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  1. - Top - End - #91
    Ettin in the Playground
     
    Bhu's Avatar

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

    Massive update to Cheshire kitteh
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
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  2. - Top - End - #92
    Barbarian in the Playground
     
    togapika's Avatar

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

    YAAAAAAY!!!!!
    Thankee!
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

    Avvy by azuyomi244
    A Warforged Warlock who thinks he's a gnome in a power-suit?

  3. - Top - End - #93
    Ogre in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I suggest that you note a Cheshire Cat can choose to use the lesser form of at of confusion from levels 5 to 7 as they may not want to permanently make someone confused. Anyway, keep up the good work.

    Owrtho
    Last edited by Owrtho; 2010-09-26 at 12:20 PM.

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  4. - Top - End - #94
    Ettin in the Playground
     
    Bhu's Avatar

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

    THE GRASSHOPPER SOCIETY



    Yum Fu: "You will try to snatch the grasshopper from my paw."
    Noogums: "But..But there is no grasshopper in your paw. Are you sure you haven't been drinking?"
    Yum Fu: "I SAID SNATCH TEH (BEEEEEP) GRASSHOPPER!"
    Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore. You know that right?"

    The Grasshopper Society are a group of Monks devoted to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it. Naturally they hunted down the Cat Burglars to learn their secrets...

    BECOMING A GRASSHOPPER
    Normally your a Chaos Monk who becomes a Cat Burglar. Being a loon helps too... Since the Chaos Monk is 3.0 and hasn't been revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (Option A), or use the revised class I have posted on the BG Forums (Option B). http://brilliantgameologists.com/boa...p?topic=3372.0

    A word of warning, it's a little less restrained than my usual stuff and is nsfw.

    ENTRY REQUIREMENTS (Option A)
    Class Abilities: Kitty Form, Flurry of Blows, Ki Strike (Magic)
    Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
    Alignment: Must be Chaotic.


    ENTRY REQUIREMENTS (Option B)
    Class Abilities: Kitty Form, Body in Flux, Chaos Strike (Magic)
    Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
    Alignment: Must be Chaotic.

    Class Skills
    The Grasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Scratchum, Softee Paw Mastery
    2. +1    +0     +3     +3    Fuzzy Mind
    3. +2    +1     +3     +3    Missed Me
    4. +3    +1     +4     +4    Greater Flurry
    5. +3    +1     +4     +4    Fuzzy Mind
    6. +4    +2     +5     +5    Missed Me Again
    7. +5    +2     +5     +5    Supah Flurry
    8. +6    +2     +6     +6    Fuzzy Mind
    9. +6    +3     +6     +6    Your Kung Fu Is Weak
    10.+7    +3     +7     +7    Fuzzy Master
    Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

    Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls. Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

    Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state. At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

    At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

    At 8th level you are Immune to Fear and Morale effects.

    Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws. Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.

    Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

    Greater Flurry (Ex): This is identical to the Monk ability listed on page 40 of the PHB. If using my version of the Chaos Monk you also gain the Flurry Ability. If not using Option A you get a +2 Circumstance Bonus to AC when using Flurry.

    Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

    Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

    Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked. If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

    Fuzzy Master (Su): 3 times per day you may unleash your true fury. As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent. Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

    PLAYING A GRASSHOPPER
    Play yourself as a random wacko. Wise one minute, raving the next, perhaps suicidal tomorrow. People should definitely not have a handle on how to deal with you. It makes it easier to manipulate them.
    Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms. It mostly consists of flailing claw strikes and maliciously biting anything within reach. Some think of it less of a martial art and more of a hissy fit.
    Advancement: Advancement for the Grasshoppers is an odd road. Many multiclass a bit just for the experience. Some will do anything once. If you've ever wanted to play a build that's all over the place you'd be almost justified doing it with one of these guys. They really are that flighty.
    Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon. They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


    THE GRASSHOPPER SOCIETY IN THE WORLD
    "Bobby. Bobby whut them critters doin' in that field out theyah??"
    "Ah think thays steeling the weeds Paw!"
    "Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
    For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be. Your a crotchety old eccentric and darn proud of it.
    Daily Life: Your life has no rhyme or reason. You may spend it doing good deeds or committing sins. You may invent new philosophies, or do your business on peoples shoes. You do spend unusual amounts of time indulging yourself, whatever your personal philosophy.
    Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests. He spends most of his time in cat form stone drunk. But since no one knows he's a cat he's one of the biggest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
    Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow. No one understands how the temple is never robbed since there are only a few cats there, and none of the usual Guardians...
    Organizations: The Grasshopper Society is an odd bunch. Think of them sort of like Taoists. On really bad drugs. With a side order of mild insanity and freakish personal quirks. They're more of a loose affiliation than an organized force. Unless you make them angry enough. Then you may wish to pop off to another dimension for a bit...

    NPC Reaction
    Most NPC's are terrified of the Grasshopper Society. After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

    THE GRASSHOPPER SOCIETY IN THE GAME
    The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate. Plan for this when designing encounters.
    Adaptation: Definitely a silly campaign only. Drunken Kung Fu kitty monks pretty much don't adapt well to any other style.
    Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

    Sample Encounter
    EL 12: You're sitting in the pub one day bragging about taking out some local mastermind. A small tabby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance. Yessir looks like a normal weekend...



    THE UNHOLY MASTER OF DEATH
    CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
    Init +2 (+5 KF), Senses: Listen +6, Spot +6
    Languages Common, Dwarven
    ------------------------------------------------
    AC x, touch x, flat-footed x (+2 Dex, +5 Cha, )
    AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +5 Cha, )
    Missed Me 3/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
    hp 47 (12 HD)
    Fort +9, Ref +13 (+16), Will +12
    Disturbed Mind, Fuzzy Mind
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +6 (-5 KF)
    Atk Options Chaos Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
    Combat Gear
    -----------------------------------------------
    Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
    Abilities Tiny Str 3, Dex 20
    SQ Kitty Form, Purr, Feline Empathy, Cat Powah +3, Body in Flux +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Softee Paw Mastery, Missed Me Again
    Feats Advanced Softee Paw Kung Fu, Combat Reflexes, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Deafening Slap (B), Stunning Fist (B)
    Skills Bluff +13, Diplomacy +7, Gather Information +7, Hide +13, Intimidate +8, Jump +3, Knowledge (Local) +11, Listen +6, Move Silently +13, Search +5, Sense Motive +11, Spot +6, Tumble +12, Use Magic Device +7
    Possessions



    EPIC GRASSHOPPER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
    Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
    Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2010-09-28 at 01:18 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Behold the Power of Kitteh!
    Backup threads available here

  5. - Top - End - #95
    Titan in the Playground
     
    Lix Lorn's Avatar

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

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

  6. - Top - End - #96
    Ettin in the Playground
     
    Bhu's Avatar

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    TIBBIT JESTER



    "My Gods you're fat. Are all kings this fat? How long has it been since you've seen your feet?"

    Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters. This includes the Tibbits if they are frowned upon in some areas. And some of those Tibbits intend in getting a little of their own back for their people.

    BECOMING A TIBBIT JESTER
    A few levels of Jester and Cat Burglar and you're all set.

    ENTRY REQUIREMENTS
    Class Abilities: Kitty Form, Jesters Performance (Taunt)
    Saves: Base Reflex Save +6
    Race: Tibbit
    Skills: Perform (Comedy) 8 Ranks
    Feats: Lolcat, Jibba Jabba

    Class Skills
    The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
    2. +1    +0     +0     +3                  +1 level of Arcane spellcasting class
    3. +2    +1     +1     +3                  +1 level of Arcane spellcasting class
    4. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
    5. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
    6. +4    +2     +2     +5                  +1 level of Arcane spellcasting class
    7. +5    +2     +2     +5                  +1 level of Arcane spellcasting class
    8. +6    +2     +2     +6                  +1 level of Arcane spellcasting class
    9. +6    +3     +3     +6                  +1 level of Arcane spellcasting class
    10.+7    +3     +3     +7   Enrage Audience, +1 level of Arcane spellcasting class
    Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

    Kitteh Magic: When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list. He may cast 1 extra spell per level per day from this list. For example Muffins can cast up to third level spells. He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast. He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

    1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
    2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
    3rd: Flashburst, Great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
    4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
    5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
    6th: I See What You Did There, You Make Kitty Scared

    Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

    Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

    PLAYING A TIBBIT JESTER
    Your a big dumb silly kitty. At least that's what you want your employers to think. You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
    Combat: You aren't much of a fighter, but you are a talker. Hide behind your allies and insult your enemies into a distractive frenzy before running away. Your allies can use the exercise, you could use some fun, and your enemies need killing. Everyone gets a little something...
    Advancement: Most Jester's advance down the same path, becoming ever more sarcastic. You intend to bring mean to new heights (or lows depending on your point of view).
    Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

    TIBBIT JESTERS IN THE WORLD
    "So let me get this straight...you aren't just a cat?"
    "Yup."
    "Your actually an international crime lord who looks like a cat?"
    "Yup."
    "You just moonlight as a Fool for cover?"
    "Yup."
    "And you've been pooping in my slippers just because?"
    "Yup."
    "I'm going to have to shoot you now."
    You don't think much of the rich and beautiful. You were raised to hate them, and since meeting them, most of them haven't done much to change your mind. You feel little guilt about betraying them and stealing from them.
    Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests. Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence. So you pretty much know all their bad stuff.
    Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king. He is used to humiliate the King's guests (and unbeknownst to all is also stealing from his employer). Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also the Jester of an Evil King, but he works to bring about the Kings downfall.
    Organizations: Tibbit Jesters have only the Cat Burglar Guilds. There are training schools in existence that they can sometimes rely upon as well. Jester friends are always good to have.

    NPC Reaction
    NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers. No one suspects they are spies for the Guilds.

    TIBBIT JESTERS IN THE GAME
    Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble). So unless the Jester's public employer travels a lot neither will the group.
    Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world. Particularly if it's espionage oriented.
    Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

    Sample Encounter
    EL 12: The local King is a butthead. The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to random people at a whim. And his freaky little cat Jester is a pain in the butt too...


    Furball
    CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
    Init +7 (+9 KF), Senses: Listen +x, Spot +x, Dark Vision 60'
    Languages Common, Feline, Elven
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +3 Dex, +2 Dodge, )
    AC KF , touch , flat-footed (+2 Size, +5 Dex, +2 Dodge, )
    Jester's Audacity
    hp 42 (12 HD)
    Fort +3, Ref +11 (+14 KF), Will +10
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee
    Base Atk +6, Grp +0 (-6 KF)
    Atk Options
    Combat Gear
    Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
    1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
    2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
    3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
    4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
    Caster Level 11th, +2 to Save DC's when wearing hat
    -----------------------------------------------
    Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18
    Abilities KF Str 3, Dex 20
    SQ Purr, Feline Empathy, Kitty Form, Cat Powah +4, Kitty Magic (Hey! Hey Over Here!!. The Power of Cute), Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
    Feats Improved Initiative, Jibba Jabba, Weapon Finesse, Deflect Arrows (B), LOLcat (B), Snatch Arrows (B) +3
    Skills Balance +9, Bluff +11, Climb +3, Hide +10, Jump +3, Knowledge (Nobility) +8, Listen +8, Move Silently +10, Perform (Comedy) +19, Sense Motive +8, Sleight of Hand +10, Spot +8, Tumble +10, Use Magic Device +11
    Possessions


    EPIC TIBBIT JESTER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2010-09-29 at 12:25 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
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  7. - Top - End - #97
    Ogre in the Playground
     
    Ranger Mattos's Avatar

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

    May I just say I thing?

    Awesomeness.
    Avatar by me. My PM box is always open, for avatars, or just talking.

    I am a:
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    Neutral Good Elf Druid/Cleric (1st/1st Level)
    Futhark rune by Icewalker.

    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  8. - Top - End - #98
    Ettin in the Playground
     
    Bhu's Avatar

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    TIBBIT SKIRMISHER



    "Tibbit's Rule!"

    Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off. They're also professional bastards. Pranks, general weirdness, and drunken bets are common for the Skirmishers.

    BECOMING A TIBBIT SKIRMISHER
    Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher. The Cat Burglar Guilds provide the necessary training.

    ENTRY REQUIREMENTS
    Race: Tibbit
    Class Features: Tibbit's Rule!, Skirmish +1d6
    Feats: Combat Expertise, Improved Trip, Mouser
    Skills: Bluff 6 ranks, Hide 6 ranks, and Tumble 6 ranks.


    Class Skills
    The Tibbit Skirmisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Skirmisher Feat
    2. +1    +0     +3     +0    Dodger (+2)
    3. +2    +1     +3     +1    Comin' Thru!
    4. +3    +1     +4     +1    Skirmisher Feat
    5. +3    +1     +4     +1    Dodger (+4)
    6. +4    +2     +5     +2    Mine!!
    7. +5    +2     +5     +2    Skirmisher Feat
    8. +6    +2     +6     +2    Dodger (+6)
    9. +6    +3     +6     +3    Scratch 'Em While  Their Down
    10.+7    +3     +7     +3    Master Skirmisher
    Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

    Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form. This stacks with all other Dodge bonuses such as the Dodge Feat. It increases to +4 at level 4, and to +6 at level 8.

    Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

    Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter. If a Trip attack fails you must stop where you are. You receive the benefits of your Improved Trip and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

    Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

    Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

    Master SKirmisher (Su): At 10th level the Tibbit Skirmisher masters the art of the scamper. When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity. There is no opposed roll and the Trip is automatically successful.



    PLAYING A TIBBIT SKIRMISHER
    Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers. Maybe you make people easier to flank, or easier to hit, or are distracting.
    Combat: You are designed to be an annoyance. You are a tactical fighter who helps set up things for your buddies. You aren't a frontline tank. You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
    Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take. Try to see what your party will need the most and go for that area of expertise.
    Resources: The Cat Burglar Guilds of course. The greatest resource in the world :D

    TIBBIT SKIRMISHERS IN THE WORLD
    "_______ Cats! Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
    You are the most lovable cat in the world until it's business time. Then you are the least lovable cat in the world. But at least you get to have fun.
    Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
    Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6). No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind. Even Kender are more loved than he. Known only by his pseudonym, even by his Guild.
    Organizations: Every Cat Burglar Guild has Tibbit Skirmishers. Without exception. One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

    NPC Reaction
    People hate Tibbit Skirmishers. You trip them up, steal their stuff, and disappear before they can get to you. No one likes a winner baby. Especially when they win as hard as you do.

    TIBBIT SKIRMISHER IN THE GAME
    Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
    Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
    Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild. Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

    Sample Encounter
    EL 12: You awaken in the night as a foul stench descends upon you. You see a small cat perched on your face. He has apparently broken wind. He calls you several names best left unprinted and bounds out the open window. Getting up you stumble about in confusion and find that your armor smells like cat pee. Eventually finding some decent clothes you run outside but he is gone. Arriving back at your room you realize so is your money...


    The Magnificent Farting Bastard
    CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
    Init +7 (+11 KF)
    Senses: Listen +x, Spot +x, Dark Vision 60'
    Languages Common, Feline, Sylvan
    ------------------------------------------------
    AC x, touch x, flat-footed x (+1 Size, +3 Dex, +4 Dodge, )
    Tiny AC x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
    hp 37 (12 HD)
    Fort +3, Ref +11 (+14 KF), Will +4
    Battle Fortitude (+1 Fort Saves), Uncanny Dodge, Evasion
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +2 (-4 KF)
    Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine
    Combat Gear
    -----------------------------------------------
    Abilities Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18
    Abilities KF Str 3, Dex 20
    Abilities KF Str6, Dex 16
    SQ Tibbit's Rule (Big Cat), Feline Empathy, Cat Powah +4, Fast Movement, Trackless Step, Purr
    Feats Combat Expertise, Dodge, Improved Trip, Mobility, Mouser, Weapon Finesse, Distracting Attack (B), Improved Initiative(B), Melee Evasion (B)
    Skills Balance +16, Bluff +17, Climb +10, Hide +16, Jump +11, Listen +11, Move Silently +16, Spot +11, Tumble +16, Use Magic Device +17
    Possessions



    EPIC TIBBIT SKIRMISHER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
    Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


    EPIC TIBBITY FEATS

    My Friends Think You Should Leave
    Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
    Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


    I Reject Your Embrace Kind Sir
    Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
    Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


    Behold My Objecting Paw
    Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
    Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


    HEY YOU!!
    Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
    Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


    Scamper Time
    Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
    Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


    BOO!
    Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
    Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


    Not On My Watch
    Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
    Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


    My Bite Actually IS Worse Than My Bark
    Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
    Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


    Your Hastily Thrown Shoe Affects Me Not
    Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
    Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


    Don't Make Me Use This
    Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
    Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


    Deep Scratching
    Prerequisites: Deft Strike, Master SKirmisher Class Ability.
    Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


    Kitteh Not Liek Wallnuts
    Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
    Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.
    Last edited by Bhu; 2010-09-29 at 11:33 PM.
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  9. - Top - End - #99
    Ettin in the Playground
     
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    TRICKSTER



    "Of course Ogres are repelled by Ice Cream. Everyone knows this. Everyone."

    A trickster is a Cat Burglar who has become inspired by the old "Puss in Boots" fairy tale. They specialize in outwitting opponents as opposed to outfighting them. Their purpose is to become powers behind the throne by helping gullible people achieve power and being their only reliable and trusted adviser.

    BECOMING A TRICKSTER
    Most Tricksters begin as Cat Burglar/Swashbucklers who drift into this class.

    ENTRY REQUIREMENTS
    Class Abilities: Kitty Form, Insightful Strike
    Feats: Daring Fuzzball, Jibba Jabba, Leadership (must take a cohort)
    Skill Tricks: Must have at least 2 skill tricks (see Complete Scoundrel)
    Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 4 ranks, Sense Motive 8 ranks
    Special: Must have acquired either a Collar or Bag of Holding and a pair of magical boots, preferably without paying for it.


    Class Skills
    The Trickster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex, Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Deceive Item, Quick Kitty
    2. +1    +0     +3     +3    Bonus Feat
    3. +1    +1     +3     +3    Bonus Trick
    4. +2    +1     +4     +4    Fibber
    5. +2    +1     +4     +4    Bonus Feat
    6. +3    +2     +5     +5    Bonus Trick
    7. +3    +2     +5     +5    Wisdom of the Cat
    8. +4    +2     +6     +6    Bonus Feat
    9. +4    +3     +6     +6    Bonus Trick
    10.+5    +3     +7     +7    Master Trickster
    Weapon Proficiencies: A Trickster gains no new armor or weapon proficiencies.

    Deceive Item (Ex): You may always take 10 on Use magic Item checks, even if threatened or endangered.

    Quick Kitty (Ex): Your Trickster and Swashbuckler Levels stack for purposes of determining you Bonus for the Grace and Dodge Bonus Class Features.

    Bonus Feat (Ex): At levels 2, 5, and 8 you gain a Bonus Feat you meet the prerequisites for.

    Bonus Trick (Ex): At levels 3, 6, and 9 you gain a Bonus Skill Trick that you qualify for. You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.

    Fibber (Ex): You may always Take 10 on Bluff, Diplomacy, or Disguise Checks.

    Wisdom of the Cat (Ex): You may always take 10 on Search, Sense Motive, and Survival Checks.

    Master Trickster (Su): You have refined a skill to the point of having supernatural abilities with it. Choose any three skills you have at least 12 ranks in from the following list: Balance, Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble. You may always Take 10 on those three skills, and any Skill Trick that has ranks in one of those skills as a prerequisite may be used freely instead of once per encounter.

    PLAYING A TRICKSTER
    People are gullible at best, and even the most cynical one has a chink in their mental armor you can exploit. The best way to win a fight is to convince an opponent that you are is friend. Failing that if you can convince him to kill himself you wont have to make the physical effort to do so. If you can win fame and fortune by doing so even better.
    Combat: Tricksters prefer to avoid combat, and rely on their wits and agility if forced into it. Most will lead their opponent into a trap of some sort rather than slug it out.
    Advancement: Tricksters prefer to advance some catspaw (i.e. your cohort) that seems gullible and naive. By using him as a figurehead it throws of the opposition who almost immediately underestimate what he and his 'pet kitty' can do.
    Resources: Tricksters usually have the wealth they bestow on patrons (i.e. your cohort who foolishly believes himself to be in charge) by helping them increase their social station to draw upon. Some have financed minor revolutions by putting a goober into power, and making all the hard decisions for him.

    TRICKSTERS IN THE WORLD
    "How much would you charge to kill the pet cat of the Marquis de Carabas?"
    People either love or hate you, and which tendency they pursue is based on whether or not you've somehow screwed them over on your way to the top. Of course if you have any common sense you'll have done away with all the people you screwed over on your rise to the top, as well as their close relatives who may be revenge minded. Always remember to think ahead.
    Daily Life: Your daily activities are based around promoting your "patron", whether thinking up new schemes or taking action on those you've already conceived.
    Notables: The Master Cat (CN Male Awakened Cat Cat Burglar 1/Swashbuckler5/Trickster 6) is the originator of this particular form of Cat Burglary. Lucian Montoya (CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6) was his first human apprentice.
    Organizations: The Tricksters tend to be loners, and ex members of Cat Burglar Guilds. Due to this they have no organization behind them, although some end up heading one.

    NPC Reaction
    The lower classes tend to love you because you spend much time sticking it to the pompous nobility and violent criminals. The Nobility and violent criminals would like to make you into a hat.

    TRICKSTERS IN THE GAME
    This class might tend to attract showboats. Make sure they don't take over the campaign.
    Adaptation: This is definitely meant for silly campaigns, although it could see use in a serious campaign with some rewording of the fluff.
    Encounters: Tricksters tend to be encountered on errands for their "Master", or at his side giving council.

    Sample Encounter
    EL 12: The PC's have been asked to track down and bring in the Marquis de Carabas, and his cat. God alone knows why they keep mentioning the cat but they're very specific. It's almost as if they're more afraid of the cat than the Marquis. Not that you can blame them. Looking at him he doesn't seem to be much. He even urinated himself at the site of the parties barbarian...


    Lucian Montoya
    CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6
    Init +1 (+4 KF), Senses: Listen +6, Spot +6
    Languages Common, Giant, Goblin
    ------------------------------------------------
    AC x, touch x, flat-footed x (+1 Dex, )
    AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, )
    Dodge Bonus +2
    hp 52 (12 HD)
    Fort +6, Ref +9 (+12 KF), Will +8
    Grace +2
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +7 (-5 KF)
    Atk Options Insightful Strike (+2),
    Combat Gear
    -----------------------------------------------
    Abilities Str 8, Dex 13, Con 10, Int 14, Wis 14, Cha 16
    Abilities Tiny Str 3, Dex 19
    SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego, Pwease)
    Feats Daring Fuzzball, Jibba Jabba, Leadership, Practiced Kitty (Evasion, Uncanny Dodge), Wanderer's Diplomacy, Weapon Finesse (B)
    Skills Balance +5, Bluff +11, Climb +3, Diplomacy +11, Disguise +7, Escape Artist +5, Forgery +6, Gather Information +7, Hide +5, Jump +3, Intimidate +10, Knowledge (Local, Nobility) +6, Listen +6, Move Silently +5, Perform (Insult) +11, Sense Motive +8, Sleight of Hand +5, Spot +6, Tumble +5, Use Magic Device +9
    Skill Tricks Leaping Climber, Up the Hill, Twisted Charge, Wall Jumper
    Possessions



    EPIC TRICKSTER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Bonus Trick At level 23 and every 3 levels thereafter you receive a Bonus Skill Trick that you qualify for. You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.
    Bonus Feats: The Epic Trickster gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2010-10-01 at 02:15 AM.
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  10. - Top - End - #100
    Titan in the Playground
     
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    BLADE OF ARCANE FELINITY



    "Yes, foolish canine…. Just come a liiiittle bit closer…"

    The Blades of Arcane Felinity, or the Catblades, as those who aren’t inducted into this arcane and snobbish order call them, are those who combine a feline form with the magical combat style of the Swordmage.

    Their main ability seems to be summoning weapons several times larger than them, and hitting their opponents with them.

    BECOMING A BLADE OF ARCANE FELINITY
    Almost all Catblades are Cat Burglars/Swordmages-although some are actually WolfGuard.

    ENTRY REQUIREMENTS
    Class Abilities/Race: Kitty Form OR feline race (Such as Catfolk, Mows or Cat-Elves), Enhanced Cant +1
    Special: Must be inducted into the order in an ancient and hallowed ceremony, involving large, arcane rubber hammers.


    Class Skills
    The Catblade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Arcana)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +2    Feline Arcanist, Student of Arcane Felinity
    2. +2    +0     +3     +3    
    3. +3    +1     +3     +3    
    4. +4    +1     +4     +4    
    5. +5    +1     +4     +4    Enhanced Cant +1
    6. +6    +2     +5     +5    Journeyman of Arcane Felinity
    7. +7    +2     +5     +5    
    8. +8    +2     +6     +6    
    9. +9    +3     +6     +6    Enhanced Cant +2  
    10.+10    +3     +7     +7  Master of Arcane Felinity
    Weapon Proficiencies: A Catblade gains no new armor or weapon proficiencies.

    Feline Arcanist: Your Swordmage and Catblade levels stack for the purposes of determining your incantations known and per encounter.

    Student of Arcane Felinity: A Catblade may use any canted weapon as if they were medium sized and had opposable thumbs. In actuality, they just glare intently at the weapon as it materialises and it moves as if they wielded it. This means they can hold other items in their hands, or use their abilities even while a cat.

    Enhanced Cant: As per the Swordmage ability.

    Journeyman of Arcane Felinity: A Catblade of at least 6th level can create their weapons at more varied sizes. They may cant weapons appropriately sized for them, a medium creature, or a large creature. This changes damage as per normal; and they never take a penalty due to the canted weapons size.

    Master of Arcane Felinity: A Catblade of 10th level can create weapons of huge sizes. They may cant weapons at a size suitable for any creature within three size categories of them.

    PLAYING A CATBLADE
    The single most important thing to remember as a Catblade is that you are awesome. You beat people up with swords and hammer made of MAGIC. You should rule this place, you’re that awesome! This city is YOURS, foo’!
    Combat: Catblades are at home in combat. The idea is simple: Hit the enemy with very big weapons.
    Advancement: Most Catblades return to their ‘studies’ as a Swordmage; although some take on another prestige class.
    Resources: The order of Arcane Felinity is willing to help its members to a degree-as long as they can do something awesome.

    CATBLADES IN THE WORLD
    "See, I’d love to help. But I am NOT messing with that cat again."
    Catblades tend to be adored by those who see them. Like the Catblades themselves, the people think their abilities rather impressive to behold-or, as they’d put it, awesome.
    Daily Life: Awake, have breakfast. Look for fight. Win fight. Show off. Have lunch. Attack nobleman for the fun. Beat guards. Steal his money. Have lunch again. Sleep until the morning.
    Notables: Lisa Awesome is the best known member of this class. Her acts include starting an avalanche to save a village, slaying an orc warlord with an arrow, and destroying a different village that bugged her by making an explosion twice the size of the village. With a sword.
    Organizations: Almost all Catblades are members of the order of the Blades of Arcane Felinity. These orders tend to be related to, or often part of Cat Burglar guilds.

    NPC Reaction
    Most people with a sense of amusement find your antics hilarious and awesome-until you target them. Your innate awesome is enough that occasionally, your targets are still impressed.

    CATBLADES IN THE GAME
    This class has some infiltrating abilities, but is primarily a combatant.
    Adaptation: This class could fit in any campaign that a Cat Burglar could, as long as magic exists.
    Encounters: A Catblade could be a guard for a Cat Burglar guild, or a rogue showoff.
    Last edited by Lix Lorn; 2011-02-16 at 10:18 AM.
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  11. - Top - End - #101
    Ettin in the Playground
     
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    Gimme an idea what one looks like and I'll find you a pic
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  12. - Top - End - #102
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    I dunno, but you have to do something with this <__<

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    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  13. - Top - End - #103
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    Quote Originally Posted by Sir Shadow View Post
    I dunno, but you have to do something with this <__<

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    Ironhide kitteh?

    I love the new classes Lix and Bhu.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  14. - Top - End - #104
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    Revised avatar by Trixie, New avvie by Crisis21!
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  15. - Top - End - #105
    Ettin in the Playground
     
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    VET



    Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance. What the hell have you done now?"
    Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
    Mow:"Ohmygod you pooped in the vampire lords coffin!"
    Patches:"Well it ain't like I did it on purpose!"

    Since many guilds have little religious representation, they needed Healers, and you fit the bill. Your also a good defense against those pesky undead....

    BECOMING A VET
    Levels in cat burglar and any class capable of healing will suffice.

    ENTRY REQUIREMENTS
    Class Features: Kitty Form, must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
    Feats: Jibba Jabba
    Skills: Heal 8 Ranks, Sense Motive 8 Ranks


    Class Skills
    The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Holy Kitty Aura         +1 level of existing Divine spellcasting class
    2. +1    +0     +0     +3    Divine Feat             +1 level of existing Divine spellcasting class
    3. +1    +1     +1     +3                            +1 level of existing Divine spellcasting class
    4. +2    +1     +1     +4    Holy Kitty Aura         +1 level of existing Divine spellcasting class
    5. +2    +1     +1     +4    Divine Feat             +1 level of existing Divine spellcasting class
    6. +3    +2     +2     +5                            +1 level of existing Divine spellcasting class
    7. +3    +2     +2     +5    Divine Feat             +1 level of existing Divine spellcasting class
    8. +4    +2     +2     +6    Holy Kitty Aura         +1 level of existing Divine spellcasting class
    9. +4    +3     +3     +6                            +1 level of existing Divine spellcasting class
    10.+5    +3     +3     +7    Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class
    Weapon Proficiencies: Vets gain no new weapon or armor proficiencies.

    Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier. Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier. The Aura has the effects of Daylight and Protection from Evil spells within its area.

    At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).

    At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.

    Caster level for these effects is equal to your Effective Character Level.

    Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter, Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, or any Aura or Halo Feat.

    Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed. If he succeeds he takes 1 point of positive energy damage per hit die you have. If he fails he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there. He is also stunned for 1d6 rounds. Intelligent undead really hate this. Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).

    PLAYING A VET
    YOU ARE HOLY KITTY!!!!!! Play it up for all your worth. You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
    Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura. After all you're a Holy kitty. You aren't supposed to encourage fighting. Peace among all sentient beings and all that other crap.
    Advancement: You are the traditional healer/buffer type. However you can probably use your powers to gain vast political power if you put your mind to it...
    Resources: You can call on the Cat Burglars Guild of course, other Vets especially. And to some extent you can also count on other churches, and people you have helped.

    VETS IN THE WORLD
    "Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!"
    You do quite well for yourself. Everyone likes the healer. Especially cuddly, fluffy ones. After all you take care of their kids when they get sick.
    Daily Life: Much of your day is spent addressing peoples health issues. Sometimes you get to go on adventures and give the Undead huggies though..
    Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise. Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
    Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor. They give free healing and ask for food donations. It's hard to resist the big brown eye look...

    NPC Reaction
    Most NPC's love vets. Some would elect them Pope if they could.

    VETS IN THE GAME
    Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
    Adaptation: This one is definitely for the silly campaign....
    Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage. They may also encounter them aiding the poor.

    Sample Encounter
    EL 12: The PC's limp into town wounded, when they notice a small crowd. A small cat is healing the local townsfolk of their afflictions. Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment. Really, they swear.

    Sheba
    CG Human Healer 3/Cat Burglar 3/Vet 6
    Init +1 (+4 KF), Senses: Listen +10, Spot +10
    Languages Common, Dwarven
    ------------------------------------------------
    AC x, touch x, flat-footed x (+1 Dex, +3 Sacred, )
    AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +3 Sacred, )
    hp 45 (12 HD)
    Fort +4, Ref +5 (+8 KF), Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +6 (-6 KF)
    Atk Options
    Combat Gear
    Spells Per Day 0: 6 (DC 13)
    1st: 7 (DC 14)
    2nd: 6 (DC 15)
    3rd: 6 (DC 16)
    4th: 4 (DC 17)
    5th: 3 (DC 18)
    Caster Level 9
    -----------------------------------------------
    Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
    Abilities KF Str 3, Dex 19
    SQ Healing Hands, Cleanse Paralysis, Feline Empathy, Purr, Burglaring (Evasion), Kitty Magic (Missed Me!), Enhanced Kitty Form (Angel Kitty), Holy Kitty Aura (DC 19)
    Feats Augment Healing, Celestial Heritage, Combat Casting, Jibba Jabba, Spell Focus (Good), Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
    Skills Bluff +11, Concentration +8, Diplomacy +10, Heal +11, Hide +8, Knowledge (Local, Religion) +8, Listen +10, Move Silently +8, Sense Motive +11, Spellcraft +8, Spot +10
    Possessions


    Aura Feats

    Aura Feats are only available as Divine Bonus Feats from this Prestige Class.

    Strong Aura
    "I'm the 60 minute man baby!"
    Prerequisites: Holy Kitty Aura
    Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times. It's effects stack.


    Aura of Plenty
    "You're wondering if I lit you guys up 3 times or 4? Well...do ya feel lucky?"
    Prerequisites: Holy Kitty Aura
    Benefits: You may use your Holy Kitty Aura 3 more times per day. You may take this Feat multiple times. It's effects stack.


    Fiery Aura
    "I'm on Fire!"
    Prerequisites: Any 2 Holy Kitty Aura Feats
    Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.


    Holay Trap
    "Heheheheheheh!"
    Prerequisites: Any 2 Holy Kitty Aura Feats
    Benefits: You may use 1 daily use of your Holy Kitty Aura to "trap" a square for 1 hour per point of Charisma Modifier. If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.


    FLASH!
    "Lookit me! I'm a lightbulb!."
    Prerequisites: Any 2 Holy Kitty Aura Feats
    Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light. All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell.

    Halo Feats

    Halo Feats are only available as Divine Bonus Feats from this Prestige Class.

    Healing Ray
    You can zap allies. In a good way of course
    Prerequisites: Kitty Form and Healing Hands Class Abilities
    Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray). If you can hit your target, it gets healed (or it gets a surprise if it's undead). Range is 25 feet.


    Improved Healing Ray
    "Watch me hit the Death Knight right in his eyeball."
    Prerequisites: Healing Ray
    Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.


    Healing Cannon
    "A gold piece says you can't put down the Lich from here."
    Prerequisites: Improved Healing Ray
    Benefits: Your Healing Ray is now a 50 foot Line.


    Holy Paw of Smiting
    "BAD!"
    Prerequisites: Energy Resistance and Kitty Form as Class Features
    Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to an attack and damage roll (you must declare you are using this ability before rolling the dice).


    Improved Paw of Smiting
    " I SAID BAD!!"
    Prerequisites: Holy Paw of Smiting
    Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier. For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20. You now threaten a critical on a 16-20. This does not stack with other effects that increase critical threat range.


    Paw of Heathen Whoopin'
    "AND STAY DOWN!"
    Prerequisites: Improved Paw of Smiting
    Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.


    Holay Water
    "I bless this water in the name of my foreign heathen Gawd."
    Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
    Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water and convert it into a potion of Cure Light Wounds. If thrown on an undead it damages them as per the spell (their Save DC is +2).


    Improved Holay Water
    "I bless this water in the name of several of my foreign heathen Gawds."
    Prerequisites: Holay Water
    Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.


    Holay Fountain
    "I summon this fountain in the name of my foreign heathen Gawd."
    Prerequisites: Improved Holay Water
    Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius. Anything in this area gets the equivalent of a Cure Serious Wounds spell. Especially the Undead. Heheheheheh.


    Summon the Snuggly Spirits
    "Say hello to mah lil' friends!"
    Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
    Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.


    Summon the Not So Snuggly Spirits
    "Say hello to mah not so lil' friends!"
    Prerequisites: Summon the Snuggly Spirits
    Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.

    Summon the Twitchy Moose Spirit
    "Say hi to Bob scum!"
    Prerequisites: Summon the Not So Snuggly Spirits
    Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Summoning spell. Your summoned creature has the Anarchic Template from the Planar Handbook.


    Halo of Light
    "Ding!"
    Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability.
    Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell. This is a Supernatural Ability.


    Halo of Power
    "HMMMMMMMMMMMMMMMMMMMMMMMMM."
    Prerequisites: Halo of Light
    Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts for 3 rounds plus 1 round per point of Charisma Modifier. For it's duration you are considered to be under the effects of a Divine Power spell. This is a Supernatural Ability.


    Halo of Fiery Burnination
    "MWUHAHAHA!"
    Prerequisites: Halo of Power
    Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head. The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).


    Friend of the Aminals
    "The Birds like me."
    Prerequisites: Nature Sense and Kitty Form as a Class Ability.
    Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack. They will do their best to help or defend you if you are attacked.


    Friend to Usefully Big Aminals
    "The Elk like me."
    Prerequisites: Friend to Aminals
    Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.


    Friend to the Big Hairy Aminals
    "This is my elephant companion Bork the Mad."
    Prerequisites: Friend to Usefully Big Aminals
    Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.


    I Know What You Did Last Summer
    "Do I need to say it out loud?"
    Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
    Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).


    I Saw You With The Mayor Last Night
    "You know he's married right?"
    Prerequisites: I Know What You Did Last Summer
    Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent. If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter. If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.


    Can You Go 2 Days Without Committing an Act of Immorality?
    "You got issues lady."
    Prerequisites: I Saw You With The Mayor Last Night
    Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).



    EPIC VET

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Spells: Your caster Level continues to increase with Level, but you do not learn new spells or gain more spells per day.
    Bonus Feats: The Epic Vet gains a Bonus Feat every 3 levels higher than 20th.
    Last edited by Bhu; 2010-10-03 at 01:30 AM.
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  16. - Top - End - #106
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    Thanks. :)
    Vet is funny. XD
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    WATCHCAT



    "Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

    You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm. You also get to scare the dog poop out of people.

    BECOMING A WATCHCAT
    6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

    ENTRY REQUIREMENTS
    Class Abilities: Kitty Form, Enhanced Kitty Form (Watchcat), Kitty Magic (Hep Meeee!)
    Skills: Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
    Feats: Peekaboo


    Class Skills
    The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Improved Watchcat Form
    2. +1    +0     +3     +3    Yowl (100'), Sleep Optional (+4)
    3. +2    +1     +3     +3    Occupational Specialty
    4. +3    +1     +4     +4    Improved Watchcat Form
    5. +3    +1     +4     +4    Yowl (500'), Sleep Optional (+6)
    6. +4    +2     +5     +5    Occupational Specialty
    7. +5    +2     +5     +5    Improved Watchcat Form
    8. +6    +2     +6     +6    Yowl (1 Mile), Sleep Optional (Immunity)
    9. +6    +3     +6     +6    Occupational Specialty
    10.+7    +3     +7     +7    I SEE ALL
    Weapon Proficiencies: Watchcats gain no new weapon or armor proficiencies.

    Improved Watchcat Form (Ex): At 1st Level while in Watchcat Form, your Dark Vision is now 90'

    At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

    At 7th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

    Yowl (Su):You may let out a screech for help as a Standard Action. Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'. This increases to 500' at 5th level, and 1 Mile at 8th level. This effect is mental as well as verbal, so even deaf Cat Burglars respond.

    Occupational Specialty (Ex): At levels 3, 6, and 9 you gain an ability based on your occupational specialty. You may choose from Bouncer, Security, or Voyeur. You gain a spell at each level that you cast as a Supernatural ability 3/day.

    Bouncer: Level 3: Fear, Level 6: Imperious Glare, Level 9: Evil Glare

    Security: Level 3: Summon Feline IV, Level 6: Summon Feline VI, Level 9: Summon Feline VII

    Voyeur: Level 3: Scrying, Level 6: Interplanar Telepathic Bond, Level 9: Greater Scrying

    Sleep Optional (Ex): At 2nd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

    At 5th level the bonus increases to +6, and you only need 2 hours of sleep a night.

    At 8th level you are immune to sleep effects, and do not require sleep.

    I SEE ALL (Su): You are now immune to flanking and Blindness. You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc. You also gain a +4 Bonus on all Saving Throws against Gaze Attacks. It's like you have little kitty mirror shades.

    PLAYING A WATCHCAT
    You are designed more than anything to be an early warning system and help summoner. You also scare off the beggars and local street life.
    Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts. You aren't really made for it. Your the guy who calls people to do the fighting, not a participant.
    Advancement: Watchcats tend to either be watchers, summoners, or scarers. Sometimes they will try to branch out, but usually they specialize.
    Resources: In a way you are a resource. You are the trusted early warning system of the Cat Burglar Guilds, and they make sure to pamper you.

    WATCHCATS IN THE WORLD
    Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
    Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
    Ralph: "Well yeah, but everyone does that don't they?"
    Your interaction with the world usually consists of "Halt, who goes there?"
    Ed: "Lemme think before I answer that."
    Daily Life: You get up, make coffee, go to work, drink more coffee, at some point you may actually sleep. Then it's more coffee....
    Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild. Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
    Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
    NPC Reaction
    You scare the crap out of most NPC's. Nothing says 'stay away' like a building with a dozen silently staring cats outside...

    WATCHCATS IN THE GAME
    This class will make Guilds pretty darn hard to ambush so be careful about using it.
    Adaptation: Again, this one might fit into something other than a silly campaign with a little modification.
    Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

    Sample Encounter
    EL 12: You spend the day preparing to enter a local house believed to be run by a Thieve's Guild. All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity. Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



    Hellen Stovebottom
    N Female Dwarf Cat Burglar 6/Watchcat 6
    Init +1 (+BC Small, +4 KF), Senses: Listen +12, Spot +12, See in Darkness
    Languages Dwarf, Common
    ------------------------------------------------
    AC x, touch x, flat-footed x (+1 Dex, )
    AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
    AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
    +4 Dodge Bonus against Giants
    hp 66 hp (12 HD)
    Fort +6, Ref +11 (+13 KF, +14 BC), Will +10
    +2 Racial Bonus on Saves against poisons, spells, and spell like abilities
    Sleep Optional +6
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee
    Base Atk +8, Grp +8 (+2 KF, -3 KF)
    Atk Options +1 to hit Orcs and Goblinoids
    -----------------------------------------------
    Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
    Abilities BC Str 6, Dex 16
    Abilities KF Str 4, Dex 18
    SQ Stonecunning, Stability, Feline Empathy, Purr, Kitty Form, Cat Powah +1, Kitty Magic (Hep Meeee!, Hissing Fury), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Yowl (500'), Watcher (See In Darkness), Occupational Specialty (Scrying 3/day, Interplanar Telepathic Bond 3/day)
    Feats Double Mocha Latte, Espresso, Java, Jibba Jabba, Weapon Finesse
    Skills Balance +5, Bluff +9, Climb +4, Gather Information +9, Hide +9, Intimidate +9, Jump +5, Knowledge (Local) +8, Listen +12, Move Silently +9, Sense Motive +12, Spot +12, Use Magic Device +9
    Possessions


    KITTY FEATS

    Java
    "Ilikecoffeecoffeisgoodyupyupyup."
    Prerequisites: Watcher class ability
    Benefit: Once per day you may drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) and it converts to a Potion of Haste inside you. This is a Supernatural ability.

    Double Mocha Latte
    "Javajavjavajavajavajava!"
    Prerequisites: Java
    Benefit: You may know use your Java Feat twice per day. In addition while hasted your base movement is increased +20 feet. This is a Supernatural ability.

    Espresso
    "WAAAAAAAARRRRRRRGGGGG!"
    Prerequisites: Double Mocha Latte
    Benefit: You may now use your Java Feat 3 times per day. In addition while Hasted all attacks have a 20% chance to miss you.

    Turkish Grog
    "Is...is my heart still beating properly?"
    Prerequisites: Espresso
    Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack one opponent who must make a Reflex Save (DC is 10 plus half your Hit Dice plus Dexterity Modifier) or take 15d6 damage. A successful Save halves the damage, this is a Supernatural Ability.

    Peekaboo
    "Thought I was nappin' dintcha?"
    Prerequisites: Kitty Form, Spot 4 Ranks
    Benefit: Your eyelids are transparent to your own vision , and you may see even with your eyes closed, allowing you to be watching while pretending to sleep. You also gain a +2 Enhancement Bonus to Spot Checks. this is a supernatural ability.



    EPIC WATCHAT

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Occupational Specialty: The Epic Watchcat's can use their Supernatural Abilities one additional time per day at Level 23, and one more time per day every three levels thereafter.
    Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2010-10-03 at 01:06 AM.
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  18. - Top - End - #108
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    I'm out of a job again. I'll be posting sporadically till I get another one, but I'll need something to take my mind off the depression so worry not. I'll make sure to keep up with this thread if nothing else.
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  19. - Top - End - #109
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    Awww, :( (Cuddles) I have a class being designed to add to this thread, so hopefully I'll get on with it soon. :)

    Edit: It's maybe half done, but I'm stopping for a bit to play RA3. XD
    Last edited by Lix Lorn; 2010-10-02 at 06:22 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  20. - Top - End - #110
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    Wolfguard

    “Woof.”

    The Wolfguard’s origins lie several years after the creation of the cat burglars. A mercenary outfit calling themselves the Wolfguard were repeatedly failing to protect their employers valuable possessions. Constant failure was destroying their reputation, and one went to a real extreme-he had an arcanist turn him into an expensive looking statue, and hide in a bank vault.

    He got stolen by what appeared to be a cat. When the spell wore off, he cut a small swathe of carnage through the cat burglars guild, and told the secret to his own guild. They met to decide on the route of action, and one rather slow soldier suggested they turn into dogs.
    A brief silence followed, and then they searched for a powerful group of wizards to aid them, giving them similar powers to the cat burglars-the ability to take on several canine forms, with some other magical abilities to support them.

    MAKING A WOLFGUARD
    A Wolfguard is similar in some ways to a Cat Burglar. He can infiltrate households, appearing as a mere animal, but he is far more a combatant than the Burglar. Feats that give you enhanced combat abilities are good-consider Improved Natural Attack.
    Abilities: Strength and Wisdom are the most important abilities for the Wolfguard.
    Races: Humans are the most common race of Wolfguard, although, ironically, some Awakened Cats have been known to take this path, just to give the Burglars a bit more punch.
    Alignment: With their origins as mercenaries, the Wolfguard tend towards neutrality on the good/evil axis, but they tend towards either law or chaos on the law/chaos axis.
    Starting Gold: As Fighter
    Starting Age: As Fighter

    Class Skills The Wolfguard’s class skills (And the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: 4+int (Multiply by four)
    Skill Points at each Level: 4+int

    Hit Die: d8

    Wolfguard
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +0
    Hound Form
    2nd
    +2
    +3
    +3
    +0
    Senses of the Wolf
    3rd
    +3
    +3
    +3
    +1
    Naptime Watch
    4th
    +4
    +4
    +4
    +1
    Assumption (Weapons)
    5th
    +5
    +4
    +4
    +1
    Favoured Enemy (+2)
    6th
    +6/+1
    +5
    +5
    +2
    Relentless Fangs, Wolf Form
    7th
    +7/+2
    +5
    +5
    +2
    Assumption (Armour)
    8th
    +8/+3
    +6
    +6
    +2
    Trip
    9th
    +9/+4
    +6
    +6
    +3
    Favoured Enemy (+4)
    10th
    +10/+5
    +7
    +7
    +3
    Great Wolf Form
    11th
    +11/+6/+1
    +7
    +7
    +3
    Preyform
    12th
    +12/+7/+2
    +8
    +8
    +4
    Rending Jaws
    13th
    +13/+8/+3
    +8
    +8
    +4
    Favoured Enemy (+6)
    14th
    +14/+9/+4
    +9
    +9
    +4
    Hybrid Form
    15th
    +15/+10/+5
    +9
    +9
    +5
    All-Seeing Guardian
    16th
    +16/+11/+6/+1
    +10
    +10
    +5
    Wolf Fang
    17th
    +17/+12/+7/+2
    +10
    +10
    +5
    Favoured Enemy (+8)
    18th
    +18/+13/+8/+3
    +11
    +11
    +6
    Alpha Wolf Form
    19th
    +19/+14/+9/+4
    +11
    +11
    +6
    Howl
    20th
    +20/+15/+10/+5
    +12
    +12
    +6
    Terra Wolf

    Weapon and Armour Proficiencies: A Wolfguard is proficient with all simple and martial weapons, any natural weapons they can gain, and all armour, but no shields.

    Hound Form (Su): At will, a Wolfguard can assume the form of a dog as a standard action. In this form, they are a small sized animal with a primary bite attack dealing 1d4 plus their strength modifier damage. They apply the following modifiers to their ability scores: +2 Dex. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +1 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    This ability counts as Kitty Form for the purposes of prerequisites, but be warned! Major flavour reworkings could and likely will be necessary.

    Senses of the Wolf (Ex): A Wolfguard of at least 2nd level gains Scent, low light vision, and the Track feat in any form.

    Naptime Watch (Sp): A Wolfguard of 3rd level can cast Alarm as a spell like ability at will. They may only use this ability to target their own location, and always use the mental version. However, its range is equal to your sight radius. Most commonly, Wolfguard use this to take a nap while still keeping guard.
    This spell is always obvious in some way, often taking the form of a glowing eye above the wolfguard's head.

    Assumption (Weapons) (Su): A Wolfguard of 4th level or higher takes on some of the abilities of their weapons with their attacks. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their weapons meld into them as normal. However, their bite attack uses the damage, crit range, and crit multiplier of the weapon, unless they would normally be better. In addition, it gains the properties of any special material one weapon they held possessed, as well as any magical enhancements.
    (For example, a 4th level Wolfguard with a +1 Keen greatsword now has a bite attack at +1 to hit, dealing 2d6+1+Str damage, with a 17-20 crit range.)

    Favoured Enemy: At 5th level, a Wolfguard gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against felines. Likewise, he gets a +2 bonus on weapon damage rolls against felines. They also gain these benefit against any creature which has used magic or any other ability to shapechange into a feline form in the last 24 hours.
    At 9th level and every fourth level after, these bonuses increase by two.

    Relentless Fangs: A wolfguard of 6th level, whenever in a form with a natural bite attack, may make iterative bite attacks, as long as their base attack bonus is high enough.

    Wolf Form (Su) At 6th level, a Wolfguard can take on the form of a wolf as a standard action at will. At this point, they can use their Hound form ability as a move action.
    In Wolf form, they are a medium sized animal with a primary bite attack dealing 1d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +2 Str, +2 Dex, +2 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +2 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Assumption (Armour) (Su): A Wolfguard of at least 7th level can retain defensive abilities when using their abilities. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their armour melds into them as normal, but continues to function regardless. Their armour bonus, arcane spell failure, max dex bonus, armour check penalty and maximum speed is the same as it would be if they were wearing the armour normally.
    This ability does not apply to shields.

    Trip (Ex): A Wolfguard of at least 8th level can, whenever he successfully strikes an opponent with a bite attack, attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the trip attack fails, the opponent cannot react to trip the Wolfguard.

    Great Wolf Form (Su) At 10th level, a Wolfguard may take the form of a Great, or Dire Wolf. In addition, they may take Wolf form as a move action, or Hound form as a free action.

    In Great Wolf form, they are a large sized animal with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Preyform (Sp): A number of times per day equal to their Wis modifier, a Wolfguard of at least 11th level may cast Baleful Polymorph on one target creature within 25 feet. However, the spells duration is the Wolfguard’s Wis modifier in hours. The creature the target is polymorphed into is always a housecat. The save DC for this ability is equal to 10+1/2 class level +Wis mod.

    Rending Jaws (Ex): A 12th level, a Wolfguard can cause horrible damage with their teeth. Whenever they successfully deal damage with a Bite attack, they also deal a point of constitution damage.

    Hybrid Form (Su): At 14th level, a Wolfguard may take the form of a strange Wolf-Human hybrid. In addition, they may take Great Wolf form as a move action, or Wolf or Hound form as a free action.

    In Hybrid form, they are a large sized humanoid with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con, but retain their normal ability scores and all racial abilities as normal. They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Unlike other forms, this form has a humanoid body shape, including opposable thumbs, and thus uses weapons, armour and other magic items as normal.

    All Seeing Guardian (Sp): A Wolfguard of at least 15th level can cast True Seeing at will, on themselves only.

    Wolf Fang (Ex): A Wolfguard of at least 16th level is a terrifying opponent. Their fangs cause terrifying damage-when using a bite attack, their critical multiplier is always at least x3, and their critical threat range is never lower than 19-20.

    Alpha Wolf Form (Su): At 18th level, a Wolfguard may take the form of a Wolf of terrifying size. In addition, they may take Hybrid form as a move action, or Great Wolf, Wolf or Hound form as a free action.

    In Alpha Wolf form, they are a huge sized animal with a primary bite attack dealing 2d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +8 Str, +2 Dex, +6 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +4 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Howl (Su) A Wolfguard of 19th level can, as a Full Round action, produce a howl of such power and chilling energy that it harms and terrifies all that hear it. All beings within a 60ft cone take 10d6 points of sonic damage, as well as being stunned for 1 round. They may negate the stunning and halve the damage with a fortitude save. In addition, they must make a will save or be panicked for a number of rounds equal to the Wolfguard’s Wisdom modifier.

    All beings within one mile must pass a will save or become shaken for a number of rounds equal to the Wolfguard’s Charisma modifier.

    This ability may be used a number of times per day equal to the Wolfguard’s Wisdom modifier. The save DCs for this ability are equal to 10+1/2 class level+wisdom modifier.

    Terra Wolf (Su) One per day, a 20th level Wolfguard can take the form of a wolf of tremendous size. In addition, they may use any other hound or wolf form they possess as a free action.

    In the Terra Wolf Form, they are a colossal sized animal with a primary bite attack dealing 3d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +10 Str, +2 Dex, +10 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +8 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    PLAYING A WOLFGUARD
    You are a guardian, a defender, and a warrior. Sure, sometimes you want to curl up by the fire, but mostly you are raring to fight. You are the guard dog of unusual size outside that household, the softly growling wolf at the side of the supreme hunter, and the loyal hound that guards the camp.
    Religion: Deities of order, honour or of combat are popular.
    Other Classes: Rangers and druids often get on well with Wolfguards, who have even been known to act as animal companions.
    Combat: Rely on high stats and powerful abilities. At higher levels, armour subsumes into your form, allowing you the protection you need to fight at full power.
    Advancement: Barbarian is a common multiclass choice, as is Paladin. Bards are also common-if you ever meet a singing wolf, it was probably a Wolfguard/Bard.

    WOLFGUARD IN THE WORLD
    ”Next time I see that mongrel I will tear his sorry tail out.” ~Pinky, infamous Cat Burglar
    Few people know of the existence of Wolfguard, although those who have heard of them generally applaud their reliability and power, although their chaotic streak when not at work is less helpful.
    Daily Life: Some Wolfguard have a vigorous training regimen they perform every morning. Others lie in front of the fire until noon, but all of them make a point to chase any cat they see.
    Notables: Ragnar, one of the founding members of the Wolfguard, was the mortal enemy of Pinky-or so Ragnar liked to claim.
    On the other end of the spectrum, Billy, an unassumingly named Cat Burglar, stole the secrets of the Wolfguard, becoming a being of consummate stealth and might that was hated wholeheartedly by the creators of the art, and hailed as a hero by other Cat Burglars.
    Organisations: Almost all Wolfguard belong to the organisation of the same name, with most of the remainder being traitors who work for the Cat Burglar guilds.

    NPC Reaction
    Wolfguard are sometimes mistaken for Werewolves, which has got them chased out of more than one small village. On the other hand, those in the know tend to consider them somewhere between heroic mercenaries and sellouts who aid the rich in staying it.

    WOLFGUARD IN THE GAME
    Wolfguard render the standard fighter likely useless, but many classes do. They have decent combat abilities, and some tracking prowess.
    Adaption: The Wolfguard could be a druidic group, an elite royal guard, or many other different origins.
    Encounters: Maybe the PCs try to infiltrate a compound guarded by a Wolfguard, or they could be aided by one when attacking a Cat Burglar guild.

    FEATS
    Spoiler
    Show
    Adorable Hound
    Prerequisites: About to or have taken at least one level of Wolfguard.
    Benefit: Your class abilities usually based on Wisdom are based on Charisma instead.
    Normal: You're less cuddly and more wise.

    Smart Dog
    Prerequisites: About to or have taken at least one level of Wolfguard.
    Benefit: Your class abilities usually based on Wisdom are based on Intelligence instead.
    Normal: You're not clever so much as wily.
    Last edited by Lix Lorn; 2014-04-04 at 11:20 AM.
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  21. - Top - End - #111
    Ettin in the Playground
     
    Bhu's Avatar

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

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

    Holy crap Lix you went all out for this one!

    Watchcat is fully revised, in addition to peeking at Lix's new class you may wanna look at it too cause I added some stuff to regular and Epic Levels.

    This next class was originally an Epic PrC, but many people said it should be a regular PrC, and the Nekomata the Epic, so I'm gonna give that a shot:

    http://en.wikipedia.org/wiki/Bakeneko

    BAKENEKO



    "He who plays with a cat must bear its scratches."

    Bakeneko are awakened Cats who develop a taste for magic power. Unfortunately they also have a taste for mayhem, and they tend to give cats a bad name wherever they end up. This has cause many Cat Burglar Guilds to kick them out.

    BECOMING A BAKENEKO
    Most Bakeneko are Awakened Cats who start as Cat Burglars and become Sorcerers.

    ENTRY REQUIREMENTS
    Race: Awakened Cat or Mows
    Class Abilities: Humanoid Form
    Spells: Must be able to cast 2nd level Arcane Spells without preparation
    Skills: Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
    Feats: Eschew Materials, Silent Spell, Still Spell
    Alignment: Can't be Good or Lawful

    Class Skills
    The Bakeneko's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Lucid Dreaming (see Manual of the Planes, Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d4
    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Kitty Form, +1 Level of Arcane Casting Class
    2. +1    +0     +0     +3    Spookiness, +1 Level of Arcane Casting Class
    3. +1    +1     +1     +3    Devourer, +1 Level of Arcane Casting Class
    4. +2    +1     +1     +4    Kitty Form, +1 Level of Arcane Casting Class
    5. +2    +1     +1     +4    Spookiness, +1 Level of Arcane Casting Class
    6. +3    +2     +2     +5    Impersonation, +1 Level of Arcane Casting Class
    7. +3    +2     +2     +5    Kitty Form, +1 Level of Arcane Casting Class
    8. +4    +2     +2     +6    Spookiness, +1 Level of Arcane Casting Class
    9. +4    +3     +3     +6    Manipulate Reach, +1 Level of Arcane Casting Class
    10.+5    +3     +3     +7    Animation, +1 Level of Arcane Casting Class

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

    Kitty Form: At 1st level the Bakeneko's size in it's regular form is now Small. Claw damage increases to 1d3, and Bite damage becomes 1d4. Strength is permanently increased +4, while Dex is permanently decreased by -2. Stats in humanoid form are now +4 Str, -2 Dex.

    At 4th level the Bakeneko's size in it's regular form is now Medium. Claw damage increases to 1d4, and Bite damage is 1d6. Strength is again permanently increased by +4, and Dex is permanently decreased by -2. Stats in Humanoid Form are the same as in cat form. You also get a +2 Natural Armor Bonus.

    At 7th level Bakeneko can adjust it's size in it's natural cat form as a Swift Action once per round from Tiny to Medium. It may also walk on its hind legs.

    Spookiness (Su): At 2nd level the Bakeneko gains Frightful Presence. Any living creature whose HD are less than the Bakeneko's within 60' of it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for 2d6 rounds. If they successfully save they are immune to this Bakeneko's Frightful Presence for 24 hours.

    At 5th level the Bakeneko can conjure illusionary flames at will as a Standard Action. These can appear to be flying balls of fire, or any other shape the Bakeneko wishes, or it can simply cover a square with ghostly fire. Opponents struck by the fireball or who enter the flaming square must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take 2d6 damage and be Shaken for the duration of the encounter. If the Save is successful they are immune to the Bakeneko's illusionary flames for 24 hours. This is a Pattern Effect.

    At 8th level the Bakeneko can enter the dreams of sleeping opponents. You may cast Nightmare 3/day as a Supernatural Ability.

    Devourer (Ex): At 3rd level a Bakeneko can eat anything without harm. Anything. Poison, lamp oil, fire, you name it. So long as it's ingested by them it can do them no harm. Generally this doesn't benefit you lots other than to mess with people.

    Impersonation (Ex): At 6th level the Bakeneko gains a +4 Circumstance Bonus to Bluff and Disguise checks when using their Humanoid Form ability to impersonate a person they know.

    Manipulate Reach (Su): As a Swift Action a Bakenkeo can increase it's Reach to 10', or change it back to normal.

    Animation (Su): Any dead corpse touched by the Bakeneko (or that spends more than 4 hours within 60' of it) becomes a random form of corporeal undead. They are not under the Bakeneko's control, but at this level the Bakeneko is automatically considered friendly by Undead who will not attack it unless attacked by the Bakeneko first. This effect is not controlled by the Bakeneko and happens automatically.



    PLAYING A BAKENEKO
    People are buttheads. They think you're a pet or something, they walk all over you, kick you around, and feed you their scraps. Well screw that. You aren't taking their crap anymore. Your gonna eat the good part of the chicken from now on. And for once you'll be pounding the castles concubines instead of watching the local yard ape grunting away and wondering how they put up with him. It'll be repulsive of course, but you'll have to do it to keep up the charade.
    Combat: Combat isn't really your thing. You're more into mutilating helpless victims or murdering the unsuspecting to take their place.
    Advancement: Bakeneko are highly individualistic. No two are really alike mentally. Probably due to the Awakening spells used on them. Strangely enough despite this they end up studying many of the same skills. The universe has an odd sense of humor.
    Resources: Being loners, Bakenekos don't have much in the way of resources. Unless of course you've murdered and replaced someone rich. Dude...you really do have some emotional problems.

    BAKENEKOS IN THE WORLD
    "I wonder whatever happened to lil Mookie-chan?"
    Bakeneko tend to hate humans after the way they've been treated. So killing them and taking their place (and subsequently their stuff) only seems natural. Or maybe the spell that Awakened them went wooby. At any rate they seem to kill an awful lot of people. And who knows where they get their obsession with impersonating them from. They're weird little critters man.
    Daily Life: Being as you're absolute crackers god alone knows what you get up to during the day. Sometimes you do weird crap like drink lamp oil. Sometimes when it's on fire. Or walk on your hind legs or eat people. Sometimes you poop severed heads. Or at least appear to for the sake of your audience.

    Did we mention you have some serious emotional problems?
    Notables: Little Mr. Kitty (CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6) is a blood spattered psycho obsessed with murdering and replacing little old ladies in order to provide a better life for their beloved feline companions. In other words he's a racist nutjob with a chip on his shoulder who thinks all pets are prisoners.
    Organizations: Most Bakeneko are loners, but every so often a few form a gang. They rarely try to gather power or riches so much as territory. And they defend that territory quite spectacularly.

    NPC Reaction
    NPC's unload their bowels when they encounter the Bakeneko. They consider them horrifying and unnatural, and a danger to human life. And most are, so that probably works out for the best.

    BAKENEKOS IN THE GAME
    Bakeneko are a bit spooky and alien, and it may be difficult for some players to really get into playing one. They aren't cutesy cats.
    Adaptation: This is more for dark or horrific campaigns than silly ones. That's not to say it's possible, but even in silly campaigns the Bakeneko tend to make people poo themselves.
    Encounters: Bakeneko can be encountered just about anywhere. Their ability to assume peoples identities and blend in makes them quite dangerous.

    Sample Encounter
    EL 25: The PC's have been hired by Lady Miko to find out why her husband has suddenly become a different person. She thinks he's been cursed. Little does she know he's resting at the bottom of a lake, and her cat Little Mr. Kitty has taken his place. Sadly he's a much better lover than her husband, and much nicer to the children. Of course he may be planning to eat them...


    Little Mr. Kitty
    CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6
    Init +4 (+2 HF), Senses: Listen +x, Spot +x, Low Light Vision, Scent, Dark Vision 60'
    Languages Common, Sylvan
    ------------------------------------------------
    AC x, touch x, flat-footed x (+2 Dex, )
    AC Medium Humanoid x, touch 1x, flat-footed x (+2 Dex, )
    hp xx (12 HD)
    Fort +4, Ref +7, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +5, Grp +5
    Atk Options Spookiness DC 20
    Combat Gear
    Spells Per Day 0: 6 (DC 14) Daze, Detect Magic, Ghost Sound, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Silent Portal
    1: 8 (DC 15) Charm Person, Dead End, Serene Visage, Spirit Worm, Wall of Smoke
    2: 7 (DC 16) Cloud of Bewilderment, Detect Thoughts, Fog Cloud, See Invisibility, Wall of Gloom
    3: 7 (DC 17) Dispel Magic, Haste, Mesmerizing Glare, Mind Poison
    4: 7 (DC 18) Bestow Curse, Know Vulnerabilities, Polymorph
    5: 7 (DC 19) Do Not Want, Nightstalkers Transformation
    Caster Level 11th
    -----------------------------------------------
    Abilities Str 11, Dex 14, Con 12, Int 10, Wis 15, Cha 18
    Abilities Medium Human Str 11, Dex 14
    SQ Cat Familiar, Polyglot, Humanoid Form, Man Powah +4, Devourer, Impersonation, Kitty Form
    Feats Eschew Materials, Greater Spell Penetration, Silent Spell, Spell Penetration, Still Spell
    Skills Bluff +10, Concentration +7, Diplomacy +10, Gather Information +10, Hide +8, Intimidate +10, Knowledge (Arcane) +6, Knowledge (Local) +5, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +6, Spot +7
    Possessions



    EPIC BAKENEKO

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Spells The Epic Bakeneko's Caster Level continues to increase, but it doesn't gain new spells or extra spells per day.
    Bonus Feats: The Epic Bakeneko gains a Bonus Feat every 3 levels higher than 20th



    New Kitty Feats

    Improved Spookiness
    You are now much scarier in some ways.
    Prerequisites: Spookiness Class Ability.
    Benefits: Instead of being Shaken for 2d6 rounds the Bakeneko can choose from the following if an opponent fails a Save: He can make it Shaken for the duration of the encounter, or Frightened for 1d6 rounds. If the Bakeneko also has the Improved Fire Feat, and chooses to use the Illusionary Flames version instead of real fire, the opponent is also Shaken fro 1d6 rounds if it fails the Save against the flames.


    Improved Reach
    You are the long arm of the Kittehs!
    Prerequisites: Manipulate Reach Class Ability.
    Benefits: When using your Manipulate Reach Ability, your Reach can now be up to 20'.


    Improved Fire
    The Flames you can create with your Spookiness Ability are real now.
    Prerequisites: Spookiness Class Ability (Illusionary Flames)
    Benefits: Your flames are no longer a Pattern effect, and if an opponent Saves against them they are no longer immune to this Ability for 24 hours. Instead they must make a Reflex Save (Same DC) too take half damage. The flames now do fire damage instead of untyped, and you can decide which version to create when you use the ability.



    New Epic Kitty Feats

    Puppet Master
    You may now control the Undead you create, and use them to torment their relatives.
    Prerequisites: Animation Class Ability,
    Benefits: You may Cast Control Undead at will as a Supernatural Ability (Caster Level is equal to your HD). Duration is 1 hour per level instead of normal, and the Bakeneko can control up to 5 HD of Undead per level.


    Epic Kitty Form
    You can now assume virtually any Size as a cat.
    Prerequisites: Kitty Form, Manipulate Reach, must be able to cast a 9th level spell from the Transmutation school, Epic Fortitude Feat
    Benefits: As a Swift Action the Bakeneko can change it's size to anything from Tiny to Colossal. This may only be done while it is in cat form. It gains the usual changes to Str/Dex, Reach, and Natural Armor Bonus listed in the back of the Monster Manual.


    Nekomata
    Your tail forks, you now walk on your hind legs, and you gain significant magical power, and a taste for blood.
    Prerequisites: You must be able to cast 9th Level spells, one of which must be Enchantment, and the other Necromancy, and must have either the Automatic Silent Spell or the Automatic Still Spell Feat. You also cannot have Maneki-Neko, or Kasha.
    Benefits: From now on you do 1d4 temporary Constitution damage if you successfully Pin a victim in a Grapple. You may also cast Charm Monster and Dominate Person 5 times per day.


    Maneki-Neko
    You now bring luck to the unfortunate as you have reformed. You may not be an entirely good kitty, but you aren't evil anymore.
    Prerequisites: Cannot have Nekomata or Kasha, Epic Reputation, any 2 Luck Feats.
    Benefits: You may now bestow luck on an individual within 60' as a Standard Action. This luck takes varying effects, and gives the individual one of the following: If there is an ambush set for him by enemies, he automatically gets to Take 20 on his Spot Check to notice and avoid it. If he would need to make a Saving Throw, he gets a Luck Bonus equal to your Bakeneko Level. If he is broke, or needs money, he gains a sudden windfall of 5d6 Gold. If he or a relative falls ill, they are the recipient of a Heal spell. Once the individual qualifies for one of these effects, the Ability is used and must be re-applied (which many Maneki-Neko do). This is a SUpernatural ability.


    Kasha
    You now become a flying demon cat that robs graves or conducts errands for Evil Demons or Deities.
    Prerequisites: Improved Scent Feat, Uncanny Scent Feat, Cannot have Nekomata or Maneki-Neko, Epic Reflexes
    Benefits: This Feat may be taken multiple times. Each time it is taken you gain one of the following:

    1: Permanently gain a Fly speed of 80', Good
    2: Cast Control Weather at will as a Supernatural ability.
    3: Cast Control Winds and Ice Storm at will as Supernatural Abilities.
    4: Cast Commune and Cone of Cold at will as Supernatural Abilities.
    Last edited by Bhu; 2010-10-06 at 12:47 AM.
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    That... is actually pretty creepy.

    Did you like the Wolfguard? It seemed logical that the guards would do something retaliatory.
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    If you are going with a lot of Japanese folklore, I am fairly sure there are a couple of examples of what is known as "shindeinai neko" or not dead cat. Basically, it is sort of like a cat zombie, but really, really creepy. In the Grudge, the little boy's cat is a shindeinai neko. Just something to think about.

    Also, now that there is a dog class (which is awesome), we need a cat class that tries to impersonate the dogs. And visa-versa.
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    Quote Originally Posted by unosarta View Post
    Also, now that there is a dog class (which is awesome), we need a cat class that tries to impersonate the dogs. And visa-versa.
    Wouldn't that just be the Critter?
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    Thanks on the awesome. :)

    Well, I specifically said that cats could and did take the class. XD
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    Quote Originally Posted by Cieyrin View Post
    Wouldn't that just be the Critter?
    I suppose. Wow, that makes sense that this thread has gone on long enough that there is a class for just about any cat combination I can come up with.

    Have we had incarnum cats? Or binder cats? Or ToB cats?
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    Quote Originally Posted by unosarta View Post
    Have we had incarnum cats? Or binder cats? Or ToB cats?
    Bhu did do a cat-based discipline some time back, though I don't recall if there was a PRC to go with it. As for Incarnum, Binding, Shadow or Truenaming kitties, I don't recall any Cat Burglar PRCs that use those systems.
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    I did a Feline Way, and there will be the upcoming Meowcenary PrC to go with it. Truenaming sucks, so I had no real intentions of using it. There are possibilities for Shadow Magic and Binding.

    And kudos to Lix for the nice class!
    Last edited by Bhu; 2010-10-03 at 02:45 PM.
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    Quote Originally Posted by Cieyrin View Post
    Bhu did do a cat-based discipline some time back, though I don't recall if there was a PRC to go with it.
    Is it in the main post? That sounds thoroughly awesome.

    Quote Originally Posted by Cieyrin View Post
    As for Incarnum, Binding, Shadow or Truenaming kitties, I don't recall any Cat Burglar PRCs that use those systems.
    Then they should happen. Alternatively, is there a cleric focused group of Kittehs?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Thanks, Bhu. Also, I gave it it's own thread to get more PEACH, in case anyone's interested.

    Also, there's at least one Truenaming fix out there. (Shrug)
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