Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 146540 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #700 on: March 01, 2011, 12:13:35 PM »
Capstone has been altered slightly

Nanshork

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #701 on: March 01, 2011, 08:08:11 PM »
Capstone has been altered slightly

I like it.   :)
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #702 on: March 02, 2011, 10:49:28 AM »
Meowcenary now has Gun FU and is available for feedback.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #703 on: March 06, 2011, 10:10:52 AM »
OK the Meowcenary is theoretically done.  Plz to review the Maneuvers, and I shall get some guns up

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #704 on: March 06, 2011, 09:59:31 PM »
The Cheshire Cat Grin maneuver--is that two points of Wisdom damage, drain, or do they just permanently lose two points of Wisdom?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #705 on: March 07, 2011, 02:42:56 AM »
temporary damage, i fixed it

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #706 on: March 07, 2011, 10:07:16 AM »
Craft Gun
Y'all can make Guns now.
Prerequisites: Craft Wand
Benefits: A Gun is basically a Wand, with a few important differences.  The first is that it only has 6 charges.  The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation).  Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.

GP Cost: Half Base Price
XP Cost: Base Price divided by 25
Base Price: 187.5 x Level of Spell x Level of Caster
Crafting Time: 1 day per 1000 GP


Beezooka
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

You hold a giant wooden tube that shoots beehives at opponents.  Needless to say, everyone wants you on their side.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, BEES!
Cost to Create: 1407 GP, 3 days, 115 XP



BEES!
Conjuration (Summoning)
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25' plus 5'/2 Levels)
Effect: 1 Swarm of Big Bees
Duration: 1 round/Level
Saving Throw: None
Spell Resistance: No

This is pretty much identical to Summon Swarm except that you do have mental control over what the Swarm does.

Big Bee Swarm
                      Tiny Vermin (Swarm)
Hit Dice:             6d8 (27 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6 plus poison)
Full Attack:          Swarm (2d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     4
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas.  It helps if you don't try making your campfire underneath their nest.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution. 

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.



Caltrop Gun
 Price (Item Level): 5250 GP
 Body Slot: - (Held)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

You spray opponents with a cloud of caltrops for 7d8 damage, which then litter the ground causing additional trouble.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Cloud of Caltrops
Cost to Create: 2625 GP, 5 days, 210 XP



Cloud of Caltrops
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 15'
Area: 15' Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage).  After this spell is cast the ground underneath the Are of Effect is covered in caltrops.  Material component is a caltrop.



Charger
 Price (Item Level): 1500 GP (Level 1), 3000 GP (Level 2), 4500 GP (Level 3), 6000 GP (Level 4), 8438 GP (Level 5), 12375 GP (Level 6), 17063 GP (Level 7), 22500 GP (Level 8), 28688 GP (Level 9)
 Body Slot: - (Held)
 Caster Level: 8 if the spell is Level 1-4, 9 if the spell is Level 5, 11 if the spell is Level 6, 13 if the spell is Level 7, 15 if the spell is Level 8, and 17 if the spell is Level 9
 Aura: Varies depending on level of spell it recharges (see Detect Magic in PHB); (DC:15 plus Level of the Spell it recharges) Universal
 Activation: Swift (Manipulation)
 Weight: -

As a Swift Action when attached to a Gun this item recharges it.  The Charger may be used once per day, and can recharge any Gun whose spell Level is similar or lower.  For example a Charger made to recharge 4th Level Spells can recharge any Gun that produces the effects of a 0-4th Level spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Repeat Spell
Cost to Create: Level 1 Spell: 750 GP, 2 days, 60 XP
 Level 2 Spell: 1500 GP, 3 days, 120 XP
 Level 3 Spell: 2250 GP, 5 days, 180 XP
 Level 4 Spell: 3000 GP, 6 days, 240 XP
 Level 5 Spell: 4219 GP, 8 days, 338 XP
 Level 6 Spell: 6188 GP, 12 days, 495 XP
 Level 7 Spell: 8532 GP, 17 days, 683 XP
 Level 8 Spell: 11250 GP,23 days, 900 XP
 Level 9 Spell: 14344 GP, 29 days, 1148 XP



Fart Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

Instead of the usual area, the Stinking Cloud produced by this gun is a 15' Cone instead of the usual cloud.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Stinking Cloud, Widen Spell
Cost to Create: 1407 GP, 3 days, 115 XP



Fireball Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Evocation
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol shoots fireballs doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Fireball
Cost to Create: 1407 GP, 3 days, 115 XP



Freeze Ray
 Price (Item Level): 22500 GP
 Body Slot: - (Held)
 Caster Level: 15th
 Aura: Strong; (DC:23) Evocation
 Activation: Swift (Manipulation)
 Weight: 8 lbs.

This rifle shoots beams of freezing cold doing 15d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Polar Ray
Cost to Create: 11250 GP, 23 days, 900 XP



Gunsight
 Price (Item Level): 375 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation: -
 Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Guided Shot
Cost to Create: 188 GP, 1 day, 15 XP



Hand-Cranked Runcible Gun
 Price (Item Level): 5250 GP
 Body Slot: - (Held)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This gun shoots dozens of sporks per second doing 7d8 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Death By Spork
Cost to Create: 2625 GP, 5 days, 210 XP



Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30'
Area: 30' Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

All opponents in a 30' Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage.  Material component is a spork.



Lightning Cannon
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Evocation
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This rifle shoots lightning bolts doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Lightning Bolt
Cost to Create: 1407 GP, 3 days, 115 XP



Mage Killer
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Enchantment
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This small gun shoots a ray that drains intelligence.  Most useful against Mages if they fail the Save, but also good for taking out morons.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ray of Stupidity
Cost to Create: 563 GP, 1 day, 45 XP



Mage Killer II
 Price (Item Level): 17063 GP
 Body Slot: - (Held)
 Caster Level: 13th
 Aura: Strong; (DC:22) Abjuration
 Activation: Swift (Manipulation)
 Weight: 8 lbs.

This rifle projects an Antimagic Ray.  Perfect for royally screwing over anyone's day.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Antimagic Ray
Cost to Create: 8532 GP, 17 days, 683 XP



Mercenary Killer
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Transmutation
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol projects a Rust Ray doing 2d6+6 damage to metallic objects.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Rust Ray
Cost to Create: 1407 GP, 3 days, 115 XP



Piranha Gun
 Price (Item Level): 188 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Conjuration
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol shoots Fiendish Pirhanas who have been modified to breath air. 

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Monster I
Cost to Create: 94 GP, 1 day,8 XP



                      Fiendish Pirhana
                      Tiny Magical Beast (Amphibious, Aquatic, Extraplanar)
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +6
Speed:                0 ft. (0 squares), Swim 40'
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-11
Attack:               Bite +2 melee (1d3-3)
Full Attack:          Bite +2 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Smite Good
Special Qualities:    Low Light Vision, Scent, Dark Vision 60', Energy Resistance 5 (Cold and Fire), SR 5
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 4, Dex 15, Con 12, Int 3, Wis 12, Cha 2
Skills:               Hide +10, Listen +1, Spot +1, Swim +5
Feats:                Improved Initiative, Weapon Finesse (B)
Environment:          Any Evil Plane
Organization:         Solitary or Swarm (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Evil (usually Chaotic or Neutral)
Advancement:          ---
Level Adjustment:     ---



Remover
 Price (Item Level): 12375 GP
 Body Slot: - (Held)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Abjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

A Very odd weapon this heavy rifle fires the Ruby Ray of Reversal.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ruby Ray of Reversal
Cost to Create: 6188 GP, 12 days, 495 XP



Snooze Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Enchantment
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This gun shoots a ray that is a Ranged Touch Attack, and the target is affected as if by a Deep Slumber spell if it hits successfully.  Range is the same as the normal spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Deep Slumber
Cost to Create: 1407 GP, 3 days, 115 XP



Spike Gun
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This gun fires iron spikes doing 1d8+6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Launch Spikes
Cost to Create: 563 GP, 1 day, 45 XP



Launch Spikes
Conjuration (Creation)
Level: 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400' plus 40' per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon and iron spike and fire it at an opponent as a Ranged Touch Attack, doing 1d8 plus 1 per level (max +10) in piercing damage.



Squid Gun
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This gun favored by aquatic themed Meowcenaries fires squid.  Rumor has it it was conceived by someone on serious nip.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Nature's Ally II
Cost to Create: 563 GP, 1 day, 45 XP



Red Dot
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation: Swift (Thought)
 Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a Targeting Ray that gives a +2 Bonus to attack rolls (you still have to hit with the Targeting Ray to get the Bonus as usual).

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Targeting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Taser
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Enchantment
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This small gun projects a Sting Ray.  The origin of the name is unknown.  Really we swear.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Sting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Thief-Killer
 Price (Item Level): 938 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Evocation
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This pistol projects 3 Magic Missiles per shot.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
Cost to Create: 469 GP, 1 day, 38 XP
« Last Edit: March 21, 2011, 08:50:28 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #707 on: March 07, 2011, 10:14:00 AM »
Changed Cats are Magic and Cheshire Cat Grin and added more guns.  This should be enough guns for now, and I'll start filling in the blanks.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #708 on: March 09, 2011, 09:47:10 AM »
Added Craft Gun Feat, does it look okay?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #709 on: March 11, 2011, 10:27:16 AM »
finished prerequisite spells for the guns

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #710 on: March 15, 2011, 07:15:06 AM »
most of the guns other than the recharger have prices up.  If anyone feels those prices are unfair please say so.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #711 on: March 18, 2011, 08:33:56 AM »
All guns now have fluff but the Charger which I'm trying to work out prerequisites for. 

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #712 on: March 19, 2011, 01:14:11 AM »
All guns now have fluff but the Charger which I'm trying to work out prerequisites for. 

Reserves of strength? boost to CL in exchange for a charge up time equal to the rounds RoS would stun you for.
Countdown to Zombie Apocalypse 97
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In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #713 on: March 19, 2011, 02:22:45 AM »
The CHarger is for recharging guns though.  They only have 6 shots.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #714 on: March 19, 2011, 08:30:32 AM »
Charger now has fluff and is awaiting review.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #715 on: March 19, 2011, 08:40:34 AM »
The guns look good to me. I can already see potential for the Remover--especially in the area of making troubleshooting puns. :p

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #716 on: March 21, 2011, 09:21:15 AM »
This PrC requires Levels in teh Harrowed PrC by Lord Gareth which can be found here:

http://www.giantitp.com/forums/showthread.php?t=188148

PHANTOM CAT


   
"After scolding one's cat one looks into its face and is seized by the ugly suspicion that it understood every word. And has filed it for reference."

 Rural Cat Burglar Guilds prefer to use fear and superstition to brute force as a means of defending their property and homes.  The lucky (?) rare Guild encounters a Harrowed or two, and research ways to give their newfound partner a means of controlling his inner monster, or at least getting along with it.  The more successful Harrowed graduate from spooky guardians to assassins.

BECOMING A PHANTOM CAT
Most Phantom Cats begin as Harrowed and add a level or two of Cat Burglar.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Harrowing (any 3)
   Skills:  Intimidate 6 ranks, Knowledge (Arcane, Nature, Religion) 4 ranks, Survival 6 ranks
   Feats: Dark Deal


Class Skills
 The Phantom Cat's class skills (and the key ability for each skill) are BLuff (Cha), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Unleash the Beast
2. +1    +0     +3     +0    Unleash the Voices
3. +2    +1     +3     +1    Enhanced Kitty Form
4. +3    +1     +4     +1    Unleash the Beast
5. +3    +1     +4     +1    Unleash the Voices
6. +4    +2     +5     +2    Enhanced Kitty Form
7. +5    +2     +5     +2    Unleash the Beast
8. +6    +2     +6     +2    Unleash the Voices
9. +6    +3     +6     +3    Enhanced Kitty Form
10.+7    +3     +7     +3    Terror in the Night

Weapon Proficiencies: A Phantom Cat gains no new weapon or armor proficiencies.
 
Unleash the Beast (Su): At 1st Level the Harrowed and its inner monster have achieved a form of detente. The Harrowed knows from many unwilling rampages the Beast can never be completely contained, and the Beast, ever hungry for power and freedom, knows a dead or incarcerated host is more trouble than it's worth. From now on when the Phantom Cat is in Kitty Form, the Beast is in control, and when in Humanoid form the Harrowed is in control. However the Phantom Cat gains certain new abilities in Kitty Form they can choose from the following list at Levels 1, 4, and 7:

Armor Class: You gain a Natural Armor Bonus equal to half your Phantom Cat Level (round down) plus your Charisma Modifier.

Blindsight: You gain Blindsight equal to 10" plus 5' per point of Charisma Modifier.

Breath Weapon: you can unleash a Breath Weapon doing 6d6 energy damage in a 15' Cone or a 30' Line once every 1d4 rounds.  You may use it a number of times per day equal to your Charisma modifier, and the damage type is the same as your Tenebrous Touch (choose which one when using your breath if you have multiple damage types).  Opponents get a Reflex Save for half damage (Save DC is Charisma based).

Damage Reduction: You gain DR x/Good and Magic, where x is equal to 5 plus your Charisma Modifier.

Energy Drain; Either your claw or bite attack (choose one when getting this ability) requires victims to make a Fortitude Save (Save DC is Charisma based) or gain 1 Negative Level.

Energy Resistance: You gain Energy Resistance to one type of Energy equal to 10 plus your Charisma Modifier. 

Fear: Living opponents able to see you must make a Willpower Save or be Paralyzed with Fear for 1d4 rounds (Save DC is Charisma Based).  Opponents who make the Save are immune to your Fear ability for 24 hours.

Improved Grab: You can make Grapple Checks without provoking an Attack of Opportunity, and get a Bonus on Grapple Checks equal to your Charisma Modifier.

Poison: Either your Bite or Claw attack (choose one when gaining this ability) has a magical poison.  Injury, Save DC is Charisma Based, Initial and Secondary damage is 2d4 Charisma.

Pounce: You may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to your Charisma Modifier.

Regeneration: You regenerate a number of hit points per round equal to your Charisma Modifier (fire and acid still do normal damage).

Spell Resistance: You gain Spell Resistance equal to 15 plus half your Phantom Cat Level (round down) plus your Charisma Modifier.

Unleash the Voices (Su): At 2nd Level this works similarly to the Harrowed's Dark Whispers Ability, except your victim is Shaken instead of the usual effects.

At 5th Level this works similarly to the Harrowed's Dark Whispers Ability, except your victim is Confused instead of the usual effects.

At 8th Level you gain the Dark Whispers Ability listed on the Harrowed Class.

Enhanced Kitty Form (Su): At Levels 3, 6, and 9 you can choose one additional Kitty Form from the Kitty Form or Enhanced Kitty Form List, except the following: Angel Kitty Form, Cabbit Form, Cute Kitty Form, Kitten Form, or Pixie Kitty Form.

Terror in the Night (Su): The Save DC's of all of your Class Abilities increase by +2 at night or in deep shadow.  You also receive a +2 Profane Bonus to AC and Saving Throws in Kitty Form in night or shadow.

PLAYING A PHANTOM CAT
 You're an odd bird, even among the Cat Burglars.  Even they find you a lil spooky what with your tendency to argue with yourself and all.  Especially sometimes when another voice answers back...
 Combat: Phantom Cats tend to enjoy 'unleashing the beast' on their opponents.  Unlike many Harrowed they may actually get involved in messy up close fights.
 Advancement: Advancement for Harrowed varies wildly from one individual to the other depending on the needs of their inner beast and their Guild.
Resources: Being top notch trackers, assassins, and spook technicians most Phantom Cats are fairly elite members of their Guilds.  So they have access to some stuff.

PHANTOM CATS IN THE WORLD
"He's screaming about dead people again..."
 Harrowed often tend to be loners, even among the Guilds.  After all possessed people find friendships difficult unless people can somehow get along with both personalities. 
 Daily Life: Many Harrowed spend their days in between training, official duties, and indulging possible neuroses due to their condition.  Ignore the cat meowing to itself in the corner.  He's normal we swear.
 Notables:
 Organizations: Most Phantom Cats belong to a Cat Burglar Guild initially.  They need to for the appropriate training.  Their persnickety natures make associations with groups difficult though.

NPC Reaction
 NPC reaction to you can be summed up as incoherent screaming, flailing their arms, and voiding of fluidy organs.

PHANTOM CATS IN THE GAME
 Phantom Cats are expected to kill and terrorize for the Guild.  Even if they didn't have a somewhat antisocial job, they're former dead people who are still possessed by monsters.  That can make them cranky.
 Adaptation: This is adaptable to silly campaigns with a spooky theme along with the more serious stuff.
 Encounters: Phantom Cats are usually encountered in lonely, haunted looking places near rural Cat Burglar Guilds.

Sample Encounter
EL 12: The PC's are wandering through some woods trying to find a village when a small cat tells them they must be lost.  When the party Elf makes a sarcastic comment about knowing that the cat explodes into a gigantic monstrosity.  Apparently the cat meant lost as it 'turn around you fools'.


Name
CN Female Human Harrowed 5/Cat Burglar 1/Phantom Cat 6
Init +6 (+9 KF), Senses: Listen +2, Spot +2, Dark Vision 120'
Languages Common, Abyssal, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, )
AC Bigger KF , touch , flat-footed   (+2 Dex, +2 Natural, )
hp 65 (12 HD)
Fort +4, Ref +20 (+23 KF), Will +8 
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Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options Tenebrous Touch (3d6, Death's Grasp), Two World Eyes, Death Sight, Tenebrous Mantle
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Abilities KF Str 3, Dex 20
Abilities Bigger KF Str 10, Dex 14
SQ The Monster Within, Harrowings (Bestial Lunge, Phantom Blur, Shadowed Soul), Purr, Kitty Form, Feline Empathy, Cat Powah (+3). Enhanced Kitty Form (Bigger Cat Form, Sabre Toothed Kitty Form), Unleash the Beast (Fear, Regeneration)
Feats Alertness, Butchery Pact, Dark Deal, Improved Initiative, Improved Natural Attack (Bite), Jibba Jabba
Skills Hide +6, Intimidate +9, Knowledge (Arcane, Nature, Religion) +6, Listen +2, Move Silently +6, Sense Motive +4, Spot +2, Survival +6, Use Magic Device +7
Possessions



EPIC PHANTOM CAT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Enhanced Kitty Form At Level 23 and every 3 Levels thereafter you gain an additional Kitty Form or Enhanced Kitty Form.
Bonus Feats: The Epic Phantom Cat gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 02, 2011, 06:07:12 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #717 on: March 22, 2011, 12:24:48 AM »
Two of my favorite homebrew base classes, now in one convienient package. Few calories too.  :D

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #718 on: March 23, 2011, 06:41:17 AM »
it now has fwuff

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #719 on: March 24, 2011, 08:26:29 AM »
Preliminary crunch is up, where im going with this should be obvious now.