Results 871 to 900 of 1095
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2015-09-01, 09:45 PM (ISO 8601)
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- Mar 2008
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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
TricksterRevised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
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2015-09-28, 06:12 PM (ISO 8601)
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- Mar 2008
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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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2015-09-30, 06:14 PM (ISO 8601)
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- Sep 2007
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- Elemental Plane of Purple
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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.
DebbyP.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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2015-11-01, 09:26 PM (ISO 8601)
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- Mar 2008
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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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Mah Fluffy Death Critters
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2015-11-02, 12:31 AM (ISO 8601)
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- Sep 2007
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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.
my creations in homebrew signature thread
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2015-11-21, 09:43 PM (ISO 8601)
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- Mar 2008
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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.Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2015-12-01, 08:37 PM (ISO 8601)
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- Mar 2008
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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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Mah Fluffy Death Critters
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2015-12-19, 05:53 PM (ISO 8601)
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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 WarLast edited by Bhu; 2016-02-29 at 08:24 PM.
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2015-12-28, 08:31 PM (ISO 8601)
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- Mar 2008
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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?Revised avatar by Trixie, New avvie by Crisis21!
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2015-12-30, 09:34 AM (ISO 8601)
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- Sep 2007
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- Elemental Plane of Purple
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.
DebbyLast 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.
my creations in homebrew signature thread
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2016-01-05, 08:50 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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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#msg1261Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
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2016-01-06, 12:16 PM (ISO 8601)
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- Sep 2007
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- Elemental Plane of Purple
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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?
DebbyLast 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
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2016-01-12, 10:59 PM (ISO 8601)
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- Mar 2008
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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.Revised avatar by Trixie, New avvie by Crisis21!
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2016-01-25, 07:14 PM (ISO 8601)
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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?Revised avatar by Trixie, New avvie by Crisis21!
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2016-02-10, 02:29 AM (ISO 8601)
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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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2016-02-29, 08:24 PM (ISO 8601)
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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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2016-03-30, 09:16 PM (ISO 8601)
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- Mar 2008
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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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2016-04-29, 09:02 PM (ISO 8601)
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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.
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2016-05-24, 04:15 PM (ISO 8601)
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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.
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2016-06-30, 10:11 PM (ISO 8601)
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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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Mah Fluffy Death Critters
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2016-07-25, 08:16 PM (ISO 8601)
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- Mar 2008
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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).Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2016-07-25, 08:18 PM (ISO 8601)
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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
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2016-07-25, 08:19 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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
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2016-07-25, 08:20 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2016-08-22, 06:04 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
Time to review the fightin kitties
Big Kitty
Son of Pinky
Meowcenary
Savage FeralRevised avatar by Trixie, New avvie by Crisis21!
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2016-09-28, 06:35 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2016-09-28, 06:37 PM (ISO 8601)
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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.Revised avatar by Trixie, New avvie by Crisis21!
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2016-10-31, 08:50 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2016-11-28, 11:59 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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
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!"Revised avatar by Trixie, New avvie by Crisis21!
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2016-12-17, 10:21 PM (ISO 8601)
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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
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 20thRevised avatar by Trixie, New avvie by Crisis21!
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