Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 145063 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #340 on: February 26, 2010, 01:14:52 PM »
nevermind apparently there is no Divination Domain, or at least I cant find it again

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #341 on: February 26, 2010, 01:18:31 PM »
nevermind apparently there is no Divination Domain, or at least I cant find it again
There is a Divination domain in OA, IIRC. It was reprinted in Complete Divine under the name Oracle, but the granted powers and spells are essentially the same.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #342 on: February 28, 2010, 01:56:50 PM »
Okay I have the Oracle Domain up and Ceiling Cat is almost done cept the fluff.  Now I just need to decide on an additional domain for Basement Cat.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #343 on: February 28, 2010, 02:05:13 PM »
How about Dragon Kitteh Below (ECS)?
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #344 on: February 28, 2010, 09:42:09 PM »
I likes it. It fits.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #345 on: March 03, 2010, 01:49:11 PM »
The Bad Kitteh in Da Night aka Basement Cat
Greater God
Symbol: White cat's eyes straing from the darkness
Home Plane: The Bad Godrealm (will differ in your campaign)
Alignment: Chaotic Evil
Portfolio: Darkness, Evil, basements
Worshipers: Evil aligned Cats, Cat Burglars, some Catfolk, the Mows
Cleric Alignments: CE, CN, NE
Domains: Darkness, Domination, Evil, Kitty (Dragon) Below, Shadow, Wrath
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Scourge.

The Bad Kitteh in Da Night (also known as Basement Cat) is a pitch black fuzzy cat with glowing unholy white eyes.  He is the brother of The Great Kitteh in Da Sky, and the father of Blue Eyes and the Mean Kitteh.  He lives to cause problems for his brother and embarrasses his family on a regular basis.

Dogma
The Bad Kitteh in Da Night requires his clergy to do bad things, just for the sake of being Evil.  He also prefers to use them as spies, insisting they lurk in the dark places of the world where his brothers minions won't go.

Clergy and Temples
Temples to The Bad Kitteh in Da Night are found at the lowest point of houses among his furry worshipers (usually the basement).  Humanoids build theirs in basements and cellars (or caves if nothing else is available).

The Bad Kitteh in Da Night
Rogue 20, Assassin 10, Shadowdancer 10
Tiny Outsider (Chaotic, Evil)
Divine Rank: 20
Hit Dice:             20d8+160 plus 20d6+160 plus 10d6+80 plus 10d8+80 (900 hp)
Initiative:           +18
Speed:                80 ft. (16 squares)
Armor Class:          89 (+2 Size, +10 Dex, +33 Natural, +20 Divine, +14 Deflection), touch 56, flat-footed 7
Base Attack/Grapple:  +49/+78
Attack:               Claw +71 melee (1d3+27) or spell +71 melee/ranged touch
Full Attack:         2 Claws +71 melee (1d3+27) and 1 Bite +65 melee (1d2+23) or spell +71 melee/ranged touch
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +15d6 Sneak Attack, Crippling Strike, Opportunist, Death Attack (DC 34), Poison Use, Shadow Illusion, Summon Shadow
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), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Trapfinding, Defensive Roll, Improved Evasion, Hide in Plain Sight, Shadow Jump 160', Darkvision, Slippery Mind
Saves:                Fort +52, Ref +68, Will +58
Abilities:            Str 24, Dex 30, Con 27, Int 38, Wis 38, Cha 38
Skills:         Balance +77, Bluff +126, Climb +66, Diplomacy +131, Disable Device +103, Disguise +88, Escape Artist +99, Gather Information +84, Hide +136, Intimidate +107, Knowledge (Local) +80, Knowledge (Arcana, Dungeoneering) +57, Listen +103, Move Silently +136, Open Lock +90, Perform (Dance) +57, Search +80, Sense Motive +80, Sleight of Hand +121, Spot +103, Tumble +136, Use Magic Device +80
Feats:              Blind-Fight, Combat Expertise, Combat Reflexes, Cunning Evasion, Deft Opportunist, Deft Strike, Dodge, Elusive Target, Fade into Violence, Improved Combat Reflexes, Improved Death Attack, Improved Diversion, Improved Feint, Improved Initiative, Improved Trip, Mobility, Savvy Rogue, Superior Initiative, Telling Blow, Tumbling Feint, Weapon Finesse, Augment Summoning (B), Blind-Fight (B), Spell Focus Enchantment (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, Call Creatures (evil feline outsiders), Control Creatures (evil feline outsiders), Divine Rogue, Divine Sneak Attack, Extra Domains (Kitty (Dragon) Below, Shadow, Wrath), Frightful Presence, Hand of Death, Instant Move, Know Death, Know Secrets, Lay Curse, Life and Death, Mass Life and Death, Possess Mortal, Undead Mastery, Wave of Chaos
Domain Powers: Evil spells are cast at +1 Caster Level, Free attack of opportunity 1/day
Spell-Like Abilities: The Bad Kitteh in Da Night can cast the following spells at will as Spell-Like abilities:  Affliction, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Command, Create Undead, Darkbolt, Darkness, Death Knell, Deeper Darkness, Desecrate, Dispel Good, Dominate Person, Doom, Energize Potion, Enthrall, Gate, Geas/Quest, Greater Command, Greater Planar Ally, Greater Shadow Conjuration, Greater Shadow Evocation, Last Judgement, Lesser Planar Ally, Magic Circle Against Good, Mass Suggestion, Monstrous Thrall, Nightmare, Obscuring Mist, Planar Ally, Power Word Blind, Power Word Kill, Protection from Good, Prying Eyes, Radiant Shield, Righteous Might, Righteous Smite, Shades, Shadow Conjuration, Shadow Evocation, Shadow Walk, Slay Living, Storm of Vengeance, Suggestion, Summon Monster IX (evil only), True Dominate, Unholy Aura, Unholy Blight, Vengeance Halo.  Save DC is 44 plus the spell level.  Caster Level is 30
Assassin Spells Per Day: 8/8/7/7; Base Save is 24 plus Spell Level
Assassin Spells Known: 0:
1st: Disguise Self, Insightful Feint, Obscuring Mist, Sleep
2nd: Fell the Greatest Foe, Invisibility, Pass Without Trace, Veil of Shadow
3rd: Deeper Darkness, Fangs of the Vampire King, Misdirection, Nondetection
4th: Heart Ripper, Greater Invisibility, Shadow Form, Shadow Phase
Possessions:
Create Magic Items: The Bad Kitteh in Da Night can create any magic item dealing with his portfolio.


Other Divine Powers
As a Greater deity, The Bad Kitteh in Da Night automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and Saves).  He is immortal.
Senses: The Bad Kitteh in Da Night 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 Bad Kitteh in Da Night sense any act involving his portfolio up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.  
Automatic Actions: The Bad Kitteh in Da Night can use Intimidate 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, 04:52:48 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #346 on: March 08, 2010, 03:42:37 AM »
Bad Kitteh updated

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #347 on: March 08, 2010, 03:57:20 AM »
The level of awesomeness being displayed here reinforces my desire/need to get deities & demigods. Seriously. Awesome.  :)

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #348 on: March 09, 2010, 06:49:25 PM »
Quote
Portfolio: Darkness, Evil, basements
...
Create Magic Items: The Bad Kitteh in Da Night can create any magic item dealing with his portfolio

The first thing that strikes me with this is an infinite source of "whatever of genesis" that could be used to start the most successful building firm ever "Excuse me sir, I would like to order that 1000 acre compartment beneath my house you advertised about. Yes it is in the suburbs and there is no rock beneath it, what would the price be? My soul you say... well I do not use it anyway, when can you come? You've already built it? So I'll send the soul... you've already taken it? My you are efficient, I simply must recommend you to all my friends."

His reign would be complete within a years

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #349 on: March 10, 2010, 03:04:06 AM »
I gotta say it: Doing divine skill monkeys is a bitch

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #350 on: March 11, 2010, 01:11:51 AM »
I gotta say it: Doing divine skill monkeys is a bitch
That's a lotta math. I feel your pain.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #351 on: March 11, 2010, 02:29:11 AM »
I had this posted at Wizards:

[spoiler]
Quote
- It looks like Fear Stacking using Ghost Cat Form is one option to head down, what with Pouncies! and catgirl form (TWF). It's a shame that it's shut down entirely by mindless beasts and creatures otherwise immune to fear, which just gets even worse if Mind Blank is thrown around too much.

Maybe have a new buyable ability to allow Ghost Cat Form to work against otherwise immune targets, albeit at a penalty? And maybe make the default Ghost Cat Form only be allowed to work once per creature per round?

- The other incredibly obvious choice is The Power of Cute. Since it keys off of a skill check, you can crank the DC up to silly heights and get near-guaranteed stun lock against one foe or clusters of closely-bundled characters. That said, if you're basically exchanging your turn to stop the enemy's turn(s), you probably want to either get more than 1 target or be really good at stunning one target. I dunno, change the DC to the standard formula (10 + 1/2 hd + Cha mod) and maybe increase the effect area to compensate?

- Incidentally, can I get a bonus to Perform (Kitty) if I use a keyboard?

- Is the catfolk form capable of using regular humanoid equipment? If it can, why is the catgirl form held back for several levels, then? They otherwise seem fairly similar.

- The first level of the class is pretty bad for the character types you'd expect to take the class. Y'know, high Dex/Cha, lowish Str. You don't get anything that uses Dex or Cha; not only that but your BAB is too low to qualify for Weapon Finesse (not that you would want to take it, considering that A Cat's Prowess is one level away). You basically get a noncombat form for your first level, and that's it.

Perhaps it would be best to just throw in another Burglaring slot at first level and maybe bump the hd to d8. That would at least give the Burglar some more utility either in or out of battle. Well, short of giving it a true Sneak Attack progression (which I guess not every cat would desire) and Trapfinding for free.

- Spookity Pounce doesn't have any info on what it actually does (at least, not anymore).

- While the Rogue sets may have restricted Skill Mastery, Defensive Roll, and the rest to characters of a certain minimum level, I don't think that any of these abilities are so strong as to require such a high level requirement.

- ...A lot of these abilities just seem so weak as to only exist as references. I think some of these abilities (Foofy Kitty and Mommy's Little Heating Pad, I Wuv U and Kitty Wuvs Dwagon) could stand to be merged together, while others might need tweaking (maybe give Foofy Kitty some fire resistance). Of course the restricted Spell Resistance abilities are just plain bad.

- It would be nice if Pixie Kitty form was made available to creatures with the Fey type, such as the Savage Progressions Feytouched.

- Cat Burglars get a bonus feat at 20th level, but there's no clue on what feats are available, or whether you meant to put down Kitty Magic again.

- Why does Feline Empathy come so late? It's a weaker version of the Druid ability in most cases.



I dunno what to think of the class as a whole, really. It's definitely worse than the original at very low levels, but I'm still thinking of ability combinations...
[/spoiler]

I kind of agree with much of it.  Anyone have soem thoughts?

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #352 on: March 11, 2010, 06:53:11 AM »
Not really, but I just really looked at the cat burglar v3 for the first time. I like how you've combined the old PRCs and the feats, and even added some new stuff.  :birthday :cloud9

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #353 on: March 12, 2010, 10:38:50 PM »
Bad Kitteh done, Cat Burglar 3.0 has been edited slightly


Outside Cat
Intermediate God
Symbol: Tortoise shell cat walking down a city road
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Good
Portfolio: The poor and homeless, cities, beggars
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually urban and poor)
Cleric Alignments: CG, CN, NG
Domains: Begging, City, Good, Sneaky Sneakies
Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Dagger.

Outside Cat is the sister of The Bad Kitteh in Da Night and The Great Kitteh in Da Sky.  Unlike Housecat she didn't like the idea of living a pampered home life and struck out on her own.  While she remains somewhat neutral in inter-god politics, she is devoted to helping the poor and unfortunate.  Outside Cat appears as a female tortoise-shell alley cat.

Dogma
Outside Cat demands her clergy help the poor and needy, and use stealth and guile to undermine the efforts of the evil (particularly the rich evil).  They aren't expected to use violence unless they have no choice, focusing their efforts on food, clothing, shelter, and hiding those who need it.

Clergy and Temples
Temples to Outside Cat are always temporary shrines built outside of buildings and in rural areas.  They're made to be erected and packed back up quickly in order to avoid detection.

Outside Cat
Rogue 20, Vigilante 10, Bard 10
Tiny Outsider (Chaotic)
Divine Rank: 15
Hit Dice:             20d8+200 plus 20d6+200 plus 10d8+100 plus 10d8+ 100 (1040 hp)
Initiative:           +17 (always goes first)
Speed:                80 ft. (16 squares)
Armor Class:          78 (+2 Size, +13 Dex, +28 Natural, +15 Divine, +10 Deflection), touch 50, flat-footed 65
Base Attack/Grapple:  +49/+63
Attack:               Claw +79 melee (1d3+22) or spell +79 melee/ranged touch
Full Attack:         2 Claws +79 melee (1d3+22) and 1 Bite +74 melee (1d2+18) or spell +79 melee/ranged touch
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Smite the Guilty 3/day, Dimensional Anchor 1/day, Sneak Attack +13d6, Bardic Music 10/day
Special Qualities:   Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, 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 (1500', DC 35), Detect Evil at will, Quick Search, Speak w/Dead 1/day, Quick Hide, Mettle, Trap Sense +6, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Improved Evasion, Defensive Roll, Crippling Strike, Slippery Mind, Bardic Knowledge,
Saves:                Fort +49, Ref +66, Will +57
Abilities:            Str 24, Dex 36, Con 30, Int 34, Wis 36, Cha 30
Skills:         Balance +74, Bluff +71, Climb +62, Concentration +51, Diplomacy +91, Disable Device +87, Escape Artist +94, Forgery +70, Gather Information +108, Hide +107, Intimidate +72, Knowledge (Local) +77, Knowledge (Arcane, Religion, Nobility) +60, Listen +71, Move Silently +107, Open Lock +98, Perform (Sing) +61, Search +70, Sense Motive +84, Sleight of Hand +98, Spellcraft +69, Spot +71, Survival +48, Tumble +94, Use Magic Device +68.
Feats:              Advantageous Avoidance, Alertness, Combat Expertise, Combat Reflexes, Cunning Evasion, Deft Opportunist, Deft Strike,  Disguise Spell, Dodge, Fade into Violence, Improved Feint, Improved Initiative, Improved Trip, Master Manipulator, Melee Evasion, Sly Fortune, Still Spell, Survivor's Luck, Tumbling Feint, Unbelievable Luck, Weapon Finesse
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 Size, Alter Form, Anonymity (See Below), Battle Sense, Divine Celerity, Divine Inspiration, Divine Rogue, Divine Sneak Attack, Extra Domain (Sneaky Sneakies), Instant Move, Know Secrets, Shapechange, Shift Form, Supreme Initiative, True Shapechange
Domain Powers: Automatic Success w/Hide or Move Silently 1/day, Good spells are cast at +1 caster level
Spell-Like Abilities: Outside Cat can cast the following spells at will as Spell-Like abilities:   Aid, Animate City, Blade Barrier, City Lights, City's Might, City Strider, Commune with City, Disguise Self, Dispel Evil, Entice Gift, False Vision, Friendly Face, Gimme a Break Here, Greater Invisibility, Heroes Feast, Holy Aura, Holy Smite, Holy Word, Invisibility, Invisibility Sphere, Magic Circle Against Evil, Major Creation, Mass Invisibility, Minor Creation, Mislead, Prayer, Protection from Evil, Rooftop Strider, Screen, Skyline Runner, Summon Monster IX (good only), Superior Invisibility, True Creation, Unbinding, Urban Shield, Winding Alley.   Save DC is 35 plus the spell level.  Caster Level is 25.
Bard Spells Per Day: 3/6/6/4/2; Base Save is 20 plus Spell Level
Bard Spells Known: 0: Message, Minor Disguise,Open/Close, Prestidigitation, Read Magic, Stick
1: Alarm, Dead End, Remove Scent, Sticky Fingers4
2: Blindness/Deafness, Hold Person, Suggestion, Whispering Wind
3: Charm Monster, Dispel Magic, Displacement, Slow
4: Legend Lore, Modify Memory
Vigilante Spells Per Day: 6/6/5/5; Base Save is 20 plus Spell Level
Vigilante Spells Known: 1st: Detect Magic, Detect Secret Doors, Expeditious Retreat, Undetectable Alignment
2nd: Alter Self, Detect Thoughts, Misdirection, Silence
3rd: Clairaudience/Clairvoyance, Haste, Scrying,  See Invisibility
4th: Detect Scrying, Freedom of Movement, Greater Invisibility, Locate Creature
Possessions:
Create Magic Items: Outside Cat can create any magic item dealing with scouting or survival.


Other Divine Powers
As an Intermediate deity, Outside Cat automatically receives a result of 20 on any check. She treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure.  She is immortal.
Senses: Outside Cat can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action she can perceive anything within 15 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 10 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 15 hours.
Portfolio Powers: Outside Cat sense any act involving her portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens.  
Automatic Actions: Outside Cat can use Intimidate or Survival as a Free Action if the DC for the task is 25 or lower.  He can perform up to 10 Free Actions each round.



Anonymity
I is an ordinary kitteh.
 Prerequisites: Divine Rank 6, Bluff 40 ranks
 Benefits: You permanently have the spell Mind Blank in effect on your person.  It may not be dispelled, even by an Antimagic Field.
« Last Edit: May 28, 2010, 04:54:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #354 on: March 19, 2010, 06:41:03 AM »
Outside Cat is done

Housecat
Intermediate God
Symbol: Cat peering from a house window
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Neutral
Portfolio: The home, catnip, beguilement, protecting ones best interests
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually housecats or family oriented)
Cleric Alignments: CG, CN, CE
Domains: Catnip, Charm, Nap, Protection
Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Dagger.

Housecat is the twin sister of Outside Cat, and lives with Mawm.  She seems indifferent to finding a place of her own or enjoying the company of boy kitties, and prefers to be pampered.  She often visits humans just to soak up affection (and to occasionally reward the better ones).  House cat appears to be a fluffy Norwegian Forest Cat.

Dogma
Clergy are charged with defending the home from Outsiders, which extends to their community in a sense as well.  They also try to find homes for those who have none, and make excellent spies.

Clergy and Temples
Temples to Housecat are always built inside homes, usually in the kitchen, near the hearth, or a comfortable napping spot.  

Housecat
Beguiler 20, Rogue 20
Tiny Outsider (Chaotic)
Divine Rank: 15
Hit Dice:             20d8+200 plus 20d6+200 plus 20d6+200 (1000 hp)
Initiative:           +21
Speed:                80 ft. (16 squares)
Armor Class:          78 (+2 Size, +13 Dex, +28 Natural, +15 Divine, +10 Deflection), touch 50, flat-footed 65
Base Attack/Grapple:  +45/+61
Attack:               Claw +69 melee (1d3+22) or spell +69 melee/ranged touch
Full Attack:         2 Claws +69 melee (1d3+22) and 1 Bite +64 melee (1d2+18) or spell +69 melee/ranged touch
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Cloaked Casting, Surprise Casting, Crippling Strike, Sneak Attack +13d6
Special Qualities:   Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, 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 (1500', DC 35), Armored Mage, Trapfinding, Advanced Learning (Serene Visage, Mesmerizing Glare, False Vision, Project Image, Programmed Amnesia), Improved Evasion, Defensive Roll, Slippery Mind, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6
Saves:                Fort +49, Ref +58, Will +57
Abilities:            Str 24, Dex 36, Con 30, Int 36, Wis 34, Cha 30
Skills:         Balance +92, Bluff +94, Climb +80, Concentration +48, Diplomacy +106, Disable Device +91, Escape Artist +96, Gather Information +97, Hide +104, Intimidate +54, Jump +86, Knowledge (Arcana, Local) +71, Knowledge (Religion) +51, Listen +72, Move Silently +73, Open Lock +91, Search +96, Sense Motive +95, Sleight of Hand +97, Spellcraft +71, Spot +95, Tumble +100, Use Magic Device +70
Feats:              Anklebiter, Battlecaster Defense, Blind-Fight, Combat Casting, Combat Reflexes, Delay Spell, Dodge, Enlarge Spell, Extend Spell, Greater Spell Focus (Enchantment, Illusion), Greater Spell Penetration, Improved Initiative, Maximize Spell, Quicken Spell, Spell Focus (Enchantment, Illusion), Spell Penetration, Superior Initiative, Unsettling Enchantment, Weapon Finesse, Silent Spell (B), Still Spell (B)
Salient Divine Abilities:  Automatic Metamagic, Clearsight, Control Creatures (Humans), Divine Celerity, Divine Dodge, Divine Fibber (See Below), Divine Innocence (See below), Divine Rogue, Divine Sneak Attack, Divine Spellcasting, Extra Domain (Nap), Free Move, Instant Counterspell, Instant Move, Supreme Initiative
Domain Powers: +2 Sacred Bonus vs Illusion/Enchantment spells, Protective Ward 1/day, +4 Cha for 1 minute once per day
Spell-Like Abilities: Housecat can cast the following spells at will as Spell-Like abilities:  Antimagic Field, Calm Emotions, Charm Monster, Charm Person, Daze Monster, Deep Slumber, Delusions of Grandeur, Demand, Distract, Dominate Monster, Dream Sight, Endless Slumber, Geas/Quest, Good Hope, Hiss of Sleep, Illusory Pit, Insanity, Maddening Whispers, Mind Blank, Mind Fog, Nappy Times, Nightmare Terrain, Power Meow Stun, Prismatic Sphere, Protection from Energy, Reality Bind, Remove Fatigue, Repulsion, Sanctuary, Shield Other, Sleep, Spell Immunity, Spell Resistance, Sublime Revelry, Suggestion, Symbol of Sleep.   Save DC is 35 plus the spell level.  Caster Level is 25.
Beguiler Spells Per Day: 6/10/9/9/9/9/8/8/8/7; Base Save is 23 plus Spell Level
Possessions:
Create Magic Items: Housecat can create any magic item resembling items commonly found in the home, or clothing.


Other Divine Powers
As an Intermediate deity, Housecat automatically receives a result of 20 on any check. She treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure.  She is immortal.
Senses: Housecat can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action she can perceive anything within 15 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 10 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 15 hours.
Portfolio Powers: Housecat sense any act involving her portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens.  
Automatic Actions: Housecat can use Bluff or Diplomacy as a Free Action if the DC for the task is 25 or lower.  She can perform up to 10 Free Actions each round.




Divine Fibber
You can tell a lie to almost anything.
 Prerequisites: The Trickery or Charm Domain, Divine Rank 11
 Benefits: Beings whose Divine Rank is less than your own take a penalty equal to your Divine Rank on Sense Motive Checks they make against you.


Divine Innocence
No one would ever accuse you of wrong doing.
 Prerequisites: The Trickery or Charm Domain, Divine Rank 11
 Benefits: You are immune to Divination spells cast by beings whose Divine Rank is lower than your own.
« Last Edit: May 28, 2010, 04:55:05 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #355 on: March 24, 2010, 06:33:56 AM »
Not on the kitty gods topic but still an interesting find.
Because Kitty form apparently doesn't change your types, if you play as a warforged cat burglar in kitty form you are still a construct with the living construct subtype.
It would cause trouble hiding anywhere not associated with house Cannith, because in house Cannith it's just some artificer's pet project.
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In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #356 on: March 24, 2010, 06:35:31 AM »
Im thinking of making a Divine Salient Ability for Housecat called Divine Fibber that lets her automatically succeed on a bluff check against any being whose Divine Rank is less than her own.  Sound too powerful?

Ruam

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #357 on: March 24, 2010, 05:03:03 PM »
Sounds a tad to powerful, yes. Personally I'd go with a juicy bonus instead

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #358 on: March 24, 2010, 07:00:11 PM »
Im thinking of making a Divine Salient Ability for Housecat called Divine Fibber that lets her automatically succeed on a bluff check against any being whose Divine Rank is less than her own.  Sound too powerful?
I'd go with immunity to truth and divination magic used against her bluffs.
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It's also a little cold because of that.
Please get it a blanket.

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I can barely read mine.

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[spoiler]
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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #359 on: March 25, 2010, 02:19:03 AM »
Not on the kitty gods topic but still an interesting find.
Because Kitty form apparently doesn't change your types, if you play as a warforged cat burglar in kitty form you are still a construct with the living construct subtype.
It would cause trouble hiding anywhere not associated with house Cannith, because in house Cannith it's just some artificer's pet project.
Did no-one get the "pet project" joke?  :mad we spent so long on that!