat Fu Fightan! Strike
    Benefits: You gain +1d6 Sneak Attack, but only with Cat Fu Fightan! Maneuvers.

    Showboater
    You are the supreme showoff.
    Prerequisites: Any 1 Cat Fu Fightan! Maneuver, Supwise!
    Benefits: When using your Show Off class ability, the penalty to your opponents AC is -1 greater, and lasts one additional round.

    Death Lies in My Robes
    You an advanced student of Cat Fu Fightan!
    Prerequisites: Supwise!, BAB +6, 2 Cat Fu Fightan! Maneuvers
    Benefits: Death Lies in My Robes allows the use of three tactical options:
    Sucker Punch: Whenever an opponent is unaware of your attack (i.e. via Hidden Strike or because he is unaware of your presence), he is automatically Stunned 1 Round if your attack hits.
    Humiliating Defeat To use this option you must have used your Show Off class ability successfully. If you successfully attack your opponent the next round he is unaware that the attack came from you, allowing Sneak Attack damage and the Sucker Punch ability above.
    I Have No Idea What You May Be Implying Kind Sir: When you initiate a Cat Fu Fightan! Stance, your opponent is unaware of the first Cat Fu Fightan! Maneuver you make while in that stance.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  24. - Top - End - #894
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
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    YARN FU

    Ball Bludgeon
    Yarn Fu (Counter)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may initiate this Maneuver when an opponent makes a Charge attack against you. You get a melee attack against him as a Free Action. If it is successful, the attack does +1 damage for every 5 ft. the opponent moved.

    Ball Stance
    Yarn Fu (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this stance, you may use the results of a Use Rope Check instead of a Grapple Check when you attempt to Grapple or are Grappling an opponent.

    Defensive Whirl
    Yarn Fu (Counter)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You Initiate this Maneuver at the beginning of your turn. Until the beginning of your next turn, you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.

    Deflect
    Yarn Fu (Counter)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    When being attacked by an opponent you may choose to substitute the results of a Use Rope Check for your AC against that one attack. This may be used after the attack has been declared successful, but must be made before damage is rolled.

    Down Low
    Yarn Fu (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As part of this Maneuver make a melee attack. If it is successful, it does +2d6 damage, and you can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails, your opponent cannot try to Trip you back.

    Go Long
    Yarn Fu (Boost)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Until the start of your next turn
    You may initiate this Maneuver at the beginning of your turn. Until the beginning of your next turn your range increases to 30 ft. This is a Supernatural effect.

    Momentum
    Yarn Fu (Boost)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 Round
    You may initiate this Maneuver when you miss an attack roll against an opponent who is Fighting Defensively or using Total Defense. You may re-roll the missed attack roll, but must use the new result.

    Offensive Whirl
    Yarn Fu (Strike)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: Up to 3 creatures
    As part of this Maneuver you make 1 melee attack roll against three adjacent opponents. If it is successful they take normal weapon damage.

    Quick Strike
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Duration: 1 Round
    Make an attack as part of this Maneuver. If it is successful the opponent takes +4d6 damage, and loses his Dexterity Bonus to AC for 1 round.

    Up High
    Yarn Fu (Strike)
    Level: Swordsage 1, Warblade 1
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Duration: 1 Round
    Saving Throw: Fortitude Negates
    As part of this Maneuver make an attack. If it is successful your opponent must make a Fortitude Save or be Dazed for 1 round.

    Wailing Stance
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level while in this Stance.

    Waiting Stance
    Yarn Fu (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this Stance, you gain a +2 Bonus to Attack rolls and a +4 Bonus to damage rolls against opponents who have moved this turn, including Attacks of Opportunity.

    Wraparound
    The Feline Way (Strike)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Feline Way Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As part of this maneuver you make an attack roll ignoring any Bonus to AC your opponent has from Shields (including the Shield spell). If the attack is successful it does +1d6 damage.

    Wrapping Stance
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    While in this Stance you gain a +2 Bonus on Disarm, Grapple, and Trip Checks.

    Yarn Allergies
    Yarn Fu (Boost)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Saving Throw: Fortitude negates
    You may initiate this Maneuver when attacking with your magical yarn ball. If the attack is successful, your opponent must make a Fortitude Save or take 1d6 temporary Constitution damage. This is a Supernatural effect.

    Yarn Bomb
    Yarn Fu (Strike)
    Level: Swordsage 9, Warblade 9
    Prerequisite: 4 Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: 40 ft.
    Area: 40 foot burst, centered on the initiator
    Duration: 1 Minute, see text
    Saving Throw: Fortitude Partial
    When Initiating this Maneuver, you detonate your magical yarn ball weapon, which reforms 1 round later. You are immune to the effects of the blast. Anything in the area takes 10d6 damage and must make a Fortitude Save or be Sickened for 1 Minute. This is a Supernatural effect.

    Yarn Coil
    Yarn Fu (Strike)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: 15 ft.
    Area: 15 ft. Line
    When Initiating this Maneuver you get a melee attack roll against all opponents within a 15 ft. Line. This is a Supernatural effect.

    Yarn Choke
    Yarn Fu (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Yarn Fu Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Duration: 1d6 rounds
    Saving Throw: Fortitude Partial
    As part of this Maneuver, make a melee attack. If it is successful, it does 4d6 damage and the opponent must make a Fortitude Save or be Sickened and Muted for 1d6 rounds. This is a Supernatural effect.

    Yarn Shield
    Yarn Fu (Counter)
    Level: Swordsage 2, Warblade 2
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    When an opponent makes a Charge attack against you, you may initiate this Maneuver to foil it. Make an attack roll, and if it is successful your opponent is Checked and he stops at (your reach plus 5 ft.) distance away.

    Yarn Snare
    Yarn Fu (Counter)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Yarn Fu Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    You may Initiate this Maneuver when an opponent attacks you in melee or attempts to Grapple you. You get a Grapple attempt against him without provoking an attack of opportunity, with a Bonus to both the touch attack and first Grapple Check equal to half your Initiator Level.

    Yarn Snatch
    Yarn Fu (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As part of this Maneuver make a melee attack with an additional 5 ft of Reach. If it is successful you may immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity. If you succeed, you have grabbed his weapon. If you fail, he does not get a Disarm attempt back at you.

    Yarn Wrap
    Yarn Fu (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Yarn Fu Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    As part of this Maneuver, make a melee attack roll. If successful, you can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

    No
    You're good at sayin' no.
    Prerequisites: Any Yarn Fu Maneuver, Use Rope 1 rank
    Benefits: You have a +2 Bonus when making attack rolls as part of a Counter.

    Dammit, I Said No
    You're better at sayin' no.
    Prerequisites: Any Yarn Fu Maneuver, No
    Benefits: Counters you Initiate that do damage do +1d6 damage.

    I Will Continue to Say No Until the No has Been Properly Heard
    No one says no better than you do.
    Prerequisites: No, BAB +6, any 2 Yarn Fu Maneuvers
    Benefits: This Feat allows the use of three tactical options:
    The Tao of No: When you Initiate a Counter while Fighting Defensively or using the Total Defense option, that Counter is not considered expendable. You may use this option once per encounter.
    Anaphylactic Shock: When you successfully attack an opponent with your magical yarn ball while using a Yarn Fu Maneuver, your opponent must make a Fortitude Save or take 1 temporary Str damage. This is a Supernatural effect.
    Follow Up: If you make a successful Disarm or Trip attempt against an opponent, the Save DC of your Maneuvers increases by +2 against him for 1 round. Additionally attack rolls receive a +2 Bonus when made against him during that same period of time.
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  25. - Top - End - #895
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    Time to review the fightin kitties

    Big Kitty

    Son of Pinky

    Meowcenary

    Savage Feral
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  26. - Top - End - #896
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    Way of the Cat

    The Way of the Cat is a subschool of the Feline Way. A subschool is an offshoot of one of the Sublime Ways, and uses the same associated weapons and Key Skill. Class abilities or Feats that affect Maneuvers of the main school also affect the subschool, and the subschool should have 1 Maneuver or Stance for each Level.

    Cats Are Magic
    The Feline Way (Counter)
    Level: Swordsage 8, Warblade 8
    Prerequisite: n/a
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You may use this when subjected to any Spell, Spell-Like Ability, Supernatural Ability, Psionic Power or Psi-Like Ability. It's effects are canceled, and your opponents turn ends.

    Cats Are Mean
    The Feline Way (Boost)
    Level: Swordsage 5, Warblade 5
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: End of Turn

    When you use this boost all attacks you make until the end of the turn have their Critical Threat Range increased by +2 (i.e. if they normally threaten a critical on a 20, they now do so on an 18-20).

    Cats Are Superior
    The Feline Way (Boost)
    Level: Swordsage 6, Warblade 6
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    When you use this boost you gain a +12 Bonus on any one opposed Check of any kind until the end of the turn.

    Cat Scare
    The Feline Way (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature
    Duration: 1 Round
    Saving Throw: Willpower Negates

    You perform a melee attack on an opponent who is Denied his Dex Bonus to AC, Flat-Footed, unaware of you, or whom you are Flanking. He takes normal damage and if he fails a Willpower Save (DC 13 plus Cha Modifier) is Panicked for 1 round. If he succeeds he is Shaken for 1 round instead.

    Cats Have 9 Lives
    The Feline Way (Counter)
    Level: Swordsage 7, Warblade 7
    Prerequisite: n/a
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You may use this Counter when your opponent attacks you in any manner that causes damage (or would cause your death), that action is negated, and his turn ends.

    Cheshire Cat Grin
    The Feline Way (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: 60'
    Target: One Creature
    Saving Throw: Willpower Partial

    You smile at one creature within 60 feet. He takes 2 temporary Wisdom damage, and if he fails a Willpower Save (DC 14 plus Cha Modifier) he is Frightened for 1d3 rounds.

    Eternal State of Vigilance
    The Feline Way (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Swift

    Whenever you use a Counter in this stance, roll a d20 plus your Charisma or Wisdom Modifier (choose one when taking this Maneuver, you cannot change it later). If your total is 16 or higher on the roll, the Counter is not considered expended.

    Hissy Fit
    The Feline Way (Strike)
    Level: Swordsage 9, Warblade 9
    Prerequisite: n/a
    Initiation Action: 1 Full Round Action
    Range: 60 ft.
    Target: 60 ft. burst, centered on you
    Duration: Instantaneous
    Saving Throw: Reflex half

    You do 75 points of slashing damage to all opponents within 60 ft., and may move to any square within that area of effect.

    Swat
    The Feline Way (Counter)
    Level: Swordsage 2, Warblade 2
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One creature

    You may initiate this counter when you are attacked in melee. You may immediately attack that opponent back at your highest BAB. This is not an Attack of Opportunity.



    Gun Fu
    Gun Fu is a subschool of the Diamond Mind discipline. Unlike normal subschools, the associated weapons for Gun Fu are only Guns and Dynamo Cannons.

    Anti-Air
    The Feline Way (Stance)
    Level: Swordsage 1, Warblade 1
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Swift

    While in this stance, attacks you make with your disciplines associated weapons do x3 damage on a successful critical hit, but only against flying opponents. If the Gun used allows a Save for half damage due to being an area of effect (which doesn't allow for critical hits), the Save DC is +2 instead.

    BFG
    Gun Fu (Strike)
    Level: Swordsage 8, Warblade 8
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One Creature

    You make a Ranged Attack Roll with a Gun doing an extra +15d6 damage.

    Bizarre and Improbable Ballistics
    Gun Fu (Strike)
    Level: Swordsage 2, Warblade 2
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One Creature

    You make a Ranged Attack Roll with a Gun that ignores Concealment or percentile miss chances.

    Cold Sniper
    Gun Fu (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One creature
    Saving Throw: Fortitude Partial

    You make a Ranged Attack Roll with a Gun (which cannot be an Area of Effect weapon) and receive no penalties based on Range, and negate any miss chance due to Concealment. It ignores the effects of Cover less than Total Cover. If the Gun does not normally provide a Ranged Touch Attack it does for this attack roll.

    Marked Bullet
    Gun Fu (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisite: n/a
    Initiation Action: 1 Standard Action
    Range: Ranged Attack
    Target: One Creature

    You make a Ranged Attack with a Gun against an opponent, and if successful all other attacks successfully made against him this round do maximum damage.

    Needs More Dakka
    Gun Fu (Boost)
    Level: Swordsage 7, Warblade 7
    Prerequisite: n/a
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: End of Turn

    When using this Boost, until the End of the Turn if you make a Full Attack you get your full iterative attacks with Guns, with an additional attack at your highest BAB.

    No Range Like Point Blank Range
    Gun Fu (Counter)
    Level: Swordsage 3, Warblade 3
    Prerequisite: n/a
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You may use this Counter when an opponent misses you with a Melee Attack. You immediately get an Attack of Opportunity if holding a Gun, and do not provoke an Attack of Opportunity for using a Ranged attack in melee.

    Spray and Pay
    Gun Fu (Strike)
    Level: Swordsage 9, Warblade 9
    Prerequisite: n/a
    Initiation Action: 1 Full Round Action
    Range: 60 ft.
    Target: 60 ft. Cone
    Duration: Instantaneous
    Saving Throw: Reflex half

    Opponents within the Area of Effect take full gun damage plus an additional 75 points of damage (the gun used cannot be an Area of Effect weapon).

    Trigger Happy
    Gun Fu (Boost)
    Level: Swordsage 5, Warblade 5
    Prerequisite: n/a
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: End of Turn

    You must decide to use this Boost at the beginning of the turn before anyone has gone, and it is usable even if you have not yet acted in combat. If you use it , for this round only you go first before anyone (this does not change your actual Initiative). If you successfully hit an opponent Denied his Dex Bonus to AC, or Flat-Footed, he takes an additional +3d6 damage.
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  27. - Top - End - #897
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    Cheshire Cat

    Foof Lord

    Katgrrl

    Watchcat

    Here's the next set of PrC's up for review fi anyone has any questions about them.
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  28. - Top - End - #898
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    Support Kitteh

    Gunner Kitty

    Ranpu

    Phantom Cat

    Library Cat

    Cats from Uranus

    Athenaeum Cat

    Okay this is the last set of PrC's up for review/revisal. Unlike the others these cross reference classes created by other members of Gitp and Minmax.
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  29. - Top - End - #899
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    With the help of Nanshork I have revised teh Kitty Form ability and updated all the PrC's, done much editing, and have reworked the Mows alternative class features. Oh and I finally finished the Dino Cav PrC:

    DINO CAV


    "The revolution is not an apple that falls when it is ripe. You have to make it fall."

    Many of the Mows chafe at what they see as the unjust rule of Humanoids, and seek to Awaken other animals to convert to their cause. In certain areas dinosaurs even become popular targets, and thus an unlikely friendship is formed from political angst.

    BECOMING A DINO CAV
    So long as you're an Awakened kitty with certain political inclinations, and can befriend a T-Rex who feels similarly, and can make guns, you're in. Easy peasy.

    ENTRY REQUIREMENTS
    Class Abilities: Nukes
    Skills: Craft (Bowmaking, Weaponsmithing) 16 ranks, Knowledge (Arcane, Architecture/Engineering) 10 ranks, Use Magic Device 16 ranks
    Feats: Improved Precision, Point Blank Shot
    Special: Must be an Awakened cat of any species


    Class Skills
    The Dino Cav's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
         Abilities
    1.     This is my friend, Mr. Tickles
    2.     Mobile Gun Platform
    3.     Innovation (+2)
    4.     This is my friend, Mr. Tickles
    5.     Mobile Gun Platform
    6.     Innovation (+4)
    7.     This is my friend, Mr. Tickles
    8.    Mobile Gun Platform
    9.     Innovation (+6)
    10.   Mobile Artillery
    Weapon Proficiencies: A Dino Cavalryman gains no new armor or weapon proficiencies.

    This is my friend, Mr. Tickles (Ex): At 1st Level you gain an Awakened Dinosaur Companion. This is identical to the Druids Animal Companion, except that your Companion has had the benefit if an Awaken spell cast on it. At 1st Level you may choose from a Quetzalcoatlus, Triceratops or Tyrannosaurus Rex. At 4th Level you may choose a Seismosaurus or Spinosaurus. At 7th Level you may choose a Battletitan.

    Mobile Gun Platform (Ex): At second Level you develop weapons you can mount to your Dinosaur Companions armor barding. You can mount up to 4 Heavy Guns on your Companion. Due to advancements in techno magic you can fire all of these weapons yourself with a Full Attack action.

    At 5th Level you can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.

    At 8th Level you can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.

    Innovation: You gain an additional 2 Innovation Points at Levels 3, 6, and 9.

    Mobile Artillery (Ex): The weapons you create via your Class abilities now begin with 10 charges instead of 6.

    PLAYING A DINO CAV
    You are heavy cavalry/enforcers for the Mows revolution. You charge in, kick ass, and burn stuff to the ground before taking what you need. And best of all your T-Rex buddies eat the evidence.
    Combat: You generally ride on T-Rex back into the thick of things, guns blazing. You try not to shout "yee-haw" the way the Humanoid oppressors do, but sometimes you're just having too much fun.
    Advancement: You are dedicated to the cause of the revolution, and you learn whatever skills they require of you.
    Resources: You have dinosaurs. Unless the other side has Dragons or Beholders you can pretty much take whatever the heck you want.

    DINO CAV'S IN THE WORLD
    "Damn cats and their T-Rex muscle...I could be badass too if my friends were dinosaurs!"
    The world does not take kindly to revolutionaries, no matter how well meaning. One mans freedom fighter is another man's blood soaked terrorist. Plus your dinosaurs eating people does not help your rep much...
    Daily Life: You spend much time debating politics and how to make bigger and better guns.
    Notables:
    Organizations: Currently Dino Cavalry is restricted to one Guild sponsoring a revolution dedicated to installing an animal government.

    NPC Reaction
    NPC's love you about as much as they do being told a Medusa just won the election for governor.

    DINO CAV'S IN THE GAME
    This class assumes you are part of a revolutionary Guild involved in open warfare. Plus it could also segue into politics, so be sure your group can handle that.
    Adaptation: This is obviously meant for one darn silly campaign.
    Encounters: PC's wil lgenerally encounter you in revolutionary wars and political protests..

    Sample Encounter
    EL 30: "Criters are people too!"
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  30. - Top - End - #900
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    GOATSQUATCH


    "RROOOOOAAARR!"

    Unlike the Abominable Snow Kitties, the Mows don't feel the need to infiltrate/aid a society of which they aren't a part. Thus was born the Goatsquatch: specially trained Cat burglars who design, act out, and reinforce urban legends.

    BECOMING A GOATSQUATCH
    You can do this via straight Cat Burglar, but you might wanna take a level or two in other classes for goodies.

    ENTRY REQUIREMENTS
    Class Features: Humanoid Form (Beast), Enhanced Humanoid Form (Armored Form, Hardy Form)
    Feats: Stealthy
    Skills: Knowledge (Nature) 4 Ranks, Survival 8 Ranks


    Class Skills
    The Goatsquatch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, and Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Big Beast
    2. +2    +3     +0     +0    Enhanced Beast
    3. +3    +3     +1     +1    Beast Defense
    4. +4    +4     +1     +1    Well Fed Beast
    5. +5    +4     +1     +1    Enhanced Beast
    6. +6    +5     +2     +2    Beast Defense
    7. +7    +5     +2     +2    Traveling Beast
    8. +8    +6     +2     +2    Enhanced Beast
    9. +9    +6     +3     +3    Beast Defense
    10.+10   +7     +3     +3   Bigger Beast
    Weapon Proficiencies: A Goatsquatch gains no new proficiencies with weapons or armor.

    Big Beast (Su): At Level one you can use Big Beast Form (this counts as being in Humanoid Form). You gain the following: Darkvision 60', Scent, a Primary Natural Attack (1d8 plus Str Modifier), and a Secondary Natural Attack (1d8 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are 6 times those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'.

    Enhanced Beast (Ex): At Levels 2, 5, and 8 you can choose from one of the following abilities to gain while in Humanoid Form:

    Improved Grab: To use this ability, a Goatsquatch must hit with its primary natural attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Tremorsense with a range of 30 ft. (See Monster Manual)

    Scent (See Monster Manual)

    Rake: When grappling, the Goatsquatch gains two additional attacks with it's secondary natural weapons at it's highest BAB.

    Roar: Once per encounter as a Standard Action the Goatswuatch can unleash a mighty roar, forcing all living creatures within 30 ft. to make a Willpower Save (Dc is 10 plus 1/2 Hit Dice plus Cha modifier). If any opponent fails, it is Shaken for 1d4 rounds.

    Pounce: You can make a Full Attack at the end of a Charge.

    Skills: +4 Racial Bonus to any Str or Dex based skill. Can be taken multiple times, but you must choose a new skill each time.

    Alternate Movement: You gain a Burrow, Climb, Swim or Fly (Average) speed equal to your land speed.

    Amphibious: Can breathe both air and water.

    Trip: A Goatsquatch that hits with its primary natural attack can attempt to trip the opponent as a free action (+2 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Goatsquatch.

    Rush: Once per minute the Goatsquatch can double it's base land speed.

    Beast Defense (Ex): At Levels 3, 6, and 9 you can choose from one of the following abilities to gain while in Humanoid Form:

    Energy Resistance to one specific type of energy (Acid, Cold, Electricity, Fire or Sonic). This may be chosen multiple times. You may choose to increase an existing Energy Resistance by +5, or gain Energy Resistance 5 to a new type.

    Immunity to either Disease or Poison (including magical ones).

    Fast Healing 2. This may be chosen multiple times, upgrading it to Fast Healing 4 and Fast healing 6 respectively.

    Displacement (Su): This is identical in effect to the Blur spell, but is always on in Humanoid Form. This can be taken multiple times, increasing the miss chance to 35% and 50% respectively.

    Armor: Each time this ability is chosen your Natural Armor Class Bonus improves by +3.

    Well Fed Beast (Su): You gain Improved Toughness as a Bonus Feat.

    Tricky Beast (Su): At 7th Level choose one of the following abilities to gain while in Humanoid Form:

    Bigger Beast (Su): At Level 10 you can use Bigger Beast Form (this counts as being in Humanoid Form). You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (2d6 plus Str Modifier), and a Secondary Natural Attack (2d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are 12 times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 15'.

    PLAYING A GOATSQUATCH
    Your job is to scare the crap out of the local hicks and prevent them from coming near whatever location the Guild headquarters is in. You put a lot of time and effort into crafting the myths that keep your Guild safe, and don't take kindly to people mucking them up.
    Combat: You're made for combat if necessary, but prefer to sow fear if possible. After all, if you kill everyone who will live to carry on the fearsome tale of the monstrous Goatsquatch.
    Advancement: You exist to spread fear and superstition, so despite appearances you aren't simply some brute. You're expected to be a brute well skilled in the medieval equivalent of social media.
    Resources: You keep the Guild safe, so they give you whatever you need within reason.

    GOATSQUATCH IN THE WORLD
    "Goatsquatch will eat a blind mans soul! Goatsquatch don't give a crap!"
    Technically you do this for the glory of the Guild. Technically. Secretly you do it to watch people's eyes bug out before they lapse gently into unconsciousness. Plus you get to mug 'em if no one is watching. No one accuses the Goatsquatch of petty theft after all.
    Daily Life: You spend most of your time spreading rumor to create fear, and then as "local wise men" convincing hired murderhobos that the rumors of monsters are all drug induced hallucination.
    Notables: Goatsquatch (CN Mows Male Cat Burglar 10/Goatsquatch 2) was one of the originators of the idea behind this class. He has since retired to be a local mayor. The Black Rabbit (CE Mows Female Cat Burglar 10/Goatsquatch 2) is a protector of her Guild who moonlights as a vigilante killer. She specializes in murdering people who mistreat animals.
    Organizations: Goatsquatches informally share techniques and tips, but they have no had and fast organization outside of the Cat Burglar Guild.

    NPC Reaction
    You are your cities version of Slenderman. As to be expected, people are quite nervous of you.

    GOATSQUATCH IN THE GAME
    This is a good PrC for campaigns based around a single location, but your responsibilities would often preclude roaming..
    Adaptation: This is most definitely meant for bizarre campaigns.
    Encounters: PC's generally encountering you trying to dissuade them from tracking down an obvious local myth.

    Sample Encounter
    EL 12: "Dude. Seriously dude, Goatsquatch is pure bull pucky. The locals are just hopped up on Elven Fire Ale. Goatsquatch Alley is a hella bad section of town though. It's filthy with diseased rats carrying Mummy Syphilis. You don't wanna get bit dude."


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



    EPIC GOATSQUATCH

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Beast Defense At Level 22 and every 3 Levels thereafter you may choose another option from Beast Defense.
    Kaiju Beast At Level 23 you can use Kaiju Beast Form (this counts as being in Humanoid Form). You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (3d6 plus Str Modifier), and a Secondary Natural Attack (3d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are 6 times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 20'.
    Bonus Feats: The Epic Goatsquatch gains a Bonus Feat every 3 levels higher than 20th
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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