Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 145760 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #320 on: January 19, 2010, 10:32:33 AM »
Revised Kitty Domains and the list of Gawds are up.  I was gonna wait for input on the domains before deciding on typical worshipers and continuing on.  My apologies for the goofed up table, it worked fine at GitP.  It'll be fixed soon as I figure it out.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #321 on: January 19, 2010, 11:03:36 AM »
Hmm, I'd thought Ceiling Cat and Basement Cat to have been on the pantheon...
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #322 on: January 19, 2010, 11:47:13 AM »
Hmm, I'd thought Ceiling Cat and Basement Cat to have been on the pantheon...

They are  :D

The names has been changed for copyright purrposes :D

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #323 on: January 21, 2010, 01:39:37 PM »
Minor edits to epic spells, and Kilkenny Cats.  Still working on that darn table...

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #324 on: January 22, 2010, 04:46:02 AM »
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.
The immediately qualify bit bypasses all other prerequisites if kitty form is on the list. All other prerequisites. Epic class levels at level 2.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #325 on: January 23, 2010, 11:44:28 AM »
It will be getting fixed shortly

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #326 on: January 28, 2010, 12:22:38 PM »
Updated the Kilkenny Cats.  Any thoughts on hat their regeneration shouldnt work against?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #327 on: February 02, 2010, 01:25:41 PM »
Killkenny cats updated.  Still trying to get them to CR 20.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #328 on: February 04, 2010, 01:04:47 PM »
whilst I hash out the Kilkennies:

MAWM
Greater God
Symbol: A kindly cats face
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Good
Portfolio: Motherhood, protection, wisdom. family, community, healing
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows
Cleric Alignments: CG, CN, NG
Domains: Community, Family, Good, Healing, Truth
Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Sap (Mawm tries not to be too hurty).

Mawm appears as an elderly female cat of various kinds with a kind and motherly expression on her face.  Many a doomed soul on his last thread has met Mawm in the form of a cat that just coincidentally happens to show him the means of his salvation by 'accidentally' revealing food or shelter or some other necessity.  She is the mother of Goober, Housecat, Outside Cat, The Bad Kitteh in Da Night, and The Great Kitteh in Da Sky.  She spends much time looking after Goober and Itty Bitty.

Dogma
Mawm encourages her worshipers to get along, not fight, be good, etc.  Basically the things your mother would normally do except she has more leeway in dealing with your foolishness if you back talk or get out of hand.  Harming other (especially cats) is a no-no, and she expects her clergy to put a stop to it if they can, or find someone else capable of doing so.  Priests are told only to fight in defense of themselves or another.

Clergy and Temples
Temples to Mawm are always found in homes, as each individual worshiper has their own shrine to her (usually a small place hidden from the foolish humanoids who think they own the house, bigger in the case of official clergy).  Among the Catfolk and Cat Burglars this does not change, except being as she's the Goddess of healing boo boo's they often have shrines at the Guild headquarters as well. 

MAWM
Cleric 20, Specialist Wizard (Abjuration) 20
Tiny Outsider (Chaotic, Good)
Divine Rank: 20
Hit Dice:             20d8+140 plus 20d8+140 plus 20d4+140 (820 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          86 (+2 Size, +7 Dex, +33 Natural, +20 Divine, +14 Deflection), touch 53, flat-footed 79
Base Attack/Grapple:  +45/+64
Attack:               Claw +73 melee (1d3+27) or spell +73 ranged/melee touch
Full Attack:          2 Claws +73 melee (1d3+27) and 1 Bite +68 melee (1d2+23) or spell +73 ranged/melee touch
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 17/day
Special Qualities:   Divine Immunities, DR 30/Epic, Fire Resistance 25, Spell Resistance 52, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 44),
Saves:                Fort +57, Ref +51, Will +70
Abilities:            Str 24, Dex 24, Con 24, Int 37, Wis 38, Cha 38
Skills:          Concentration +95, Craft (Cooking, Sewing, Soapmaking) +94, Diplomacy +107, Gather Information +59, Heal +103, Hide +43, Intimidate +57, Knowledge (Arcana, History, Religion, The Planes) +102, Knowledge (Local, Nature) +79, Listen +57, Move Silently +43, Profession (Baker, Cook, Seamstress) +95, Search +56, Sense Motive +77, Spellcraft +107, Spot +57
Feats:                21, Extend Spell (B), Quicken Spell (B), Scribe Scroll (B), Silent Spell(B), Still Spell (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Area Divine Shield, Avatar, Clearsight, Divine Inspiration, Divine Shield, Extra Domains (Healing, Truth), Extra Sense Enhancement (Hearing, Scent), Gift of Life, Increased Spell Resistance, Know Secrets, Lay Quest, Life and Death, Mass Life and Death, Power of Truth, Spontaneous Wizard Spells
Domain Powers: Calm Emotions 1/day, Dodge Bonus 1/day, Divination and Good and Healing spells are cast at +1 Caster level,
Spell-Like Abilities: Mawm can cast the following spells at will as Spell-Like abilities:  Aid, Blade Barrier, Bless, Cure Critical/Light/Mass Critical/Mass Light/Moderate/Serious Wounds, Detect Thoughts, Discern Lies, Discern Location, Dispel Evil, Force Shapechange, Heal, Helping Hand, Heroes' Feast, Holy Aura, Holy Smite, Holy Aura, Illusion Purge, Imbue with Spell Ability, Magic Circle Against Evil, Mass Heal, Mass True Seeing, Mordenkainen's Magnificent Mansion, Prayer, Prismatic Sphere, Protection from Evil, Protection from Spells, Rary's Telepathic Bond, Refuge, Regenerate, Shield Other, Status, Summon Monster IX (Good only), Tongues, True Seeing, Zone of Truth.  Caster Level is 30.  Save DC is 44 plus the spell level.
Cleric Spells Per Day: 6/9/9/8/8/8/7/6/6/6; Base Save is 24 plus Spell Level
Wizard Spells Per Day: 4/8/7/7/7/7/6/6/6/6; Base Save is 23 plus Spell Level
Possessions:
Create Magic Items: Mawm can create any magic item dealing with healing, protection, or revealing the truth.


Other Divine Powers
As a Greater deity, Mawm automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and Saves).  She is immortal.
Senses: Mawm can see, hear, touch, and smell at a distance of 20 miles.  As a Standard Action she can perceive anything within 20 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour.  She can extend her senses to up to 20 locations at once.  She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: Mawm sense any act involving motherhood, family, community, or healing up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens. 
Automatic Actions: Mawm can use any Charisma based Skill as a Free Action if the DC for the task is 30 or lower.  She can perform up to 20 Free Actions each round.
« Last Edit: April 09, 2010, 04:28:40 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #329 on: February 08, 2010, 12:16:53 PM »
Mawm and Kilkennies updated

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #330 on: February 10, 2010, 12:58:46 PM »
Got mawm's skills class abilities and some random errata up.

Think the Kilkennies need anything else power wise?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #331 on: February 16, 2010, 01:52:20 PM »
mawm and the Killkennies are done, I star The Great Kitteh in Da Sky tomorrow.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #332 on: February 19, 2010, 06:03:40 PM »
Saw this and thought it might interest/inspire/amuse you. :D

[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #333 on: February 21, 2010, 12:32:46 PM »
I shall use it when I revise the Sith Kitties :D

The Great Kitteh in Da Sky aka Ceiling Cat
Greater God
Symbol: A stylized Cat's Face staring down from the sky
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Good
Portfolio: Good, the sky, watchfulness.
Worshipers: Good aligned Cats, Cat Burglars, some Catfolk, the Mows
Cleric Alignments: CG, CN, NG
Domains: Celestial, Glory, Good, Nobility, Oracle, Sky
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Spear.

The Great Kitteh in Da Sky (also known as Ceiling Cat) appears to be a male, domestic short haired tabby with an inquisitive nature.  He is the representative of all that is good in Catkind, and Mawm's favored son.  He also had the unfortunate job of throwing out his brother The Bad Kitteh in Da Night (and his brothers kids) when they started becoming mean kitties.  He didn't think Mawm should be made to do it.  

Dogma
The Great Kitteh in Da Sky demands his clergy be inquisitive and keep tabs on whats going on around them all the time, preferably from a nice high spot if they can.  Lurking about in hiding is how his brothers clan operates.  They are also to help the troubled, and reveal the secrets of corrupt and evil beings everywhere.

Clergy and Temples
Temples to The Great Kitteh in Da Sky are found at the highest point of houses among his furry worshipers.  Humanoids build theirs on mountains or hills overlooking towns and such.  

The Great Kitteh in Da Sky
Cleric 20, Wizard (Diviner) 20
Tiny Outsider (Chaotic, Good)
Divine Rank: 20
Hit Dice:             20d8+180 plus 20d8+180 plus 20d4+180 (940 hp)
Initiative:           +18
Speed:                80 ft. (16 squares)
Armor Class:          88 (+2 Size, +10 Dex, +33 Natural, +20 Divine, +13 Deflection), touch 55, flat-footed 78
Base Attack/Grapple:  +45/+76
Attack:               Claw +66 melee (1d3+29) or spell +67 ranged/melee touch
Full Attack:         2 Claws +66 melee (1d3+29) and 1 Bite +61 melee (1d2+24) or spell +67 ranged/melee touch
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 16/day
Special Qualities:   Divine Immunities, DR 30/Epic, Fire Resistance 25, Spell Resistance 52, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 43),
Saves:                Fort +59, Ref +54, Will +69
Abilities:            Str 28, Dex 30, Con 28, Int 36, Wis 37, Cha 36
Skills:          Concentration +78, Craft (Carpentry, any 2) +82, Diplomacy +86, Gather Information +58, Heal +46, Hide +53, Intimidate +56, Knowledge (Arcana, History, Religion, The Planes) +82, Knowledge (Geography, Local, Nobility) +69, Listen +56, Move Silently +53, Profession (Voyeur) +82, Search +56, Sense Motive +56, Spellcraft +63, Spot +69
Feats:              Combat Reflexes, Consecrate Spell, Danger Sense, Empower Spell, Greater Spell Penetration, Heighten Spell, Improved Initiative, Improved Precise Shot, Maximize Spell, Persistent Spell, Point Blank Shot, Precise Shot, Silent Spell, Spell Focus (Good), Spell Mastery, Spell Penetration, Still Spell, Superior Initiative, Transdimensional Spell, Vatic Gaze, Enlarge Spell (B), Extend Spell (B), Quicken Spell (B), Scribe Scroll (B), Widen Spell (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities:  Alter Reality, Alter Size, Annihilating Strike, Arcane Mastery, Automatic Metamagic, Battlesense, Clearsight, Divine Blast, Divine Dodge, Divine Inspiration, Divine Spellcasting, Divine Storm, Extra Domains (Good, Nobility, Sky), Extra Sense Enhancement (Can see in Magical Darkness, Can see through 200' of any physical substance or 2000' of gaseous substances), Know Secrets, Power of Truth, Spontaneous Wizard Spells
Domain Powers: Smite Evil 1/day, Turn Undead is +2 on check and +1d6 damage, Good spells cast at +1 caster level, +2 Morale Bonus 1/day, Divination spell are at +2 Caster Level
Spell-Like Abilities: The Great Kitteh in Da Sky can cast the following spells at will as Spell-Like abilities:   Aerial Alacrity, Aid, Augury, Blade Barrier, Blessed Sight, Bless Weapon, Bolt of Glory, Call Faithful Servants, Commune, Consecrate, Control Winds, Crown of Glory, Demand, Discern Lies, Discern Location, Dispel Evil, Disrupt Undead, Divination, Divine Favor, Enduring Flight, Enthrall, Foresight, Gate, Geas/Quest, Greater Command, Greater Scrying, Heavenly Lightning, Heavenly Lightning Storm, Holy Aura, Holy Smite, Holy Sword, Holy Word, Identify, Legend Lore, Lesser Planar Ally, Magic Circle Against Evil, Magic Vestment, Master of the Sky, Protection from Evil, Raptor's Sight, Repulsion, Reverse Gravity, Scrying, Searing Light, Storm of Vengeance, Summon Devoted Roc, Summon Dire Hawk, Summon Monster IX (Good Only), Sunbeam, Vision of Heaven, Wind Wall.  Save DC is 43 plus the spell level.  Caster Level is 30
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base Save is 23 plus Spell Level
Wizard Spells Per Day: 4/8/7/7/7/7/6/6/6/6; Base Save is 23 plus Spell Level
Possessions:
Create Magic Items: The Great Kitteh in Da Sky can create any magic item dealing with his portfolio.


Other Divine Powers
As a Greater deity, The Great Kitteh in Da Sky automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and Saves).  He is immortal.
Senses: The Great Kitteh in Da Sky can see, hear, touch, and smell at a distance of 20 miles.  As a Standard Action he can perceive anything within 20 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend her senses to up to 20 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: The Great Kitteh in Da Sky sense any act involving Good, the sky, or watchfulness up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.  
Automatic Actions: The Great Kitteh in Da Sky can use any Wisdom based Skill as a Free Action if the DC for the task is 30 or lower.  He can perform up to 20 Free Actions each round.
« Last Edit: May 28, 2010, 04:51:30 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #334 on: February 21, 2010, 11:03:43 PM »
I don't have the relevant book (:nonono) but are all gods cleric 20/specialist wizard 20's? because from what i've seen, i need that book, for I have a LOT of ideas for gods.  :evillaugh

Agita

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #335 on: February 21, 2010, 11:06:02 PM »
I don't have the relevant book (:nonono) but are all gods cleric 20/specialist wizard 20's? because from what i've seen, i need that book, for I have a LOT of ideas for gods.  :evillaugh
Most gods in Deities and Demigods follow the pattern of 20 Outsider HD, followed by 40 class levels, usually in a 20/20 or 20/10/10 spread. It is a sad campaign world in which the very gods are incapable of CO. :nonono Sure, Wizard 20/Cleric 20 is appropiate godlike power, but then you have gems like Druid 10/Fighter 20/shitty class 10...
« Last Edit: February 21, 2010, 11:08:01 PM by Agita »
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Re: Uncle Kitties Handbook O' Kittehs
« Reply #336 on: February 23, 2010, 03:04:32 AM »
I don't have the relevant book (:nonono) but are all gods cleric 20/specialist wizard 20's? because from what i've seen, i need that book, for I have a LOT of ideas for gods.  :evillaugh
Most gods in Deities and Demigods follow the pattern of 20 Outsider HD, followed by 40 class levels, usually in a 20/20 or 20/10/10 spread. It is a sad campaign world in which the very gods are incapable of CO. :nonono Sure, Wizard 20/Cleric 20 is appropiate godlike power, but then you have gems like Druid 10/Fighter 20/shitty class 10...
kthxbai

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #337 on: February 23, 2010, 01:26:56 PM »
Should I switch out one of Ceiling Cats Domains for Divination?

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #338 on: February 24, 2010, 02:57:11 AM »
Should I switch out one of Ceiling Cats Domains for Divination?
Meh. Where are celestial and sky from?

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #339 on: February 25, 2010, 01:11:53 PM »
Celestial is from BoED, and Sky is from Races of the Wild