Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 146539 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #600 on: October 19, 2010, 07:44:26 AM »
I've had a chance to peek at Vehicle Rules in the Arms and Equipment Guide, and have incorporated some of them in the Support Kitteh.  The vehicles just need costs and its done unless I wanna make Feats/rules for extra car bling.

Descriptions for weapons are up in Gunner Kitty.  I just need to decide what spell effects they'll be copying and then i can lists costs.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #601 on: October 20, 2010, 08:26:39 AM »
Crap.  I did the spell lists for the weapons, and some of the levels get jack.  It looks like I may have to make new spells or comb through the books for other stuff.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #602 on: October 21, 2010, 07:31:28 AM »
Okay how does this sound: It only costs time and GP to make vehicles,
but guns cost innovation to recharge equal to their spell level, and perhaps to make as well.

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #603 on: October 21, 2010, 08:50:19 AM »
Okay how does this sound: It only costs time and GP to make vehicles,
but guns cost innovation to recharge equal to their spell level, and perhaps to make as well.
I think you forgot xp for vehicles, but sounds good.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
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.
[/spoiler]

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #604 on: October 22, 2010, 06:28:32 AM »
While I await reply from Lappy on my ideas, I can start on some new spells:


Fire Mine
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous (but see below)
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"The Church of Hextor makes a lovely fire."

Choose any one square within range, and a bolt of fire 60' high shoots up from it.  Anything within that square takes 1d6 fire damage per caster Level (max 20d6).  The square catches fire and burns for 1d6 rounds doing 1d6 fire damage, as does anything within the Area of Effect not making a Saving Throw.  Opponents who are on fire must make a Concentration Check to cast spells or perform other actions requiring Concentration (Save DC is 10 plus the spells initial damage).
Material Component: A small pinch of gunpowder.


Force Mine
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Damn, look at that Orc fly."

Choose any one square within range, and a bolt of fire 60' high shoots up from it.  Anything within that square takes 1d6 Force damage per caster Level (max 20d6) in addition to being Checked, and is moved upwards to the end of the spells range (i.e. 60') if it fails the Save, and falls the next round.
Material Component: A small glass miniature of a bomb.


Lightning Mine
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"And boom goes the dynamite."

Choose any one square within range, and a bolt of fire 60' high shoots up from it.  Anything within that square takes 1d6 electricity damage per caster Level (max 20d6), and is Stunned for 1d6 rounds if it fails the Saving Throw.
Material Component: A small iron rod about 2" long.


Thunder Mine
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 60 ft. Line that explodes from the ground and covers a 5' square.
Duration: Instantaneous
Saving Throw: Reflex Save for half damage, but see below
Spell Resistance: Yes

"I hate that spell."

"WHAT?"

Choose any one square within range, and a bolt of fire 60' high shoots up from it.  Anything within that square takes 1d6 sonic damage per caster Level (max 20d6), and is permanently Deafened.  Anything in adjacent squares must make a Fortitude Save or be permanently Deafened as well.
Material Component: A small glass horn.


Fire Missile
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"I love the smell of burning Mindflayer."

You unleash a fiery missile that explodes doing 1d6 fire damage per caster level to everything in a 20' Radius (max 20d6), as well as setting that area on fire for 1d6 rounds (everything in or moving through the area takes 1d6 fire damage).
Focus: A small metal missile.


Lightning Missile
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Hey Bob!  Lightning does strike twice! HAHAHAHA!"

The area you point at explodes doing 1d6 electricity damage per caster level (max 20d6), and stunning anyone in the area for 1d6 rounds if they fail the Saving Throw.
Focus: A small metal missile.


Thunder Missile
Evocation [Sonic]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Man, I bet they hate this spell."

"WHAT?"

The area you point at echoes with thunder doing 1d6 points of Sonic damage per caster level (max 20d6), and permanently deafening anyone in the Area of Effect that fails the Saving Throw.
Focus: A small metal missile.


Force Artillery
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"The little whistling noise it make as it comes in just makes this so much sweeter."

You project a blast of energy doing 1d6 Force damage per Caster Level (max 20d6), and throwing opponents who fail the Saving Throw back 40 ft.  If the opponent impacts a wall or other solid object it takes 1d6 damage per10' it traveled.
Focus: A small metal cannon.


Fort Cracker
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: No

"Nuthin' makes this spell more fun than Giant Ants.  Gotta love blowin' their hills to bits."

The blast you unleash automatically destroys all objects within range.  Magical objects get a Willpower Save to negate this effect.  Constructs take 1d6 untyped damage per Caster Level (max 20d6), but can make a Fortitude Save for half damage.



Magic Grenade
Universal [Chaos]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous, but see text.
Saving Throw: See text
Spell Resistance: Yes

"OK, Jim, we are not using this spell again unless you can throw it in a room that we can spike the door shut on."

You conjure a magical hand grenade that can be thrown like a grenade like weapon up to the spells range.  When it hits roll a d20 to figure out the result:

1: BEEEEEEES!: All Enemies within 20' are attacked by a sudden swarm of bees that stings them.  Injury, Fortitude Save, Initial and Secondary Damage is 1d8 Str.
2: Poison Gas: All opponents within a 20' Radius with 100 hp or less dies immediately.  Opponents with more than 10 hit points are Stunned for 1d3 rounds.
3: It's Mr. Snakey!: An eight headed Hydra is summoned for 1 round per caster Level. 
4: Magic Bomb: A 20' area is subjected to a Greater Dispel Magic. 
5: Epic Boobs: All opponents within a 20' Radius suffer explosive bosom growth.  If they fail a Willpower Save they fall Prone and can't get up for 1 round per caster level due to the sudden crushing wight on their chest.
6: DWARF RAGE!: All opponents within a 20' Radius take 1d6 bludgeoning damage per caster level as really unhappy Dwarves hammer their toes.  A successful Reflex Save halves damage.
7: This...is not Albuquerque...: All opponents within a 20' Radius are Teleported (as per the spell) up to 1d6 mile in any direction.
8: Night of the Bear Traps!: All opponents within a 20' Radius must make a Reflex Save, or take 3d8 damage (plus one per caster level), and be unable to walk until the Bear Trap is removed (DC 25 Str Check).  Once it is removed the opponent is -10 to all Movement speeds until the damage done by the trap is healed.
9: The Trees are Hungry!: All plants in a 20' Radius become sentient and hunger for the blood of non-plantkind!  This works like Animate Plants in all other respects.
10: It's Raining Whales! Hallelujah!: A Cetacean of some sort falls from the sky, doing 1d6 damage per level to everything in a 20' Area.  A Reflex Save halves the damage.
11: Where Did Everyone Go?: All opponents within a 20' Area lose the ability to see anything outside of that area for 1 round/level.  Effectively everything outside of their area becomes Invisible as per the Greater Invisibility spell.  A Willpower Save negates.
12: Hi Satan!: A portal to hell opens, and everything in a 20' Radius takes 1d6 untyped damage per Caster Level as the flames burst forth.  The area burns with hellfire for 1d6 rounds doing 1d6 untyped damage each round.  A Reflex Save halves the damage.
13: Suddenly Nymphs, Thousands of them!: A 20' Radius is filled with nude Nymphs for 1 round.  They have just enough time to realize you are staring before they disappear, and wrath is to be suffered! Anyone capable of seeing them must make a Willpower Save or be permanently Blinded, and Stunned for 2d4 Rounds.
14: The Halflings are Angry!: You are subjected to a sudden brutal stabbing at knee level as a 20' Radius floods with insane Hobbits.  Take 1d6 piercing damage per Caster Level, a successful Reflex Save halves damage.
15: Miniature Hurricane: The weather in a 20' Radius turns bad with 150 mph winds (see DMG page 95), for 1 minute per caster level.
16: Axe Magnet: All opponents within a 20 ' Radius take 1d6 slashing damage per caster level as the air suddenly swarms with axes.  A successful Reflex Save halves the damage.
17: Monkey on Everyone's Back: A Fiendish Girallon is summoned for 1 round per caster level.
18: Explosive Flatulence: All opponents within a 20' Radius are Nauseated for 1 round per caster Level unless they make a successful Fortitude Save.  They are still Nauseated for 1 round even on a successful Saving throw.
19: Teleporting Grenade: One random opponent within a 20' Radius must make a Willpower Save or die.  If the save is successful he takes 3d6 damage instead.
20: Death by Diarrhea: All opponents within a 20' Radius take 1 point of temporary Con damage per 5 caster Levels as they spontaneously poop blood.  A successful Fortitude Save negates.
Focus: A small metal hand grenade.

Love Bomb
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Target 20' Radius
Duration: 1 Round/Level
Saving Throw: Willpower Save to negate
Spell Resistance: Yes

"The Goblins are kissing.  It must be Friday."

As you chant the words a love song begins to play lightly in the background and rose petals fall within the spells area.  All opponents within that area fall in love with the first member of the opposite sex they see (assuming they're heterosexual), and decide that the time has come for them to begin a life together and perhaps make some children and settle down.  In other words they sneak off to 'romance' until the spell wears off.  If there are no members of the opposite sex available (or whatever they find attractive) they abandon whatever they are doing to obsessively seek one out.  In other words it's a great spell for ticking off the BBEG by co-opting his henchmen.
Focus: A Potion of Mating (will explain below).


Tick Bomb
Conjuration (Summoning)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft./level)
Area: 20' Radius (See below)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

"AAAAAAAAAAHHHHHHHHHHHH!!"

As you intone the words of this spell you throw a handful of dead ticks which quickly enlarge into actual Giant Ticks.  This spell works in most ways similar to Summon Monster VII, except you can only summon 2d4 Giant Ticks.
Material Component: A handful of dead ticks.

Giant Ticks
Huge Vermin
Hit Dice: 8d8
Initiative: +0
Speed: 50’ (10 squares), Climb 30’
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Bite +10 melee (2d6+6)
Full Attack: Bite +10 melee (2d6+6)
Space/Reach: 15’/ 10’
Special Attacks: Blood Drain, Improved Grab, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
Skills: Hide +4 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 5
Advancement: 9-16 HD (Huge)

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

I'd add a description here but lets face it you all know what Ticks are.

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Ticks also have a +4 Racial Bonus to Grapple checks.

Improved Grapple (Ex): Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per  round it successfully maintains a Grapple. Once a Tick drains 19 Constitution it drops off and leaves the area.

Disease (Ex): Any living creature successfully bitten by the Tick must make a DC 17 Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is Constitution based.

Combat: Grapple and suck, pretty much like real life Ticks.


Electromagnetic Pulse
Evocation
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Willpower Save for half damage
Spell Resistance: Yes

"Why aren't the damn Golems working?"

All Constructs and Clockwork devices within range of the spell take 1d6 electricity damage per Caster Level (clockwork devices that are equipment as opposed to monsters or races get no Saving Throw unless magical).  Any Construct that fails the Save is also Paralyzed for 2d4 rounds.
Focus: A small magnet.


Gawd's Iron Fist
Conjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. plus 10 ft./level)
Area: 20 ft. Radius
Duration: Instantaneous
Saving Throw: Fortitude Save for half damage
Spell Resistance: Yes

"Or as we prefer to call it, Ceiling Cats Iron Paw."

A gigantic iron fist (or foot, or other manifestation of your Gawd) shoots down from the sky and smashes down, crushing flat a 20' Radius.  It does 2d6 damage per caster Level (to a maximum of 40d6) to everything in the Area.
Focus: A small metal fist.
« Last Edit: January 15, 2011, 10:08:28 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #605 on: October 23, 2010, 12:45:15 AM »
These look interesting.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #606 on: October 23, 2010, 05:42:59 AM »
Tweaked the spell list a little, and build/recharge costs for weapons are up.  Just need descriptions for spells and costs for vehicles and the new kitty starts.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #607 on: October 26, 2010, 05:28:16 AM »
Okay I took a stab at the costs for Support Kitteh vehicles and such.  If anyone wants changes I still have to finish the spells so you have time to review them. 

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #608 on: October 27, 2010, 07:06:13 AM »
I tweaked the spell list a lil again.  I don't feel I've done the Engineer Class true justice with my designs so I may revise these later.  I feel they need something to modify vehicles/guns.  Feats or something maybe.  But togapika has been waiting far too patiently for a request so I'll get a head start on it while I'm thinking up the spells effects.


THUNDERCAT


   
"Lightning makes the world go round."

 Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.

BECOMING A THUNDERCAT
Most entrants have studied Arcane Magic (Wizard, Sorcerer, Warmage) or Psionics (Psion, Wilder).

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Spells or Psionics:  Must be able to cast 3rd Level Arcane Spells or Manifest 3rd Level Powers, and must have one spell (or power if psionic) apiece that can do Electricity or Sonic damage.
   Feats:  Specialist (see below)
   Skills:  Either Knowledge (Arcane) or Knowledge (Psionics) 8 ranks, and either Spellcraft or Psicraft 8 ranks


Class Skills
 The Thundercat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable Device (Int), Intimidate (Wis), Knowledge (Arcane or Psionics)(Int), Knowledge (Local, Nature)(Int), Psicraft or Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
2. +1    +0     +0     +3    Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
3. +1    +1     +1     +3    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
4. +2    +1     +1     +4    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
5. +2    +1     +1     +4    Lightning Rod
6. +3    +2     +2     +5    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
7. +3    +2     +2     +5    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
8. +4    +2     +2     +6    Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
9. +4    +3     +3     +6    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
10.+5    +3     +3     +7    THUNDERCATS!

Weapon Proficiencies: Thundercats gain no new weapon or armor proficiencies.
 
THUNDER! (Su): At 1st level, whenever you cast or prepare any spell granting you Energy Resistance, you may cast/prepare it in a spell slot of one level higher.  If you do, all Allies within 30' gain the benefits of the spell too. If you are Psionic instead, whenever you use an Power that would give you Energy Resistance you can spend an additional 4 power points (these power points are considered separate from your power limit. i.e. if you are fifth level, and can only spend a max of 5 pp on a power, you can spend that 5 pp on the power to max its effects, and still spend the extra to get this effect).
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.

At 4th level whenever you cast or prepare any spell doing electrical damage, you may cast/prepare it in a spell slot of one level higher.  If you do, and use it to target an Ally, instead of doing electrical damage you do positive energy damage (i.e. healing) instead.  If you are psionic you instead spend an additional 4 power points in a manner similar to the ability above.
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.

At 7th level you can 'lose' any spell you have memorized (or 1 slot if you are a spontaneous caster) with the Electricity or Sonic descriptor.  The melee attacks of all Allies within 30' do additional Electrical or Sonic damage equal to the spells Level for 1 round per Caster Level plus 1d6.  If you are psionic you may pay the full cost of any power doing Electrical or Sonic damage instead to get this effect.

Lightning Rod (Su): At 2nd Level choose one of the following two abilities:  Whenever you successfully damage an opponent with a spell/power doing Electrical damage he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he loses his footwear as it explodes.  Or you can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Dazed or Dazzled for 1 round per point of Charisma Modifier.

At 5th Level choose one of the following two abilities: Make an opposed Level Check against an Opponent casting a spell with the Electricity descriptor to gain control of the spell and redirect it to a new target.  In the case of area of effects you can decide to redirect them in whatever manner suits you, so long as it's within the rules (i.e. you can make a Cone point in a different direction, you can't make it originate from a point other than it's caster).  Or all spells you cast (or power you Manifest) doing Electrical damage have their Save DC increased by +2 (this stacks with Feats like Spell Focus and such).

At 8th Level choose one of the following two abilities: If you successfully damage an opponent with spell or power doing Electrical damage, he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he is Feebleminded for a number of days equal to your Charisma Modifier.  Or, if any Ally within 60' is damaged by electricity, you can choose to redirect the damage to yourself.


Can You hear Me Now? (Su): At 3rd Level choose one of the following two abilities: You can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Deafened for 1 round per point o Charisma Modifier.  Or you can choose to make any opponent make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Mod) or become permanently Deafened whenever you successfully damage them with a spell (or power) doing Sonic damage.

At 6th Level choose one of the following two abilities: You may choose to  cast/prepare a spell with the Sonic descriptor in a spell slot of one level higher (or spend x power points if psionic), and your opponent gets no Saving Throw to avoid any extra effects (though he can still make one to halve damage).  Or if your opponent casts a spell with the Sonic descriptor (you don't need to make a Spellcraft Check to know this for purposes of this ability), as a Swift Action you may 'lose' any spell or spell slot (or spend the base power points for a power of equal level) to immediately counter that spell.  It is lost, has no effect, and the opponent still has to lose the spell.spend pp.

At 9th Level choose one of the following two abilities: A number of times per day equal to your Charisma Modifier, you can cast a spell with the Sonic descriptor, or Manifest a Power that does Sonic damage with a Metamagic (or Metapsionic) Feat without increasing the spells level (or the power point cost in the case of Psionics).  Or you can prematurely 'cast' (or Manifest) a spell/power doing Sonic damage, and store it in one Ally you are touching.  The next time he successfully strikes an enemy in melee, the enemy is affected by that spell as well.  You may only store one spell in an Ally at a time, and if it isn't used within 24 hours it dissipates.

THUNDERCATS! (Su):  Your body becomes a big electrical sponge.  If you are Psionic, you convert Electrical damage into temporary power points (1 power point per two points of damage absorbed).  If not spent within 24 hours they dissipate.  Electrical damage you take is absorbed harmlessly and converted into spells/powers.  You may substitute use these points to cast additional spells per day, but the points fade within 24 hours if not used (see Unearthed Arcana pages 153-157 for the amount of spell points needed to cast a spell of any Level, you get 1 spell point per 2 points of electrical damage absorbed).  You may not hit yourself with Electricity to gain power in this manner.

PLAYING A THUNDERCAT
 You are the stuff.  Not only can you blast stuff with your super kitteh powers, you can make your companions able to blast stuff.  No one sees that part coming the first time.  Plus it ensures your buddies don't want the baddies to get to you.
 Combat: Thundercats are a Blaster PrC.  Obviously they intend to concentrate on blasting to the detriment of their other spells/powers.  But with luck you can optimize to still make them a lil effective.  Plus you have some neat options against armored opponents.
 Advancement: Thundercats tend to either specialize in blasting, or in buffing.  Some occasionally try both but it's not common.
Resources: Thundercats are valued members of the Guilds, and as such they can often ask for favors.  After all they've probably juiced up all of the Guilds members at one time or another resulting in their life being saved.

THUNDERCATS IN THE WORLD
"You will rue this day!"
 Sometimes you bring people out of potential death by zapping them in the heart.  And then sometimes you kill them by zapping them in the heart.  Kinda fun either way. 
 Daily Life: You spend the day studying your powers and honing them for the day you get to blow stuff up and wreak havoc.  Blowing stuff up is just the bestest.  Nothing compares.  Except maybe blowing up people...
 Notables: Tabby-O (CG Human Cat Burglar 1/Psion 5/Thundercat 6) is a local merc for hire for Guilds needing someone to act as a troop commander and buffer.
 Organizations:  Brother Thundercats always help each other out when asked, and the requirements for entering assure identifying a member is easy.

NPC Reaction
 NPC's react to you in pretty much the same way they react to any other cat who can shoot lightning from their paws: abject terror.

THUNDERCATS IN THE GAME
 This shouldn't make too much of a dent in the campaign since it's just a Blaster PrC.  It will of course mean the BBEG will need some Energy Resistance....
 Adaptation: This is definitely meant for silly campaigns.
 Encounters: Thundercats are generally encountered defending Guild offices, or blowing up hard targets (like the buildings of opposing Guilds).  Plus their abilities to enhance their fellow Guild members make them quite popular.

Sample Encounter
EL 12: "Awright men, today you assault the Stronghold of Bob Lazarus.  A dangerous man.  A powerful man.  But we have a kitty on our side..."


Tabby-O
CG Human Cat Burglar 1/Psion 5/Thundercat 6
Init +1 (+4 KF), Senses: Listen +5, Spot +5
Languages Common, Elven, Sylvan, Feline
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AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex)
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10 
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Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 14
Abilities Kitty Form Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, THUNDER!, Lightning Rod, Can You Hear Me Now?
Feats Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment, Specialist (Claw of Energy),
Skills Autohypnosis +7, Balance +5, Bluff +6, Climb +3, Concentration +8, Disable Device +12, Hide +5, Intimidate +14, Jump +3, Knowledge (Local, Nature) +8, Knowledge (Psionics) +16, Listen +5, Move Silently +5, Psicraft +16, Sense Motive +5, Spot +5, Tumble +5
Possessions



EPIC THUNDERCATS

Hit Die: d4
Skills Points at Each  Level : 2 + int
Spells/Powers Your Caster/Manifester Level increases with Epic Levels but you do not gain additional spells/power points per day, and do not learn new spells or powers.
Bonus Feats: The Epic Thundercat gains a Bonus Feat every x levels higher than 20th



Specialist
You may now refer to all lesser mortals you meet by the term 'grasshopper'. Prerequisites: Must be able to Cast Spells or Manifest Powers of 3rd level, and must know one of each that does Sonic and Electrical damage.
Benefits: This Feat can be taken multiple times.  Each time it is taken you can learn one spell with the Electricity or Sonic descriptor that isn't on your classes Spell List.  If Psionic you can learn one Power not on your list doing Electrical or Sonic damage.
« Last Edit: November 18, 2010, 07:54:15 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #609 on: October 28, 2010, 07:20:08 AM »
Thundercat has some minor fluff, and the mine spells are done.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #610 on: November 01, 2010, 05:11:53 AM »
Missile spells are done, minor update to Thundercat

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #611 on: November 02, 2010, 05:31:50 AM »
Couple more spells done (now taking requests for magic grenade effects), all the thundercat fluff done.

Monotremeancer

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #612 on: November 02, 2010, 03:20:23 PM »
Couple more spells done (now taking requests for magic grenade effects), all the thundercat fluff done.
Sonic and force damage combined with a Save or Stun seems nice for one effect.
Something combined with glitterdust, just for good measure.

Perhaps...
Who cares for realism when you can be awesome?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #613 on: November 02, 2010, 09:40:09 PM »
I was thinking of making it a wand of wonder type spell, but without the random suck.

Monotremeancer

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #614 on: November 02, 2010, 09:41:46 PM »
I was thinking of making it a wand of wonder type spell, but without the random suck.
That is even better
Who cares for realism when you can be awesome?

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #615 on: November 03, 2010, 01:27:08 AM »
suddenly fills the 20 ft. radius with a random tiny animal? "Suddenly, rats, thousands of them."
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
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.
[/spoiler]

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #616 on: November 03, 2010, 10:53:36 AM »
I was thinking of making it a wand of wonder type spell, but without the random suck.
1d20 possible useful things to happen to an enemy, but you don't know what in advance?
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 #617 on: November 03, 2010, 11:59:22 PM »
Yup.  For that reason I hope to avoid damage types, or options that would limit the enemy it's useful against too much.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #618 on: November 05, 2010, 07:55:54 AM »
Sorry for the delay things have gone weird this week.  Minor update to thundercat.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #619 on: November 06, 2010, 07:07:59 AM »
All spells but two are done, Thundercat has a minor update.