Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 145765 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #720 on: March 29, 2011, 08:32:23 AM »
any thoughts on unleash the beast?

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #721 on: March 29, 2011, 08:39:39 AM »
any thoughts on unleash the beast?
Powers are kinda uneven. SR and Regeneration are awesome.
Assume Level 9. Harrowed 4/CB 1/PC 4 CHA 26 (18 Base, 2 level, 6 cloak)
Regeneration 13 8
SR 30 25
At level 12, Harrowed 4/CB 1/PC 7 CHA 27 (18 Base, 3 level, 6 cloak)
Regeneration 13 8
SR 31 26
DC 30 25 energy drain attack
« Last Edit: March 29, 2011, 08:52:21 PM by jojolagger »
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Agita

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #722 on: March 29, 2011, 08:44:28 AM »
Regeneration, Pounce, and Blindsight are far and away the best ones among these, I'd say. Spell Resistance isn't too bad - it can actually get you to a decent value if you pimp Cha (with Harrowed being fairly MAD), but that's it, and a determined NPC caster will likely have ways past the SR anyway. Energy Drain is pretty cool too, but unlike most forms it actually allows a Fort save to negate the level.

On pounce, is that indeed supposed to be a penalty to damage rolls? I can see the reasoning if it is, just wondering since it's the only one of the bunch that appears to want low Charisma rather than high.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #723 on: March 29, 2011, 10:16:09 AM »
On pounce, is that indeed supposed to be a penalty to damage rolls? I can see the reasoning if it is, just wondering since it's the only one of the bunch that appears to want low Charisma rather than high.

Oopsie meant bonus

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #724 on: March 29, 2011, 10:17:09 AM »
any thoughts on unleash the beast?
Powers are kinda uneven. SR and Regeneration are awesome.
Assume Level 9. Harrowed 4/CB 1/PC 4 CHA 26 (18 Base, 2 level, 6 cloak)
Regeneration 13
SR 30
At level 12, Harrowed 4/CB 1/PC 7 CHA 27 (18 Base, 3 level, 6 cloak)
Regeneration 13
SR 31
DC 30 energy drain attack

Regenerate is equal to Cha Mod, which would be 8 in this case.

SR is 15 plus Cha plus 1/2 Phantom Cat level, which would make it 25 (26 at level 12).

Save DC would be 22 at level 9, 24 at level 12
« Last Edit: March 29, 2011, 10:20:45 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #725 on: April 01, 2011, 08:59:51 AM »
there has been an updatening

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #726 on: April 02, 2011, 06:09:09 AM »
done and awaiting feedback

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #727 on: April 02, 2011, 02:01:24 PM »
Wish the capstone was a wee bit more spectacular, but how....
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Re: Uncle Kitties Handbook O' Kittehs
« Reply #728 on: April 02, 2011, 11:55:28 PM »
Wish the capstone was a wee bit more spectacular, but how....
Agreed, it lacks a certain Omph
Who cares for realism when you can be awesome?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #729 on: April 08, 2011, 09:49:49 AM »
perhaps an enhanced ability they already have?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #730 on: April 13, 2011, 07:49:11 AM »
SEA TIGER


   
"ARR!! Um...I mean myow..."

 Since many sea going vessels use cats as a means of rat extermination it was inevitable a few Cat Burglars on the run would sneak on board ship.  It was also inevitable a few thought the pirate lifestyle was schweet.  So eventually Cat Burglar Guilds took to privateering.

BECOMING A SEA TIGER
Any Cat Burglar with the appropriate skills can join, as long as they swear the usual Pirate's Oath.

 ENTRY REQUIREMENTS
   Class Abilities:  Enhanced Kitty Form (Seacat Form, Spidercat Form, Watchcat Form)
   Skills:  Balance 4 ranks, Climb 4 ranks, Diplomacy +4, Knowledge (Geography, Local, Nature) 4 ranks, Profession (Sailor) 4 ranks, Survival 4 ranks, Swim 8 ranks


Class Skills
 The Sea Tiger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Parrot Familiar
2. +1    +0     +3     +0    Parley?
3. +2    +1     +3     +1    Okay Screw Parley
4. +3    +1     +4     +1    Parrot Familiar
5. +3    +1     +4     +1    Parley?
6. +4    +2     +5     +2    Okay Screw Parley
7. +5    +2     +5     +2    Parrot Familiar
8. +6    +2     +6     +2    Parley?
9. +6    +3     +6     +3    Okay Screw Parley
10.+7    +3     +7     +3    Professional Treasure Hunter

Weapon Proficiencies: Sea Tigers gain proficiency with Martial Weapons and Personal Firearms.
 
Parrot Familiar: At 1st Level you gain a parrot as a Familiar.  This is identical to the PHB ability listed under Sorcerers, except the Familiar cannot deliver touch spells or share spells.  Instead starting at 1st Level it can speak Common, and shares any ranks you may have in Bluff or Diplomacy.

At 4th Level you can decide that any Supernatural or Spell-Like Ability you use can be shared by your Familiar if you use it when the Familiar is within 5'.

At 7th Level your Familiar gains access to your Exceptional Class Abilities as well.  You can choose one at the beginning of each day, and your Parrot may use it for the next 24 hours.

Parley? (Ex): Seeing as you tend to get into loads of trouble, you often need to bs your way back out of it.  Beginning at 2nd Level you get a +2 Bonus to Bluff and Diplomacy Checks.

At 5th Level you may always take 10 on Bluff or Diplomacy checks.

At 8th Level you don't take the -10 Penalty on Diplomacy Checks for performing one as a Full Round Action instead of 1 minute.  You also don't take Penalties to Bluff Checks when feinting against nonhumanoids.

Okay Screw Parley (Su): Parley often fails, so for those times you've learned various backup skills.  At Levels 3, 6, and 9 you can choose one ability from the following list:

Talk Like A Pirate: You speak gibberish and nonsense. You can cast Confusion at will as long as you are able to speak.

Swear like a sailor: Your speech can literally peel paint.  If you wish when you speak everyone within 60' must make a Willpower Save or be Fascinated for as long as you continue talking.  Attacks or spells/abilities used on them break the Fascination.  Opponents also receive an additional Saving Throw each round you take any action but using this ability (using this ability is a Free Action each round), but if you're willing to take the risk you can perform other actions while ripping someone a new one.

Rum Runner: You can drink with the best of them. While drunk you gain a Circumstance Bonus on all Saving Throws equal to half your Sea Tiger Level.  You also take no ill effects from alcohol, and can taste test potions with no ill effects.

Professional Courtesy: Sharks like you, and you can talk to them (along with most sea critters). You can cast Charm Monster a number of times per day equal to your Charisma Modifier as a Supernatural ability, but only against creature with the Aquatic Subtype (you can speak to them as well).

Damn All Ninjas: You have a professional rivalry with Ninjas and such. You get a Competence Bonus equal to half your Sea Tiger Level on all attack and damage rolls against anyone belonging to or employed by a Ninja Clan, or who has levels in Ninja.

Good Luck Charm: Things seem to go well when you're on board.  You can declare you are using this ability as a Free Action at any time 3 times per day.  You get a Luck Bonus equal to half your Sea Tiger Level, and do not have to declare you are using this before making the roll.

Weather Witch: You can change the weather in favor of your boat.  You can cast Control Weather once per day.

Rope Swinger: You fancy yourself a romantic swashbuckler, whatever the truth may be.  You can always take 10 on Balance, Climb, Dexterity, and Jump Checks.

Treasure Hunter: You have a knack for finding valuables.  You may cast Treasure Scent at will (see Spell Compendium), and gain a Bonus on Sleight of Hand Checks equal to half your Sea Tiger Level.

Pirate Wench: Somehow you remain in the company of all male thieves, rapists and murderers while barely clothed.  Obviously you are the daughter of Asmodeus.  You gain a Bonus on all Charisma based skill checks equal to half your Sea Tiger Level, but only against those interested in your gender.  It goes without saying you have to be female for this.

Lord of the Thunder: You are well versed at fighting with a pistol in each hand, and have about 8 or so backup guns on you at all times. You may draw and fire a pistol as a Standard Action, you ignore any chances of misfire, and a number of times per day equal to your Charisma Modifier you may elect to do maximum damage instead of rolling.

Blood and Thunder: You fight with sword and pistol to great effect.  If you successfully damage an opponent with a firearm, he gets a -3 Penalty to AC against all sword attacks you make for the rest of the encounter.  This does not stack with multiple hits.

Tattoos: You are quite intimidating.  You may use the Demoralize Opponent ability of the Intimidate Skill as a Swift Action.

Roughneck: You have many scars, and perhaps a peg leg or eyepatch, and yet seem to suffer no ill effects from this at all.  you gain a Bonus on Fortitude Saves equal to half your Sea Tiger Level, and are immune to any abilities causing hit point damage due to excess bleeding such as wounding.

Fancy Yerself a Captain: Your goal is to own a fleet of ships one day really.  You gain a Bonus to your Leadership Score equal to half your Sea Tiger level.

Big Daddy Voodoo: Skeletons and zombies are common in your culture and you have learned how to deal with them.  You may perform critical hits on the Undead as well as perform Sneak Attack or Sudden Strike.

Deathbeard: You have a beard, and there's just something evil about that.  You gain Frightful Presence, and any living creature within 30' of you when you attack (and that has less Hit Dice than you) must make a Willpower Save or be Shaken for the duration of the encounter.

Bosun: You are a sailor's sailor, and can always Take 10 on Drive (Boat), Knowledge (Geography), Profession (Sailor), and Survival Checks.


Professional Treasure Hunter (Su): You gain complete immunity to any spell with the word 'curse' in the title, along with any power or effect that mimics the effects of said spells.  You also get a Bonus on all Saving Throws against Traps equal to your Sea Tiger Level, and are now immune to poison and disease.

PLAYING A SEA TIGER
 You are a Pirate, and life is good.  Except when you have to flee Krakens.  Or get shipwrecked.  Or have to talk various entities out of killing you.  Or get cursed while treasure snatching.  Or get chased by naval armadas.  Except for those moments your life is AWESOME!
 Combat: Generally you sneak on board ships and reserve fighting for when you absolutely have to.  Granted you have to far more than you'd like, but thankfully you're pretty good at ambushing, cheating, and various other forms of dirty fighting.
 Advancement: This kind of depends on what you hope to accomplish by becoming a pirate.  Training varies depending on what you're really good at, what the captain wants you to do, and your personal ambitions whether they be your own ship, generally being rich, or getting your curses removed.
Resources: Resources kind of depend on how successful the ship captain has been, but in general you will pretty often go through some pretty poor times, followed by brief periods of hellish panic, and then a short span of luxury before the cycle repeats itself.

SEA TIGERS IN THE WORLD
“Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.”
 Pirates are not well liked to say the least.  Not at all.  Even the nicer ones (the ones that don't automatically kill and rape everyone).  Mind you, your being a kitty grants you some slack, especially if they don't know you're a pirate kitty.  They'll still lock you up after finding out though.
 Daily Life: Daily Life involves running from various formal navies and vengeful nobles/merchants while planning the next heist.  Then it's running to and from the heist, and dividing the loot without causing a mutiny.
 Notables: Cinnamon (CN Female Human Cat Burglar 6/Sea Tiger 6) is a former merchant gaining vengeance on her corrupt colleagues.  Pinkbeard (CE Female Human Cat Burglar 6/Sea Tiger 6) is a former bearded lady from a local circus who claims to be visiting vengeance on all men for a wrong of some kind visited upon her.
 Organizations: Most Sea Tigers are the crew of a Pirate ship or at least members of a Guild.

NPC Reaction
 NPC's thank the Gawds for your appearance as it will help rid them of the meddlesome rats, and then curse the Gawds once it's revealed your a thief.

SEA TIGERS IN THE GAME
 This class kind of assumes you have a seagoing campaign, and may feel out of place on dry land.
 Adaptation: This is meant for silly campaigns but with effort could be used in a more serious one.
 Encounters: Sea Tigers are generally found as stowaways hiding in kitty form, marooning victims, or during pirate raids.

Sample Encounter
EL 12: The PC's ask to meet the captain of the ship they need to book passage on, and are shown to a cabin whose only occupant is a cat.  Obviously there's been a mistake or they're all deep in the poo again.


Cinnamon
CN Female Human Cat Burglar 6/Sea Tiger 6
Init +2 (+5 KF, +4 BC), Senses: Listen +9, Spot +9Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, )
AC BC , touch , flat-footed   (+1 Size, +4 Dex, )
hp  (12 HD)
Fort +5, Ref +12, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF, +2 BC)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 16
Abilities KF Str 4, Dex 20
Abilities BC Str 6, Dex 18
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat Form), Enhanced Kitty Form (Seacat Form, Spidercat Form), Burglaring (Sneak Attack +2d6), Kitty Magic (Innocence, Swift Paws), Parrot Familiar, Parley?, Okay Screw Parley (Pirate Wench, Treasure Hunter)
Feats Anonymous Kitty (Watchcat),
Skills Balance +10, Bluff +11, Climb +8, Diplomacy +11, Gather Information +11, Hide +10, Knowledge (Geography, Local, Nature) +6, Listen +9, Move Silently +10, Profession (Sailor) +5, Spot +9, Survival +9, Swim +10
Possessions



EPIC SEA TIGER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Sea Tiger gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 11, 2011, 07:34:20 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #731 on: April 14, 2011, 09:00:06 AM »
No thoughts bout pirate kitteh?

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #732 on: April 14, 2011, 04:04:22 PM »
Lokks good so far.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #733 on: April 22, 2011, 08:50:11 AM »
Sea Tiger updated

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #734 on: April 23, 2011, 09:14:05 AM »
I added some short fluff ideas for pirate abilities, can anyone think of a Trope I've missed?

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #735 on: April 24, 2011, 06:30:50 PM »
Hatred of ninjas.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #736 on: April 25, 2011, 09:18:41 AM »
D'OH!  Added that and a few more...

Monotremeancer

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #737 on: April 25, 2011, 01:45:16 PM »
You should consider creating the feat "Chosen/Initiate of the Flying Spaghetti Monster" or possibly "Touched by his Noodly Appendage"  for this one. In the end, pirates are his chosen people.
Who cares for realism when you can be awesome?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #738 on: April 27, 2011, 08:45:40 AM »
thoughts on the capstone?

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #739 on: April 27, 2011, 09:35:34 AM »
thoughts on the capstone?
Immunity to a very small list? Kinda weak. Maybe spells and abilities, for a bit more power.
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When you see this, copy it into your sig and -1
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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.
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