Brilliant Gameologists Forum

The Thinktank => When Inspiration Strikes => Topic started by: bhu on December 31, 2008, 11:49:58 AM

Title: Uncle Kitties Handbook O' Kittehs
Post by: bhu on December 31, 2008, 11:49:58 AM
This will be my introduction to this forum of the Cat Burglar Class.  It's been reviewed a bit on Wizards and GitP, and before I commit it to a .pdf file, I'm hoping for another opinion.  I'll be using this post to list what's available (cause there's lots of stuff I have to post).

Page 1 Cat Burglar Core Class Version 1
Racial Substitution Levels
Feats
Maic Items
Kitty Domains and Spells
Prestige Classes: Abominable Snow Kitty, Bear Wrassler, Big Kitty, Darth Puddytatses, Fencepost Yowler, Sanda's Little Helper, Son of Pinky, The Black Paws, The Grasshopper Society, Tibbit Jester, Tibbit Skirmisher, Watchcat

Page 2 Prestige Classes: Aristocat, Bad Kitty, Breathsucker, Crazy Cat Lady, Feral, Katgrrl, Lazor Kitteh, Critter, Good Kitty, Ninelifer, Pocket Kitty, The Familiar
Spookity Pounce Feat

Page 3 Prestige Classes: Akaneko Clan, Cat Fu Fighter, Cats from Saturn, Foof Lord, Professional Mouser, Short Paw Kung Fu, Vet

Page 4 Prestige Classes: Burlap Guild, Mortician

Page 5 Prestige Classes: Catnipper

Page 6 Prestige Classes: Trickster

Page 7 Epic Prestige Classes: Catzilla, Cheshire Cat, Die Panzerkatzen

Page 9 Epic Kitty Feats

Page 10 Epic Prestige Classes: Fluffy Smiter of Smiting
Epic Magic Items
Kitty Magic

Page 11 Epic Prestige Classes: Bakeneko, Child of Asmodeus, Itty Bitty Pwitty Wun

Page 12 Human Form Feats
Cat Burglar Core Class Version 2

Page 13 Shifter Racial Substitution Levels, Summoning lists

Page 14 Kitty Domains, Spells, and critters
Cat Burglar Core Class Version 3

Page 15  Feats, Critters, Kitty Magic

Page 16 Kitty Domains and Gawds List

Page 17 Mawm, The Great Kitteh in Da Sky

Page 18 Housecat, Outside Cat, The Bad Kitteh in Da Night

Page 19 Goober, The Alley Kat

Page 20 Blue Eyes, Charmaine Pussyfoot, Itty Bitty, The Mean Kitteh
The Feline Way

Page 22 Mrrow
The Mows

Page 23 Racial Substitution Levels, Cat-Elves, Temple Guardians of Mrrow

Page 24 Prestige Classes: Abominable Snow Kitty, Akaneko Clan, Aristocat,

Page 25 Prestige Classes: Bad Kitty, Bear Wrassler, Big Kitty, Breathsucker, Burlap Guild, Breathsucker, Catnipper

Page 26 Prestige Classes: Cats from Saturn, Crazy Cat Lady, Critter, Darth Puddytatses, Fencepost Yowler

Page 27 Prestige Classes: Feral, Foof Lord, Good Kitty, Katgrrl, Lazor Kitteh, Mortician, Ninelifer

Page 28 Prestige Classes: Cheshire Cat, Pocket Kitty, Professional Mouser, Sanda's Little Helpers, Short Paw Clan, Sons of Pinky, The Black Paws, The Familiar, The Grasshopper Society

Page 29 Prestige Classes: Bakeneko, Pixie Kitty, Tibbit Jester, Tibbit SKirmisher, Trickster, Vet, Watchcat

Page 30 Prestige Classes: Gunner Kitty, Support Kitty

Page 31  New Spells, Prestige Classes: Thundercat

Page 33 Prestige Classes: Cabbit, Ranpu

Page 34 Prestige Classes: Om Nom Nom Fu

Page 35 Prestige Classes: Iron Floof Kung Fu, Meowcenary

Page 36 Prestige Classes: Phantom Cat,  Magic Items: Guns

Other Stuff
Cat Attraction (http://www.giantitp.com/forums/showpost.php?p=11517515&postcount=504)
Kitten Friend (http://www.giantitp.com/forums/showthread.php?p=11436056#post11436056) by Welknair
Lord Fluffybottoms (http://www.giantitp.com/forums/showpost.php?p=11636162&postcount=524) Vestige by Domriso
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on December 31, 2008, 11:56:11 AM
Cat Burglar

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catburglar.jpg)
   
”Meow!”

 Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience.  Having flunked out of school, they had turned to
theft to support themselves.  While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him.  He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them.  Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out. 

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded.   Many have become adventurers, scouts, and people of a thiefly
persuasion.  There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

MAKING A CAT BURGLAR
You are best at being a party scout.  Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex  and small Size class.  Cat Burglars are best at not being seen and snitching information (among other things).
 Abilities: Dexterity and Charisma are of paramount importance to the
                            Cat Burglar.  Much of their skills and abilities key off these
                            two stats.  A decent Constitution and Wisdom wouldn’t hurt
                            either.
 Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them.  Dwarf and Half Orc Cat Burglars are virtually unknown.
 Alignment: Cat Burglars may not be Lawful.  Most tends towards Chaos
and Neutrality.
 Starting Gold: Same as Rogue.
 Starting Age: Same as Rogue.

Class Skills
 The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1.  +0       +0     +2       +0    Trapfinding, Purr, Kitty Form (Small), +1d6 Sneak Attack
2.  +1       +0     +3       +0    Evasion
3.  +2       +1     +3       +1    Kitty Form (Tiny)
4.  +3       +1     +4       +1    Uncanny Dodge
5.  +3       +1     +4       +1    Kitty Form (Diminutive)
6.  +4       +2     +5       +2    +2d6 Sneak Attack
7.  +5       +2     +5       +2    Kitty Form (SR vs Alignment/Shapechanger Detection)
8.  +6       +2     +6       +2    Improved Uncanny Dodge
9.  +6       +3     +6       +3    Kitty Form (Luck Bonus to AC)
10. +7       +3     +7       +3    +3d6 Sneak Attack
11. +8       +3     +7       +3    Kitty Form (Improved Evasion)
12. +9       +4     +8       +4    Bonus Feat
13. +9       +4     +8       +4    Kitty Form (Defensive Roll), Kitty Feat
14. +10      +4     +9       +4    +4d6 Sneak Attack
15. +11      +5     +9       +5    Kitty Form (Swift Paws)
16. +12      +5     +10      +5    Bonus Feat
17. +12      +5     +10      +5    Kitty Form (SR vs Charms/Compulsions)
18. +13      +6     +11      +6    +5d6 Sneak Attack
19. +14      +6     +11      +6    Kitty Form (SR vs Polymorph)
20. +15      +6     +12      +6    True Kitty, Bonus Feat


Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte.  They are proficient with Light Armor but not with
Shields.

Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.

Purr: Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Small cat.  This is one of the larger breeds of housecat such as the Maine ****, or one of the very small feral cats such as the Fisher Cat.  In Kitty Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus.  If you make a Full Attack you get 2 Claw attacks and a Bite.  You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks.  In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8.  Your stats in this form are +4 Dex, -4 Str .  When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater.  Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible.  You can only speak as a cat in Kitty Form.  You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so.  If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round.
 
At third level you can assume the form of a Tiny Cat (which covers most breeds of housecats).  Your claws only do 1d2 and your bite 1d3.  Stats are +6 Dex, -6 Str.  Minimum Strength is 3.

At fifth level you may assume the form of a Diminutive Cat (i.e. kittens).  Your claws only do 1 point and your bite 1d2.  Stats are +8 Dex, -8 Str. Minimum Strength is 2.
 
At 7th level you gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus.  This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger.  If the spell can’t get through your spell resistance you show up as Neutral.  This only works while you are in Kitty Form. 

At 9th level gain a Luck Bonus to your Armor Class equal to your Charisma modifier while in Kitty Form.

At 11th level you get Improved Evasion (see PHB page 51), while in Kitty Form.
 
At 13th level you get Defensive Roll (see PHB page 51), while in Kitty Form.
 
At 15th level you gain Swift Paws.  If your opponent is flat footed  and you are in Kitty Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier.  You must accept the results of the second roll.

At 17th level your Spell Resistance extends to Charms and Compulsions.
 
At 19th level your Spell Resistance extends to Polymorph and similar spells that would involuntarily change your form.
 
Sneak Attack(Ex):  See PHB, page 50.

Evasion (Ex):  See PHB, page 50.

Uncanny Dodge (Ex):  See PHB, page 50.

Improved Uncanny Dodge (Ex):  See PHB, page 50.

Bonus Feat: At 12th, 16th, and 20th level the Cat Burglar gains a Bonus Feat.

Kitty Feats:  At 10th, 13th, 16th, an 19th level you may choose a Bonus Feat from the following list: A Cat Always Lands On His Feet, Acrobatic, Acrobatic Strike, Advanced Softee Paw Kung Fu, Agile, Alertness, Alley Cat, Anklebiter, ...And Persons Aren't Much Better, Black Cat, Blindfight, Brachiation, Close Quarters Fighting, Combat Acrobat, Combat Expertise, Combat Reflexes, Confound the Big Folk, Cunning Evasion, Danger Sense, Daring Fuzzball, Dash, Deadly Defense, Distracting Attack, Dive for Cover, Dodge, Dogs Are Retarded, Elusive Target, Fleet of Foot, Fwuffy, Giant Bane, Hear the Unseen, Hey! Hey Over Here!, Hissing Fury,  Improved Diversion, Improved Initiative, Improved Trip, I Must Shout My Love From The Fencepost Wall, I Wuv U, Jibba Jabba, Keen-Eared Scout, Kitty Wuvs Dwagon, Lazor Kitteh, Leap of the Heavens, Let Sleeping Kitties Lie, Lick Your Wounds, Lightning Reflexes, Lolcat, Lynx Paws, Melee Evasion, Mobility, Mommie's Little Heating Pad, Mouser, Nekochan, Pouncies, Purrsnuggles, Pwease, Quick Reconnoiter, Run, Self-Sufficient, Scramble, Shadow Striker, Softee Paw Kung Fu, Spookity Glowing Eyes of Doom, Spring Attack, Stealthy, Super Scamper Powers, Tomcat, Track, Underfoot Combat, Wolf Pack.

True Kitty:  At 20th level you become immune to any spell you formerly had Spell Resistance to, and gain the Shapechanger subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CAT BURGLAR
 You are based on stealth and guile.  The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid.  Or other cats.  If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans.  When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat.  And weird old ladies will give you free munchies and cuddle you.  Lets not forget the weird old ladies y'all.
 Religion: Cat Burglars are partial to feline deities or to gods protecting thieves.  Many worship the Fluffy Pantheon.
 Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes.  Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars.  Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)..
 Combat:  You’re a snuggler, not a fighter.  Let other classes worry about combat.  There are options if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are infamous for multiclassing on a whim.  Usually because they wish to emphasize some ability cats are supposed to have (such as black cats ability to cause bad luck).  Most Prestige Classes they take will be specific to their class.

CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
 Cat Burglars are not well liked.  They tend to foil a lot of schemes.  They tend to scheme a lot themselves too.  But telling them apart from your regular beloved pet kitty is kinda difficult.  Some actually enjoy being a cat more than a person and spend much of their life in kitty form.  After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
 Daily Life:  If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies).  Or you may be a little kitten in the rich neighborhoods looking to be adopted.  Or you’ve already been adopted, and are living the high life while probing the houses defenses.  Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10).  A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo (http://www.youtube.com/watch?v=TwWYgQapkvo) ).  He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others.  Her race is ukown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA (http://www.youtube.com/watch?v=xmsV9R8FsDA) ).
 Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them.  Most are regional as the art has spread around the world, and most Cat Burglars are aloof and fey as the animals they portray.  Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are.  In some countries you can still be burned at the stake for being a practicing witch.  In others you will immediately be assumed to be a spy or thief.  It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
 Cat Burglars will likely supersede Rogues as the best infiltrator class.  They’re somewhat magical abilities make them different enough that the two should be able to co exist though.  Rogues are better fighters.
 Adaptation: This is ….a difficult class to adapt to a campaign.  It’s meant purely for humorous campaigns, and as such will not fit in elsewhere.  Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
 Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets.  Or they might occasionally fall victim to theft or manipulation by them.  If the Cat Burglars do it right the PC’s may never even realize they were there.



Epic Cat Burglar

You are among the worlds most famous cats.  Shrines are devoted to your magnificence.  Well in your mind maybe..

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Sneak Attack: The Epic Cat Burglar gains an additional +1d6 Sneak Attack at Level 22, and every four levels there after (i.e. level 26, level 30, etc.).

Kitty Form: Your Spell Resistance gained from Kitty Form continues to increase by +1 for every two levels.

Bonus Feats: The Epic Cat Burglar gains an additional Bonus Feat every 4th level after level 20 (i.e. level 24, level 28, etc).


TIBBIT RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with Tibbits Rule!


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

 


CATFOLK RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with Perfect Kitty.

  Perfect Kitty (Su): When in Kitty Form you do not gain the usual Circumstance Bonus to Move Silently chacks, and may choose one of the following skills instead: Bluff, Search, Sense Motive, or Survival.  In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class.


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

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



AWAKENED CAT RACIAL SUBSTITUTION LEVELS
 Level 1, 3, 5: Replace Kitty Form with Kitty Form (Feats)

 Kitty Form (Su): Instead of variant sized Kitty Forms at levels 1, 3 and 5 the Awakened Cat gets a permanent inherent +1 Bonus to Dexterity or Charisma.  It also immediately qualifies for any PrC or Feat requiring Kitty Form (Small, Tiny, or Diminutive).  In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class. Awakened Cats also gain a Bonus Kitty Feat at 1st level.



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

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form your stats do not change. In Tiny Kitty Form you gain +4 Dex, -4 Str.  In Diminutive Kitty Form you gain +6 Dex, -6 Str.



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

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +2 Str. In Tiny Kitty Form your stats do not change.  In Diminutive Kitty Form you gain +4 Dex, -4 Str.



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

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +6 Dex, -6 Str. In Tiny Kitty Form you gain +8 Dex, -8 Str.  In Diminutive Kitty Form you gain +10 Dex, -10 Str.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on December 31, 2008, 11:57:26 AM
Kitty Feats

A Cat Alway Lands On His Feet
After falling out of trees a lot you have ensured it will not happen again.
 Prerequisites: Jump 4 Ranks, Kitty Form.
 Benefits: As a supernatural ability you may cast the spell Feather Fall 3 times per day.  Your caster level is equal to half your Cat Burglar Level.

Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'.
 Prerequisites: Softee Paw Kung Fu
 Benefits: You may use your Charisma modifier instead of your Wisdom modifier for the Monk's AC Bonus and any abilities that normally use Wisdom (Stunning Fist, Quivering Palm) now use Cha for the Save DC.

Alley Cat
Your brother Rogues have taught you where to bite so it hurts the most…….
 Prerequisites: +2 BAB, Kitty Form
 Benefits: You gain Sneak Attack +1d6. This Feat may be taken multiple times, increasing your Sneak Attack damage by +1d6 each time.  This stacks with any Sneak Attack damage you may have from class levels in Cat Burglar.  The extra Sneak Attack Dice from this Feat are only available while in Kitty Form.

Always Underfoot
Somehow you always seem to be underfoot..
 Prerequisites: Improved Trip, Bluff 4 Ranks
 Benefits: You do not suffer size penalties to trip attacks.  While in Kitty Form you may attempt to trip people and make it look accidental.  Whenever you make a trip attack your victim can make a Sense Motive roll against your Bluff (you get a +4 Circumstance bonus to the roll).  If he fails, he honestly believed 'kitty just wanted some attention'.  You can only do this once per encounter (otherwise your pushing your luck).


...And Persons Aren't Much Better
Guard persons too..
 Prerequisites: Dogs Are Retarded
 Benefits: Your invisibility now works against all opponents.

Anklebiter
You are well adjusted to attacking from below
 Prerequisites: Kitty Form (Tiny)
 Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square.  But not in this case.  You're a special kitty who breaks that rule due to training.  You do not provoke an AoO from entering an opponents square.

Bad Cattitude
Of course his efforts have failed.  He's a Paladin, I'm a kitty.  It was foreordained.
 Prerequisites: Cat Burglar Level 12, Cattitude
 Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once.  You only get one reroll attempt per save.

Black Cat
You have studied hard to gain the Black Cat’s mythical ability of bad Luck.
 Prerequisites: Hexblade’s Curse, Kitty Form.
 Benefits: Your Hexblade and Cat Burglar levels stack for purposes of determining your size in Kitty Form. For example a 1st level hexblade/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Hexblade and Cat Burglar levels also stack for purposes of determining the Save DC or your Hexblade’s Curse ability and the number of times per day it may be used.

Bouncies
Your good at jumping, even  for a cat.
 Prerequisites: Kitty Form, Jump 4 Ranks.
 Benefits: You may cast the spell Jump 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Cattitude
I reject your reality, and substitute my own!
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day you may reroll one Saving Throw in Kitty Form.


Cheetah Rage
You run with the fury of the wind.  Or some crap like that.
 Prerequisites: Rage, Kitty Form.
 Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Daring Fuzzball
You protect the innocent.  Especially if the innocent are hawt and like the kittehs.
 Prerequisites: Grace +1, Kitty Form.
 Benefits: Your Swashbuckler and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Swashbuckler/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.

Dogs Are Retarded...
Guard dogs are useless against you.
 Prerequisites: Kitty Form, Move Silently 4 Ranks
 Benefits: You may cast Invisibility 3 times per day as a Supernatural ability, however it only works on opponents with an intelligence of 2 or less.  Caster level is equal to half your Cat Burglar level.

Eat My Dander
You may release a cloud of cat hair at will....
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square.  All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

Fwuffy
Some people think it's because your fur is extra foofy....
 Prerequisites: Kitty Form
 Benefits: You may cast the spell Endure Elements once per day as a Supernatural ability while in Kitty Form.  However it only protects against cold, not heat.  Caster Level is considered to be half your Cat Burglar level.

HAHAHAHA!!
Your dander cloud is particularly effective when used as part of a grapple..
 Prerequisites: Cat Burglar Level 12, Eat My Dander
 Benefits: You may use your Dander attack twice per day.  It may be used in place of doing damage in a grapple check.  The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

Hep Meeee!
You may summon your furry brethren in time of need.
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day in Kitty Form you may let out a loud meow for help, summoning a swarm of kitties to help you.  Effectively you cast Summon Swarm (use the stats for a Rat Swarm without the diseased attack).  You may also direct the Swarm as you wish unlike the spell.  Caster level is equal to half your Cat Burglar levels. This is a Supernatural ability.

Hep Meee! II: The Sequel
Your friends from before have grown up now.
 Prerequisites:Hep Meeee!, Cat Burglar Level 12
 Benefits: Once per day you can summon 1d3 Celestial Dire Lions.  This is the same as Summon Monster VII, except it's a Supernatural ability, and can only be used in Kitty Form.  Caster level is equal to half Cat Burglar levels.

Hey! Hey Over Here!!
Look at the funny kitty!
 Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
 Benefits: By indulging in silly catlike tomfoolery such as chasing balls, or batting at moths you may captivate people.  Effectively you may cast Hypnotism 3 times per day as a Supernatural ability while in Kitty Form.  Caster level is half your Cat Burglar Level.

Hissing Fury
You have practiced the intimidating kitty hiss into an art form.
 Prerequisites: Kitty Form
 Benefits: You may cast the spell Cause Fear 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

I Got Looks and Brains
 Prerequisites: Kitty Form, Able to manifest second level powers
 Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Wilder/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
 Prerequisites: Bardic Music, Kitty Form.
 Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

I Wuv U
You are expert in the ways of charming others.
 Prerequisites: Diplomacy 4 Ranks, Kitty Form
 Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day.  This opponent is affected as by a Charm Person spell.  Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a Supernatural ability, can only be used in Kitty Form.

Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form.
 Prerequisites: Kitty Form
 Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components.  You also gain a +2 Circumstance Bonus on Intimdate checks the first time you met someone and use this ability. You can speak like a cat verbally, but lack the pheromones and body language in humanoid form (so cats must make a DC 12 Wisdom check to understand you).

Kitty Wuvs Dwagon
You are Truly an expert in the ways of charming others.
 Prerequisites: I Wuv U Feat, Diplomacy 12 Ranks
 Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day.  This opponent is affected as by a Charm Monster spell.  Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a supernatural ability, can only be used in Kitty Form.

Lazor Kitteh
"Watch me shoot that skwirl."
 Prerequisites: Eldritch Blast, Kitty Form
 Benefits: Your Warlock and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Warlock/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast.  You may use Incantations while in Kitty Form as well.

Leopard Rage
You have sharpened your claws for the daily fun...
 Prerequisites: Rage, Kitty Form, BAB +4
 Benefits: While using your Rage in Kitty Form your Natural attacks are +1 to hit and +2 to damage.

Let Sleeping Kitties Lie
Your so kyoooot when you sleep.
 Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
 Benefits: While asleep you are protected by a Sanctuary spell.  This is a Supernatural ability, Caster Level is half your Cat Burglar levels.
more to come

Lick Your Wounds
Popular urban myth has it that cat saliva has healing abilities...
 Prerequisites: Purrsnuggles Feat
 Benefits: Once per day you may cast either Cure Serious Wounds or Remove Disease (you do not have to choose which at the beginning of the day) by licking your wounds.  This is a Supernatural abiility only available in Kitty Form, caster level is equal to half your Cat Burglar Levels. 

Lion's Rage
You become extra foofy while raging..
 Prerequisites: Rage, Kitty Form, Cha 15+
 Benefits: While raging and in Kitty Form you gain a +2 circumstance bonus when using any special attacks using your Charisma modifier for their DC (i.e. Kiai Shout and such).

Lolcat
"I has a flavor."
 Prerequisites: Jesters Performance, Kitty Form
 Benefits: Your Jester and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Jester/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Jester levels also stack for purposes of determining what abilities you can use with your Jesters Performance (if you also have the appropriate Perform Ranks).

Lynx Paws
Prerequisites: Kitty Form, Fwuffy
Benefit: While in kitty form, you take no movement penalties for moving through snow or ice terrains, even magically created ones (such as from sleet storm). (Originally by Chemus of the Wizards forum).

Mommie's Little Heating Pad
Your fur is definitely extra foofy.....
 Prerequisites: Kitty Form, Fwuffy
 Benefits: Once you use your Fwuffy Feat, anyone coming in contact with you gains the benefits of the spell as long as they remain in contact with you.  You are popular on wilderness expeditions. 

Mouser
Running down mice has helped keep you fit, and developed an attack strategy even.
 Prerequisites: Skirmish, Kitty Form
 Benefits: Your Scout and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Scout/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Scout and Cat Burglar levels also stack for purposes of determining your Skirmish Damage and Armor Class bonus.


Nekochan
Lo you have partied with the ninja.
 Prerequisites: Ghost Step, Kitty Form
 Benefits: Your Ninja and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Ninja/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Ninja levels also stack for purposes of the number of times per day you can use your Ki Power and determining your AC Bonus.

O I Dare U
Just try removing me from this kitchen pan.
 Prerequisites: Cat Burglar Level 18, Bad Cattitude
 Benefits: You may reroll any roll, not just Saving Throws.  You still only get one reroll attempt for every roll though.

Pouncies!
You spend much time flinging yourself through the air at people...
 Prerequisites: Kitty Form, Spring Attack
 Benefits: Whenever you do a charge in Kitty Form you may make a Full attack, including Rakes if you have them.

Practiced Kitty
You spend much time perfecting the arts of the Kitty.
 Prerequisites: Any 3 other Kitty Feats, Cat Burglar Level 12
 Benefits: Your caster level for the supernatural abilities you gain from your Kitty Feats is now equal to your effective character level.

Purrsnuggles
You may heal others with the power of the Purr!
 Prerequisites: Heal 4 Ranks, Kitty Form.
 Benefits: By touching someone and purring you may heal 1 point of damage per round that they have taken.  The maximum points of damage you can heal is equal to your Charisma modifier.  This is a Supernatural ability only available in Kitty Form, and can be done 3 times per day

Pwease
You are an expert beggar, and enhance your skills with your magic.
 Prerequisites: I Wuv U Feat, Cat Burglar Level 9
 Benefits: As a standard action you may may look plaintively into someones eyes and meow up to 3 times per day.  They must make a Willpower Save (DC: 10 plus 1/2 your Cat Burglar level, plus your Charisma Bonus) or hand you whatever they are currently holding.  Once you scamper away they get another Willpower Save each round (with a cumulative +1 bonus for each failed save) to realize what they have done.  Some Cat Burglars use it to beg for food.  Others are..more sneaky. This is a Supernatural Ability and can only be used in Kitty Form.  This is a mind affecting effect.

Schrodingers Kitty
You are an expert at avoiding your owners during vet day.
 Prerequisites: Cat Burglar Level 9
 Benefits: Once per day while in Kitty Form you may cast Dimension Door as a Supernatural Ability. Caster Level is equal to half your Cat Burglar levels.

Softee Paw Kung Fu
For a time you hid out in a monastery where they thought you were just an Awakened Cat on the run. Or perhaps you were a Monk to begin with and you survived the destruction of your temple by hiding out as a cat.
 Prerequisites: Improved Unarmed Strike, Kitty Form.
 Benefits: Your Monk and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Monk/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Monk and Cat Burglar levels also stack for determining your Unarmed Strike Damage and AC Bonus.

In addition you may multiclass freely between Monk and Cat Burglar, and do not need to be Lawful to retain your Monk abilities (perhaps you studied with the Chaos Monks listed in Dragon Magazine).

Spookity Glowing Eyes of Dooom
Your eyes shine during the day too sometimes...
 Prerequisites: Hissing Fury
 Benefits: You may cast the spell Scare 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Spookitty Pounce
They never expect the annoying kitty to jump at them.
 Prerequisites: Bouncies, Hissing Fury, Feat/Spell/Class Ability that causes a Fascination Effect.
 Benefits:  You pounce on your Fascinated target scaring the bejeezus out of him.  If he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d4 rounds.  This feat can only be used in Kitty Form.  You don't provoke an Attack of Opportunity when you enter your opponents square, even if you do not possess the Anklebiter Feat.(Original concept by Dilvish of the BG boards).


Stop Hitting Yourself
People Leave you alone for good reason.
 Prerequisites: Tiger Rage
 Benefits: When grappling an opponent 2 size classes or more larger than you (i.e. your hanging onto a limb), and he makes a weapon strike to dislodge you, you can dodge it with a successful Reflex Save, and he takes the damage instead.  DC of the Reflex Save is equal to 10 plus half the opponents level (or hit dice) plus his Strength modifier (or Dex modifier if he's using weapon finesse). By using this Feat you immediately end the Grapple.

Super Scamper Powers
You spend a lot of time running away from people for some reason...
 Prerequisites: Dash or Run, Kitty Form.
 Benefits: As a supernatural ability you may cast the spell Expeditious Retreat 3 times per day.  Your caster level is equal to half your Cat Burglar Level.

The Look
Man that cat really makes me nervous...
 Prerequisites: Black cat, Nekochan, or Tomcat
 Benefits: Intimidate is always considered a class skill for you.

They were mean to me Daddy! :(
Uh oh...
 Prerequisites:Hep Meeee! II: The Sequel, Cat Burglar Level 18
 Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day.  You may only use it to summon a Leonal.  Caster level is equal to half Cat Burglar levels.

Tigers Rage
People Leave you alone for good reason.
 Prerequisites: Rage, Kitty Form, Str 13+
 Benefits: While using Rage in Kitty Form you gain a +3 Enhancement bonus to all grapple checks, and you may grapple an opponent of any size.  If that opponent is 2 or more Size classes larger than you he may use any size weapon to attack you to get you to release the grapple.

Tomcat
You am one baaaaaad kitty.
 Prerequisites: Rage, Kitty Form.
 Benefits: Your Barbarian and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Barbarian/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Barbarian and Cat Burglar levels also stack for purposes of determining how many times per day you can rage.

In addition you do not suffer size penalties to Grapple checks

You Are My New Best Friend
You have become adept at realizing who is most vulnerable to your dander attack.
 Prerequisites: Cat Burglar Level 18, HAHAHAHA!!
 Benefits: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save.  You don't know what his Save is, just that he has the lowest.





Pixie Kitty
Your mom was fond of the Pixies......
 Prerequisites:Fey Heritage ( in Complete Mage), Cat Burglar Level 6
 Benefits: You may assume the form of a Fine Cat when using kitty form. Your bite does 1 point of damage (your claws do no damage, your stuck with the bite only when doing a Full Attack). Stats are +10 Dex, -10 Str (minimum 1 Str).  And you have the cutest little Deely-Bobber antennaes. You have a +2 circumstance bonus on all Diplomacy checks in this form.

Monkey Gone to Heaven
You can become invisimable.
 Prerequisites: Cat Burglar Level 12, Pixie Kitty
 Benefits: As a Supernatural ability you may cast Greater Invisibility while in Kitty Form a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar Levels.

Subbacultcha
:dancin: You can make the little kitties dance! :dancin:
 Prerequisites: Cat Burglar Level 18, Monkey Gone to Heaven
 Benefits: As Supernatural Ability you may Cast Otto's Irresistible Dance a number of times per day equal to your Charisma modifier.  Caster Level is equal ot half your Cat Burglar Levels.

Little Devil
Your mom was fond of Fiends
 Prerequisites: Fiendish Heritage ( in Complete Mage), Cat Burglar Level 6
 Benefits: You can assume the form of a Debbil Kitty (i.e. you gain little horns in Kitty Form if you wish).  While in Debbil Kitty Form you gain a +4 Circumstance bonus on Intimidate checks.

I...AM...BAT KITTY!
God help us all you can fly now
 Prerequisites:Cat Burglar Level 12, Little Devil
 Benefits: While in Debbil Kitty form you have little batlike wings that let you Fly 40 ft with Good Maneverability.

Asmodeus Was Mah Daddy!
No wonder you were always so misbehaved...
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Debbil Kitty Form you can cast Unholy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability.  Caster Level is equal to half your Cat Burglar Levels.

Little Angel
Your mom was fond of Solars...
 Prerequisites: Purrsnuggles, Cat Burglar Level 6
 Benefits: You can assume the form of an Angel Kitty (i.e. you gain a little halo in Kitty Form if you wish).  While in Angel Kitty Form all spells you cast from the Healing subschool heal +2 points of damage.

Whenever a Bell Rings
Little Kitties get their wings.
 Prerequisites: Cat Burglar Level 12
 Benefits: While in Angel Kitty form you have little feathered wings that let you Fly 40 ft with Good Maneuverability.

Holy Aura
You glow with the force of a thousand fireflies (snicker).
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Angel Kitty Form you can cast Holy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability.  Caster Level is equal to half your Cat Burglar Levels.

Cabbit
Your momma done something wrong son...
 Prerequisites: Bouncies, Cat Burglar Level 6
 Benefits: Instead of a cat you become a Cabbit in Kitty Form (the differences are cosmetic only).  You may always take 10 on a Jump check, even if endangered or distracted.

Supah Boing!
You are better at jumping than some Kangaroos
 Prerequisites: Cat Burglar Level 12, Cabbit
 Benefits: Your Jump DC's are not doubled if you don't have a running start, and your maximum height isn't limited by your Size Class.

Ear Radar
Whats that sound?
 Prerequisites: Cat Burglar Level 18
 Benefits: You gain Blindsight 90'.  If you are deafened this ability does not work.

Dragon Kitty
Your mom worked at the Burlap Throat-Wattle, the worlds most infamous Dragon's only bar...
 Prerequisites:Spookity Glowing Eyes of Dooom, Cat Burglar Level 6
 Benefits: You are immune to Fear and morale effects.

Tuff Kitty
You have inherited your dad's inherent tuffness.
 Prerequisites: Cat Burglar Level 12, Dragon Kitty
 Benefits: While in Kitty form you may cast the spell Draconic Might as a Supernatural ability a number of times per day equal to your Charisma modifier.  You may cast it upon yourself only. Caster level is equal to half your Cat Burglar level.

Surprise
You have inherited Dad's "angry voice"
 Prerequisites: Cat Burglar Level 18, Tuff Kitty
 Benefits: While in Kitty form you may cast the spell Greater Shout as a Supernatural ability a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar level.

Sabre Toof
You are descended from the great imperial line of sabre toothed housecats.  What,  we thought it sounded good....
 Prerequisites: Improved Natural Attack (Bite), Cat Burglar Level 9
 Benefits: You may assume Sabre Toof Kitty Form a number of times per day equal to your Charisma modifier.  You are a Medium size class cat with no changes in stats.  Your claws do 1d4, and your Bite does 1d8 because of the Improved Natural Attack. You also gain a +2 Natural Armor Bonus to Armor Class. Unlike your other Kitty Forms your Bite is the primary natural attack, and your claws are secondary.

Cruncha Muncha
Whaddya mean I'm not supposed to kill livestock?  What did I take the Sabre Toof Feat for then?
 Prerequisites: Cat Burglar Level 18
 Benefits: You may assume Sabre Toof Kitty Form at will instead of several times per day per day. When charging your Bite does 2d8 plus double your Strength bonus.

Swingin' Jungle Kitty
You are the truth behind the legend of....the cat faced monkey!
 Prerequisites:Brachiation (in Complete Adventurer), Cat Burglar Level 6
 Benefits:You may assume the Form of a Cat Faced Monkey if you wish. The stats are the same as your Kitty Form, but instead of finding the skill checks mentioned under Kitty Form impossible you merely have a -2 penalty.

AHAHAHAH!!
You are the king of the cat faced monkeys!
 Prerequisites: Cat Burglar Level 12, Swingin' Jungle Kitty
 Benefits: You take no skill penalties while in Cat Faced Monkey form.  You also get a +2 Competence Bonus on Jump checks.

Alpha Monkey
You are a big cat faced monkey! You are a Cat Faced Baboon!
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Cat Faced Monkey Form you may cast the spell Tensers Transformation a number of times per day equal to your Charisma modifer.  Caster Level is equal to half your Cat Burglar levels.

Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on December 31, 2008, 11:58:21 AM
i need to revise prices

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

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  It acts in all ways as a Bag of Holding with some exceptions.  By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar.  Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary.  The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


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

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

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


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

This appears to be a normal collar.  But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form.  When it is meowed  again the armor retreats into the collar.
http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx (http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx)

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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


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


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

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

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


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

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

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


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

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

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

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

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

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



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

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

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



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

This appears to be a really, really big cat hairball.  When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. Much like the Hairball Grenade it is a one use item.
Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 3000 GP, 120 XP, 3 days


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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



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

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

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


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

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

Prerequisites: Craft Wondrous Item, Fog Cloud
Cost to Create: 150 GP, 1 days, 6 XP


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

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

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


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

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


Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 12,000 GP, 12 days, 480 XP


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

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


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


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

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


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



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


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

Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
Cost to Create: 5000 GP, 5 days, 200 XP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 03, 2009, 12:03:24 PM
Kitty Domains



Purr Domain
Granted Power: Spells you cast that have a Radius area of effect (and have the Sonic descriptor or are Domain spells) are increased +5 ft.  For example if the spell normally afects a 20' radius it now effects a 25' radius.
1:Insidious Rhythm
2:Dissonant Chant
3:Tremor
4:Battle Hymn?
5:Resonating Agony
6:Sympathetic Vibration
7:The Death Purr*
8:Earthquake
9:Implosion


Dander Domain
Granted Power: The Difficulty Class for Saving Throws against your Domain spells is +2.
1:Wall of Dander (Smoke)
2:Cloud of Bewilderment
3:Prickling Torment
4:Whelm, Mass
5:Dander Blast*
6:Overwhelm
7:Choking Dander (Cobwebs)
8:Dander Explosion*
9:Dander Tornado*


Mischief Domain
Granted Power: Add Bluff, Hide, and Move Silently to your Class Skill list.
1:Distraction
2:Baleful Transposition
3:Glibness
4:It Was the Dog
5:Phantasmal Thief
6:Mislead
7:Transfix
8:Otto's Irresistible Dance
9:Time Stop


Big Kitty Domain
Granted Power: You gain the Powerful Build ability described on page 12 of the Expanded Psionics Handbook.
1:Divine Favor
2:Bulls Strength
3:Magic Fang, Greater
4:Divine Power
5:Bite of the Weretiger
6:Tenser's Transformation
7:Giant Size
8:Leonal's Roar
9:Big Kitty*


Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Monster I (Felines only)
2:Summon Monster II (Felines only)
3:Summon Monster III (Felines Only)
4:Summon Monster IV (Felines Only)
5:Summon Monster V (Felines Only)
6:Summon Monster VI (Felines Only)
7:Summon Monster VII (Felines Only)
8:Fierce Pride of the Beastlands
9:SUmon Monster IX (Leonal)
Note: I will be making feline creatures for Summon spells that have none.


Sneaky Sneakies Domain
Granted Power: Once per day you can automatically succeed on a Hide or Move Silently roll.  You must choose before rolling your skill check to use this ability. 
1:Disguise Self
2:Invisibility
3:Invisibility Sphere
4:Invisibility, Greater
5:False Vision
6:Mislead
7:Invisibility, Mass
8:Screen
9:Invisibility, Superior


Curiousity Domain
Granted Power: You may cast Divination Spells at +1 Caster Level.
1:Detect Secret Doors
2:Detect Thoughts
3:Clairaudience/Clairvoyance
4:Scrying
5:Prying Eyes
6:True Seeing
7:Scrying, Greater
8:Prying Eyes, Greater
9:Foresight


Begging Domain
Granted Power: You may add Bluff, Diplomacy, and Knowledge (Local) to your Class Skills.
1:Friendly Face
2:Entice Gift
3:Prayer
4:Minor Creation
5:Major Creation
6:Heroes Feast
7:Gimme A Break Here*
8:True Creation
9:Unbinding


Hissing Fury Domain
Granted Power:You are immune to Fear Effects.
1:Cause Fear
2:Scare
3:Evil Eye
4:Fear
5:Wail of Doom
6:Aura of Terror
7:Evil Glare
8:Shout, Greater
9:Power Meow Kill


Nap Domain
Granted Power:You are immune to Sleep effects.
1:Sleep
2:Daze Monster
3:Deep Slumber
4:Remove Fatigue
5:Symbol of Sleep
6:Endless SLumber
7:Hiss of Sleep
8:Power Meow Stun
9:Nappy Times*


Scamper Domain
Granted Power: You add Balance, Climb, Jump, and Tumble to your Class Skill List.
1:Expeditious Retreat
2:Spider Climb
3:Haste
4:Air Walk
5:Dimension Jumper
6:Primal Speed
7:Unicorn Heart
8:Celerity, Greater
9:Dimension Jumper, Greater


Catnip Domain
Granted Power:You gain a +2 Sacred (or Profane) Bonus against Illusion and Enchantment spells.
1:Distract
2:Delusions of Grandeur
3:Reality Blind
4:Nightmare Terrain
5:Mind Fog
6:Illusory Pit
7:Dream Sight
8:Maddening Whispers
9:Sublime Revelry


All Domain spells not in the PHB may be found here or in the Spell Compendium.



KITTY MAGIC  

The Death Purr  
Evocation (Sonic)
Level: Purr 7
Components: V, S
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Concentration (maximum 1 round/2 levels)
Saving Throw: Fortitude negates
Spell Resistance: Yes


"puuuuuuuuuuuuuurrrrrrrrrrrrrrrrr"

This spell begins with you purring.  This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect.  Everything within  80' must make a Fortitude Save each round the spell is maintained, with the Save DC increasing by +1 cumulatively each round.  When the first Save is failed living beings are knocked prone (or begin to fall from the sky if flying) and Dazed for 1 round.  When the second Save is failed opponents are Stunned 1 round and take Sonic damage equal to your Caster Level.  When the third Save is failed the opponents take 10d6 Sonic Damage and are Stunned 1 round.  If a fourth Save is failed they are dead.  Inanimate objects and nonliving beings within the area take 5d6 Sonic damage each round the spell is maintained.


Dander Blast  
Evocation
Level: Dander 5
Components: V, S. M
Casting Time: 1 Standard Action
Range: 60'
Area: Cone Shaped Burst
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

"Eat hot, burning  allergy you bastids!"

You unleash a blast of wind and fur.  This is in most ways identical to the lower level spell Gust of Wind but for area and duration.  The wind also blows along bursts of cat dander that provoke an allergic reaction in those within the spells area of effect.  If they fail the Save to resist the wind they are also Sickened for the duration of the spell and for 2d4 rounds after.


Dander Explosion  
Evocation
Level: Dander 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

"FOOM"

There is an explosion of cat dander, centered on the hex you occupy.  Everything in the Radius is Sickened and Exhausted for 5d10 rounds if it fails a Saving throw.  If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds.  Vision is completely obscured (total concealment) in the area of the explosion of fur for the round of the spells casting, and the round afterwards.  Anything in the area of effect must also make a Reflex Saving throw or be knocked prone as well.  Material component is a hunk of cat fur from a large cat such as a lion or tiger.


Dander Tornado  
Evocation
Level: Dander 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. = 40 ft./level)
Effect: Cyclone 10' Wide at base, 30' wide at top, and 30' tall
Duration: 1 round/ level (D)
Saving Throw: Reflex negates, see text
Spell Resistance: Yes

"Git in tha root seller maw!"

You summon a tornado that's inundated with cat dander.  This is identical to the spell Whirlwind with two exceptions.  First, the area of the whirlwind provides total concealment for the duration of the spell, and completely obscures vision inside it's area of effect.  Second, anything within the area of effect is Sickened and Exhausted for as long as they remain within the Area of Effect plus 2d6 more rounds.  if it fails a Saving throw.  If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds.  Material component is a hunk of Dire Tiger Fur.




Big Kitty  
Transmutation
Level: Big Kitty 9
Components: V, S, M
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Minute

"Ahem...meow."

You transform into a housecat that's as big as some huts. You are now Size Class Colossal (Long).  You are now Space/Reach 30 ft./20 ft.  You gain +32 Str, +4 Dex, +12 Con, +12 Natural Armor Bonus, Scent, and Low Light Vision.  Similarly to Kitty Form you have a Primary Claw attack doing 3d6 plus Str modifier, and a Secondary Bite attack doing 4d6 plus half Str modifier (you get 2 Claws and a Bite with a Full Attack).  You also have a -8 Size Penalty to Attack rolls, and AC.  You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. Base Land Speed becomes 60 ft, and you gain a Climb Speed of 60 ft.  You also gain Damage Reduction 10
/-.

You also gain the following abilities:

Improved Grab (Ex): When you successfully hit with your claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful you may establish a hold, and cn use your Rakes.

Rake (Ex): When you make a successful Grapple check or Pounce you gain two additional Rake attack (to hit and damage same as claw attacks).

Pounce (Ex): You may make a Full attack when Charging, including two Rake attacks.

Frightful Presence (Ex): When you attack or hiss all living creatures within 120' with less Hit Dice than yourself must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken 4d6 rounds.  If the Save is successful they are immune to your Frightening Presence for 24 hours.

Material Component is a bit of Dire Tiger fur.





Gimme A Break Here  
Universal
Level: Begging 7
Components: V, S, XP
Casting Time: 1 Standard Action
Range: See text
Target, Effect, or Area: See text
Duration: See Text
Saving Throw: None, see text
Spell Resistance: Yes

"AW COME ON!!"

You can occasionally beg a favor of the gods themselves when you're on hard times.  This is in most ways identical to the Limited Wish spell, but you can only use it as a favor for yourself.  For example you couldn't smite an enemy with a fireball, but you could escape with a Teleport.  You can also request food, wealth, or shelter; or revealing the truth to people who have believed a falsehood about you.  It's not offensive, it's a get out of trouble free card.




Nappy Times  
Enchantment
Level: Nap 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 4o ft./level)
Area: one or more creatures within a 60' Radius burst
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

"Quiet down out there!"

You know the mother of all Sleep spells.  Every creature within the spells radius of effect must Save or become Unconscious for the  duration of the spell.  Creatures immune to sleep are not immune to this effect.  If the Saving Throw is successful the victims are Stunned for 1d4 rounds instead.  material component is a pinch of chamomile and kava kava herbs.




It Was the Dog  
Conjuration (Creation)/Enchantment
Level: Mischief 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Effect: Cloud spreads in 20' Radius, 20' high
Duration: 1 round/level
Saving Throw: Fortitude partial, Willpower partial
Spell Resistance: No

"A silent but deadly cloud envelopes your enemies."

Choose 1 enemy within the spells range.  A loud 'FRAAAAAAP' sound is heard emanating from him as a cloud of invisible gas is created centered on his hex.  The invisible cloud is otherwise identical to the Stinking Cloud spell.  Anyone in the cloud must also make a second Willpower Save, or believe that the being the spell is centered on is responsible for their problems for as long as they are Nauseated.  Material component is a piece of rotting vegetation.



I Has A Flavor  
Enchantment
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level
Saving Throw: Willpower negates
Spell Resistance: No

"OMG you taste like ice cream."

Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Willpower Save.  It will spend it's action each round licking you and doing nothing else until the spell ends.  If you attack it or cast another spell on it the spell ends.  If it is attacked by someone other than yourself it can defend itself.  If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out.  Material component is a bit of food.



 You Has A Flavor Too
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Object touched
Duration: 10 Minutes/level
Saving Throw: Fortitude Negates (plus see text)
Spell Resistance: No

"OMG I taste like BBQ."

Your victim becomes particularly tasty for the duration of the spell.  Should anything bite him they must make a Willpower Save, or decide to concentrate exclusively on him in combat as they simply must eat him.  They also gain a +1 Morale Bonus on attack and damage rolls against him.  Material component is a bit of tasty food.






Do Not Want  
Enchantment (Mind-Affecting, Compulsion)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Area of Effect: 20' Radius centered on you
Duration: 1 Round/level
Saving Throw: Will partial
Spell Resistance: Yes


You become incredibly intimidating for the duration of this spell.  For anyone to approach closer than 10' to you they must make a Willpower Save.  Otherwise they feel compelled to get as far away from you as possible for hte duration of the spell.  If they succeed in the Save, they are Shaken for the duration of the spell as long as they know you are nearby (i.e. can see or hear you). 


I See What You Did There  
Divination [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Concentration, up to 1 round level
Saving Throw: Will negates, see text
Spell Resistance: Yes

"Perhaps you'd like your wife to know about the incident with that underage Medusa last Wednesday Mr. Paddington"

You can learn bad things your opponent has done by staring intently at him.  The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know.  The second round you know the time and place it was committed.  The third round you know who else was there, and what they were doing.  The fourth round you pretty much have all the details you didn't already know.  After that you can learn more embarrassing secrets if you wish.




Pew Pew Pew
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 3 creatures, all of which must be within 30'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"lols"

You unleash 3 Rays of Force against one or more foes.  The Rays are a Ranged Touch Attack, and do 5d6 damage, +1 damage per level (max of 5d6+10). 




Aggressive Cat Is Aggressive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"RAAAAAAAHHHHH!!!!"

You gain a +4 Enhancement Bonus to Attack and Damage rolls(including Grapple/Bull Rush/Trip checks), a +5 Enhancement Bonus to Fortitude Saving throws, and a +10 Competence Bonus on Intimidate checks.  You also gain the Improved Grapple and Improved Unarmed Strike Feats, and +3d6 Skirmish (see Complete Adventurer page 12).  Your Base Land speed increases by 10 ft.  You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items.  Material component is a Potion of Invisibility which is consumed by the casting of the spell).




Defensive Cat Is Defensive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"You'll never catch me."

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks.  You also gain the Mobility Feat, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51).  Your Base Land speed increases by 10 ft.  You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items.  Material component is a Potion of Invisibility which is consumed by the casting of the spell).


You Make Kitty Scared
Enchantment [Mind-Affecting, Compulsion]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. +5 ft./2 levels)
Area: 60' Spread
Duration: 1 Minute/level
Saving Throw: Will Negates
Spell Resistance: No

"Hep meeeeeeeeeee!"

This spell must be cast while in Kitty Form, or while you are being attacked/threatened/being targeted by a spell from an opponent at least 2 Size classes bigger than yourself.  All beings in the area of effect must make a Willpower Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league.  They will continue to attack even if you flee the area to "buy you time".  Once they are at half or hit points or less they get another save to break out of the spell.




Detect Munchies
Shamelessly copied from Draco Dei with his permission
Divination
Level: Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 60'
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level
You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
1st round: Presences or absence of food.
2nd round: Number clumps of food and tastiness of the one you like best.
3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it.
Tastiness levels:
Tastiness|   Aura Strength
Spoiled|   Dim
Unpalatable|   Faint
Average|   Moderate
Tasty   |Strong
Gourmet|   Extreme
4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
Note: Like all the other detect spells this one can penetrate barrier but has its limits. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them





Spell originally by Norr
Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: Sor/Wiz9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close
Target: One creature / 3 caster levels
Duration: Instantaneous (D)
Saving Throw: Will and Fortitude partial, see text
Spell Resistance: Yes

You are the cutest thing alive. All will fall before you.
Puss-in-boots got nothing on you. As you finish casting this spell up to 1 creature per three caster levels within range must make a willpower save or succumb to your cuteness. Upon a failed save the targets brain suffers a terminal shut-down from cuteness overdose. The target immediately dies with a look of pure bliss on its face. Upon a successful save the target fails to grasp the universal force you represent. If it fails a fortitude save it suffers 2 points of damage to its Intelligence, Wisdom and Charisma scores and is dazed for two rounds. A successful fortitude save negates the ability damage and reduces the dazed duration to one round.

Focus: a small bell and a coloured ribbon, which must be worn at the time of casting.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 05, 2009, 02:18:09 PM
Okay as soon as I edit in the Epic Feats, revise the Magic Item prices, and tweak the class, I'll start posting the Prestige Classes.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 12, 2009, 03:04:42 PM
Well crap, I didn't get to work on anything I wanted to this weekend.  Here's a first PrC to peruse whilst I tweak the stuff this week.


SON OF PINKY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sonofpinky.jpg)
   
"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds.  When ankles need bitten they get called.  When overly inquisitive locals need scared off, they do the scaring.  When someone needs their butt handed to them, they do the handing.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living.  The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them.  They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Kitty Form
   Feats:  Tomcat
   Base Attack Bonus:  +5
 

Son of Pinky Skills
 The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Ragin' Kitty Feat
2. +2     +3     +3     +0    Magical Kitty
3. +3     +3     +3     +1    Strong Kitty (+2)
4. +4     +4     +4     +1    Ragin' Kitty Feat
5. +5     +4     +4     +1    Pouncies
6. +6     +5     +5     +2    Strong Kitty (+4)
7. +7     +5     +5     +2    Rippin' Fury
8. +8     +6     +6     +2    Ragin' Kitty Feat
9. +9     +6     +6     +3    Strong Kitty (+6)
10.+10    +7     +7     +3    Little Tiger


Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 8th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take.  For example in Small Kitty Form you are now -2 Str, in Tiny Kitty Form you are -4 Str, and in Diminutive Kitty Form you are -6.

This increases to +4 at 6th level.  You take no Str penalty in Small Kitty Form, -2 Str in Tiny Kitty Form, and -4 Str in Diminutive Kitty Form.

At 9th level it increases to +6, meaning you actually gain +2 Strength in Small Kitty Form, take no penalty in Tiny Kitty Form, and -2 Str in Diminutive Kitty Form.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 7th level you get the Improved Grab ability.  If you succeed with a  claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity.  If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite!  The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.
 
PLAYING A SON OF PINKY
 You are truly one angry little furball.  You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people.  But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe.  And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before.  Now if only people would stop laughing at you.  You wouldnt cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
 Combat: As a Son of Pinky you are pretty straightforward.  You run up to trouble and start munching.  Eventually as you get better at grappling you grab hold before the munching attack and fang away.  Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes.  They never see it coming from a teensy lil kitty. 
 Advancement: Most Sons of Pinky are pretty content as they are.  They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up.  Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity.  Neighbors will either love them or hate them depending on how they relate to them personally.  Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
 Daily Life: You  spend much of your time lounging about the guilds various headquarters fuming or practicing for the daily hissing fit.  Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them.  Oh the glorious biting....  You are also sometimes loaned as a bodyguard.
 Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6).  A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sonofabitch.  Has single-handedly given the Sons of Pinky a bad name in most areas by despoiling all in his path.  Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6).  She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position.  Spends much of her time looking after the cities elderly and vulnerable when not at work.  Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

 Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part.  Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky.  A sudden, brutal attack at knee level.  You therefore tend to make people nervous if they know what you are.  Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight.  Especially those who like to charge to get up close and personal. 
 Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
 Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions.  Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
EL 12: The PC's have been hired to guard a nobleman's house.  A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes.  The small cat looks at them disapprovingly.  For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 Small, +5 Tiny, +6 Diminutive, Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 20, touch 15, flat-footed 18 (+2 Dex, +5 Armor, +3 Deflection)
AC Raging 18, touch 13, flat-footed 16 (-2 Rage, +2 Dex, +5 Armor, +3 Deflection)
AC Small 23, touch 18, flat-footed 19 (+1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Small Raging 21, touch 16, flat-footed 17 (-2 Rage, +1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny 24, touch 19, flat-footed 19 (+2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny Raging 21, touch 17, flat-footed 17 (-2 Rage, +2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive 26, touch 21, flat-footed 20 (+4 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive Raging 24, touch 19, flat-footed 18 (-2 Rage, +4 Size, +4 Dex, +5 Armor, +3 Deflection)
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +5 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Warhammer +15/+10/+5 (1d8+4/19-20)
Melee Raging +1 Warhammer +17/+12/+7 (1d8+6/19-20)
Melee Small Kitty Form 2 Claws +15 (1d3+3) and 1 Bite +10 (1d4+1)
Melee Small Kitty Form Raging 2 Claws +15 (1d3+5) and 1 Bite +10 (1d4+2)
Melee Tiny Kitty Form 2 Claws +16 (1d2+2) and 1 Bite +11 (1d3+1)
Melee Tiny Kitty Form Raging 2 Claws +16 (1d2+4) and 1 Bite +11 (1d3+2)
Melee Diminutive Kitty Form 2 Claws +18 (2 points) and 1 Bite +12 (1d2)
Melee Diminutive Kitty Form Raging 2 Claws +18 (4 points) and 1 Bite +12 (1d2+1)
Base Atk +11, Grp +14 (+16 Ragng), +13 Tiny (+15 Raging), +12 Diminutive (+14 Raging)
Atk Options Rage 2/day, Magical Kitty, Strong Kitty
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging, Int 8, Wis 10, Cha 15
Abilities Small Kitty Str 16 (20 Raging), Dex 18, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Tiny Kitty Str 14 (18 Raging), Dex 20, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Diminutive Kitty Str 12 (16 Raging), Dex 22, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
SQ Trap Sense +1, Fast Movement, Illiteracy, Purr, Trapfinding, Kitty Form
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B), Tomcat, Weapon Finesse
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +8 (+10 Rage, +12 Kitty, +14 Raging Kitty), Hide +7 (+17 Small, +22 Tiny, +27 Diminutive), Intimidate +7, Jump +8 (+10 Rage, +16 Kitty, +18 Raging Kitty), Knowledge (Local) +1, Listen +5, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Search +1, Spot +5, Survival +4, Tumble +3

Additional +4 to Hide checks in tall grass or undergrowth
Possessions +1 Balance Landing Shadow Silent Moves Slick Chain Shirt Collar Armor, Cute Widdle Bowsies, +1 Brutal Surge Impact Sundering Warhammer, +3 Ring of Protection, Boots of Speed, 4 Potions of Cure Moderate Wounds, 238 GP




EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22.  This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 16, 2009, 02:41:35 PM
TIBBIT SKIRMISHER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tibbitskirmish.jpg)
   
"Tibbit's Rule!"

 Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.

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

 ENTRY REQUIREMENTS
   Race: Tibbit
   Class Features:  Tibbit's Rule!, Skirmish +1d6
   Feats:  Combat Expertise, Improved Trip, Mouser


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

   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 combatant.  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.  Expecially when they win as good 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
Give an example of how one might encounter a member of this PrC.
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 (+9 Tiny, +10 Diminutive), additional + w/DaggerSenses: Listen +13, Spot +15, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Sylvan
------------------------------------------------
AC 21, touch 18, flat-footed 14 (+1 Size, +3 Dex, +4 Dodge, +3 Armor)
Tiny AC 24, touch 21, flat-footed 15 (+2 Size, +5 Dex, +4 Dodge, +3 Armor)
Diminutive AC 27, touch 24, flat-footed 17 (+4 Size, +6 Dex, +4 Dodge, +3 Armor)
hp 37 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +4 
Battle Fortitude (+1 Fort Saves), Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +12/+7 (1d4-1)
Melee Small Kitty 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny Kitty 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Melee Diminutive Kitty 2 Claws +14 (1 point-4) and 1 Bite +9 (1d2-4)
Ranged +1 Sling +11 (1d3+1 plus possible Stun)
Base Atk +8, Grp +2 (-10 Tiny, -14 Diminutive)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine, +1d6 Sneak Attack
Combat Gear See below
-----------------------------------------------
Abilities Str 6 (3 in Tiny and 2 in Diminutive Kitty Form), Dex 16 (20 in Tiny Kitty Form, 22 in Diminutive Kitty Form), Con 10, Int 13, Wis 12, Cha 18
SQ Tibbit's Rule, Trapfinding, Fast Movement, Trackless Step, Purr
Feats  Distracting Attack (B), Improved Initiative(B), Melee Evasion (B), Anklebiter, Combat Expertise, Improved Trip, Mobility, Mouser, Weapon Finesse
Skills Balance +9 (+17 Small Kitty, +19 Tiny, +20 Diminutive), Bluff +13, Climb +9 (+13 Small, +15 Tiny, +16 Diminutive), Diplomacy +7, Disable Device +4, Escape Artist +11, Gather Information +7, Hide +19 (+23 Small, +29 Tiny, +34 Diminutive), Jump +6 (+14 in Kitty Form), Knowledge (Local) +4, Listen +13, Move Silently +15 (+19 Small, +21 Tiny, +22 Diminutive), Open Lock +6, Search +7, Sense Motive +13, Spot +15, Tumble +15, Use Magic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
PossessionsCollar of Holding, Cute Widdle Bowsies, Bag of Boulders, 4 Blast Disks, Jumping Caltrops, 4 Smoked Fish Bombs, 1 Dead Fish Bomb, 2 Hairball Grenades, 1 Stunning Spike, 3 Tanglepatches, Arcane Thieves Tools, Stunshot Sling, +1 Warning Shortsword, +1 Vanishing Improved Silent Moves leather Armor, Dust of Disappearance, 1130 GP



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.

Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 18, 2009, 11:02:15 AM
BEAR WRASSLER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bearwrassler.jpg)
   
"Come down outta that tree and take it like a man Smokey!"

 Not all Cat Burglars Guilds are purely urban.  Some disguise themselves as traveling actors or circuses.  The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters.  He's also cheap muscle for the Guild.

BECOMING A BEAR WRASSLER  
Most Cat Burglars require a few levels of Barbarian to take this class.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Rage
   Feats:  Tomcat, Improved Grapple
   Skills:  Perform (Wrasslin) 6 Ranks


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Let's Wrassle! (+4)
2. +2     +3     +3     +0    Wrasslin Feat
3. +3     +3     +3     +1    Mah Momma Knew How To Snuggle
4. +4     +4     +4     +1    Let's Wrasle! (+6)
5. +5     +4     +4     +1    Wrasslin Feat
6. +6     +5     +5     +2    Mah Daddy Was The MAN!
7. +7     +5     +5     +2    Wrasslin Feat
8. +8     +6     +6     +2    Let's Wrassle! (+8)
9. +9     +6     +6     +3    Wrasslin Feat
10.+10    +7     +7     +3    Mah Grandaddy Was Part Chupacabra


Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Let's Wrassle(Ex): At first level you get a +4 Competence Bonus to all Grapple checks.  This increases to +6 at level 4, and to +8 at level 8.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, 7th, and 9th levels: Baatorian Basher, Calico Bomb, Cheetah Rage, Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Dropping the Big Yak, Eberronian Pomegranate Masacree, Faerunian Eel Lock, Fold/Spindle/Mutilate, Glom, Improved Initiative, Improved Trip, Leopard Rage, Lion Rage, Mexican Hairless Jamboree, No One Escapes the Monkey Lock, Prone Attack, Siamese Thunder Buster, Stop Hitting Yourself, Tabby Twister, The Dutch Oven Hold, The Flying Snuggle Attack, The Plastic Surgery Face Hold, The Pudding Hold, Tiger Rage, Touch of the Yeti

Mah Momma Knew How To  Snuggle(Ex): You are taught the many small secret holds of your profession.  The Ankle Cracker, the Stomach Lock, the Grinding Wishbone.  Call the attack what you will, it's darned effective.  Whenever you successfully Pin an opponent in a grapple, you do +1d10 damage per round the Pin is maintained..  If you roll a 20 on the opposed Grapple check your opponent is also Sickened for 1d4 rounds. This attack can only be made against living creatures who have a discernable anatomy.

Mah Daddy Was The MAN!(Ex): You are taught the secret throws and takedowns of your profession.  The Grovenian Troutbuster, the Tiger Suplex, the Halfback Brain Squishie.  Whatever it is, and however you do it, after the maneuver is performed both you and your opponent are prone, and he's the worse for wear.  To do this you must make a successful Grapple check. They take 2d6 damage plus your Strength modifier, and you are both prone. If you succeed by 10 or more on the grapple check he is also Stunned 1d3 rounds and you still maintain the Grapple after the attack is made.

Mah Grandaddy Was Part Chupacabra (Su): You add your Charisma modifier to all grapple checks, and to all damage rolls made by grapple attacks.

PLAYING A BEAR WRASSLER
 Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin' will decide to get uppity).  At the appropriate level you may wish to take the Leadership Feat so you can have an Awakened Bear Cohort.....Or maybe you'll wish to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin' interview in style..
 Combat: Your a grapple monkey pure and simple.  You find a target, latch on, and do some damage.  If you have the Bear Cohort you even get to double team...
 Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely.  After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own.  When traveling you can rely on your brother Bear Wrasslers to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
 Most people believe your a magical carnival animal that performs  tricks and wrestles larger creatures for their amusement.  The unlucky few who owe your guild money know what the backside of your paw looks like though.
 Daily Life: You spend your days performing tricks for the rubes, and your nighte beating the more unfortunate ones senseless.
 Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit.  She has wowed many an audience of late, and may compete in the World Championship Kittie Wrasslin circuit this year. 
 Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals.  They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
 Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe.  On the other hand you're loved by the crowds.  You may even have a small measure of fame. 
BEAR WRASSLERS IN THE GAME
 Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name.  Other than that you shouldn't be too disruptive to add to a campaign.
 Adaptation: Personally I think this class is a little more out there than the others.  This is definitely a humor campaign only.
 Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
EL 12: The PC's are stunned watching a small cat apparently wrestling a black bear into submission.  They're even more stunned when a carny hands the party rogue a paper saying "Pay Big John the money you owe him, or tonight the cat comes for you".


Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +1 (+2 Tiny, +3 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision, Scent in Kitty Form
Languages Common, Gnome
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +10 Armor)
AC Raging 20, touch 10, flat-footed 19 (-2 Rage, +1 Size, +1 Dex, +10 Armor)
AC Tiny 24, touch 14, flat-footed 22 (+2 Size, +2 Dex, +10 Armor)
AC Tiny Raging 22, touch 12, flat-footed 20 (-2 Rage, +2 Size, +2 Dex, +10 Armor)
AC Diminutive 27, touch 17, flat-footed 24 (+4 Size, +3 Dex, +10 Armor)
AC Diminutive Raging 25, touch 15, flat-footed 22 (-2 Rage, +4 Size, +3 Dex, +10 Armor)
+4 Dodge Bonus against Giants
hp 81 hp (12 HD), 105 hp Rage
Fort +11 (+13 Rage), Ref +10 (+11 Tiny, +12 Diminutive), Will +4 (+6 Rage) 
+2 on Saves vs Illusions, Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee 2 Claws +13 melee (1d3+2) and 1 Bite +8 melee (1d4+1)
Melee Raging 2 Claws +15 melee (1d3+4) and 1 Bite +10 melee (1d4+2)
Melee Tiny 2 Claws +12 melee (1d2+1) and 1 Bite +7 melee (1d3)
Melee Tiny Raging 2 Claws +14 melee (1d2+3) and 1 Bite +9 melee (1d3+1)
Melee Diminutive 2 Claws +11 melee (1 point) and 1 Bite +6 melee (1d2)
Melee Diminutive Raging 2 Claws +13 melee (3 points) and 1 Bite +8 melee (1d2+1)
Melee Unarmed Strike +13/+8 melee (1d10+2)
Melee Raging Unarmed Strike +15/+10 melee (1d10+4)
Melee Tiny Unarmed Strike +12/+7 melee (1d8+1)
Melee Tiny Raging Unarmed Strike +14/+9 melee (1d8+3)
Melee Diminutive Unarmed Strike +11/+6 melee (1d6)
Melee Diminutive Raging Unarmed Strike +13/+8 melee (1d6+2)
Ranged: +1 Sling +13/+8 (1d3+1+2d6 Fire)
Base Atk +11, Grp +21 (+23 Raging, +20 Tiny, +22 Tiny Raging, +19 Diminutive, +21 Diminutive Raging)
Atk Options +1 on attack rolls vs Kobolds and Goblinoids, Rage 2/day, Mah Momma Knew How To Snuggle, Mah Daddy Was The Man, Lets Wrassle
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste
Spell-Like Abilities (CL 1,DC 13) Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals (Burrowing mammals only, duration 1 minute)
-----------------------------------------------
Abilities Str 14 (18 Rage), Dex 13, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Tiny Str 12 (16 Rage), Dex 15, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Diminutive Str 10 (14 Rage), Dex 17, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
SQ Fast Movement, Illiteracy, Trap Sense +1, Trapfinding, Purr, Kitty Form
Feats Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Anklebiter, Tomcat, Clever Wrestling (B), Close Quarters FIghting (B)
Skills Balance +5 (+13 Kitty, +14 Tiny, +1 Diminutive), Climb +9 (+13 Kitty, +14 Tiny, +15 Diminutive), Escape Artist +5 (+6 Kitty, +7 Tiny, +8 Diminutive), Hide +5(+9 Kitty, +10 Tiny, +11 Diminutive), Intimidate +7, Jump +6 (+14 Kitty, +15 Tiny, +16 Diminutive), Listen +4, Move Silently +4 (+9 Kitty, +10 Tiny, +11 Diminutive), Perform (Wrasslin) +6, Spot +4, Survival +3, Tumble +5 (+6 Kitty, +7 Tiny, +8 Diminutive)

Additional +4 to hide checks in heavy undergrowth, additional +2 to Str based skills when Raging
Possessions Collar of Holding, Cute Widdle Bowsies, +5 Breastplate, Daern's Instant Tent, Explosive Sling, Tan Bag of Tricks, 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste, 300 GP



Trademark Feats

No One Escapes the Monkey Lock! (Trademark)
It is unwise to grapple you....
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

Fold, Spindle, Mutilate (Trademark)
Your finishing maneuver is incredible gruesome..
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How to Snuggle attack, your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or take 1 point of Constitution damage.  THis is a Supernatural ability.

The Flying Snuggle Attack (Trademark)
Banzai!!
 Prerequisites: Mah Momma Knew How to Snuggle, Glom
 Benefits: When you perform a Grapple after a Bull Rush or Charge, you get a cumulative +1 bonus to the Grapple check for each 5' you traveled.  This allows you to make a Grapple Attack at the end of a Charge as well.

The Plastic Surgery Face Hold (Trademark)
Not in the face!!!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You wrap yourself around your victims face blinding him.  When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Blinded for as long as you maintain the hold.  This is a Supernatural ability.

The Dutch Oven Hold (Trademark)
Bad Kitty!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Sickened for as long as you maintain the hold.  This is a Supernatural ability.


Touch of the Yeti (Trademark)
Soooooo cooold....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Cold damage instead of physical.  This is a Supernatural ability.

Faerunian Eel Lock (Trademark)
It's quite shocking....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Electricity damage instead of physical.  This is a Supernatural ability.

The Pudding Hold (Trademark)
Eeeeewwwwww...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Acid damage instead of physical.  This is a Supernatural ability.

Tabby Twister (Trademark)
He's gonna walk with a limp from now on...
 Prerequisites: Mah Daddy Was the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or his movement is halved for 1 day.  This is a supernatural ability.  A Heal or Regeneration Spell or similar magic will cure this immediately.

Calico Bomb (Trademark)
Is his neck supposed to be at that angle???
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Dexterity Damage as well.  This is a Supernatural ability.

Mexican Hairless Jamboree (Trademark)
Nothing says fear like a hairless cat wearing a Luchadore mask performing this maneuver...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack you may move your opponent to any square bordering the one you are in.

Dropping the Big Yak (Trademark)
Ow....
 Prerequisites: Mah Daddy is the Man, Defensive Throw
 Benefits: If your foe charges you and you may attempt a grapple check as a free action without provoking an attack of opportunity.  If successful you may use your Mah Daddy Was the Man class feature.  In addition to the regular damage he also takes +1d6 damage for each Size Class he is bigger than you. You get to do this before he attacks, and he loses his attack this round.

Eberronian Pomegranate Masacree (Trademark)
Hope he didn't need to use that brain...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Intelligence Damage as well.  This is a Supernatural ability.

Baatorian Basher (Trademark)
He's on fire!!!
 Prerequisites:Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Fire damage instead of physical.  This is a Supernatural ability.

Siamese Thunder Buster (Trademark)
Darn those Siamese...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Sonic damage instead of physical.  This is a Supernatural ability.

Glom
It's easier to grab people when you barrel into them...
 Prerequisites: Improved Bull Rush, Improved Grapple
 Benefits: If you make a successful Bull Rush attack you may immediately make a Grapple check as a free action without provoking an attack of opportunity.  Your grapple check gets a +2 Competence Bonus for  every 5 feet you push your opponent back.


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Let's Wrassle The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 19, 2009, 01:13:29 PM
THE GRASSHOPPER SOCIETY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/grsshopper.jpg)
   
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 FUCKING 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 (which is what I will be doing for purposes of this class).

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Flurry of Blows, Ki 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

   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    Fuzzy Mind
8. +6    +2     +6     +6    Supah Flurry
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 7th 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.

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.
 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 lace 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...
 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
Give an example of how one might encounter a member of this PrC.
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 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 23, touch 23, flat-footed 19 (+2 Dex, +7 Cha, +4 Deflection)
AC Small 26, touch 26, flat-footed 22 (+1 Size, +4 Dex, +7 Cha,+4 Deflection)
AC Tiny 28, touch 28, flat-footed 24 (+2 Size, +5 Dex, +7 Cha, +4 Deflection)
AC Diminutive 31, touch 31, flat-footed 27 (+4 Size, +6 Dex, +7 Cha, +4 Deflection)
Increase Cha Bonus to +10 when wearing Cloak
Missed Me 2/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +14 (+15 Small, +17 Tiny, +19 Diminutive), Will +12   
Evasion, Still Mind, Fuzzy Mind
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d8+3) or Flurry +8/+8/+3 (2d8+3)
Melee Small Unarmed Strike +12/+7 (2d6+3) or Flurry +10/+10/+5 (2d6+3)
Melee Tiny Unarmed Strike +14/+9 (2d4+3) or Flurry +12/+12/+7 (2d4+3)
Melee Diminutive Unarmed Strike +17/+12 (2d3+3) or Flurry +15/+15/+10 (2d3+3)
Add +3 to hit and damage when wearing Cloak
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options Ki Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear  4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5),
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Fast Movement
Feats Advanced Softee Paw Kung Fu, Anklebiter, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Stunning Fist (B)
Skills Balance +10 (+20 Small, +21 Tiny, +22 Diminutive), Bluff +10 (+13 Cloak), Climb +10 (+16 Small, +17 Tiny, +18 Diminutive), Escape Artist +10 (+12 Small, +13 Tiny, +14 Diminutive), Hide +10 (+20 Small, +23 Tiny, +27 Diminutive) , Knowledge (Local) +8, Listen +8, Move Silently +10 (+20 Small, +21 Tiny, +22 Diminutive), Sense Motive +7, Spot +8, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive), Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Cloak of Charisma, +4 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5), 250 GP



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
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 21, 2009, 12:34:52 PM
BIG KITTY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/jaba.jpg)
   
"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas.  Very rural areas.  Or zoos.

BECOMING A BIG KITTY  
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (SR vs Alignment Detection)
   Feats:  Cattitude, Improved Toughness
   Skills:  Intimidate 4 Ranks, Open Locks 8 Ranks


Class Skills
 The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Kitty Form (Medium)
2. +1    +3     +0     +0    Multiattack
3. +2    +3     +1     +1    Pounce
4. +2    +4     +1     +1    Kitty Form (Large)
5. +3    +4     +1     +1    Improved Multiattack
6. +4    +5     +2     +2    Improved Grab
7. +5    +5     +2     +2    Mighty Roar
8. +5    +6     +2     +2    Kitty Form (Big Boned)
9. +6    +6     +3     +3    Rake
10.+7    +7     +3     +3    Fat Cat


Weapon Proficiencies: Big Kitties gain no new weapon or armor proficiencies.

Kitty Form (Su): You gain new options when using your Kitty Form.  At first level you may now assume Medium Kitty Form.  Your stats remain unchanged.  Your claw attacks now do 1d4, and your Bite does 1d6. You also gain a +1 Natural Armor Bonus in Kitty Form (or your Natural Armor Bonus is increased by 1).  You may pretend to be the smaller big cats like Jaguars.

At 4th level you now gain Large Kitty Form.  You get +4 Str, +4 Con, and the Natural Armor Bonus increases to +3.  Your claw attack now do 1d6, and your Bite does 1d8. You also gain the usual bonuses and penalties for Large Form. Space/Reach is now 10'/5'. You may assume Large Kitty Form a number of times per day equal to your Charisma modifier.  Large Kitty Form lasts 3 round s plus 1 round per point of Charisma modifier. Now you can pretend to be Lions or Tigers, etc.

At 8th level you gain Big Boned Kitty Form.  You get +6 Str, +6 Con, and the Natural Armor Bonus increases to +5. You are still Size Class Large, but you now have the Powerful Build ability (see page 12 of the Expanded Psionics Handbook). This effectively replaces Large Kitty Form.  It may be assumed as many times per day, and lasts as long.  You now look like a very well fed Lion or Tiger.  Or even a giant housecat.

Multiattack : You gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : You gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): If you successfully hit with your claw or bite attack in Kitty Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity.  If you succeed you may do your bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : You gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): When you successfully Grapple or Pounce you gain two secondary Rake attacks.  Damage is the same as  your claw attack.

Fat Cat (Ex): At 20th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).  You now also have the Powerful Build ability all the time, not just in Kitty Form.

 
PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy.  And the craziest rich people want the most exotic pets.  That's where you come in.  Abnormally large housecat's (or just wild cats) are fairly exotic.  And crazies tend to like cats anyway...
 Combat: Try to set yourself up as a Grapple machine to take advantage of your eventual size and abilities.
 Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open.
Resources: As usual you have the Cat Burglar Guilds to rely upon.  In fact many Big Kitties are the heads of the Guilds...

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all.  You are the pampered pet/prisoner of some noble.  Unless you head your organization, in which case you have a lot of teeny cats dropping by...
 Daily Life: Your daily life isn't all that different from most Cat Burglars.  However since you have more of a likelihood of being caged you have picked up some decent lockpicking skills...
 Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo.  He uses it as his headquarters.  It's a small guild, but he hopes to expand it by seducing the wealthy visitors to the zoo.  Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo.  The Guild lets him out when they need people to be disappeared.
 Organizations: Big Kitties usually take the Leadership Feat.  They need a little extra help to pull off the impersonation necessary.

NPC Reaction
NPC's are generally stupified by you.  You have fools who think your some sort of monster on the one hand, and people who assume your just a big kitten on the other.  But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in god standing with the common man.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare.  Regular cats are in far more demand as pets.
 Adaptation: This one is pretty silly.  Probably only good for equally silly campaigns.
 Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo.  One of which is a very large cat.  Which winks at you.  And then the teeny cats around his cage mosey over.  And one of them hands you a slip of paper.  It says "Why hello thar".  Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +6 Armor, +4 Deflection)
AC Large 23, touch 14, flat-footed 22 (-1 Size, +1 Dex, +3 Natural, +6 Armor, +4 Deflection)
AC Medium 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
AC Tiny 26, touch 20, flat-footed 22 (+2 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Diminutive 29, touch 23, flat-footed 24 (+4 Size, +5 Dex, +6 Armor, +4 Deflection)
hp 76 hp (12 HD), 100 hp in Large Form
Fort +7, Ref +7, Will +3 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Short Sword +12/+7 melee (1d6+5)
Melee Large 2 Claws +11 (1d6+5) and 1 Bite +11 (1d8+2)
Melee Medium 2 Claws +10 (1d4+3) and 1 Bite +10 (1d6+1)
Melee Small 2 Claws +9 (1d3+1) and 1 Bite +9 (1d4+1)
Melee Tiny 2 Claws +9 (1d2) and 1 Bite +9 (1d3)
Melee Diminutive 2 Claws +10 (1 point) and 1 Bite +10 (1d2-1)
Base Atk +7, Grp +10 (+16 Large, +4 Small, -1 Tiny, -6 Diminutive)
Atk Options +2d6 Sneak Attack, Pounce
Combat Gear 2 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Abilities Large Str 20, Dex 12, Con 17
Abilities Small Str 12, Dex 16, Con 13
Abilities Tiny Str 10, Dex 18, Con 13
Abilities Diminutive Str 8, Dex 20, Con 13
SQ Trapfinding, Purr, Kitty Form, Spell Resistance 18 (Alignment/Shapechanger Detection)
Feats Big Paw, Cattitude, Combat Reflexes, Improved Initiative, Improved Toughness, Leadership, Multiattack (B), Improved Multiattack (B)
Skills Balance +9 (+12 Small, +13 Tiny, +14 Diminutive), Bluff +10, Climb +11 (+13 Large, +9 Small, +8 Tiny, +7 Diminutive), Diplomacy +10, Gather Information +10, Hide +4 (+15 Small, +20 Tiny, +25 Diminutive), Intimidate +10, Jump +11 (+13 large, +7 Small, +6 Tiny, +5 Diminutive), Knowledge (Local, Nobility) +8, Listen +4, Move Silently +4 (+8 Large, +10 Small, +11 Tiny, +12 Diminutive), Open Locks +9, Sense Motive +8, Spot +4, Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +4 Ring of Protection, +2 Short Sword, 2 Potions of Heroism, 2 Potions of Haste, 940 GP



EPIC BIG KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Big Kitty gains a Bonus Feat every 2 levels higher than 20th

Big Paw
You are adept at smooshing those smaller than you.
 Prerequisites: Big Kitty Form
 Benefits: You gain a cumulative +1 bonus to attack and damage rolls for each Size Class smaller than you your opponent is.

Smite Mousie
Hehehehehehehe
 Prerequisites: Big Paw
 Benefits: 3 times per day you can Smite any creature smaller than you are.  You gain a Bonus to attack and damage rolls equal to your Charisma Modifier. You must declare you are using the Smite before rolling.

Big Cat on the Block
"You talkin' to me??"
 Prerequisites: Big Kitty Form
 Benefits: You do not take Size penalties to AC or attack rolls in Big Kitty Form.

Extra Biggie Sized
"Ahem...roar.  Roar I say."
 Prerequisites: Big Kitty Form
 Benefits: You may use Kitty Form (Large or Big Boned) twice more per day.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 24, 2009, 11:33:20 AM
THE BLACK PAWS

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BlackPaw.jpg)
   
Traditional theme song of the Black Paw Clan

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend.  Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets.  The other ninja clans call you lazy.  They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW  
A few levels of Cat Burglar and Ninja each will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Ghost Step
   Feats:  Nekochan, Jibba Jabba
   Skills:  Gather Information 8 Ranks, Listen 8 Ranks
 

Class Skills
 The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Ki Power (Mark)
2. +1    +0     +3     +0    Sneaky Ninja Bonus
3. +2    +1     +3     +1    Anonymous Kitty (+4)
4. +3    +1     +4     +1    Ki Power (Awareness)
5. +3    +1     +4     +1    Sneaky Ninja Bonus
6. +4    +2     +5     +2    Anonymous Kitty (Take 10)
7. +5    +2     +5     +2    Sneaky Ninja Bonus
8. +6    +2     +6     +2    Ki Power (Stealth)
9. +6    +3     +6     +3    Anonymous Kitty (Take 20)
10.+7    +3     +7     +3    Ninja Master


Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways.  The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less.  The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first.  You cant leave a message in this fashion but you can leave a trail.  Detect Magic will show these marks just like Arcane Mark would show up.

At 4th level you gain the Awareness Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent).  This bonus lasts 1 round.

At 8th level you gain the Stealth Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently.  This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot.  You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip.  At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks.  At 6th Level you may always Take 10 on Gather Information Checks.  At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts.  You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Invisibility, Greater a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known.  You like being known.  Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public.  Including shouting the closet skeletons of people who have angered you from the rooftops.
 Combat: Like most ninjas you'll rely on stealth and hit and run tactics.  No frontline tanking for you.  You do get to use Sleight of Hand to slip home made explosives into people's pants though.
 Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar.  Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles.  So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them.  You are the worlds first stalkerazzi!
 Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip.  Unlike real ninjas who are busting their butt killing people.  Or so the other ninjas say...
 Notables: Thum Vu (CN Femal Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva.  Everyone goes to her for the latest news.  Even the nobles she sometimes rats out.  Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace.  The Guild considers him a liability, and may be thinking of having him 'retired'.
 Organizations: The Black Paws are a fairly wide ranging clan.  They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you.  The word hate needs to be triple underlined.  Because if they have any embarrassing habits you know them.  If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail.  Commoners on the other hand love you.  You embarrass the people they can't touch.  You mock the aristocracy in full view in public and get away with it.  And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers.  They like causing chaos by airing peoples dirty laundry in public.   Be assured if your BBEG has any secrets they'll find it and spread it around.
 Adaptation: I'm not sure about this one.  You might actually find a use for it in a non silly campaign.
 Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy.  You wanna know what your girlfriend is up to right now?  Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
------------------------------------------------
AC 24, touch 19, flat-footed 21 (+2 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Small 27, touch 22, flat-footed 23 (+1 Size, +4 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Tiny 29, touch 24, flat-footed 24 (+2 Size, +5 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Diminutive 32, touch 27, flat-footed 26 (+4 Size, +6 Dex, +3 Wis, +5 Armor, +4 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +11/+6 (1d4+1)
Ranged +1 Dagger +11 (1d4+1)
Melee Small 2 Claws +13 (1d3-2) and 1 Bite +8 (1d4-2)
Melee Tiny 2 Claws +15 (1d3-3) and 1 Bite +10 (1d3-3)
Melee Diminutive 2 Claws +18 (1d3-4) and 1 Bite +13 (1d2-4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -6 Diminutive)
Atk Options Sudden Strike +2d6, Poison Use, Sneak Attack +4d6
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Small Str 6, Dex 18
Abilities Tiny Str 4, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Purr, Kitty Form, Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Alley Cat x2, Anklebiter, Jibba Jabba, Nekochan, Weapon Finesse
Skills Appraise +7, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +6 (+8 Small, +7 Tiny, +6 Diminutive), Concentration +6, Diplomacy +8, Gather Information +14, Hide +8 (+19 Small, +24 Tiny, +29 Diminutive), Jump +6 (+8 Small. +7 Tiny, +6 Diminutive), Knowledge (Local, Nobility) +7, Listen +10, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Search +7, Sense Motive +10, Spot +10, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Magic Device +8

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Cute Widdle Bowsies, Collar of Sneakery Blackmail, +4 Ring of Protection, +5 Bracers of Armor, Four +1 Daggers



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 26, 2009, 01:25:08 PM
DARTH PUDDYTATSES

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/DarthPuddytat.jpg)
   
Furby:"John the Fishers son must die.  How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen.  Someone has to have 10th level in this Prestige Class.  How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the guild.

BECOMING A DARTH PUDDYTAT  
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form and either Lurk Augments or the ability to manifest powers for the Psychic Warrior list
   Skills:  Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
   Base Attack Bonus:  +4 BAB
   Feats: I Got Looks And Brains
   Alignment: Can't be Good or Lawful.

Class Skills
 The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    These are not the Kitties You're Looking For
2. +1    +1     +3     +3    Light Saber, +1 Manifester Level
3. +2    +1     +3     +3    Force Boing
4. +3    +1     +4     +4    Hairballs Will Be Fine, +1 Manifester Level
5. +3    +2     +4     +4    No Really It's a Light Saber
6. +4    +2     +5     +5    I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level
7. +5    +2     +5     +5    Please Don't Sue
8. +6    +3     +6     +6    Use The Force Snookums, +1 Manifester Level
9. +6    +3     +6     +6    Static Cling Is A Pain When You Have Fur
10.+7    +3     +7     +7    Make Them Poop Their Own Spleen, +1 Manifester Level


Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

Manifester Level: At each even numbered level you gain new power points and access to new Powers as if you had gained another level in your Manifesting class.  You do not however gain any other class abilities of the class.

These Are Not The Kitties You Are Looking For (Ps): You may use Psionic Suggestion a number of times per day equal to their Charisma Modifier as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force.  It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw).  It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive).  You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action.  You may use weapon based Feats as though it were a Longsword.

Force Boing (Su):  You may jump up to 50' without a Jump check as a Psilike ability a number of times per day equal to your Charisma Modifier. 

Hairballs Will Be Fine (Ps): You may use False Sensory Input as a Psilike Ability a number of times per day equal to your Charisma Modifier.  Manifester Level is equal to Hit Dice.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): A number of times per day you may Force Choke a victim within 30' as a Psilike Ability.  They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304) and is also held immobile in her square (considered to be paralyzed).  The victim gets another save each round to break the choke.  If they do, another daily use must be used to restart it.  The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration.  Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed.  Deflecting the attack doesn't count as an Action.  If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action.  You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): You may unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability.  This works like the Energy Cone power, but it does Force damage, and Manifester Level is equal to your Hit Dice.

Make Them Poop Their Own Spleen (Su): A number of times per day equal to your Charisma Modifier you may use this ability.  You must make a Touch Attack against an opponent.  If you miss, the use of this ability is expended.  If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  if he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen).  If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.
 
PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin.  Or at least you desperately want people to believe that.  A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful you were.
 Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice.  Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
 Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats.  Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on.  If they're in the mood.  And not hiding out from whoever they've ticked off now.  Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group.  In their own minds anyway.  The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
 Daily Life: Your life is training, training, training.  When you aren't training you're going on assignments for the Master.  When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
 Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood.  he should be working for them.  He may need...reminded.  Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat.  Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully.  Obviously he must have the devils own luck.  Or he's lying about being dumb.
 Organizations: The Darth Puddytats are like a fraternity.  They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats.  They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it.  If the cows wont milk, it had to be them.  If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal.  Like they should be.  We're lookin' at you Steve.
 Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture.  Of course you can always rename it and just change the fluff to make it serious.
 Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter

EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces.  Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +4 (+6 Small, +7 Tiny, +8 Diminutive), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +4 Deflection, +6 Armor)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +4 Deflection, +6 Armor)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +4 Deflection, +6 Armor)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +4 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Light Saber +13/+8 (1d8+5/17-20)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3) or Light Saber +14/+9 (1d6+5/17-20)
Melee Tiny 2 Claws +12 (1d2-4) and 1 Bite +7 (1d3-4) or Light Saber +15/+10 (1d4+5/17-20)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4) or Light Saber +17/+12 (1d3+5/17-20)
Base Atk +8, Grp +7 (+1 Small, -3 Tiny, -8 Diminutive)
Atk Options +1d6 Sneak Attack, +1d6 Psionic Sneak Attack, Lurk Augments 9/day, Initiative Boost
Combat Gear 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22

Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs WIll Be Fine, Light Saber, I Find Your Lack of Faith...
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, 36 Power Points
Feats Anklebiter, Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Weapon Finesse
Skills Autohypnosis +11, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +7, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Concentration +10, Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+10 Small, +9 Tiny or Diminutive), Knowledge (Psionics) +12, Listen +7, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Psicraft +6, Search +8, Spot +7, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Psionic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion, 700 GP


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each  Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases by 1 every other level, but he does not gain new powers.  He does gain an additional 3 power points per level.
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 30, 2009, 12:16:10 PM
THE ABOMINABLE SNOW KITTY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/abominable.jpg)
   
"My name is Nubbins, an' I'm a scorpio, an' my hobbies include collecting shiny stuff, and napping, and hurtling myself thru the air at peoples faces."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches?  Yeah that's you.  Except your a 'lil kitty, and you also scare people away from the guilds by pretending to be the fearsome Cat-faced Yeti.

BECOMING AN ABOMINABLE SNOW KITTY  
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form
   Feats:  Lynx-Paws, Track
   Skill Ranks:  Knowledge (Nature) 4 Ranks, Survival 8 Ranks


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Yeti Form (Medium)
2. +2    +3     +0     +0    Improved Scent
3. +3    +3     +1     +1    Cold Resistance 5
4. +4    +4     +1     +1    Uncanny Scent
5. +5    +4     +1     +1    Yeti Form (Large)
6. +6    +5     +2     +2    Cold Resistance 10
7. +7    +5     +2     +2    Snow Swimmer
8. +8    +6     +2     +2    Dark Vision 30'
9. +9    +6     +3     +3    Cold Resistance 15
10.+10   +7     +3     +3    Yeti Form (Dire)


Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Yeti Form (Su): At 1st level you can become a Cat Faced Yeti once per day.  This last 3 rounds plus 1 round per point of Charisma modifier.  As a Cat Faced Yeti you are Medium sized and gain the following: +4 Dex, +2 Natural Armor Bonus,  2 claw attacks doing 1d4 plus Strength bonus.  As with Kitty Form all equipment merges with your body and ceases to function.

At 5th level you can become a Large Cat-Faced Yeti, and you can use Yeti Form twice per day. You gain +4 Str, +2 Dex, +2 Constitution, +4 Natural Armor Bonus, Land speed increases +10 feet,  2 Claw Attacks doing 1d6 plus Strength Bonus, and Large Size.

At 10th level you can become a Dire Cat-Faced Yeti, and you can use Yeti Form 3 times per day.  You gain +8 Strength, +4 Constitution, +6 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 1d8 plus your strength bonus, Large Size, and Improved Grab and Constrict.

Improved Grab (Ex): If you successfully hit a Medium or smaller creature with your claw attack you may make a Grapple Check as a Free Acton without provoking an attack or opportunity.  If Successful you may constrict.

Constrict (Ex): A successful Grapple check does 2d6 (2d8 at level 10) plus your strength modifier for as long as you maintain the hold.

All Yeti Forms gain a Climb Speed equal to half your land speed, Immunity to Cold, Snowsight (as per the spell in Forstburn), and a +12 Circumstance bonus to Hide checks in snowy areas.

Improved Scent (Ex): At 2nd level you get the Improved Scent Feat.

Cold Resistance (Su): At 3rd level you get Cold Resistance 5.  This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 4th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): You can move through snow like a fish swims through water, and you can see through snow and ice up to 60'.  Effectively it allows you to dive into a snowbank and pull out avalanche victims easily.

Dark Vision (Ex): At 8th Level you get Dark Vision 30'.

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.
 Combat: Unless your in Yeti form, avoid combat you aren't made for it.  Make sure to pimp out your Yeti form with some nice Grapple Feats tho...
 Advancement: Your double life usually means you'll be kind of restricted in what you do.  After all people will have all those expectations of you.
Resources: You have the Guild of course.  And as one of their frontline operatives you have more than the usual access to equipment.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry.  Unbenownst to all you are also charged with protecting the Guilds secret operations and are the feared Cat-faced Yeti.
 Daily Life: During the day you are a rescue operations kitty.  You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc.  After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
 Notables: Little Samson (N Male Human Cat Burglar 2/Scout 4/Abominable Snow Kitty 6) is the head rescue cat of his division, and well loved by the local populace.  Big Snuggle (CN Human Female Cat Burglar 2/Scout 4/Abominable Snow Kitty is the head Yeti.  She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall.  The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people.  You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring. 
 Adaptation: This one might be adaptable to a non silly campaign, but...
 Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by the local legend: A Cat Faced Yeti.  It flees eventually but the player should be a little nervous as she can hear more of them...



Big Snuggle
CN Human Female, Cat Burglar 2/Scout 4/Abominable Snow Kitty 6
Init +3 (+4 Large Yeti, +5 Medium Yeti/Small, +6 Tiny, +7 Diminutive) Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form, Snowsight in Yeti Form
Languages Common
------------------------------------------------
AC 18, touch , flat-footed   (+2 Dex, +6 Armor)
AC Large Yeti 25, touch 15, flat-footed 22 (-1 Size, +3 Dex, +4 Natural, +6 Armor, +3 Deflection)
AC Medium Yeti 25, touch 17, flat-footed 21 (+4 Dex, +2 Natural, +6 Armor, +3 Deflection)
AC Small 24, touch 18, flat-footed 20 (+1 Size, +4 Dex, +6 Armor, +3 Deflection)
AC Tiny 26, touch 20, flat-footed 21 (+2 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Diminutive 29, touch 23, flat-footed 23 (+4 Size, +6 Dex, +6 Armor, +3 Deflection)
hp 72 (12 HD), 84 Large
Fort +11 (+13 Large), Ref +11 (+12 Large Yeti, +13 Medium Yeti/SMall, +14 Tiny, +15 Diminutive), Will +3 
Evasion, Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares), 50 ft. in Yeti Form
Melee Large Yeti 2 Claws +13 (1d6+3)
Melee Medium Yeti 2 Claws +15 (1d4+1)
Melee Small 2 Claws +16 (1d3-1) and 1 Bite +11 (1d4-1)
Melee Tiny 2 Claws +18 (1d2-2) and 1 Bite +13 (1d3-2)
Melee Diminutive 2 Claws +21 (1 point) and 1 Bite +16 (1d2-3)
Base Atk +11, Grp +12 (+18 Large, +6 Small, +1 Tiny, -4 Diminutive)
Atk Options Yeti Form (Medium/Large, 2/day), Skirmish (+2d6, +1 AC)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Abilities (Large Yeti) Str 16, Dex 16, Con 16
Abilities (Medium Yeti) Str 12, Dex 18
Abilities (Small) Str 8, Dex 18
Abilities (Tiny) Str 6, Dex 20
Abilities (Diminutive) Str 4, Dex 22
SQ Purr, Trapfinding, Kitty Form, Trackless Step, Fast Movement, Cold Resistance 10
Feats Track, Lynx-Paws, Mouser, Weapon Finesse, Great Fortitude (B), Improved Scent (B), Uncanny Scent (B)
Skills Balance +6 (+11 Small, +12 Tiny, +13 Diminutive, +8 Medium, +7 Large), Bluff +10, Climb +10 (+17 Small, +18 Tiny, +19 Diminutive, +12 Medium, +11 Large), Heal +4, Hide +6 (+16 Small, +20 Tiny, +24 Diminutive), Intimidate +10, Jump +5 (+12 Small, +11 Tiny, +10 Diminutive, +12 Large), Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +6 (+13 Small, +14 Tiny, +15 Diminutive), Search +8, Sense Motive +6, Spot +4, Survival +8, Swim +5, Use Magic Device +6
Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, Ring of the Icy Soul, +3 Ring of Protection, Daern's Instant Tent, 3 Potions of Cure Serious Wounds


Mo Yeti Mo Betta
Permit me to roar at you again.
 Prerequisites: yeti Form
 Benefits: You may use Yeti Form one additional time per day.

Me Yeti Long Time
Okay it was bad but it's 8 am as I type this...
 Prerequisites: Yeti Form
 Benefits: When you use Yeti Form it lasts an additional 3 rounds.

Yeti Yodle
Arooooooooooooooooooooooooooo....
 Prerequisites: Large Yeti Form
 Benefits: Once per day you may let loose a mighty howl of fury.  One creature within 30' must make a Willpower Save  (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds.  If it succeeds the effect is negated.

Spreading the Legend
Don't go out there Bob.  There's Yetis in them there hills.
 Prerequisites: Large Yeti Form
 Benefits: You may use the spell Major Image 3 times per day as a Supernatural Ability.  You may only create images involving Cat Faced Yetis.  For example you couldn't make an illusion of a fire by itself, but you could make an illusion of a Yeti starting one.

Yeti Munch
Nom nom nom...
 Prerequisites: Dire Yeti Form
 Benefits: While in Dire Yeti Form you gain a Bite doing 1d6 plus 1/2 your strength bonus as a Secondary attack.



EPIC Abominable Snow Kitty

Hit Die: d8
Skills Points at Each  Level : 4 + int
Cold Resistance At level 22 and every 3 levels thereafter the Abominable Snow Kitties Cold Resistance increases by 5.
Yeti Form At level 23 and every 3 levels thereafter the Abominable Snow Kitty gains an additional daily use of Yeti Form.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on January 31, 2009, 02:33:22 PM
Okay the magic items are tweaked price wise from Collar of Holding down to the Scratching Posts.  Your thoughts and commentary are welcome
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 02, 2009, 01:29:10 PM
SANDA'S LITTLE HELPERS

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/littlehelpers.jpg)
   
"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar guilds to act as his personal scouts and spies.

BECOMING A SANDA'S LITTLE HELPER  
Normally you can qualify for this class with just Cat Burglar.  You could also take a few levels in Scout, Ninja, or Rogue.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
   Feats: Track
   Base Attack Bonus: +4 BAB

Class Skills
 The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (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 : d6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Swift Tracker, Sniffer
2. +1    +0     +3     +0    Camouflage
3. +2    +1     +3     +1    Trackless Step, Whiskers (+2)
4. +3    +1     +4     +1    Move Like the Wind
5. +3    +1     +4     +1    Track the Trackless
6. +4    +2     +5     +2    Improved Scent, Whiskers (+4)
7. +5    +2     +5     +2    Dark Vision 60'
8. +6    +2     +6     +2    Hide in Plain Sight
9. +6    +3     +6     +3    Uncanny Scent, Whiskers (+6)
10.+7    +3     +7     +3    Dark Vision 90', Specialty


Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks.  The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'.  At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Legend Lore, Veil, Probe Thoughts, or True Seeing.  Once chosen your stuck with your spell of choice.

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc.  Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.
 Combat: You are not a combat monster.  Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
 Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization.  Military organizations with masses of supplies, hopefully not guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards.  People tend to love or hate you with not much in between.
 Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
 Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) curently works as a mercenary for the Elven host.  Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper) is currently a sherrif in a small country village.
 Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on.  Many law enforcement and military organizations (and adventurers guilds) make use of your skills.  You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat.  If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily.  But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
 Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
 Encounters: PC's should never realize hey have encountered a Little Helper.  After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us.  He was in my tent when I woke up this morning just sitting there watching me sleep.  Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +12, Spot +12, Scent, Low Light Vision in kitty Form
Languages Common
------------------------------------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 Deflection, +3 Armor)
AC Small 22, touch 19, flat-footed 18 (+1 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Tiny 24, touch 21, flat-footed 19 (+2 Size, +5 Dex, +4 Deflection, +3 Armor)
AC Diminutive 27, touch 24, flat-footed 21 (+4 Size, +6 Dex, +4 Deflection, +3 Armor)
hp 54 (12 HD)
Fort +5, Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +5 
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +14 (1d3-2) and 1 Bite +9 (1d4-2)
Melee Tiny 2 Claws +16 (1d3-3) and 1 Bite +11 (1d3-2)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Ranged +2 Shortbow +11 (1d6)
Base Atk +9, Grp +9
Atk Options Skirmish (+2d6, +1 AC), +1d6 Sneak Atack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities Str 6, Dex 18
Abilities Str 4, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Anklebiter, Keen-Eared Scout, Mouser, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +14 (+25 Small, +26 Tiny, +27 Diminutive), Bluff +6, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +10 (+20 Small, +24 Tiny, +28 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Knowledge (Geography, Nature, Nobility) +5, Listen +12, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Search +4, Spot +12, Survival +10, Swim +4 (+2 Small, +1 Tiny, +0 Diminutive), Tumble +6 (+8 Small, +9 Tiny, +10 Diminutive), Use Magic Device +6

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +2 Shortbow, +2 Short Sword, +4 Ring of Protection, +3 Bracers of Armor, Magic Bedroll, Map of Unseesn Lands, Sending Stones, Everlasting Rations, Decanter of Endless Water, 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1) 160 GP

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 04, 2009, 02:07:34 PM
WATCHCAT

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/watchcat2.jpg)
   
"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.

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
   Skills:  Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
   Feats:  Hep Meee!!


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

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Watcher (Dark Vision 60')
2. +1    +0     +3     +3    Yowl (100'), Peekaboo (+2)
3. +2    +1     +3     +3    Sleep Optional (+4)
4. +3    +1     +4     +4    Watcher (See in Darkness), Peekaboo (+4)
5. +3    +1     +4     +4    Yowl (500')
6. +4    +2     +5     +5    Sleep Optional (+6), Peekaboo (+6)
7. +5    +2     +5     +5    Yowl (1 Mile)
8. +6    +2     +6     +6    Watcher (True Seeing), Peekaboo (+8)
9. +6    +3     +6     +6    Sleep Optional (Immunity)
10.+7    +3     +7     +7    I SEE ALL, Peekaboo (+10)


Weapon Proficiencies: Watchcats gain no new weapon or armor proficiencies.

Watcher (Ex): At 1st level you gain Dark Vision out to a range of 60'. If you already have Dark Vision the range extends +30'.

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

At 8th 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 7th level. You may also take the Feats Hep Meee!! 2: The Sequel, and
They Were Mean to Me Daddy as though your Watchcat levels were also Cat Burglar levels.

Peekaboo (Ex): You gain a +2 Competence bonus on Spot rolls at 2nd level.  This increases to +4 at level 4, +6 at level 6, +8 at level 8, and +10 at level 10.

Sleep Optional (Ex): At 3rd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

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

At 9th 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.
 
PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner.
 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.
 Advancement: You're really limited to one specific purpose.  I originally considered making this an NPC class.
Resources: In a way you are a resource.  You are the trusted early warning system of he 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?"
 Daily Life: You get up, make coffee, go to work, drink more cofee, 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 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +15, Spot +21, Dark Vision 90', Low Light Vision and Scent in Kitty Form
Languages Dwarf, Common
------------------------------------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Deflection)
AC Small 17, touch 17, flat-footed 14 (+1 Size, +3 Dex, +3 Deflection)
AC Tiny 19, touch 19, flat-footed 15 (+2 Size, +4 Dex, +3 Deflection)
AC Diminutive 22, touch 22, flat-footed 17 (+4 Size, +5 Dex, +3 Deflection)
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +10 
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Evasion, Uncanny Dodge, Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +1 Warhammer +9/+4 (1d8+1d4 Sonic/19-20, x3)
Ranged +1 Crossbow +11 (1d8+1d4 Sonic/19-20)
Melee Small 2 Claws +12 (1d3-2) and 1 Bite +7 (1d4-2)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2=4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -8 Diminutive)
Atk Options +1 to hit Orcs and Goblinoids, +2d6 Sneak Attack
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities Str 6, Dex 16
Abilities Str 4, Dex 18
Abilities Str 2, Dex 20
SQ Stonecunning, Stability, Trapfinding, Purr, Kitty Form, Yowl (500'), Watcher (See In Darkness),
Feats Hep Meee!!, Hep Meee!! II: The Sequel, Java, Jibba Jabba, Weapon Finesse
Skills Appraise +4 (+6 Stone or Metal), Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Bluff +5, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Gather Information +5, Hide +9 (+19 Small, +25 Tiny, +30 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Listen +15, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Search +8, Sense Motive +15, Spot +21, Use Magic Device +9

+2 Racial Bonus to Craft checks for stone or metal items, additional +4 to Hide checks in areas of undergrowth or tall grass
Possessions Collar of Holding, Cute Widdle Bowsies, +1 Impact Screaming Burst Warhammer, +1 Quick-Loading Screaming Burst Light Crossbow, +3 Ring of Protection, 603 GP


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 you gain 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. 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
Peekaboo: The Epic Watchcats bonus to Spot Checks increases by +2 at level 21, and every 2 levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: skydragonknight on February 05, 2009, 06:41:57 AM
Quote
I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
 Prerequisites: Bardic Music, Kitty Form.
 Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

Next Prestige Class: Lolcat with prerequisites including this feat and ranks in perform(comedy).
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 05, 2009, 11:13:09 AM
FENCEPOST YOWLER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fencepostyowler.jpg)
   
"REEEEEOOWOWOWOWOWOWOWOWW!!!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).

BECOMING A FENCEPOST YOWLER  
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Tiny), Inspire Competence
   Feats:  Dodge, I Must Shout My Love From The Fencepost Wall
   Skills:  Perform (Yowling) 8 Ranks


Class Skills
 The The Fencepost Yowler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Yowling
2. +1    +0     +3     +3    Dodge Audience (+2)
3. +1    +1     +3     +3    Inspire Annoyance
4. +2    +1     +4     +4    Yowling
5. +2    +1     +4     +4    Dodge Audience (+4)
6. +3    +2     +5     +5    Inspire Hatred
7. +3    +2     +5     +5    Dodge Audience (+6)
8. +4    +2     +6     +6    Yowling
9. +4    +3     +6     +6    Inspire Death
10.+5    +3     +7     +7    Yowling Doom


Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.
 
Yowling (Su): You gain a limited number of spells that you can use as Supernatural Abilities.  At 1st level you can cast Dirge of Discord 3 times per day.  At 4th level you can cast Shout 3 times per day.  At 8th level you can cast Song of Discord 3 times per day. 

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire abilities.  This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 7th level.  This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler.  If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours.  Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred.  Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury.  They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc).  It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier.  During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death.  The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days.  Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes.  Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 10d6 Sonic damage.  If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else?  Well you are that guy!  If anyone messes with your kitties, his sleep is now optional.
 Combat: Yowlers aren't really combatants so much as spoilers.  You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
 Advancement: Concentrate on the Performance (Yowling), and it shall reward you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them.  Yowling is an art form lost on the ignorant masses.
 Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions.  Have noticed him beginning to crack.  Can't wait to see how second shift does."  Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
 Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city.  Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
 Organizations: Yowlers are an informal organization of sorts.  They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways.  keep this in mind if one of your players wishes to be one.
 Adaptation: The Yowlers are definitely a silly campaigner.
 Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Hi there.  I'm told you guys are buttheads.  I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
AC Tiny 21, touch 21, flat-footed 16 (+2 Size, +5 Dex, +4 Deflection)
AC Diminutive 24, touch 24, flat-footed 18 (+4 Size, +6 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +9/+4 (1d6+1d4 Sonic)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3)
Melee Tiny 2 Claws +13 (1d2-3) and 1 Bite +8 (1d3-3)
Melee Diminutive 2 Claws +16 (1 point) and 1 Bite +11 (1d2-4)
Base Atk +6, Grp +5 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6
Combat Gear 3 Cure Serious Wounds Potions
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day):  Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Bardic Knowledge +7, Dodge Audience +4
Feats Anklebiter, Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Subsonics, Weapon Finesse
Skills Balance +12 (+22 Small, +23 Tiny, +24 Diminutive), Bluff +9, Climb +12 (+18 Small, +19 Tiny, +20 Diminutive), Concentration +10, Gather Information +7, Hide +12 (+22 Small, +29 Tiny, +34 Diminutive), Jump +5 (+10 Small/Tiny, +9 Diminutive), Knowledge (Local) +12, Listen +7, Move Silently +12 (+18 Small, +19 Tiny, +20 Diminutive), Perform (Yowling) +17, Sense Motive +7, Spellcraft +8, Tumble +12 (+14 Small, +15 Tiny, +16 Diminutive), Use Magic Device +13

+4 additional Bonus to Hide Checks in areas of undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Protection +4, Chime of Harmonic Agony, +1 Screaming Burst Short Sword, Robe of Scintillating Colors, 3 Cure Serious Wounds Potions, 590 GP



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 05, 2009, 11:35:46 AM
TIBBIT JESTER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tibbitjester2.jpg)
   
"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...

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) 6 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

   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
"I hate sarcastic cats!"
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.
 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 the King).  Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also th 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 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 +3 (+5 Tiny, +6 Diminutive), Senses: Listen +1, Spot +3, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +3 Dex, +2 Dodge, )
AC Tiny , touch , flat-footed   (+2 Size, +5 Dex, +2 Dodge, )
AC Diminutive , touch , flat-footed   (+4 Size, +6 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Ranged +1 Sling +9 (1d3+1)
Melee Small 2 Claws +9 (1d3-2) and 1 Bite +4 (1d4-2)
Melee Tiny 2 Claws +9 (1d2-4) and 1 Bite +4 (1d3-4)
Melee Diminutive 2 Claws +9 (1 point) and 1 Bite +4 (1d2-4)
Base Atk +6, Grp +4
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Haste, 1 Dead Fish Bomb, 1 Hairball Grenade
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 (22 w/Hat)
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Anklebiter, Dogs Are Retarded..., Jibba Jabba, LOLcat, Weapon Finesse, Deflect Arrows (B), Let Sleeping Kitties Lie (B), Snatch Arrows (B)
Skills Balance +9 (+19 Tiny, +20 Diminutive), Bluff +9 (+11 w/hat), Climb +6 (+12 Tiny, +13 Diminutive), Disguise +6 (+8 w/hat), Escape Artist +8 (+10 Tiny, +11 Diminutive), Hide +12 (+22 Tiny, +27 Diminutive), Jump +6 (+12 Tiny/Diminutive), Knowledge (Local, Nobility) +3, Move Silently +8 (+14 Tiny, +15 Diminutive), Perform (Comedy) +16 (+18 w/hat), Search +3, Sense Motive +6, Sleight of Hand +8, Spot +3, Tumble +9 (+11 Tiny, +12 Diminutive), Use Magic Device +9 (+11 w/hat)

+4 additional Bonus to Hide Checks in undergrowth or high grass
Possessions Collar of Holding, 1 Dead Fish Bomb, 1 Hairball Grenade, Feathered Hat, +6 Bracers of Armor, +3 Ring of Protection, +1 Sling, 1 Potion of Haste, 600 GP


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
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 05, 2009, 11:47:34 AM
POCKET KITTY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/pokcetkitty2.jpg)
   
"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government.  They disappeared and went underground to await revenge.  Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced.  And a little too proud for their own good.  As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket.  They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY  
Most Pocket Kitties have levels in Cat Burglar, and no other class...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Diminutive)
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
 

Class Skills
 The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Cat Radar
2. +1    +0     +3     +0    Pocket Feat
3. +2    +1     +3     +1    Camouflage Kitty
4. +3    +1     +4     +1    Cat Radar
5. +3    +1     +4     +1    Pocket Feat
6. +4    +2     +5     +2    You can't see me
7. +5    +2     +5     +2    Pocket Feat
8. +6    +2     +6     +2    Cat Radar
9. +6    +3     +6     +3    Hide in Plain Sight
10.+7    +3     +7     +3    Master of the Unseen


Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing. 

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius.  If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, I Wuv U, Lightning Reflexes, Mobility, Pocket Dimension, Pwease, Quick Reconnoiter, Super Scamper Powers

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move.  If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitty Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in humanoid form.  Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in.  Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy.  You excel at hiding and squeezing into tight spaces to observe events. 
 Combat: Pocket Kitties aren't fighters, they're watchers.  You're the advance team who finds things out before the fighting goes down.
 Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon.  And whatever you can steal from the nobility when they arent paying attention.

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair.  Very rare.  Cost me a lot of money."
Most people have no idea you exist.  They think of you as a pet for rich fops.
 Daily Life:You are a pampered pet of the pampered rich.  You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes.
 Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down.  Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
 Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying.  They will work best in a roleplay heavy campaign with little combat.
 Adaptation: This one is kinda bizarre.  Probably a silly campaign only thing.
 Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion.  They'll probably find a few in their clothing somewhere.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom.  At times you'd almost swear the cats more intelligent than he is.

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +13, Spot +14, Scent and Low Light Vision in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 Armor, +3 Deflection)
AC Small 25, touch 19, flat-footed 20 (+1 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Tiny 27, touch 21, flat-footed 21 (+2 Size, +6 Dex, +6 Armor, +3 Deflection)
AC Diminutive 30, touch 24, flat-footed 23 (+4 Size, +7 Dex, +6 Armor, +3 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +11 (1d6)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -12 Tiny, -16 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Kitty Form, Purr, Trapfinding, Cat Radar, Camouflage Kitty, You Can't See Me
Feats ...And Persons Aren't Much Better, Dodge, Dogs Are Retarded, I Wuv U, Mobility, Pocket Dimension, Run, Weapon Finesse
Skills Appraise +5, Balance +9 (+19 Small, +20 Tiny, +21 Diminutive), Bluff +7, Climb +9 (+15 Small, +16 Tiny, +17 Diminutive), Disable Device +6, Escape Artist +7 (+9 Small, +10 Tiny, +11 Diminutive), Gather Information +6, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Jump -1 (+5 Small, +4 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +13, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Open Lock +13, Search +11, Sense Motive +8, Spot +13, Tumble +9 (+11 Small, +12 Tiny, +13 Diminutive)

Additional +4 to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Sneakery Blackmail, Cute Widdle Bowsies, Bracers of Armor +6, +3 Ring of Protection, +1 Defending Shortsword, 4 Potions of Cure Serious Wounds, 726 GP



Pocket Dimension
Kitty likes to play Peekaboo.
 Prerequisites: Pocket Kitty Level 3
 Benefits: You may use the spell Dimension Door 5 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another.  Caster Level is equal to half character level.


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 06, 2009, 12:04:14 PM
NINELIFER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ninelifer.jpg)
   
"Just try and hit me.  Go on just try."

Some cats get all the luck.  You back yours up with magic.

BECOMING A NINELIFER  
You can go into Ninelifer with virtually any class as long as it shares some class skills.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Any 2 Luck Feats
   Skills:   Any 2 Ninelifer Class Skills 8 Ranks


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

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Extra Life (x1)
2. +1    +0     +3     +3    Luck Feat
3. +2    +1     +3     +3    Extra Life (x3)
4. +3    +1     +4     +4    Luck Feat
5. +3    +1     +4     +4    Extra Life (x5)
6. +4    +2     +5     +5    Luck Feat
7. +5    +2     +5     +5    Extra Life (x7)
8. +6    +2     +6     +6    Luck Feat
9. +6    +3     +6     +6    Extra Life (x9)
10.+7    +3     +7     +7    The Universe Likes Mr. Cuddles


Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.
 
Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened.  You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day.  And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc.  In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell.  If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways.  If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'.  Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal thats caught up with him.  Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, it must be worded in any way that could theoretically work.  The opponent(s) do not get a Saving throw.  Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action.  If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 1d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want.  Your seemingly infinite good luck makes you a lot of enemies though...
 Combat: You aren't a fighter.  But with luck your class abilities will keep you from being hurt let alone killed...
 Advancement: Ninelifers mostly just try  to accumulate luck.  Kinda straightforward...
Resources: The Ninelifer has the Guilds of course but his best resource is his own luck.  Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today.  I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way.  Most are confidence tricksters.
 Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure.  You have an edge when it comes to your luck though.  In fact you rarely make plans at all, just waiting to see what drops into your lap.
 Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies.  Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
 Organizations: Ninelifers rarely have any organized groups.  They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth.  Stuff always seems to go your way, you never seem to get caught, you always get the bling...  On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card.  Potentially they have the ability to really monkey wrench you.
 Adaptation: Ninelifers are definitely for silly campaigns.
 Encounters: Ninelifers seem to encounter people when its best or worst for them.  So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander.  If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife.  After which the bar stares at him for several long moments before beating him senseless and chucking him back outside.  The cat winks at you...


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 23, touch 17, flat-footed 20 (+3 Dex, +6 Armor, +4 Deflection)
AC Small 26, touch 20, flat-footed 21 (+1 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Tiny 28, touch 22, flat-footed 22 (+2 Size, +6 Dex, +6 Armor, +4 Deflection)
AC Diminutive 31, touch 25, flat-footed 24 (+4 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-3)
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Trapfinding, Purr, Kitty Form, Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Anklebiter, Dumb Luck, Tempting Fate, Lucky Start, Make Your Own Luck, Survivor's Luck, Unbelievable Luck, Weapon Finesse
Skills Appraise +7, Balance +6 (+16 Small, +17 Tiny. +18 Diminutive), Bluff +12, Climb +6 (+12 Small, +13 Tiny. +14 Diminutive), Diplomacy +11, Escape Artist +6 (+8 Small, +9 Tiny. +10 Diminutive), Gather Information +11, Hide +11 (+21 Small, +26 Tiny, +31 Diminutive), Jump +2 (+8 Small, +8 Tiny, +7 Diminutive), Knowledge (Local, Nobility) +5, Listen +9, Move Silently +11 (+17 Small, +18 Tiny, +19 Diminutive), Open Lock +11, Search +9, Sense Motive +9, Spot +9, Tumble +7 (+9 Small, +10 Tiny. +11 Diminutive), Use Magic Device +7

Gains an additional +4 to Hide CHecks in tall grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, Boots of Speed, +1 Short Sword, 940 GP


EPIC NINELIFER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Ninelifer gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 07, 2009, 05:44:23 AM
Oh thank yalort! The second page! I thought the first one would never end.  :P
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 07, 2009, 02:59:39 PM
CRITTER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/chikin.jpg)
   
"I'm a chikin!  Yup.  Yup.  Chikin.  BAAAAWWKK BAWK BUCUCCK!"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER  
Most Critters are Cat Burglars who prestige out after being caught.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Diminutive)
   Skills:  Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Survival 4 ranks, and Swim 4 ranks.


Class Skills
 The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Im a Chikin LOL
2. +1    +0     +3     +0    Im a Badger LOL
3. +2    +1     +3     +1    Im a Tertle LOL
4. +2    +1     +4     +1    Im a Frawg LOL
5. +3    +1     +4     +1    Im a Skwirl LOL
6. +4    +2     +5     +2    Im a Skawnk LOL
7. +5    +2     +5     +2    Im a Mole LOL
8. +5    +2     +6     +2    Im a Buzzerd LOL
9. +6    +3     +6     +3    Im a Snayk LOL
10.+7    +3     +7     +3    Im a Sumthin LOL


Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

Im a Chikin LOL(Su): Your Kitty Form is expanded.  You may now imitate ANY animal of Small, Tiny, or Diminutive Size. Stats are the same as your Kitty Form.  If it doesn't have the same attacks as a kitty, relax the claws are retractable or something.

Im a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace.  Stats in Small Kitty Form are +4 Strength, -4 Dex.  Stats in Tiny Kitty Form are +2 Str, -2 Dex.  Stats in Diminutive Kitty Form are unchanged.  You may choose either the normal set of stat changes in Kitty Form, or this set when you transform.  Switching between stat changes is a Move equivalent action.

Im a Tertle LOL(Su): Your Kitty Form can now be designed for protection instead of grace.  Stats in Small Kitty Form are -2 Strength, +4 Natural Armor Bonus.  Stats in Tiny Kitty Form are -4 Str, -2 Dex, +8 Natural Armor Bonus.  Stats in Diminutive Kitty Form are -6 Str, -4 Dex, +12 natural Armor Bonus.  You may choose either the normal set of stat changes in Kitty Form, or this set when you transform.  Switching between stat sets is a Move equivalent action.

Im a Frawg LOL(Su): You may now imitate fish and frogs more fully.  While in Kitty Form you gain the Aquatic subtype and the Amphibious ability.  You also have a Swim Speed equal to your land speed, and may use the Run action while swimming in a straight line.  You gain a +8 Racial Bonus to Swim checks, and can always take 10 on a Swim Check (even if threatened or endangered) while in Kitty Form.

Im a Skwirl LOL(Su): While in Kitty Form you gain the use of the Brachiation Feat (see Complete Adventurer), and have a Climb Speed equal to your Base Land Speed.

Im a Skawnk LOL(Su): While in Kitty Form you may now spray foes to your rear as a Standard Action.  This is a 10' long Line attack that only effects living creatures with a sense of smell.  Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds.  In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks.

Im a Mole LOL(Su): You may now imitate burrowing animals more fully.  While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

Im a Buzzerd LOL(Su): You may now imitate birds more fully.  While in Kitty Form you gain a Flight Speed equal to double your Land Speed, with Good maneuverability.

Im a Snayk LOL(Su): You may now imitate snakes and poison critters more fully.  In Kitty Form your Bite Attack is now venomous.  Initial and Secondary Damage depends on your Size (Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength).  Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

Im a Sumthin LOL(Su): At 10th level you gain the Shapeshifter Subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets, and have to deal with a lot of superstitious easily terrified yahoos.
 Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant.  At higher levels you do get some options though...
 Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes. 
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there.  After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...
 Daily Life: You get up.  Become a chicken. Spy on farmers.  Shapechange into cat while unknowingly being observed.  Causing rumor that the local chickens are evil shapeshifting devil beasts and must die.  You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel.  You get adopted by a crazed old woman who "rescues you from a tree".  Despite the fact that squirrels live in trees.  She dresses you in doll clothes.  You suddenly realize that this is what hell must be like.  Eminent escape is planned...
 Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge.  The Pine Woods Chikin (CN Male Human Cat Burglar 3/Scout 3/Critter 6) appears a chicken haunting the local pine Woods Forest.  For some reason the locals are completely terrified of him.
 Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats.  So obviously you're some insidious monster from another Plane of existence hellbent on their destruction.  You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught.  Beyond that they'll inspire lots of funny incidents.
 Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
 Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Lookie here mister...you can't go inta thet thar forest.  There's a Chikin in thet forest.  It'll gitcha!!!  Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar/Scout 3/Critter 6
Init +4 (+6 Sm, +2 Sm Ba, +4 Sm, Te, +7 Ti, +3 Ti Ba, +3 Ti Te, +8 Di, +4 Di Ba, +2 Di Te), Senses: Listen +7, Spot +7, Scent and Lowlight Vision in Kitty Form
Languages Common
------------------------------------------------
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 Armor, +2 Deflection)
AC Small 21, touch 18, flat-footed 16 (+1 Size, +5 Dex, +3 Armor, +2 Deflection)
AC Small Badger 17, touch 14, flat-footed 16 (+1 Size, +1 Dex, +3 Armor, +2 Deflection)
AC Small Tertle 23, touch 16, flat-footed 20 (+1 Size, +3 Dex, +4 Natural, +3 Armor, +2 Deflection)
AC Tiny 23, touch 20, flat-footed 17 (+2 Size, +6 Dex, +3 Armor, +2 Deflection)
AC Tiny Badger 19, touch 16, flat-footed 17 (+2 Size, +2 Dex, +3 Armor, +2 Deflection)
AC Tiny Tertle 27, touch 16, flat-footed 25 (+2 Size, +2 Dex, +8 Natural, +3 Armor, +2 Deflection)
AC Diminutive 26, touch 23, flat-footed 19 (+4 Size, +7 Dex, +3 Armor, +2 Deflection)
AC Siminutive Badger 22, touch 19, flat-footed 19 (+4 Size, +3 Dex, +3 Armor, +2 Deflection)
AC Diminutive Tertle 32, touch 17, flat-footed 31 (+4 Size, +1 Dex, +12 Natural, +3 Armor, +2 Deflection)
hp 69 (12 HD)
Fort +7, Ref +14 (+16 Sm, +12 Sm Ba, +14 Sm Te, +17 Ti, +13 Ti Ba, +13 Ti Te, +18 Di, +14 Di Ba, +12 Di te), Will +5 
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), Also has Climb 30', Swim 30', and Brachiation in Kitty Form.
Melee +2 Short Sword +13/+8 (1d6+1)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Small Badger 2 Claws +9 (1d3+1) and 1 Bite +4 (1d4)
Melee Small Tertle 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-4)
Melee Tiny Badger 2 Claws +12 (1d2) and 1 Bite +7 (1d3)
Melee Tiny Tertle 2 Claws +12 (1d2-3) and 1 Bite +7 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Melee Diminutive Badger 2 Claws +15 (1 point) and 1 Bite +10 (1d2-1)
Melee Diminutive Tertle 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Ranged +2 Short Bow +13 (1d6+2)
Base Atk +8, Grp +7 (+5 Sm, +10 Sm Ba, +6 Sm Te, +4 Ti, +8 Ti Ba, +5 Ti Te, +4 Di, +7 Di Ba, +4 Di Te)
Atk Options +1d6 Sneak Attack, Skirmish (+2d6, +1 AC), I'm a Skawnk LOL
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 9, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Abilities Small Str 5, Dex 20
Abilities Small Badger Str 13, Dex 12
Abilities Small Tertle Str 7, Dex 16
Abilities Tiny Str 3, Dex 22
Abilities Tiny Badger Str 11, Dex 14
Abilities Tiny Tertle Str 5, Dex 14
Abilities Diminutive Str 2, Dex 24
Abilities Diminutive Badger Str 9, Dex 16
Abilities Diminutive Tertle Str 3, Dex 12
SQ Purr, trapfinding, Kitty Form, Trackless Step, Fast Movement, I'm a Chikin/Badger/Tertle/Frawg/Skwirl LOL
Feats Anklebiter, Bouncies, Fwuffy, Jibba, Jabba, Mouser, Weapon Finesse
Skills Balance +9 (+19 Sm, +20 Ti, +21 Di), Climb +9 (+15 Sm, +16 Ti, +17 Di), Escape Artist +9 (+11 Sm, +12 Ti, +13 Di), Hide +9 (+19 Sm, +24 Ti, +29 Di), Jump +5 (+11 Sm, +9 Ti/Di), Knowledge (Local, geography, Nature) +4, Listen +7, Move Silently +9 (+15 Sm, +16 Ti, +17 Di), Search +6, Sense Motive +7, Spot +7, Survival +7, Swim +5 (+3 Sm, +1 Ti/Di), Tumble +9 (+11 Sm, +12 Ti, +13 Di), Use Magic Device +8
Editors Note: Ill let you do the math for the Badger/Tertle forms.  Otherwise I think I'm gonna hit the space limits.

+4 additional Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bag of Endless Caltrops, Survival Pouch, +1 Menacing Leather Armor, Luck Blade (0 wishes), +2 Shortbow, +2 Ring of Protection, Tan Bag of Tricks, 4 Cure Serious Wounds Potions, 250 GP


EPIC CRITTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Critter gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 08, 2009, 12:29:42 PM
GOOD KITTY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/goodkitty2.jpg)
   
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin.  Healing potions are for kitties.  Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."

Most Cat Burglars are content to simply be spies and thieves.  You want to be the power behind the throne, and your willing to use your magic powers to get there.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be Enchantment
   Skills:  Bluff 8 Ranks
   Feats:  I Wuv U


Class Skills
 The Good Kitty's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), Spellcraft (Int), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Just A Kitty       
2. +1    +0     +0     +3    Kitty Bonus (+1)    +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Kitty Magic         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4    Just A Kitty        +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4    Kitty Bonus (+2)    +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Kitty Magic         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5    Just A Kitty        +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6    Kitty Bonus (+4)    +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Kitty Magic         
10.+5    +3     +3     +7    Just A Kitty        +1 level of existing Arcane spellcasting class


Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): You gain Spell Resistance equal to 5 plus your character level.  At 1st level this applies to all Divination spells.

At 4th level your Spell Resistance applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it applies to all Illusion (Glamer and Pattern) spells.

At 10th level it applies to all Illusion spells.

Kitty Bonus (Ex): At second level the Saving Throw  DC's of the spells on your preferred list (see below) are increased by +1 if you know them.  At 5th level this increases to +2.  At 8th level this increases to +4.  This stacks with Feats like Spell Focus.
 
Preferred Spell List:

Level 1: Charm Person, Distract, Hypnotism, Serene Visage, Shock and Awe, Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond, Mass Suggestion, Mislead, Probe Thoughts, Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility, Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia


Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful.  They are your greatest resource.
 Combat: You most definitely aren't a combatant.  You will use mind controlled minions to do that for you.....
 Advancement: Concentrate on making it harder to detect your magical powers and their use.  You want the whole world to think you're just a cat.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do.  Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this.  I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet.  I'm not going back in there."
Most people have no idea you exist.  There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
 Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian.  Constantly in mental contact with him he is the ultimate power behind the throne.  If anyone wrests power from his puppet tyrant he simply mind controls the new subject.  Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants.  At least 3 kingdoms have had their dictators deposed because of her efforts.
 Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal).  Then you'll likely be the head of your own little organization...

NPC Reaction
 Most people think your the bosses pet fluffy.  They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
 Be careful of this one.  Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
 Adaptation: If you need a very unique BBEG this will do.  Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
 Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy.  You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics.  He's also never without his much beloved cat, which you have been hired to kidnap for ransom.  This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+4 Small), Senses: Listen +6, Spot +6, Scent and Low Light Vision in Kitty Form
Languages Common, Draconic
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
hp 31 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10 
+3 on Saves vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +10 (1d3-3) and 1 Bite +5 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options Sneak Attack +1d6
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10, +3 to Save DC's while wearing Cloak
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18 (24 w/Cloak)
Abilities Str 4, Dex 18
SQ Purr, Trapfinding, Kitty Form, Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Kitty Bonus (+2), Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, I Wuv U, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment)
Skills Bluff +12 (+15 w/cloak), Climb +4 (+10 Small), Concentration +8, Diplomacy +12 (+15 w/Cloak), Gather Information +9 (+12 w/Cloak), Hide +7 (+17 Small, +21/+27 with Ring), Knowledge (Arcana, Local, Nobility) +4, Listen +6, Move Silently +7 (+13 Small), Search +3, Sense Motive +9, Spellcraft +6, Spot +6, Use Magic Device +6 (+9 w/Cloak)

Has an additional +4 to Hide checks in high grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Cloak of Charisma +6, Ring of Protection +4, Ring of Chameleon Power, 3 Potions of Cure Serious Wounds, 300 GP


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each  Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Dilvish on February 08, 2009, 05:35:19 PM
Bhu, your kitty classes are awesome.

What do you think about this:

Spookitty Pounce
They never expect the annoying kitty to jump at them.
 Prerequisites: Bouncies, one feat or class ability that will distract the target.
 Benefits: You cease whatever ability you were exerting on your unsuspecting target, only to suddenly pounce on them, causing them to flee 1d4 rounds in surprise and fear unless they resist with a Will Save (DC is 12 plus half your hit dice plus your Dexterity modifier, targets immune to either fear or surprise gain +4 to their Will Save and creatures immune to both are unaffected by this feat). This is only available in Kitty Form. You do not provoke an AoO from entering an opponents square.

I once saw one of my cats do this to a dog. She was yowling at him (Inspire Annoyance, and I think the Fencepost Yowler deserves a better BAB) while he was barking at her when she suddenly pounced, and the dog was so surprised that he actually fled a few seconds with the cat running after him before remembering that he was bigger and stronger, so they came back running and she jumped on the fence, out of reach. That was hilarious.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 09, 2009, 05:09:56 AM
I like it.  I shall work it in :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 10, 2009, 11:55:55 AM
THE FAMILIAR

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/familiar3.jpg)
   
"Meow.  Meow meow meow meow meow."

You have morphed your familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the familiar.

BECOMING A FAMILIAR  
Several levels of Sorcerer will be required.

 ENTRY REQUIREMENTS
   Class Abilities:  Tiny Kitty Form,
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.
   Skills:  Knowledge (Arcane) 6 ranks
   Special:  Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
 

Familiar Skills
 The Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Meet Big Fat John         +1 level of existing Arcane spellcasting class
2. +1    +0     +0     +3    Familiar Spell Reversal   +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Enhanced Familiar         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Enhanced Familiar         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5                              +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6                              +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Enhanced Familiar         +1 level of existing Arcane spellcasting class
10.+5    +3     +3     +7                              Bob Iz Family, +1 level of existing Arcane spellcasting class

Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.
 
Meet Big Fat John (Su): Due to the ritual you have undergone, your familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your familiar on yourself.  For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance.  These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
 Combat: You aren't a blaster.  You're a sneak thief, combat is someone else's job.  That doesn't mean that you don't have combat spells, but you aren't optimized for it.  Your familiar on the other hand....
 Advancement: You can go several different ways with this class.  You can concentrate on making your familiar ultra powerful and sending him into the fray.  You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon.  And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your familiar scares the hell outta me for some reason."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate.  Your familiar then passes himself as a low level spellcaster while you follow him in and case the joint.  In between assignments you act as magical backup if the authorities come calling.
 Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery).  Your familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments.  If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
 Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief.  Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
 Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city.  Most people find it odd that so many of the Wizards and Sorcerers there have kitty familiars, but to each his own.  While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall.  After all you place anyone with a familiar into question, and they don't like that.  Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name.  But thats okay because people suck.  Cats are better.
 Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
 Encounters: Usually people will encounter you as your 'masters' wee lil kitty.  Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker.  It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you.  Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+4 Small, +5 Tiny), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Undercommon, Elven
------------------------------------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, +6 Armor)
AC Tiny 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 33 (12 HD)
Fort +4, Ref +8 (+10 Small, +11 Tiny), Will +10  
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +8/+3 (1d4)
Base Atk +6, Grp +5 (-2 Small, -7 Tiny)
Atk Options +1d6 Sneak Attack
Combat Gear 2 Beads of Force
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Small Str 4, Dex 19
Abilities Tiny Str 3, Dex 21
SQ Purr, Trapfinding, Kitty Form, Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Hide +13 (+23 Small, +28 Tiny), Knowledge (Arcana) +7, Knowledge (local) +6, Listen +10, Move Silently +10 (+16 Small, +17 Tiny), Search +6, Sense Motive +10, Spellcraft +9, Spot +8, Use Magic Device +8

Additional +4 Bonus to Hide Checks when in Kitty Form and in undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor (1 set for self, 1 set for Familiar), Two +1 Daggers (one for self, one for Familiar), 2 Beads of Force, 646 GP



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level.  He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar.  At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS  

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature.  It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance.  It's mental stats are now equal to 10 plus your Charisma modifier.  

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has  the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better.  Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has  the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities).  It also now provides a different type of bonus based on it's new appearance.


Code: [Select]
[b] Master's Level     Powers[/b]
  1-2                Mindlink, Alert Duo, Share Spells
  3-4                Channel 1
  5-6                Tag Team +3
  7-8                Channel 2
  9-10               Tag Team +4
  11-12              Channel 3
  13-14              Tag Team +5
  15-16              Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it.  The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell.  At this point you may cast 0, 1st or 2nd level spells through your Familiar.  You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus.  It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks.  Everyone trusts Grandpa.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight.  Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc.  Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage.  Ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar.  
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma!  Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not.  Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part.  Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away.  For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent.  He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks.  And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your familiar appears to be a completely average and forgettable guy/gal.  Both you and your familiar gain a +3 bonus on Move Silently checks.  No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your familiar appears to be a performer of some kind (usually a singer). Both you and your familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your familiar appears to be a stereotypical, physically weak intellectual with  his nose in a book all the time. Both you and your familiar gain a +3 bonus on Knowledge (Arcane) checks.  
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your familiar appears to be someone whom animals respond to well.  A crazy old cat lady, or a ranger or druid perhaps. Both you and your familiar gain a +3 bonus on Handle Animal checks.  
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your familiar appears to be an obvious criminal. Both you and your familiar gain a +3 bonus on Knowledge (Local) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your familiar gain a +3 bonus on Knowledge (Religion) checks.  
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind.  Maybe even a garden variety alcoholic. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your familiar appears to be an evocation specialist, warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on February 10, 2009, 01:45:44 PM
That's one hell of an awesome idea.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 11, 2009, 11:50:24 AM
Thanks Veekie! :D

LAZOR KITTEH

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/lazor.jpg)
   
"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower.  Some Warlocks were brought in and voila, Lazor Kittehs.

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
   Feats:  Lazor Kitteh
   Skills:   Knowledge (Arcana) 4 Ranks


Class Skills
The Lazor Kitteh's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Lazor Feat, Lazor Invocations
2. +1    +0     +0     +3    Oh hi..I upgraded MAH LAZOR! +1d6
3. +2    +1     +1     +3    IMMA CHARGIN' MAH LAZOR! +1d8
4. +3    +1     +1     +4    Lazor Feat
5. +3    +1     +1     +4    Oh hi..I upgraded MAH LAZOR! +2d6
6. +4    +2     +2     +5    IMMA CHARGIN' MAH LAZOR! +2d8
7. +5    +2     +2     +5    Lazor Feat
8. +6    +2     +2     +6    Oh hi..I upgraded MAH LAZOR! +3d6
9. +6    +3     +3     +6    IMMA CHARGIN' MAH LAZOR! +3d8
10.+7    +3     +3     +7    Do not ---- with Lazor Kitteh


Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc).  However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh. 

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast)

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane.  Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not ---- with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw.  For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome...
 Combat: Your a blaster, so work on improving eldritch blast as much as you can.  After all you wont be getting many other Incantations...
 Advancement: Lazor Kittehs are pretty much restricted in advancement.  You give up versatility for enormous firepower. 
Resources: Besides the guild you have whatever gave you your powers as a Warlock.  Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes.  In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you.  You do an awful lot of ranged spanking for your employers...
 Daily Life: Your either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'.
 Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one).  Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
 Organizations: Many Lazor Kittehs belong to some sort of club.  Sort of like a gun range for members only to have shooting competitions.  Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!  OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages.  They do one thing and do it well.  But beyond that they nap a lot.
 Adaptation: Definitely a silly campaigner.
 Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them.  Or they may get them as bodyguards.  After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from.  It seems to be getting irritated by biting flies.  It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia).  Then rays of light from it's eyes blow the flies out of the sky.  Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +6, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +6 Armor, +4 Deflection)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +8 (+10 Small, +11 Tiny, +12 Diminutive), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Light Mace +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +18 (1 point) and 1 Bite +13 (1d2-4)
Ranged Eldritch Blast +10 Ranged Touch (5d6)
Ranged Small Eldritch Blast +13 Ranged Touch (5d6)
Ranged Tiny Eldritch Blast +15 Ranged Touch (5d6)
Ranged Diminutive Eldritch Blast +18 Ranged Touch (5d6)
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6,  IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear 6 Potions of Cure Serious Wounds
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +7 (+13 Small, +14 Tiny, +15 Diminutive), Concentration +10, Hide +12 (+22 Small, +27 Tiny, +32 Diminutive), Intimidate +14, Knowledge (Arcana) +7, Listen +6, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Spellcraft +7, Spot +11, Tumble +7 (+9 Small, +10 Tiny, +11 Diminutive), Use Magic Device +14

Additional +4 Bonus to Hide Checks in high grass or undergrowth while in Kitty Form
PossessionsCollar of Holding, Cute Widdle Bowsies, Warlock's Scepter, +6 Bracers of Armor, +4 Ring of Protection, Ring of the Darkhidden, 6 Potions of Cure Serious Wounds, 445 GP




Defensive Blast
"Back off monkey boy!"
Prerequisites:Eldritch Blast, Precise Shot
Benefit: You may use your Eldritch Blast without provoking an attack of opportunity.




Both Barrels
"Hurts don't it monkey boy?"
Prerequisites:Eldritch Blast, Oh hi...I upgraded MAH LAZOR!!
Benefit: When using you Eldritch Blast you fire two Blasts at once.  Both Blasts must be aimed at the same target however, and each Blast does damage as if you were a Warlock 3 levels lower.  When using your IMMA CHARGIN' MAH LAZOR! ability, the extra dice applies to both Blasts, as do any Eldritch Essence or Blast Shape Invocations.



EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each  Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!:  The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 12, 2009, 12:02:10 PM
BAD KITTY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BadKitty.jpg)
   
"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want.  Screw being subtle like those other cats.

BECOMING A BAD KITTY  
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form, Dark Companion
   Feats:  Black Cat
   Skills:  Intimidate 8 Ranks


Class Skills
 The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Black Cat (Companion Merge)
2. +1    +0     +0     +3    Boo (Fear)
3. +1    +1     +1     +3    Don't Cross My Path (1 day)
4. +2    +1     +1     +4    Black Cat (Shadow Merge)
5. +2    +1     +1     +4    Boo (Eyebite)
6. +3    +2     +2     +5    Don't Cross My Path (1 year)
7. +3    +2     +2     +5    Boo (Evil Glare)
8. +4    +2     +2     +6    Black Cat (Shadow Walk)
9. +4    +3     +3     +6    Don't Cross My Path (permanent)
10.+5    +3     +3     +7    Baaaad Kitty


Weapon Proficiencies: Bad Kitties gain no new weapon or armor proficiencies.

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow.  A living shadow that occasionally moves on its own or has glowing eyes.  Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC. 

At 4th level you can appear to merge with any shadow you enter and become as big as it.  In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes.  This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus.  This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 8th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be.  This means just about anywhere at night, or in dark areas during the day.  Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 7th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su):  At 3rd level the effects of your Hexblades curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent.  In any case the effects can be removed by Remove Curse, Miracle, or Wish.  You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do.  You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse.  The recipient does not get a Saving Throw or Magic Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life.  Everyone thought you were evil from birth because of your powers.  Fortunately you also have some nice abilities to make up for it.  And you pretty much use them to take what you want, and get even with anyone who ticks you off.
 Combat: Bad Kitties excel at causing fear and debuffing opponents.  Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.
 Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort.  They aren't subtle or complex.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch.  The Cat Burglar Guilds sometimes help out but even they find you spooky.

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades.  Something about them spooks people.  They spend their time keeping to themselves pretty much. 
 Daily Life: You get up, steal breakfast.  Maybe rob a few people or do some stuff.  Steal lunch.  Nap.  Scare a few more people before stealing dinner.  When night comes then you have your real fun...
 Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town.  Believed to be the familiar of an Evil Witch he himself had a hand in putting down he uses the reputation to his benefit.  Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
 Organizations: Bad Kitties have no real organization.  Even when they band together to help one another they pretty much fight as a mass of individuals.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you.  Being confused with the Breathsuckers occasionally doesn't help.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive.  Even their allies don't trust them completely.
 Adaptation: With a little adaptation this could fit into a horror campaign.  Many mythological witches or monsters turn into cats.
 Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night.  Or maybe the cat that is watching them every time they look out the window.  Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares  the crap out of them.  And then curses them loudly in a human voice.  And then sneaks into their room at night and wakes them up by staring at them while they are sleeping.  And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin, Sylvan
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20  (+4 Size, +5 Dex, +6 Armor)
hp 58 (12 HD)
Fort +3, Ref +6 (+8 Small, +9 Tiny, +10 Diminutive), Will +11 
Arcane Resistance +4, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Kukri +9/+4 (1d4+1/18-20)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4)and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -4 Tiny, -8 Diminutive)
Atk Options Hexblade's Curse 3/day (DC 19), Boo (Fear, Eyebite), Don't Cross My Path (1 year)
Combat Gear 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions
Spells Known (CL 2) 1st: Bloodletting, Catsfeet (1 spell per day)
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr. Kitty Form, Trapfinding, Black Cat
Feats Ability Focus (Curse), Anklebiter, Black Cat, Empower Curse, Extra Curse, Weapon Finesse (Curse Feats are from Dragon Magazine 339)
Skills Balance +4 (+14 Small, +15 Tiny, +16 Diminutive), Bluff +5, Climb +4 (+10 Small, +11 Tiny, +12 Diminutive), Concentration +4, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Knowledge (Arcana, Local) +4, Intimidate +14, Listen +5, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Search +4, Sense Motive +5, Spellcraft +4, Spot +5, Survival +13, Use Magic Device +5

Additional +4 Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Hexbands, +2 Vexing Hexburst Kukri, +4 Bladejinx Leather Armor, 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions, 1032 GP

Vexing and Hexburst weapon properties are from Dragon 339, Bladejinx Armor property is also from Dragon 339


EPIC BAD KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Bad Kitty gains a Bonus Feat every 2 levels higher than 20th.


Litter Box Curse
"FRAAAAAAAP!"
 Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week.  Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode.  Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse.


LOLCurse
MWUHAHA!
 Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
 Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability.


Allergy Curse
"ACHOOO!!!"
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats.  They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave.  Remove Curse will dispel this effect.


Scratching Post
Cats know you mean trouble...
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him.  Nothing will convince them to befriend him unless they are magically forced to.  Remove Curse will dispel this effect.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
 Prerequisites: Kitty Form, Hexblade's Curse
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, incredibly beautiful women of any species except your own find you incredibly sexy.  The further removed from your own species they are, the worse it is.  For example if you are a human, a Frost Giant woman might take no for an answer.  If you have been confronted with a female Aboleth however, there's trouble ahead.  Your Charisma based skills have a -2 against all women not of your species as they don't view you as intelligent or worthwhile, just doable.  This effect is permanent until removed by Remove Curse or a similar spell.  Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 13, 2009, 12:03:12 PM
BREATHSUCKER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/breathsucker.jpg)
   
"Yeah I killed your baby.  You keep saying that like it's a bad thing."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life.  They do this by stealing the breath of life from others.  To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER  
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Arcane Spells:  Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level.
   Skills:  Knowledge (Arcane): 8 Ranks 
   Alignment: Must be Evil


Class Skills
 The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Steal Breath     +1 Level of Arcane Spellcasting Class
2. +1    +0     +0     +3                     +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3                     +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    Steal Breath     +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4                     +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    Steal Breath     +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6                     +1 Level of Arcane Spellcasting Class
10.+5    +3     +3     +7    Dark Soul Kitty  +1 Level of Arcane Spellcasting Class


Weapon Proficiencies: Breathsuckers gain no new weapon or armor proficiencies.

Steal Breath (Su): You may attempt to steal the life force of a victim.  Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents.  Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used.  At 1st level this power has the same effect if used on anyone.   At higher levels the effects differ depending on the age/health of the victim it's used against.  This power only works on living mortal beings capable of aging.  To use it you place your mouth next to your victims and inhale deeply.  this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well).  The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernaural ability.

At 8th level your options increase again.  If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day.  Your minimum age is your races starting age minus 10%.  If it would reduce you below this age, you may "pool" the remaining years.  Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead.  If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts.  Your type changes to Outsider (Native). You also gain the Evil subtype.  You no longer require food or water, and do not age.  You are immune to poison, disease, death, sleep effects, and fear effects.  To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do.  Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality.   In other words if you have spent 10 years as an Outsider, you lose 10 hp.  This damage is healed only when you have killed another 'innocent'.
 
PLAYING A BREATHSUCKER
Your goal is to live forever.  And be young forever.  To this end you kill anyone unable to resist you.  The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
 Combat: Breathsuckers don't fight.  They prey on the helpless only, and use spells to cover their escape if caught.  They are really only suitable as PC's in an evil campaign.
 Advancement: Breathsuckers usually concentrate on their ability to drain others above all else.  Secondary obsessions are escaping if caught and survival.  Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind.  Even the Cat Burglar Guilds dislike them.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight.  As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to.  Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
 Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
 Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town.  He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat.  Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
 Organizations: Breathsuckers are rarely organized so well.  At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't. 

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game.  As well as causing serious paranoia.
 Adaptation: This one is actually pretty okay for a horror campaign.  As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
 Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits.  It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill.  The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+3 Small), Senses: Listen +6, Spot +6, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic, Infernal
------------------------------------------------
AC 21, touch 15, flat-footed   (+1 Dex, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
hp 30 (12 HD)
Fort +3, Ref +6 (+8 Small), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee -
Melee Small 2 Claws +2 (1d3-3) and 1 Bite -3 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Familiar (Cat), Kitty Form, Purr, Trapfinding, Steal Breath
Feats  Anklebiter, Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Climb +6 (+12 Small), Concentration +14, Decipher Script +13, Hide +11 (+21 Small), Intimidate +8, Knowledge (Arcane, Local, Religion) +17, Listen +6, Move Silently +6 (+12 Small), Sense Motive +6, Spellcraft +8, Spot +6, Survival +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Ring of Protection +4, Ring of the Ram, 4 Cure Serious Wounds Potions, 4 Haste Potions, 650 GP

EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 15, 2009, 09:39:57 PM
Baby eating... YUM! :P

(to all this disturbs, STFU  :fu)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 16, 2009, 11:16:45 AM
FERAL

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/feral.jpg)
   
"Meow."

Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life.  They give up the material fast paced urban world to live permanently the life of a cat.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
   Feats:  At least 3 Kitty Feats


Class Skills
 The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities      KM Level  KM Known  Spell Points
1. +0    +2     +2     +0    Forever Kitty  1          3        3
2. +1    +3     +3     +0                   1          4        5
3. +2    +3     +3     +1                   2          5        8
4. +3    +4     +4     +1                   2          9       14
5. +3    +4     +4     +1                   3         10       19
6. +4    +5     +5     +2                   3         14       29
7. +5    +5     +5     +2                   4         16       37
8. +6    +6     +6     +2                   4         20       51
9. +6    +6     +6     +3                   5         22       63
10.+7    +7     +7     +3   Big Kitty Magic 5         26       81


Weapon Proficiencies: Ferals gain no new weapon or armor proficiencies.

Forever Kitty (Su): You are now permanently stuck in Tiny Kitty Form.  You can't even switch between different types of cats.  You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat.  Your Feral and Cat Burglar levels stack for purposes of qualifying for Kitty Feats (i.e. a 6th level Cat Burglar/6th level Feral is considered a 12th level Cat Burglar).  Equipment and Magic Items must now be sized for your Kitty Form.  You may cast spells if you have access to the right material components.

Kitty Magic (Sp): Ferals study what they call "the secret magic of cats", which basically means they get a few more spell like abilities than usual. You may choose from the following spell list:

1st: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Detect Munchies *, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism

2nd: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Portal Alarm, Protection from Arrows, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind

3rd:  Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Tremor Sense, Unluck

4th: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, Know Vulnerabilities, Locate Creature, Scrying, Shout, Superior Magic Fang

5th: Dominate Person, Feeblemind, Hold Monster, Mordenkainen's Private Sanctum, Nightsalkers Transformation, Passwall, Rary's Telepathic Bond, Sending, Shadow Form, Symbol of Sleep, Teleport,
* These are new spells

The KM Level table tells you the highest level of spell you can choose for your Supernatural Abilities.  The KM Known table tells you how many Supernatural abilities you have per level.  You may choose a new spell of any level you are allowed to access when you get new ones.  Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells).  The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it. 

Big Kitty Magic (Su): A number of times per day equal to his Charisma modifier a Feral may Take 10 on any roll as a Free Action.  He may also choose any 6th level spell from the Sorcerer spell list to cast as a Spell-Like Ability 3 times per day.

PLAYING A FERAL
Ferals are odd birds.  They have given up human form permanently, and are forever a housecat.  This is supposedly the only way to gain access to the "secret magic of cats".  More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Ferals permanently have to give up humanoid form.
 Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines.  They do have a few options most Cat burglars don't, but not many.
 Advancement: You are know permanently a cat.  One specific cat.  You can't change size or color or look like different breeds.  If people find you out, your almost as individual as a humanoid.  Stealth will be crucial to you.
Resources: Ferals have little to no resources to draw upon but their own friends assuming they have any.  Some may live as a housecat, protecting a beloved person who believes themselves to be an owner.  Most are feral wild cats, scratching out the barest of livings.

FERALS IN THE WORLD
"You know that blue grey cat down by the docks?  I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat.  And you certainly aren't giving away the joke.  You live like a cat, except for studying your magical abilities.
 Daily Life: "The young boy known as Matthias threw rocks at me again today.  Plans have been made for his disposal.  Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
 Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind.  A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans as well.
 Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat.  A really smart, lucky, possibly fiendish cat.  But a cat nonetheless.

FERALS IN THE GAME
If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets.  But then the same could be said of Cat Burglars in general.
 Adaptation: This is an odd one.  It has some possibilities for serious campaigns, but would play better in a silly one.
 Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: A local merchant has been the victim of a great deal of theft.  He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take.  Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted.  And they notice the cat watching them every day.  It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +9, Senses: Listen +13, Spot +13, Low Light Vision, Scent
Languages Common
------------------------------------------------
AC 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 48 (12 HD)
Fort +7, Ref +15, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Base Atk +8, Grp -4
Atk Options +2d6 Sneak Attack
Combat Gear 2 Potions of Cure Serious Wounds
Kitty Magic Known  1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Abilities Str 3, Dex 20, Con 10, Int 12, Wis 13, Cha 18
SQ Kitty Form, Purr, Trapfinding,
Feats Anklebiter, Bad Cattitude, Cattitude, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Balance +21, Bluff +8, Climb +17, Concentration +8, Escape Artist +9, Hide +29, Jump +13, Knowledge (Arcane, Local, Nature) +6, Listen +13, Move Silently +21, Search +7, Sense Motive +5, Spellcraft +6, Spot +13, Survival +9, Swim +0, Tumble +13, Use Magic Device +8
Possessions Collar of Holding, Cute Widdle Bowsies, Catnip Mousie, 3 Dead Fish Bombs, +6 Bracers of Armor, 2 Potions of Cure Serious Wounds, 486 GP


EPIC FERAL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Spellcasting Your Caster Level is equal to 10 plus your Epic Levels.  You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level.
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.




Improved Kitty Magic
You have expanded your repertoire of Kitty Magic.
 Prerequisites: Kitty Magic, Base Willpower Save +3
 Benefits: Choose any 1 spell from the Sorcerer List to add to the Kitty Magic spells you know.  The spell level must be a level he has access to (i.e. if you're a 3rd level Feral it must be a 1st level spell) and it must be from one of the following schools: Abjuration, Divination, Enchantment, or Illusion.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 17, 2009, 04:15:13 AM
I just realized something. These are updated fnucking fast! :joystick
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 19, 2009, 01:07:49 PM
ARISTOCAT

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/funny-cat-picture-cat-king.jpg)
   
It had been many months since Karsk had keft his Orcish tribe to find work in the city.  Being a half breed had made life hard there for him.  Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him.  And now, here he was, in the form of a small cat in the bedroom of the King's daughter.  King Leopold had been more ruthless than he had thought.  It seemed he had a personal goal of killing 10 men a day.  Even Karsks Orcish father hadn't been that bad.  And now here he was being held by Leopold's innocent 8 year old daughter.  A girl who had harmed no one.  A girl who thought of him as her beloved pet and only friend in the world.  A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came.  It was a risk but Karsk had made a plan.

"Princess.  Wake up."

"Snuggles? Are you really talking?"

"Yes Princess.  I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good.  Speak of this to no one, and be ready tomorrow night.  You get some rest now."

As she went back to sleep Karsk hoped his plan would pull off.  He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents.  As he faded into sleep himself he thought "Mine is a lonely and twisted life" not for the first time.


Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage.  Sometimes the Guilds overthrow evil monarchies, and reestablish embers who were unjustly deposed, or had their families killed, etc.  This is good because then the Guild gets to be semi legitimate (i.e. the secret police).  Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own.  Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT  
Aristocats begin as Aristocrats, and then become Cat Burglars.

 ENTRY REQUIREMENTS
   Special:  Must have at least 1 level in the  Aristocrat NPC class.
   SKills:  Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
   Class Abilities: Kitty Form (Tiny)
   Feats:  Leadership, Force of Personality


Class Skills
 The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Inspire +1
2. +1    +0     +3     +3    Intrigue +2
3. +2    +1     +3     +3    Improved Leadership +2
4. +3    +1     +4     +4    Inspire +2
5. +3    +1     +4     +4    Intrigue +4
6. +4    +2     +5     +5    Improved Leadership +4
7. +5    +2     +5     +5    Inspire +3
8. +6    +2     +6     +6    Intrigue +6
9. +6    +3     +6     +6    Improved Leadership +6
10.+7    +3     +7     +7    Aura of Nobility


Weapon Proficiencies: Aristocats gain no new weapon proficiencies.
 
Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'.  The Bonus is +1 at level 1, +2 at level 4, and +3 at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks.  This increases to +4 at level 5, and +6 at level 8.  In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +2 at level 3, +4 at level 6, and +6 at level 9.   See DMG page 106 for the effects of your Leadership Score.  Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds.  Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities.  If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc.  If they succeed in the Save, they are instead Shaken for 2 rounds.  This ability cannot be used after fighting has begun.  When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed).  Along with their evil minions.  And perhaps their evil pets as well.  Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
 Combat: You only fight when you have to, and always as part of a team.  Stealth and misdirection are more important than brute force.
 Advancement: Theoretically if your revolution is successful you could replace the government.  Otherwise you may have to settle for heading the Guild.
Resources: Being former nobility there are always distant relatives you can cal upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently.  They are either leading a revolution against the aristocracy, or involved in fleecing them.  Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger.  Well so to speak.
 Daily Life: Much of your time is taken up by intrigue and plotting.  You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
 Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do.  The Duke of Paddington (CN Human Male Aristocrat 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
 Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild.  The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you.  Their subjects love you however.  Maybe a little too much.  Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies).  You'll need to balance that out a little.
 Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
 Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot.  If they oppose it, small kitties may bring them the occasional potion or helpful gift...

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Draconian
------------------------------------------------
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Deflection)
AC Small 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
AC Tiny 20, touch 20, flat-footed 16 (+2 Size, +4 Dex, +4 Deflection)
AC Diminutive 23, touch 23, flat-footed 18 (+4 Size, +5 Dex, +4 Deflection)
hp 43 hp (12 HD)
Fort +3, Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +11 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7 (1d6/18-20)
Ranged +1 Light Crossbow +7 (1d8+1/19-20)
Melee Small 2 Claws +10 melee (1d3-3) and 1 Bite +5 melee (1d4-3)
Melee Tiny 2 Claws +11 melee (1d2-4) and 1 Bite +5 melee (1d3-4)
Melee Diminutive 2 Claws +12 melee (1 point) and 1 Bite +7 melee (1d2-4)
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +1d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 17 (20 w/cloak)
Abilities Small Str 4, Dex 16
Abilities Tiny Str 3, Dex 18
Abilities Diminutive Str 2, Dex 20
SQ Trapfinding, Purr, Kitty Form, Inspire +2, Intrigue +2, Improved Leadership +4
Feats Anklebiter, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +10, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +11 (+14 w/cloak), Diplomacy +13 (+16 w/cloak), Disable Device +6, Disguise +11 (+14 w/cloak), Forgery +10, Gather Information +11 (+14 w/cloak), Hide +9 (+19 Small, +24 Tiny, +29 Diminutive), Jump +3 (+8 Small, +7 Tiny/Diminutive), Knowledge (History, Local, Nobility) +10, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Open Lock +4, Search +10, Sense Motive +12, Spot +10, Survival +6, Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive), Use Magic Device +11 (+14 w/cloak)

Additional +4 Bonus to Hide Checks in high grass or undergrowth
Possessions +6 Cloak of Charisma, Collar of Holding, Cute Widdle Bowsies, Mask of Lies, +4 Ring of Protection, +1 Rapier, +1 Light Crossbow, 2 Potions of Cure Serious Wounds, 595 GP



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +1 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 20, 2009, 01:49:41 PM
CRAZY CAT LADY

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/crazycatlady.jpg)
   
"Oooh's Momma's Good Widdle Piddy?? Oooh's Momma's Good Widdle Piddy??"

 Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined he Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister).

BECOMING A CRAZY CAT LADY  
A level of Cat Burglar, and plenty of Druid levels fits you right in.

 ENTRY REQUIREMENTS
   Gender:  Female
   Class Abilities:  Kitty Form
   Spells:  Must be able to cast at least 3rd level Druid spells
   Skills:  Knowledge (Nature) 8 Ranks, Knowledge Local 4 Ranks
   Feats:  Animal Affinity


Class Skills
 The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Behold Mah Fuzzy Minions
2. +1    +0     +0     +3    Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2    +1     +1     +3    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3    +1     +1     +4    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3    +1     +1     +4    Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4    +2     +2     +5    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5    +2     +2     +5    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6    +2     +2     +6    Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6    +3     +3     +6    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7    +3     +3     +7    Mommie's Here Pumpkin


Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.
 
Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats.  Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc).  Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about. 

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy.  Crazy old women are harmless.  Spooky, determined old women are witches.  You don't want to be mistaken for the second one.  Cats are nature's most perfectest creatures as well.  They're better than people, and you wish you were one full time.  AHAHAHAHAHAHAHA!!!!!
 Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can.  They will only fight to protect their beloved kitties from harm.
 Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization.
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today?  She's talking to the trees now.  Guess the hundred cats she has isn't enough to keep her company anymore."
 You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here).  Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
 Daily Life: Your day is usually dominated by training new kitties, and running the Guild.  Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
 Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want.  And she's appears to be at least mildly insane.  Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...
 Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies.  They usually see each other as competition.

NPC Reaction
 NPC's think your out of your mind at worst, and mildly senile at best.  Which is good.  No one expects the crazy old lady at the end of the road to be a spymaster.

CRAZY CAT LADY'S IN THE GAME
 Little old ladies everywhere will not thank you for ruining their good name. 
 Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
 Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such).  Or maybe they're referred to one cause their pet kitty is hurt.  Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+3 Small), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Druidic
------------------------------------------------
AC 19, touch 15, flat-footed 18 (+1 Dex, +4 Deflection, +4 Armor)
AC Small 22, touch 18, flat-footed 19 (+1 Size, +3 Dex, +4 Deflection, +4 Armor)
hp 47 (12 HD)
Fort +6, Ref +6 (+8 Small), Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff +7 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Ranged +1 Sling +9 (1d4+1)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Trapfinding, Resist nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +10, Concentration +5, Craft (Alchemy) +9, Gather Information +8, Handle Animal +10, Heal +8, Hide +6 (+16 Small), Knowledge (Local, Nature +9), Intimidate +5, Listen +8, Move Silently +6 (+14 Small), Ride +5 (+7 Small), Sense Motive +8, Spellcraft +6, Spot +8, Survival +8, Use Magic Device +8

Additional Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Vanisher Cloak, Silkslick Belt, Collar of Holding, Cute Widdle Bowsies, Dimension Stride Boots, Stunshot Sling, Rod of Cats, +4 Bracers of Armor, 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2, 150 GP


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2 
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +45

Life with Eleanor has made Fluffy an unusual horse.  To be blunt, he believes he is a cat.  Watching a horse try to meow is kinda spooky.  Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each  Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells The Crazy Cat Lady's Caster Level is equal to her Druid plus her CCL Levels -2.  You do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 21, 2009, 09:10:23 AM
KATGRRL'S

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catgirl.jpg)
   
"Behold mah sexay fuzzy mittens!"

 Katgrrl's are solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.

BECOMING A KATGRRL  
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's.  Despite the name the class isn't limited to women, but Katboi's are pretty rare.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form (Diminutive)
   Saves:  Base Reflex Save +5
   Skills:  Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
   Feats:  Any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
   Special: Must be sponsored and accepted by a Katgrrl, and they're picky.  You gotta be hawt to join.


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Katgrrl Form (Medium Kitty)
2. +1    +0     +3     +0    Beware the Power of the Hypnobutt (Fascinate)
3. +2    +1     +3     +1    Jiggle Dodge +2
4. +3    +1     +4     +1    Katgrrl Form (Big Sexay)
5. +3    +1     +4     +1    Beware the Power of the Hypnobutt (Suggestion)
6. +4    +2     +5     +2    Jiggle Dodge +4
7. +5    +2     +5     +2    Katgrrl Form (Ah Gots the Powah)
8. +6    +2     +6     +2    Beware the Power of the Hypnobutt (Slavery)
9. +6    +3     +6     +3    Jiggle Dodge +6
10.+7    +3     +7     +3    Naked Fury


Weapon Proficiencies: A Katgrrl gains no new weapon or armor proficiencies.
 
Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses). 

At 1st level you gain Medium Kitty Form for all intents and purposes mechanically.  Claws do 1d4 plus Strength Modifier, and Bite does 1d6 plus half Strength Modifier.  Since you have hands you aren't restricted as to what skills you can use, and you can still speak normally.  items do not merge with your body as your form doesn't change to become incompatible with them.

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items.  Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being of the opposite gender (and same gender if homosexual) within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons).  This is an enchantment (compulsion) mind-affecting ability.  Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above).  The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability.  A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect.  This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times.  This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier).  If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude.  This is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form.  As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him.  For the next minute they will selflessly (but not suicidally) devote themselves to doing so.  For example a room full of men would still assault the King because they know they can take him.  However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning.  This is a Mind-Affecting effect.  It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well). 

PLAYING A KATGRRL
 You are hawt.  And you know it.  And you have no problem making sure other people know it.  They should all bow to your extreme hawtness.  Anyone who disagrees is jealous or lying.  Fortunately you have a wide selection of boyfriends to make them all pay...
 Combat: You're a lover, not a fighter.  You make sure your boyfriends do the fighting.  Thats what they're there for.  Well that and money.  And snuggles when you're down.  Of course fights sometime lead to the opportunity to make newer, richer boyfriends.
 Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive.  How they choose to become the perfect femme fatale  may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
 Katgrrl's are thought of as harmless sex objects.  Specifically everyone pays attention to their physical beauty to the point they don't really pay attention the the havoc their charms are wreaking.  Mata Hari has nothing on the Katgrrl clan.  Nations have fallen because one twitched disapprovingly at an offending court functionary.
 Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread.  After all you'll need new sources of money once the old ones get killed off by jealous rivals.  You also spend time casing their homes for valuables and doing your best to undermine rivals for affection.
 Notables: Kitten (CN Human Female Cat Burglar 6/Katgrrl 6) is the best exotic dancer in the country.  People come from leagues away to see her perform.  And somehow always leave slightly less wealthy...  Christobel (CN Human Male Cat Burglar 6/Katgrrl 6) is infamous as being the only male to ever go the Katgrrl route to power.  He is hated far and wide for his ability to seduce the wealthy, and their progeny.  And by the other Katgrrl's for what they consider poaching their territory.
 Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders.  It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
 NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male.  Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*. 

KATGRRL'S IN THE GAME
 Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see.  The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
 Adaptation: This one could probably go into semi serious campaigns as well as goofy ones.  Especially role playing intensive ones.
 Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc.  They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city.  There are a few problems.  She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her.  And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 6/Katgrrl 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +6, Spot +10, Scent and Low Ligth Vision in Kitty and Katgrrl Forms
Languages Common, Sylvan, Draconic
------------------------------------------------
AC 18, touch 15, flat-footed 17 (+1 Dex, +4 Deflection, +3 Armor)
AC Small 21, touch 18, flat-footed 18 (+1 Size, +3 Dex, +4 Deflection, +3 Armor)
AC Tiny 23, touch 20, flat-footed 19 (+2 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Diminutive 26, touch 23, flat-footed 21 (+4 Size, +5 Dex, +4 Deflection, +3 Armor)
hp 48 (12 HD)
Fort +4, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +6 
Evasion, Uncanny Dodge, Jiggle Dodge +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Melee Katgrrl 2 Claws +9 (1d4-1) and 1 Bite +4 (1d6-1)
Base Atk +8, Grp +7 (+0 Small, -11 Tiny, -15 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr, Trapfinding, Kitty Form, Beware the Power of the Hypnobutt (Fascinate, Suggestion), Katgrrl Form
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, I Wuv U, Persuasive, Weapon Finesse
Skills Appraise +5, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Bluff +16, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive, +9 Katgrrl), Diplomacy +14, Disable Device +5, Escape Artist +5 (+7 Small, +8 Tiny, +9 Diminutive), Gather Information +8, Hide +9 (+19 Small, +24 Tiny, +29 Diminutive, +13 Katgrrl), Intimidate +6, Jump +3 (+8 Small, +7 Tiny/Diminutive, +11 Katgrrl), Knowledge (Local, Nobility) +5, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +10, Sleight of Hand +5, Spot +6, and Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive)

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Go Go Boots, Teeny Kini of Distraction, +4 Ring of Protection,  +3 Bracers of Armor, 250 GP



EPIC KATGRRL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.


Katgrrl Armor
 Price (Item Level): 16,160 GP
 Body Slot: Body
 Caster Level: 9th
 Aura: Moderate; (DC:19) Universal
 Activation: -
 Weight: -

This (extremely) form fitting, black, shiny leather armor acts as +3 Leather Armor.  Additionally while wearing it, if you have the Class Ability Jiggle Dodge, you may use it while wearing this armor.

Prerequisites: Craft Magic Arms and Armor, Jiggle Dodge
Cost to Create: 8,080 GP, 8 days, 323 XP




Go Go Boots
 Price (Item Level): 18,000 GP
 Body Slot: Feet
 Caster Level: 3rd
 Aura: Faint; (DC:16) Universal
 Activation: -
 Weight: -

While wearing these shiny leather thigh high boots, the Save DC of any Mind Affecting Effects you can use whether from Supernatural Abilities or Spells is increased by +4.  This stacks with Feats such as Spell Focus.

Prerequisites: Craft Wondrous Item, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Cost to Create: 9,000 GP, 9 days, 360 XP



Ring of Bling
 Price (Item Level): 27000 GP
 Body Slot: Ring
 Caster Level: 5th
 Aura: Faint; (DC:18) Enchantment
 Activation: Swift (command)
 Weight: -

This ring compels anyone who sees it to want it (except the wearer) if  they fail a DC 14 Willpower Save once the wearer utters the command word.  This is identical to the Miser's Envy spell.  They are convinced it is of limitless value, and it does appear fairly flashy.  Ironically the ring is made of copper painted to look like a more precious metal, and the stones in it are worthless fakes. 

Prerequisites: Forge Ring, Miser's Envy
Cost to Create: 13500 GP, 14 days, 540 XP



Completely Inappropriate Dress
 Price (Item Level): 2000 GP
 Body Slot: Torso
 Caster Level: 1st
 Aura: Faint; (DC:16) Abjuration
 Activation:
 Weight: -

Perhaps this dress is scandalously short, or see through, or buttless, but it's considered very tacky to wear in public.  However anyone attacking you must make a DC 13 Willpower Save, or they can't go through with it as they keep imagining better things the two of you could be doing.  If you attack them this effect ends immediately, this is a Compulsion and a Mind-Affecting Effect.

Prerequisites: Craft Wondrous Item, Sanctuary, Spell Focus (Abjuration)
Cost to Create: 1000 GP, 1 day, 40 XP



Teeny Kini of Distraction
 Price (Item Level): 24000 GP
 Body Slot: Body
 Caster Level: 3rd
 Aura: Faint; (DC:17) Abjuration
 Activation:
 Weight: -

While wearing this incredibly small two piece thong bikini, any living creature within 60' that can see you takes a -8 Circumstance Penalty to all Concentration checks, and a -2 penalty to all other rolls.

Prerequisites: Craft Wondrous Item, Distracting Ray, Doom
Cost to Create: 12000 GP, 12 days, 480 XP



Gloves of Massage
 Price (Item Level): 12000 GP
 Body Slot: Hands
 Caster Level: 3rd
 Aura: Faint; (DC:17) Enchantment
 Activation: - (use-activated)
 Weight: -

These silky, full-arm gloves turn people to putty in your hands.  While massaging them with these gloves they must make a DC 13 Willpower Save whenever you ask a question or answer truthfully.

Prerequisites: Craft Wondrous Item, Zone of Truth
Cost to Create: 6000 GP, 6 days, 240 XP




Lipstick o Sexay
 Price (Item Level): 56000
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC:19) Enchantment
 Activation: - (use-activated)
 Weight: -

While wearing this bright, cherry red lipstick any living creature viewing your face (treat this as a gaze attack, 30', Willpower 16 Save negates) must Save or fall madly in lust with you.  This is treated as a Lesser Geas, except the only quest they must be compelled to perform is seducing you.

Prerequisites: Craft Wondrous Item, Lesser Geas
Cost to Create: 28000 GP, 28 days, 112 XP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on February 21, 2009, 09:43:29 AM
Love the Kitty Classes, as always bhu!

Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses).  You may assume Katgrrl form once per day per Katgrrl level, and it lasts for 1 minute per point of Charisma modifier each time.

At 1st level you gain the following in Katgrrl form: Low Light Vision, Scent, and a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks (basically you get the skills and sense from your Kitty Form in Katgrrl form as well).

At 4th level you get claws and fangs in Katgrrl form.  Damage depends on size: Small (1d3 Claws, 1d4 Bite), Medium (1d4 Claws, 1d6 Bite), and Large (1d6 Claws, 1d8 Bite).  When making a Full Attack you get 2 Claw attacks and 1 Bite attack.  You may use Strength or Dexterity Modifier for to hit and damage rolls, whichever is greater (half the modifier for the bite).  You get this benefit in Kitty Form as well.

At 7th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

Why is Katgrrl form limited in duration and uses per day? Is there something about this that makes it inappropriate as a new Kitty Form? It is much similar to a medium kitty form, like the Big Kitty gets. She does get the skill bonuses to Climb, Hide, Move Silently, Balance and Jump checks, but she can get those in small kitty form anyway. She gets the fun of having the bunny kitty ears and tail. The social bonuses are there to show how sexay hawt she is right?

Anyway, Good stuff! The items, especially the inappropriate dress rock!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 21, 2009, 10:34:43 AM
Hmm...perhaps a little revisal is in order...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 22, 2009, 12:22:44 PM
Okay I got the new edit up.  Lemme know if you guys like.  Think the prices for the items are okay?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on February 22, 2009, 09:05:27 PM
Looks good to me! The items' prices look alright, even considering the low DC's, because they aren't limited in uses.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 23, 2009, 04:07:27 AM
Just read the catgrrl... strange but funny! :looloo
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 24, 2009, 12:35:14 PM
CAT FU FIGHTER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/CatFuFighter.jpg)
   
"You dare insult a master of the art of Cat FU?"

 Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons.

BECOMING A CAT FU FIGHTER  
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything
   Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
   Base Attack Bonus: +5
   


Class Skills
 The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Summon the Kittehs, Kitty Weapons
2. +2    +3     +3     +0    Improved Sleight of Hand (+2)
3. +3    +3     +3     +1    Show Off
4. +4    +4     +4     +1    Kitty Weapons
5. +5    +4     +4     +1    Improved Sleight of Hand (+4)
6. +6    +5     +5     +2    Show Off
7. +7    +5     +5     +2    Kitty Weapons
8. +8    +6     +6     +2    Improved Sleight of Hand (+6)
9. +9    +6     +6     +3    Show Off
10.+10   +7     +7     +3    Supahstah!


Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.
 
Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier).  They will stay for the duration of the encounter.  Where they've been hiding, and how they got where you are now is unimportant, they just show up.  Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One handed Light weapons.  Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your unarmed strike damage, whichever is higher.  You may apply weapon Feats to wielding cats as you would any other weapon.  You may also wield fellow Cat Burglars in Tiny Kitty Form as a weapon.  They are similar to normal cats, but have an Enhancement Bonus equal to their Cat Burglar Level divided by 5.

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5.  The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible.

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action.  Make an Sleight of Hand check vs your opponents Spot check.  If successful you add your check result to the damage done.  If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex):  Since your fighting style relies on hiding kitties in your clothing you become quite excellent at hiding them on your person.  At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): You and your cats have trained to perform interesting combat tricks.  At 3rd, 6th, and 9th levels you may choose 1 combat maneuver from the following list:

Kitty Makin' Biscuits: If you successfully hit your opponent with a Ranged Kitty Attack, he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or be Stunned 1 Round and Nauseated 1d3 rounds after.  If the Save is successful he is merely Nauseated 1 Round.

Little Kitty Tripper Upper: If you successfully hit your opponent with a Ranged Kitty attack, you may immediately make a Trip Attempt (your Dex vs his Strength) as a Free Action without provoking an Attack of Opportunity (and if you fail they do not get an attempt to Trip you back).  The Trip attempt uses your Size modifier, not the Kitties.

Facehugger: If you successfully hit your opponent with a Ranged Kitty Attack, they must make a Fortitude Save (DC is 10 plus half hit dice plus Dexterity modifier) or be Blinded for 1d3 rounds.  If the Save is successful, he is Dazed 1 round instead.  If a "1" is rolled on the Save, the victim is permanently Blinded.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d3 damage per Kitty you have on your person, and providing a +1 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: You have become an expert at hiding Kitties in your voluminous yet sturdy sleeves.  Any round in which you make a successful Sleight of Hand vs your opponents Spot check you may increase your normal Sneak Attack damage by +2d6.

Sneaky Nibbles: You have become an expert at hiding Kitties on your person in general.  If you make a successful Sleight of Hand check vs your opponents Spot check the critical threat range for your Kitty Weapons increases to 18-20 for the rest of the round (they never see it coming).  You may Full Attack while using this ability.

Swarm Defense: Whenever an opponent attempts to Grapple you, you get an Attack of Opportunity (even if your opponent has Improved Grapple or Improved Grab) with your Kitty Weapon attack as your Kitties leap from your robes to defend you. 

Presents for Daddy: You may make a Ranged Disarm attack to knock something from your opponents hand.  This does not damage your Kitty, nor does it take an Attack of Opportunity.  If the Disarm is successful whatever was in the opponents hands is now held by the Kitty, who will be returning to you postehaste.


Supahstah! (Ex): Choose any 1 Show Off Maneuver.  The Save DC if it is Kitty Makin' Biscuits or Facehugger, increases by +4.  If it requires an Opposed check you get +4 to the roll.  If it gives you an Attack of Opportunity you are +4 on that attack roll.  You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
 Learn to be mysterious and use Bluff as much as possible.  You always want people to believe you are capable of more things than you actually are.   Never give a straight answer, never be straightforward, always take the long way to get to your point.  Wear roomy clothes you can hide lots of stuff in. 
 Combat: You have learned to wield kitties as extensions of your own body.  It confuses and disorients people, so concentrate on it just to mess with people.  Besides flinging cats into peoples faces is damn funny.
 Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town.  Cause that gets the women in droves.  Fighting is okay, but hot women are better.  Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise.."
 People luv the Cat Fu Fighters.  They pretend to be arrogant, cool, and unreachable.  It's all to get the local women to swoon when they show up of course.  And of course they indulge in some fighting, but thats only for effect to increase their rep.
 Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect.  This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
 Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer.  Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader.  And the Town Elders.  And the Governor.  And  several other people just for giggles.
 Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
 NPC's love you.  You're like a local folk hero.  Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
 Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight.  This can make for problems if you let the player hog the limelight, as it may annoy the other players.  Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign. 
 Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
 Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight.  They may even be paid ahead of time to choreograph it to make the CFF look good.  Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good.  he claims it's to impress his girlfriends dad so he'll let them marry.  It goes well, but soon they find that they've been scripted as the evil villains in his charade.  There's also a rash of robberies and crimes laid at their door.  Has he been framing the PC's?  Will they make it out of town alive?  Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated.  Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+5 Small), Senses: Listen +6, Spot +6, Low Light Vision, also has Scent in Kitty Form
Languages Elf, Common
------------------------------------------------
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 Armor)
AC Small 22, touch 16, flat-footed 17 (+1 Size, +5 Dex, +6 Armor)
hp 56 (12 HD)
Fort +9, Ref +12 (+14 Small), Will +4
+2 vs Enchantment, Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Kitty +13/+8 (1d6+3)
Ranged Kitty +13 (1d6+3)
Melee Small 2 Claws +16 (1d3-2) and 1 Bite +11 (1d4-2)
Base Atk +10, Grp +10
Atk Options +1d6 Sneak Attack, Show Off (Kitty Makin' Biscuits, Facehugger), Kitty Weapons
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities Small Str 6, Dex 20
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form (Small), Trapfinding, Summon the Kittehs, Improved Sleight of Hand
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse
Skills Balance +5 (+15 Small), Bluff +13, Climb +5 (+11 Small), Concentration +6, Gather Information +6, Hide +6 (+16 Small), Jump +2 (+8 Small, +12 w/Sandals), Knowledge (Local, Nobility) +2, Listen +6, Move Silently +6 (+12 Small), Search +3, Sense Motive +4, Sleight of Hand +13 (+15 w/Kitties), Spot +6, Tumble +8 (+10 Small), Use Magic Device +5

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Silkslick Belt, Sandals of Springing, Robe of Scintillating Colors, +6 Bracers of Armor, Ring of Adamantine Touch, 2 Potions of Cure Serious Wounds, 750 GP


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 25, 2009, 02:50:18 AM
Everahbody wuz kat-fu-fighting, little paws went fast a lightning... :lol
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 25, 2009, 11:24:25 AM
VET

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/AWW.jpg)
   
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!"

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:  Purrsnuggles
   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

   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, 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 (+3 Small, +4 Tiny), Senses: Listen +3, Spot +3, Scent and Low Light Vision in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 Armor)
AC Small 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
AC Tiny 21, touch 16, flat-footed 17 (+2 Size, +4 Dex, +5 Armor)
hp 45 (12 HD)
Fort +4, Ref +5, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1/+1 Quarterstaff +7/+2 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Melee Tiny 2 Claws +6 (1d2-4) and 1 Bite +1 (1d3-4)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
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 Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Trapfinding, Purr, Evasion, Holy Kitty Aura (DC 19)
Feats Augment Healing, Combat Casting, Jibba Jabba, Lick Your Wounds, Purrsnuggles, Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +9, Gather Information +9, Concentration +10, Diplomacy +11, Handle Animal +10, Heal +13, Knowledge (Local, Religion) +11, Sense Motive +11, Spellcraft +11

Additional +4 Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, RIng of Mystic Healing, Imperious Vestment, Rod of Celestial Might, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 150 GP


Aura Feats

Aura Feats are only available as Divine Bonus Feats from he 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 the 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
Bonus Feats: The Epic Vet gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on February 26, 2009, 03:11:36 AM
Hehehe... me like. :p

As there are kitteh classes for most of the base classes, could you do one for prime32's chozo warrior?

heh heh... robo kitteh...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 26, 2009, 11:17:00 AM
I'd have to acquaint myself with the class but I'm sure it's possible...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 26, 2009, 12:43:47 PM
SHORT PAW CLAN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ShortPaw.jpg)
   
"Softee Paw Kung Fu is for sissies!  Short Paw Kung Fu rules!"

 The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind.  Screw blackmailing people they're out to beat them up.

BECOMING A SHORT PAW  
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Sudden Strike +2d6
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
   Skills:  Concentration 6 ranks, Tumble 6 ranks
   Special:  Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
 The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Short Paw Kung Fu (Paw of Horrifying Death)
2. +1    +0     +3     +0    Bad Reputation +2
3. +2    +1     +3     +1    The Fine Art of Kicking ___
4. +3    +1     +4     +1    Short Paw Kung Fu (Paw of Instructional Dismemberment)
5. +3    +1     +4     +1    Bad Reputation +4
6. +4    +2     +5     +2    The Fine Art of Kicking ___
7. +5    +2     +5     +2    Short Paw Kung Fu (Paw of Gentle Rebuke)
8. +6    +2     +6     +2    Bad Reputation +6
9. +6    +3     +6     +3    The Fine Art of Kicking ___
10.+7    +3     +7     +3    Paw of the Fluffy Kitten


Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.
 
Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death.  In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks.  By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and everyone within 10 feet who isn't an Ally must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment.  As before this isn't as horrible as it sounds.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain.  Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke.  This one is actually kinda bad.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by.  For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 25 feet.  If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks.  This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip.  In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack.  The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power).  The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition.  The strike does normal Unarmed Strike damage plus an additional 50 points of damage.  If the opponent Charged this round it does +5 damage.  If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage.  If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage.  If the opponents is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage.  If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage.  If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round.

PLAYING A SHORT PAW
 You were born to beat people up.  You relish being able to beat down lumbering, thuglike samurai with a single paw.  And you let them know it to.  Every day.  In every way possible.  Especially when they're sleeping...
 Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu.  Not much point in being a butt-kicker for hire if you can't actually kick butt.
 Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans.  they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
 Short Paws are generally feared and mistrusted, mostly cause you make sure of it.  You want the bad rep cause it makes the job easier.  Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them.  You have inherited the cat's laziness to a degree.
 Daily Life: 5 am: rose for training in the garden.  Sifu sent Brother Hanzo through a wall with one blow.  It was awesome!!
7 am: Stole breakfast from local butthead who overcharges the locals. 
9 am: More training.  Sifu sent me through a wall.  Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation.  Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us.  Then it's nappy times.
 Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master.  He hopes to have his own school someday.  Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
 Organizations: The Short Paw Clan pretty much is an organization unto itself.  You gotta be family though, or well liked by them.  And they're mighty picky about prospective members outside the family.

NPC Reaction
 NPC's generally hold you in awe for your mighty kitty kung fu prowess.  Plus you whoop the local nobles.  That alone gets you kudos.

SHORT PAWS IN THE GAME
 This class may tend to make the PC's a tad wary of cats.  Which they should be.  Darn sneaky critters them cats.
 Adaptation: This one is definitely for silly campaigns.  Kung Fu kitties just doesn't seem right in a serious one.
 Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect.  Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord.  They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic.  Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again.  The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +12, Spot +12, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 24, touch 18, flat-footed 22 (+2 Dex, +6 Wisdom, +6 Armor)
AC Small 27, touch 21, flat-footed 23 (+1 Size, +4 Dex, +6 Wisdom, +6 Armor)
AC Tiny 29, touch 23, flat-footed 24 ( +2 Size, +5 Dex, +6 Wisdom, +6 Armor)
AC Diminutive 32, touch 26, flat-footed 26 (+4 Size, +6 Dex, +6 Wisdom, +6 Armor)
hp 48 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +8/+3 (1d10-1) or weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3) or Unarmed Strike +12/+7 (1d8-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4) or Unarmed Strike +14/+9 (1d6-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4) or Unarmed Strike +17/+12 (1d4-4)
Base Atk +7, Grp +6 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options +1d6 Sneak Attack, +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear 4 Potions of Haste, 2 Potions of Heroism
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Kitty Form, Purr, Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Anklebiter, Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Weapon Finesse
Skills Balance +9 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +8, Climb +9 (+11 Small, +12 Tiny, +13 Diminutive), Concentration +7, Gather Information +8, Hide +10 (+16 Small, +21 Tiny, +26 Diminutive), Intimidate +17, Knowledge (Local) +8, Listen +12, Move Silently +10 (+12 Small, +13 Tiny, +14 Diminutive), Spot +12, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive)
Possessions Collar of Holding, Cute Widdle Bowsies, Robe of Blending, +6 Bracers of Armor, Ring of Chameleon Power, 4 Potions of Haste, 2 Potions of Heroism, 50 GP




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.



The Look
Man that cat really makes me nervous...
 Prerequisites: Black cat, Nekochan, or Tomcat
 Benefits: Intimidate is always considered a class skill for you.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 27, 2009, 02:50:05 PM
CATS FROM SATURN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/saturncat.jpg)
   
"The world is indeed comic, but the joke is on mankind."

 There are even Cat Burglar Guilds in the Far Realms nowadays.  God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can.  They just have to figure out what the local Aberrations think is cute.  Regular Cat Burglars suck.  They just con people and take their money.  You con strange alien artifacts out of disembodied, freaky brain creatures.

BECOMING A CAT FROM SATURN  
You'll need to find some way of accessing the Far Realms, so you'll either be a spell caster or have access to one.  Usually the Cult...uh Guild...has spellcasters to provide you with the ability to travel the Planes until you gain do it yourself.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, must be able to cast 2nd level Arcane Spells, and must know 1 Conjuration spell from each level OR must be able to Manifest 2nd level Powers, one of which must be from the Nomad List.
   Skills:  Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 4 ranks
   Feats:  Augment Summoning, Transdimensional Spell, Unnatural Will (see Complete Arcane and Heroes of Horror)
   Special:  Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
 The Cat from Saturn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
2. +1    +0     +3     +3    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
3. +1    +1     +3     +3    Summon the Toadie Frogs
4. +2    +1     +4     +4    Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
5. +2    +1     +4     +4    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
6. +3    +2     +5     +5    Summon the Toadie Frogs
7. +3    +2     +5     +5    Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
8. +4    +2     +6     +6    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
9. +4    +3     +6     +6    Summon the Toadie Frogs
10.+5    +3     +7     +7    Manipulate the Sphere's, +1 Level of Arcane/Psionic spellcasting class


Weapon Proficiencies: Cats from Saturn gain proficiency with one Exotic Weapon.
 
Spells/Psionics: Every level except 3, 6, and 9 the Cat from Saturn increase the level of their spellcasting or manifesting class.  They have to be one or the other, not both.

Non-Euclidean Kitty Form (Su): At 1st level you gain the ability to use Non-Euclidean Kitty Form.  While in Non-Euclidean Form you have the benefits of the Avoid Planar Effect spell.  if you should change Planes it takes 1 round for this power to change to protect you from the new Plane. 

At 4th level your Non-Euclidean Kitty form is quite appalling.  You automatically fail all Charisma based skill checks (except Intimidate, Use Magic Device, or Use Psionic Device) against anything not an Outsider or an Aberration.  You gain a Circumstance Bonus equal to your Cat from Saturn level on Intimidate checks against anything not an Aberration or Outsider.  Aberrations and Outsiders find you soothing and pleasant however, and they automatically regard you as friendly unless you attack them.  Even horrifying tentacle monsters from beyond space and time need some downtime snuggling with their lil' kitty to reduce stress.

At 7th level you are downright bizarre.  Aberrations and Outsiders must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected by the Calm Emotions spell when you are within 30' of them.  Their emotions are calmed only in regards to you, and only if you don't deliberately attack/anger them, and it affects even Outsiders and Aberrations immune to Mind-Affecting Effects.  All other Types of beings must also make a Willpower Save if you are within 30', or be Frightened for 1d6 rounds.  If the Save is successful they are immune to your Kitty Form for 24 hours.

Schrodinger's Scamper (Su): At 2nd level you may cast Dimension Door 3 times per day as a Supernatural Ability. 

At 5th level you may cast Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you. 

At 8th level you may cast Greater Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you.

Summon the Toadie Frogs (Su): Once per day you may summon evil toadlike critters at 3rd level (twice per day at level 6, 3 times per day at level 9).  This is the equivalent of Lesser Planar Ally at level 3, Planar Ally at 6th level, and Greater Planar Ally at 9th level.  However you may only summon Toadie Frogs.  At level 3 this is a Mud Slaad (see Fiend Folio) with the Pseudonatural Template.  At level 6 this is a 12 HD Gray Slaad with the Pseudonatural Template (or 2 Mud Slaad).  At level 9 this is an 18 HD Death Slaad with the Pseudonatural Template (or 3 Mud Slaad).

Manipulate the Sphere's (Su): A number of times per day equal to your Charisma Modifier you may cast any Conjuration spell with a Metamagic Feat without increasing the spells level.  If you have a Psionic class instead, you may Manifest powers from the Nomad list using Metapsionic Feats without increasing the power point cost. Your type now changes to Outsider with the Native Subtype.

PLAYING A CAT FROM SATURN
 The Cats from Saturn have some sort of business arrangement with an entity or realm in the Far Realms known as Saturn.  Coincidental perhaps, but screw it I'm running with it.  They trade packages back and forth between the Realms and the Prime Material Plane.  Whatever they're getting out of it must be pretty damn worth it, because they'd rather die than let anyone see whats in their packages.   
 Combat: Cats from Saturn avoid direct combat unless they outnumber opponents enough for the fight to be easy.  They have summoned minions to do fighting for them.
 Advancement: Cats from Saturn usually try to increase their magical powers, and their connections in the Far Realm.  It's uncertain why, but they definitely have some sort of bidness enterprise there.  Probably trading peoples brains for Space Mead or something weird like that.
Resources: The Cats from Saturn usually have only their own peculiar Guild to draw from.  The other Cat Burglars are freaked out by them.  Not to mention regular citizens.

CATS FROM SATURN IN THE WORLD
"For the cat is cryptic, and close to Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle's lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten."
 Cats from Saturn interact with the Far Realms, not our world.  They only spend time here fetching whatever the hell it is they sell to the weird gut-faced critters in the Realms for...whatever it is they get in return.  Plus they spend time researching spells and new powers.
 Daily Life: You like scaring the locals to prevent them from looking into your operations.  And scaring the not-so-locals just because.  And anyone else you can find.  Sometimes you practice on small animals by making their hearts explode in front of people.  It always helps to increase your bad reputation.
 Notables: Shub (CE Male Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is an enforcer for the cult...er ...Guild.   Shubawubbawub (CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is the local Mistress of the Toadie Frogs...god alone knows what that entails, and we ain't askin'.
 Organizations: The Cats from Saturn are their own organization, one mostly devoted to smuggling god knows what back and forth from the Far Realms.  They are closer knit than even the regular Cat Burglar Guilds due to the extreme danger of their business.  Whatever it is.

NPC Reaction
 NPC's tend to poop themselves if they see you in Non-Euclidean Kitty Form.  They aren't very fond of you otherwise either come to think of it.

CATS FROM SATURN IN THE GAME
 This is good for campaigns if you want good and evil Cat Burglar Guilds (guess which one is the evil one?).  The Saturn Cats are pretty spooky, so they tend to scare the bejeezus out of people one way or the other.
 Adaptation: This could go in either a silly or a spooky campaign.  Preferable a mix of both. 
 Encounters: PC's are only likely to encounter the Cats from Saturn in their true forms in the Far Realm.  Should they raid or stumble into a Saturnian Guild by accident however things will get weird quick...

Sample Encounter
EL 12: The PC's have been hired to investigate rumors about toadlike monsters that are haunting the local fens.  After much searching they come across a cult in the midst of the wetlands.  And apparently it is composed of weird little vaguely catlike creatures...


Shubawubbawub
CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6
Init +1 (+3 Small), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Aboleth, 2 Far Realms languages
------------------------------------------------
AC 20, touch 15, flat-footed 19 (+1 Dex, +4 Deflection, +5 Armor)
AC Small 23, touch 18, flat-footed 20 (+1 Size, +3 Dex, +4 Deflection, +5 Armor)
hp 31 (12 HD)
Fort +3 (+8 w/cloak), Ref +6 (+8 Small, +11 w/cloak, +13 Small w/cloak), Will +10 (+15 w/cloak)
+3 on Willpower Saves against Fear
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +2 (1d3-3) and 1 bite -3 (1d4-3)
Base Atk +5, Grp +4 (-3 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 4 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9th
Supernatural Abilities Schrodinger's Scamper (Dimension Door 3/day, Plane Shift 1/day), Summon the Toadie Frogs 2/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Kitty Form, Purr, Trapfinding, Non Euclidean Kitty Form
Feats Augment Summoning, Combat Casting, Jibba Jabba, Spell Focus (Conjuration), Transdimensional Spell, Unnatural Will
Skills Balance +1 (+9 Small), Bluff +11, Climb -1 (+7 Small), Concentration +9, Decipher Script +7, Hide +9 (+19 Small), Intimidate +3 (+11 in NE Kitty Form), Jump -1 (+5 Small), Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +9, Move Silently +9 (+15 Small), Search +11, Spellcraft +11, Spot +9, Survival +9, Use Magic Device +11

In areas of tall grass or heavy undergrowth the Hide raises to a +23
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +5 Cloak of Resistance, +5 Bracers of Armor, 1 Potion of Cure Serious Wounds, 500 GP




EPIC CAT FROM SATURN

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells or Psionics: Your caster or Manifester level continues to improve with Epic levels, and you gain 1 new spell or power of any level you can cast every other level stating at level 22.
Bonus Feats: The Epic Cat from Saturn gains a Bonus Feat every 3 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on February 28, 2009, 11:04:27 AM
FOOF LORD

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fooflord.jpg)
   
"You're wife is allergic to cats, aww isn't that a shame..."

 You are the master of allergies.  Used by the Guilds to make miserable the lives of others, your abilities to inflict misery make even the strongest willed aristocrat crumble to their demands.

BECOMING A FOOF LORD  
Any Cat Burglar can take this PrC with the appropriate Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Eat My Dander, Fwuffy
   Skills:  Gather Information 8 ranks, Hide 8 ranks, Move Silently 8 ranks


Class Skills
 The Foof Lord's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Dander Mastery
2. +1    +0     +3     +0    Foofanization
3. +2    +1     +3     +1    Allergen Curse
4. +3    +1     +4     +1    Dander Mastery
5. +3    +1     +4     +1    Foofanization
6. +4    +2     +5     +2    Allergen Curse
7. +5    +2     +5     +2    Dander Mastery
8. +6    +2     +6     +2    Foofanization
9. +6    +3     +6     +3    Allergen Curse
10.+7    +3     +7     +3    Lord of the Fwuffy

Weapon Proficiencies: Foof Lord's gain no new weapon or armor proficiencies.
 
Dander Mastery (Su): Your Foof Lord and Cat Burglar Levels stack for purposes of being able to take the HAHAHAHA!! and You Are My New Best Friend Feats.

At 1st level you may use the Eat My Dander Feat at will.

At 4th level you may cast Dander Blast 3 times per day as as Supernatural Ability.

At 7th level you may cast Dander Explosion once per day as a Supernatural Ability.

Foofanization (Su): At 2nd level you may "foofanize" a 10 by 10 foot room as a Full Round Action, covering it with difficult to find cat hairs.  Anyone allergic to cat hair (or who is suffering from an Allergen Curse) has a -4 penalty on all rolls as long as they remain in the room (others get a Fortitude Save to avoid the effect, Save DC is 10 plus half Hit Dice plus Charisma).  The room remains foofanized for 1 day. This ability may be used in outdoor settings, but Moderate or stronger winds will disperse the effect within 1d6 rounds.

At 5th level you may coat up to a 20 by 20 foot room, and it remains in effect for 1 day per point of Charisma Modifier.  Victims are Nauseated in addition to taking  the penalties to rolls. It now lasts 1d6 minutes in Moderate or stronger winds if used outside.

At 8th level you may coat up to a 40 by 40 foot room, and it last for 1 week per point of Charisma Modifier. It now last 1d6 hours if used outside in Moderate or stronger winds.

Allergen Curse (Su): Beginning at 3rd level, a number of times per day equal to your Charisma modifier you may curse a victim within 60' as a Standard Action if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier).  If you are successful that victim becomes allergic to cats.  Whenever he gets within 20' of a feline creature (including magical ones) he receives a -4 penalty on all rolls for as long as he is within range, and for 1d6 rounds afterwards.

At 6th level the Save DC of your Foofanization and Dander mastery abilities is +2 for anyone you have successfully cursed.

At 9th level the Save DC of your Foofanization and Dander mastery abilities is +4 for anyone you have successfully cursed.

Lord of the Fwuffy: At 10th level you have achieved Maximum Fwuffiness! You may now use Dander Blast 5 times per day, and Dander Explosion 3 times per day.  In addition you may now cast Dander Tornado once per day.  You may also Paralyze anyone you have successfully used your Allergen Curse on for as long as you touch them if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).

PLAYING A FOOF LORD
 You spread cat hair in your wake, and you enjoy it.  Nothing makes your life better than making fat old people with too much money and not enough common sense ill.  And that pretty much describes the entirety of the ruling class. 
 Combat: You're a debuffer in combat pretty much.  Your goal is to screw up the other side, and make their life hell while your companions throw anvils at them, or whatever the heck it is Barbarians do.
 Advancement: Foof Lords all pretty much concentrate on optimizing their abilities to make the lives of others miserable. 
Resources: Foof Lords have the usual resources available as a member of the Cat Burglar Guilds.  Plus you can readily blackmail people for spare cash by blasting them with cat dander until they give up.

FOOF LORDS IN THE WORLD
"Ah tho hade thad cad..."
 You interact with the world by cutting off it's air supply.  And then giving it back after you get paid.  You're a bit of a meanie, but many of the people you make sneeze are deserving.  And you get a lot of affection from peasants who don't like the mean ole Dukes who persecute the lil' fwuffy kitty.  If they only knew...
 Daily Life: You spend much time researching your target, or scouting locations, or setting up the foof attack you'll be using to zap him.  And you also snuggle that nice old lady down the street cause she gives you fish which makes her the most perfectest person ever.
 Notables: Fluffy (CN Female Human Cat Burglar 6/Foof Lord 6) is the local torturer for her Guild.  Sneezy (CE Male Cat Burglar 6/Foof Lord 6) is the torturer for a rival Guild.  Let the shedding begin!
 Organizations: Foof Lords have no real special organization devoted to them beyond the regular Cat Burglar Guilds.

NPC Reaction
 NPC's luv you cause your just the fwuffiest kitty evah!!  Well as long as they aren't your target.  Then they hate you more than being swarmed by bees.  That says a lot.

FOOF LORDS IN THE GAME
 Your players will probably have a hard time wrapping their heads around a kitty using it's powers to extort the nobility.  It's not your usual party role.
 Adaptation: Definitely a sill campaigner.  Not many brutal extortionist thugs use allergies to cats in a serious campaign.
 Encounters: PC's generally encounter a Foof Lord when he has been assigned to zap them, or to protect someone he has been zapping.

Sample Encounter
EL 12: The PC's are given a small Persian kitten as a housewarming gift when they open up shop in town.  A small kitten that many of the locals seem strangely allergic too...


Fluffy
CN Female Human Cat Burglar 6/Foof Lord 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 22, touch 17, flat-footed 19 (+3 Dex, +4 Deflection, +5 Armor)
AC Small 25, touch 20, flat-footed 20 (+1 Size, +5 Dex, +4 Deflection, +5 Armor)
AC Tiny 27, touch 22, flat-footed 21 (+2 Size, +6 Dex, +4 Deflection, +5 Armor)
AC Diminutive 30, touch 25, flat-footed 23 (+4 Size, +7 Dex, +4 Deflection, +5 Armor)
hp 42 (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Base Atk +8, Grp +7 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 2 Beads of Force
Supernatural Abilities Dander Blast 3/day, Foofanization, Allergen Curse 3/day
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Purr, Trapfinding, Kitty Form
Feats Anklebiter, Eat My Dander, Fwuffy, HAHAHAHA!!, Jibba Jabba, Weapon Finesse
Skills Balance +11 (+21 Small, +22 Tiny, +23 Diminutive), Climb +11 (+17 Small, +18 Tiny, +19 Diminutive), Concentration +4, Escape Artist +11 (+13 Small, +14 Tiny, +15 Diminutive), Gather Information +13, Hide +13 (+23 Small, +27 Tiny, +34 Diminutive), Intimidate +11, Jump +9 (+14 Small, 13 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +9, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Sense Motive +9, Spot +9, Use Magic Device +13

Additional +4 Bonus to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Invisibility, +4 Ring of Protection, +5 Bracers of Armor, 2 Beads of Force, 250 GP



EPIC FOOF LORD

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Foof Lord gains a Bonus Feat every 2 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on February 28, 2009, 03:29:07 PM
Special:  Must have traveled to the Far Realms and made peaceful contact with the inhabitants.
What exactly constitutes 'peaceful contact' with a creature from the Far Realm? For all we know about them, they might consider tentacle raping you up the butt (With spikes. On fire.) and then eating you the highest form of socializing with strangers.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on March 01, 2009, 02:51:16 AM
Special:  Must have traveled to the Far Realms and made peaceful contact with the inhabitants.
What exactly constitutes 'peaceful contact' with a creature from the Far Realm? For all we know about them, they might consider tentacle raping you up the butt (With spikes. On fire.) and then eating you the highest form of socializing with strangers.
If you come out alive, of your and their own free will.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: BowenSilverclaw on March 01, 2009, 12:52:05 PM
You can survive flaming spiked tentacle rape of doom...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on March 01, 2009, 01:14:50 PM
If it didn't kill you, they like you.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 01, 2009, 01:28:00 PM
If it didn't kill you, they like you.

yup

Plus you can always pretend to be a cultist willing to help them overthrow our reality

Or you could just be a cultist helping them overthrow our reality
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 01, 2009, 01:29:42 PM
AKANEKO CLAN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/akaneko.jpg)
   
"The samurai killed your family? Yeah we can get revenge.  It'll cost ya, but since you've touched our hearts we'll let you pay in installments."

 The Akaneko (“Red Cat”) Ninja clan has devoted itself to arson.

BECOMING AN AKANEKO
The Akaneko normally begin as fire obsessed Ninjas with a level or so in Cat Burglar.  The cat disguise makes it easier to get around guards looking for bad guys.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Blinding Flash (See Dragon magazine 354, page 86, it's a Ninja variant class ability)
   Skills:  Balance 4 ranks, Climb 4 ranks, Craft (Alchemy) 4 ranks, Disable Device 4 ranks, Jump 4 ranks, Open Lock 4 ranks
   Feats:  Nimble Fingers, Skill Focus: Craft (Alchemy)
   Saving Throws:  Base Reflex Save +6
   Special:  Must be born to or sponsored by a member of the Akaneko Ninja Clan


Class Skills
 The Akaneko's class skills (and the key ability for each skill) are Balance, Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), and Spot (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Fire Flash, Ki Power
2. +1    +0     +3     +0    Fire Resistance 5
3. +2    +1     +3     +1    Fiery Craftsman +2
4. +3    +1     +4     +1    Fire Flash
5. +3    +1     +4     +1    Fire Resistance 10
6. +4    +2     +5     +2    Fiery Craftsman +4
7. +5    +2     +5     +2    Fire Flash
8. +6    +2     +6     +2    Fire Resistance 15
9. +6    +3     +6     +3    Fiery Craftsman +6
10.+7    +3     +7     +3    Red Cat


Weapon Proficiencies: Akaneko gain no new armor or weapon proficiencies
 
Ki Power: Your Akaneko and Ninja levels stack for purposes of determining how many times per day you may use your Ki Power.

Fire Flash (Su): At 1st level the Akaneko can expend 1 daily use of i't Ki Power to seemingly explode in a burst of fire and light.  This does 2d6 fire damage in a 10' area centered on the Akaneko, and all victims in this range must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be blinded for 1d6 rounds. Anything flammable must make a save or catch on fire. 

At 4th level your fire flash damage and the area of the explosion is enhanced.  You may either do 6d6 fire damage in a 10' area, or 4d6 fire damage in a 20' area.

At 7th level this increases to 8d6 fire damage in a 20' area.

Fire Resistance (Ex): The Akaneko gains Fire Resistance 5 at level 2, and this increases to 10 at level 5, and increases again to 15 at level 8.

Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs.  He may create these items despite not technically being a spellcaster.  At 6th level the bonus increases to +4.  At 9th level the bonus increases to +6.

Red Cat (Su): At 10th level you may change into Fiery Kitty Form.  While in Kitty Form you become an Elemental with the Fire subtype.  You get an additional +2 to Dexterity, Immunity to Fire, Dark Vision 60', a +3 natural Armor Bonus to AC, and all your Natural Weapons do an additional 1d4 fire damage and the opponent must make a Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or catch fire and burn for 1d4 rounds (does 1d4 damage per round).

PLAYING AN AKANEKO
 Akaneko's are skilled specialists.  You are part of a tradition going back a long time.  A very hated tradition, but a tradition nonetheless.  You can take some pride in perfecting a difficult skill.
 Combat: You are not a fighter.  You get in, do the job, and get out.  Other people do fighting, that isn't your profession.
 Advancement: Concentrate on stealth, because you definitely don't want to be caught.  Not by anyone.  And make sure you have something to effect your escape if you do get caught.
Resources: The Akaneko's have their clan to rely on unless they reaaally screw up bad in a public way.  Arsonists tend to be pretty hated when most buildings are made of wood, and fire is hard to put out.  Sometimes they simply have to go on the run if you get caught.

AKANEKO’S IN THE WORLD
"Sudo-san, I'd like to discuss the insurance policy on my business..."
 The Akaneko seem like ordinary merchants until someone needs something burned down.  But beyond their day job they don't really interact with people much at all. 
 Daily Life: The Akaneko's spend their time scrounging for the necessary materials for their trade while awaiting business.  They also have regular jobs, usually fireworks makers or chemists or such.
 Notables: Daizu Fukuhara (CN Male Human Cat Burglar 1/Ninja 5/Akaneko 6) is a local fireworks salesman who subsidizes his business in the off seasons by gaining revenge for the peasantry via arson.  Enko Takamatsu (CE Female Human Cat Burglar 1/Ninja 5/Akaneko 6) became an Akaneko because it was the family business, but mostly to gain revenge on the Emperor for killing her grandfather.
 Organizations: The Akaneko's themselves are a Ninja Clan, so they pretty much are  an organization.

NPC Reaction
 NPC's dislike the Akaneko's by reputation.  The fires they set often do unintended collateral damage.

AKANEKO’S IN THE GAME
 Arson is a pretty twitchy revenge method for a comedy campaign, but arson can be used for other things like insurance scams.  Putting an insurance scam in a feudal oriental setting outta mees with the PC's.
 Adaptation: This class assumes that your campaign is at least mildly mean in that there are people willing to hire arsonists often enough that one can make a living at it.
 Encounters: PC's usually be hired to find how who is committing arson in a district when they meet an Akaneko, or blunder into them performing the act.

Sample Encounter
EL 12: The PC's are sleeping when one is awoken by a small cat that leaps on his bed.  The cat politely asks the PC's to leave town and never come back.  When the PC declines the cat explodes into flame, setting the hotel room on fire.  Damn spontaneously combusting local housecats...

And then there's the "mysterious accident" at the fireworks show.


Daizu Fukuhara
CN Male Human Cat Burglar 1/Ninja 5/Akaneko 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20 (+4 Size, +5 Dex, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite (1d2-4)
Base Atk +7, Grp +6 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options +1d6 Sneak Attack, +3d6 Sudden Strike, Poison Use
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 16, Cha 14
Abilities Str 4, Dex 18
Abilities Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, Great Leap, Blinding Flash (DC 15 Reflex Save or Blinded for 1 round), Ki Power 12/day, Fire Flash (DC 18), Fire Resistance 10, Fiery Craftsman +4
Feats Anklebiter, Dodge, Nekochan, Nimble Fingers, Skill Focus: Craft (Alchemy), Weapon Finesse
Skills Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +8 (+14 Small, +15 Tiny, +16 Diminutive), Concentration +6, Craft (Alchemy) +10, Disable Device +12, Gather Information +11, Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+11 Small, +9 Tiny/Diminutive), Knowledge (Local) +7, Listen +9, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Open Lock +13, Search +7, Sleight of Hand +8, Spot +9, Tumble +8, Use Magic Device +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, 4 Dead Fish Bombs, 4 Smoked Fish Bombs, +6 Bracers of Armor, 4 Blast Disks, 3 Exploding Spikes, 1 Potion of Cure Serious Wounds



EPIC AKANEKO

Hit Die: d6
Skills Points at Each  Level : 6 + int
Ki Power Your Ki Power continues to increase with one additional daily use per level.
Fire Flash At level 21 and every 3 levels thereafter your Fire Flash does an additional +2d6.
Fire Resistance At level 22 and every 3 levels thereafter your Fire Resistance continues to increase by +5.
Fiery Craftsman At level 23 and every 3 levels thereafter your Bonus continues to increase by +2.
Bonus Feats: The Epic Akaneko gains a Bonus Feat every 4 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on March 01, 2009, 09:11:08 PM
Oh wow, that is one of the best kitty pictures that I've ever seen.

And while not exactly a pyrokinetic kitty, it's got the ability to be on fire forever with the Red Cat. Now I have a reason to play a ninja...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on March 02, 2009, 12:50:15 AM
sounds kinda like my cat... <gulp!>
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 02, 2009, 10:06:32 AM
PROFESSIONAL MOUSER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Mouser.jpg)
   
”Got rid of yer mousie problem Mister Noble.  Now if’n ya want ‘em ta stay gone, I need some scratch.”

 Professional Mousers are professional blackmailers really.  They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them.  And of course supplemental payments to ensure they stay gone...

BECOMING A PROFESSIONAL MOUSER  
Most Professional Mousers have a few levels of Cat Burglar and Druid.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Spellcasting:  Must be able to cast Dominate Animal and Summon Swarm
   Feats:  Animal Affinity, Leadership (Must have Awakened Mouse or Rat as Cohort)
   Skills:  Bluff 4 ranks, Handle Animal 8 ranks, Knowledge (Nature) 8 ranks


Class Skills
 The Professional Mouser's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Acting), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Rat Friend
2. +1    +0     +3     +3    Call Rats, +1 level of Divine Spellcasting Class
3. +2    +1     +3     +3    +1 level of Divine Spellcasting Class
4. +3    +1     +4     +4    Rat Friend
5. +3    +1     +4     +4    Call Rats, +1 level of Divine Spellcasting Class
6. +4    +2     +5     +5    +1 level of Divine Spellcasting Class
7. +5    +2     +5     +5    Rat Friend
8. +6    +2     +6     +6    Call Rats, +1 level of Divine Spellcasting Class
9. +6    +3     +6     +6    +1 level of Divine Spellcasting Class
10.+7    +3     +7     +7    Say Hello To My Little Friend, +1 level of Divine Spellcasting Class

Weapon Proficiencies: Professional Mouser's gain no new weapon or armor proficiencies.
 
Rat Friend (Sp): At 1st level you can cast Mass Charm Animal 3 times per day as a Spell Like Ability.  This is the same as the Charm Animal spell, except you can charm one or more animals no two of which must be more than 30' apart, and lasts 1 day/level.  It only works on rodents (mice, rats, etc).  You may also control rat swarms if you summon them with the Summon Swarm spell.

At 4th level you can cast Mass Dominate Animal 3 times per day as a Spell Like Ability.  This is the same as the Dominate Animal spell, except you can charm one or more animals no two of which must be more than 30' apart, and lasts 1 day/level.

At 7th level you can cast Awaken once per day as a Spell Like Ability, but only on rodents.

Call Rats: You may "lose" a prepared spell to cast a Summon Monster spell of the same level.

At 2nd level you may lose a 3rd level spell to cast Summon Monster III, but you can only summon 2d6 Fiendish Dire Rats, 1d4 Ash Rats, or a Lesser Cranium Rat Swarm.

At 5th level you may lose a 4th level spell to cast Summon Monster IV, but you can only summon 2d4 Were Rats (this is the example CR 2 Wererat).

At 8th level you may lose a 5th level spell to cast Summon Monster V, but you can only summon 4d6 Fiendish Dire Rats, 2d6 Ash Rats, or an Average Cranium Rat Swarm.

Say Hello To My Little Friend (Sp): Once per week you may do one of the following: Awaken (as per the spell) all Rodents within 100 feet, transform all Rats within 500 feet into Moonrats (see MMII), or cast Summon Monster IX (you summon a Dire Rat with the Titanic Template, see MMII).  Awakened or transformed rats are not necessarily loyal to you (particularly the Moonrats), but the giant one is as per the summoning spell.

PLAYING A PROFESSIONAL MOUSER
 You're smart, unlike the local peasantry.  Or the ruling classes either for that matter.  They'll listen to anything you have to say, no matter how unlikely once they trust you.  And if not, you can always get the rats to make them trust you again.   And if that doesn't work you can curse the city with evil Moonrats, or Kaiju rats.
 Combat: Combat isn't really what you are built for.  You can summon swarms and critters to help defend you, but you prefer to stay out of the fight yourself.
 Advancement: Since you are a blackmailer, concentrate on your social skills (you'll need them) and things that will get you out of trouble in a tight spot when you get caught. 
Resources: Aside from the Guilds resources the Professional Mouser usually has a network of awakened rodents as spies of some sort.  It's amazing what they can turn up sometimes...

PROFESSIONAL MOUSERS IN THE WORLD
"Apparently the mice are on his side.  What kind of self respecting mouse teams up with cats to blackmail an honest, hard working despot?"
 Mousers tend to be lonely except for their awakened critter friends.  After all they lie on a pretty constant basis, so close relationships are difficult for them among anyone but other thieves.
 Daily Life: You spend your days casing towns and villages for good marks.  You need people with some extra money, and a livelihood that can be threatened by rodents.  Sometimes you also support the odd revolution against truly evil rulers.
 Notables: Boots (CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6) is the consummate PM.  A scam artist without peer in his country.  Puss (CE Female Elf Cat Burglar 1/Druid5/Professional Mouser 6) is a Mouser who threatens people with being eaten by rats if they fail to pay up.
 Organizations: Professional Mousers usually belong to a Guild or are solo operators.  Most really don't have an organization backing them, but they're tendencies to blackmail others mean many organizations often end up hunting them.

NPC Reaction
 NPC's either tend to hail you as their savior or curse you as the devil incarnate.  It's rare that they find any middle ground between these two extremes.

PROFESSIONAL MOUSERS IN THE GAME
 This class is kinda odd for an adventuring type.  But they do have a sort of built in spy network traveling with them so they can be useful.
 Adaptation: In some ways this could be used for a dark campaign too.  Silly works better, but it'll make for an interesting horror villain.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's room is infested with rats.  A large cat routs the horde, and as the PC's cheer it calmly says "That'll be 50 gold please."


Boots
CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6
Init +1 (+3 Small), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common, Druidic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC Small , touch , flat-footed   (+1 Size, +3 Dex, )
hp 47 (12 HD)
Fort +6, Ref +9 (+11 Small), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Short Sword +8/+3 (1d6-1)
Melee Small 2 Claws +11 melee (1d3-3) and 1 Bite +6 melee (1d4-3)
Base Atk +7, Grp +6 (+0 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds, 2 Potions of Haste
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 16
Abilities Small Str 4, Dex 16
SQ Purr, Trapfinding, Kitty Form, Animal Companion (Dire Rat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day, Rat Friend (Mass Charm Animal 3/day, Mass Dominate Animal 3/day), Call Rats
Feats Animal Affinity, Anklebiter, Jibba Jabba, Leadership, Spell Focus (Conjuration), Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Handle Animal +13, Hide +9 (+19 Small), Knowledge (Local, Nature) +9, Listen +7, Move Silently +7 (+13 Small), Ride +3, Sense Motive +7, Spellcraft +2, Spot +7, Tumble +5, Use Magic Device +7
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Explosive Sling, Summoner's Totem, Boots of Desperation, 4 Potions of Cure Serious Wounds, 2 Potions of Haste, Masterwork Short Sword, 240 GP



EPIC PROFESSIONAL MOUSER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Professional Mouser gains a Bonus Feat every 4 levels higher than 20th.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 07, 2009, 01:17:42 PM
BURLAP GUILD MEMBER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/burlap.jpg)
   
"You keep this up and I'll tell daddy on you."

 The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it.

BECOMING A BURLAP GUILD MEMBER  
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars.  You're really sort of born into the Guild more than becoming a member of it.

 ENTRY REQUIREMENTS
   Feats:  Dragon Kitty
   Class Abilities:  Breath Weapon, Kitty Form
   Feats:  Dragon Kitty, Dragontouched
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
   Special:  Must have been born into the Guild.  They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle.


Class Skills
 The Burlap Guild Member's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +0    Hisssss, Spit
2. +1    +3     +3     +0    Family Inheritance
3. +1    +3     +3     +1    Tuffer Than the Average Kitteh
4. +2    +4     +4     +1    Hisssss
5. +2    +4     +4     +1    Family Inheritance
6. +3    +5     +5     +2    Tuffer Than the Average Kitteh
7. +3    +5     +5     +2    Hisssss
8. +4    +6     +6     +2    Family Inheritance
9. +4    +6     +6     +3    Tuffer Than the Average Kitteh
10.+5    +7     +7     +3    Death From Above

Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.
 
Hisssss (Su): You are particularly intimidating in Kitty Form for some reason.  When hissing or yowling at someone within 30' that person must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds.

At 4th level when using this ability it affects all living things in 30', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you charge.  Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day.  At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon.  At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter.  At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3.  This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average).  The Wings may be hidden or not at your option.  Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
 You are teh awesomes, and you know it.  Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally.  Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting.  Now if only you can find a way to exploit this...
 Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon.  Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully.  And if that doesn't work they fire people up.
 Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament.  Plus they have to hide what their up to from mom and dad.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats.  Cats all over the place in that dragon bar..."
 Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all.  They tend to be mildly famous in human form just because of their name.  As kitties they have blessed anonymity though.
 Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame.  Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls.  So it ain't all bad.  At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
 Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Draon, and spends much of his time trying to seduce the local women.  Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject).
 Organizations: The Burlap Guild is an organization.  It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
 NPC's assume you're a cat till you spew fire or acid or some such.  At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
 This PrC kind of implies it's members are famous, or at least their parents are.  Which may be a headache for some DM's.
 Adaptation: This is definitely a silly campaign PrC.  Dragon bars don't exactly scream seriousness.
 Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there.  Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl.  When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other.  Then they notice the PC's.  Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +11, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic
------------------------------------------------
AC 20, touch 12, flat-footed 18 (+2 Dex, +2 Natural, +6 Armor)
AC Small 23, touch 15, flat-footed 19 (+1 Size, +4 Dex, +2 Natural, +6 Armor)
AC Tiny 25, touch 17, flat-footed 20 (+2 Size, +5 Dex, +2 Natural, +6 Armor)
AC Diminutive 28, touch 20, flat-footed 22 (+4 Size, +6 Dex, +2 Natural, +6 Armor)
hp 51 (12 HD)
Fort +9, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +7 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Punching Dagger +6/+1(1d4 plus 1d6 Cold, 19-20, x3)
Melee Small 2 Claws +4 (1d3-3) and 1 Bite -1 (1d4-4)
Melee Tiny 2 Claws +4 (1d2-4) and 1 Bite -1 (1d3-4)
Melee Diminutive 2 Claws +6 (1 point) and 1 Bite +1 (1d2-4)
Base Atk +6, Grp +5 (-2 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6, Breath Weapon 2d6 (DC 16), Breath Effect (Frost Breath), Hisssss (DC 20)
Combat Gear 4 Silver Dragon's Draughts, 2 Potions of Cure Serious Wounds
Invocations  Beguiling Influence, Deafening Roar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Scales, Spit, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Anklebiter, Dragon Kitty, Dragontouched, Hissing Fury, Spookity Glowing Eyes of Dooom, Tuff Kitty
Skills Bluff +14, Climb +7, Concentration +10, Diplomacy +14, Gather Information +14, Hide +12, Intimidate +9, Knowledge (Local) +6, Listen +11, Move Silently +12, Sense Motive +11, Spot +11, Tumble +7, Use Magic Device +14
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +1 Icy Burst Keen Punching Dagger, 4 Silver Dragon's Draughts, 2 Potions of Cure Serious Wounds, 198 GP



EPIC BURLAP GUILD MEMBER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Burlap Guild Member gains a Bonus Feat every 2 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on March 08, 2009, 02:04:14 AM
hahaha... strange, this is another one that reminds me of my cat...  :P
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 08, 2009, 12:10:34 PM
The Family Inheritance ability will be based on what the PC's draconic parent was.  Do you just want me to do the basic Dragons for now or go for all of 'em?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on March 08, 2009, 12:24:34 PM
Go for broke. :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 09, 2009, 12:42:20 PM
Go for broke. :D

So how many dragons are there now?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on March 09, 2009, 03:51:39 PM
Look in Races of the Dragon.  There's a fairly comprehensive list in the feat section for referencing with the draconic heritage feat chain.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on March 09, 2009, 07:36:34 PM
Look in Races of the Dragon.  There's a fairly comprehensive list in the feat section for referencing with the draconic heritage feat chain.
It doesn't have dragons from Dragon (*ba-dum-psh*) though, does it?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on March 09, 2009, 07:50:14 PM
Look in Races of the Dragon.  There's a fairly comprehensive list in the feat section for referencing with the draconic heritage feat chain.
It doesn't have dragons from Dragon (*ba-dum-psh*) though, does it?

Some of us don't care about Dragon.  :P

But no, it doesn't in case Bhu cares.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 11, 2009, 12:36:09 PM
I should have any Dragon magazines Dragons are listed in.

Nobody would know which ones those are offhand would they  :flutter
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on March 11, 2009, 03:10:22 PM
I should have any Dragon magazines Dragons are listed in.

Nobody would know which ones those are offhand would they  :flutter
Offhand, I remember only the Tome Dragon, from 319 or something. Sandstorm has the Sand Dragon, which also isn't in RotD IIRC.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on March 11, 2009, 03:45:16 PM
Dragon Compendium had some dragons in it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 13, 2009, 04:29:17 PM
I updated with the MM dragons.  The idea is not panning out how I wouldve liked...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 15, 2009, 12:37:50 PM
OK the idea of different spells for each type of dragon sounds neat, but it's hard to find ones that match thematically, and it's even harder to get them to balance out.  I'm thinking it might be easier to make it specific spells hey get regardless of dragon type.

Your thoughts before I begin?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on March 15, 2009, 04:34:25 PM
OK the idea of different spells for each type of dragon sounds neat, but it's hard to find ones that match thematically, and it's even harder to get them to balance out.  I'm thinking it might be easier to make it specific spells hey get regardless of dragon type.

Your thoughts before I begin?

You could still use the list from Races of the Dragon.   :p

But yeah, that would work too.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 19, 2009, 02:03:23 PM
Burlap GUild has been revised
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 21, 2009, 12:46:24 PM
MORTICIAN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/mortician.jpg)
   
"You want the Babaganoosh family should stay dead, you needs to pay up brotha."

 People really shouldn’t leave coffins around you.  It's long been a superstition that cats leaping over coffins causes the occupants to become vampires.  The Cat Burglars thought about this, and they got a pretty neat idea.  Criminals (and the nobility) assassinate people all the time.  And if they want those victims to stay dead, by Gawd they'd better cough up some money.  Plus you can always get some cheap muscle pretty quick.

BECOMING A MORTICIAN  
Mortician's must have the ability to create Undead, so there will obviously be a few levels in some sort of casting class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, must be able to create undead, whether by spells or other abilities
   Feats:  Bolster Resistance, Corpsecrafter, Undead Leadership
   Skills:  Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks
   Saves:  Base Fortitude or Willpower Save must be +5
   Special:  Must be accepted and trained by a Mortician.


Class Skills
 The Mortician's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    BRAINS!, +1 level of arcane/divine casting class
2. +1    +0     +0     +3    Information Gathering
3. +1    +1     +1     +3    Feat, +1 level of arcane/divine casting class
4. +2    +1     +1     +4    BRAINS!, +1 level of arcane/divine casting class
5. +2    +1     +1     +4    Information Gathering
6. +3    +2     +2     +5    Feat, +1 level of arcane/divine casting class
7. +3    +2     +2     +5    BRAINS!, +1 level of arcane/divine casting class
8. +4    +2     +2     +6    Information Gathering
9. +4    +3     +3     +6    Feat, +1 level of arcane/divine casting class
10.+5    +3     +3     +7    VAMPIRES! VAMPIRES EVERYWHERE!, +1 level of arcane/divine casting class


Weapon Proficiencies: Morticians gain no new weapon or armor proficiencies.
 
BRAINS! (Su): At 1st level, anytime you use your spells or class abilities to animate a corpse into undead, you may opt to reanimate them with their Intelligence score and full memories intact even if they would normally be mindless (i.e. zombies, skeletons, etc).  While they will not harm you unless attacked, they are not necessarily under your control.

At 4th level undead you animate have their full Wisdom and Charisma scores.

At 8th level undead you animate have all their skills/feats/class abilities they had in life.  Abilities based off of Constitution are now based off of Charisma instead.

Information Gathering (Sp): At 2nd level you may cast Speak With Dead at will as a Spell-Like Ability.

At 5th level when using this ability the duration is unlimited and you ask as many questions as you wish.  If the Speak With Dead spell has previously been cast upon this corpse within the last week your ability still works. 

At 7th level the corpse gets no Saving Throw against this ability.

Feat: At level 3 you get Necromantic Presence as a Bonus Feat.  At level 6 you get Necromantic Might as a Bonus Feat.  At level 9 you gain Nimble Bones as a Bonus Feat.

VAMPIRES! VAMPIRES EVERYWHERE! (Su): At 10th level you may opt to make any Undead you animate via spells a Vampire instead of the usual undead it creates.  This is mostly used to blackmail people because lets face it who wants vampires around.  The threat of you using this ability can make for some nice cash...

PLAYING A MORTICIAN
 You blackmail the worst of the worst.  You can reanimate the victims of the local bad guys to testify against them in court as to who put them in the ground.  That makes people a weee bit nervous, and definitely willing to cough up some monay.  And of course more willing to hunt you down...
 Combat: Combat isn't your strong suit.  You raise dead guys who can do that though.  And they seem to like it, specially if the opponent has blood or braaaaaiiiinsss...
 Advancement: Many Morticians become oddly proficient necromancers despite their corpse monster making focus.  Some end up running Thieve's Guilds with zombies.  It's a sight to behold lemme tell ya.
Resources: Morticians have the Cat Burglar Guilds to draw on, and the knowledge of their recently dead buddies.  Anytime someone dies, they gain a new bit of knowledge if they can learn where the body is.

MORTICIANS IN THE WORLD
"Keep them dam cats away from the coffins!"
 The world is full of bad people.  The afterlife is full of nice people killed by bad people.  Sometimes it's nice to arrange for the two of them to meet.  A mediator of sorts.  Yes, that's you.
 Daily Life: You spend most of your time looking for easy marks..er..bad people.  Yes, bad people.  People who have secrets.  Secrets they need to stay dead.  And of course then you have to find out where those secrets are buried.
 Notables: Zorba (CN Human Male Dread Necromancer 6/Mortician 6) is a self styled champion of the dead. He brings back murder victims to get their own revenge.  Zagorka (CE Female Gnome Sorcerer 6/Mortiican 6) is a blackmailer and a thief.  A thief who steals by getting the secrets of dead people.
 Organizations: Morticians are a loose alliance, always willing to help a brother in trouble.  And since Morticians are frequently in trouble, that's a pretty good thing.  And of course there's always the Cat Burglar Guild if you haven't split off and gone solo.

NPC Reaction
 NPC's tend to think you're a kitty.  Until they see you hopping over graves, and monsters clawing their way up.  Then it's pants changing time.

MORTICIANS IN THE GAME
 The Mortician is kind of a weird class.  You could play it many different ways, and it could be troublesome to certain styles of campaigns such as mysteries.
 Adaptation: This could go in a horror setting as well, preferably in awakened cat Guilds.  But in goofy campaign the amount of endless trouble you can cause should be darned amusing.
 Encounters: PC's will tend to encounter Morticians in graveyards, or wherever bodies are kept after death.  Sometimes they can also be seen accompanying their undead charges on raids.

Sample Encounter
EL 12: You have been hired to watch over a funeral which their employer believes a bad event he refuses to be specific about will occur.  A small kitty jumps on the coffin, and then a zombie roars up from it accusing your employer of murdering him just before he bites the head off some old lady.  God, you really hate some of these assignments.


Zorba
(CN Human Male Cat Burglar 1/Dread Necromancer 5/Mortician 6)
Init +2 (+4 Small), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 20, touch 16, flat-footed 16 (+2 Dex, +4 Deflection, +4 Armor)
AC Small 23, touch 19, flat-footed 19 (+1 Size, +4 Dex, +4 Deflection, +4 Armor)
hp 36 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10 
Mental Bastion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Kukri +9/+4 (1d4/15-20)
Ranged +1 Light Crossbow +9 (1d8/17-20)
Melee Small 2 Claws +3 (1d3-3) and 1 Bite -2 (1d4-3)
Base Atk +6, Grp +5 (-1 Small)
Atk Options Charnel Touch (1d8+1), Negative Energy Burst 1/day (6d4, DC 20)
Combat Gear
Spells Per Day 1st: 7 (DC 15)
2nd: 7 (DC 16)
3rd: 7 (DC 17)
4th: 5 (DC 18)
Caster Level 9
Supernatural Abilities Rebuke Undead 7/day, Fear Aura (DC 20)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 4, Dex 18
SQ DR 2/Bludgeoning and Magic, Purr, Trapfinding, Kitty Form, Advanced Learning (Shroud of Undeath)
Feats Bolster Resistance, Corpsecrafter, Quicken Turning, Undead Leadership, Unquenchable Flame of Life, Vampire Hunter, Necromantic Presence (B), Necromantic Might (B)
Skills Balance +6 (+16 Small), Bluff +8, Climb +6 (+12 Small), Concentration +4, Gather Information +10, Hide +10 (+20 Small), Intimidate +7, Jump +1 (+7 Small), Knowledge (Local, Religion) +7, Listen +7, Move Silently +10 (+16 Small), Search +9, Spellcraft +2, Spot +7, and Tumble +6
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, Wight Armor, Ring of Invisibility, +1 Keen Kukri, +1 Keen Light Crossbow, 432 GP





EPIC MORTICIAN

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Morticians Caster Level continues to rise, but it doesn't gain additional spells per day.
Bonus Feats: The Epic Mortician gains a Bonus Feat every 3 levels higher than 20th
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 26, 2009, 12:50:03 PM
Other than arcane and divine spellcasers and some psionics, is there any other class that can make undead?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on March 26, 2009, 03:03:10 PM
Other than arcane and divine spellcasers and some psionics, is there any other class that can make undead?
Incarnate.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on March 26, 2009, 06:55:19 PM
Warlock. Unless you already count them as an arcane spellcaster.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on March 27, 2009, 02:08:26 AM
Bwahahahaha... kitties of death!  :evillaugh
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 29, 2009, 11:26:40 AM
yeah i kinda thought of warlock as an arcane caster.  I don't have Incarnum though so I cant really extend hte PrC to it cept by accident.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 30, 2009, 01:18:00 PM
Any thoughts on the abilities so far?  Im thinking of whether I should go for full caster levels or more class abilities.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Snizor on March 30, 2009, 07:01:24 PM
I'd probably aim for 10/10 or 9/10 casting since you already have to give up a level of spellcasting to qualify in the first place.


BRAINS! (Su): At 1st level, anytime you use your spells or class abilities to animate a corpse into undead, you may opt to reanimate them with their Intelligence score and full memories intact even if they would normally be mindless (i.e. zombies, skeletons, etc).  While they will not harm you unless attacked, they are not necessarily under your control.

Do you intend for this to allow normally mindless undead types to keep the feats/skills they had when they were alive (which are normally lost when becoming mindless)?


Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on March 31, 2009, 11:17:51 AM
yup

Possibly not immediately, maybe further down the line, but yes.  The downside being you cant control them...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 02, 2009, 11:50:18 AM
Okay the class abilities are done except for the capstone, and how many caster levels they keep. Thoughts?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 03, 2009, 12:16:44 AM
Quote
ENTRY REQUIREMENTS
Feats:  Bolster Resistance, Corpsecrafter, Undead Leadership
Quote
Feat: At level 2 you get Corpsecrafter as a Bonus Feat.  At level 6 you get Bolster Resistance as a Bonus Feat.  At level 9 you gain Nimble Bones as a Bonus Feat.

How does this work?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 03, 2009, 11:46:25 AM
You get to retrain the old ones?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 03, 2009, 01:30:26 PM
Quote
ENTRY REQUIREMENTS
Feats:  Bolster Resistance, Corpsecrafter, Undead Leadership
Quote
Feat: At level 2 you get Corpsecrafter as a Bonus Feat.  At level 6 you get Bolster Resistance as a Bonus Feat.  At level 9 you gain Nimble Bones as a Bonus Feat.

How does this work?

Sigh...I gotta start proofreading more...

Thanks man
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 04, 2009, 01:45:02 PM
Bonus Feats fixed.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 07, 2009, 12:37:13 PM
caster levels and capstone edited in.  Any thoughts?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 08, 2009, 12:47:50 PM
CATNIPPER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catnipper.jpg)
   
"Herbs for sale! Herbs to heal the pain! Herbs to cure diseases! Herbs to make your husband a man again! Herbs for sale!"

 Catnippers are herbalists and healers.  They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances.  They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others).  They're also a little crazy from constant exposure to toxins and from sampling their experiments.

BECOMING A CATNIPPER
You'll need at least 1 level of Cat Burglar, and some kind of spellcasting class for the Alchemical studies.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, must be able to cast Arcane or Divine  Spells
   Skills:  Craft (Alchemy, Poisonmaking) 4 ranks, Knowledge (Arcane, Nature) 4 ranks
   Feats:  Brew Potion, Spell Focus (Enchantment is common, but it can be any school).


Class Skills
 The Catnipper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Enhanced Potion Brewing, Poison Use
2. +1    +0     +3     +3    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
3. +1    +1     +3     +3    Enhanced Poison Crafting, +1 level of spellcasting class
4. +2    +1     +4     +4    Enhanced Potion Brewing
5. +2    +1     +4     +4    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
6. +3    +2     +5     +5    Enhanced Poison Crafting, +1 level of spellcasting class
7. +3    +2     +5     +5    Enhanced Potion Brewing
8. +4    +2     +6     +6    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
9. +4    +3     +6     +6    Enhanced Poison Crafting, +1 level of spellcasting class
10.+5    +3     +7     +7    Meister Herbalist, +1 level of spellcasting class


Weapon Proficiencies: Catnippers gain no new weapon or armor proficiencies.
 
Enhanced Potion Brewing (Su): At 1st level the Catnipper learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan as a Bonus Feat.

Poison Use (Ex): Catnippers are well trained in the handling of poisons and never risk accidentally poisoning themselves.

No I'm Not Crazy, Why Do You Keep Asking? (Su):  At 2nd level you're a little whacked out from all the chemicals and such you've been exposed to.  Plus you've occasionally tasted your latest potion to see what it does.  Probably not a good move on your part.  You gain a Bonus on all Saving Throws against Illusion or Enchantment spells equal to your Charisma Bonus, but take a similar penalty on all Wisdom based checks (except Spot and Listen).

At 5th level you get a Bonus on all Fortitude Saves equal to your Charisma Bonus, but take a similar Penalty to all Charisma based checks (except Intimidate and Use Magic Device).

At 8th level you are pretty much living in your own world.  You take no damage from spells from the Illusion school.

Enhanced Poison Crafting (Ex): At 3rd level Inhaled or Ingested Poisons created by the Catnipper have their Save DC's increased by +2.

At 6th level the Catnipper's Inhaled and Ingested Poisons do +1 damage per die.  For example if the poison does 1d6 Con it now does 1d6+1.  If it does 2d6 it now does 2d6+2.

At 9th level the Save DC's of the Catnipper's Inhaled or Ingested Poisons increases by an additional +2.

Meister Herbalist (Ex): You make exceptionally potent potions.  All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat.  If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.

PLAYING A CATNIPPER
 Catnippers are master herbalists, and many are also minor spellcasters as well.  They tend to study just enough magic to be able to make their potions and herbal remedies, and maybe perform a few neat tricks when they need a way out of a jam.  The real threat is the poisons they can make.
 Combat: Catnippers aren't really combatants, but they can enhance those who are.  Or poisoning them, one of the two.
 Advancement: Advancement depends on what the Alchemist has been sampling and what weird whim he gets one night at 3 am.  Seriously they're a weird bunch.  Some are out to heal the world, and soem are out to burn it down. 
Resources: Catnippers always have the Guilds to rely on, and if their abilities are known perhaps a local rich patron or two...

CATNIPPERS IN THE WORLD
"Man, don't eat any of Bob's brownies.  I had two or three of them last night and woke up married to an Orc chick."
 People are usually happy to see you.  You have the herbs necessary to help with life's little complaints that the Clerics can't be bothered to use spells for.  Plus you tend to be cheaper than them, and your customers don't have to pay lip service to your deity.
 Daily Life: Much of your day is devoted to searching for/buying/trading/selling herbs and potions.  You get to funnel money to the Guild this way legally, and make a nice chunk for yourself as well.  Depending on your alignment you also have opportunities to heal or harm people.
 Notables: Marie Lamartine (CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6) is ranked among the expert poisoners of the world.  Juan Martinez (Cat Burglar 3/Druid 3/Catnipper 6) is a local herb farmer, and healer of note.
 Organizations: The Catnippers are like an organization inside an organization.  They usually try to remain in close contact with one another, and trade recipes and new ideas and information.

NPC Reaction
 NPC reaction will vary depending on whether they know what you are, and what side of the law they're on.  Authorities frown on people selling deadly nightshade as "a sleep aid". 

CATNIPPERS IN THE GAME
 While the obvious joke is the idea of the Catnipper as a parody of a marijuana dealer, they aren't just potheads.  They do have actual uses, and care more about their fellow Guild Members than using illicit substances.  Most are actually more like the Vodoun Houngans who have mastered using poisons to achieve effects.
 Adaptation: Catnippers are written for a silly campaign, but they could also go in a horror campaign that had some pretty black humor.
 Encounters: PC's can encounter Catnippers as herbalists or healers, or if they need to buy poison, or perhaps they require some sort of mind altering substance.  They may find out the poisons being used on them come from one and he has the antidote as well.

Sample Encounter
EL 12: One of the PC's has been poisoned with a rather nasty hallucinogen, and they are told a local woman can cure him...for a price.  She wants a particular book from someone who isn't willing to sell.  Breaking into the house of this aforementioned someone the PC's learn she's the only one supposed to be capable of making the poison that's infected their friend. Hmm...


Marie Lamartine
CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6
Init +1 (+3 Small), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form, Alertness if Familiar is near
Languages Common, Goblin, Elven, Sylvan
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
hp 37 (12 HD)
Fort +3, Ref +9 (+10 Small), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +4 (1d4)
Ranged +1 Dagger +6 (1d4+1)
Base Atk +5, Grp +4 (-3 Small)
Atk Options +1d6 Sneak Attack
Combat Gear Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 3 (DC 16)
4th: 1 (DC 17)
Caster Level 7th
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 14
Abilities Small Str 4, Dex 17
SQ Purr, Kitty Form (Small), Trapfinding, Familiar (Cat)
Feats Brew Potion, Greater Spell Focus (Enchantment, necromancy), Spell Focus (Enchantment, Illusion, Necromancy)
Skills Bluff +10, Concentration +9, Craft (Alchemy, Poisonmaking) +11, Diplomacy +10, Gather Information +10, Hide +9, Knowledge (Arcane, Local, Nature) +9, Listen +10, Move Silently +12, Sense Motive +10, Spellcraft +7, Spot +8
Possessions Collar of Holding, Cute Widdle Bowsies, +1 Returning Dagger, Ring of Invisibility, +6 Bracers of Armor, 18000 GP in Potions, 948 GP

EPIC CATNIPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells The Catnippers Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Catnipper gains a Bonus Feat every 4 levels higher than 20th



Base Potion Prices

Spell Level Clr, Drd, Wiz   Sor   Brd 

4th         1400            1600  2000
5th         2250            2500  3250
6th         3300            3600  4800


Cost to Make

Clr, Drd, Wiz
4th: 700GP, 28 XP
5th: 1125 GP, 45 XP
6th: 1650 GP, 66 XP

Sor
4th: 800 GP, 32 XP
5th: 1250 GP, 50 XP
6th: 1800 GP, 72 XP

Brd
4th: 1000 GP, 40 XP
5th: 1625 GP, 65 XP
6th: 2400 GP, 96 XP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 10, 2009, 12:04:36 PM
Are there any Feats enhancing potion making?  I've been looking but I'm coming up blank.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 10, 2009, 08:43:25 PM
Not that I recall, but isn't there a Quick Potion spell in Spell Compendium that could fit?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 10, 2009, 10:33:33 PM
Hoe about an ability that changes an opponents potion/oil/holy water to a potion of confusion?  :D Now THAT would be annoying!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 10, 2009, 10:48:55 PM
Hoe about an ability that changes an opponents potion/oil/holy water to a potion of confusion?  :D Now THAT would be annoying!

Naw, annoying would be to turn a potion(or QuickPotion) into a grenade that deploys in mist form. Include the ability to put spells that don't normally fit in potions into potions.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 11, 2009, 07:16:21 PM
Potion of Reality Maelstrom anyone?  :devil
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 11, 2009, 09:44:31 PM
Take the Mad Bomberman to the next level. Spells that deploy as grenades. Think Artificer, only you infuse everything in the morning, and then distribute the cherrybombs.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 12, 2009, 05:09:43 AM
What are these "Artisan" feats we have here?

<EDIT> Where are they? Eberron?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 12, 2009, 05:36:25 AM
The first reduces the time to make items, the second reduces the GP cost, and the third reduces the XP cost.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 13, 2009, 08:55:17 AM
Theyre i nthe Eberron Campaign Book i think.  Class abilities (except caster progression) are all up.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 14, 2009, 12:28:47 PM
The point of the Catnipper is making cursed Potions.  For example making a Potion of Confusion that causes problems for whoever drinks it.  It's become apparent that perhaps I may not have spelled this out clearly enough.  Do you guys think i need to reword some stuff?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 16, 2009, 07:23:33 AM
catnipper revised and done, and now fro one more PrC before we move on to the Epic PrC's for a bit


TRICKSTER

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/trickster.jpg)
   
"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: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
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 mush 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 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Giant, Goblin
------------------------------------------------
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Armor)
AC Small 21, touch 13, flat-footed 18 (+1 Size, +3 Dex, +7 Armor)
AC Tiny 23, touch 14, flat-footed 19 (+2 Size, +4 Dex, +7 Armor)
AC Diminutive 26, touch 15, flat-footed 21 (+4 Size, +5 Dex, +7 Armor)
Dodge Bonus +2
hp 52 (12 HD)
Fort +6, Ref +9 (+11 Small, +12 Tiny, +13 Diminutive), Will +8 
Grace +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +10/+5 (1d6/18-20)
Melee Small 2 Claws +12 melee (1d3-3) and 1 Bite +7 melee (1d4-3)
Melee Tiny 2 Claws +14 melee (1d2-3) and 1 Bite +9 melee (1d3-3)
Melee Diminutive 2 Claws +17 melee (1 point) and 1 Bite +12 melee (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -4 Tiny, -8 Diminutive)
Atk Options Insightful Strike (+2), +3d6 Sneak Attack
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 14, Wis 14, Cha 16
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Trapfinding, Purr, Kitty Form
Feats Alley Cat x2, Anklebiter, Daring Fuzzball, Jibba Jabba, Leadership, Weapon Finesse (B)
Skills  Appraise +6, Balance +5, Bluff +11, Climb +9, Diplomacy +11, Disguise +7, Gather Information +7, Hide +9, Jump +7, Knowledge (Local, Nobility) +9, Listen +8, Move Silently +9, Search +10, Sense Motive +10, Spot +8, Tumble +9, Use Magic Device +9
Skill Tricks Leaping Climber, Up the Hill, Twisted Charge, Wall Jumper
Possessions Gloves of Man, Boots of Man, Collar of Holding, Cute Widdle Bowsies, +1 Deadly Precision Parrying Rapier, +5 Leather Armor, 2 Potions of Cure Serious Wounds, 270 GP



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
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 18, 2009, 06:37:24 PM
Last one? but what about my robokitty idea? <sniffle>


...anyway, epic prcs sound good.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on April 18, 2009, 11:38:20 PM
I want to play a game based on your kitty stuff.  That would be so awesome.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 19, 2009, 04:45:20 AM
Last one? but what about my robokitty idea? <sniffle>


...anyway, epic prcs sound good.

Last one for now :D

There will be more coming I jsut wanted to do a few Epic Kittehs
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on April 20, 2009, 01:23:21 AM
I've seen these skill tricks around, but as more proof that I have nowhere near enough books, where are they, and what do you need to do to get them?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on April 20, 2009, 01:33:57 AM
Complete Scoundrel, and you only have to spend two skill points to get one.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 22, 2009, 12:30:23 PM
Any thoughts on the Capstone?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on April 22, 2009, 09:34:45 PM
I dunno. By this point, you're 15th level, you already have at least five skill tricks...It seems a bit lackluster to me, but I'm not sure what you could do with it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on April 23, 2009, 12:44:51 AM
Could have the capstone allow you to use your skill tricks twice an encounter instead of once if you want less lackluster?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on April 23, 2009, 12:46:46 AM
Crazy thought here, and I've given this exactly no consideration, but would it be unbalanced to allow the use of skill tricks as much as you wanted? I'm 99% sure there's a way to break this, but for a class focused on skill tricks that's 10 levels long, it seems fitting.

Waiting for the hammer to fall...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 23, 2009, 03:43:11 PM
Crazy thought here, and I've given this exactly no consideration, but would it be unbalanced to allow the use of skill tricks as much as you wanted? I'm 99% sure there's a way to break this, but for a class focused on skill tricks that's 10 levels long, it seems fitting.
I'm with this myself. And hell, add some 'advanced' versions of tricks available only to the tricky kitty, useable 1/encounter.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 24, 2009, 04:35:41 AM
That sounds better than the revision I made last night.  Also edited in Boots of Man to the front page.  Based it off gloves of man.   Both seem rather expensive.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 24, 2009, 12:43:23 PM
Okay my initial thought was to give the example NPC Gloves and Boots of Man, but they're 42000 gold apiece.  That seems awfully expensive for the little benefit they give.  I'm thinking I need to revise that somehow.  But what spell would I use for the prerequisite other than polymorph?

Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on April 25, 2009, 12:43:25 AM
Alter self?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 25, 2009, 10:35:32 AM
Seems feasible.  I tweaked the capstone.  Think I need any other skills added to the possible tricks list? If not I'll go ahead and fill the abilities in.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 26, 2009, 12:59:22 PM
Okay what if I use Greater Mage Hand as the prerequiste for Gloves of Man, or make up a second level spell?  Theres a 2nd level Transmutation spell called Fins to Feet that sort of fits for the boots of man.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 27, 2009, 12:53:52 PM
Whilst I work out the issues with the Trickster, here's a preview of the Epic Classes upcoming:

Cheshire Cat
Der Panzerkatzen
Go Go Catzilla!

Lemme know which you'd like to see first, and it will be next.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on April 27, 2009, 03:06:12 PM
Whilst I work out the issues with the Trickster, here's a preview of the Epic Classes upcoming:

Cheshire Cat
Der Panzerkatzen
Go Go Catzilla!

Lemme know which you'd like to see first, and it will be next.
I vote Irthos Cheshire Cat.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on April 27, 2009, 09:37:01 PM
Ohh, no. Der Panzerkatzen must be first.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on April 27, 2009, 10:06:39 PM
Ohh, no. Der Panzerkatzen must be first.
+1
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on April 27, 2009, 11:45:44 PM
Ohh, no. Der Panzerkatzen must be first.
+1

+2
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on April 28, 2009, 09:39:56 AM
Ohh, no. Der Panzerkatzen must be first.
+1
+2
+3
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 28, 2009, 11:41:17 AM
Okay i modified the capstone for Trickster again.  If you like I shall begin the first Epic Kitty PrC.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on April 28, 2009, 07:09:02 PM
Okay i modified the capstone for Trickster again.  If you like I shall begin the first Epic Kitty PrC.

I like it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on April 29, 2009, 12:43:54 PM
Okay, my plan (I hope) is to make hte Epic Feats and equipment (finally) before adding in the equipment ofr the epic PrC's.  Here's Der Panzerkatzen, Cheshire Cat coming this weekend:



DIE PANZERKATZEN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/DerPanzerkatzen.jpg)
   
"Ich wette du bist ein Taubenlecker."

 Die Panzerkatzen were originally Sons of Pinky who have taken to using Tank Collars as support to help keep distractions away while they concentrated on fighting their target.  Eventually they evolved into something almost resembling a Knight's Order.


BECOMING DIE PANZERKATZEN  
You must be specialized in wearing heavy armor, be able to provide your own Tank Collar, and have an Awakened Mouse Cohort.  After that if you appear mentally suitable, and are able to past the entrance tests, you may become a DP.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Little Tiger, Rage
   Feats:  Anklebiter, Armor Proficiency (Heavy), Greater heavy Armor Optimization, Heavy Armor Optimization, Leadership (must have an Awakened Mouse cohort)
   Skills:  Climb 12 ranks, Jump 12 ranks, Intimidate 12 ranks, Tumble 8 ranks
   Special:  Must have a Tank Collar, and be sponsored by a current Der Panzerkatzen
   BAB:  +21
   Saves: Requires a Base Fort Save of +13 or higher


Class Skills
 The Die Panzerkatzen's class skills (and the key ability for each skill) are Balance (Dex), CLimb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   Abilities[/b]
1.    Armor Mastery
2.    CHARGE!
3.    Rage
4.    Armor Mastery
5.    CHARGE!
6.    Rage
7.    Armor Mastery
8.    CHARGE!
9.    Rage
10.   Blitzkrieg

Weapon Proficiencies: Die Panzerkatzen gain no new weapon or armor proficiencies.
 
Armor Mastery (Ex): At 1st level you have mastered movement in armor, and receive no skill check penalties for wearing armor, nor are you limited to a maximum Dex Bonus.  This ability does not extend to shields. 

At 4th level you always managed to shift so that the blow strikes where it would be least effective.  You have a 50% chance of changing a critical hit to a normal one.  You may only do this while wearing Heavy Armor.

At 7th level while wearing Heavy Armor, any time you take damage you may make a Fortitude Save (DC is equal to damage done by the spell/ability/attack).  If you succeed, you only take half damage.

CHARGE! (Ex): At 2nd level you no longer have to move in a straight line to charge, and you no longer take an AC penalty while charging. Charge Attacks do +2d6 damage.

At 5th level the Bonus to Attack Rolls made while charging increases to +4, and you no longer take double damage if your opponent readies a weapon to counter your charge. Charge Attacks do +4d6 damage.

At 8th level the Bonus to Attack Rolls made while charging increases to +6, and your critical threat range increases by 1 (i.e. if it normally criticals on a 20, it now crits on a 19-20).  This Does stack with other effects that increase critical threat range. Charge Attacks do +6d6 damage.

Rage (Ex): At levels 3, 6, and 9 you gain an additional daily use of Rage.  Beginning at level 3 you gain an additional +2 to all Saves while Raging.  This increases to +4 at level 6, and +6 at level 9.

Blitzkreig (Ex): You automatically threaten a critical when making a charge attack.  When you charge all allies within 60' gain a +4 Morale Bonus to all rolls for that round.

PLAYING A DIE PANZERKATZEN
 There are many helpless and disadvantaged people in the world.  People who need the help of you and your trusty Squire, Sir Squeak.  People who are willing to give you most excellent food for kicking the butt of their oppressive feudal overlords.  And you like home made pie.  Oh yes.
 Combat: Most Panzerkatzen charge into combat, while their awakened mousie Squire blasts any distractions who may interfere.  Or occasionally even your opponent if there are no distractions.  Or the crowd if he's been drinking again.  Damn mice.
 Advancement: Panzerkatzen fight for fame and glory, and to help the little people.  Not always in that order.  But since they spend most of their time fighting, much of their resources are devoted to it.
Resources: Peasants love the Panzerkatzen, and so do many of the Cat Burglar Guilds.  many Guilds are surprisingly Good in alignment, stealing from the rich and giving to the poor.  The Panzerkatzen can always call on them for help.

DIE PANZERKATZEN IN THE WORLD
"Is that mouse riding an armored cat? What the.."
 Generally you skulk about, not revealing your true self until it's necessary.  Once you have decided upon a target worthy of testing yourself against (i.e. beating down to enhance your reputation, and of course help a few people out), you reveal yourself in all your glory, and charge in to do a little butt kickin'.
 Daily Life: Always try to be visible.  Evil only tries to get away with stuff when you aren't around.  Unless of course you actually want to find Evil.  In that case hide until the bad guys come out to molest the peasants, and then chew on their Evil toesies.
 Notables: Sir Mittens (CG Male Human Cat Burglar 2/Barbarian 8/Son of Pinky 10/Epic Son of Pinky 4/Die Panzerkatzen 1) and his Squire, Sir Squeak, wage a long battle against the evil local Emperor.  It might go quicker if Squeak weren't drunk all the time.
 Organizations: Officially, you and your Squire fight a lone battle against the many forces of EVIL in an eternal struggle.  Unofficially, you're so loved you have the spy network from hell.  Everyone rushes to tell you when something bad happens.

NPC Reaction
 Unless they're evil, rich, or fanatic, most NPC's love the Panzerkatzen.

DIE PANZERKATZEN IN THE GAME
 Die Panzerkatzen are generally pretty nice guys, even if they are a bit fun loving and raucous.  They're sort of like Paladins without the stick in their behind or attachments to a deity.  In other words a pretty good substitute for knightly types...
 Adaptation: If you can find a way to fit this into a serious campaign without people laughing their butts off you are a better DM than I...
 Encounters: PC's will generally encounter Panzerkatzen on a one cat crusade to fight oppression in the name of free munchies.  Or helping the poor, or fighting monsters, etc.  Whatever it is good kitties do.

Sample Encounter
EL 12: The PC's are relaxing at a picnic outside the local city, when a few ruffians accost some women.  As they're about to interfere, a mouse charges in riding a heavily armored cat, and starts blasting them with some sort of magical weapon whilst the kitty mauls them. Afterwards they get hugs and free pie.  You've never gotten free pie.  Dammit.


Sir Mittens
CG Male Human Cat Burglar 2/Barbarian 8/Son of Pinky 10/Epic Son of Pinky 4/Die Panzerkatzen 1
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 30, touch 17, flat-footed 28 (+2 Dex, +5 Deflection, +13 Armor)
AC Raging 28, touch 15, flat-footed 26 (-2 Rage, +2 Dex, +5 Deflection, +13 Armor)
AC Small 33, touch 20, flat-footed 29 (+1 Size, +4 Dex, +5 Deflection, +13 Armor)
AC Small Raging 31, touch 18, flat-footed 27 (-2 Rage, +1 Size, +4 Dex, +5 Deflection, +13 Armor)
AC Tiny 35, touch 22, flat-footed 30 (+2 Size, +5 Dex, +5 Deflection, +13 Armor)
AC Tiny Raging 33, touch 20, flat-footed 28 (-2 Rage, +2 Size, +5 Dex, +5 Deflection, +13 Armor)
AC Diminutive 38, touch 25, flat-footed 32 (+4 Size, +6 Dex, +5 Deflection, +13 Armor)
AC Diminutive Raging 36, touch 23, flat-footed 30 (-2 Rage, +4 Size, +6 Dex, +5 Deflection, +13 Armor)
hp 239 (21 HD), 281 Raging
Fort +17 (+19 Raging), Ref +16 (+18 Small, +19 Tiny, +20 Diminutive), Will +7 (+9 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Evasion, +10 w/Cloak
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Stormbrand +29/+24/+19/+14 (2d6+8/19-20 plus 1d10 electricity plus 1d8 sonic)
Melee Raging Stormbrand +33/+28/+23/+18 (2d6+14/19-20 plus 1d10 electricity plus 1d8 sonic)
Melee Small 2 Claws +28 (1d3+10) and 1 Bite +23 (1d4+5)
Melee Small Raging 2 Claws +32 (1d3+14) and 1 Bite +27 (1d4+7)
Melee Tiny 2 Claws +28 and 1 (1d2+9) Bite +23 (1d3+4)
Melee Tiny Raging 2 Claws +32 (1d2+13) and 1 Bite +27 (1d3+6)
Melee Diminutive 2 Claws +29 (9 points) and 1 Bite +24 (1d2+3)
Melee Diminutive Raging 2 Claws +33 (13 points) and 1 Bite +28 (1d2+6)
Base Atk +22, Grp +25 (+22 Small, +18 Tiny, +12 Diminutive)
Grp: Raging +33 (+35 Small, +32 Tiny, +27 Diminutive)
Atk Options Rage 3/day, +1d6 Sneak Attack,
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 13
Abilities Raging Str 24, Con 18
Abilities Small Str 20, Dex 19
Abilities Small Raging Str 28, Con 18
Abilities Tiny Str 18, Dex 21
Abilities Tiny Raging Str 26, Con 18
Abilities Diminutive Str 16, Dex 23
Abilities Diminutive Raging Str 24, Con 18
SQ Fast Movement, Trap Sense +2, DR 1/-, Magical Kitty, Strong Kitty, Little Tiger, Trapfinding, Purr, Kitty Form, Armor Mastery
Feats Anklebiter, Armor Proficiency (Heavy), Extend Rage, Greater Heavy Armor Optimization, Heavy Armor Optimization, Instantaneous Rage, Mad Foam Rager, Leadership, Tiger Rage, Tomcat, Close-Quarters Fighting (B), Improved Critical (Claws)(B), Improved Multiattack (B), Multiattack (B), Pouncies (B)
Skills Balance +12 (+22 Small, +23 Tiny, +24 Diminutive), Climb +18 (+27 Small, +28 Tiny, +29 Diminutive), Hide +10, Jump +16 (+26 Small, +25 Tiny, +24 Diminutive/Raging: +21, +30 S, +29 T, +28 D), Knowledge (Local) +4, Intimidate +13, Listen +8, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Sense Motive +8, Spot +8, Survival +8, Swim +16 (+21 Raging), Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive), Use Magic Device +10
Additional +4 to Hide checks in tall grass or undergrowth
Possessions Sherman Tank Collar, Epic Catnip Mousie, Stormbrand, +10 Cloak of Epic Resistance, +5 Amulet of Mighty Fists, 10 Smoked Fish Bombs, 8 Dander Bombs, 10 Hairball Grenades, 8 Dead Fish Bombs, 5 Atomic Fish Bombs, Bag of Holding Type IV, Cute Widdle Bowsies, 5 Blast Globes, Helm of Battle, +5 Ring of Protection, Ring of Freedom of Movement, 3100 GP



Sir Squeak
CN Awakened Male Mouse Warlock 17
Init +6, Senses: Listen +4, Spot +4, Scent and Low Light Vision
Languages Common, Sylvan
------------------------------------------------
AC 40, touch 26, flat-footed 38  (+8 Size, +2 Dex, +9 Armor, +5 Deflection, +5 Natural, =1 Insight)
hp 76 (17 HD)
Fort +6, Ref 7, Will +14
+5 w/Cloak
------------------------------------------------
Speed 10 ft. (2 squares), Climb 10 ft.
Melee +1 Light Mace +8/+3/-2 (2 points)
Base Atk +12, Grp -9
Atk Options Eldritch Blast 8d6
Combat Gear
Invocations Known Least (Devil's Sight, Eldritch Spear, See the Unseen)
Lesser (Beshadowed Blast, Eldritch Chain, Fell Fight)
Greater (Bewitching Blast, Devour Magic, Eldritch Cone)
Dark (Utterdark Blast)
-----------------------------------------------
Abilities Str 1, Dex 14, Con 13, Int 10, Wis 18, Cha 9
SQ Detect Magic, Deceive Item, Fiendish Resilience 2, Energy Resistance 5 (Electricity and Sonic), Imbue Item, DR 4/Cold Iron
Feats Ability Focus (Eldritch Blast), Improved Initiative, Mounted Archery, Mounted Combat, Point Blank Shot, Primal Caster
Skills Balance +10, Bluff +4, Climb +10, Concentration +7, Hide +22, Intimidate +5, Knowledge (Arcana) +5, Move Silently +6, Ride +3, Sense Motive +7, Spellcraft +5, and Use Magic Device +7
Possessions Gloves of Man, Boots of Man, +5 Ring of Protection, +5 Freedom Chain Shirt, +5 Amulet of Natural Armor, +5 Cloak of Resistance, Warlock's Scepter, Ioun Stones (lavendeer and Green Ellipsoid, Dusty Rose Prism, Clear Spindle), Ring of Mind Shielding, 445 GP



Primal Caster
Sure you aren't a great talker, but stupid people do most of the jabbering.
 Prerequisites: Must cast Invocations or spells, spell save DC must be Charisma based, must be taken at 1st level
 Benefits: The Save DC's of your spells or Invocations are based on Wisdom instead.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 03, 2009, 02:26:16 PM
Okay the example NPC is about caught up to where it needs to be.  Let me find a good pic and put the fluff up and it'll be done.


Surprisingly decent pics of cats in plate mail are hard to find.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on May 03, 2009, 02:52:24 PM
God Wills It (http://suptg.thisisnotatrueending.com/archive/2173136/images/1215583194664.jpg).  Not plate mail, but :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 05, 2009, 12:00:21 PM
well GitP seemed endeared towards the Catzilla so I'm working on it to.  Might as well show what I have done here as well:

GO GO CATZILLA!

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/battlecat.jpg)
   
"REEEEEAAAWWWWWRRRRRR!"

You are one damn big cat.  Kept and pampered only by the richest men in the world you are also the melee strongarm of the Cat Burglar Guilds. When cities need taught a lesson they call you.  You're also helpful to have around should the Tarrasque pay a visit. 

BECOMING A CATZILLA  
Traditionally only a few Big Kitties become Catzillas, as  there are even fewer rich nuts capable of feeding and maintaining a Catzilla than there are Big Kitties.

 ENTRY REQUIREMENTS
   Class Abilities:  Fat Cat
   Skills:  Bluff 8 ranks, Intimidate 25 Ranks, Knowledge (Local) 8 ranks, Listen 8 ranks
   BAB: +16
   Feats:  Big Cat on the Block, Big Paw, Extra Biggie Sized, Fwuffy, Smite Mousie, Tomcat
   Epic Feats: Epic Tomcat

Class Skills
 The Catzilla's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature, Nobility)(Int), Listen (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

1. Kitty Form (Huge)
2. Awe
3. Kitty Form (Spell Resistance)
4. Enhanced Kitty Form (Medium)
5. Kitty Form (Gargantuan)
6. Size Has It's Advantages
7. Kitty Form (Spell Resistance)
8. Enhanced Kitty Form (Large)   
9. Kitty Form (Colossal)
10. Enhanced Kitty Form (Huge)

Weapon Proficiencies: Catzillas gain no new weapon or armor proficiencies.

Kitty Form (Su): At 1st level you may now assume Huge Kitty Form. You get +12 Str, +8 Con, and a +8 Natural Armor Bonus.  You claw attacks now do 1d8, and your bite does 2d6.  You also have a -2 Size Penalty to AC and Attack Rolls, a -8 Size Penalty to Hide Checks, and a +8 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Space/Reach is now 15'/10'. All Kitty Forms Huge or Larger last 3 rounds plus 1 round per point of Charisma modifier.  You may use them a number of times per day equal to half your Catzilla levels, rounded up.

At 3rd level your Spell Resistance extends to include any 2 spell schools (i.e. Divination, Enchantment, Transmutation, etc.)

At 5th level you now gain Gargantuan Kitty Form.  You get +20 Str, +12 Con, and a +10 Natural Armor Bonus.  Your claw attacks do 2d6, and your bite now does 2d8.  You also have a -4 Size Penalty to AC and Attack Rolls, a -12 Size Penalty to Hide Checks, and a +12 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Space/Reach is now 20'/15'.

At 7th level your Spell Resistance includes any 2 more spell schools.

At 9th level you now gain Colossal Kitty Form.  You get +28 Str, +16 Con, and a +12 Natural Armor Bonus.  Your claw attack do 2d8 and your bite does 4d6.  You also have a -8 Size Penalty to AC and Attack Rolls, a -16 Size Penalty to Hide Checks, and a +16 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Space/Reach is now 30'/20'.

Awe (Ex):  While in Big Kitty Form you gain a certain majesty (or at least a certain 'what the hell is that' factor).  Any living thing within 120' that can see you must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier plus an additional +2 for each Size Class bigger than your opponent you happen to be) or be Fascinated for 2d6 rounds.  If the Save is successful they are immune to this Catzillas Awe for 24 hours (or until he attacks).  Once you attack a second Save must be made (Same DC, but the opponent gets a +2 Bonus to his Save if he succeeded in Saving against Fascination) or the opponent is Frightened for 2d6 rounds.  If the Save is successful the opponent is immune to this Catzillas Awe for 24 hours.

Enhanced Kitty Form (Su) At 4th level you may now assume Medium Kitty Form at will.

At 8th level you may now assume Large/Big Boned Kitty Form at will.

At 10th level you may now assume Huge Kitty Form at will.

Size Has It's Advantages (Ex): At Level 6 you gin several combat maneuvers related to your size:

Swat the Birdie: When you make a successful claw attack against a flying opponent at least 1 Size Class smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Dexterity Modifier), or be knocked from the sky and take falling damage.  If you use this maneuver as part of an Attack of opportunity the Save DC gets a +4 Bonus.

Swat the Mousie: If you succeed in making a Claw Attack against an opponent at least 2 Size Classes smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked 10 ft. back from the Catzilla (and land prone).

Pounce: When making a Charge Attack you may slam into an opponent with all your body weight.  Damage depends on your Size: Huge (8d6 plus double Strength Modifier), Gargantuan (12d6 plus double Strength Modifier), and Colossal (16d6 plus double Strength Modifier).

PLAYING A CATZILLA
You are among the worlds biggest of Kitties.  People fear you.  Well some do.  Small children think your the fluffiest thing ever.  And little old ladies seem to put out bowls of milk you can barely see let alone drink from.  But most of the rest of them fear you.  At least you keep telling yourself that.
 Combat:Combat for Catzillas usually includes walking leisurely up to your target and smooshing him with a decisive paw swat.  Occasionally you need to make a second swat as some of the little ant people think they're tuff, but they're few and far between.
 Advancement: Catzillas are often Guild Leaders hiding in plain sight as a local tourist attraction.  This makes advancement a little odd, as you need to match the needs of your Guild with your "owners" desire to train you to do tricks for the public.
Resources: Much like the Big Kitties, you probably head a Cat Burglars Guild.  A pretty good sized one in your case.  People are often surprised by how many regular sized cats like to hang out around you.

CATZILLAS IN THE WORLD
"AAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!!!!!!! Oh wait, is that just a giant cat? What the hell am I screaming for?  What's a cat gonna do?"
You're too big for cages now.  But you still act like a pampered pet.  And you occasionally go on a rampage and attack a city to maintain your rep.  Or to take out rivals or a specific target.
 Daily Life: You live the life of luxury, fed and scrubbed daily.  And you get to whup the occasional city cause you're a pet who doesn't know any better and Missus Megalomania wuvs you.
 Notables: The Great Poofy (CG Male Human Cat Burglar 8/Big Kitty 10/Barbarian 2/Epic Big Kitty 4/Catzilla 1) is a local attraction.  People come from miles around to see him.  He seems particularly fond of gullible Clerics with money.
 Organizations: You pretty much are your own organization.

NPC Reaction
PC's tend to love or hate you.  There's little middle ground because you're pretty famous, and you have that certain "oooooohhh" factor.  You change back to normal from Kitty Form to hide now and then because you're so famous.

CATZILLAS IN THE GAME
This will be an odd class for a PC.  After all everyone for miles away will know you in Kitty Form.  And even if you change to look like a different one you'll have to avoid being big most of the time.  After all who wants 2 or more Catzillas running around.
 Adaptation: This one is definitely for silly campaigns.  Can't imagine how you'd put it in a serious campaign.
 Encounters: PC's will usually be gawkers waiting in line to see the Great Poofy.  Or perhaps be assigned to capture you and bring you back when you 'escape'.

Sample Encounter
EL 12: The PC's are enjoying their day off at a local nobleman's private zoo, when they see the prize of his collection: a kitty the size of a large house (maybe a small castle).  He seems to like the party Cleric, and purrs mightily while rubbing against him.  Later, the party Cleric notices his coinpurse missing.


How the hell does a giant cat learn to pick pockets?

The Great Poofy
CG Male Human Cat Burglar 8/Big Kitty 10/Barbarian 2/Epic Big Kitty 4/Catzilla 1
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 31, touch 20, flat-footed 29 (+2 Dex, +7 Protection, +11 Armor)
AC Raging 29, touch 18, flat-footed 27 (-2 Rage, +2 Dex, +7 Protection, +11 Armor)
AC Small 33, touch 22, flat-footed 29 (+1 Size, +4 Dex, +7 Protection, +11 Armor)
AC Small Raging 31, touch 20, flat-footed 27 (-2 Rage, +1 Size, +4 Dex, +7 Protection, +11 Armor)
AC Tiny 35, touch 24, flat-footed 30 (+2 Size, +5 Dex, +7 Protection, +11 Armor)
AC Tiny Raging 33, touch 22, flat-footed 28 (-2 Rage, +2 Size, +5 Dex, +7 Protection, +11 Armor)
AC Diminutive 38, touch 27, flat-footed 32 (+4 Size, +6 Dex, +7 Protection, +11 Armor)
AC Diminutive Raging 36, touch 25, flat-footed 30 (-2 Rage, +4 Size, +6 Dex, +7 Protection, +11 Armor)
AC Medium 31, touch 19, flat-footed 29 (+2 Dex, +1 Natural, +7 Protection, +11 Armor)
AC Medium Raging 29, touch 17, flat-footed 27 (-2 Rage, +2 Dex, +1 Natural, +7 Protection, +11 Armor)
AC Large 32, touch 18, flat-footed 30 (-1 Size, +2 Dex, +3 Natural, +7 Protection, +11 Armor)
AC Large Raging 30, touch 16, flat-footed 28 (-2 Rage, -1 Size, +2 Dex, +3 Natural, +7 Protection, +11 Armor)
AC Big-Boned 34, touch 18, flat-footed 32 (-1 Size, +2 Dex, +5 Natural, +7 Protection, +11 Armor)
AC Big-Boned Raging 32, touch 16, flat-footed 30 (-2 Rage, -1 Size, +2 Dex, +5 Natural, +7 Protection, +11 Armor)
AC Huge 36, touch 17, flat-footed 34 (-2 Size, +2 Dex, +8 Natural, +7 Protection, +11 Armor)
AC Huge Raging 34, touch 15, flat-footed 32 (-2 Rage, -2 Size, +2 Dex, +8 Natural, +7 Protection, +11 Armor)
hp 166 (20 HD), 208 large, 249 big boned, 270 Huge
hp Raging 206 (20 HD), 248 large, 289 big boned, 310 Huge
Fort +16 (+17 Large, +19 Big-Boned, +20 Huge), Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7 (+9 Raging)
Fort Raging +18 (+20 Large, +21 Big-Boned, +22 Huge)
Uncanny Dodge, Improved Uncanny Dodge, Evasion
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Melee Small 2 Claws +19 melee (1d3+1) and 1 Bite +19 melee (1d4)
Melee Small Raging 2 Claws +21 melee (1d3+3) and 1 Bite +21 melee (1d4+1)
Melee Tiny 2 Claws +18 melee (1d2) and 1 Bite +18 melee (1d3)
Melee Tiny Raging 2 Claws +20 melee (1d2+2) and 1 Bite +20 melee (1d3+1)
Melee Diminutive 2 Claws +17 melee (1 point) and 1 Bite +17 melee (1d2-1)
Melee Diminutive Raging 2 Claws +19 melee (2 points) and 1 Bite +19 melee (1d2)
Melee Medium 2 Claws +21 melee (1d4+3) and 1 Bite +21 melee (1d6+1)
Melee Medium Raging 2 Claws +23 (1d4+5) melee and 1 Bite +23 melee (1d6+2)
Melee Large 2 Claws +23 melee (1d6+5) and 1 Bite +23 melee (1d8+2)
Melee Large Raging 2 Claws +25 melee (1d6+7) and 1 Bite +25 melee (1d8+3)
Melee Big-Boned 2 Claws +24 melee (1d6+6) and 1 Bite +24 melee (1d8+3)
Melee Big-Boned Raging 2 Claws +26 melee (1d6+8) and 1 Bite +26 melee (1d8+4)
Melee Huge 2 Claws +25 melee (1d8+9) and 1 Bite +25 melee (2d6+4)
Melee Huge Raging 2 Claws +27 melee (1d8+11) and 1 Bite +27 melee (2d6+5)
Base Atk +18, Grp +21 (+19 Small, +18 Tiny, +15 Diminutive, +27 Large, +32 Big-Boned, +39 Huge)
Grp Raging +24 (+22 Small, +21 Tiny, +20 Diminutive, +30 Large, +35 Big-Boned, +42 Huge)
Atk Options +2d6 Sneak Attack, Rage 1/day, Large Kitty Form 3/day
Combat Gear 3 Atomic Fish Bombs
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 14 (18 Raging), Int 10, Wis 10, Cha 14
Abilities Small Str 12 (16 Raging), Dex 18, Con 14 (18 Raging)
Abilities Tiny Str 10 (14 Raging), Dex 20, Con 14 (18 Raging)
Abilities Diminutive Str 8 (12 Raging), Dex 22, Con 14 (18 Raging)
Abilities Medium Str 16 (20 Raging), Dex 14, Con 14 (18 Raging)
Abilities Large Str 20 (24 Raging), Con 18 (22 Raging)
Abilities Big-Boned Str 22 (26 Raging), Con 20 (24 Raging)
Abilities Huge Str 28 (32 Raging), Dex 14, Con 22 (26 Raging)
SQ Purr, Trapfinding, Kitty Form, SR 22, Pounce, Rake, Improved Grab, Fat Cat, Fast Movement
Feats Cattitude, Improved Toughness, Big Cat on the Block, Big Paw, Extra Biggie Sized, Epic Tomcat, Fwuffy, Jibba Jabba, Power Attack, Smite Mousie, Tiger's Rage, Tomcat, Improved Multiattack (B), Mighty Roar (B), Multiattack (B)
Skills Bluff +10, Climb +11 (+16 Small, +17 Tiny, +18 Diminutive, +15 Medium, +17 Large, +18 Big-Boned, +21 Huge), Diplomacy +6, Disable Device +4, Gather Information +6, Hide +6 (+16 Small, +21 Tiny, +25 Diminutive, +10 Medium, +6 Large or Big-Boned, +2 Huge), Intimidate +28, Jump +11 (+17 Small, +16 Tiny, +15 Diminutive, +19 Medium, +21 Large, +22 Big-Boned, +25 Huge), Knowledge (Local, Nobility) +11, Listen +10, Move Silently +6 (+12 Small, +13 Tiny, +14 Diminutive), Open Lock +10, Search +8, Sense Motive +4, Spot +10, Tumble +4, Use Magic Device +10
Possessions +7 Ring of Protection, +9 Leather Collar Armor, +5 Scratching Post, 3 Atomic Fish Bombs, Ring of Vanishing, Boots of Levitation, 1290 GP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 05, 2009, 12:24:36 PM
Thanks IB.  I found a verison without text and its up now :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 05, 2009, 02:23:14 PM
You also have all the usual penalites/bonuses for Huge Size.
You also gain all the usual penalties/bonuses for Gargantuan Size.
You also gain all the usual bonuses/penalties for Collosal Size.
Do these include the normal stat/NA increases from changing sizes, or do they not stack with kitty form?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 05, 2009, 02:28:52 PM
By bonuses/penalties i meant Hide, Grapple, etc.  I'll word it clearer.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 07, 2009, 12:08:57 PM
OK I think Der Panzerkatzen is done except for editing in abilities, and Catzilla should have the final edit just about done.  I await your feedback :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 07, 2009, 02:05:28 PM
I lol'd at the Panzerkatzen quote. :D Taubenlecker should be capitalized though, since it's a proper noun.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on May 07, 2009, 07:55:45 PM
well, there's this:
(http://i28.photobucket.com/albums/c233/koomori/funny-cat.png)

I think I probably spent even less time on that than whoever did the chainmail though...

hmm... I'll have to see if I can work up something more...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 08, 2009, 12:24:39 PM
Omg i didnt think anyone would know what taubenlecker meant...

I had forgotten fruit helmet kitteh...I gotta make that a PrC somehow...

All the class abilities for Panzerkatzen are up except the capstone.

I've also started editing in the Epic Feats on page 1
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 08, 2009, 02:47:42 PM
For you non-German-speakers, Taubenlecker essentially means "dove licker". :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 09, 2009, 01:10:20 PM
and the panzer kitty is done.  I'll be doing the Cheshire Cat up, and as soon as I have the Epic Feats/items done I'll add equipment to the 3 example PC's
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on May 09, 2009, 08:29:34 PM
Catzilla vs King Ghidora!
2 titans enter, one leaves!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 10, 2009, 12:21:39 PM
CHESHIRE CAT

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/cheshire_cat.jpg)
   
"Oh you can't help that.  We're all mad here.  I'm mad.  You're mad."

 Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them.

BECOMING A CHESHIRE CAT  
The class requires the ability to Hide in Plain Sight or Invisibility, so that pretty much limits the PrC to casters or certain woodsy types.

 ENTRY REQUIREMENTS
   Class Abilities:  Must be able to cast Superior Invisibility, or have the class feature Hide in Plain Sight.  Must also have Kitty Form.
   Skills:  Bluff 20 ranks, Hide 20 ranks, Move Silently 20 ranks, Sense Motive 20 ranks
   Feats:  I Wuv U, Jibba Jabba, Pwease, Spectral Skirmisher
   Alignment:  Must be Chaotic, cannot be Good


Class Skills
 The Cheshire Cat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

  Abilities
1.     The Art of Invisibility
2.     The Art of Confusion
3.     The Art of Mockery
4.     The Art of Invisibility
5.     The Art of Confusion
6.     The Art of Mockery
7.     The Art of Invisibility
8.     The Art of Confusion
9.     The Art of Mockery
10.    We All Go A Little Mad Sometimes


Weapon Proficiencies: A Cheshire Cat gains no new weapon or armor proficiencies.
 
The Art of Invisibility (Ex): At first level the Cheshire Cat learns how to lie.  More to the point he learns how to lie so well that reality alters itself to agree with him.  He may now turn wholly or partially invisible at will as a Swift Action, as per the spell Greater Invisibility.  

At 4th level Divination spells, powers or effects (including Glitterdust) that would normally reveal you (i.e. See Invisibility or True Seeing) are ineffective unless the casters caster level is higher than your Effective Character Level.  You are immune to the spell Invisibility Purge as well.

At 7th level while you are invisible your opponent is Denied his Dex Bonus to AC against you only.

The Art of Confusion (Su): At 2nd level the Cheshire Cat has learned to tell lies about better things than being visible, and talking with one is dangerous.  Any opponent who engages the cat in conversation must make a Willpower Save or be Confused as per the spell.  The Cat can choose not to use this effect when talking to people.  The opponent must be able to hear the Cheshire Cat and understand the language used, or the Cheshire Cat must have Telepathy in some form to use this ability.  If the Save is successful the Cheshire Cat must wait one minute before making another attempt.

At 5th level if the opponent the Cat is talking with fails the Save he is permanently Confused as per the Insanity spell.

At 8th level if the opponent the Cat is talking with fails the Save he is affected by the spell Maddening Whispers instead (unless the Cheshire Cat wishes to inflict him with Insanity, see Spell Compendium for spell description).

The Art of Mockery (Su): At 3rd level a Cheshire Cat can enrage an opponent to the point of stupidity by simply mocking him in conversation.  If the Cat talks to an opponent as a Standard Action it can choose to enrage him, and he must make a Willpower Save to avoid the effect.  If he fails he receives a -4 to all rolls for the duration of the encounter, and he has a 20% chance to fail any roll or cast any spell if it involves the Cheshire Cat himself.

At 6th level the penalty increases to a -6 to all rolls, and a 50% miss chance.

At 9th level the penalty remains the same as 6th level, but the opponent takes (3d6 plus Charisma Modifier) damage due to the stress.

We All Go A Little Mad Sometimes (Su): At 10th level the Cheshire Cat may begin to swirl in and out of visual sight in various patterns, disorienting opponents.  At will as a Swift Action any living being within 60' that can see the Cheshire Cat is considered Flat-Footed until it decides to turn this ability off.  It can't become invisible while doing this, but all opponents take a -4 penalty to all attack and damage rolls against it (this stacks with penalties they may take form the Art of Mockery).  

PLAYING A CHESHIRE CAT
 Screwing with people's minds is what you live for.  You fade in and out of view, sometimes only partially visible.  And you never give a clear, honest answer to any question.  Ever.  It's foreign to your nature.  If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong
 Combat: Combat? Hah! Only losers are required to fight.  You're invisible.  You can fart on Asmodeus and he'd never know.  Feel free to insult just about anything, and then go poof.
 Advancement: Cheshire Cats, being that they've mastered invisibility, are fairly lazy when it comes to advancement.  If being a loony is a profession you can advance in, they're masters.  Or they're lazy douchebags.  Guess it depends on who you talk to.
Resources: You can steal whatever you need.  no one can see you, so you can pretty much get away with anything.

CHESHIRE CATS IN THE WORLD
"You're not all there are you?"
 Cheshire Cats interact with the world by causing it to have mental issues.  they set around in trees completely destroying the sanity of whoever happens by through surreal conversation.  Few Cat Burglar Guilds are lcuky enough to have one, and those that do realize what a truly valuable resource he is.  
 Daily Life: Usually you just set in a tree, and chat with whoever walks by with the sole intent of messing with them.  Sometimes you sow chaos and disorder on a mass scale for fun.  Or travel to Hell and whisper strange things in the ears of he Devil Lords while they're busy.  
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Cheshire Cats sometimes head a Cat Burglar Guild, but usually they're loners who've given up professional thievery for being layabouts.

NPC Reaction
 NPC reactions to Cheshire Cats vary.  Most of them being some various on frustration or confusion.  Not many of them like to hang out with the Cheshires, except possibly potheads who seem to think they're Zen Masters or something.  

CHESHIRE CATS IN THE GAME
 This one gives a player free license to raise hell with your campaign.  be sure to allow it responsibly.
 Adaptation: This one can be adapted to several styles of campaign, probably either horror or comedy.
 Encounters: Cheshire Cats can be found just about anywhere, usually in unsuspected moments.  If the PC's are trying to find one, they probably won't.  However if they're butt deep in Soul Larvae in the Penthouse Suite of Demogorgon's personal dungeon, it's guaranteed that there will be at least one in the vicinity to make their torment somehow worse.

Sample Encounter
EL 25: The PC's see a large smiling cat in a tree on the way to town.  After he says hello, the Wizard is foolish enough to ask him how he's doing.  Let the games begin...


Teehee
CN Male Human Cat Burglar 10/Sanda's Little Helper 10/Epic Cat Burglar 4/Cheshire Cat 1
Init +1, Senses: Listen +12, Spot +12, Dark Vision 90', Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
------------------------------------------------
AC 25, touch 17, flat-footed 24 (+1 Dex,  +6 Deflection, +8 Armor)
AC Small 33, touch 25, flat-footed 30 (+1 Size, +3 Dex, +5 Luck, +6 Deflection, +8 Armor)
AC Tiny 35, touch 27, flat-footed 31 (+2 Size, +4 Dex, +5 Luck, +6 Deflection, +8 Armor)
AC Diminutive 38, touch 30, flat-footed 33 (+4 Size, +5 Dex, +5 Luck, +6 Deflection, +8 Armor)
hp 87 (25 HD)
Fort +8, Ref +17 (+19 Small, +20 Tiny, +21 Diminutive), Will +10
Evasion, Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +19/+14/+9/+4 (1d6/18-20)
Melee Small 2 Claws +20 (1d3-3) and 1 Bite +15 (1d4-3)
Melee Tiny 2 Claws +23 (1d2-4) and 1 Bite +18 (1d4-4)
Melee Diminutive 2 Claws +26 (1 point) and 1 Bite +21 (1d2-4)
Base Atk +17, Grp +16 (+9 Small, +4 Tiny, +0 Diminutive)
Atk Options +4d6 Sneak Attack
Combat Gear 1 Fake Cat Poo, 10 Hairball Grenades, 10 Dander Bombs. 10 Smoked Fish Bombs, 10 Stench Stones, 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 20 (24 w/Hat)
Abilities Small Str 4, Dex 16
Abilities Tiny Str 3, Dex 18
Abilities Diminutive Str 2, Dex 20
SQ Trapfinding, Purr, Kitty Form, SR 27, Swift Tracker, Sniffer, Camouflage, Trackless Step, Whiskers (+6), Move Like the Wind, Track the Trackless, Hide in Plain Sight, Specialty (Probe Thoughts)
Feats Anklebiter, Dodge, I Wuv U, Jibba Jabba, Pwease, Spectral Skirmisher, Weapon Finesse, Improved Scent (B), Uncanny Scent (B)
Skills Balance +16 (+26 Small, +27 Tiny, +28 Diminutive), Bluff +25, Climb +16 (+30 Small, +35 Tiny, +40 Diminutive), Concentration +4, Diplomacy +25, Disable Device +6, Escape Artist +6 (+8 Small, +9 Iny, +10 Diminutive), Hide +21 (+23 Small, +24 Tiny, +25 Diminutive), Jump +9 (+15 Small, +14 Tiny/Diminutive), Knowledge (Local, Geography, Nature) +6, Listen +12, Move Silently +21 (+27 Small, +28 Tiny, +29 Diminutive), Open Lock +6, Search +6, Sense Motive +22, Spot +12, Survival +12, Tumble +11 (+13 Small, +14 Tiny, +15 Diminutive), Use Magic Device +20

Additional +4 to Hide checks in tall grass or undergrowth in kitty form
Possessions Cute Widdle Bowsies, Epic Collar of Holding, 1 Fake Cat Poo, 10 Hairball Grenades, 10 Dander Bombs. 10 Smoked Fish Bombs, +6 Ring of Epic Protection, +8 Bracers of Armor, Feathered Hat, Rogue Blade, Arcane Thieves Tools, 10 Stench Stones, Ring of Lightning Flashes, 1 Potion of Cure Serious Wounds, 430 GP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 12, 2009, 02:05:11 PM
Due to feedback made some changes to Der Panzerkatzen.  More possible coming up.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on May 12, 2009, 10:47:22 PM
"Ich wette du bist ein Taubenlecker."

..."I bet you're a dovelicker?"

wtf?

(I used Google's translate tool, blame them, not me..)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 12, 2009, 11:06:20 PM
"Ich wette du bist ein Taubenlecker."

..."I bet you're a dovelicker?"

wtf?

(I used Google's translate tool, blame them, not me..)
Nope, that's actually accurate. For a cat, I guess it would be a pretty bad insult.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on May 13, 2009, 03:27:49 AM
well, and apparently it's actually a German insult... it's just odd....
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 13, 2009, 08:13:03 AM
well, and apparently it's actually a German insult... it's just odd....
It's definitely not mainstream, at least around here, as I've never heard of it. People tend to prefer more vanilla insults like asshole and wanker. Unimaginative bastards...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on May 13, 2009, 08:41:09 AM
http://bowness.blogspot.com/2005/05/ich-wette-du-bist-ein-taubenlecker.html

it's in a book of german insults
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 13, 2009, 11:29:43 AM
yeah i did a search for amusing german quotes and I came across as "I have you down as a bit of a pigeon licker".

It seemed eerily appropriate somehow.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on May 13, 2009, 01:59:33 PM
Interesting. I've never heard it used. Perhaps it's more of a Germany-only thing.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 15, 2009, 01:05:37 PM
FOr the 7th level Panzerkatzen ability: would you prefer an opposed check using BAB instead of a Save?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 19, 2009, 01:15:20 PM
Minor update to Cheshire Cat.  Had to work this weekend so didnt get much accomplished.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 20, 2009, 01:20:42 PM
Pic is up for Cheshire Kity
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 22, 2009, 12:14:59 PM
Okay the Cheshires first class abilities are up.  ANy thoughts?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on May 22, 2009, 01:39:24 PM
Okay the Cheshires first class abilities are up.  ANy thoughts?
:devil When can I play one?  Does that help?

I was initially leery of the scaling of powers, which seemed to start out pretty uber, until I reread the entry requirements.  At such a high entry level, I'm not sure how the abilities measure up, because I'm almost completely unfamiliar with Epic play.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on May 23, 2009, 01:07:28 AM
The Cheshire Cat seems to still be vulnerable to Glitterdust though. Just make it so that "Spells and effects which would render the Cheshire Cat visible against his will fail unless they have a caster level higher than his character level."

Art of Confusion needs a time interval for the save, every round they listen, or is it only the first time in a day or every word they say?

Would be nice to have some Sneak Attack too, since it seems the best entry involves Assassin or Shadowdancer, but thats just a matter of taste.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on May 23, 2009, 05:15:07 AM
It is official, the Cheshire cat is the ultimate bastard.  :D :clap
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 23, 2009, 12:37:21 PM
I tweaked the text a lil (and added some more stuff).  Does it sound better now?
Extra Sneak Attack can come with Feats, unless you guys think it needs more pwoer?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on May 23, 2009, 01:21:12 PM
I take it the Art of Mockery Will save is CHA-based?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 24, 2009, 11:37:14 AM
Yup.  it's a Supernatural ability.

All the class abilities are up now.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 26, 2009, 02:03:34 PM
Is hte capstone too weak?  On GitP I'm told it needs spicing up a lil.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on May 26, 2009, 02:41:43 PM
Is hte capstone too weak?  On GitP I'm told it needs spicing up a lil.
At that level of play, it could probably be a radius ability independent of The Art of Confusion without seriously FUBARing the power curve.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 27, 2009, 01:54:55 PM
Okay how does the capstone look now?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 28, 2009, 01:00:36 PM
Okay for now I'll be finishing up editing in the Epic Kitty Feats on page 1.  As soon as thats done I'll be doing some Epic Items, finishing up the Epic PrC's, and doing a couple more PrC's before making up the first .pdf file.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Nanshork on May 28, 2009, 04:33:24 PM
Okay for now I'll be finishing up editing in the Epic Kitty Feats on page 1.  As soon as thats done I'll be doing some Epic Items, finishing up the Epic PrC's, and doing a couple more PrC's before making up the first .pdf file.

This makes me happy.  :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on May 29, 2009, 03:06:35 AM
same. =^.^=
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 29, 2009, 10:56:25 AM
well I have been promising it to the guys on wizards for over a year now  :blush
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on May 30, 2009, 09:36:14 AM
For the Hi Uncle Bob Feat: A regular Leonal is 12 Hit Dice, and they can advance up to 36 Hit Dice.  Any thoughts on where I should put Uncle Bob at?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 01, 2009, 01:34:40 PM
How about 4-5 Hit DIce behind the summoner for Bob?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 01, 2009, 11:57:05 PM
um... no... 2hd behind should be fine. Anything else and it's kinda like "oh, hey Bob, beers in the fridge, I'll be done with this guy in a minute" because Bob won't be able to do anything...

oh, I was looking at the first page and thought of something... what about Shifter substitution levels for cat burgler?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 02, 2009, 01:04:01 PM
Okay I have most of the Epic Feats on page 1 done.  I have a few ideas for new ones I'll be editing in too, and then it's on to the Epic Items so I can finish the Epic PrC's.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 02, 2009, 01:04:42 PM
oh, I was looking at the first page and thought of something... what about Shifter substitution levels for cat burgler?

Hmm...lemme think on that one and see what I can come up with.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 04, 2009, 02:14:20 PM
okay I was going over the max post size with the new Feats, So I had to edit them in this page instead of the front page
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 04, 2009, 02:14:47 PM
Epic Kitty Feats


Beluved O' the Gods
Keeping you dead is tuff, even for a kitty.
 Prerequisites: The Universe Likes Mr. Cuddles, any 12 Luck Feats
 Benefits: You have a contract with Death itself.  Specifically if you can make a Willpower Saving Throw (Save DC is 10 plus half your Killers level plus his Charisma modifier) you have a True Resurrection spell cast on you 1 round after your death.  You can be resurrected in this manner 9 times before your contract expires.



Biggie Sized Yeti
You make the little hooman types go "AAIIEE!".
 Prerequisites: Dire Cat-faced Yeti Form, BAB +15, Con 15+, Cha 15+
 Benefits: You can become a Huge Cat-Faced Yeti, and you can use Yeti Form 3 times per day.  You gain +12 Strength, +6 Constitution, +8 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 2d6 plus your strength bonus, Huge Size, and Improved Grab and Constrict (now doing 4d6 plus Strength Modifier).  If you have the Yeti Munch Feat your Bite now does 1d8 plus half Strength Modifier.



Curse of the Rat Master
You can awaken huge amounts of rats.
 Prerequisites: Say Hello to My Little Friend, Cha 20
 Benefits: When using your Say Hello To My Little Friend ability you may now do one of the following: Awaken (as per the spell) all Rodents within 1 mile, transform all rats within 1 city into Dire Rats or Moon Rats (your choice), or permanently turn all Rats within 10' into Dire Rats with the Titanic Template.  None of these rats are under your control, but they aren't immediately hostile either. 



Epic Alien Mind Powers
The Force is strong with you...
 Prerequisites: Must be able to Manifest 5th level powers from the Lurk or Psychic Warrior List, Cha 20
 Benefits: You gain the ability to Manifest any 3 powers from the Psychic Warrior or Lurk lists you have access to. This may be taken multiple times.



Epic Alley Cat
Even the humans realize Tinpan alley belongs to you.
 Prerequisites: Alley Cat, Sneak Attack +5d6
 Benefits: If you should critical when using your sneak attack you do not have to roll damage for your Sneak Attack Dice, they automatically do maximum damage.


Epic Angel
You are the worlds most perfectest widdle angel ever.
 Prerequisites: Holy Aura, Wis 20+
 Benefits: While in Kitty form you may cast Greater Visage of the Deity (see Spell Compendium) 3 times per day as a Supernatural ability. 


Epic Black Cat
People definitely avoid crossing your path now.
 Prerequisites: Black Cat, Cha 20+, Hexblades Curse 5+/day
 Benefits: If a victim rolls a natural '1' on his Saving Throw vs your Hexblade's Curse, he dies instead of taking the usual penalty.



Epic Boing
You never worry about falling again.
 Prerequisites: A Cat Always Lands on His Feet, Bouncies, Jump 20 ranks
 Benefits: You may now fall from any height without damage, and when you use your Bouncies Feat the Bonus to your Jump checks is +50, and your Skill Check DC takes no penalty or increase if you don't move (you can probably jump several dozen feet from a sitting position).


Epic Bootay
Yeah we really don't need to describe this one...
 Prerequisites: Naked Fury, Cha 20, Perform (Dance) 24 ranks
 Benefits: You may turn a victim you have Enslaved using your Hypnobutt class ability into a luv slave willing to die for you.  If the Katgrrl has at least 25 ranks in Perform (Dance), she may further Enslave a creature she has previously used her Enslave ability on at least 3 times.  This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier), and she may order him to do things that would go against his self interest.   In other words she can steal his money, treat him like crap, or even ask him to die defending her, and he'll do it gladly/



Epic Cabbit
Buuuunniiiiiiieeeessss...
 Prerequisites:Ear Radar, Cat Burglar Level 24
 Benefits: Your base land speed doubles, and you may always Take 20 on a Listen check in Cabbit Form.



Epic Cat Faced Monkey
You are now a Cat faced Mandrill...
 Prerequisites: Alpha Monkey, Cat Burglar Level 24
 Benefits: While in Cat Faced Monkey Form you may cast the spell Giant Size a number of times per day equal to your Charisma modifier.  Caster Level is equal to half your Cat Burglar levels.



Epic Cat Fart
OMG the stench is...lovecraftian...
 Prerequisites: Enrage Audience, Perform (Comedy) 20 ranks, Cha 20
 Benefits: A number of times per day equal to your Charisma modifier you may declare you are using this Feat as an Immediate Action anytime an opponent successfully damages you.  You release an Epic Cat Fart which forms a cloud in a 30' area for 10 minutes.  All beings in this cloud must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Nauseated for 1d6 rounds, and Sickened as long as they are within the cloud (and for 2d6 rounds after leaving).  If the Save is Successful the opponents are merely Sickened for the duration of the encounter.  Opponent with Scent (or a similar ability) take a -4 penalty on their Saving throw.



Epic Cat Fu
"HIYAA!"
 Prerequisites: Supastah, Dex 24
 Benefits: The Showoff maneuver you chose for your Supastah ability is enhanced again.

Kitty Makin' Biscuits: If your opponent fails the Save he is Helpless 1 round, and Nauseated for the duration of the encounter.  If he succeeds he is only nauseated 1d3 rounds.

Little Kitty Tripper Upper: If you successfully trip your opponent he is also Stunned 1d3 rounds.

Facehugger: If your opponent fails his Save he is blinded permanently, and if he succeeds he is blinded only 1d3 rounds.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d6 damage per Kitty you have on your person, and providing a +2 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: If you succeed in your opposed check your Sneak Attack dice are increased by +4d6.

Sneaky Nibbles: If you succeed in your opposed check the critical threat range of your Kitty weapons becomes 15-20.

Swarm Defense: If you successfully get your attack of opportunity it now does 1d6 times the number of kitties on your person.

Presents for Daddy: Your kitties now immediately teleport back to you if they successfully disarm your opponent, immediately giving you what was in his hand.

In addition all kitties used as ranged weapons immediately teleport back to you as opposed to having to run back your way.



Epic Cat Lady
You seem to attract cats like magic.  Soon they may outnumber the people in town.
 Prerequisites: Behold Mah Fuzzy Minions, Cha 24
 Benefits: You may now use your Behold Mah Fuzzy Minions to Summon Housecats at will, and may summon them with any template of up to +4 CR.  All cats within 100' of you are automatically Awaken as per the spell.



Epic Cattitude
"You will give unto me...a salmon.  Roasted.  Of the highest quality."
 Prerequisites: Oh I Dare U
 Benefits: You now get +3 more rerolls per day, and may use more than 1 reroll per attempt.



Epic Critter
You can change into just about anything small and crittery.
 Prerequisites: I'm a Sumthin LOL, Con 15, CHa 15
 Benefits: You may now shapeshift to resemble any Animal, Dragon, Magical Beast, or Vermin of Small, Tiny, or Diminutive Size.  This works as per the spell Shapeshift, but spells (such as Discern Shapechanger or True Seeing) do not reveal you as being anything other than a creature of that sort.



Epic Dander
You are a shedding fiend...
 Prerequisites: Fwuffy, You are My New Best Friend, Constitution 15+
 Benefits: You may now use your Dander attack at will, and your opponent is Nauseated if he fails his Save whether he is in a Grapple or not.



Epic Devil
"Wasn't me that stole Mrs. Jacksons pig.  Nope. Nope.  Mm-mm."
 Prerequisites: Asmodeus Was Mah Daddy, Cat Burglar Level 14
 Benefits: You may cast Hellish Horde (despite not being the correst alignment) 3 times per day as a Supernatural aability.



Epic Dragon Kitty
"Why do I have the sudden urge to kidnap Princesses?"
 Prerequisites: Surprise OR Death From Above, Cat Burglar Level 24 or Cha 24
 Benefits: You may cast Greater Dragon Ally 3 times per day as a Supernatural Ability.



Epic Familiar
"John!  Take your hands off that woman.  I'm sorry ma'am he's still in training."
 Prerequisites: Channel 4, Cha 24
 Benefits: You may now cast spells of any level through your Familiar. 



Epic Fibber
You can get people to believe anything.  You once convinced a Balor a mouse was Asmodeus himself.
 Prerequisites: Master Trickster, Bluff 24 ranks
 Benefits: This is a supernatural Mind-Affecting Effect.  You can tell any lie, no matter how unbelievable with a successful Bluff Check vs an opponents Sense Motive check.  Your opponent doesn't gain a Bonus on his Sense Motive Check no matter how weird what you're telling him is.  You can tell him you have no body hair while standing naked in front of him in your full hedge-hogish glory.



Epic Flatten
"Nobody gets up from the Masshinator! Nobody!"
 Prerequisites: Any 2 Trademark Feats requiring Mah Daddy Was the Man as a Prerequisite, Cha 20
 Benefits: When using your Mah Daddy Was The Man attack, it does a number of extra d6 equal to your Charisma Modifier.  This is a Supernatural Ability.



Epic Foofy
"ACHOO! Damn that cat!"
 Prerequisites: Lord of the Fwuffy, Cha 24
 Benefits: You may now use Dander Blast at will, Dander Explosion 5 times per day, and Dander Tornado 3 times per day. You may also kill anyone by touch that you have successfully used your Allergen Curse on  touch if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).



Epic Fury
You hiss with the fury of a Thousand Kitties.
 Prerequisites: Spoookity Glowing Eyes of Doom, Intimidate 20+ranks, Cha 20
 Benefits: You gain the Frightful Presence Ability. As a Standard Action you may put on a hissing and scratching it.  All living creatures within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 2d6 rounds.  If the Save is successful they are immune to your Frightful Presence Ability for 24 hours.  Unlike other Frightful Presence attacks you can affect beings of any Hit Dice level.



Epic Fwuffy
You are the warmest lil kitty ever.
 Prerequisites: Mommie's Little Heating Pad, Constitution 20+
 Benefits: You are permanently protected by a personal Endure Elements spell, and you can extend the benefits to 1 ally per point of Charisma Modifier as long as they remain within 30' of you.


Epic Innocence
You're just a little helpless kitty.  That dead Titan has nothing to do with you.  Really.
 Prerequisites: Just A Kitty (SR vs Illusion spells), Bluff 24 ranks
 Benefits: Spells that would detect your alignment, whether or not you were telling the truth, your true form, or reveal any personal information about you automatically fail.



Epic Java
"HAHAHAHAHAHAHAHAHAHAHAH!!!!!!!! WHATDOYOUMEANIMSCARINGPEOPLE?"
 Prerequisites: Turkish Grog, Con 16, Cha 16
 Benefits: You now gain 3 additional daily uses of your Java Feat, and if you drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) that you do not use for purposes of your Java Feat you may reroll a failed Saving Throw against any Compulsion or Mind Affecting effect or spell.


Epic Kitty Magic
you have mastered the secret magic of Cats to a level rarely known.
 Prerequisites: Big Kitty Magic, Cha 24, Knowledge (Arcane) 24 ranks
 Benefits: You Kitty Magic ability is now a Supernatural as opposed to Spell Like Ability.  You also learn 1 new "spell" per point of Charisma Modifier you possess.



Epic Lazor Kitteh
"Eye lasers make fishing ever so much easier."
 Prerequisites: Both Barrels, Lazor Kitteh, Do not ---- with Lazor Kitteh class feature, CHa 21
 Benefits: When using the Both Barrels Feat your Eldritch Blast does damage based on your level, not (your level-3).  Your Eldritch Blast now successfully Criticals on a 19-20 (18-20 if you took the Improved Critical Feat).



Epic LOLcat
"Leave or I will spit a second hairball."
 Prerequisites: LOLcat, Enrage Audience class Feature, Cha 22
 Benefits: When using your Enrage Audience ability you may now affect all Opponents within 120'.


Epic Mouser
"Heeeere Orcie, Orcie, Orcie..."
 Prerequisites: Mouser, BAB +16, Dex 24
 Benefits: When performing a charge attack you gain additional Skirmish Dice (and the Bonus to your AC increases) equal to your Charisma Modifier.


Epic Nekochan
"I am a Ninja. You do not see me"
"But..."
"YOU DO NOT SEE ME!!"
 Prerequisites: Nekochan, Sudden Strike +2d6, Sneak Attack +2d6, Cha 20
 Benefits: Your Sudden Strike Dice are now Sneak Attack Dice, and stack with any other Sneak Attack Dice you may have.  If your opponent is Flat-footed you gain additional Sneak Attack Dice equal to your Charisma Modifier for that attack.



Epic Pixie
"Greetings fellow fairies.  What? What did I say?"
 Prerequisites: Subbacultcha, Cat Burglar Level 24
 Benefits: You may cast Limited Wish a number of times per day equal to (3 plus your Charisma Modifier) as a Supernatural Ability (you must still pay the XP compnent cost if it calls for it).


Epic Red Cat
Fire is the answer to all of life's problems.  Yup yup.
 Prerequisites: Red Cat, Wis 20, Cha 20
 Benefits: You are now immune to Fire, even when not in Fiery Kitty Form.  Your Fire Flash does an additional +2d6 and affects a 30' area while in Fiery Kitty Form.  While in Fiery Kitty Form your attacks do +1d6 Fire damage (+3d6 on a successful critical), and the Save DC for your Fire Flash and Red Cat abilities gain a +2 Bonus.



Epic Sabre Toof
"Milder bite my fanny."
 Prerequisites: Cruncha Muncha, Cat Burglar Level 24
 Benefits: While In Sabre Toof Kitty Form you are now Large Size Class, your bite does 2d6 plus Strength Modifier (4d6 plus double Strength Modifier on a charge), claws doing 1d6 plus half Strength Modifier, +8 Strength, +4 Constitution, and your Natural Armor Bonus increases by +5.



Epic Scamper
"Run away!!!!!"
 Prerequisites: Run, Super Scamper Powers, Dex 18
 Benefits: When using your Super Scamper Powers Feat your base land move is now increased by +60 feet.



Epic Short Paw Kung Fu
You can explode boulders with a simple paw touch.  Well not really, but you keep hoping.
 Prerequisites: Paw of the Fluffy Kitten, Concentration 24 ranks, BAB +16
 Benefits: When using your Short Paw Kung Fu ability, your opponent is knocked unconscious for 1 round if you successfully critical with your Unarmed Strike. 



Epic Sneakiness
You can hide from someone, even while dancing on his head, causing his friends to think less of him by the second.
 Prerequisites: Master of the Unseen, Hide 30 ranks
 Benefits: You can use your Hide in Plain Sight ability even while touching your opponent.  In otherwords you could be actively dry humping his bald scalp, and as long as you make a successful opposed Hide vs Spot
Check, he has no idea. 


Epic Snuggle
"I think this cat likes me..."
 Prerequisites: Lick Your Wounds, Heal 16 ranks, Wisdom 18+
 Benefits: You may cast Heal as a Supernatural ability a number of times per day equal to your Charisma Modifier.



Epic Softee Paw Kung Fu
"I shall crush you with this paw."
"Uh sir..that's a rock..."
"Good you're paying attention."
 Prerequisites: Advanced Softee Paw Kung Fu, Superior Unarmed Strike, Dex 18, Cha 20
 Benefits: As a Standard attack action you may make a Hide Check vs your opponents Spot check while making a melee touch attack.  If the Hide check is successful, your attack is effectively invisible, and he did not see it (other beings nearby can also get a Spot Check vs your Hide Check to see it occur).  The melee touch attack does your full unarmed strike damage plus any Sudden Strike, Sneak Attack, or Skirmish dice you have, plus an additional +1d6 per point of Charisma Modifier (i.e. +3d6 if you have a 16 Cha).  it can also be used in conjunction with Stunning Fist or similar Feats.



Epic Squish
"Is he? Yes he's going for the Doom Squishins!!"
 Prerequisites: Any 2 Trademark Feats requiring Mah Momma Knew How to Snuggle as a Prerequisite
 Benefits: You do 1d4 Temporary Strength damage each round you maintain a Grapple on an opponent.



Epic Tomcat
"The ladies luv a brute yessir.  Quit laughin' you monkeys..."
 Prerequisites: Big Cat on the Block, Tiger's Rage, Tomcat, Intimidate 20 ranks
 Benefits: Opponents 2 or more Size Classes bigger than yourself are once again restricted to using weapons they could normally use against you in a grapple (as opposed to using weapons of any size as per the Tomcat Feat), and you can now get the benefits of the Tiger Rage Feat even when not in Kitty Form.



Epic Weed
You always make the best stuff.  Granted it's cause you lace your potions with Dire Bear sex hormones, but still...
 Prerequisites: Meister Herbalist, Craft (Alchemy) 24 ranks
 Benefits: Any potion you make also gives the Drinker a +4 Alchemical Bonus to Strength for (your effective character level) rounds, in addition to it's normal effects.  The Strength Bonus lasts as long as the



Epic Wuv
"Must....fetch...tuuuuuuuunaaaa..."
 Prerequisites: Kitty Wuvs Dwagon, Diplomacy 18+ ranks, Cha 25
 Benefits: You may now cast Charm Monster at will as a Supernatural ability.


Epic Yowler
Your singing makes the humans put down their shoes, and start reaching for crossbows...or they would if they were still living.
 Prerequisites: Yowling Doom,  Perform (Yowling) 24 ranks, Cha 24
 Benefits: When using your Yowling Doom ability, you now do 1d6 Sonic damage per character level in a 40' area.  Anything inside that area is pushed outside it.



Hi Uncle Bob
Uncle Bob always bales you out of trouble.
 Prerequisites: They Were Mean to Me Daddy!, Cat Burglar Level 25
 Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day.  You may only use it to summon an Advanced  Leonal (i.e. Uncle Bob).  Uncle Bob is a Leonal with Hit Dice equal to (yours-2).


I R The Cat Empurrur
You are a King amongst kitties.
 Prerequisites: Aura of Nobility, Diplomacy 20 ranks, Cha 20
 Benefits: You may cast the spell Greater Command at will as a spupernatural ability.



Mistress of the Toadie Frogs
"TO ME MAH EVIL MINYUNS!!"
 Prerequisites: Summon the Toadie Frogs, Knowledge (Things Man Was Not Meant To Know) 20 ranks, Cha 20
 Benefits: When using your Summon the Toadie Frogs ability you now Summon 2d4 Mud Slaad with the Pseudonatural Template, and 10 minutes later 1d4 Gray Slaad with 12 HD and the Psuedonatural Template appear.  10 minutes after that an 18 HD Death Slaad with the Supernatural Template appears.  They now stay for 10 minutes per level, and are summoned with maximum hit points per die.



Vampire Kitteh
People really shouldn't leave their kids alone with you...
 Prerequisites: Dark Soul Kitty, Knowledge (Arcane) 20 ranks
 Benefits: You are now immortal, and are immune to aging effects.  You no longer need to eat the souls of innocents to keep yourself young, but can still do it to temporarily gain power.  When using your Steal Breath ability you may now optionally increase your caster level by +2 for 1 hour.


Vampire Lord
"Will you keep the corpses locked in the funeral home!  Every time the cats get in there all hell breaks loose!"
 Prerequisites: VAMPIRES! VAMPIRES EVERYWHERE, Cha 24
 Benefits: Despite the name of the ability, you are now considered a friend of all undead, and unless you specifically attack them, they will never attack you (you are effectively invisible  to Mindless Undead unless you attack them).  Vampires and Vampire Spawn also take a -2 penalty on all Saving Throws against spells cast by you.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 05, 2009, 10:04:47 AM
Any thoughts so far?

I also edited new versions of the Gloves/Boots of Man on page 1.

Also some ideas for new PrC's:

Debbil Kitties (Epic Prc for those who like to pester Asmodeus, who may or may not be their fatehr)

Itty Bitty Pwitty Wun (Epic PrC for cuteness)

the Robo Kitty requested  of course
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on June 06, 2009, 12:53:16 AM
Quote
the Robo Kitty requested  of course

<cries with joy>  ;)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 07, 2009, 10:30:22 AM
Fixed Epic Fibber, all the other Feats 'cept Epic Kitty Magic should be done.

I've had a request on one of the boards for Shifter variant levels.

There's isn't anything to prevent it from using Shifting and Kitty FOrm at the same time is there?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 07, 2009, 12:36:07 PM
I wouldn't think so.

The feats look good, and I'm glad you took my suggestion on "Hi Uncle Bob."
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on June 08, 2009, 04:29:00 AM
Heh, cat burglars.

[spoiler](http://img10.imageshack.us/img10/4382/24307941.jpg)[/spoiler]
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 08, 2009, 06:25:25 AM

 :bow :evillaugh :lol
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 08, 2009, 11:47:54 AM
How about if I make Kitty Feats specific to Shifters as their Racial substitution?

Also does anyone think Epic Boing needs touched up?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on June 08, 2009, 01:06:41 PM
Heh, cat burglars.

[spoiler](http://img10.imageshack.us/img10/4382/24307941.jpg)[/spoiler]
Sauce?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: veekie on June 08, 2009, 03:03:14 PM
RE Epic Boing, Feather Fall slows the fall I think, much rather have them a)fall any distance without taking damage b) rebound for more speed c)air jump, in any direction, as a long jump. It IS epic, screw physics. :D
Heh, cat burglars.

[spoiler](http://img10.imageshack.us/img10/4382/24307941.jpg)[/spoiler]
Sauce?
Hayate the Combat Butlet, Chapter 137, Pg 08 (http://www.onemanga.com/Hayate_the_Combat_Butler/137/08/)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 09, 2009, 11:27:45 AM
I tweaked Epic Boing, and added Epic Cat Fart and Epic Kitty Magic.

After feedback I shall start the long awaited Epic Items while puzzling on the Shifter racial variant class abilities.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 10, 2009, 11:47:58 AM
And now the Epic Items begin:

And now the Epic Items begin:

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

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

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



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

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

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



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

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

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



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

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

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



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

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

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


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

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

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


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

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

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


Fake Cat Poo
 Price (Item Level): 828,000 GP
 Body Slot: - (Carried)
 Caster Level: 23
 Aura: Overwhelming; (DC:24) Enchantment
 Activation: Swift (Command)
 Weight: -

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

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Stinking Cloud, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Cost to Create: 414,000 GP, 414 days, 14,140 XP


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

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

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


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

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

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


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

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

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


Atomic Fish Bomb
 Price (Item Level): 10,350 GP
 Body Slot: - (Carried)
 Caster Level: 23
 Aura: Overwhelming; (DC:24) Evocation
 Activation: Swift (command)
 Weight: 1 lb.

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

Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor,  BOOM!!, Sudden Maximize
Cost to Create: 5,175 GP, 10,051 XP, 5 days




Force Beam  
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force.  If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).

Focus: A small metal wand.


BOOM!  
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

Focus: A small mushroom carving.



War Kitteh  
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

Upon casting this spell you assume the form of a War Kitteh!  I.E. a really big housecat of firm and meanish demeanor.  You gain the following changes:

+22 Str, +8 Dex, +14 Con

A Primary Claw Attack doing 2d6 +Str Modifier, and Secondary Bite Attack doing 2d8 + half Str Modifier.  A Full Attack gets you 2 Claws and 1 Bite. 

Base Land and Climb Speed of 50'

Natural Armor Bonus increases by +10, and you gain a +10 Luck Bonus to AC.

Low Light Vision, Dark Vision 120', Scent

Large Size Class

Improved Grab (Ex): When you succeed in making a Claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful you may Rake.

Pounce (Ex): When you charge you may still perform a Full Attack.

Rake (Ex): When you perform a Grapple or Charge you gain 2 Rake Attacks.  Your attack rolls and Damage are the same as your claw attacks.

Spell Resistance equal to your level plus your Charisma Modifier.

+8 Enhancement Bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot checks.

work in progress
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 11, 2009, 12:33:51 AM
the pdf should, at this point, be titled "Things that make you stop drinking. (Or start if you weren't before)"

I can just see a cat burglar in the Boeing tank collar zooming through alleys, with his awakned mice defensive gunners, being seen by a drunken lout in a gutter. He looks from the cat to his bottle, throws the bottle down and runs the fuck home.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 11, 2009, 12:17:11 PM
Whilst I edit in the EPic items to my prior post one by one, anythoughts on .pdfs?

Currently I can read them, but not make them.  So i need some freeware that will either create .pdf files, or convert Documents from Microsoft Office into one.


I also need ideas on where I can put it online for download.  Granted I can easily google for this sort of stuff, but I thought some of you might have prior experience with this, and it's always better to ask advice from someone than simply do a search and go with the first thing listed.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 11, 2009, 04:41:43 PM
google "Latex" for making the pdf. As for uploading it, there's rapidshare.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on June 11, 2009, 04:54:14 PM
google "Latex" for making the pdf. As for uploading it, there's rapidshare.
I can second this. While I myself have no experience with it at all, a friend of mine uses it to great effect when making pdfs.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 12, 2009, 11:34:47 AM
While Im working on items, is there anything you'd like to see?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on June 12, 2009, 03:55:11 PM
google "Latex"

Am I the only one who immediately thought of how badly wrong this could go?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on June 12, 2009, 03:57:30 PM
google "Latex"

Am I the only one who immediately thought of how badly wrong this could go?
No, but I thought it would be funny.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 12, 2009, 07:42:03 PM
How "badly" wrong it could go? I don't follow...

I can only think of how "goodly" wrong it could go...

 :smirk
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 13, 2009, 02:05:38 PM
Magic items on page 1 finally revised.  Lemme know if you object to any of the prices.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 16, 2009, 02:15:35 PM
Well this is lovely.  I finally edit in the Spookity Pounce Feat as promised, and the boards on GitP wont let me post the damn thing. :banghead

So any advice from those of you who may have made .pdfs before for someone who has never worked with the format?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 17, 2009, 06:52:48 AM
er, ask about it here? (http://www.tgdmb.com)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 17, 2009, 11:04:22 AM
Isn't that the forum that has the reputation for it's members eating their own crap?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 17, 2009, 01:51:00 PM
I believe I promised a PrC for some sort of robo kitty usable with Prime32's Chozo Warrior ( http://brilliantgameologists.com/boards/index.php?topic=3121.0 )


FLUFFY SMITER OF SMITING

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/emperor.jpg)
   
"Leave.  Or I will smite you again.  Buttface."

 The Fluffy Smiters of Smiting are a super elite cadre of kitty warriors who protect the meek and innocent within their robotic suits of power armor.  Yes it makes no sense but this is fantasy, so we're rolling with it.

BECOMING A FLUFFY SMITER OF SMITING  
Most Fluffy Smiters are Cat Burglars who elected to take up
the Chozo Warrior profession because being able to summon your own power armor is wicked awesome.  And because they like smiting bad guys with it.  And because the wimmens luv a cat in armor, yessir.
 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (SR vs Alignment Detection), Armour +4, Beam Damage 7d6, Altform (Natural Weapon, Pounce)
   Feats:  Varia Suit, Improved Varia Suit, Plasma Beam, Imperialist, Improved Imperialist, Light Beam, Improved Light Beam, Epic Fortitude
   Skills:  Climb 12 ranks, Jump 12 ranks


Class Skills
 The Fluffy Smiter of Smiting's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]     Abilities[/b]
1.    Improved Form Suit
2.    Beam Damage +1d6
3.    It's Smiting Time! 1/encounter
4.    Improved Form Suit
5.    Beam Damage +1d6
6.    It's Smiting Time! 2/encounter
7.    Improved Form Suit
8.    Beam Damage +1d6
9.    It's Smiting Time! 3/encounter
10.   Lord of the Smiting

Weapon Proficiencies: A Fluffy Smiter gains no new weapon or armor proficiencies except for being proficient with all weapons and armor granted by their class features.
 
Improved Form Suit (Su): At 1st level the Kitties Form Suit improves.  The Skill Check Penalty is reduced by 2, and the Maximum Dex Bonus in Armor increases by 2.  In Altform the suit is effectively a humanoid power suit being piloted by a kitty.  While in Altform the Fluffy Smiter gains a +4 Enhancement Bonus to Strength.

At 4th level the Armor Check Penalty is reduced by 4, and the Maximum Dex Bonus in Armor increases by +4.  The Strength Bonus in Altform becomes +8.

At 6th level the Armor Check Penalty is reduced by 6, and the Maximum Dex Bonus in Armor increases by +6.  The Strength Bonus in Altform becomes +12.

Beam Damage (Su): At levels 2, 5, and 7 the Fluffy Smiters Beam Damage increases by +1d6.

It's Smiting Time! (Su): At 3rd level you can Smite any opponent once per encounter.  You must announce you are using your Smite Ability before rolling to hit, and it may be done with any melee or ranged attack.  If the attack successfully hits it automatically does maximum damage times the attacks critical multiplier.  Also the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Stunned 1 round.

You can perform this twice per encounter at 6th level, and 3 times per encounter at 9th level.

Lord of the Smiting (Ex): Your DR and Energy Resistance gained from your Chozo Warrior Class Levels both increase by +8.  The Armour Bonus from your Power Suit increases by +8.  You now add your Sneak Attack Damage to all Smite Attacks.  If you roll a Natural 20 when making a Smite Attack you add (Charisma Score)d6 to the damage.

PLAYING A FLUFFY SMITER OF SMITING
 You protect the lil' peoples of he world from he evil meanies who would exploit them.  And not just cause women throw themselves at you.  You also do it cause blowing people up is fun.  But don't tell anyone, cause the public thinks you're an angel from heaven.  If they knew you drank booze and chased women the republic would fall.
 Combat: Theoretically you can simply set back and blast away at opponents who are in the token mook range, but you'll want to get up close and dirty with the big guys.  Mostly because you like feeling their heads squish tween your iron paws.
 Advancement: Most all Fluffy Smiters of Smiting follow the superhero route, the only difference is how much they like the good guy schtick.  While most all of them are good, many of them have heir faults, and worry that by hiding them from the public they're doing a wrong.
Resources: Being nigh well Demigods worshiped by an adoring populace you have your fans you can call upon for aid, as well as various governments.  Churches usually have it out for you cause they'd rather people worship Gods than you.  Darn buzzkills...

FLUFFY SMITERS OF SMITING IN THE WORLD
"Smite, smite, smiiite the eviiil human emperoooor!"
 You are the hidden adversary of evil who stalks openly as the mild mannered fluffy stray cat.  You are the hairball of justice in every bad guys slipper.  You are the giggling armored madman who blew up the docks area.  You're really gonna have to work on that brother...
 Daily Life: "You woke up early today.  Went on the daily prowl of the docks to ensure all was well.  Lots of bad things go down at the docks.  Things seemed peaceful for a change until the ferry from Swazlandia docked.  An orc stepped off.  A tall muscular Orc with an obviously magical Great Axe.  You could sense the Evil it radiated from a dozen yards away.  You also couldn't help but notice the Orc was wearing a frilly pink dress and introduced himself as "Heidi".  It was then that you knew that the peace had been shattered.  Heidi Volen was an infamously destructive Orc mercenary, and the only Orc Transvestite in the tri-state area.  Time to power up the armor and go Ultraman on his behind..."
 Notables: Emperor Tabby the First (NG Male Human Cat Burglar 7/Chozo Warrior 13/Epic Cat Burglar 3/Fluffy Smiter of Smiting 2) has carved out a small fiefdom for himself and his brethren.  But they accept all outcasts from other kingdoms, so long as they prove to be good at heart.
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 NPC's cheer on the Fluffy Smiters with a zeal normally reserved for the gods (A fact not overlooked by those jealous God critters.  Watch out for them...).

FLUFFY SMITERS OF SMITING IN THE GAME
 Not much downside to this one unless there are evil people in the party.  It's inevitable there will be clashes if they and the Fluffy Smiter meet.
 Adaptation: This is meant for a campaign of weird silliness.  I mean it's not as if the regular Cat Burglars aren't, but this is more out there than usual.
 Encounters: Fluffy Smiters can be found singly or in small groups fighting the good fight  wherever it needs to be fought.  Which generally means killing people in whatever passes for the local government.  Cause them Nobles is bad y'all.  Every single on of them.  They're like fungus...

Sample Encounter
EL 25: "Before we begin the festivities and I blow you all to Kingdom Come, may I inquire what you are doing with that little old lady?"


Emperor Tabby the First
NG Male Human Cat Burglar 7/Chozo Warrior 13/Epic Cat Burglar 3/Fluffy Smiter of Smiting 2
Init +3, Senses: Listen +10, Spot +11, Low Light Vision and Scent in Kitty Form, Visor
Languages Common
------------------------------------------------
AC 28, touch 18, flat-footed 25 (+3 Dex, Armor +10, +5 Deflection)
AC Small 31, touch 21, flat-footed 26 (+1 Size, +5 Dex, Armor +10, +5 Deflection)
AC Tiny 33, touch 23, flat-footed 27 (+2 Size, +6 Dex, Armor +10, +5 Deflection)
AC Diminutive 36, touch 26, flat-footed 29 (+4 Size, +7 Dex, Armor +10, +5 Deflection)
hp 195 (25 HD)
Fort +21, Ref +18 (+20 Small, +21 Tiny, +22 Diminutive), Will +9 
Evasion, Uncanny Dodge, +9 w/Cloak
------------------------------------------------
Speed 30 ft. (6 squares)
Speed Altform 50 ft. (10 squares), Fly 50' (Good)
Melee +5 Longsword +25/+20/+15/+10 (1d8+4 plus 3d6 fire/19-20) or +5 Bladed Gauntlet (1d6+4)
Melee Altform 2 Slams +22 melee (7d6+1)
Melee Small 2 Claws +19 melee (1d3-3) and 1 Bite +14 melee (1d4-3)
Melee Small Altform 2 Slams +23 melee (7d6+1)
Melee Tiny 2 Claws +19 melee (1d2-4) and 1 Bite +14 melee (1d3-4)
Melee Tiny Altform 2 Slams +24 melee (7d6+1)
Melee Diminutive 2 Claws +21 melee (1 point) and 1 Bite +16 melee (1d2-4)
Melee Diminutive Altform 2 Slams +26 melee (7d6+1)
Base Atk +21, Grp +20 (+13 Small, +8 Tiny, +4 Diminutive)
Atk Options Power Beam 8d6, Missile 3/encounter, Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 16
Abilities Small Str 4, Dex 20
Abilities Small Altform Str 12, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Tiny Altform Str 12, Dex 22
Abilities Diminutive Str 2, Dex 24
Abilities Diminutive Altform Str 12, Dex 24
SQ Form Suit (Banded Armor), Visor (Arcane Sight, See Invisibility, Steadfast Perception), Charge Beam, Acrobatics, Suit Defenses (DR 2, Energy Resistance 2), Armour +4, Altform (Fast Movement +20', Beam, Improved Beam, Natural Weapon: 2 Slams, Energy Strike, Pounce, Size Increase, Feather Fall, Flight), Trapfinding, Purr, SR 25 (only vs alignment/shapechanger detection), Kitty Form, Improved Form Suit
Feats  Anklebiter, Combat Reflexes, Epic Fortitude, Epic Toughness, Imperialist, Plasma Beam, Point Blank Shot, Robo-Kitteh, Ultra-Robo Kitteh, Varia Suit, Improved Imperialist (B), Improved Light Beam (B), Improved Varia Suit (B), Light Beam (B)
Skills Balance +9 (+19 Small, +20 Tiny, +21 Diminutive), Bluff +10, Climb +15 (+21 Small, +22 Tiny, +23 Diminutive), Concentration +8, Craft (Armorsmithing, Weaponsmithing) +6, Diplomacy +11, Disable Device +7, Gather Information +11, Hide +11 (+21 Small, +29 Tiny, +34 Diminutive), Intimidate +8, Knowledge (Local, Nobility) +8, Jump +18 (+23 Small, +22 Tiny/Diminutive), Listen +10, Move Silently +11 (+17 Small, +18 Tiny, +19 Diminutive), Search +10, Sense Motive +5, Spot +11, Tumble +22 (+24 Small, +25 Tiny, +26 Diminutive), Use Magic Device +11
Possessions 4 Wild Clasps, Epic Collar of Holding, +5 Ring of Protection, Cube of Force, +5 Fiery Blast Longsword, +5 Vorpal Bladed Gauntlet, +9 Cloak of Epic Resistance,  Angelhelm, 10 Atomic Fish Bombs, 7585 GP



Robo-Kitteh
You have a versatile Form Suit.
 Prerequisites: Kitty Form, Form Suit
 Benefits: You retain the benefits of your Form Suit while in Kitty Form and any variant of it such a Katgrrl Form or Cat Faced Yeti Form.  Your Power Beam is an over the shoulder model in Kitty Form.


Ultra Robo-Kitteh
You have a very versatile Form Suit.
 Prerequisites: Kitty Form (Tiny), Altform, Robo-Kitteh
 Benefits: You retain the abilities of your Form-Suits Altform while in Kitty Form, and you no longer take a Strength Penalty while combining Kitty Form and Altform.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prak, the Mad on June 17, 2009, 04:44:44 PM
Isn't that the forum that has the reputation for it's members eating their own crap?
don't think so, though it is the forum that has a reputation for screaming, shouting, ranting, swearing, and rather well reasoned arguements. If you ask about latex in the off topic board, you should get some help, some of the people there have learned a lot about it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on June 18, 2009, 01:44:12 AM
Quote
FLUFFY SMITER OF SMITING

:bow
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 18, 2009, 10:28:27 AM
Isn't that the forum that has the reputation for it's members eating their own crap?
don't think so, though it is the forum that has a reputation for screaming, shouting, ranting, swearing, and rather well reasoned arguements. If you ask about latex in the off topic board, you should get some help, some of the people there have learned a lot about it.

Ah kewl then.  I shall have to ask thens.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 18, 2009, 10:28:57 AM
Quote
FLUFFY SMITER OF SMITING

:bow


And lo my attempt at getting a cheap pop was successful :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 19, 2009, 03:03:33 PM
Lemme ask Prime for a few clarifications on the class, and I'll finish up soon.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 20, 2009, 01:07:46 PM
Too bad we don't have Fu anymore, Prime answers quick  :D


Couple of New feats added to the PrC.  As soon as I finish up the exmple NPC I'll start on the class abilities.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on June 20, 2009, 10:13:05 PM
Quote
Too bad we don't have Fu anymore, Prime answers quick 
Pardon my noobness, but what WAS fu?  ???
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 21, 2009, 01:41:26 AM
Quote
Too bad we don't have Fu anymore, Prime answers quick 
Pardon my noobness, but what WAS fu?  ???

In theory it was a way of awarding someone for their abilities in 'gameology'.

In practice it appears to have been a nice way of saying "I like this person" or "I would like this person to go fornicate himself with an iron stick".
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prime32 on June 21, 2009, 01:46:38 AM
Quote
Too bad we don't have Fu anymore, Prime answers quick 
Pardon my noobness, but what WAS fu?  ???
karma points.
*vanish like ninja*
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 21, 2009, 01:02:40 PM
Okay I think I have the prerequisites for the Epic Items done right, I just need to figure out the caster levels and look at epic spells.

Also, the Fluffy Smiter has all its class abilities cept for the capstone.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Prime32 on June 22, 2009, 01:37:31 AM
Note: The "Form" in "Form Suit" is a verb. It's meant to be called a Power Suit. :p

Also, I have made use of one of my reserved posts in the thread, with variants suitable for SMITING!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 22, 2009, 07:34:53 AM
Hugz for Prime  :love
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 22, 2009, 11:22:28 AM
Okay with teh exception of equipment I think the Fluffy Smiter is done.  Any thoughts?

if everyone likes it I'll continue with more Epic Stuff while I try to figure out these magic items.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 24, 2009, 12:35:55 PM
ITTY BITTY PWITTY WUN

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ittybitty.jpg)
   
"Mows!"

 Itty Bitty Pwitty Wuns are Good Kitties who have decided to use their powers for Good, and for the common man.  And for occasionally wreaking havoc by pranking some of the worlds most powerful beings.  Maybe even the Gods if they get the opportunity.  Darned unsuspecting them God personses.

BECOMING A ITTY BITTY PWITTY WUN  
Itty Bitties almost always begin as Good Kitties who one day decide that their powers should go to a higher cause than gaining power and influence.  it should be used fro screwing with those who have power and influence.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Diminutive), Just a Kitty (Illusion spells)
   Skills:  Bluff 26 ranks, Diplomacy 16 ranks, Gather Information 16 ranks, Sense Motive 14 ranks
   Feats:  Epic Innocence, Greater Spell Focus (Enchantment), I Wuv U, Kitty Wuvs Dwagon, Spell Focus (Enchantment),


Class Skills
 The Itty Bitty Pwitty Wun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local, Nobility, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d4

Code: [Select]
[b]     Abilities[/b]
1.    Size Matters Not
2.    Kitteh Powah!
3.    Gods Are Easy Pigeons
4.    Size Matters Not
5.    Kitteh Powah!
6.    Gods Are Easy Pigeons
7.    Size Matters Not
8.    Kitteh Powah!
9.    Gods Are Easy Pigeons
10.   Master of Teh Cuteness

Weapon Proficiencies: Itty Bitty Pwitty Wun's gain no new weapon or armor proficiencies
 
Size Matters Not (Su): At 1st level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 for each Size Class bigger than you your opponent is.

At 4th level the Save DC's of those same spells increase by +1 per each Size Class bigger than you your opponent is.  This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC.

At 7th level you do not provoke Attacks of Opportunity when casting spells against an opponent who is at least 2 Size Classes bigger than yourself.

Kitteh Powah!: At levels 2, 5, and 8 you learn any 2 Enchantment or Illusion Spells from the Sorcerer List of 9th level or less.  If you gain a spell of a level you could not normally cast, you may cast it once per day, or use that slot to cast a spell of a lower level modified by Metamagic Feats.

Gods Are Easy Pigeons (Su): At 3rd level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 if your opponents CR or Hit Dice are greater than yours.

At 6th level the Save DC's of those same spells increase by +1 if your opponents CR or Hit Dice are greater than yours.  This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC (and with Size Matters Not).

At 7th level you do not provoke Attacks of Opportunity when casting spells against an opponent whose CR or Hit Dice are greater than yours.

Master of Teh Cuteness (Su) At 10th level any being whose CR or Hit Dice is Greater than yours must make a Willpower Save (Save DC is 10 plus half HD plus Cha Modifier plus an additional +1 Bonus for each Hit Die or CR more than you it has, plus an additional +1 Bonus for each Size Class bigger than you it is) or it cannot attack you or allow you to be harmed.  If the Save is successful the effect is temporarily avoided, but the opponent must make another Save each time it attacks you.

PLAYING AN ITTY BITTY PWITTY WUN
 You are cute.  You are the absolute universal definition of cute.  Even bad guys who are powers in the multiverse just wub their itty bitty kitty.  They even sometimes turn a blind eye to your bad habits, such as your swiping small objects of vast arcane power and hiding them in your cat bed.
 Combat: You still prefer manipulating others into fighting for you, but you try to make sure they deserve whats coming.  Preferably you get the bad guys to fight each other.
 Advancement: You prefer to enhance your own personal snuggleness to achieving temporal power.  After all with mega hyper cuteness come the keys to the multiverse.  Gods will bow down to you an scratch your ears.  Some of the female ones may even snuggle you to their bosom.  It is suggested you not let these deities find out you are a shapeshifter.  They take not well to being fooled.  Remember all the old stories about Hera. 
Resources: By now you probably rule your own kingdom from behind the scenes, or, if you have rejected the ways of wealth and power you may be a wandering vagabond helping those in need.  Or you may be Kali's pet fluffy, spending your days amusing yourself by purposefully misplacing her skull necklaces.

ITTY BITTY PWITTY WUNS IN THE WORLD
"OMG! OMG! OMG!  Sooooooo cuuuuute!"
 you're a sneaky lil bugger.  You do your best to muck about with beings who could squish you like a frog on the highway if they knew what you were.  Probably what we're suggesting here is for goodnesses sake be careful.
 Daily Life: What you do for your day varies heavily among the Itty Bitties.  Some run organizations (openly or from behind the scenes), some fool deities or demon lords just to show that they can, some depose world dominating tyrants.  And some poop in their neighbors slippers.  Yeah they can't all be shining examples of goodness...
 Notables: Moofies (CG Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Itty Bitty Pwitty Wun 2) has made it his life goal to pull a fast one on the Goddess Hera.  No one knows why but rumors abound...
 Organizations: Many Itty Bitties may head their own personal organization, but most of them don't work together 'as' an organization.

NPC Reaction
 NPC's usually freak out and squeal like 14 year old school girls before scooping you up and hugging you.  Normally if you were any other being, you'd be offended. But you find people's (and Demon Lords) inherent lack of self preservation instinct when confronted with Kittens to be darned amusing for some reason.

ITTY BITTY PWITTY WUNS IN THE GAME
 This class tends to screw up DM plans pretty easy with it's mind control abilities.  Be sure you can handle it in your campaign before allowing it.
 Adaptation: This is a good PrC for people who are good, but still prefer not to use violence to solve their problems (although it can be argued that mental subjugation, however bloodless, is still a form of violence).
 Encounters: Itty Bitties cna be encountered just about anywhere doing just about anything, usually fro reasons known only to them.  But if the Gods are holding a poker tournament or something you can definitely assume they'll be in attendance.

Sample Encounter
EL 12: Zeus is holding a winner take all poker game, and he's invited deities (and less definable entities) to participate.  Several Demon and Devil Lords would like to crash the party.  You've been assigned to keep watch for unusual activity.

Speaking of unusual, where the hell did all these kittens come from?


Moofies
CG Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Itty Bitty Pwitty Wun 2
Init +2 (+4 Small, +5 tiny, +6 Diminutive), Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
------------------------------------------------
AC 29, touch 17, flat-footed 27 (+2 Dex, +5 Deflection, +8 Armor, +4 Natural)
AC Small 32, touch 20, flat-footed 28 (+1 Size, +4 Dex, +5 Deflection, +8 Armor, +4 Natural)
AC Tiny 34, touch 22, flat-footed 29 (+2 Size, +5 Dex, +5 Deflection, +8 Armor, +4 Natural)
AC Diminutive 37, touch 25, flat-footed 31 (+4 Size, +6 Dex, +5 Deflection, +8 Armor, +4 Natural)
hp 67 (25 HD)
Fort +7, Ref +12 (+14 Small, +15 Tiny, +16 Diminutive), Will +15 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +11 melee (1d3-3) and 1 Bite +6 melee (1d3-3)
Melee Tiny 2 Claws +11 melee (1d2-4) and 1 Bite +6 melee (1d3-4)
Melee Diminutive 2 Claws +13 melee (1 point) and 1 Bite +8 melee (1d2-4)
Base Atk +13, Grp +12 (+5 Small, +0 Tiny, -4 Diminutive)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds
Spells Known 0: (6/day, DC 15) Daze, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic, Silent Portal, Stick
1: (8/day, DC 16) Charm Person, Distract, Hypnotism, Serene Visage, Sleep
2: (7/day, DC 17) Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, See Invisibility
3: (7/day, DC 18) Clairvoyance/Clairaudience, Hold Person Mesmerizing Glare, Suggestion
4: (7/day, DC 19) Charm Monster, Confusion, Greater Invisibility, Lesser Geas
5: (7/day, DC 20) Dominate Person, Feeblemind, Hold Monster
6: (7/day, DC 21) Geas, Mass Suggestion
7: (1/day, DC 22) Mass Hold Person
8: (1/day, DC 23) Mass Charm Monster
Caster Level 20
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 21 (31 w/Cloak)
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form (Diminutive), SR 30 (only vs Divination, Illusion, and Enchantment spells if they're Charms or Compulsions), Kitty Bonus +4, Kitty Magic, Familiar (Cat), Size Matters Not, Kitteh Powah!
Feats Anklebiter, Epic Innocence, Greater Spell Focus (Enchantment), Greater Spell Penetration, I Wuv U, Kitty Wuvs Dwagon, Practiced Spellcaster, Silent Spell, Spell Focus (Enchantment), Spell Penetration, Still Spell
Skills Balance +6 (+16 Small, +17 Tiny, +18 Diminutive), Bluff +31, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Concentration +20, Diplomacy +21, Gather Information +21, Hide +10 (+20 Small, +25 Tiny, +34 Diminutive), Jump +3 (+8 Small, +7 Tiny/Diminutive), Knowledge (Arcane, Local, Nobility) +5, Listen +5, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Search +5, Sense Motive +15, Spellcraft +5, Spot +5, Tumble +6, Use Magic Device +9
Possessions Epic Collar of Holding, Cute Widdle Bowsies, Rod of Epic Rulership, Cloak of Epic Charisma +10, +5 Ring of Protection, +8 Bracers of Armor, +4 Amulet of Natural Armor, 4 Potions of Cure Serious Wounds, 150 GP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 25, 2009, 12:48:10 PM
Okay, if an Epic Magic Item doesnt require an Epic Spell, but does require an Epic Craft Item Feat, how do you figure out Caster Level?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 27, 2009, 01:58:07 PM
minor update to Itty Bitty, including the first class ability.  I'm still debating caster level for the Epic Items.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 28, 2009, 12:52:18 PM
Okay the Itty Bitty Pwitty Wun is done, except for items (and of course tweaks due to feedback).  Im asking on the Epic Boards at wizards about the items, and god willing someone still looks at those boards.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on June 29, 2009, 01:07:52 PM
Edited in the abilities of most of the epic magic items.  I wish I had time to do more but I had to work this weekend.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 04, 2009, 12:57:38 PM
Perhaps one more Epic PrC whilst I tweak the items:


CHILD OF ASMODEUS

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/asmodeus.jpg)
   
The Kids: "Daaaaaaaaaaaadddyyyy!"
"Tell us a story daddy!"
"Can we have presents daddy?"
"Daddy is it true your a fat chick luvah?"
"Can we discuss our allowance daddy?"
"HUGZ!"

Asmodeus: "Will you...please...shut up..."

The Kids: "Have you seen that Iggwilv chick daddy?"
"You should totally hit that daddy."

Asmodeus: "Shutupshutupshutup..."

The Kids: "Howcum you an' mom got a divorce daddy?"
"Can we discuss our allowance daddy?"
"Can I have Venger's soul to play with like a mousie daddy?"


Asmodeus: "IN THE NAME OF THE GODS WILL YOU PLEASE JUST SHUT THE ____ UP! HERE!! HERE'S SOME MONEY!! GO BOTHER YOUR MOM AND LET ME PLOT!"

"Moms been betraying you wif Mephistopheles daddy."

Asmodeus: "I SAID...wait...what?"

 Cat Burglar Guilds thrive everywhere, even in the 9 Hells.  Apparently even in Asmodeus' throne room, which would seem to defy all common logic as most of the Cat Burglars are quite Chaotic, and Asmodeus is...well...not.  Even worse they all claim to be related to him somehow.  Despite the great personal embarrassment this causes him he must keep them around for a reason, as he's forbidden his subjects to harm them.  Which gives the Cat Burglars free reign to screw with the minds of the lesser Devils.  They cause much wailing and gnashing of teeth, but being as this is Hell it largely gets unnoticed and is assumed to be background noise.

BECOMING A CHILD OF ASMODEUS  
Your Mom had to fool around with someone she should have left well nuff alone.  But the Dark Lord seems to like her so your family gets some perks.  Not every child grew up being walked to school by a Bearded Devil disguised rather badly as a nun.  You still can hear people today talking about the stinky, bearded woman who shepherded you to class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, True Kitty
   Feats:  Asmodeus Was Mah Daddy!, Fiendish Heritage, Fiendish Legacy, I...Am...Bat Kitty!, Lil Devil
   Skills:  Bluff 18 ranks, Diplomacy 18 ranks, Gather Information 12 ranks, Knowledge (Religion, The Planes) 6 ranks, Sense Motive 12 ranks, Use Magic Device 12 ranks
   Alignment:  Cannot be Good or Lawful (surprise!) 


Class Skills
 The Child of Asmodeus' class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

  Abilities
1.  This Looks Like A Comfortable Napping Spot
2.  Do I Have To Have A Chat Wif Daddy Bout You?
3.  Daddy, Can We Talk?
4.  This Looks Like a Warm Napping Spot
5.  Do I Have To Have A Chat Wif Daddy Bout You?
6.  Daddy, Can We Talk?
7.  I Could Vacation Here All Year
8.  Do I Have To Have A Chat Wif Daddy Bout You?
9.  Daddy, Can We Talk?
10.  Improved Debbil Kitty


Weapon Proficiencies: A Child of Asmodeus gains no new weapon or armor proficiencies.
 
This Looks Like A Comfortable Napping Spot (Ex):  In regards to you the Nine Hells of Baator are not mildly Law or Evil Aligned.

Do I Have To Have A Chat Wif Daddy Bout You? (Su): At 2nd level you have been fully accepted as one of Asmodeus' own, and all Devils are forbidden to harm you or interfere with you so long as you are obviously not working against his interests.  You can work against their interests as much as you want however.  Effectively you may Take 20 on all Charisma Related Skill Checks when they are used against a Devil.  This is an Exceptional Ability.

At 5th level you can use your powers of persuasion to call up a few of the boys to help out at a moments notice.  You may cast Hellish Horde a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

At 8th level  you can influence Hell itself.  You may cast Planar Perinarch (in the Nine Hells only) at will as a Supernatural Ability.

Daddy, Can We Talk? (Su): At 3rd level you are occasionally able to gain your fathers ear to chat with him for a moment.  Sometimes if you bring him particularly good gossip he can use, he rewards you.  At 3rd level this takes the form of a personal servant.  You may choose between a Cauchemar Nightmare steed, or a Barbed Devil bodyguard.  You get their services for 1 month.  At the end of that month if you still wish to have them you need to give Daddy more gossip.

At 6th level your steed or personal servant now has the Monster of Legend Template.

At 9th level your steed or personal Servant now has the Monster of Legend and Paragon Templates.

This Looks Like a Warm Napping Spot (Ex): You become immune to Fire damage and poison.

I Could Vacation Here All Year (Ex): You gain Energy Resistance to Acid and Cold equal to your Effective Character Level divided by 2 (round down).

Improved Debbil Kitty (Ex): At 10th level you become an Outsider with the Native Subtype (you are Native to the Prime Material Plane and the Nine Hells).  You now gain several abilities due to this:

See In Darkness (Ex): You can see perfectly well in both magical and normal darkness.

Telepathy (Su): Range 100'.

Damage Reduction 10/Good

Spell Resistance equal to your Effective Character Level + your Cha Modifier.

PLAYING A CHILD OF ASMODEUS
 You have free ride to do what you want within the confines of Hell.  Most people would kill for this opportunity, and most of them would try to rescue souls.  Souls of evil bad guys  who deserve whatever the heck they get.  Now as for you...this is an opportunity to steal from Devils and make their life Hell (pardon the pun).  Who wouldn't want to do this given the chance?  Plus you get to blackmail everyone who does bidness with them.  There are days you simply can't repress the laughter enough.
 Combat: Combat?  You don't fight in combat.  You're a good kitty.  And Daddy will beat the unholy living batpoop out of anyone who touches you when he's around.  This has it's decided...advantages...
 Advancement: Advancement for the Children is primarily based on whether or not they wish to remain loyal to the Guild, or join their father.  Few do this as the Guild is rather touchy about anyone who may know their secrets leaving.
Resources: The Children have no more resources available than any other Guild.  However operating within the 9 Hells does give them access to some unusual things other Guilds wouldn't be able to get.

CHILDREN OF ASMODEUS IN THE WORLD
"If it weren't forbidden to kill you I'd see to it you were impaled on a brick.  It's a good thing your father loves you."
 Your a decent enough guy, 'cept when the Devils are around. They're your own personal chew toys.  Especially the Erinyes and Pit Fiends.  You just love drilling them right in the ego.  Especially when you can embarrass them in front of their friends.
 Daily Life: Much of your day is spent lolling about Hell insulting various Devils, or catcalling the Erinyes.  Or at least it appears that way since you're mostly spying for the Guild.  Plus nothing is as satisfying as telling a Pit Fiend he's less than a man and you could satisfy his wife in ways he couldn't begin to understand.  But generally you only push it this far when Dad's nearby.
 Notables: Sibyl (CN Human Female Cat Burglar 20/Epic Cat Burglar 3/Child of Asmodeus 2) is a Cat Burglar known for being somewhat mentally unstable, and awesomely hot.  And for being Asmodeus' love child with a Cleric of St. Cuthbert.  Holiday dinners at her house are most interesting.
 Organizations: The Children of Asmodeus are an organization.  They are the only known Cat Burglar Guild to operate almost entirely within the 9 Hells.  While they rarely participate in the Blood War they have been known to act as spies to protect their interests, and it is assumed that Asmodeus somehow finds hem useful enough in this capacity that he doesn't squish them.  That, or they're blackmailing him with one hell of a secret.

NPC Reaction
 NPC's reaction if hey are mortal can generally be described as AAAAAAAAAAAAAAHHHH!  Immortal Outsiders can generally be described as unprintable in a family publication.  Everyone luvs to see the Kitties, yessir.

CHILDREN OF ASMODEUS IN THE GAME
 This is a good PrC for people who like to be mouthy jerks.  Just try to make sure they funnel it towards the bad guys.
 Adaptation: This is kind of an odd duck.  It's kind of meant for silly campaigns, but it would be a campaign set in Hell. 
 Encounters: The Children of Asmodeus generally are only encountered in Hell or nearby Planes.  Or on errands for the Guild.

Sample Encounter
EL 25: "So is this your first time in Hell?  Lemme introduce you to the boys.  This is Baalphegoras the Pit Fiend.  Gay as a tree full of Parakeets.  Seriously his obsession with male Solars is an embarrassment to Baatezu society."


Sibyl
CN Human Female Cat Burglar 20/Epic Cat Burglar 3/Child of Asmodeus 2
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +15, Spot +15, Low Light Vision and Scent in Kitty Form
Languages Common, Infernal
------------------------------------------------
AC 29, touch 18, flat-footed 26 (+3 Dex, +11 Armor, +5 Deflection)
AC Small 36, touch 25, flat-footed 31 (+1 Size, +5 Dex, +4 Luck, +11 Armor, +5 Deflection)
AC Tiny 38, touch 27, flat-footed 32 (+2 Size, +6 Dex, +4 Luck, +11 Armor, +5 Deflection)
AC Diminutive 41, touch 30, flat-footed 44 (+4 Size, +7 Dex, +4 Luck, +11 Armor, +5 Deflection)
hp 87 (25 HD)
Fort +8, Ref +17 (+19 Small, +20 Tiny, +21 Diminutive), Will +10 
Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Defensive Roll, +2 w/Cloak
------------------------------------------------
Speed 30 ft. (6 squares), Fly 40 ft. (Good, only in Kitty Form)
Melee Small 2 Claws +24 melee (1d3-3) and 1 Bite +19 melee (1d4-3)
Melee Tiny 2 Claws +26 melee (1d2-4) and 1 Bite +21 melee (1d3-4)
Melee Diminutive 2 Claws +29 melee (1 point) and 1 Bite +24 melee (1d2-4)
Base Atk +18, Grp +17 (+11  Small, +5 Tiny, +1 Diminutive)
Atk Options Swift Paws 4/day, +6d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Trapfinding, Purr, Kitty Form, AC Bonus, SR 26 (limited to certain effects), This Looks Like A Comfortable Napping Spot, Do I Have To Have A Chat Wif Daddy Bout You?
Feats Anklebiter, Asmodeus Was Mah Daddy!, Bad Cattitude, Cattitude, Fiendish Heritage, Fiendish Legacy, I...Am...Bat Kitty!, Lil Devil, O I Dare U, Weapon Finesse, I Wuv U (B), Jibba Jabba (B), Kitty Wuvs Dwagon (B)
Skills Appraise +14, Balance +3 (+13 Small, +14 Tiny, +15 Diminutive), Bluff +22, Climb +3 (+9 Small, +10 Tiny, +11 Diminutive), Diplomacy +22, Disable Device +14, Escape Artist +16 (+18 Small, +19 Tiny, +20 Diminutive), Gather Information +17, Hide +16 (+26 Small, +31 Tiny, +36 Diminutive), Knowledge (Local, Nobility) +14, Knowledge (Religion, The Planes) +8, Listen +15, Move Silently +16 (+22 Small, +23 Tiny, +24 Diminutive), Open Lock +16, Search +14, Sense Motive +15, Spot +15, Tumble +16 (+18 Small, +19 Tiny, +20 Diminutive), Use Magic Device +17

Additional +4 to Hide checks when in tall grass or undergrowth
Possessions Staff of Planar Might, Cute Widdle Bowsies, +10 Padded Armor, +5 Ring of Protection, Epic Collar of Holding, COmfy Kitty Cushion, Force Cannon, Staff of Healing, Crystal Ball, +2 Cloak of Resistance, 288 GP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 06, 2009, 11:56:40 AM
Okay all of the Epic items have their effects edited in as well as prerequisites, and I now need to make three 9th level spells.  Apparently before I finish Asmodeus I also need to fix the Base Class, because the last edit I screwed up redoing the Bonus Feats, and now they don't make sense as listed so that needs redone.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 09, 2009, 01:40:58 PM
Any thoughts on teh Children of Asmodeus so far?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on July 09, 2009, 09:59:45 PM
I like it! reminds me of my cat...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 10, 2009, 01:05:57 PM
CoA done and ready for feedback
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 13, 2009, 01:48:02 PM
Okay this is the last Epic PrC before working o nteh .pdf.  I swear to you.  I just hadda do this one.

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

BAKENEKO

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bakeneko.jpg)
   
"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
   Class Abilities:  Kitty Form
   Spells:  Must be able to cast 9th level Arcane Spells without preparation
   Skills:  Knowledge (Arcane) +16, Spellcraft +16
   Feats:  Eschew Materials, Greater Human Form, Human Form, Improved Human Form, 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, Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]  Abilities[/b]
1.     Devourer, +1 level of Arcane Casting Class
2.     Impersonation, +1 level of Arcane Casting Class
3.     Spookiness (Aura), +1 level of Arcane Casting Class
4.     Animator, +1 level of Arcane Casting Class
5.     Manipulate Size, +1 level of Arcane Casting Class
6.     Spookiness (Flames), +1 level of Arcane Casting Class
7.     Puppet Master, +1 level of Arcane Casting Class
8.     Manipulate Reach, +1 level of Arcane Casting Class
9.     Spookiness (Nightmares), +1 level of Arcane Casting Class
10.    Ghost Form, +1 level of Arcane Casting Class

Weapon Proficiencies: A Bakeneko gains no new weapon or armor proficiencies.
 
Devourer (Ex): At 1st 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.

Impersonation (Su): At 2nd level the Bakeneko gains a +8 Circumstance Bonus to Bluff and Disguise checks when using the Human Form ability from their Feats to impersonate a person they know.

Spookiness (Su): At 3rd 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 Frightened for 2d6 rounds.  If they successfully save they are immune to this Bakeneko's Frightful Presence for 24 hours.

At 6th 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 Mind-Affecting Fear Effect.

At 9th level the Bakeneko can enter the dreams of sleeping opponents.  You may cast Nightmare at will as a Supernatural Ability.

Animator (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.

Manipulate Size (Su): As a Standard 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.

Puppet Master (Su): At 7th level any Undead that come within 60' of the Bakeneko must make a Willpower Save (DC is 10 plus i/2 Hit Dice plus Charisma Modifier) or fall under the control of the Bakeneko as per the Dominate Monster spell.  The Undead gets another Willpower Save to escape control any time it has been out of the Bakeneko's presence (i.e. has not seen or heard it) for 24 hours.  This effect is not controlled by the Bakeneko and happens automatically.  The Bakeneko can control up to (10 times it's Hit Dice) HD of Undead.   This works even on Mindless Undead or those immune to Mind-Affecting Effects (though most Undead created by the Bakeneko aren't mindless).

Manipulate Reach (Su): As an Immediate Action the Bakeneko can increase it's range by up to +25', or return it to normal.

Ghost Form (Su): At 10th level you may cast Ghostform (see Spell Compendium) at will as a Supernatural Ability.

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 19/Epic Sorcerer 3/Bakeneko 2) 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
 Bekeneko are a bit spooky and alien, and it may be difficult fro 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.  Thats 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 fired 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 19/Epic Sorcerer 3/Bakeneko 2
Init +12 (+11 Small, +10 Medium), Senses: Listen +7, Spot +6, Low Light Vision, Scent
Languages Common, Sylvan
------------------------------------------------
AC 31, touch 23, flat-footed 27 (+2 Size, +4 Dex, +7 Deflection, +8 Armor)
AC Tiny Human 31, touch 23, flat-footed 27 (+2 Size, +4 Dex, +7 Deflection, +8 Armor)
AC Small Human 29, touch 21, flat-footed 26 (+1 Size, +3 Dex, +7 Deflection, +8 Armor)
AC Medium Human 27, touch 19, flat-footed 25 (+2 Dex, +7 Deflection, +8 Armor)
hp 88 (25 HD)
Fort +9, Ref +14 (+13 Small, +12 Medium), Will +16 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +18 melee (1d2-4) and 1 Bite +13 melee (1d3-4)
Melee Tiny By weapon +18/+13/+8
Melee Small By weapon +16/+11/+6
Melee Medium By weapon +14/+9/+4
Base Atk +12, Grp +0 (+6 Small, +12 Medium)
Atk Options +1d6 Sneak Attack
Combat Gear 3 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 15) Daze, Detect Magic, Ghost Sound, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Silent Portal
1: 8 (DC 16) Charm Person, Dead End, Serene Visage, Spirit Worm, Wall of Smoke
2: 7 (DC 17) Cloud of Bewilderment, Detect Thoughts, Fog Cloud, See Invisibility, Wall of Gloom
3: 7 (DC 18) Dispel Magic, Haste, Mesmerizing Glare, Mind Poison
4: 7 (DC 19)  Bestow Curse, Know Vulnerabilities, Polymorph, Treasure Scent,
5: 7 (DC 20) Aggressive Cat is Aggressive, Defensive Cat is Defensive, Do Not Want, Nightstalkers Transformation
6: 6 (DC 21) Greater Dispel Magic, I See What You Did There, Probe Thoughts
7: 6 (DC 22) Evil Glare, Hiss of Sleep, Limited Wish
8: 6 (DC 23) Ghostform, Maddening Whispers, Superior Invisibility
9: 4 (DC 24) BOOM!, War Kitteh
-----------------------------------------------
Abilities Str 3, Dex 18, Con 12, Int 10, Wis 16, Cha 20
Abilities Small Human Str 7, Dex 16
Abilities Medium Human Str 11, Dex 14
SQ Cat Familiar, Purr, Trapfinding,
Feats Eschew Materials, Greater Human Form, Greater Spell Penetration, Human Form, Improved Human Form, Improved Initiative, Silent Spell, Spell Penetration, Still Spell, Superior Initiative, Weapon Finesse, Anklebiter (B)
Skills Balance +15, Bluff +9, Climb +11, Concentration +13, Gather Information +8, Hide +19, Jump +7, Knowledge (Arcana) +20, Listen +7, Move Silently +11, Search +3, Spellcraft +20, Spot +6
Additional +4 Bonus to Hide checks in areas of tall grass or undergrowth
Possessions Epic Collar of Holding, Cute Widdle Bowsies, +7 Epic Ring of Protection, +8 Bracers of Armor,  Staff of Illusion, Chaos Diamond, Mantle of Epic Spell Resistance, Ring of Elemental Command (Air), Greater Maximize Rod, 3 Potions of Cure Serious Wounds, 650 GP
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 14, 2009, 11:03:26 AM
http://news.yahoo.com/s/livescience/20090713/sc_livescience/catsdocontrolhumansstudyfinds

 :lol
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 16, 2009, 01:07:43 PM
Okay I did a big edit o nteh Epic Items on page 10 and added the Force Beam and BOOM! spells.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 18, 2009, 12:41:43 PM
All the Epic items are priced as per the DMG rules (except the Tank Collars), and I just need to revise them to be sure the price is alright. Soon as I do that and finish the War Kitteh spell the epic stuff will be done
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 19, 2009, 11:53:33 AM
Okay I got the War Kitteh spell done I think.  Does everyone think its powerful nuff for a level 9 spell?

Also have small update to Bakeneko.


Including a  new spookity kitty pic  :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 20, 2009, 01:02:07 PM
Human Form
You can pretend to be an infant or Toddler.
 Prerequisites: Awakened Cat, Kitty Form
 Benefits: At will you can become a Tiny sized Humanoid (in other words a baby) at will as a Standard Action.  This has no effect on your stats, and you lose your Low Light Vision, but you do gain hands.

Improved Human Form
You can pretend to be a child or teenager
 Prerequisites: Awakened Cat, Kitty Form, Human Form
 Benefits: At will you can also become a Small sized Humanoid (in other words a child) at will as a Standard Action.  You gain +4 Strength and -2 Dexterity while in Improved Human Form.

Greater Human Form
You can pretend to be an adult humanoid.
 Prerequisites: Awakened Cat, Kitty Form, Improved Human Form
 Benefits: At will you can also become a Medium sized Humanoid (in other words an adult) at will as a Standard Action.  You gain +8 Strength and -4 Dexterity while in Greater Human Form.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 20, 2009, 01:09:19 PM
Wizards killed my thread on their boards but gave me permission to remake it so gimme a sec while I sort that out.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 20, 2009, 02:30:56 PM
I was gonna save this for later, but since Wizards has forced my hand:

Cat Burglar

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catburglar.jpg)
   
”Meow!”

 Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience.  Having flunked out of school, they had turned to
theft to support themselves.  While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him.  He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them.  Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.  

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded.   Many have become adventurers, scouts, and people of a thiefly
persuasion.  There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).  This wealth of knowledge has created specialized Cat Burglars who choose their career path (Cute, Sneaky, Spooky, Scared Mischievous, Snuggly, or Curious) at 2nd level. See Mad Skillz below for details.

MAKING A CAT BURGLAR
You are best at being a party scout.  Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex  and small Size class.  Cat Burglars are best at not being seen and snitching information (among other things).
 Abilities: Dexterity and Charisma are of paramount importance to the
                            Cat Burglar.  Much of their skills and abilities key off these
                            two stats.  A decent Constitution and Wisdom wouldn’t hurt
                            either.
 Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them.  Dwarf and Half Orc Cat Burglars are virtually unknown.
 Alignment: Cat Burglars may not be Lawful.  Most tends towards Chaos
and Neutrality.
 Starting Gold: Same as Rogue.
 Starting Age: Same as Rogue.

Class Skills
 The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6

   BAB         Fort    Ref    Will  Abilities
1.  +0          +0     +2       +0    Trapfinding, Purr, Kitty Form(Kitties)
2.  +1          +0     +3       +0    Mad Kitty Skillz I
3.  +2          +1     +3       +1    Kitty Form I
4.  +3          +1     +4       +1    Mad Kitty Skillz II
5.  +3          +1     +4       +1    Kitty Form II
6.  +4          +2     +5       +2    Mad Kitty Skillz III
7.  +5          +2     +5       +2    Kitty Form III
8.  +6/+1       +2     +6       +2    Mad Kitty Skillz IV
9.  +6/+1       +3     +6       +3    Kitty Form IV
10. +7/+2       +3     +7       +3    Mad Kitty Skillz V
11. +8/+3       +3     +7       +3    Kitty Form V
12. +9/+4       +4     +8       +4    Mad Kitty Skillz VI
13. +9/+4       +4     +8       +4    Kitty Form VI
14. +10/+5      +4     +9       +4    Mad Kitty Skillz VII
15. +11/+6/+1   +5     +9       +5    Kitty Form VII
16. +12/+7/+2   +5     +10      +5    Mad Kitty Skillz VIII
17. +12/+7/+2   +5     +10      +5    Kitty Form VIII
18. +13/+8/+3   +6     +11      +6    Mad Kitty Skillz IX
19. +14/+9/+4   +6     +11      +6    Kitty Form IX
20. +15/+10/+5  +6     +12      +6    True Kitty


Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte.  They are proficient with Light Armor but not with
Shields.

Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.

Purr: Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Small, Tiny, or Diminutive cat. Small cats are one of the larger breeds of housecat such as the Maine ****, or one of the very small feral cats such as the Fisher Cat. In Small Kitty Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus. If you make a Full Attack you get 2 Claw attacks and a Bite. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8. Your stats in this form are +4 Dex, -4 Str . When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. Otherwise you may remain in Kitty Form as long as you wish.

Tiny Kitty Form covers most breeds of housecats, or the kittens of some feral cats mentioned above. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1d2 and your bite 1d3. Stats are +6 Dex, -6 Str. Minimum Strength is 3.

Diminutive Kitty Form covers most breeds of domesticated kittens. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1 point and your bite 1d2. Stats are +8 Dex, -8 Str. Minimum Strength is 2.

Unless mentioned otherwise all abilities gained after 1st due to Kitty Form are Supernatural Abilities, and may only be used in Kitty Form (unless otherwise noted).

Kitty Form I(Su): At 3rd level Tuff Kitties get Hard Fightin' Kitty. They no longer take Size Penalties to Grapple and Trip checks. If in Tiny or smaller Kity form they no longer provoke an attack of opportunity by entering the square of a foe with reach.

Sneaky Kitties get Paw At The Door. By making a pawing motion (like a cat scratching at a door) the Sneaky Kitty can make an Open Lock roll without tools, and using his Charisma Bonus instead of his Dexterity Bonus. You may also use this ability to open an unlocked door or window or cabinet by making a DC 5 check.

Cute Kitties get can cast Entice Gift 5/day.

Spooky Kitties can cast Scare 5/day.

Scared Kitties can cast Summon Feline II 5/day.

Mischievous Kitties get What’s Mine is Mine: You can designate 1 item or object per point of Charisma Modifier as "yours" as long as it has been in your possession at least 24 hours. If taken from you it will teleport back to you the next round (or optionally into your Collar of Holding if you have one. It must be an item you can carry. For example anything you could wear or use. You cannot designate living creatures or constructs, and you can't designate something bigger than yourself.

Snuggly Kitties can cast Cure Moderate Wounds 5/day

Curious Kitties can cast Chain of Eyes, Detect Secret Doors, Detect Thoughts, Locate Object, and See Invisibility 1/day.


Kitty Form II(Su): At 5th level Tuff Kitties can cast Haste 5/day.

Sneaky Kitties get Trap Resistance. If they would normally set off a trap they get to roll d20 plus half their Cat Burglar level, plus their Charisma modifier. If this total is higher than the Traps Save DC, the trap activates after they have passed through it's area of effect instead.

Cute Kitties can cast Suggestion 5/day.

Spooky Kitties can cast Mass Curse of Impending Blades 5/day.

Scared Kitties can cast Summon Felines III 5/day.

Mischievous Kitties get Goodies!: By looking at one creature within 60' you gain an immediate inventory of what is on his person. This will not go into specifics. For example if he has a dagger hidden in his boot, you will know that. You will not know it is a +2 Unholy Vorpal Dagger. This is a Standard Action

Snuggly Kittties can cast Remove Curse and Remove Blindness/Deafness 3/day.

Curious Kitties can cast Clairaudience/Clairvoyance 5/day.


Kitty Form III(Su): At 7th level Tuff Kitties get Rake (Ex). When grappling they gain 2 additional Rake Attacks. To hit and damage of Rake attacks are equal to it's claw attacks.

Sneaky Kitties can cast Greater Invisibility 5/day.

Cute Kitties can cast Charm Monster 5/day.

Spooky Kitties can cast Fear 5/day

Scared Kitties can cast Summon Feline IV 5/day.

Mischievous Kitties get What’s Yours Is Mine: You may teleport 1 item on any creature within 60' as a Standard Action if it fails a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If you are wearing a Collar of Holding it may go into the collar instead of appearing on you. If it is within your posession for 24 hours you may designate it with your 3rd level ability. If your opponent makes his Save, he is not alerted that anything has happened. If he successfully saves at least twice he is immune to this ability for 24 hours.

Snuggly Kitties can cast Neutralize Poison and Cure Critical Wounds 3/day.

Curious Kitties can cast Arcane Eye, Detect Scrying, Locate Creature, Scrying, and Treasure Scent 1/day.


Kitty Form IV(Su): At 9th level Tuff Kitties can cast Nightstalker's Transformation 5/day.

Sneaky Kitties get Improved Trap Resistance. If they successfully make their Trap Resistance roll they may decide whether the trap goes off at all. If they let it activate they can delay activation up to 5 rounds after they leave it's area of effect.

Cute Kitties can cast Dominate Person 5/day

Spooky Kitties can cast Mass Curse of Ill Fortune 5/day

Scared Kitties can cast Summon Feline V 5/day.

Mischievous Kitties get I'm Out: If no one is looking at you, you may Dimension Door at will. You may only use it to teleport to locations you can see.

Snuggly Kitties can cast Mass Cure Light Wounds 5/day.

Curious Kitties can cast Prying Eyes 5/day.


Kitty Form V(Su): At 11th level Tuff Kitties can cast Tenser's Transformation 3/day.

Sneaky Kitties can cast Mislead 3/day.

Cute Kitties get Charming. You permanently receive the benefits of the Sanctuary Spell. The Save DC increases by +2 for every Size Class above yours your opponent is. If he succeeds in making a Save, you lose the benefits of this ability against him for the duration of the encounter only.

Spooky Kitties can cast Eyebite 3/day

Scared Kitties can cast Summon Feline VI 3/day.

Mischievous Kitties get Paw In The Cookie Jar: This works the same as What’s Yours Is Mine! but as a Standard Action you may teleport all their coins and gems. Also, when using you Goodies ability you may now detect whether or not an item is magical.

Snuggly Kitties can cast Heal 3/day.

Curious Kitties can cast Legend Lore, Probe Thoughts, and True Seeing 1/day.


Kitty Form VI(Su): At 13th level Tuff Kitties get Magic Claws. All of their unarmed strikes, grapples, or natural weapons are considered to be magic for purposes of overcoming Damage Reduction. They may also affect incorporeal targets as magic weapons do (i.e. they have a 50% chance of hitting).

Sneaky Kitties get Comin Thru!. Movement while you are in Kitty Form does not provoke Attacks of Opportunity regardles of how far you move or what your opponents Reach is.

Cute Kitties can cast Hiss of Sleep 3/day.

Spooky Kitties can cast Evil Glare 3/day

Scared Kitties can cast Summon Feline VII 3/day.

Mischievous Kitties get What’s Mine Can Be Yours For A Price: Similar to What’s Yours Is Mine, but instead you can teleport items or living creatures you are touching onto the victim. Total weight must be equal to your Light Encumbrance or less. If you wish you can teleport it inside their clothing or armor (beware the weasel in your shorts), or onto them (i.e. you can put a ring on their finger or a vest on their torso).

Snuggly Kitties can cast Greater Restoration 3/day.

Curious Kitties can cast Greater Scrying 3/day.


Kitty Form VII(Su): At 15th level Tuff Kitties get Natural Born Anklebiter. While in Kitty Form and your opponent is at least 2 Size Classes bigger than you he must make a Reflex Save (Save DC is 10 plus half your Hit Dice plus Charisma Bonus) or he loses his Dexterity Bonus to AC against you.

Sneaky Kitties can cast Superior Invisibility 1/day.

Cute Kitties can cast Mass Charm Monster 1/day.

Spooky Kitties can cast Greater Bestow Curse 1/day

Scared Kitties can cast Summon Feline VIII 1/day.

Mischievous Kitties get The Daily Screwjob: Three times per day as a Supernatural Ability you can cast Limited Wish, but can only use it to mimic spells or undo harmful spells.

Snuggly Kitties can cast Mass Cure Critical Wounds 1/day.

Curious Kitties can cast Greater Prying Eyes 1/day.


Kitty Form VIII(Su): At 17th level Tuff Kitties get Paw of Rebuke. If your opponent is denied his Dexterity Bonus to AC or Flat-footed, you get a Circumstance Bonus to your damage rolls with your natural weapon attacks equal to your Cat Burglar Level.

Sneaky Kitties get Stelth Powah! All Supernatural Abilities you get from Kitty Form you may cast as though you had cast them with the Extend Spell Feat.

Cute Kitties can cast Dominate Monster 1/day.

Spooky Kitties can cast Wail of the Banshee 1/day.

Scared Kitties can cast Summon Feline IX 1/day.

Mischievous Kitties get The Fickle Paw of Fate: Once per day as a Supernatural Ability you can cast Wish, but can only use it to mimic spells, create non magical items for up to 24 hours, or remove injuries and afflictions.

Snuggly Kitties can cast Mass Heal 1/day.

Curious Kitties can cast Foresight 1/day.


Kitty Form IX(Su): At 19th level Tuff Kitties get Defensive Flurries (Su): As a Full Round action you make 6 Claw Attacks against one opponent. For every -1 to hit and damage you take you gain a +1 Circumstance Bonus to AC. You must take a minimum penalty of -3. If any of these Claw Attacks hit your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for 1d6 rounds.

Sneaky Kitties get Hardcore Sneakery. Supernatural abilities that you have from Kitty Form that mimic Invisibility spells may not be dispelled by Purge Invisibility. A number of times per day equal to your Charisma Modifier you may Take 10 on any Hide or Move Silently Check.

Cute Kitties get Putty in Mah Paws. A number of times per day equal to your Charisma modifier you may extend the duration of one of your Supernatural Abilities gained from Kitty Form that mimics a spell to 24 hours.

Spooky Kitties get Dark Assassin. If your opponent is denied his Dexterity Bonus to AC, or flat-footed, his Saving Throws against Supernatural Abilities you gain while in Kitty Form take a -4 Profane Penalty.

Scared Kitties can cast Fierce Pride of the Beastlands 1/day.

Mischievous Kitties get Lols: You may zap one opponent within 60’ (Save DC is 10 plus half Hit Dice plus Charisma modifier). If he makes the Save he is immune to this ability for 24 hours. If he fails, you may choose 1 Class Ability, and he doesn’t get it for 24 hours. If you choose spellcasting, the target loses the ability to cast their highest level spells for 24 hours (i.e. if they can cast up to 5th level spells, they lose their 5th level spells. If they can cast up to seventh, they lose their seventh level spells, etc

Snuggly Kitties get Smack Bad Guy. You gain a Sacred Bonus to damage rolls against any non-Good opponent.

Curious Kitties get Kitty Radar. You have Blindsight 60'.



Mad Kitty SKillz I: At 2nd level you will begin to decide which path your career as a Cat Burglar will go down. The 8 paths open are the Tuff Kitty (enforcers, skirmishers, etc), the Sneaky Kitty (burglars, watchcats, etc.), Spooky Kitties (crowd control), Scared Kitties (reinforcements summoners), Mischievous Kitties (trouble makers and spoilers), Snuggly Kities (Healers), CUrious Kitties (information gatherers and researchers), or the Cute Kitty (mind controllers, usually the most infamous of the Cat Burglars). At second level (and every even numbered level until 18) you will gain a specific power or ability related to the path you have chosen. Unless otherwise noted Mad Kitty SKillz are Extraordinary abilities, and may be used in or out of Kitty Form.

At 2nd level Tuff Kitties get Evasion (see page 50 of the PHB).

Sneaky Kitties get Woodland Stride and Trackless Step (see PHB page 36)

Cute Kitties get Surprise Zap. The Save DC of any Spell, Spell-Like Ability, or Supernatural Ability they use gains a +2 Enhancement Bonus to it's Save DC if the target is flat-footed, denied it's dexterity bonus to AC, or unaware of the kitty. This only works in Kitty Form.

Spooky Kitties get No!(Su). A number of times per day equal to their Charisma modifier (minimum 1)they can make one opponent within 60' reroll one skill or ability check roll.

Scared Kitties get Distraction (Su). They may attempt to Counterspell any Conjuration (Summoning) spell by using up 1 daily use of a Supernatural Ability that mimics a spell of the same level.

Mischievous Kitties get Born Fibber (Ex). They may always take 10 on a Bluff check.

Snuggly Kitties get Kiss the BooBoo. You may always Take 10 on Heal checks.

Curious Kitties get AHA!(Su) 3 times per day you may add an Insight Bonus equal to your Charisma modifier to any roll.


Mad Kitty SKillz II: At 4th level Tuff Kitties get Uncanny Dodge (see page 50 of the PHB).

Sneaky Kitties get Sticky Paws (Su). They can move at any speed without taking penalties on Balance and Climb checks.

Cute Kitties gain Innocence (Su). Their Alignment always detects as Neutral, even by magic items.

Spooky Kitties become Immune to Fear and Morale Penalties.

Scared Kitties get Telepathy 100' (Su). They may only use it to communicate with creatures they have summoned with their Summon Feline ability.

Mischievous Kitties get Deceive Item. They may always take 10 on Use Magic Item skill checks.

Snuggly Kitties get Cuddles. By casting one of your Supernatural Abilites that mimics a spell from the Healing subschool as a Full Round Action, you may heal additional damage equal to your Charisma Bonus.

Curious Kitties Uncanny Dodge (see page 50 of the PHB).


Mad Kitty SKillz III: At 6th level Tuff Kitties get Improved Uncanny Dodge (see page 50 of the PHB).

Sneaky Kitties get Sneaky Paws (Su). They can move at any speed without taking penalties on Hide or Move Silently checks. This may only be used in Kitty Form.

Cute Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. It only works on Charms and Compulsions.

Spooky Kitties get I Said No!! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll one attack roll (including a roll to confirm a critical hit).

Scared Kitties get Augment Kitteh (Su). Creatures summoned with their Summon Feline Supernatural Abilities gained from Kitty Form gain the benefit of the Augment Summoning Feat.

Mischievous Kitties get Wasn't Me (Su). A number of rounds per day equal to their Charisma modifier a Mischievous Kitty may appear to be simply doing nothing while actually performing another action. He could use this to appear to be sleeping by a door while he's actualy listening at it or using a device to open the lock. He could appear to be napping on the princesses lap while using a magic device to dominate her. This is a Free Action to turn on or off. Opponents with True Seeing or that can see through Illusions somehow are not affected by this. If an opponent interacts with or studies it carefully he can make a Will Save to disbelieve.

Snuggly Kitties get Bandaid Kitty. You may always Take 20 on Heal checks.

Curious Kitties Improved AHA! (Su). You may now give the Insight Bonus to an ally instead as a Free Action as long as he is within 60'. You may now use it 5 times per day.


Mad Kitty SKillz IV: At 8th level Cat Burglars get a bonus to their AC equal to their Charisma Modifier. The type of this bonus varies based and is listed on the following table:

Burglar Type|Bonus Type
Tuff Kitty|Luck
Sneaky Kitty|Dodge
Cute Kitty|Deflection
Spooky Kitty|Profane
Scared Kitty|Insight
Mischievous Kitty|Luck
Snuggly Kitty|Sacred
Curious Kitties|Insight






Mad Kitty SKillz V: At 10th level Tuff Kitties get Improved Evasion (see page 51 of the PHB).

Sneaky Kitties get Camouflage (see page 48 of the PHB).

Cute Kitties Spell Resistance extends to all Enchantment spells.

Spooky Kitties get Don't You Understand the Concept of NO! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll a Saving Throw roll.

Scared Kitties get Catnip Induced Haze (Su). Creatures summoned using their Summon Feline ability may be summoned with the Anarchic Template applied to them.

Mischievous Kitties get Mess With Their Heads (Su). You may cast Prestidigitation at will with the following changes: You may color/clean/soil/chill/warm/flavor up to 10 pounds a round. You can move up to your light encumbrance up to 10' a round. Doing any of this is a Move Action. You may also open/close, lock/unlock any doors/windows/cupboards/etc as a Swift Action. Objects you create can be any non magical item up to 5 GP, and aren't fragile so they may be used normally (and aren't crude or fake looking). They only last 1 hour (which means if you create food this way, the people who ate it become hungry again in an hour). You may spoil 1 pound of food or water per round making it inedible. Anyone trying to eat it must make a Fortitude Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier), or be Nauseated 1d3 rounds. Creating Objects or spoiling food is a Move Action. You may also light/douse flames no bigger than a torch within 60' as a Move Action. 5 times per day you may duplicate the effects of Daze, Flare, Ghost Sound, Touch of Fatigue, or Message as a Standard Action..

Snuggly Kitties get Adoption (Su). They may choose one ally of their choice, and for the next 24 hours all Supernatural Abilities they cast on the Adopted individual that mimic spells from the Healing Subschool heal the maximum (i.e. if the ability would normally heal 1d8+10 damage, it always heals 18 when used on this ally).

Curious Kitties get Improved Uncanny Dodge (See page 51 of the PHB).


Mad Kitty SKillz VI: At 12th level Tuff Kitties get Supreme Uncanny Dodge: When in Kitty Form, and your opponent is at least 2 Size Classes bigger than you, your Size Bonus to AC is doubled.

Sneaky Kitties get See Invisibility (Su). This functions like the spell but is constantly in effect.

Cute Kitties get the Enhancement Bonus from Surprise Zap increased to +4.

Spooky Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Necromancy spells.

Scared Kitties get Dog Free Zone (Su). Creatures may not be summoned within 10' of them, and if they enter this radius they disappear back to where they came from.

Mischievous Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Transmutation spells (they may voluntarily lower this immunity as a Free Action to receive the benefits of a spell that would be beneficial).

Snuggly Kitties get Who Needs Hugs (Su). This ability mimics the Deathwatch spell except it is always on, and has a 60' radius of effect. You also know if they are suffering from a curse (as in the spell Bestow Curse), Paralysis, Disease, Poison, or Energy/Ability Drain.

Curious Kitties get Distraction (Su). Opponents within 50' subtract your Charisma Modifier from their Initiative rolls and Concentration checks.


Mad Kitty SKillz VII: At 14th level Tuff Kitties get Defensive Roll (see page 51 of the PHB).

Sneaky Kitties get Hide In Plain Sight (see page 48 of the PHB).

Cute Kitties Spell Resistance increases to cover Illusions as well.

Spooky Kitties get Puff Up (Su). You can make an Intimidate Check against 1 victim. If he is flat-footed you gain a +4 Circumstance Bonus to the roll. If successful the Save DC of Supernatural Abilities you gain from Kitty Form that mimic Fear based effects increases by however much you made the Intimidate check by. If you roll a Natural 20, the duration of the Supernatural Ability is doubled

Scared Kitties get Living In Denial. Effectively they have Spell Resistance equal to 10 plus their character level, but only against Conjuration spells (they may voluntarily lower this Resistance as a Free Action for beneficial effects such as Healing spells).

Mischievous Kitties get Suck It Noob (Su). 3 times per day they may choose 1 opponent within 60' that is about to make any roll (you must choose before he rolls). He must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or he rolls a "1".

Snuggly Kitties get Ranged Snuggle (Su). Your Supernatural Abilities that mimic spells from the Healing subschool now have a Range of 60'.

Curious Kitties get Hmmm (Su). If your opponent is denied his Dexterity Bonus to AC, flat-footed, or totally unaware of you, he doesn't get his Spell Resistance against your Supernatural abilities gained from Kitty Form.


Mad Kitty SKillz VIII: At 16th level Tuff Kitties get Swift Paws (Su). If your opponent is flat footed you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

Sneaky Kitties get Fuzzy Mind (Su). Effectively they have Spell Resistance equal to 10 plus their character level, but only against Divination spells.

Cute Kitties Spell Resistance increases to cover Divination spells as well.

Spooky Kitties get Bad Kitty (Su). A number of times per day equal to your Charisma modifier you may gain a +4 Profane Bonus to a Saving Throw

Scared Kitties get Improved Dog Free Zone (Su). It increases to 20'.

Mischievous Kitties get My Toy! (Su). They may choose 1 magic item at the beginning of each day. For the next 24 hours they are not required to make Use Magic Device checks to use that item.

Snuggly Kitties get Leave My Friends Alone! (Su). All allies within 30' of you get a Sacred Bonus to Willpower Saves equal to your Charisma Modifier.

Curious Kitties get AHA! 2: The Wrath of AHA! (Su). You may now use your AHA ability 8 times per day. You also add your Charisma Bonus to all Listen, Search, and Spot checks as an Insight Bonus.


Mad Kitty SKillz IX: At 18th level Tuff Kitties get Kitty Powah! Any Transformation spells that would be beneficial to the Cat Burglar (i.e. Bull's Strength, Nightstalker's Transformation, etc) has it's duration doubled as if cast with the Extend Spell Feat. This includes spells from magic items as well.

Sneaky Kitties get Sneaky Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Balance, Climb, Hide, Listen, Move Silently, Spot

Cute Kitties get Wuv Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Bluff, Concentration, Diplomacy, Gather Information, Knowledge (Local), Listen, Sense Motive

Spooky Kitties get The Look. You can make an opponent Shaken for 2d6 rounds with a successful Intimidate check..

Scared Kitties get I Reject Your Reality, and Substitute My Own (Su). Any caster within 20' of you that tries to cast a spell from the Conjuration school must overcome your Spell Resistance, or the spell fails, even if it doesn't target you.

Mischievous Kitties get Improved Deceive Item. They may always Take 20 on a Use Magic Item skill check.

Snuggly Kitties get Improved Leave My Friends Alone! (Su). Allies get the Sacred Bonus to Fortitude Saves as well now.

Curious Kitties get Stalking Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Forgery, Gather Information, Listen, Search, Sense Motive, Spot, Survival

True Kitty:  Tuff Kitties gain the Shapechanger subtype. They are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth). If a Transformation spell is cast on you has it's variable numeric effects altered as if it had been cast with the Empower Spell Feat. This includes spells cast from magic items.

Sneaky Kitties are now immune to Divination spells

Cute Kitties are now become immune to mind-affecting effects.

Spooky Kitties are now immune to death effects and necromancy effects.

Scared Kitties make Summoned creatures that wish to attack them from outside their Dog Free Zone (i.e. with a ranged attack or spell) must make a Willpower Save (DC 10 plus half hit dice plus Charisma Modifier) to be able to do so. If they roll a 1 on their save they cast the spell or use the attack on their summoner instead. The Save must be rolled again for each attack or spell the Summoned opponent tries to make.

Mischievous Kitties know cause their opponents to be Confused (as per the spell of the same name) if said opponent casts a Divination spell that fails to pierce the Mischievous Kitties Spell Resistance.

Snuggly Kitties are now Immune to Energy Drain and Ability Drain.

Curious Kitties are immune to being blinded or deafened, and may now see fine even in glare, driving rain, or darkness normally (including magical darkness).

PLAYING A CAT BURGLAR
 You are based on stealth and guile.  The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid.  Or other cats.  If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans.  When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat.  And weird old ladies will give you free munchies and cuddle you.  Lets not forget the weird old ladies y'all.
 Religion: Cat Burglars are partial to feline deities or to gods protecting thieves.  Many worship the Fluffy Pantheon.
 Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes.  Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars.  Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)..
 Combat:  You’re a snuggler, not a fighter.  Let other classes worry about combat.  There are options if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are taught the same until second level when they take a specialty. There are Tuff Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tuffkitty.jpg)

Sneaky Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sneakykitty.jpg)

Cute Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/cutekitty.jpg)

Spooky Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/spookykitty.jpg)

Scared Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/scaredkitty.jpg)

Mischievous Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/mischievouskitty.jpg)

Snuggly Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/snugglykitty.jpg)

and Curious Kitties:
(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/curiouskitty.jpg)


CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
 Cat Burglars are not well liked.  They tend to foil a lot of schemes.  They tend to scheme a lot themselves too.  But telling them apart from your regular beloved pet kitty is kinda difficult.  Some actually enjoy being a cat more than a person and spend much of their life in kitty form.  After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
 Daily Life:  If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies).  Or you may be a little kitten in the rich neighborhoods looking to be adopted.  Or you’ve already been adopted, and are living the high life while probing the houses defenses.  Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10).  A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo (http://www.youtube.com/watch?v=TwWYgQapkvo) ).  He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others.  Her race is ukown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA (http://www.youtube.com/watch?v=xmsV9R8FsDA) ).
 Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them.  Most are regional as the art has spread around the world, and most Cat Burglars are aloof and fey as the animals they portray.  Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are.  In some countries you can still be burned at the stake for being a practicing witch.  In others you will immediately be assumed to be a spy or thief.  It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
 Cat Burglars will likely supersede Rogues as the best infiltrator class.  They’re somewhat magical abilities make them different enough that the two should be able to co exist though.  Rogues are better fighters.
 Adaptation: This is ….a difficult class to adapt to a campaign.  It’s meant purely for humorous campaigns, and as such will not fit in elsewhere.  Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
 Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets.  Or they might occasionally fall victim to theft or manipulation by them.  If the Cat Burglars do it right the PC’s may never even realize they were there.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on July 20, 2009, 07:56:57 PM
Two minor things: What is presumably supposed to be the word "coon" is instead composed of asterisks, probably because of WotC's word filter, and skill checks don't automatically fail on a natural 1, which makes Hardcore Sneakery somewhat less useful.

KITTIES!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on July 21, 2009, 06:08:09 PM
Parden me, but I just need to make things clear for me:

This is a remake of the original.

The "tuff kitteh", "Cute kitteh" etc. are different variations of the above.

you choose the varient at 1st level.

Did I miss anything?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 22, 2009, 12:29:02 PM
You are correct kind sir

I'll be revising soon when I get things settled down.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 23, 2009, 12:57:23 PM
Okay the Bakeneko has a minor update, as well as the second version of the Cat Burglar Class.  Anyone have any thoughts on the War Kitteh spell?  I need to finish it and get some Racial Sub levels up for Shifters.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 25, 2009, 01:30:42 PM
Fluff for the Bakeneko is done, and the Epic Items are finished (except possibly the War Kitteh).  I also added the Grizzly APC Collar.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 27, 2009, 11:22:51 AM
Bakeneko has been updated with it's first class abilities.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on July 28, 2009, 03:04:00 AM
Isn't the new cat burglar class (NCBC) a bit overpowered?

... I like the flavour though.  ;)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 28, 2009, 01:03:23 PM
Isn't the new cat burglar class (NCBC) a bit overpowered?

... I like the flavour though.  ;)

Is it?

It's not as good a spellcaster as a sorcerer, its not adept at melee, and it only competes with rogues for stealth because of kitty forms size and bonuses.  I've actually had lots of complaints way back when that taking out Sneak Attack killed it.  I have yet to fiddle with it really cause I'm still finishing up stuff for the original idea, so my perspective may change :D

Of course I could sweet talk someone into making just the new class arena worthy to see how it work s out...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on July 29, 2009, 02:28:52 AM
My only concern is that in addition to really good customisability, it has a shitload of special powers.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 29, 2009, 12:38:01 PM
Okay I added the rest of the Bakeneko's abilities, and clarified Puppet Master a little.

Any ideas on how many if any caster levels it should give up?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 30, 2009, 12:18:54 PM
Okay Bakeneko is done except for the example NPC.  Let me finish up the examples for all the Epic PrC's and other works in progress real quick, and it's .pdf time.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on July 31, 2009, 01:27:54 PM
Does anyone know what the beginning  wealth for level 25 PC's is?  I cant seem to find it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 05, 2009, 02:07:03 PM
Okay how much equipment do Cohorts get?  I'm doing up Die Panzerkatzen and I need to figure out what his mousie partner gets.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 12, 2009, 01:57:58 PM
Okay I just need to reread Chozo Warrior before finishing up the Fluffy Smiter of SMiting, and I believe I will have everything just about ready to do a .pdf.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 15, 2009, 12:30:12 PM
For Shifter Racial substitution levels:  how about basing their Cat Burglar powers off of Constitution instead of Charisma?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 17, 2009, 11:51:18 AM
SHIFTER RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with variant Kitty Form

 Kitty Form (Su): All powers and abilities gained from the Cat burglar Class or from Prestige Classes that have Cat Burglar Class Abilities as prerequisites are based on Constitution instead of Charisma.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 18, 2009, 01:23:34 PM
http://en.wikipedia.org/wiki/List_of_PDF_software

Okay I'm gonna need some freeware software to make CB .pdf.  Anyone have any experience with the above? 

I remember someone made a recommendation here before but I'm skimming the thread and cant find it (prolly cause it's 7:30 am).
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on August 18, 2009, 01:39:22 PM
http://en.wikipedia.org/wiki/List_of_PDF_software

Okay I'm gonna need some freeware software to make CB .pdf.  Anyone have any experience with the above? 

I remember someone made a recommendation here before but I'm skimming the thread and cant find it (prolly cause it's 7:30 am).
LaTeX was the recommendation, IIRC. I don't use it myself, but a friend of mine uses it regularly and the results look very good.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 18, 2009, 01:56:43 PM
Ah that would explain.  I could've sworn  it was called Leather...

http://www.latex-project.org/ this would be  the one yes?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Bozwevial on August 18, 2009, 03:55:03 PM
Ah that would explain.  I could've sworn  it was called Leather...

http://www.latex-project.org/ this would be  the one yes?

And I imagine searching for "leather" turned up a whole new section of links. :P
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 19, 2009, 10:41:08 AM
Ah that would explain.  I could've sworn  it was called Leather...

http://www.latex-project.org/ this would be  the one yes?

And I imagine searching for "leather" turned up a whole new section of links. :P

Surprisingly no.  Theres so many links with leather in the title or the sites name that porn didnt turn up at all on the first couple pages.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 23, 2009, 01:25:30 PM
beginning of possible cat critter list for the summon spells for the Help Me! Domain:

1:Summon Monster I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk)
2:Summon Monster II (Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval, Grimalkin)
3:Summon Monster III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
4:Summon Monster IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Anarchic/Celestial/Fiendish Spectral Panther)
5:Summon Monster V (Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Wemic)
6:Summon Monster VI (Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
7:Summon Monster VII (Anarchic/Celestial/Fiendish Sea Cat, Ghirrash, Swamplight Lynx)
8:Summon Monster VIII (Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
9:Summon Monster IX (Leonal, Anarchic Good Kitty, Anarchic/Celestial/Legendary Tiger)

Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on August 26, 2009, 01:41:20 PM
Anyone have an idea of how many templates grant the Extraplanar subtype?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on September 02, 2009, 01:40:58 PM
Are there any cat headed sphinxes?

Wemic and Spectral Panther added to Summon list.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on September 03, 2009, 05:36:22 AM
I think that a cat headed sphinx would be considered a winged lion...just sayin ;)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on September 27, 2009, 03:54:18 PM
OK currently I think I'll be setting up the .pdf on 4Shared unless someone has a better suggestion.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on September 30, 2009, 12:17:32 PM
The .pdf work continues.  I'm still getting it all together, and adding a thank you to all who have participated in the threads here and elsewhere.  God willing I'll have it done soon.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 02, 2009, 01:31:48 PM
Okay I think I have the .pdf ready (it's only 2.43 meg!).  let me make an account at 4Shared and I'll put up the address for it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 03, 2009, 12:36:24 PM
(http://dc144.4shared.com/img/137229129/889e80ce/PDF_CB.pdf) (http://www.4shared.com/file/137229129/889e80ce/PDF_CB.html)


Okay the Cat Burglar .pdf should be here.  If you cant download it lemme know.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 10, 2009, 11:44:02 AM
WHilst Norr and Debby over at GitP are both tweaking away at the .pdf (cause god knows I'm failing at it), I'd like to discuss potential revisions.

How about I make Tiny Kitty Form the first level default?  It gets a slightly better AC, and would be better able to sneak around stuff.  After that each even odd level gains a Kitty Form power you choose from a list (said powers which can be used to gain the PrC's), and every even numbered level gains a Kitty Feat or a Kitty Magic ability of some sort.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 16, 2009, 03:04:08 PM
Okay I've been asked elsewhere about a capstone for the Familiar PrC.  I thought it was powerful enough it didn't need one.  Any thoughts?
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Dilvish on October 16, 2009, 08:23:39 PM
Something that would make the familiar appear to really be the caster, even through supernatural means of detection, could be good.

On another subject, I found a pic that I thought could interest you :
(http://farm4.static.flickr.com/3269/2953033047_fd4123a8be.jpg)
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on October 17, 2009, 02:17:43 AM
I think that the capstone is okay, but I do have an unrelated question:
I keep seeing references to a race known as the Tibbit. my question is:
What is it/what book is it in? kthxbai
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on October 17, 2009, 02:26:43 AM
I think that the capstone is okay, but I do have an unrelated question:
I keep seeing references to a race known as the Tibbit. my question is:
What is it/what book is it in? kthxbai
It's a race of little people that can turn into kitties. From some Dragon mag, also in Dragon Compendium.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 17, 2009, 03:18:18 AM
Something that would make the familiar appear to really be the caster, even through supernatural means of detection, could be good.

On another subject, I found a pic that I thought could interest you :
(http://farm4.static.flickr.com/3269/2953033047_fd4123a8be.jpg)

eeeeeeexxcellent....
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 19, 2009, 11:46:35 AM
made a few updates here and there due to feedback.  SOme of the classes got  tweaked a lil.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 24, 2009, 01:23:19 PM
I have some friends at GitP helping with the .pdf revisal  :D 

Should have it soon.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 27, 2009, 12:56:01 PM
OK the Help! domain needed revisiing so here goes:

Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Feline I
2:Summon Feline II
3:Summon Feline III
4:Summon Feline IV
5:Summon Feline V
6:Summon Feline VI
7:Summon Feline VII
8: Summon Feline VIII
9:Summon Feline IX

Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx)
Summon Feline II (Vivacious Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval)
Summon Feline III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther)
Summon Feline V (Caterwaul, Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Wemic)
Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul, Criosphinx, Anarchic/Celestial/Fiendish Hieracosphinx, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
Summon Feline VII (Ghirrash, Gynosphinx, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)
Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)

Monsters may be found in the following books:

Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther, Wemic: Monsters of Faerun
Smilodon: Frostburn
Lynx: Races of Faerun
Sea Tiger: Monster Manual 3


The following are critters made by me:

[spoiler]Big Spookity Kitty
Tiny Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +14 melee (1d2+6)
Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
Feats: Anklebiter, Dodge, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
Challenge Rating: 3???
Treasure: Standard
Alignment: Always Neutral
Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
Level Adjustment: ----

"Aww, look at the lil kitties!!!"

Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes.  They understand common, but cannot speak.

Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple chack as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.[/spoiler]


[spoiler]Little Spookity Kitty
Diminutive Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Claw +10 melee (4 pts)
Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
Feats: Anklebiter, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 2??
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: ----

"Awwwwww...look at the little teeny kitties.."

Little Spookity Kitties are Big Spookity Kitty kittens.

Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Pretty much just like the Big Spookity Kitties.[/spoiler]




[spoiler]Dire Kitty
                      Medium Animal
Hit Dice:             3d8+6 (19 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +2/+5
Attack:               Claw +5 melee (1d4+3)
Full Attack:          2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rake
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +5, Ref +6, Will +2
Abilities:            Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
Skills:               Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
Feats:                Alertness, Run
Environment:          Temperate Plains
Organization:         Domesticated or Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

"Are you sure we should be robbin' an old woman Abner?  She might have cats.  I hate cats.  They always yowl and scratch me."

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss..."

"I'm sorry Abner I couldn't hear you over the sound of me ****tin' mah self.  Could you repeat that?"


No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic.  But they make darned excellent watchcats.  Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.

Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.

Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).

Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check.  In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better.  They also have a +8 Racial Bonus to Balance and Jump Checks.

Combat: Dire Kitties fight in a manner common to regular housecats.  They hiss until their opponent leaves.  If that fails it's the usual pounce, grab, rakerakerakerake...[/spoiler]



[spoiler]Good Kitty
Tiny Magical Beast
Hit Dice: 18d10+36 (135 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
Base Attack/Grapple: +18/+7
Attack: Claw +24 melee (1d2 -3)
Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Gaze Attack
Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 19-25 HD (Small)
Level Adjustment: ---

"Sassy is mama's good widdle piddy!  Yes she is!"

Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

And woe be unto he who shall disrupt the catnip production.

Good Kitties speak common and any 2 other languages of the DM's choice.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility

3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

1/day: Dominate Person

Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away.  If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.[/spoiler]


The following are critters made by Debby!:



[spoiler](http://www.wsanford.com/~wsanford/exo/fogcat.jpg)

[SIZE="3"]Caterwaul[/SIZE]
Small Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 feet (6 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
BAB/Grapple: 6/+4
Attack: Claw+10 melee (1d3+2)
Full Attack:  2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caterwaul, rake (1d3+1)
Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
Saves: Fort +5, Will +3, Ref +8
Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
Environment: Nocturnal rural and urban areas
Organization: Solitary or Cluster (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: None
Level Adjustment: None

Fog comes on little cat feet – Carl Sandburg

Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog.  A caterwaul’s fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see.  However, anyone who has heard a caterwaul never forgets its fearful sound.

A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.     

They can speak Common but rarely choose to do so. 

[SIZE="3"]Combat[/SIZE]

Caterwauls prefer to keep their distance from predators while sneaking up on their prey.  They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.   

Caterwaul (Su):  Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles.  The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds.  If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1).  It must begin its turn grappling to uses its rake.   

The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area. 

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius.  Wind, even magical wind, has no effect on the fog.  The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls.  The fog also provides the caterwaul a +2 deflection bonus to armor class.   

Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them.  In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

[SIZE="3"]Lore [/SIZE]

A Knowledge (Arcana) check reveals the following information about caterwauls: 

[table=head]DC | Result
16  |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.

21  |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.

26  |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]

[SIZE="3"]Plot Hooks[/SIZE]

[/spoiler]




Summon Feline I  
Conjuration (Summoning, see text)
Level: Drd 1, Help! 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Summoned Creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a Feline creature.  It appears where you designate and acts immediately on your turn.  It attacks your opponents to the best of it's ability.  If you can communicate with the creature, you can direct it to attack a specific enemy, not attack, or perform some other action. 

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.  Creatures cannot be summoned into an environment that cannot support them.  For instance the Sea Cat can only be summoned in an Aquatic environment. 

This spell summons 1 creature form the 1st level list on the Summon Felines table.  You choose which kind of creature to summon, and can change it each time you cast the spell. 

When you use the spell to summon spell to summon any creature with any alignment or elemental descriptors the spell is also of that type (for example summoning an Anarchic Lion the spell gains the Chaos descriptor.

Unlike Summon Monster which only summons extraplanar beings, and Summon Nature's Ally which only summons natural beings, this spell can do both (assuming they are feline).

Focus is a dingle ball.



Summon Feline II  
Conjuration (Summoning, see text)
Level: Drd 2, Help! 2, Rgr 2, Sor/Wiz 2
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 2nd level list, or 1d3 felines of the same kind from the 1st level list.



Summon Feline III  
Conjuration (Summoning, see text)
Level: Drd 3, Help! 3, Rgr 3, Sor/Wiz 3
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 3rd level list, 1d3 felines of the same kind from the 2nd level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline IV  
Conjuration (Summoning, see text)
Level: Drd 4, Help! 4, Rgr 4, Sor/Wiz 4
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 4th level list, 1d3 felines of the same kind from the 3rd level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline V  
Conjuration (Summoning, see text)
Level: Drd 5, Help! 5, Sor/Wiz 5
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 5th level list, 1d3 felines of the same kind from the 4th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VI  
Conjuration (Summoning, see text)
Level: Drd 6, Help! 6, Sor/Wiz 6
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 6th level list, 1d3 felines of the same kind from the 5th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VII  
Conjuration (Summoning, see text)
Level: Drd 7, Help! 7, Sor/Wiz 7
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 7th level list, 1d3 felines of the same kind from the 6th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VIII  
Conjuration (Summoning, see text)
Level: Drd 8, Help! 8, Sor/Wiz 8
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 8th level list, 1d3 felines of the same kind from the 7th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline IX  
Conjuration (Summoning, see text)
Level: Drd 9, Help! 9, Sor/Wiz 9
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 9th level list, 1d3 felines of the same kind from the 8th level list, or 1d4+1 felines of the same kind from a lower level list.




Summon Cat Swarm I
Conjuration (Summoning, see text)
Level: Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Cat Swarm (see below for the swarms stats).  Material component is a fish or other piece of food that cats would find tasty.

[spoiler]Cat Swarm
                      Tiny Animal (Swarm)
Hit Dice:             6d8 (27 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:               Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +9, Spot +6
Feats:                Alertness, Improved Initiative, Run
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:    3
Treasure:             None
Alignment:            Always Neutral
Advancement:          None
Level Adjustment:     ---

"Bert...I think there's something wrong with these cats..."

Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs.  Or summoned magically.  Magic pretty much screws the rules of nature over.  And cats seem attracted to magic somehow...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level).  Using skills that involve patience and concentration requires a DC 20 Concentration check.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks.  They also have a +8 Racial Balance and Jump checks.  Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better.  Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).
[/spoiler]


Summon Cat Swarm II
Conjuration (Summoning, see text)
Level: Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Greater Cat Swarm (see below for the swarms stats).  Material component is a fish or other piece of food that cats would find tasty.

[spoiler]Greater Cat Swarm
                      Tiny Animal (Swarm)
Hit Dice:             12d8 (54 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +9/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves:                Fort +8, Ref +11, Will +5
Abilities:            Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 7
Skills:               Balance +11, Climb +7, Hide +15, Jump +11, Listen +8, Move Silently +12, Spot +8
Feats:                Alertness, Dodge, Improved Initiative, Mobility, Run
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:    5
Treasure:             None
Alignment:            Always Neutral
Advancement:          None
Level Adjustment:     ---


"Maybe they just want the fish we caught Abner."

Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs.  Or summoned magically.  Magic pretty much screws the rules of nature over.  And cats seem attracted to magic somehow...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level).  Using skills that involve patience and concentration requires a DC 20 Concentration check.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks.  They also have a +8 Racial Balance and Jump checks.  Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better.  Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).
[/spoiler]


Summon Cat Swarm III
Conjuration (Summoning, see text)
Level: Drd 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Planar Cat Swarm (see below for the swarms stats).  Material component is a fish or other piece of food that cats would find tasty.

[spoiler]Planar Cat Swarm
                      Tiny Magical Beast (Chaotic, Extraplanar, Swarm)
Hit Dice:             15d8+15 (82 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          16 (+2 Size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple:  +11/-
Attack:               Swarm (4d6)
Full Attack:          Swarm (4d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Whirling Frenzy
Special Qualities:    Dark Vision 60', Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits, DR 5/Magic, Energy Resistance 5 (Cold, Electricity, Fire)
Saves:                Fort +10, Ref +13, Will +6
Abilities:            Str 10, Dex 18, Con 12, Int 3, Wis 12, Cha 12
Skills:               Balance +12, Climb +8, Hide +16, Jump +12, Listen +8, Knowledge (The Planes) -1, Move Silently +13, Spot +8
Feats:               Alertness, Dodge, Endurance, Improved Initiative, Mobility, Run
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:    10
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          None
Level Adjustment:     ---

"Whut the hell?  Hey Bert! They got cats in Limbo too."

Cat Swarms have somehow managed to infiltrate the highways and byways in between the Planes and have managed to make a sort of ecological niche as packs of kitties roam freely from Plane to Plane.  needless to say long exposure to odd energies has made some significant changes to them...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 18 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level).  Using skills that involve patience and concentration requires a DC 20 Concentration check.

Whirling Frenzy (Ex): Planar Cat Swarms are more adept at combat than others of their kind, and their Swarm attack does an extra =1d6 damage.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks.  They also have a +8 Racial Balance and Jump checks.  Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better.  Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Planar Cat Swarms are slightly more intelligent than regular cats, and fighting with them should be taken with more care than usual.  They have been known to lead parties into ambushes to steal their food stores, or grms to trade for fishies (or whatever the hell passes of fishies in the Abyss).  But they have also been known to save or help those who have been kind ot them, and are very loyal.  They still remain temperamental and curious despite loyalty, so still expect some troubles from them.  Can't expect tooo much peace and quiet when the kitties are around.
[/spoiler]


A Cat's Revenge
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cause one opponent within range to begin attempting to cough up a hairball.  If he fails his Save, he is Nauseated for the duration of the spell plus 1d6 rounds, and Exhausted for 1d4 minutes afterwards.  Material component is cat fur.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on October 31, 2009, 01:51:12 PM
Got the spells revised
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Operation Shoestring on November 04, 2009, 09:14:41 AM
At 8th level undead you animate have all their skills/feats/class abilities they had in life.  Abilities based off of Constitution are now based off of Charisma instead.

It's like Raise Dead, only better in many cases.

heck with necropolitan, i'm gonna find a mortician!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 04, 2009, 01:57:43 PM
Revised the post on the Help Domain, yet again...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 09, 2009, 01:28:31 PM
Whilst you all await the new .pdf, it's time I made the revised class I had in mind. Work in progress of course:

Cat Burglar

(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/CB3.jpg)
   
”Meow!”

 Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience.  Having flunked out of school, they had turned to
theft to support themselves.  While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him.  He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them.  Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.  

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded.   Many have become adventurers, scouts, and people of a thiefly
persuasion.  There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

MAKING A CAT BURGLAR
You are best at being a party scout.  Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex  and small Size class.  Cat Burglars are best at not being seen and snitching information (among other things).
 Abilities: Dexterity and Charisma are of paramount importance to the
                            Cat Burglar.  Much of their skills and abilities key off these
                            two stats.  A decent Constitution and Wisdom wouldn’t hurt
                            either.
 Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them.  Dwarf and Half Orc Cat Burglars are virtually unknown.
 Alignment: Cat Burglars may not be Lawful.  Most tends towards Chaos
and Neutrality.
 Starting Gold: Same as Rogue.
 Starting Age: Same as Rogue.

Class Skills
 The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1.  +0       +0     +2       +0    Purr, Kitty Form, Feline Empathy, Cat Powah
2.  +1       +0     +3       +0    Kitty Magic
3.  +2       +1     +3       +1    Burglaring, Enhanced Kitty Form
4.  +3       +1     +4       +1    Kitty Form
5.  +3       +1     +4       +1    Kitty Magic
6.  +4       +2     +5       +2    Burglaring, Enhanced Kitty Form, Scamper Bonus
7.  +5       +2     +5       +2    Kitty Form
8.  +6       +2     +6       +2    Kitty Magic
9.  +6       +3     +6       +3    Burglaring, Enhanced Kitty Form
10. +7       +3     +7       +3    Kitty Form
11. +8       +3     +7       +3    Kitty Magic
12. +9       +4     +8       +4    Burglaring, Enhanced Kitty Form, Sneaky Kitty
13. +9       +4     +8       +4    Kitty Form
14. +10      +4     +9       +4    Kitty Magic
15. +11      +5     +9       +5    Burglaring, Enhanced Kitty Form
16. +12      +5     +10      +5    Kitty Form
17. +12      +5     +10      +5    Kitty Magic
18. +13      +6     +11      +6    Burglaring, Enhanced Kitty Form
19. +14      +6     +11      +6    Kitty Form
20. +15      +6     +12      +6    True Kitty, Bonus Feat


Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte.  They are proficient with Light Armor but not with
Shields.

Purr: Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Tiny cat.  This allows you to pretend to be any species of housecat, or the smallest of the feral wildcats.  When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater.  Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible.  You can only speak as a cat in Kitty Form.  You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so.  If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3).  You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.
 
At levels 4, 7, 10, 13, 16, and 19 you gain an additional Kitty Forms from the following list if you meet the prerequisites (all of these forms count as Kitty Form for purposes of Feats, effects, etc.).  Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

Big Cat Form: You may now become a Small Cat in Kitty Form, mimicking larger housecats such as the Maine ****, and smaller feral cats such as the Bobcat or Jaguarundi.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d3 plus Str Modifier), and a Secondary Bite Attack (1d4 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +4 Dex, -4 Str (minimum Str is 3).  You become Size Class Tiny, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one half those of a Medium Size PC, you occupy a 5' Space, and your effective Reach is 5'.

Bigger Cat Form (Prerequisite: Level 7+): You may now become a Medium Cat in Kitty Form, mimicking most wild cats such as Cheetahs, Cougars, Lions, etc.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +2 Str.  You also gain a +2 Natural Armor Bonus

Cat Faced Baboon Form (Prerequisite: Cat Faced Monkey): You now become a Baboon sized creature with a cat's face.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d3 plus Str Modifier), and a Secondary Bite Attack (1d4 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +4 Dex, -4 Str (minimum Str is 3).  You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one half those of a Medium Size PC.  You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands.  You may also swing from tree to tree and move at your full land speed while doing so similar to the Brachiation Feat listed in Complete Adventurer.

Cat Faced Monkey Form (Prerequisite: 4th level): You become an odd little monkey creature with a catlike face.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3).  You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.  You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands.  You may also swing from tree to tree and move at your full land speed while doing so similar to the Brachiation Feat listed in Complete Adventurer.

Cat Faced Yeti Form (Prerequisite: Level 7+): You may now become the dreaded Cat Faced Yeti.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +2 Str.  You also gain a +2 Natural Armor Bonus and are Size Class Medium.

Catfolk Form (Prerequisite: Jibba Jabba Feat): You may now assume the form of one of the Catfolk.  Usually this ability is only found among Cat Burglar guilds near a large Catfolk population (see The Miniatures Handbook or Races of the Wild for the Catfolk).  You also gain the following abilities: Low Light Vision, and Scent.  Your stats are modified as follows: +4 Dex.  You also gain a +1 Natural Armor Bonus, and a +2 Circumstance Bonus on Listen and Move Silently Checks.  Unlike other Kitty Forms you can cast spells normally.

Dire Kitty Form (Prerequisite: Level 10+): You may now become a Large Cat in Kitty Form, mimicking the biggest of feral cats such as Ligers or prehistoric monstrosities.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +4 Str, +4 Con, and you gain a +3 Natural Armor Bonus.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

Housecat Form (Prerequisite: Level 16+): You may now become a Huge Cat in Kitty Form, mimicking giant cats.  You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (2d6 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +8 Str, +8 Con, and you gain a +8 Natural Armor Bonus.  You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'.  You may remain in Housecat Form for (3 plus Charisma Modifier) rounds.

Katgrrl/Katboi Form (Prerequisite: 7th level or Catfolk Form): You may now become a Katgrrrl, essentially being a cuter version of your humanoid self with lil kitty ears, eyes, and a tail.  You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +2 Dex.  Unlike other Kitty Forms, you are humanoid and have hands so have no difficulty using any skills you have, or wielding weapons, and may cast spells normally.

Kitten Form: You may now become a Diminutive Cat in Kitty Form, mimicking kittens.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Bite Attack (1d2 plus Str Modifier), and a Secondary Claw Attack (1 point plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +8 Dex, -8 Str (minimum Str is 2).  You become Size Class Diminutive, giving you a +4 Size Modifier to AC and Attack rolls, a +12 Size Modifier to Hide Checks, and a -12 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one eighth those of a Medium Size PC, you occupy a 1' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

Pixie kitty Form (Prerequisite: Fey Heritage): You turn into a Fine Size kitten with little deely-bobber antennae.  You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, and a Primary Bite Attack (1 point plus Str Modifier).  Your stats are modified as follows: +10 Dex, -10 Str (minimum Str is 1).  You become Size Class Fine, giving you a +8 Size Modifier to AC and Attack rolls, a +16 Size Modifier to Hide Checks, and a -16 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one sixteenth those of a Medium Size PC, you occupy a 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

Warcat Form (Prerequisite: Level 19+): You may now become a Gargantuan Cat in Kitty Form, mimicking giant cats.  You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  Your stats are modified as follows: +12 Str, +12 Con, and you gain a +12 Natural Armor Bonus.  You become Size Class Huge, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 15'.  You may remain in Warcat Form for (3 plus Charisma Modifier) rounds.

Feline Empathy (Ex):  At 1st level Cat Burglars gain the Wild Empathy ability.  This is identical to the Druid ability of the same name, except it may only be used on felines, does not take a -4 penalty if used on Felines who are not Magical Beasts, and you have a +4 Circumstance Bonus to the check.  

Cat Powah (Su): At 1st level the Cat Burglar gets his first taste of Kitty Magic in the form of an untyped Bonus equal to his Charisma Modifier.  Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his Natural Weapons in Kitty Form.

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

A Cat Always Lands on His Feet: You may use Feather Fall at Will.

A Cats Ego (Prerequisite: level 5): You do not take size penalties while in Kitty Form.

A Cats Prowess: You may substitute your Dex Modifier for all rolls in which you would normally use your Str Modifier.  

Bouncies: You may use Jump at will.

Cat Gravity (Prerequisites: Level 5): You may cast Cat Gravity 3/day.

Eat My Dander: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

HAHAHAHA!!(Prerequisite: Eat My Dander): You may use your Dander attack 3/day. It may be used in place of doing damage in a grapple check. The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

Hep Meeee! (Prerequisite: Level 5): You may cast Summon Swarm at will to summon a swarm of cats (use the stats for the Rat Swarm, without the Disease Bite).  Unlike normal Summon Swarm spells you may direct the cat swarm as you wish.

Hep Meee! II: The Sequel (Prerequisite: Level 11): You may cast Summon Monster VI 3/day, except you can only summon an Anarchic, Celestial, or Fiendish Dire Lion.  

Hey! Hey Over Here!!: You may cast Hypnotism at will by indulging in the normal catlike tomfoolery of chasing dingle balls, or being silly.

Hissing Fury: You may cast Cause Fear at will.  

Innocence: You gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger. If the spell can’t get through your spell resistance you show up as Neutral.

I Must Shred This Couch (Prerequisites: I Must Shred This Paper): You may cast Greater Magic Fang 3/day.

I Must Shred This Hyoomin (Prerequisites: I Must Shred This Couch): You may cast Superior Magic Fang 3/day.

I Must Shred This Paper: You may cast Magic Fang at will.

I Wuv U: You may cast Charm Person at will.

Kitty Wuvs Dwagon (Prerequisite: Level 8): You may cast Charm Monster 3/day.

Let Sleeping Kitties Lie: While asleep you are under the effects of a Sanctuary spell.

Lick Your Wounds: You may cast Cure Moderate Wounds or Remove Disease 5/day.  Note you get 5 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 5 times a day.

Missed Me!: You gain a Bonus to Armor Class equal to your Charisma Modifier.  The type of Bonus depends on what Kitty Form you are using.  It's a Sacred Bonus for Angel Kitties, and a Profane Bonus for Debbil Kitties and Black Cats.  Katgrrl's, Pink Panthers and Pixie Kitties get a Luck Bonus.  Catfolk, Cabbits, Non-Euclidean Kitties, and Dragon Kitties get an Insight Bonus.  Cat Faced Yetis increase their Natural AC Bonus.  Cheshire Cats, Ghost Kitties and Thundercats get a Deflection Bonus.  All other Kitty Forms get a Dodge Bonus.

Mommie's Little Heating Pad (Prerequisite: Foofy Kitty Form): Anyone within 10' of you while you're in Foofy Kitty Form gains the benefits of Foofy Kitty Form (i.e. the Endure Elements spell).

Paw at the Door: You may caste Open/Close and Instant Locksmith at will.

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

Pwease: You may cast Entice Gift (see Spell Compendium) at will.

Pwetty Pwease wif Sugar on Top (Prerequisite: Pwease): When using your Pwease ability, your opponent no longer immediately snaps out of it after handing you whatever object is in your hand.  Instead he gets another Willpower Save each round (DC is 10 plus 1/2 HD plus Charisma Modifier, with a cumulative -1 each round for each failed Save) to realize what he has done while you are scampering away.  Many Cat Burglars use this as a way of getting free food.

Schrodingers Kitty (Prerequisite: Level 8): You may cast Dimension Door 3/day.

Spookity Glowing Eyes of Dooom (Prerequisite: Level 5): You may cast Scare at will.

Spookitty Pounce (Prerequisites: Bouncies, Hey! Hey Over Here!!, and one of the following: Hissing Fury, or Spookity Glowing Eyes of Dooom):  When you perform a charge attack or Grapple Check in Kitty Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.
(Original concept by Dilvish of the BG boards)

Stubborn Kitty (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.

Super Scamper Powers: You may cast Expeditious Retreat at will.

Super Stubborn Kitty (Prerequisites: Stubborn Kitty): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.

Swift Paws: If your opponent is flat footed and you are in Kitty Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

The Power of Cute:  As a Standard Action you may make a Perform (Kitty) check to Daze all opponents within 10' for 1 round.  They get a Willpower Save to resist (DC is equal to your Perform check).

They were mean to me Daddy! :( (Prerequisite: Level 17): You may cast Summon Monster IX 1/day, but may only use it to summon a Leonal or 1d3 Anarchic, Celestial, or Fiendish Dire Tigers.

You Are My New Best Friend: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your dander attack). You don't know what his Save is, just that he has the lowest.

YOU MUST PET TEH KITTEH! (Prerequisite: I Wuv U): You may cast Suggestion 5/day.

Burglaring (Ex): Burglaring represents the Cat Burglars more mundane abilities learned in his career as a thief, con man, or all around scoundrel.  They can choose one ability from the following list at levels 3, 6, 9, 12, 15, and 18 if they meet the prerequisites:

Always Underfoot (Prerequisites: Improved Trip): People are so used to you being underfoot that you can trip them and make it look accidental while looking at them and meowing innocently.  Make a touch attack to trip an opponent of a Size Class 1-3 Size Classes larger than yourself.  If the touch attack is successful you immediately get a Trip Attack against your opponent using your Dex Modifier instead of your Strength Modifier (with a +4 Circumstance Bonus).  Unless your Opponent can Make an Opposed Sense Motive versus your Bluff Check, he assumes this wasn't on purpose (unless you do it more than once per encounter).

Uncanny Dodge: See PHB page 50.

Improved Uncanny Dodge (Prerequisite: Uncanny Dodge): See PHB page 50.

Evasion: See PHB page 50.

Improved Evasion (Prerequisite: Evasion): See PHB page 51.

Sneak Attack: See PHB page 50, can be taken multiple times.  You gain +1d6 Sneak Attack initially, and increase this by +1d6 Sneak Attack each time this option is taken.

Defensive Roll (Prerequisite: Level 12+): See PHB page 51.

Opportunist (Prerequisite: Level 12+): See PHB page 51.

Skill Mastery (Prerequisite: Level 12+): See PHB page 51.

Slippery Mind (Prerequisite: Level 12+): See pHB page 51.

Skill Bonus: You gain a +4 Competence Bonus to any one skill you possess ranks in.  This may be taken multiple times, but only once for each skill.

Trapfinding: See pHB page 50.


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

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

Black Cat Form (Prerequisite: Spell Focus: Necromancy): You are a very, very black cat.  All Necromancy spells you cast with the word 'Curse' in the title are +2 caster level. You may not use Black Cat Form with Angel Kitty Form.

Cabbit Form: Your enhanced ears give you Cabbit radar.  You effectively have Blindsight in a 30' radius as long as you aren't deafened.

Cheshire Cat Form (Prerequisite: Hide 8 ranks): You may use the spell Invisibility at will as a Supernatural ability.  

Cute Kitty Form (Prerequisite: Kitten Form, and either Diplomacy 6 ranks or Spell Focus: Enchantment):  All spells you cast with the Charm or Compulsion descriptor are at +1 caster level.  If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Cute Kitty Form in combination with Ghost Cat, Hairless Kitty, Mean, or Non-Euclidean Forms).

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

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

Exotic Bigger Cat Form (Prerequisite: Bigger Cat Form): You turn into rare and exotic (possibly extinct) big cats, such as spotted lions, or blue/black tigers, or albino jaguars.  While in Bigger Kitty Form you permanently have the benefits of a Sanctuary spell unless you attack someone.  They're more intent on capturing you as a rare animal to show off in their zoo than killing you.

Foofy Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to cold though, not heat.  You may not use Foofy Kitty and Hairless Kitty at the same time.

Ghost Cat Form (Prerequisite: Necromantic Presence): You appear as a ghostly cat wreathed in illusionary flames.  Any opponent you successfully strike in Kitty Form (even if it's just a touch attack) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.  You may not combine Ghost Cat and Cute Kitty Forms.

Hairless Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to heat though, not cold.  You may not use Foofy Kitty and Hairless Kitty at the same time.  You may not combine Hairless Kitty and Cute Kitty Forms.

Lnx Paws (Based on a Feat originally made by Chemus):  While in Kitty Form you take no movement penalties and have no risk of falling in snow or ice, even if it's magically created.

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

Non-Euclidean Kitty Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Kitty Form.  You may not use Non-Euclidean Kitty Form with Angel Kitty or Cute Kitty Forms.

Pink Panther Form (Prerequisite: Bigger Cat Form): While in Bigger Cat Form you are constantly followed by your own Jazz soundtrack.  Hide and Move Silently checks become impossible for you, but you automatically counter the effects of Bardic Music on your person, and gain Spell Resistance equal to 10 plus half your character level plus your Charisma modifier against any spell with the Sonic descriptor.

Sabre-Toothed Kitty Form (Prerequisite: Bigger Cat Form, Improved Natural Attack: Bite): While in Bigger Kitty Form, your Bite criticals on a 19-20 and does x3 damage on a successful critical.

Seacat Form: While in Kitty Form you may instead become a Seacat, with the back half of your body being a fishes tail.  You gain a Swim speed equal to your Land speed.  You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  You may use the Run Action while swimming in a straight line.  You gain the Aquatic Subtype, and are Amphibious as well.

Spidercat: While in Kitty Form you are permanently under the effects of a Spider Climb spell.  

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

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

Thundercat Form (Prerequisite: Level 6+): All your attacks in Kitty Form do +1d6 electrical damage, and you gain Energy Resistance 15 (Electricity).  You may also do 1d6 electricity damage with a touch attack.

Watchcat Form: While in Kitty Form you gain Dark Vision 60'.

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

Scamper Bonus (Ex): At 6th level on any round in which you do nothing but move you may double your base movement rate.

Sneaky Kitty (Su): At 12th level you permanently gain the benefits of the Pass Without Trace spell.

True Kitty:  At 20th level you become one with your inner cat, and now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals).  For purposes of effects that would be detrimental to Cats/Animals, you are still of your original race.  If knocked unconscious you no longer revert to your original form if you are in Kitty Form.  You also gain the Shapechanger Subtype.

PLAYING A CAT BURGLAR
 You are based on stealth and guile.  The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid.  Or other cats.  If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans.  When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat.  And weird old ladies will give you free munchies and cuddle you.  Lets not forget the weird old ladies y'all.
 Religion: Cat Burglars are partial to feline deities or to gods protecting thieves.  Many worship the Fluffy Pantheon.
 Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes.  Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars.  Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)...
 Combat:  You’re a snuggler, not a fighter.  Let other classes worry about combat.  There are options for fighting if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are infamous for multiclassing on a whim.  Usually because they wish to emphasize some ability cats are supposed to have (such as black cats ability to cause bad luck).  Most Prestige Classes they take will be specific to their class.

CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
 Cat Burglars are not well liked.  They tend to foil a lot of schemes.  They tend to scheme a lot themselves too.  But telling them apart from your regular beloved pet kitty is kinda difficult.  Some actually enjoy being a cat more than a person and spend much of their life in kitty form.  After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
 Daily Life:  If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies).  Or you may be a little kitten in the rich neighborhoods looking to be adopted.  Or you’ve already been adopted, and are living the high life while probing the houses defenses.  Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10).  A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo (http://www.youtube.com/watch?v=TwWYgQapkvo) ).  He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others.  Her race is uknown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA (http://www.youtube.com/watch?v=xmsV9R8FsDA) ).
 Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them.  Most are regional as the art has spread around the world, and Cat Burglars are as aloof and fey as the animals they portray.  Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are.  In some countries you can still be burned at the stake for being a practicing witch.  In others you will immediately be assumed to be a spy or thief.  It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
 Cat Burglars will likely supersede Rogues as the best infiltrator class.  Their somewhat magical abilities make them different enough that the two should be able to co exist though.  Rogues are usually better fighters if it's any consolation to them.
 Adaptation: This is ….a difficult class to adapt to a campaign.  It’s meant purely for humorous campaigns, and as such will not fit in elsewhere.  Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
 Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets.  Or they might occasionally fall victim to theft or manipulation by them.  If the Cat Burglars do it right the PC’s may never even realize they were there.



Epic Cat Burglar

You are among the worlds most famous cats.  Shrines are devoted to your magnificence.  Well in your mind maybe..

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Kitty Form: The Epic Cat Burglar gets a new Kitty Form ability beginning at level 21 (and every x levels thereafter), and may now choose from the Epic Kitty Forms listed below.

Kitty Magic: The Epic Cat Burglar gets a new Kitty Magic ability beginning at level 22 (and every x levels thereafter), and may now choose from the Epic Kitty Magic listed below.

Burglaring: The Epic Cat Burglar gets a new Burglaring ability beginning at level 23 (and every x levels thereafter), and may now choose from the Epic Burglaring abilities listed below.

Bonus Feats: The Epic Cat Burglar gains a Bonus Feat every 5 levels higher than 20th


Epic Kitty Forms

Catzilla Form:

Nekomata Form:

Epic Kitty Magic

Epic Burglaring
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 11, 2009, 02:23:02 PM
Minor update up.  Im expanding the Burglaring options, and rolling Evasion/Uncanny Dodge into them.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 12, 2009, 02:40:22 PM
Got the initial list of Kitty Forms up.  Lemme know if theres more you'd like to see.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on November 13, 2009, 02:43:38 AM
Another remake! :o
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 14, 2009, 02:58:08 PM
Another remake! :o

People didnt seem quite comfortable with the 1st one, so here I go again.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on November 14, 2009, 10:33:05 PM
Another remake! :o

People didnt seem quite comfortable with the 1st one, so here I go again.
I still say the first version is the best, since that's the one all the PRC's use.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 15, 2009, 01:23:10 AM
Well I was gonna redo the PrC's for the second one but it didnt seem well received.  If this one is, there shal be adaptations for it.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 15, 2009, 02:00:20 PM
Mah helper Debbie is on vacation, so the .pdf will be updated when she gets back.

FOr now I have revised the newer class, and it now has the full basic Kitty FOrm and True Kitty abilities.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 21, 2009, 02:48:51 PM
Updated some of the Kitty Forms and such.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 22, 2009, 10:32:21 AM
Those of you peeking i nmy sig will now notice version 2 of the cat burglar .pdf
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Chemus on November 22, 2009, 10:42:53 AM
As Hitler said, "Heilige schiesse Fledermaus-mann!" that's 287 pages!!1!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Agita on November 22, 2009, 01:17:38 PM
As Hitler said, "Heilige schiesse Fledermaus-mann!" that's 287 pages!!1!
That would be "Heilige Scheiße, Batman". No, Batman is not translated in German. ;)
But yeah, seconded.

EDIT: I don't see any total amount of chares on Force Cannon. The fact that Orb of Force and Force beam use charges implies there should be some.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 22, 2009, 03:05:07 PM
As Hitler said, "Heilige schiesse Fledermaus-mann!" that's 287 pages!!1!

Yeah the fancy stuff sorta kinda made it longerish...

And here I was worried I was being too minimalist with the fluff...
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Risada on November 22, 2009, 03:46:14 PM
Finally I managed to get a good read of your work bhu...

Two words: Awesome Stuff  :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 23, 2009, 02:31:26 PM
Finally I managed to get a good read of your work bhu...

Two words: Awesome Stuff  :D

Thanks Risada.  I try my best!
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 24, 2009, 02:28:02 PM
added a bunch of the kitty magic abilities, and finished most of the kitty forms
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 26, 2009, 12:35:48 PM
Got most of the Kitty Form Enhancements up
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: InnaBinder on November 26, 2009, 02:35:51 PM
I keep looking for Velcro....  :smirk
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 27, 2009, 12:42:24 PM
Okay all of the current class abilities are up cept Cat Gravity.  Once I get it worked out and the Epic stuff we can see if there are any more options ive missed, and then I can get to work on teh next bit.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: Radmelon on November 28, 2009, 03:52:36 AM
I just read the cat burgler release 3.0. I am surprised to say that I like it! I think that condensing most of the prcs into base class abilities makes it lose a bit of the flavour, but rule of cool overturns that.  :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 28, 2009, 08:35:17 AM
The PrC's will be getting revised as well :D
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on November 28, 2009, 04:31:13 PM
All the abilities are done cept for Cat Gravity (I need to do the spell for it), and the Epic stuff.  I'd like to have a few more Burglaring abilities to if I can.
Title: Re: Uncle Kitties Handbook O' Kittehs
Post by: bhu on December 03, 2009, 03:04:44 PM
And now to begin working on the Feats a bit whilst I finish up the base class. Cause I need to decide if some are remaining Feats or becoming Kitty Abilities. (Ive only got time to paste me in right now, Ill be revising the text tomorrow i hope).

Work in progress:


Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'. Prerequisites: Softee Paw Kung Fu
Benefits:  You may use your Charisma modifier instead of your Wisdom modifier for the Chaos Monk's AC Bonus and instead of his Str modifier for Damage rolls.

For those who don't have the Dragon Magazine with the Chaos Monk, I am working on revising it for 3.5 here: http://brilliantgameologists.com/boards/index.php?topic=3372.0 (http://brilliantgameologists.com/boards/index.php?topic=3372.0)  Be warned some parts of it could be nsfw.

Alley Cat
Your brother Rogues have taught you where to bite so it hurts the most…….
Prerequisites: Trap Sense, Kitty Form
Benefits: Your Rogue and Cat Burglar levels stack for purposes of determining how many Kitty Magic abilities you get. Your Rogue and Cat Burglar levels also stack for purposes of determining your Sneak Attack dice.

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

Bad Cattitude
Of course his efforts have failed. He's a Paladin, I'm a kitty. It was foreordained.
Prerequisites: Cat Burglar Level 12, Cattitude
Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once. You only get one reroll attempt per save.

Black Cat
You have studied hard to gain the Black Cat’s mythical ability of bad Luck. Prerequisites: Hexblade’s Curse, Kitty Form.
Benefits: Your Hexblade and Cat Burglar levels stack for purposes of determining how many Kitty Magic abilities you get. Your Hexblade and Cat Burglar levels also stack for purposes of determining the Save DC or your Hexblade’s Curse ability and the number of times per day it may be used.

Cattitude
I reject your reality, and substitute my own!
Prerequisites: Cat Burglar Level 6
Benefits: Once per day you may reroll one Saving Throw in Kitty Form.

Cheetah's Rage
You run with the fury of the wind. Or some crap like that. Prerequisites: Rage, Kitty Form.
Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Daring Fuzzball
You protect the innocent. Especially if the innocent are hawt and like the kittehs.
Prerequisites: Grace +1, Kitty Form.
Benefits: Your Swashbuckler and Cat Burglar levels stack for determining how many Kitty Magic abilities you get. Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.

I Got Looks and Brains  
"No I don't have evil alien mind control powers.  And I didn't just talk either."
Prerequisites: Kitty Form, Able to manifest second level powers Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining how many Burglaring Abilities you get. Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total Manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
Prerequisites: Bardic Music, Kitty Form.
Benefits: Your Bard and Cat Burglar levels stack for determining how many Kitty Form Enhancements you get. Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.


Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form. Prerequisites: Kitty Form
Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components. You also gain a +2 Circumstance Bonus on Intimidate checks the first time you met someone and use this ability.

Lazor Kitteh
"Watch me shoot that skwirl."
Prerequisites: Eldritch Blast, Kitty Form
Benefits: Your Warlock and Cat Burglar levels stack for determining how many Burglaring abilities you get. Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast. You may use Incantations while in K