Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 145073 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #40 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?

Chemus

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #41 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.
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #42 on: February 23, 2009, 04:07:27 AM »
Just read the catgrrl... strange but funny! :looloo

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #43 on: February 24, 2009, 12:35:14 PM »
CAT FU FIGHTER


   
"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.
« Last Edit: February 26, 2009, 12:27:05 PM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #44 on: February 25, 2009, 02:50:18 AM »
Everahbody wuz kat-fu-fighting, little paws went fast a lightning... :lol

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #45 on: February 25, 2009, 11:24:25 AM »
VET


   
Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance.  What the hell have you done now?"
Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
Mow:"Ohmygod you pooped in the vampire lords coffin!"

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.
« Last Edit: February 27, 2009, 02:42:45 PM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #46 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...
« Last Edit: July 29, 2009, 05:36:18 AM by Radmelon »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #47 on: February 26, 2009, 11:17:00 AM »
I'd have to acquaint myself with the class but I'm sure it's possible...

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #48 on: February 26, 2009, 12:43:47 PM »
SHORT PAW CLAN


   
"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.
« Last Edit: February 27, 2009, 02:47:41 PM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #49 on: February 27, 2009, 02:50:05 PM »
CATS FROM SATURN


   
"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.
« Last Edit: March 01, 2009, 01:14:19 PM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #50 on: February 28, 2009, 11:04:27 AM »
FOOF LORD


   
"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.
« Last Edit: October 16, 2009, 02:39:10 PM by bhu »

Agita

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #51 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.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #52 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.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

BowenSilverclaw

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #53 on: March 01, 2009, 12:52:05 PM »
You can survive flaming spiked tentacle rape of doom...
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #54 on: March 01, 2009, 01:14:50 PM »
If it didn't kill you, they like you.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #55 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

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #56 on: March 01, 2009, 01:29:42 PM »
AKANEKO CLAN


   
"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.
« Last Edit: March 04, 2009, 10:30:06 AM by bhu »

Chemus

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #57 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...
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #58 on: March 02, 2009, 12:50:15 AM »
sounds kinda like my cat... <gulp!>

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #59 on: March 02, 2009, 10:06:32 AM »
PROFESSIONAL MOUSER


   
”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
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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 
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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
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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.
« Last Edit: October 21, 2009, 01:11:51 PM by bhu »