Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191088 times)

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bhu

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Uncle Kitties Handbook O' Kittehs
« on: December 31, 2008, 06:49:58 AM »
This will be my introduction to this forum of the Cat Burglar Class.  It's been reviewed a bit on Wizards and GitP, and before I commit it to a .pdf file, I'm hoping for another opinion.  I'll be using this post to list what's available (cause there's lots of stuff I have to post).

Page 1 Cat Burglar Core Class Version 1
Racial Substitution Levels
Feats
Maic Items
Kitty Domains and Spells
Prestige Classes: Abominable Snow Kitty, Bear Wrassler, Big Kitty, Darth Puddytatses, Fencepost Yowler, Sanda's Little Helper, Son of Pinky, The Black Paws, The Grasshopper Society, Tibbit Jester, Tibbit Skirmisher, Watchcat

Page 2 Prestige Classes: Aristocat, Bad Kitty, Breathsucker, Crazy Cat Lady, Feral, Katgrrl, Lazor Kitteh, Critter, Good Kitty, Ninelifer, Pocket Kitty, The Familiar
Spookity Pounce Feat

Page 3 Prestige Classes: Akaneko Clan, Cat Fu Fighter, Cats from Saturn, Foof Lord, Professional Mouser, Short Paw Kung Fu, Vet

Page 4 Prestige Classes: Burlap Guild, Mortician

Page 5 Prestige Classes: Catnipper

Page 6 Prestige Classes: Trickster

Page 7 Epic Prestige Classes: Catzilla, Cheshire Cat, Die Panzerkatzen

Page 9 Epic Kitty Feats

Page 10 Epic Prestige Classes: Fluffy Smiter of Smiting
Epic Magic Items
Kitty Magic

Page 11 Epic Prestige Classes: Bakeneko, Child of Asmodeus, Itty Bitty Pwitty Wun

Page 12 Human Form Feats
Cat Burglar Core Class Version 2

Page 13 Shifter Racial Substitution Levels, Summoning lists

Page 14 Kitty Domains, Spells, and critters
Cat Burglar Core Class Version 3

Page 15  Feats, Critters, Kitty Magic

Page 16 Kitty Domains and Gawds List

Page 17 Mawm, The Great Kitteh in Da Sky

Page 18 Housecat, Outside Cat, The Bad Kitteh in Da Night

Page 19 Goober, The Alley Kat

Page 20 Blue Eyes, Charmaine Pussyfoot, Itty Bitty, The Mean Kitteh
The Feline Way

Page 22 Mrrow
The Mows

Page 23 Racial Substitution Levels, Cat-Elves, Temple Guardians of Mrrow

Page 24 Prestige Classes: Abominable Snow Kitty, Akaneko Clan, Aristocat,

Page 25 Prestige Classes: Bad Kitty, Bear Wrassler, Big Kitty, Breathsucker, Burlap Guild, Breathsucker, Catnipper

Page 26 Prestige Classes: Cats from Saturn, Crazy Cat Lady, Critter, Darth Puddytatses, Fencepost Yowler

Page 27 Prestige Classes: Feral, Foof Lord, Good Kitty, Katgrrl, Lazor Kitteh, Mortician, Ninelifer

Page 28 Prestige Classes: Cheshire Cat, Pocket Kitty, Professional Mouser, Sanda's Little Helpers, Short Paw Clan, Sons of Pinky, The Black Paws, The Familiar, The Grasshopper Society

Page 29 Prestige Classes: Bakeneko, Pixie Kitty, Tibbit Jester, Tibbit SKirmisher, Trickster, Vet, Watchcat

Page 30 Prestige Classes: Gunner Kitty, Support Kitty

Page 31  New Spells, Prestige Classes: Thundercat

Page 33 Prestige Classes: Cabbit, Ranpu

Page 34 Prestige Classes: Om Nom Nom Fu

Page 35 Prestige Classes: Iron Floof Kung Fu, Meowcenary

Page 36 Prestige Classes: Phantom Cat,  Magic Items: Guns

Other Stuff
Cat Attraction
Kitten Friend by Welknair
Lord Fluffybottoms Vestige by Domriso
« Last Edit: September 06, 2011, 05:06:26 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #1 on: December 31, 2008, 06:56:11 AM »
Cat Burglar


   


 Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience.  Having flunked out of school, they had turned to
theft to support themselves.  While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him.  He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them.  Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out. 

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded.   Many have become adventurers, scouts, and people of a thiefly
persuasion.  There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

MAKING A CAT BURGLAR
You are best at being a party scout.  Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex  and small Size class.  Cat Burglars are best at not being seen and snitching information (among other things).
 AbilitiesRacesAlignment: Cat Burglars may not be Lawful.  Most tends towards Chaos
and Neutrality.
 Starting Gold: Same as Rogue.
 Starting Age: Same as Rogue.

Class Skills
 The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1.  +0       +0     +2       +0    Trapfinding, Purr, Kitty Form (Small), +1d6 Sneak Attack
2.  +1       +0     +3       +0    Evasion
3.  +2       +1     +3       +1    Kitty Form (Tiny)
4.  +3       +1     +4       +1    Uncanny Dodge
5.  +3       +1     +4       +1    Kitty Form (Diminutive)
6.  +4       +2     +5       +2    +2d6 Sneak Attack
7.  +5       +2     +5       +2    Kitty Form (SR vs Alignment/Shapechanger Detection)
8.  +6       +2     +6       +2    Improved Uncanny Dodge
9.  +6       +3     +6       +3    Kitty Form (Luck Bonus to AC)
10. +7       +3     +7       +3    +3d6 Sneak Attack
11. +8       +3     +7       +3    Kitty Form (Improved Evasion)
12. +9       +4     +8       +4    Bonus Feat
13. +9       +4     +8       +4    Kitty Form (Defensive Roll), Kitty Feat
14. +10      +4     +9       +4    +4d6 Sneak Attack
15. +11      +5     +9       +5    Kitty Form (Swift Paws)
16. +12      +5     +10      +5    Bonus Feat
17. +12      +5     +10      +5    Kitty Form (SR vs Charms/Compulsions)
18. +13      +6     +11      +6    +5d6 Sneak Attack
19. +14      +6     +11      +6    Kitty Form (SR vs Polymorph)
20. +15      +6     +12      +6    True Kitty, Bonus Feat


Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte.  They are proficient with Light Armor but not with
Shields.

Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.

Purr: Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su)Sneak Attack(Ex):  See PHB, page 50.

Evasion (Ex):  See PHB, page 50.

Uncanny Dodge (Ex):  See PHB, page 50.

Improved Uncanny Dodge (Ex):  See PHB, page 50.

Bonus Feat: At 12th, 16th, and 20th level the Cat Burglar gains a Bonus Feat.

Kitty Feats:  At 10th, 13th, 16th, an 19th level you may choose a Bonus Feat from the following list: A Cat Always Lands On His Feet, Acrobatic, Acrobatic Strike, Advanced Softee Paw Kung Fu, Agile, Alertness, Alley Cat, Anklebiter, ...And Persons Aren't Much Better, Black Cat, Blindfight, Brachiation, Close Quarters Fighting, Combat Acrobat, Combat Expertise, Combat Reflexes, Confound the Big Folk, Cunning Evasion, Danger Sense, Daring Fuzzball, Dash, Deadly Defense, Distracting Attack, Dive for Cover, Dodge, Dogs Are Retarded, Elusive Target, Fleet of Foot, Fwuffy, Giant Bane, Hear the Unseen, Hey! Hey Over Here!, Hissing Fury,  Improved Diversion, Improved Initiative, Improved Trip, I Must Shout My Love From The Fencepost Wall, I Wuv U, Jibba Jabba, Keen-Eared Scout, Kitty Wuvs Dwagon, Lazor Kitteh, Leap of the Heavens, Let Sleeping Kitties Lie, Lick Your Wounds, Lightning Reflexes, Lolcat, Lynx Paws, Melee Evasion, Mobility, Mommie's Little Heating Pad, Mouser, Nekochan, Pouncies, Purrsnuggles, Pwease, Quick Reconnoiter, Run, Self-Sufficient, Scramble, Shadow Striker, Softee Paw Kung Fu, Spookity Glowing Eyes of Doom, Spring Attack, Stealthy, Super Scamper Powers, Tomcat, Track, Underfoot Combat, Wolf Pack.

True Kitty:  At 20th level you become immune to any spell you formerly had Spell Resistance to, and gain the Shapechanger subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CAT BURGLAR
 You are based on stealth and guile.  The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid.  Or other cats.  If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans.  When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat.  And weird old ladies will give you free munchies and cuddle you.  Lets not forget the weird old ladies y'all.
 Religion: Cat Burglars are partial to feline deities or to gods protecting thieves.  Many worship the Fluffy Pantheon.
 Other ClassesCombatAdvancement: Cat Burglars are infamous for multiclassing on a whim.  Usually because they wish to emphasize some ability cats are supposed to have (such as black cats ability to cause bad luck).  Most Prestige Classes they take will be specific to their class.

CAT BURGLARS IN THE WORLD
Daily LifeNotableshttp://www.youtube.com/watch?v=TwWYgQapkvohttp://www.youtube.com/watch?v=xmsV9R8FsDA ).
 OrganizationsNPC Reaction CAT BURGLARS IN THE GAMEAdaptationEncountersEpic Cat Burglar

You are among the worlds most famous cats.  Shrines are devoted to your magnificence.  Well in your mind maybe..

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Sneak Attack: The Epic Cat Burglar gains an additional +1d6 Sneak Attack at Level 22, and every four levels there after (i.e. level 26, level 30, etc.).

Kitty Form: Your Spell Resistance gained from Kitty Form continues to increase by +1 for every two levels.

Bonus Feats: The Epic Cat Burglar gains an additional Bonus Feat every 4th level after level 20 (i.e. level 24, level 28, etc).


TIBBIT RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with Tibbits Rule!


 Tibbit's Rule! (Su): Tibbits natural abilities mesh well with the Cat Burglars powers.  A Tibbit gains all the Abilities of Kitty Form (since they are actually better than his racial abilities) with one exception: His equipment molds to fit his Kitty Form as is mentioned in the Tibbit's entry(the one advantage Tibbit's natural powers have over the Cat Burglars). Please note this means the Tibbit can change into and out of Kitty Form at will, and doesn't have to wait an hour. Tibbit's also gain a Bonus Kitty Feat at 1st level. In campaigns where Cat Burglar is available Tibbit's may choose it as their Favored Class. Tibbit's also gain the same stat adjustments as other Small races (see below).

 


CATFOLK RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with Perfect Kitty.

  Perfect Kitty (Su): When in Kitty Form you do not gain the usual Circumstance Bonus to Move Silently chacks, and may choose one of the following skills instead: Bluff, Search, Sense Motive, or Survival.  In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class.


CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with Neko Form.

  Neko Form (Su): Cat Hengeyokai's natural powers and class abilities mesh well. Neko Form gives them all the abilities of Kitty Form, and they may assume Hybrid Form at will as well. Their Cat Burglar Level is considered to be 1 higher than normal for purposes of qualifying for Kitty Feats (i.e. a 4th level Cat Burglar Hengeyokai is considered 5th level for purposes of qualifying for Feats only).



AWAKENED CAT RACIAL SUBSTITUTION LEVELS
 Level 1, 3, 5: Replace Kitty Form with Kitty Form (Feats)

 Kitty Form (Su): Instead of variant sized Kitty Forms at levels 1, 3 and 5 the Awakened Cat gets a permanent inherent +1 Bonus to Dexterity or Charisma.  It also immediately qualifies for any PrC or Feat requiring Kitty Form (Small, Tiny, or Diminutive).  In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class. Awakened Cats also gain a Bonus Kitty Feat at 1st level.



SMALL RACE RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with an alternate Kitty Form.

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form your stats do not change. In Tiny Kitty Form you gain +4 Dex, -4 Str.  In Diminutive Kitty Form you gain +6 Dex, -6 Str.



TINY RACE RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with an alternate Kitty Form.

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +2 Str. In Tiny Kitty Form your stats do not change.  In Diminutive Kitty Form you gain +4 Dex, -4 Str.



LARGE RACE RACIAL SUBSTITUTION LEVELS
 Level 1: Replace Kitty Form with an alternate Kitty Form.

  Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +6 Dex, -6 Str. In Tiny Kitty Form you gain +8 Dex, -8 Str.  In Diminutive Kitty Form you gain +10 Dex, -10 Str.
« Last Edit: June 20, 2009, 08:43:24 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #2 on: December 31, 2008, 06:57:26 AM »
Kitty Feats

A Cat Alway Lands On His Feet
After falling out of trees a lot you have ensured it will not happen again.
 Prerequisites: Jump 4 Ranks, Kitty Form.
 Benefits: As a supernatural ability you may cast the spell Feather Fall 3 times per day.  Your caster level is equal to half your Cat Burglar Level.

Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'.
 Prerequisites: Softee Paw Kung Fu
 Benefits: You may use your Charisma modifier instead of your Wisdom modifier for the Monk's AC Bonus and any abilities that normally use Wisdom (Stunning Fist, Quivering Palm) now use Cha for the Save DC.

Alley CatPrerequisites: +2 BAB, Kitty Form
 Benefits: You gain Sneak Attack +1d6. This Feat may be taken multiple times, increasing your Sneak Attack damage by +1d6 each time.  This stacks with any Sneak Attack damage you may have from class levels in Cat Burglar.  The extra Sneak Attack Dice from this Feat are only available while in Kitty Form.

Always Underfoot
Somehow you always seem to be underfoot..
 Prerequisites: Improved Trip, Bluff 4 Ranks
 Benefits: You do not suffer size penalties to trip attacks.  While in Kitty Form you may attempt to trip people and make it look accidental.  Whenever you make a trip attack your victim can make a Sense Motive roll against your Bluff (you get a +4 Circumstance bonus to the roll).  If he fails, he honestly believed 'kitty just wanted some attention'.  You can only do this once per encounter (otherwise your pushing your luck).


...And Persons Aren't Much Better
Guard persons too..
 Prerequisites: Dogs Are Retarded
 Benefits: Your invisibility now works against all opponents.

Anklebiter
You are well adjusted to attacking from below
 Prerequisites: Kitty Form (Tiny)
 Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square.  But not in this case.  You're a special kitty who breaks that rule due to training.  You do not provoke an AoO from entering an opponents square.

Bad Cattitude
Of course his efforts have failed.  He's a Paladin, I'm a kitty.  It was foreordained.
 Prerequisites: Cat Burglar Level 12, Cattitude
 Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once.  You only get one reroll attempt per save.

Black CatPrerequisitesBenefitsBouncies
Your good at jumping, even  for a cat.
 Prerequisites: Kitty Form, Jump 4 Ranks.
 Benefits: You may cast the spell Jump 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Cattitude
I reject your reality, and substitute my own!
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day you may reroll one Saving Throw in Kitty Form.


Cheetah Rage
You run with the fury of the wind.  Or some crap like that.
 Prerequisites: Rage, Kitty Form.
 Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Daring Fuzzball
You protect the innocent.  Especially if the innocent are hawt and like the kittehs.
 Prerequisites: Grace +1, Kitty Form.
 Benefits: Your Swashbuckler and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Swashbuckler/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.

Dogs Are Retarded...
Guard dogs are useless against you.
 Prerequisites: Kitty Form, Move Silently 4 Ranks
 Benefits: You may cast Invisibility 3 times per day as a Supernatural ability, however it only works on opponents with an intelligence of 2 or less.  Caster level is equal to half your Cat Burglar level.

Eat My Dander
You may release a cloud of cat hair at will....
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square.  All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

Fwuffy
Some people think it's because your fur is extra foofy....
 Prerequisites: Kitty Form
 Benefits: You may cast the spell Endure Elements once per day as a Supernatural ability while in Kitty Form.  However it only protects against cold, not heat.  Caster Level is considered to be half your Cat Burglar level.

HAHAHAHA!!
Your dander cloud is particularly effective when used as part of a grapple..
 Prerequisites: Cat Burglar Level 12, Eat My Dander
 Benefits: You may use your Dander attack twice per day.  It may be used in place of doing damage in a grapple check.  The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

Hep Meeee!
You may summon your furry brethren in time of need.
 Prerequisites: Cat Burglar Level 6
 Benefits: Once per day in Kitty Form you may let out a loud meow for help, summoning a swarm of kitties to help you.  Effectively you cast Summon Swarm (use the stats for a Rat Swarm without the diseased attack).  You may also direct the Swarm as you wish unlike the spell.  Caster level is equal to half your Cat Burglar levels. This is a Supernatural ability.

Hep Meee! II: The Sequel
Your friends from before have grown up now.
 Prerequisites:Hep Meeee!, Cat Burglar Level 12
 Benefits: Once per day you can summon 1d3 Celestial Dire Lions.  This is the same as Summon Monster VII, except it's a Supernatural ability, and can only be used in Kitty Form.  Caster level is equal to half Cat Burglar levels.

Hey! Hey Over Here!!
Look at the funny kitty!
 Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
 Benefits: By indulging in silly catlike tomfoolery such as chasing balls, or batting at moths you may captivate people.  Effectively you may cast Hypnotism 3 times per day as a Supernatural ability while in Kitty Form.  Caster level is half your Cat Burglar Level.

Hissing Fury
You have practiced the intimidating kitty hiss into an art form.
 Prerequisites: Kitty Form
 Benefits: You may cast the spell Cause Fear 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

I Got Looks and Brains
 Prerequisites: Kitty Form, Able to manifest second level powers
 Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Wilder/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
 Prerequisites: Bardic Music, Kitty Form.
 Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

I Wuv U
You are expert in the ways of charming others.
 Prerequisites: Diplomacy 4 Ranks, Kitty Form
 Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day.  This opponent is affected as by a Charm Person spell.  Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a Supernatural ability, can only be used in Kitty Form.

Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form.
 Prerequisites: Kitty Form
 Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components.  You also gain a +2 Circumstance Bonus on Intimdate checks the first time you met someone and use this ability. You can speak like a cat verbally, but lack the pheromones and body language in humanoid form (so cats must make a DC 12 Wisdom check to understand you).

Kitty Wuvs Dwagon
You are Truly an expert in the ways of charming others.
 Prerequisites: I Wuv U Feat, Diplomacy 12 Ranks
 Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day.  This opponent is affected as by a Charm Monster spell.  Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a supernatural ability, can only be used in Kitty Form.

Lazor Kitteh
"Watch me shoot that skwirl."
 Prerequisites: Eldritch Blast, Kitty Form
 Benefits: Your Warlock and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Warlock/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast.  You may use Incantations while in Kitty Form as well.

Leopard Rage
You have sharpened your claws for the daily fun...
 Prerequisites: Rage, Kitty Form, BAB +4
 Benefits: While using your Rage in Kitty Form your Natural attacks are +1 to hit and +2 to damage.

Let Sleeping Kitties Lie
Your so kyoooot when you sleep.
 Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
 Benefits: While asleep you are protected by a Sanctuary spell.  This is a Supernatural ability, Caster Level is half your Cat Burglar levels.
more to come

Lick Your Wounds
Popular urban myth has it that cat saliva has healing abilities...
 Prerequisites: Purrsnuggles Feat
 Benefits: Once per day you may cast either Cure Serious Wounds or Remove Disease (you do not have to choose which at the beginning of the day) by licking your wounds.  This is a Supernatural abiility only available in Kitty Form, caster level is equal to half your Cat Burglar Levels. 

Lion's Rage
You become extra foofy while raging..
 Prerequisites: Rage, Kitty Form, Cha 15+
 Benefits: While raging and in Kitty Form you gain a +2 circumstance bonus when using any special attacks using your Charisma modifier for their DC (i.e. Kiai Shout and such).

Lolcat
"I has a flavor."
 Prerequisites: Jesters Performance, Kitty Form
 Benefits: Your Jester and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Jester/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Jester levels also stack for purposes of determining what abilities you can use with your Jesters Performance (if you also have the appropriate Perform Ranks).

Lynx Paws
Prerequisites: Kitty Form, Fwuffy
Benefit: While in kitty form, you take no movement penalties for moving through snow or ice terrains, even magically created ones (such as from sleet storm). (Originally by Chemus of the Wizards forum).

Mommie's Little Heating Pad
Your fur is definitely extra foofy.....
 Prerequisites: Kitty Form, Fwuffy
 Benefits: Once you use your Fwuffy Feat, anyone coming in contact with you gains the benefits of the spell as long as they remain in contact with you.  You are popular on wilderness expeditions. 

Mouser
Running down mice has helped keep you fit, and developed an attack strategy even.
 Prerequisites: Skirmish, Kitty Form
 Benefits: Your Scout and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Scout/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Scout and Cat Burglar levels also stack for purposes of determining your Skirmish Damage and Armor Class bonus.


Nekochan
Lo you have partied with the ninja.
 Prerequisites: Ghost Step, Kitty Form
 Benefits: Your Ninja and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Ninja/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Ninja levels also stack for purposes of the number of times per day you can use your Ki Power and determining your AC Bonus.

O I Dare U
Just try removing me from this kitchen pan.
 Prerequisites: Cat Burglar Level 18, Bad Cattitude
 Benefits: You may reroll any roll, not just Saving Throws.  You still only get one reroll attempt for every roll though.

Pouncies!
You spend much time flinging yourself through the air at people...
 Prerequisites: Kitty Form, Spring Attack
 Benefits: Whenever you do a charge in Kitty Form you may make a Full attack, including Rakes if you have them.

Practiced Kitty
You spend much time perfecting the arts of the Kitty.
 Prerequisites: Any 3 other Kitty Feats, Cat Burglar Level 12
 Benefits: Your caster level for the supernatural abilities you gain from your Kitty Feats is now equal to your effective character level.

Purrsnuggles
You may heal others with the power of the Purr!
 Prerequisites: Heal 4 Ranks, Kitty Form.
 Benefits: By touching someone and purring you may heal 1 point of damage per round that they have taken.  The maximum points of damage you can heal is equal to your Charisma modifier.  This is a Supernatural ability only available in Kitty Form, and can be done 3 times per day

Pwease
You are an expert beggar, and enhance your skills with your magic.
 Prerequisites: I Wuv U Feat, Cat Burglar Level 9
 Benefits: As a standard action you may may look plaintively into someones eyes and meow up to 3 times per day.  They must make a Willpower Save (DC: 10 plus 1/2 your Cat Burglar level, plus your Charisma Bonus) or hand you whatever they are currently holding.  Once you scamper away they get another Willpower Save each round (with a cumulative +1 bonus for each failed save) to realize what they have done.  Some Cat Burglars use it to beg for food.  Others are..more sneaky. This is a Supernatural Ability and can only be used in Kitty Form.  This is a mind affecting effect.

Schrodingers Kitty
You are an expert at avoiding your owners during vet day.
 Prerequisites: Cat Burglar Level 9
 Benefits: Once per day while in Kitty Form you may cast Dimension Door as a Supernatural Ability. Caster Level is equal to half your Cat Burglar levels.

Softee Paw Kung Fu
For a time you hid out in a monastery where they thought you were just an Awakened Cat on the run. Or perhaps you were a Monk to begin with and you survived the destruction of your temple by hiding out as a cat.
 Prerequisites: Improved Unarmed Strike, Kitty Form.
 Benefits: Your Monk and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Monk/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Monk and Cat Burglar levels also stack for determining your Unarmed Strike Damage and AC Bonus.

In addition you may multiclass freely between Monk and Cat Burglar, and do not need to be Lawful to retain your Monk abilities (perhaps you studied with the Chaos Monks listed in Dragon Magazine).

Spookity Glowing Eyes of Dooom
Your eyes shine during the day too sometimes...
 Prerequisites: Hissing Fury
 Benefits: You may cast the spell Scare 3 times per day as a Supernatural ability.  This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Spookitty Pounce
They never expect the annoying kitty to jump at them.
 Prerequisites: Bouncies, Hissing Fury, Feat/Spell/Class Ability that causes a Fascination Effect.
 Benefits:  You pounce on your Fascinated target scaring the bejeezus out of him.  If he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d4 rounds.  This feat can only be used in Kitty Form.  You don't provoke an Attack of Opportunity when you enter your opponents square, even if you do not possess the Anklebiter Feat.(Original concept by Dilvish of the BG boards).


Stop Hitting Yourself
People Leave you alone for good reason.
 Prerequisites: Tiger Rage
 Benefits: When grappling an opponent 2 size classes or more larger than you (i.e. your hanging onto a limb), and he makes a weapon strike to dislodge you, you can dodge it with a successful Reflex Save, and he takes the damage instead.  DC of the Reflex Save is equal to 10 plus half the opponents level (or hit dice) plus his Strength modifier (or Dex modifier if he's using weapon finesse). By using this Feat you immediately end the Grapple.

Super Scamper Powers
You spend a lot of time running away from people for some reason...
 Prerequisites: Dash or Run, Kitty Form.
 Benefits: As a supernatural ability you may cast the spell Expeditious Retreat 3 times per day.  Your caster level is equal to half your Cat Burglar Level.

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.

They were mean to me Daddy! :(
Uh oh...
 Prerequisites:Hep Meeee! II: The Sequel, Cat Burglar Level 18
 Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day.  You may only use it to summon a Leonal.  Caster level is equal to half Cat Burglar levels.

Tigers Rage
People Leave you alone for good reason.
 Prerequisites: Rage, Kitty Form, Str 13+
 Benefits: While using Rage in Kitty Form you gain a +3 Enhancement bonus to all grapple checks, and you may grapple an opponent of any size.  If that opponent is 2 or more Size classes larger than you he may use any size weapon to attack you to get you to release the grapple.

Tomcat
You am one baaaaaad kitty.
 Prerequisites: Rage, Kitty Form.
 Benefits: Your Barbarian and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Barbarian/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Barbarian and Cat Burglar levels also stack for purposes of determining how many times per day you can rage.

In addition you do not suffer size penalties to Grapple checks

You Are My New Best Friend
You have become adept at realizing who is most vulnerable to your dander attack.
 Prerequisites: Cat Burglar Level 18, HAHAHAHA!!
 Benefits: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save.  You don't know what his Save is, just that he has the lowest.





Pixie Kitty
Your mom was fond of the Pixies......
 Prerequisites:Fey Heritage ( in Complete Mage), Cat Burglar Level 6
 Benefits: You may assume the form of a Fine Cat when using kitty form. Your bite does 1 point of damage (your claws do no damage, your stuck with the bite only when doing a Full Attack). Stats are +10 Dex, -10 Str (minimum 1 Str).  And you have the cutest little Deely-Bobber antennaes. You have a +2 circumstance bonus on all Diplomacy checks in this form.

Monkey Gone to Heaven
You can become invisimable.
 Prerequisites: Cat Burglar Level 12, Pixie Kitty
 Benefits: As a Supernatural ability you may cast Greater Invisibility while in Kitty Form a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar Levels.

Subbacultcha
:dancin: You can make the little kitties dance! :dancin:
 Prerequisites: Cat Burglar Level 18, Monkey Gone to Heaven
 Benefits: As Supernatural Ability you may Cast Otto's Irresistible Dance a number of times per day equal to your Charisma modifier.  Caster Level is equal ot half your Cat Burglar Levels.

Little Devil
Your mom was fond of Fiends
 Prerequisites: Fiendish Heritage ( in Complete Mage), Cat Burglar Level 6
 Benefits: You can assume the form of a Debbil Kitty (i.e. you gain little horns in Kitty Form if you wish).  While in Debbil Kitty Form you gain a +4 Circumstance bonus on Intimidate checks.

I...AM...BAT KITTY!
God help us all you can fly now
 Prerequisites:Cat Burglar Level 12, Little Devil
 Benefits: While in Debbil Kitty form you have little batlike wings that let you Fly 40 ft with Good Maneverability.

Asmodeus Was Mah Daddy!
No wonder you were always so misbehaved...
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Debbil Kitty Form you can cast Unholy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability.  Caster Level is equal to half your Cat Burglar Levels.

Little Angel
Your mom was fond of Solars...
 Prerequisites: Purrsnuggles, Cat Burglar Level 6
 Benefits: You can assume the form of an Angel Kitty (i.e. you gain a little halo in Kitty Form if you wish).  While in Angel Kitty Form all spells you cast from the Healing subschool heal +2 points of damage.

Whenever a Bell Rings
Little Kitties get their wings.
 Prerequisites: Cat Burglar Level 12
 Benefits: While in Angel Kitty form you have little feathered wings that let you Fly 40 ft with Good Maneuverability.

Holy Aura
You glow with the force of a thousand fireflies (snicker).
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Angel Kitty Form you can cast Holy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability.  Caster Level is equal to half your Cat Burglar Levels.

Cabbit
Your momma done something wrong son...
 Prerequisites: Bouncies, Cat Burglar Level 6
 Benefits: Instead of a cat you become a Cabbit in Kitty Form (the differences are cosmetic only).  You may always take 10 on a Jump check, even if endangered or distracted.

Supah Boing!
You are better at jumping than some Kangaroos
 Prerequisites: Cat Burglar Level 12, Cabbit
 Benefits: Your Jump DC's are not doubled if you don't have a running start, and your maximum height isn't limited by your Size Class.

Ear Radar
Whats that sound?
 Prerequisites: Cat Burglar Level 18
 Benefits: You gain Blindsight 90'.  If you are deafened this ability does not work.

Dragon Kitty
Your mom worked at the Burlap Throat-Wattle, the worlds most infamous Dragon's only bar...
 Prerequisites:Spookity Glowing Eyes of Dooom, Cat Burglar Level 6
 Benefits: You are immune to Fear and morale effects.

Tuff Kitty
You have inherited your dad's inherent tuffness.
 Prerequisites: Cat Burglar Level 12, Dragon Kitty
 Benefits: While in Kitty form you may cast the spell Draconic Might as a Supernatural ability a number of times per day equal to your Charisma modifier.  You may cast it upon yourself only. Caster level is equal to half your Cat Burglar level.

Surprise
You have inherited Dad's "angry voice"
 Prerequisites: Cat Burglar Level 18, Tuff Kitty
 Benefits: While in Kitty form you may cast the spell Greater Shout as a Supernatural ability a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar level.

Sabre Toof
You are descended from the great imperial line of sabre toothed housecats.  What,  we thought it sounded good....
 Prerequisites: Improved Natural Attack (Bite), Cat Burglar Level 9
 Benefits: You may assume Sabre Toof Kitty Form a number of times per day equal to your Charisma modifier.  You are a Medium size class cat with no changes in stats.  Your claws do 1d4, and your Bite does 1d8 because of the Improved Natural Attack. You also gain a +2 Natural Armor Bonus to Armor Class. Unlike your other Kitty Forms your Bite is the primary natural attack, and your claws are secondary.

Cruncha Muncha
Whaddya mean I'm not supposed to kill livestock?  What did I take the Sabre Toof Feat for then?
 Prerequisites: Cat Burglar Level 18
 Benefits: You may assume Sabre Toof Kitty Form at will instead of several times per day per day. When charging your Bite does 2d8 plus double your Strength bonus.

Swingin' Jungle Kitty
You are the truth behind the legend of....the cat faced monkey!
 Prerequisites:Brachiation (in Complete Adventurer), Cat Burglar Level 6
 Benefits:You may assume the Form of a Cat Faced Monkey if you wish. The stats are the same as your Kitty Form, but instead of finding the skill checks mentioned under Kitty Form impossible you merely have a -2 penalty.

AHAHAHAH!!
You are the king of the cat faced monkeys!
 Prerequisites: Cat Burglar Level 12, Swingin' Jungle Kitty
 Benefits: You take no skill penalties while in Cat Faced Monkey form.  You also get a +2 Competence Bonus on Jump checks.

Alpha Monkey
You are a big cat faced monkey! You are a Cat Faced Baboon!
 Prerequisites: Cat Burglar Level 18
 Benefits: While in Cat Faced Monkey Form you may cast the spell Tensers Transformation a number of times per day equal to your Charisma modifer.  Caster Level is equal to half your Cat Burglar levels.

« Last Edit: June 16, 2009, 10:06:15 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #3 on: December 31, 2008, 06:58:21 AM »
i need to revise prices

Collar of Holding
 Price (Item Level): 750 GP
 Body Slot: Throat
 Caster Level: 9th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  It acts in all ways as a Bag of Holding with some exceptions.  By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar.  Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary.  The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


Dead Fish Bomb
 Price (Item Level): 9,000 GP
 Body Slot:- (Carried)
 Caster Level: 13th
 Aura: Strong; (DC:22) Evocation
 Activation: Swift (command)
 Weight: -

This appears to be a dead fish or other small animal or piece of food that a feral cat might be carrying in it's mouth.  It will not withstand close scrutiny if taken from the cat however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Delayed Blast Fireball and a Stinking Cloud as cast by a 13th level caster.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
Cost to Create: 4,500 GP, 5 days, 180 XP


Collar Armor
 Price: +1 Bonus
 Body Slot: Throat as a Collar, Body when in use
 Caster Level: 13th
 Aura: Strong; (DC:21) Transmutation
 Activation: Swift (command)

This appears to be a normal collar.  But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form.  When it is meowed  again the armor retreats into the collar.
http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


Collar of Sneakery Blackmail
 Price (Item Level):  1000 GP
 Body Slot: Throat
 Caster Level: 5th
 Aura: Faint; (DC:17) Illusion and Divination
 Activation: Swift (command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  3 times per day the wearer can activate it and it will record events in front of the PC for 10 minutes.  A second command word replays the recording at will.  Think of it as a neat little video camera. The command word is a particular meow while in kitty form.

Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
Cost to Create:  500 GP,  20 XP, 1 day


Flea Collar
 Price (Item Level): 16,000 GP
 Body Slot: Throat
 Caster Level: 7th
 Aura: moderate; (DC:17) Abjuration
 Activation: -(continuous when worn)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  When worn, the wearer gains the benefit of a Repel Vermin spel as though cast by a 7th lvel Druid (however the duration is continuous while worn).  Vermin are common in areas where Cat Burglars sneak into, and this keeps them away.

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create:  8000 GP,  320 XP, 8 days


Fly Collar
 Price (Item Level):  17,000 GP
 Body Slot: Throat
 Caster Level: 5th
 Aura: Faint; (DC:17) Transmutation
 Activation: Swift (command) and Continuous (see description)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  3 times per day the wearer can activate it and gain the benefit of a Fly spell. He also gains the benefit of a Feather Fall spell for as long as he wears the collar. The command word is a particular meow while in kitty form. When activated a small red cape unfurls from the collar.

Prerequisites: Craft Wondrous Item, Feather Fall, Fly
Cost to Create:  8500 GP, 340 XP, 9 days


Scratching Post
 Price (Item Level): 2000 GP (+1), 8000 GP (+2), 18000 GP (+3), 32000 GP (+4), 50000 GP (+5)
 Body Slot: - (Carried)
 Caster Level: 5th/8th/12th/16th/20th
 Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
 Activation: Standard (manipulation)
 Weight: -

This appears to be an ordinary scratching post made for cats.  Any being with claws as natural weapons that scratches the post as a Standard action receives the benefit of Greater Magic Fang.  Caster level depends on the bonus given, can be used 3 times per day.

Prerequisites: Craft Wondrous Item, Greater magic Fang
Cost to Create:  +1: 1000 GP, 40 XP, 1 day; +2: 4000, 160 XP, 4 days; +3: 9000 GP, 360 XP, 9 days; +4: 16000 GP, 640 XP, 16 days; +5: 25000 GP, 1000 XP, 25 days


Tent Collar
 Price (Item Level): 6,000 GP (10th)
 Body Slot: Throat
 Caster Level: 5th
 Aura: Faint; (DC:17) Evocation
 Activation: Swift (command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form.  Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere. There is also a one person collar sized for a single cat.  It retails for 500 GP.


Prerequisites: Craft Wondrous Item, Leomund's Tiny Hut
Cost to Create: 3000 GP, 240 XP, 3 days


Catnip Mousie
 Price (Item Level): 16000 GP
 Body Slot: - (Carried)
 Caster Level: 5th
 Aura: Faint; (DC:18) Transmutation
 Activation: Standard (manipulation)
 Weight: -

This appears to be an ordinary catnip mouse made for cats.  3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of a Haste spell.

Prerequisites: Craft Wondrous Item, Haste
Cost to Create: 8000 GP, 320 XP, 8 days


Bad Trip Catnip Mousie
 Price (Item Level): 10000 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Transmutation
 Activation: Standard (manipulation)
 Weight: -

This appears to be an ordinary catnip mouse made for cats.  3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of Frenzy (Complete Warrior page 34). Commonly used as a method of asassinating noblemen with a preference for cats.

Prerequisites: Craft Wondrous Item, Bestow Curse
Cost to Create: 200 GP, 670 XP, 5 days


Boots of Man
 Price (Item Level): 12,000 GP
 Body Slot: Feet
 Caster Level: 3rd
 Aura: Faint; (DC:16) Transmutation
 Activation: - (Use Activated)
 Weight: -

These appear to be perfectly ordinary boots until slipped on the feet of an animal.  While worn these allow the animal to stand upright, and allows the use of some skills which would normally be impossible for the animal.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP

Gloves of Man
 Price (Item Level): 12,000 GP
 Body Slot: Feet
 Caster Level: 3rd
 Aura: Faint; (DC:16) Transmutation
 Activation: - (Use Activated)
 Weight: -

These appear to be perfectly ordinary gloves until an animal or being without functional hands slip them on.  These gloves allow them to fnction as if they had hands.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP



Hairball Grenade
 Price (Item Level): 300 GP
 Body Slot: - (Carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (command)
 Weight: -

This one shot item appears to be a cat hairball. When the command word is given (a choking sound that may be done as a human or kitty), it explodes duplicating the effects of a Cloud of Bewilderment.

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 150 GP, 6 XP, 1 day



Dander Bomb
 Price (Item Level): 6,000 GP
 Body Slot: - (Carried)
 Caster Level: 15th
 Aura: Strong; (DC:23) Evocation
 Activation: Swift (command)
 Weight: -

This appears to be a really, really big cat hairball.  When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. Much like the Hairball Grenade it is a one use item.
Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 3000 GP, 120 XP, 3 days


Breathing Collar
 Price (Item Level): 6,000 GP
 Body Slot: Throat
 Caster Level: 5th
 Aura: Faint; (DC:18) Transmutation
 Activation: - (Use activated)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it the owner does not need to breathe.  Favored by Plane traveling or underwater Cat Burglars, or by the Sons of Pinky (who often wear them so dozens of them can be carried in a Bag or Collar of Holding).

Prerequisites: Craft Wondrous Item, Water Breathing
Cost to Create: 3000 GP, 120 XP, 3 days


Mousie Collar
 Price (Item Level): 1000 GP
 Body Slot: Throat
 Caster Level: 1st
 Aura: Faint; (DC:16) Conjuration
 Activation: Swift Action (Command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dire Rat once per day or a regular rat 3 times per day as a Supernatural ability.  This otherwise works like Summon Nature's Ally I.  Perfect to help your disguise when someone wonders what a cat is doing in the treasury vault (just chase the rat).  Or save the King's daughter from that mean ole Dire Rat.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


Tank Collar
 Price: +1 Bonus (+ an additional 50 GP)
 Body Slot: Throat as a Collar, Body when in use
 Caster Level: 13th
 Aura: Strong; (DC:21) Transmutation
 Activation: Swift (command)

This appears to be a normal collar.  But when the command word is meowed it morphs into a suit of Heavy armor sized and made for you in kitty form.  When it is meowed  again the armor retreats into the collar. The Armor has a seat and wand mounted on the back.  This seat is usually occupied by an Awakened Mouse partner with the skill or power to use the wand who functions as a sort of Defensive gunner while the Cat Burglar goes about his business.  Remember to include the cost of the Wand when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


The Collar of Furious Furry Furies
 Price (Item Level): 4000 GP
 Body Slot: Throat
 Caster Level: 3rd
 Aura: Faint; (DC:16) Transmutation
 Activation: - (Use -Activated)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. While wearing this collar you are considered to have the Intimidating Rage and Instantaneous Rage Feats.  If you have both Feats the collar is of no use to you.

Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
Cost to Create: 2000 GP, 80 XP, 2 days


Feathered Hat
 Price (Item Level): 16000 GP
 Body Slot: Head
 Caster Level: 3rd
 Aura: Faint; (DC:18)
 Activation: - (Use -Activated)
 Weight: -

This is a wide brimmed hat with a feather plume in the band.  It sticks to your head when worn, never gets dirty, and mends itself if torn.  While wearing it you gain +4 Cha.  While the hat does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
Cost to Create: 8000 GP, 320 XP, 8 days


Dog Collar
 Price (Item Level): 1000 GP
 Body Slot: Throat
 Caster Level: 1st
 Aura: Faint; (DC:16) Conjuration
 Activation: Swift Action (Command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dog once per day as a Supernatural ability.  This otherwise works like Summon Nature's Ally I.  Perfect to get yourself adopted when the mean ole' doggie chases the poor little kitten into the princess' arms and the guards have to shoo the dog away.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days



Cute Widdle Bowsies
 Price (Item Level): 4000 GP
 Body Slot: -
 Caster Level: 3rd
 Aura: Faint; (DC:17) Transmutation
 Activation: - (Use-activated)
 Weight: -

These appear to be pretty little bows that can be attached to any magic item that is worn on the body.  While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier.  These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function.  Switching items can only be done in human form, and is a Swift Action.

Prerequisites: Craft Wondrous Item, Kitty Form (Tiny)
Cost to Create: 2000 GP, 80 XP, 2 days


Smoked Fish Bomb
 Price (Item Level): 300 GP
 Body Slot:- (Carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (command)
 Weight: -

This appears to be a smoked fish or piece of jerky that you've snitched from someone.  It will not withstand close scrutiny if taken from the you however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has the effects of a Fog Cloud spell. This is a one use item.

Prerequisites: Craft Wondrous Item, Fog Cloud
Cost to Create: 150 GP, 1 days, 6 XP


Dead Present
 Price (Item Level): 200,000 GP
 Body Slot:- (Carried)
 Caster Level: 15th
 Aura: Strong; (DC:23) Enchantment
 Activation: Continuous
 Weight: -

Some cats indulge in a bizarre behavior cat lovers refer to as 'paying the rent'.  They kill small animals and bring them to their owners.  You take advantage of this with this item, which appears to be the corpse of a small animal, typically a rodent, snake, or bird.  A corpse that no one who fails their Willpower Save (DC:22) will approach.  This is identical in effect to the Antipathy spell, except that you are immune to it's effects.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create:100,000 GP, 100 days, 4000 XP


Whoopin' Collar
 Price (Item Level): 24,000 GP
 Body Slot: Throat
 Caster Level: 9th
 Aura: Faint; (DC:24) Transformation
 Activation: Swift (Command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Nightstalker's Transformation 3 times per day.


Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 12,000 GP, 12 days, 480 XP


Jabba Collar
 Price (Item Level): 2000 GP
 Body Slot: Throat
 Caster Level: 3rd
 Aura: Faint; (DC:17) Transmutation
 Activation: Swift (Command)
 Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Whispering Wind 3 times per day, and cast Message at will.


Prerequisites: Craft Wondrous Item, Message, Whispering Wind
Cost to Create: 1000 GP, 1 days, 40 XP


Punishment Collar
 Price (Item Level): 132,000 GP
 Body Slot: Throat
 Caster Level: 11th
 Aura: Moderate; (DC:21) Enchantment
 Activation: -(use activated)
 Weight: -

This appears to be a thick, black collar.  When placed around an individuals neck it has the effect of a Geas spell, requiring him to shelter and feed all stray cats he sees for 1 year so long as they wish to stay.  He must also protect them from harm.  Should he refuse to do so, he will have to spend 1 year as a cat himself.  Cat Burglars use this collar to punish individuals who are cruel to cats, and to ensure that someone has to put them up for the night so long as they are in kitty form. After the year is over the collar falls off. At which  point it can be placed on the neck of someone else.  The collar does not work for anyone who has worn it in the past.


Prerequisites: Craft Wondrous Item, Geas/Quest
Cost to Create: 66000 GP, 66 days, 2640 XP



Furniture of Hiding
 Price (Item Level): 10000 GP
 Body Slot: -
 Caster Level: 1st
 Aura: Faint; (DC:16) Transmutation
 Activation: - (Use-activated)
 Weight: -


Some Cat Burglars replace their "owners" furniture with Furniture of Hiding if they are spying on them long term.  Anything in Kitty Form gains a +10 Competence Bonus to Hide checks while on or under this furniture (couches are particularly favored).  Small Guilds can hideout in plain sight relatively easy in their own enemies house.

Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
Cost to Create: 5000 GP, 5 days, 200 XP
« Last Edit: July 20, 2009, 09:22:55 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #4 on: January 03, 2009, 07:03:24 AM »
Kitty Domains



Purr Domain
Granted Power: Spells you cast that have a Radius area of effect (and have the Sonic descriptor or are Domain spells) are increased +5 ft.  For example if the spell normally afects a 20' radius it now effects a 25' radius.
1:Insidious Rhythm
2:Dissonant Chant
3:Tremor
4:Battle Hymn?
5:Resonating Agony
6:Sympathetic Vibration
7:The Death Purr*
8:Earthquake
9:Implosion


Dander Domain
Granted Power: The Difficulty Class for Saving Throws against your Domain spells is +2.
1:Wall of Dander (Smoke)
2:Cloud of Bewilderment
3:Prickling Torment
4:Whelm, Mass
5:Dander Blast*
6:Overwhelm
7:Choking Dander (Cobwebs)
8:Dander Explosion*
9:Dander Tornado*


Mischief Domain
Granted Power: Add Bluff, Hide, and Move Silently to your Class Skill list.
1:Distraction
2:Baleful Transposition
3:Glibness
4:It Was the Dog
5:Phantasmal Thief
6:Mislead
7:Transfix
8:Otto's Irresistible Dance
9:Time Stop


Big Kitty Domain
Granted Power: You gain the Powerful Build ability described on page 12 of the Expanded Psionics Handbook.
1:Divine Favor
2:Bulls Strength
3:Magic Fang, Greater
4:Divine Power
5:Bite of the Weretiger
6:Tenser's Transformation
7:Giant Size
8:Leonal's Roar
9:Big Kitty*


Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Monster I (Felines only)
2:Summon Monster II (Felines only)
3:Summon Monster III (Felines Only)
4:Summon Monster IV (Felines Only)
5:Summon Monster V (Felines Only)
6:Summon Monster VI (Felines Only)
7:Summon Monster VII (Felines Only)
8:Fierce Pride of the Beastlands
9:SUmon Monster IX (Leonal)
Note: I will be making feline creatures for Summon spells that have none.


Sneaky Sneakies Domain
Granted Power: Once per day you can automatically succeed on a Hide or Move Silently roll.  You must choose before rolling your skill check to use this ability. 
1:Disguise Self
2:Invisibility
3:Invisibility Sphere
4:Invisibility, Greater
5:False Vision
6:Mislead
7:Invisibility, Mass
8:Screen
9:Invisibility, Superior


Curiousity Domain
Granted Power: You may cast Divination Spells at +1 Caster Level.
1:Detect Secret Doors
2:Detect Thoughts
3:Clairaudience/Clairvoyance
4:Scrying
5:Prying Eyes
6:True Seeing
7:Scrying, Greater
8:Prying Eyes, Greater
9:Foresight


Begging Domain
Granted Power: You may add Bluff, Diplomacy, and Knowledge (Local) to your Class Skills.
1:Friendly Face
2:Entice Gift
3:Prayer
4:Minor Creation
5:Major Creation
6:Heroes Feast
7:Gimme A Break Here*
8:True Creation
9:Unbinding


Hissing Fury Domain
Granted Power:You are immune to Fear Effects.
1:Cause Fear
2:Scare
3:Evil Eye
4:Fear
5:Wail of Doom
6:Aura of Terror
7:Evil Glare
8:Shout, Greater
9:Power Meow Kill


Nap Domain
Granted Power:You are immune to Sleep effects.
1:Sleep
2:Daze Monster
3:Deep Slumber
4:Remove Fatigue
5:Symbol of Sleep
6:Endless SLumber
7:Hiss of Sleep
8:Power Meow Stun
9:Nappy Times*


Scamper Domain
Granted Power: You add Balance, Climb, Jump, and Tumble to your Class Skill List.
1:Expeditious Retreat
2:Spider Climb
3:Haste
4:Air Walk
5:Dimension Jumper
6:Primal Speed
7:Unicorn Heart
8:Celerity, Greater
9:Dimension Jumper, Greater


Catnip Domain
Granted Power:You gain a +2 Sacred (or Profane) Bonus against Illusion and Enchantment spells.
1:Distract
2:Delusions of Grandeur
3:Reality Blind
4:Nightmare Terrain
5:Mind Fog
6:Illusory Pit
7:Dream Sight
8:Maddening Whispers
9:Sublime Revelry


All Domain spells not in the PHB may be found here or in the Spell Compendium.



KITTY MAGIC

The Death Purr
Evocation (Sonic)
Level: Purr 7
Components: V, S
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Concentration (maximum 1 round/2 levels)
Saving Throw: Fortitude negates
Spell Resistance: Yes


"puuuuuuuuuuuuuurrrrrrrrrrrrrrrrr"

This spell begins with you purring.  This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect.  Everything within  80' must make a Fortitude Save each round the spell is maintained, with the Save DC increasing by +1 cumulatively each round.  When the first Save is failed living beings are knocked prone (or begin to fall from the sky if flying) and Dazed for 1 round.  When the second Save is failed opponents are Stunned 1 round and take Sonic damage equal to your Caster Level.  When the third Save is failed the opponents take 10d6 Sonic Damage and are Stunned 1 round.  If a fourth Save is failed they are dead.  Inanimate objects and nonliving beings within the area take 5d6 Sonic damage each round the spell is maintained.


Dander Blast
Evocation
Level: Dander 5
Components: V, S. M
Casting Time: 1 Standard Action
Range: 60'
Area: Cone Shaped Burst
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

"Eat hot, burning  allergy you bastids!"

You unleash a blast of wind and fur.  This is in most ways identical to the lower level spell Gust of Wind but for area and duration.  The wind also blows along bursts of cat dander that provoke an allergic reaction in those within the spells area of effect.  If they fail the Save to resist the wind they are also Sickened for the duration of the spell and for 2d4 rounds after.


Dander Explosion
Evocation
Level: Dander 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

"FOOM"

There is an explosion of cat dander, centered on the hex you occupy.  Everything in the Radius is Sickened and Exhausted for 5d10 rounds if it fails a Saving throw.  If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds.  Vision is completely obscured (total concealment) in the area of the explosion of fur for the round of the spells casting, and the round afterwards.  Anything in the area of effect must also make a Reflex Saving throw or be knocked prone as well.  Material component is a hunk of cat fur from a large cat such as a lion or tiger.


Dander Tornado
Evocation
Level: Dander 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. = 40 ft./level)
Effect: Cyclone 10' Wide at base, 30' wide at top, and 30' tall
Duration: 1 round/ level (D)
Saving Throw: Reflex negates, see text
Spell Resistance: Yes

"Git in tha root seller maw!"

You summon a tornado that's inundated with cat dander.  This is identical to the spell Whirlwind with two exceptions.  First, the area of the whirlwind provides total concealment for the duration of the spell, and completely obscures vision inside it's area of effect.  Second, anything within the area of effect is Sickened and Exhausted for as long as they remain within the Area of Effect plus 2d6 more rounds.  if it fails a Saving throw.  If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds.  Material component is a hunk of Dire Tiger Fur.




Big Kitty
Transmutation
Level: Big Kitty 9
Components: V, S, M
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Minute

"Ahem...meow."

You transform into a housecat that's as big as some huts. You are now Size Class Colossal (Long).  You are now Space/Reach 30 ft./20 ft.  You gain +32 Str, +4 Dex, +12 Con, +12 Natural Armor Bonus, Scent, and Low Light Vision.  Similarly to Kitty Form you have a Primary Claw attack doing 3d6 plus Str modifier, and a Secondary Bite attack doing 4d6 plus half Str modifier (you get 2 Claws and a Bite with a Full Attack).  You also have a -8 Size Penalty to Attack rolls, and AC.  You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. Base Land Speed becomes 60 ft, and you gain a Climb Speed of 60 ft.  You also gain Damage Reduction 10
/-.

You also gain the following abilities:

Improved Grab (Ex): When you successfully hit with your claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful you may establish a hold, and cn use your Rakes.

Rake (Ex): When you make a successful Grapple check or Pounce you gain two additional Rake attack (to hit and damage same as claw attacks).

Pounce (Ex): You may make a Full attack when Charging, including two Rake attacks.

Frightful Presence (Ex): When you attack or hiss all living creatures within 120' with less Hit Dice than yourself must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken 4d6 rounds.  If the Save is successful they are immune to your Frightening Presence for 24 hours.

Material Component is a bit of Dire Tiger fur.





Gimme A Break Here
Universal
Level: Begging 7
Components: V, S, XP
Casting Time: 1 Standard Action
Range: See text
Target, Effect, or Area: See text
Duration: See Text
Saving Throw: None, see text
Spell Resistance: Yes

"AW COME ON!!"

You can occasionally beg a favor of the gods themselves when you're on hard times.  This is in most ways identical to the Limited Wish spell, but you can only use it as a favor for yourself.  For example you couldn't smite an enemy with a fireball, but you could escape with a Teleport.  You can also request food, wealth, or shelter; or revealing the truth to people who have believed a falsehood about you.  It's not offensive, it's a get out of trouble free card.




Nappy Times
Enchantment
Level: Nap 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 4o ft./level)
Area: one or more creatures within a 60' Radius burst
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

"Quiet down out there!"

You know the mother of all Sleep spells.  Every creature within the spells radius of effect must Save or become Unconscious for the  duration of the spell.  Creatures immune to sleep are not immune to this effect.  If the Saving Throw is successful the victims are Stunned for 1d4 rounds instead.  material component is a pinch of chamomile and kava kava herbs.




It Was the Dog
Conjuration (Creation)/Enchantment
Level: Mischief 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Effect: Cloud spreads in 20' Radius, 20' high
Duration: 1 round/level
Saving Throw: Fortitude partial, Willpower partial
Spell Resistance: No

"A silent but deadly cloud envelopes your enemies."

Choose 1 enemy within the spells range.  A loud 'FRAAAAAAP' sound is heard emanating from him as a cloud of invisible gas is created centered on his hex.  The invisible cloud is otherwise identical to the Stinking Cloud spell.  Anyone in the cloud must also make a second Willpower Save, or believe that the being the spell is centered on is responsible for their problems for as long as they are Nauseated.  Material component is a piece of rotting vegetation.



I Has A Flavor
Enchantment
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level
Saving Throw: Willpower negates
Spell Resistance: No

"OMG you taste like ice cream."

Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Willpower Save.  It will spend it's action each round licking you and doing nothing else until the spell ends.  If you attack it or cast another spell on it the spell ends.  If it is attacked by someone other than yourself it can defend itself.  If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out.  Material component is a bit of food.



 You Has A Flavor Too
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Object touched
Duration: 10 Minutes/level
Saving Throw: Fortitude Negates (plus see text)
Spell Resistance: No

"OMG I taste like BBQ."

Your victim becomes particularly tasty for the duration of the spell.  Should anything bite him they must make a Willpower Save, or decide to concentrate exclusively on him in combat as they simply must eat him.  They also gain a +1 Morale Bonus on attack and damage rolls against him.  Material component is a bit of tasty food.






Do Not Want
Enchantment (Mind-Affecting, Compulsion)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Area of Effect: 20' Radius centered on you
Duration: 1 Round/level
Saving Throw: Will partial
Spell Resistance: Yes


You become incredibly intimidating for the duration of this spell.  For anyone to approach closer than 10' to you they must make a Willpower Save.  Otherwise they feel compelled to get as far away from you as possible for hte duration of the spell.  If they succeed in the Save, they are Shaken for the duration of the spell as long as they know you are nearby (i.e. can see or hear you). 


I See What You Did There
Divination [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Concentration, up to 1 round level
Saving Throw: Will negates, see text
Spell Resistance: Yes

"Perhaps you'd like your wife to know about the incident with that underage Medusa last Wednesday Mr. Paddington"

You can learn bad things your opponent has done by staring intently at him.  The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know.  The second round you know the time and place it was committed.  The third round you know who else was there, and what they were doing.  The fourth round you pretty much have all the details you didn't already know.  After that you can learn more embarrassing secrets if you wish.




Pew Pew Pew
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 3 creatures, all of which must be within 30'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"lols"

You unleash 3 Rays of Force against one or more foes.  The Rays are a Ranged Touch Attack, and do 5d6 damage, +1 damage per level (max of 5d6+10). 




Aggressive Cat Is Aggressive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"RAAAAAAAHHHHH!!!!"

You gain a +4 Enhancement Bonus to Attack and Damage rolls(including Grapple/Bull Rush/Trip checks), a +5 Enhancement Bonus to Fortitude Saving throws, and a +10 Competence Bonus on Intimidate checks.  You also gain the Improved Grapple and Improved Unarmed Strike Feats, and +3d6 Skirmish (see Complete Adventurer page 12).  Your Base Land speed increases by 10 ft.  You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items.  Material component is a Potion of Invisibility which is consumed by the casting of the spell).




Defensive Cat Is Defensive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"You'll never catch me."

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks.  You also gain the Mobility Feat, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51).  Your Base Land speed increases by 10 ft.  You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items.  Material component is a Potion of Invisibility which is consumed by the casting of the spell).


You Make Kitty Scared
Enchantment [Mind-Affecting, Compulsion]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. +5 ft./2 levels)
Area: 60' Spread
Duration: 1 Minute/level
Saving Throw: Will Negates
Spell Resistance: No

"Hep meeeeeeeeeee!"

This spell must be cast while in Kitty Form, or while you are being attacked/threatened/being targeted by a spell from an opponent at least 2 Size classes bigger than yourself.  All beings in the area of effect must make a Willpower Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league.  They will continue to attack even if you flee the area to "buy you time".  Once they are at half or hit points or less they get another save to break out of the spell.




Detect Munchies
Shamelessly copied from Draco Dei with his permission
Divination
Level: Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 60'
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level
You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
1st round: Presences or absence of food.
2nd round: Number clumps of food and tastiness of the one you like best.
3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it.
Tastiness levels:
Tastiness|   Aura Strength
Spoiled|   Dim
Unpalatable|   Faint
Average|   Moderate
Tasty   |Strong
Gourmet|   Extreme
4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
Note: Like all the other detect spells this one can penetrate barrier but has its limits. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them





Spell originally by Norr
Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: Sor/Wiz9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close
Target: One creature / 3 caster levels
Duration: Instantaneous (D)
Saving Throw: Will and Fortitude partial, see text
Spell Resistance: Yes

You are the cutest thing alive. All will fall before you.
Puss-in-boots got nothing on you. As you finish casting this spell up to 1 creature per three caster levels within range must make a willpower save or succumb to your cuteness. Upon a failed save the targets brain suffers a terminal shut-down from cuteness overdose. The target immediately dies with a look of pure bliss on its face. Upon a successful save the target fails to grasp the universal force you represent. If it fails a fortitude save it suffers 2 points of damage to its Intelligence, Wisdom and Charisma scores and is dazed for two rounds. A successful fortitude save negates the ability damage and reduces the dazed duration to one round.

Focus: a small bell and a coloured ribbon, which must be worn at the time of casting.
« Last Edit: January 05, 2009, 09:16:02 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #5 on: January 05, 2009, 09:18:09 AM »
Okay as soon as I edit in the Epic Feats, revise the Magic Item prices, and tweak the class, I'll start posting the Prestige Classes.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #6 on: January 12, 2009, 10:04:42 AM »
Well crap, I didn't get to work on anything I wanted to this weekend.  Here's a first PrC to peruse whilst I tweak the stuff this week.


SON OF PINKY


   
"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds.  When ankles need bitten they get called.  When overly inquisitive locals need scared off, they do the scaring.  When someone needs their butt handed to them, they do the handing.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living.  The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them.  They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Kitty Form
   Feats:  Tomcat
   Base Attack Bonus:  +5
 

Son of Pinky Skills
 The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Ragin' Kitty Feat
2. +2     +3     +3     +0    Magical Kitty
3. +3     +3     +3     +1    Strong Kitty (+2)
4. +4     +4     +4     +1    Ragin' Kitty Feat
5. +5     +4     +4     +1    Pouncies
6. +6     +5     +5     +2    Strong Kitty (+4)
7. +7     +5     +5     +2    Rippin' Fury
8. +8     +6     +6     +2    Ragin' Kitty Feat
9. +9     +6     +6     +3    Strong Kitty (+6)
10.+10    +7     +7     +3    Little Tiger


Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 8th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take.  For example in Small Kitty Form you are now -2 Str, in Tiny Kitty Form you are -4 Str, and in Diminutive Kitty Form you are -6.

This increases to +4 at 6th level.  You take no Str penalty in Small Kitty Form, -2 Str in Tiny Kitty Form, and -4 Str in Diminutive Kitty Form.

At 9th level it increases to +6, meaning you actually gain +2 Strength in Small Kitty Form, take no penalty in Tiny Kitty Form, and -2 Str in Diminutive Kitty Form.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 7th level you get the Improved Grab ability.  If you succeed with a  claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity.  If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite!  The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.
 
PLAYING A SON OF PINKY
 You are truly one angry little furball.  You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people.  But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe.  And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before.  Now if only people would stop laughing at you.  You wouldnt cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
 Combat: As a Son of Pinky you are pretty straightforward.  You run up to trouble and start munching.  Eventually as you get better at grappling you grab hold before the munching attack and fang away.  Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes.  They never see it coming from a teensy lil kitty. 
 Advancement: Most Sons of Pinky are pretty content as they are.  They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up.  Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity.  Neighbors will either love them or hate them depending on how they relate to them personally.  Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
 Daily Life: You  spend much of your time lounging about the guilds various headquarters fuming or practicing for the daily hissing fit.  Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them.  Oh the glorious biting....  You are also sometimes loaned as a bodyguard.
 Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6).  A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sonofabitch.  Has single-handedly given the Sons of Pinky a bad name in most areas by despoiling all in his path.  Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6).  She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position.  Spends much of her time looking after the cities elderly and vulnerable when not at work.  Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

 Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part.  Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky.  A sudden, brutal attack at knee level.  You therefore tend to make people nervous if they know what you are.  Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight.  Especially those who like to charge to get up close and personal. 
 Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
 Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions.  Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
EL 12: The PC's have been hired to guard a nobleman's house.  A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes.  The small cat looks at them disapprovingly.  For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 Small, +5 Tiny, +6 Diminutive, Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 20, touch 15, flat-footed 18 (+2 Dex, +5 Armor, +3 Deflection)
AC Raging 18, touch 13, flat-footed 16 (-2 Rage, +2 Dex, +5 Armor, +3 Deflection)
AC Small 23, touch 18, flat-footed 19 (+1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Small Raging 21, touch 16, flat-footed 17 (-2 Rage, +1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny 24, touch 19, flat-footed 19 (+2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny Raging 21, touch 17, flat-footed 17 (-2 Rage, +2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive 26, touch 21, flat-footed 20 (+4 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive Raging 24, touch 19, flat-footed 18 (-2 Rage, +4 Size, +4 Dex, +5 Armor, +3 Deflection)
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +5 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Warhammer +15/+10/+5 (1d8+4/19-20)
Melee Raging +1 Warhammer +17/+12/+7 (1d8+6/19-20)
Melee Small Kitty Form 2 Claws +15 (1d3+3) and 1 Bite +10 (1d4+1)
Melee Small Kitty Form Raging 2 Claws +15 (1d3+5) and 1 Bite +10 (1d4+2)
Melee Tiny Kitty Form 2 Claws +16 (1d2+2) and 1 Bite +11 (1d3+1)
Melee Tiny Kitty Form Raging 2 Claws +16 (1d2+4) and 1 Bite +11 (1d3+2)
Melee Diminutive Kitty Form 2 Claws +18 (2 points) and 1 Bite +12 (1d2)
Melee Diminutive Kitty Form Raging 2 Claws +18 (4 points) and 1 Bite +12 (1d2+1)
Base Atk +11, Grp +14 (+16 Ragng), +13 Tiny (+15 Raging), +12 Diminutive (+14 Raging)
Atk Options Rage 2/day, Magical Kitty, Strong Kitty
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging, Int 8, Wis 10, Cha 15
Abilities Small Kitty Str 16 (20 Raging), Dex 18, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Tiny Kitty Str 14 (18 Raging), Dex 20, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Diminutive Kitty Str 12 (16 Raging), Dex 22, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
SQ Trap Sense +1, Fast Movement, Illiteracy, Purr, Trapfinding, Kitty Form
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B), Tomcat, Weapon Finesse
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +8 (+10 Rage, +12 Kitty, +14 Raging Kitty), Hide +7 (+17 Small, +22 Tiny, +27 Diminutive), Intimidate +7, Jump +8 (+10 Rage, +16 Kitty, +18 Raging Kitty), Knowledge (Local) +1, Listen +5, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Search +1, Spot +5, Survival +4, Tumble +3

Additional +4 to Hide checks in tall grass or undergrowth
Possessions +1 Balance Landing Shadow Silent Moves Slick Chain Shirt Collar Armor, Cute Widdle Bowsies, +1 Brutal Surge Impact Sundering Warhammer, +3 Ring of Protection, Boots of Speed, 4 Potions of Cure Moderate Wounds, 238 GP




EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22.  This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 22, 2009, 09:25:38 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #7 on: January 16, 2009, 09:41:35 AM »
TIBBIT SKIRMISHER


   
"Tibbit's Rule!"

 Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher.  The Cat Burglar Guilds provice the necessary training.

 ENTRY REQUIREMENTS
   Race: Tibbit
   Class Features:  Tibbit's Rule!, Skirmish +1d6
   Feats:  Combat Expertise, Improved Trip, Mouser


Class Skills
 The Tibbit Skirmisher's  class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level :  6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Skirmisher Feat
2. +1    +0     +3     +0    Dodger (+2)
3. +2    +1     +3     +1    Comin' Thru!
4. +3    +1     +4     +1    Skirmisher Feat
5. +3    +1     +4     +1    Dodger (+4)
6. +4    +2     +5     +2    Mine!!
7. +5    +2     +5     +2    Skirmisher Feat
8. +6    +2     +6     +2    Dodger (+6)
9. +6    +3     +6     +3    Scratch 'Em While  Their Down
10.+7    +3     +7     +3    Master Skirmisher


Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form.  This stacks with all other Dodge bonuses such as the Dodge Feat.  It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter.  If a Trip attack fails you must stop where you are.  You receive the benefits of your Improved Trip  and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su):  At 10th level the Tibbit Skirmisher masters the art of the scamper.  When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity.  There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers.   Maybe you make people easier to flank, or easier to hit, or are distracting. 
 Combat: You are designed to be an annoyance.  You are a tactical fighter who helps set up things for your buddies.  You aren't a frontline combatant.  You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
 Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take.  Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course.  The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
_______ Cats!  Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
 You are the most lovable cat in the world until it's business time.  Then you are the least lovable cat in the world.  But at least you get to have fun.
 Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
 Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6).  No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind.  Even Kender are more loved than he.  Known only by his pseudonym, even by his Guild.
 Organizations: Every Cat Burglar Guild has Tibbit Skirmishers.  Without exception.  One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
 People hate Tibbit Skirmishers.  You trip them up, steal their stuff, and disappear before they can get to you.  No one likes a winner baby.  Expecially when they win as good as you do.

TIBBIT SKIRMISHER IN THE GAME
 Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
 Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
 Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild.  Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: You awaken in the night as a foul stench descends upon you.  You see a small cat perched on your face.  He has apparently broken wind.  He calls you several names best left unprinted and bounds out the open window.  Getting up you stumble about in confusion and find that your armor smells like cat pee.  Eventually finding some decent clothes you run outside but he is gone.  Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+9 Tiny, +10 Diminutive), additional + w/DaggerSenses: Listen +13, Spot +15, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Sylvan
------------------------------------------------
AC 21, touch 18, flat-footed 14 (+1 Size, +3 Dex, +4 Dodge, +3 Armor)
Tiny AC 24, touch 21, flat-footed 15 (+2 Size, +5 Dex, +4 Dodge, +3 Armor)
Diminutive AC 27, touch 24, flat-footed 17 (+4 Size, +6 Dex, +4 Dodge, +3 Armor)
hp 37 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +4 
Battle Fortitude (+1 Fort Saves), Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +12/+7 (1d4-1)
Melee Small Kitty 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny Kitty 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Melee Diminutive Kitty 2 Claws +14 (1 point-4) and 1 Bite +9 (1d2-4)
Ranged +1 Sling +11 (1d3+1 plus possible Stun)
Base Atk +8, Grp +2 (-10 Tiny, -14 Diminutive)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine, +1d6 Sneak Attack
Combat Gear See below
-----------------------------------------------
Abilities Str 6 (3 in Tiny and 2 in Diminutive Kitty Form), Dex 16 (20 in Tiny Kitty Form, 22 in Diminutive Kitty Form), Con 10, Int 13, Wis 12, Cha 18
SQ Tibbit's Rule, Trapfinding, Fast Movement, Trackless Step, Purr
Feats  Distracting Attack (B), Improved Initiative(B), Melee Evasion (B), Anklebiter, Combat Expertise, Improved Trip, Mobility, Mouser, Weapon Finesse
Skills Balance +9 (+17 Small Kitty, +19 Tiny, +20 Diminutive), Bluff +13, Climb +9 (+13 Small, +15 Tiny, +16 Diminutive), Diplomacy +7, Disable Device +4, Escape Artist +11, Gather Information +7, Hide +19 (+23 Small, +29 Tiny, +34 Diminutive), Jump +6 (+14 in Kitty Form), Knowledge (Local) +4, Listen +13, Move Silently +15 (+19 Small, +21 Tiny, +22 Diminutive), Open Lock +6, Search +7, Sense Motive +13, Spot +15, Tumble +15, Use Magic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
PossessionsCollar of Holding, Cute Widdle Bowsies, Bag of Boulders, 4 Blast Disks, Jumping Caltrops, 4 Smoked Fish Bombs, 1 Dead Fish Bomb, 2 Hairball Grenades, 1 Stunning Spike, 3 Tanglepatches, Arcane Thieves Tools, Stunshot Sling, +1 Warning Shortsword, +1 Vanishing Improved Silent Moves leather Armor, Dust of Disappearance, 1130 GP



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


EPIC TIBBITY FEATS

My Friends Think You Should Leave
 Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
 Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


I Reject Your Embrace Kind Sir
 Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
 Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


Behold My Objecting Paw
 Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
 Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


HEY YOU!!
 Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
 Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


Scamper Time
 Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
 Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


BOO!
 Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
 Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


Not On My Watch
 Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
 Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


My Bite Actually IS Worse Than My Bark
 Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
 Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


Your Hastily Thrown Shoe Affects Me Not
 Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
 Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


Don't Make Me Use This
 Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
 Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


Deep Scratching
 Prerequisites: Deft Strike, Master SKirmisher Class Ability.
 Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


Kitteh Not Liek Wallnuts
 Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
 Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.

« Last Edit: February 22, 2009, 09:26:10 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #8 on: January 18, 2009, 06:02:15 AM »
BEAR WRASSLER


   
"Come down outta that tree and take it like a man Smokey!"

 Not all Cat Burglars Guilds are purely urban.  Some disguise themselves as traveling actors or circuses.  The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters.  He's also cheap muscle for the Guild.

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Rage
   Feats:  Tomcat, Improved Grapple
   Skills:  Perform (Wrasslin) 6 Ranks


Bear Wrassler Skills
 The Bear Wrassler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Let's Wrassle! (+4)
2. +2     +3     +3     +0    Wrasslin Feat
3. +3     +3     +3     +1    Mah Momma Knew How To Snuggle
4. +4     +4     +4     +1    Let's Wrasle! (+6)
5. +5     +4     +4     +1    Wrasslin Feat
6. +6     +5     +5     +2    Mah Daddy Was The MAN!
7. +7     +5     +5     +2    Wrasslin Feat
8. +8     +6     +6     +2    Let's Wrassle! (+8)
9. +9     +6     +6     +3    Wrasslin Feat
10.+10    +7     +7     +3    Mah Grandaddy Was Part Chupacabra


Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Let's Wrassle(Ex): At first level you get a +4 Competence Bonus to all Grapple checks.  This increases to +6 at level 4, and to +8 at level 8.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, 7th, and 9th levels: Baatorian Basher, Calico Bomb, Cheetah Rage, Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Dropping the Big Yak, Eberronian Pomegranate Masacree, Faerunian Eel Lock, Fold/Spindle/Mutilate, Glom, Improved Initiative, Improved Trip, Leopard Rage, Lion Rage, Mexican Hairless Jamboree, No One Escapes the Monkey Lock, Prone Attack, Siamese Thunder Buster, Stop Hitting Yourself, Tabby Twister, The Dutch Oven Hold, The Flying Snuggle Attack, The Plastic Surgery Face Hold, The Pudding Hold, Tiger Rage, Touch of the Yeti

Mah Momma Knew How To  Snuggle(Ex): You are taught the many small secret holds of your profession.  The Ankle Cracker, the Stomach Lock, the Grinding Wishbone.  Call the attack what you will, it's darned effective.  Whenever you successfully Pin an opponent in a grapple, you do +1d10 damage per round the Pin is maintained..  If you roll a 20 on the opposed Grapple check your opponent is also Sickened for 1d4 rounds. This attack can only be made against living creatures who have a discernable anatomy.

Mah Daddy Was The MAN!(Ex): You are taught the secret throws and takedowns of your profession.  The Grovenian Troutbuster, the Tiger Suplex, the Halfback Brain Squishie.  Whatever it is, and however you do it, after the maneuver is performed both you and your opponent are prone, and he's the worse for wear.  To do this you must make a successful Grapple check. They take 2d6 damage plus your Strength modifier, and you are both prone. If you succeed by 10 or more on the grapple check he is also Stunned 1d3 rounds and you still maintain the Grapple after the attack is made.

Mah Grandaddy Was Part Chupacabra (Su): You add your Charisma modifier to all grapple checks, and to all damage rolls made by grapple attacks.

PLAYING A BEAR WRASSLER
 Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin' will decide to get uppity).  At the appropriate level you may wish to take the Leadership Feat so you can have an Awakened Bear Cohort.....Or maybe you'll wish to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin' interview in style..
 Combat: Your a grapple monkey pure and simple.  You find a target, latch on, and do some damage.  If you have the Bear Cohort you even get to double team...
 Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely.  After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own.  When traveling you can rely on your brother Bear Wrasslers to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
 Most people believe your a magical carnival animal that performs  tricks and wrestles larger creatures for their amusement.  The unlucky few who owe your guild money know what the backside of your paw looks like though.
 Daily Life: You spend your days performing tricks for the rubes, and your nighte beating the more unfortunate ones senseless.
 Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit.  She has wowed many an audience of late, and may compete in the World Championship Kittie Wrasslin circuit this year. 
 Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals.  They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
 Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe.  On the other hand you're loved by the crowds.  You may even have a small measure of fame. 
BEAR WRASSLERS IN THE GAME
 Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name.  Other than that you shouldn't be too disruptive to add to a campaign.
 Adaptation: Personally I think this class is a little more out there than the others.  This is definitely a humor campaign only.
 Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
EL 12: The PC's are stunned watching a small cat apparently wrestling a black bear into submission.  They're even more stunned when a carny hands the party rogue a paper saying "Pay Big John the money you owe him, or tonight the cat comes for you".


Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +1 (+2 Tiny, +3 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision, Scent in Kitty Form
Languages Common, Gnome
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +10 Armor)
AC Raging 20, touch 10, flat-footed 19 (-2 Rage, +1 Size, +1 Dex, +10 Armor)
AC Tiny 24, touch 14, flat-footed 22 (+2 Size, +2 Dex, +10 Armor)
AC Tiny Raging 22, touch 12, flat-footed 20 (-2 Rage, +2 Size, +2 Dex, +10 Armor)
AC Diminutive 27, touch 17, flat-footed 24 (+4 Size, +3 Dex, +10 Armor)
AC Diminutive Raging 25, touch 15, flat-footed 22 (-2 Rage, +4 Size, +3 Dex, +10 Armor)
+4 Dodge Bonus against Giants
hp 81 hp (12 HD), 105 hp Rage
Fort +11 (+13 Rage), Ref +10 (+11 Tiny, +12 Diminutive), Will +4 (+6 Rage) 
+2 on Saves vs Illusions, Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee 2 Claws +13 melee (1d3+2) and 1 Bite +8 melee (1d4+1)
Melee Raging 2 Claws +15 melee (1d3+4) and 1 Bite +10 melee (1d4+2)
Melee Tiny 2 Claws +12 melee (1d2+1) and 1 Bite +7 melee (1d3)
Melee Tiny Raging 2 Claws +14 melee (1d2+3) and 1 Bite +9 melee (1d3+1)
Melee Diminutive 2 Claws +11 melee (1 point) and 1 Bite +6 melee (1d2)
Melee Diminutive Raging 2 Claws +13 melee (3 points) and 1 Bite +8 melee (1d2+1)
Melee Unarmed Strike +13/+8 melee (1d10+2)
Melee Raging Unarmed Strike +15/+10 melee (1d10+4)
Melee Tiny Unarmed Strike +12/+7 melee (1d8+1)
Melee Tiny Raging Unarmed Strike +14/+9 melee (1d8+3)
Melee Diminutive Unarmed Strike +11/+6 melee (1d6)
Melee Diminutive Raging Unarmed Strike +13/+8 melee (1d6+2)
Ranged: +1 Sling +13/+8 (1d3+1+2d6 Fire)
Base Atk +11, Grp +21 (+23 Raging, +20 Tiny, +22 Tiny Raging, +19 Diminutive, +21 Diminutive Raging)
Atk Options +1 on attack rolls vs Kobolds and Goblinoids, Rage 2/day, Mah Momma Knew How To Snuggle, Mah Daddy Was The Man, Lets Wrassle
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste
Spell-Like Abilities (CL 1,DC 13) Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals (Burrowing mammals only, duration 1 minute)
-----------------------------------------------
Abilities Str 14 (18 Rage), Dex 13, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Tiny Str 12 (16 Rage), Dex 15, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Diminutive Str 10 (14 Rage), Dex 17, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
SQ Fast Movement, Illiteracy, Trap Sense +1, Trapfinding, Purr, Kitty Form
Feats Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Anklebiter, Tomcat, Clever Wrestling (B), Close Quarters FIghting (B)
Skills Balance +5 (+13 Kitty, +14 Tiny, +1 Diminutive), Climb +9 (+13 Kitty, +14 Tiny, +15 Diminutive), Escape Artist +5 (+6 Kitty, +7 Tiny, +8 Diminutive), Hide +5(+9 Kitty, +10 Tiny, +11 Diminutive), Intimidate +7, Jump +6 (+14 Kitty, +15 Tiny, +16 Diminutive), Listen +4, Move Silently +4 (+9 Kitty, +10 Tiny, +11 Diminutive), Perform (Wrasslin) +6, Spot +4, Survival +3, Tumble +5 (+6 Kitty, +7 Tiny, +8 Diminutive)

Additional +4 to hide checks in heavy undergrowth, additional +2 to Str based skills when Raging
Possessions Collar of Holding, Cute Widdle Bowsies, +5 Breastplate, Daern's Instant Tent, Explosive Sling, Tan Bag of Tricks, 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste, 300 GP



Trademark Feats

No One Escapes the Monkey Lock! (Trademark)
It is unwise to grapple you....
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

Fold, Spindle, Mutilate (Trademark)
Your finishing maneuver is incredible gruesome..
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How to Snuggle attack, your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or take 1 point of Constitution damage.  THis is a Supernatural ability.

The Flying Snuggle Attack (Trademark)
Banzai!!
 Prerequisites: Mah Momma Knew How to Snuggle, Glom
 Benefits: When you perform a Grapple after a Bull Rush or Charge, you get a cumulative +1 bonus to the Grapple check for each 5' you traveled.  This allows you to make a Grapple Attack at the end of a Charge as well.

The Plastic Surgery Face Hold (Trademark)
Not in the face!!!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You wrap yourself around your victims face blinding him.  When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Blinded for as long as you maintain the hold.  This is a Supernatural ability.

The Dutch Oven Hold (Trademark)
Bad Kitty!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Sickened for as long as you maintain the hold.  This is a Supernatural ability.


Touch of the Yeti (Trademark)
Soooooo cooold....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Cold damage instead of physical.  This is a Supernatural ability.

Faerunian Eel Lock (Trademark)
It's quite shocking....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Electricity damage instead of physical.  This is a Supernatural ability.

The Pudding Hold (Trademark)
Eeeeewwwwww...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Acid damage instead of physical.  This is a Supernatural ability.

Tabby Twister (Trademark)
He's gonna walk with a limp from now on...
 Prerequisites: Mah Daddy Was the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or his movement is halved for 1 day.  This is a supernatural ability.  A Heal or Regeneration Spell or similar magic will cure this immediately.

Calico Bomb (Trademark)
Is his neck supposed to be at that angle???
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Dexterity Damage as well.  This is a Supernatural ability.

Mexican Hairless Jamboree (Trademark)
Nothing says fear like a hairless cat wearing a Luchadore mask performing this maneuver...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack you may move your opponent to any square bordering the one you are in.

Dropping the Big Yak (Trademark)
Ow....
 Prerequisites: Mah Daddy is the Man, Defensive Throw
 Benefits: If your foe charges you and you may attempt a grapple check as a free action without provoking an attack of opportunity.  If successful you may use your Mah Daddy Was the Man class feature.  In addition to the regular damage he also takes +1d6 damage for each Size Class he is bigger than you. You get to do this before he attacks, and he loses his attack this round.

Eberronian Pomegranate Masacree (Trademark)
Hope he didn't need to use that brain...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Intelligence Damage as well.  This is a Supernatural ability.

Baatorian Basher (Trademark)
He's on fire!!!
 Prerequisites:Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Fire damage instead of physical.  This is a Supernatural ability.

Siamese Thunder Buster (Trademark)
Darn those Siamese...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Sonic damage instead of physical.  This is a Supernatural ability.

Glom
It's easier to grab people when you barrel into them...
 Prerequisites: Improved Bull Rush, Improved Grapple
 Benefits: If you make a successful Bull Rush attack you may immediately make a Grapple check as a free action without provoking an attack of opportunity.  Your grapple check gets a +2 Competence Bonus for  every 5 feet you push your opponent back.


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Let's Wrassle The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 22, 2009, 09:27:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #9 on: January 19, 2009, 08:13:29 AM »
THE GRASSHOPPER SOCIETY


   
Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw.  Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH FUCKING GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore.  You know that right?"

The Grasshopper Society are a group of Monks devoted  to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it.  Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar.  Being a loon helps too...  Since the Chaos Monk is 3.0 and hasn't been revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (which is what I will be doing for purposes of this class).

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Flurry of Blows, Ki Strike (Magic)
   Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
   Alignment: Must be Chaotic.

Class Skills
 The Grasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Scratchum, Softee Paw Mastery
2. +1    +0     +3     +3    Fuzzy Mind
3. +2    +1     +3     +3    Missed Me
4. +3    +1     +4     +4    Greater Flurry
5. +3    +1     +4     +4    Fuzzy Mind
6. +4    +2     +5     +5    Missed Me Again
7. +5    +2     +5     +5    Fuzzy Mind
8. +6    +2     +6     +6    Supah Flurry
9. +6    +3     +6     +6    Your Kung Fu Is Weak
10.+7    +3     +7     +7    Fuzzy Master


Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls.  Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state.  At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 7th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws.  Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.
 
Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex):  This is identical to the Monk ability listed on page 40 of the PHB.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked.  If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury.  As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent.  Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko.  Wise one minute, raving the next, perhaps suicidal tomorrow.  People should definitely not have a handle on how to deal with you.
 Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms.  It mostly consists of flailing claw strikes and maliciously biting anything within reach.  Some think of it less of a martial art and more of a hissy fit.
 Advancement: Advancement for the Grasshoppers is an odd road.  Many multiclass a bit just for the experience.  Some will do anything once. If you've ever wanted to play a build that's all over the lace you'd be almost justified doing it with one of these guys.  They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon.  They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby.  Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be.  Your a crotchety old eccentric and darn proud of it.
 Daily Life: Your life has no rhyme or reason.  You may spend it doing good deeds or committing sins.  You may invent new philosophies, or do your business on peoples shoes.  You do spend unusual amounts of time indulging yourself whatever your personal philosophy.
 Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests.  He spends most of his time in cat form stone drunk.  But since no one knows he's a cat he's one of the biggest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow.  No one understands how the temple is never robbed since there are only a few cats there...
 Organizations: The Grasshopper Society is an odd bunch.  Think of them sort of like Taoists.  On really bad drugs.  With a side order of mild insanity and freakish personal quirks.  They're more of a loose affiliation than an organized force.  Unless you make them angry enough.  Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society.  After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate.  Plan for this when designing encounters.
 Adaptation: Definitely a silly campaign only. Drunken Kung FU kitty monks pretty much don't adapt well to any other style.
 Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: You're sitting in the pub one day bragging about taking out some local mastermind.  A small tabby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance.  Yessir looks like a normal weekend...



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 23, touch 23, flat-footed 19 (+2 Dex, +7 Cha, +4 Deflection)
AC Small 26, touch 26, flat-footed 22 (+1 Size, +4 Dex, +7 Cha,+4 Deflection)
AC Tiny 28, touch 28, flat-footed 24 (+2 Size, +5 Dex, +7 Cha, +4 Deflection)
AC Diminutive 31, touch 31, flat-footed 27 (+4 Size, +6 Dex, +7 Cha, +4 Deflection)
Increase Cha Bonus to +10 when wearing Cloak
Missed Me 2/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +14 (+15 Small, +17 Tiny, +19 Diminutive), Will +12   
Evasion, Still Mind, Fuzzy Mind
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d8+3) or Flurry +8/+8/+3 (2d8+3)
Melee Small Unarmed Strike +12/+7 (2d6+3) or Flurry +10/+10/+5 (2d6+3)
Melee Tiny Unarmed Strike +14/+9 (2d4+3) or Flurry +12/+12/+7 (2d4+3)
Melee Diminutive Unarmed Strike +17/+12 (2d3+3) or Flurry +15/+15/+10 (2d3+3)
Add +3 to hit and damage when wearing Cloak
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options Ki Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear  4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5),
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Fast Movement
Feats Advanced Softee Paw Kung Fu, Anklebiter, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Stunning Fist (B)
Skills Balance +10 (+20 Small, +21 Tiny, +22 Diminutive), Bluff +10 (+13 Cloak), Climb +10 (+16 Small, +17 Tiny, +18 Diminutive), Escape Artist +10 (+12 Small, +13 Tiny, +14 Diminutive), Hide +10 (+20 Small, +23 Tiny, +27 Diminutive) , Knowledge (Local) +8, Listen +8, Move Silently +10 (+20 Small, +21 Tiny, +22 Diminutive), Sense Motive +7, Spot +8, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive), Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Cloak of Charisma, +4 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5), 250 GP



EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 22, 2009, 09:27:45 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #10 on: January 21, 2009, 07:34:52 AM »
BIG KITTY


   
"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas.  Very rural areas.  Or zoos.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (SR vs Alignment Detection)
   Feats:  Cattitude, Improved Toughness
   Skills:  Intimidate 4 Ranks, Open Locks 8 Ranks


Class Skills
 The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Kitty Form (Medium)
2. +1    +3     +0     +0    Multiattack
3. +2    +3     +1     +1    Pounce
4. +2    +4     +1     +1    Kitty Form (Large)
5. +3    +4     +1     +1    Improved Multiattack
6. +4    +5     +2     +2    Improved Grab
7. +5    +5     +2     +2    Mighty Roar
8. +5    +6     +2     +2    Kitty Form (Big Boned)
9. +6    +6     +3     +3    Rake
10.+7    +7     +3     +3    Fat Cat


Weapon Proficiencies: Big Kitties gain no new weapon or armor proficiencies.

Kitty Form (Su): You gain new options when using your Kitty Form.  At first level you may now assume Medium Kitty Form.  Your stats remain unchanged.  Your claw attacks now do 1d4, and your Bite does 1d6. You also gain a +1 Natural Armor Bonus in Kitty Form (or your Natural Armor Bonus is increased by 1).  You may pretend to be the smaller big cats like Jaguars.

At 4th level you now gain Large Kitty Form.  You get +4 Str, +4 Con, and the Natural Armor Bonus increases to +3.  Your claw attack now do 1d6, and your Bite does 1d8. You also gain the usual bonuses and penalties for Large Form. Space/Reach is now 10'/5'. You may assume Large Kitty Form a number of times per day equal to your Charisma modifier.  Large Kitty Form lasts 3 round s plus 1 round per point of Charisma modifier. Now you can pretend to be Lions or Tigers, etc.

At 8th level you gain Big Boned Kitty Form.  You get +6 Str, +6 Con, and the Natural Armor Bonus increases to +5. You are still Size Class Large, but you now have the Powerful Build ability (see page 12 of the Expanded Psionics Handbook). This effectively replaces Large Kitty Form.  It may be assumed as many times per day, and lasts as long.  You now look like a very well fed Lion or Tiger.  Or even a giant housecat.

Multiattack : You gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : You gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): If you successfully hit with your claw or bite attack in Kitty Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity.  If you succeed you may do your bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : You gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): When you successfully Grapple or Pounce you gain two secondary Rake attacks.  Damage is the same as  your claw attack.

Fat Cat (Ex): At 20th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).  You now also have the Powerful Build ability all the time, not just in Kitty Form.

 
PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy.  And the craziest rich people want the most exotic pets.  That's where you come in.  Abnormally large housecat's (or just wild cats) are fairly exotic.  And crazies tend to like cats anyway...
 Combat: Try to set yourself up as a Grapple machine to take advantage of your eventual size and abilities.
 Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open.
Resources: As usual you have the Cat Burglar Guilds to rely upon.  In fact many Big Kitties are the heads of the Guilds...

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all.  You are the pampered pet/prisoner of some noble.  Unless you head your organization, in which case you have a lot of teeny cats dropping by...
 Daily Life: Your daily life isn't all that different from most Cat Burglars.  However since you have more of a likelihood of being caged you have picked up some decent lockpicking skills...
 Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo.  He uses it as his headquarters.  It's a small guild, but he hopes to expand it by seducing the wealthy visitors to the zoo.  Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo.  The Guild lets him out when they need people to be disappeared.
 Organizations: Big Kitties usually take the Leadership Feat.  They need a little extra help to pull off the impersonation necessary.

NPC Reaction
NPC's are generally stupified by you.  You have fools who think your some sort of monster on the one hand, and people who assume your just a big kitten on the other.  But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in god standing with the common man.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare.  Regular cats are in far more demand as pets.
 Adaptation: This one is pretty silly.  Probably only good for equally silly campaigns.
 Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo.  One of which is a very large cat.  Which winks at you.  And then the teeny cats around his cage mosey over.  And one of them hands you a slip of paper.  It says "Why hello thar".  Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +6 Armor, +4 Deflection)
AC Large 23, touch 14, flat-footed 22 (-1 Size, +1 Dex, +3 Natural, +6 Armor, +4 Deflection)
AC Medium 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
AC Tiny 26, touch 20, flat-footed 22 (+2 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Diminutive 29, touch 23, flat-footed 24 (+4 Size, +5 Dex, +6 Armor, +4 Deflection)
hp 76 hp (12 HD), 100 hp in Large Form
Fort +7, Ref +7, Will +3 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Short Sword +12/+7 melee (1d6+5)
Melee Large 2 Claws +11 (1d6+5) and 1 Bite +11 (1d8+2)
Melee Medium 2 Claws +10 (1d4+3) and 1 Bite +10 (1d6+1)
Melee Small 2 Claws +9 (1d3+1) and 1 Bite +9 (1d4+1)
Melee Tiny 2 Claws +9 (1d2) and 1 Bite +9 (1d3)
Melee Diminutive 2 Claws +10 (1 point) and 1 Bite +10 (1d2-1)
Base Atk +7, Grp +10 (+16 Large, +4 Small, -1 Tiny, -6 Diminutive)
Atk Options +2d6 Sneak Attack, Pounce
Combat Gear 2 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Abilities Large Str 20, Dex 12, Con 17
Abilities Small Str 12, Dex 16, Con 13
Abilities Tiny Str 10, Dex 18, Con 13
Abilities Diminutive Str 8, Dex 20, Con 13
SQ Trapfinding, Purr, Kitty Form, Spell Resistance 18 (Alignment/Shapechanger Detection)
Feats Big Paw, Cattitude, Combat Reflexes, Improved Initiative, Improved Toughness, Leadership, Multiattack (B), Improved Multiattack (B)
Skills Balance +9 (+12 Small, +13 Tiny, +14 Diminutive), Bluff +10, Climb +11 (+13 Large, +9 Small, +8 Tiny, +7 Diminutive), Diplomacy +10, Gather Information +10, Hide +4 (+15 Small, +20 Tiny, +25 Diminutive), Intimidate +10, Jump +11 (+13 large, +7 Small, +6 Tiny, +5 Diminutive), Knowledge (Local, Nobility) +8, Listen +4, Move Silently +4 (+8 Large, +10 Small, +11 Tiny, +12 Diminutive), Open Locks +9, Sense Motive +8, Spot +4, Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +4 Ring of Protection, +2 Short Sword, 2 Potions of Heroism, 2 Potions of Haste, 940 GP



EPIC BIG KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Big Kitty gains a Bonus Feat every 2 levels higher than 20th

Big Paw
You are adept at smooshing those smaller than you.
 Prerequisites: Big Kitty Form
 Benefits: You gain a cumulative +1 bonus to attack and damage rolls for each Size Class smaller than you your opponent is.

Smite Mousie
Hehehehehehehe
 Prerequisites: Big Paw
 Benefits: 3 times per day you can Smite any creature smaller than you are.  You gain a Bonus to attack and damage rolls equal to your Charisma Modifier. You must declare you are using the Smite before rolling.

Big Cat on the Block
"You talkin' to me??"
 Prerequisites: Big Kitty Form
 Benefits: You do not take Size penalties to AC or attack rolls in Big Kitty Form.

Extra Biggie Sized
"Ahem...roar.  Roar I say."
 Prerequisites: Big Kitty Form
 Benefits: You may use Kitty Form (Large or Big Boned) twice more per day.
« Last Edit: May 01, 2009, 08:15:35 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #11 on: January 24, 2009, 06:33:20 AM »
THE BLACK PAWS


   
Traditional theme song of the Black Paw Clan

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend.  Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets.  The other ninja clans call you lazy.  They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Ghost Step
   Feats:  Nekochan, Jibba Jabba
   Skills:  Gather Information 8 Ranks, Listen 8 Ranks
 

Class Skills
 The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Ki Power (Mark)
2. +1    +0     +3     +0    Sneaky Ninja Bonus
3. +2    +1     +3     +1    Anonymous Kitty (+4)
4. +3    +1     +4     +1    Ki Power (Awareness)
5. +3    +1     +4     +1    Sneaky Ninja Bonus
6. +4    +2     +5     +2    Anonymous Kitty (Take 10)
7. +5    +2     +5     +2    Sneaky Ninja Bonus
8. +6    +2     +6     +2    Ki Power (Stealth)
9. +6    +3     +6     +3    Anonymous Kitty (Take 20)
10.+7    +3     +7     +3    Ninja Master


Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways.  The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less.  The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first.  You cant leave a message in this fashion but you can leave a trail.  Detect Magic will show these marks just like Arcane Mark would show up.

At 4th level you gain the Awareness Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent).  This bonus lasts 1 round.

At 8th level you gain the Stealth Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently.  This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot.  You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip.  At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks.  At 6th Level you may always Take 10 on Gather Information Checks.  At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts.  You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Invisibility, Greater a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known.  You like being known.  Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public.  Including shouting the closet skeletons of people who have angered you from the rooftops.
 Combat: Like most ninjas you'll rely on stealth and hit and run tactics.  No frontline tanking for you.  You do get to use Sleight of Hand to slip home made explosives into people's pants though.
 Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar.  Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles.  So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them.  You are the worlds first stalkerazzi!
 Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip.  Unlike real ninjas who are busting their butt killing people.  Or so the other ninjas say...
 Notables: Thum Vu (CN Femal Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva.  Everyone goes to her for the latest news.  Even the nobles she sometimes rats out.  Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace.  The Guild considers him a liability, and may be thinking of having him 'retired'.
 Organizations: The Black Paws are a fairly wide ranging clan.  They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you.  The word hate needs to be triple underlined.  Because if they have any embarrassing habits you know them.  If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail.  Commoners on the other hand love you.  You embarrass the people they can't touch.  You mock the aristocracy in full view in public and get away with it.  And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers.  They like causing chaos by airing peoples dirty laundry in public.   Be assured if your BBEG has any secrets they'll find it and spread it around.
 Adaptation: I'm not sure about this one.  You might actually find a use for it in a non silly campaign.
 Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy.  You wanna know what your girlfriend is up to right now?  Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
------------------------------------------------
AC 24, touch 19, flat-footed 21 (+2 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Small 27, touch 22, flat-footed 23 (+1 Size, +4 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Tiny 29, touch 24, flat-footed 24 (+2 Size, +5 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Diminutive 32, touch 27, flat-footed 26 (+4 Size, +6 Dex, +3 Wis, +5 Armor, +4 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +11/+6 (1d4+1)
Ranged +1 Dagger +11 (1d4+1)
Melee Small 2 Claws +13 (1d3-2) and 1 Bite +8 (1d4-2)
Melee Tiny 2 Claws +15 (1d3-3) and 1 Bite +10 (1d3-3)
Melee Diminutive 2 Claws +18 (1d3-4) and 1 Bite +13 (1d2-4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -6 Diminutive)
Atk Options Sudden Strike +2d6, Poison Use, Sneak Attack +4d6
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Small Str 6, Dex 18
Abilities Tiny Str 4, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Purr, Kitty Form, Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Alley Cat x2, Anklebiter, Jibba Jabba, Nekochan, Weapon Finesse
Skills Appraise +7, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +6 (+8 Small, +7 Tiny, +6 Diminutive), Concentration +6, Diplomacy +8, Gather Information +14, Hide +8 (+19 Small, +24 Tiny, +29 Diminutive), Jump +6 (+8 Small. +7 Tiny, +6 Diminutive), Knowledge (Local, Nobility) +7, Listen +10, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Search +7, Sense Motive +10, Spot +10, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Magic Device +8

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Cute Widdle Bowsies, Collar of Sneakery Blackmail, +4 Ring of Protection, +5 Bracers of Armor, Four +1 Daggers



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 22, 2009, 09:28:53 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #12 on: January 26, 2009, 08:25:08 AM »
DARTH PUDDYTATSES


   
Furby:"John the Fishers son must die.  How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen.  Someone has to have 10th level in this Prestige Class.  How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the guild.

BECOMING A DARTH PUDDYTAT
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form and either Lurk Augments or the ability to manifest powers for the Psychic Warrior list
   Skills:  Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
   Base Attack Bonus:  +4 BAB
   Feats: I Got Looks And Brains
   Alignment: Can't be Good or Lawful.

Class Skills
 The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    These are not the Kitties You're Looking For
2. +1    +1     +3     +3    Light Saber, +1 Manifester Level
3. +2    +1     +3     +3    Force Boing
4. +3    +1     +4     +4    Hairballs Will Be Fine, +1 Manifester Level
5. +3    +2     +4     +4    No Really It's a Light Saber
6. +4    +2     +5     +5    I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level
7. +5    +2     +5     +5    Please Don't Sue
8. +6    +3     +6     +6    Use The Force Snookums, +1 Manifester Level
9. +6    +3     +6     +6    Static Cling Is A Pain When You Have Fur
10.+7    +3     +7     +7    Make Them Poop Their Own Spleen, +1 Manifester Level


Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

Manifester Level: At each even numbered level you gain new power points and access to new Powers as if you had gained another level in your Manifesting class.  You do not however gain any other class abilities of the class.

These Are Not The Kitties You Are Looking For (Ps): You may use Psionic Suggestion a number of times per day equal to their Charisma Modifier as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force.  It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw).  It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive).  You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action.  You may use weapon based Feats as though it were a Longsword.

Force Boing (Su):  You may jump up to 50' without a Jump check as a Psilike ability a number of times per day equal to your Charisma Modifier. 

Hairballs Will Be Fine (Ps): You may use False Sensory Input as a Psilike Ability a number of times per day equal to your Charisma Modifier.  Manifester Level is equal to Hit Dice.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): A number of times per day you may Force Choke a victim within 30' as a Psilike Ability.  They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304) and is also held immobile in her square (considered to be paralyzed).  The victim gets another save each round to break the choke.  If they do, another daily use must be used to restart it.  The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration.  Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed.  Deflecting the attack doesn't count as an Action.  If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action.  You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): You may unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability.  This works like the Energy Cone power, but it does Force damage, and Manifester Level is equal to your Hit Dice.

Make Them Poop Their Own Spleen (Su): A number of times per day equal to your Charisma Modifier you may use this ability.  You must make a Touch Attack against an opponent.  If you miss, the use of this ability is expended.  If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  if he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen).  If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.
 
PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin.  Or at least you desperately want people to believe that.  A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful you were.
 Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice.  Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
 Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats.  Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on.  If they're in the mood.  And not hiding out from whoever they've ticked off now.  Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group.  In their own minds anyway.  The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
 Daily Life: Your life is training, training, training.  When you aren't training you're going on assignments for the Master.  When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
 Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood.  he should be working for them.  He may need...reminded.  Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat.  Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully.  Obviously he must have the devils own luck.  Or he's lying about being dumb.
 Organizations: The Darth Puddytats are like a fraternity.  They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats.  They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it.  If the cows wont milk, it had to be them.  If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal.  Like they should be.  We're lookin' at you Steve.
 Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture.  Of course you can always rename it and just change the fluff to make it serious.
 Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter

EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces.  Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +4 (+6 Small, +7 Tiny, +8 Diminutive), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +4 Deflection, +6 Armor)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +4 Deflection, +6 Armor)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +4 Deflection, +6 Armor)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +4 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Light Saber +13/+8 (1d8+5/17-20)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3) or Light Saber +14/+9 (1d6+5/17-20)
Melee Tiny 2 Claws +12 (1d2-4) and 1 Bite +7 (1d3-4) or Light Saber +15/+10 (1d4+5/17-20)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4) or Light Saber +17/+12 (1d3+5/17-20)
Base Atk +8, Grp +7 (+1 Small, -3 Tiny, -8 Diminutive)
Atk Options +1d6 Sneak Attack, +1d6 Psionic Sneak Attack, Lurk Augments 9/day, Initiative Boost
Combat Gear 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22

Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs WIll Be Fine, Light Saber, I Find Your Lack of Faith...
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, 36 Power Points
Feats Anklebiter, Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Weapon Finesse
Skills Autohypnosis +11, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +7, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Concentration +10, Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+10 Small, +9 Tiny or Diminutive), Knowledge (Psionics) +12, Listen +7, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Psicraft +6, Search +8, Spot +7, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Psionic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion, 700 GP


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each  Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases by 1 every other level, but he does not gain new powers.  He does gain an additional 3 power points per level.
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 22, 2009, 09:29:22 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #13 on: January 30, 2009, 07:16:10 AM »
THE ABOMINABLE SNOW KITTY


   
"My name is Nubbins, an' I'm a scorpio, an' my hobbies include collecting shiny stuff, and napping, and hurtling myself thru the air at peoples faces."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches?  Yeah that's you.  Except your a 'lil kitty, and you also scare people away from the guilds by pretending to be the fearsome Cat-faced Yeti.

BECOMING AN ABOMINABLE SNOW KITTY
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form
   Feats:  Lynx-Paws, Track
   Skill Ranks:  Knowledge (Nature) 4 Ranks, Survival 8 Ranks


Class Skills
 The Abominable Snow Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, and Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Yeti Form (Medium)
2. +2    +3     +0     +0    Improved Scent
3. +3    +3     +1     +1    Cold Resistance 5
4. +4    +4     +1     +1    Uncanny Scent
5. +5    +4     +1     +1    Yeti Form (Large)
6. +6    +5     +2     +2    Cold Resistance 10
7. +7    +5     +2     +2    Snow Swimmer
8. +8    +6     +2     +2    Dark Vision 30'
9. +9    +6     +3     +3    Cold Resistance 15
10.+10   +7     +3     +3    Yeti Form (Dire)


Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Yeti Form (Su): At 1st level you can become a Cat Faced Yeti once per day.  This last 3 rounds plus 1 round per point of Charisma modifier.  As a Cat Faced Yeti you are Medium sized and gain the following: +4 Dex, +2 Natural Armor Bonus,  2 claw attacks doing 1d4 plus Strength bonus.  As with Kitty Form all equipment merges with your body and ceases to function.

At 5th level you can become a Large Cat-Faced Yeti, and you can use Yeti Form twice per day. You gain +4 Str, +2 Dex, +2 Constitution, +4 Natural Armor Bonus, Land speed increases +10 feet,  2 Claw Attacks doing 1d6 plus Strength Bonus, and Large Size.

At 10th level you can become a Dire Cat-Faced Yeti, and you can use Yeti Form 3 times per day.  You gain +8 Strength, +4 Constitution, +6 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 1d8 plus your strength bonus, Large Size, and Improved Grab and Constrict.

Improved Grab (Ex): If you successfully hit a Medium or smaller creature with your claw attack you may make a Grapple Check as a Free Acton without provoking an attack or opportunity.  If Successful you may constrict.

Constrict (Ex): A successful Grapple check does 2d6 (2d8 at level 10) plus your strength modifier for as long as you maintain the hold.

All Yeti Forms gain a Climb Speed equal to half your land speed, Immunity to Cold, Snowsight (as per the spell in Forstburn), and a +12 Circumstance bonus to Hide checks in snowy areas.

Improved Scent (Ex): At 2nd level you get the Improved Scent Feat.

Cold Resistance (Su): At 3rd level you get Cold Resistance 5.  This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 4th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): You can move through snow like a fish swims through water, and you can see through snow and ice up to 60'.  Effectively it allows you to dive into a snowbank and pull out avalanche victims easily.

Dark Vision (Ex): At 8th Level you get Dark Vision 30'.

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.
 Combat: Unless your in Yeti form, avoid combat you aren't made for it.  Make sure to pimp out your Yeti form with some nice Grapple Feats tho...
 Advancement: Your double life usually means you'll be kind of restricted in what you do.  After all people will have all those expectations of you.
Resources: You have the Guild of course.  And as one of their frontline operatives you have more than the usual access to equipment.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry.  Unbenownst to all you are also charged with protecting the Guilds secret operations and are the feared Cat-faced Yeti.
 Daily Life: During the day you are a rescue operations kitty.  You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc.  After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
 Notables: Little Samson (N Male Human Cat Burglar 2/Scout 4/Abominable Snow Kitty 6) is the head rescue cat of his division, and well loved by the local populace.  Big Snuggle (CN Human Female Cat Burglar 2/Scout 4/Abominable Snow Kitty is the head Yeti.  She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall.  The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people.  You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring. 
 Adaptation: This one might be adaptable to a non silly campaign, but...
 Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by the local legend: A Cat Faced Yeti.  It flees eventually but the player should be a little nervous as she can hear more of them...



Big Snuggle
CN Human Female, Cat Burglar 2/Scout 4/Abominable Snow Kitty 6
Init +3 (+4 Large Yeti, +5 Medium Yeti/Small, +6 Tiny, +7 Diminutive) Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form, Snowsight in Yeti Form
Languages Common
------------------------------------------------
AC 18, touch , flat-footed   (+2 Dex, +6 Armor)
AC Large Yeti 25, touch 15, flat-footed 22 (-1 Size, +3 Dex, +4 Natural, +6 Armor, +3 Deflection)
AC Medium Yeti 25, touch 17, flat-footed 21 (+4 Dex, +2 Natural, +6 Armor, +3 Deflection)
AC Small 24, touch 18, flat-footed 20 (+1 Size, +4 Dex, +6 Armor, +3 Deflection)
AC Tiny 26, touch 20, flat-footed 21 (+2 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Diminutive 29, touch 23, flat-footed 23 (+4 Size, +6 Dex, +6 Armor, +3 Deflection)
hp 72 (12 HD), 84 Large
Fort +11 (+13 Large), Ref +11 (+12 Large Yeti, +13 Medium Yeti/SMall, +14 Tiny, +15 Diminutive), Will +3 
Evasion, Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares), 50 ft. in Yeti Form
Melee Large Yeti 2 Claws +13 (1d6+3)
Melee Medium Yeti 2 Claws +15 (1d4+1)
Melee Small 2 Claws +16 (1d3-1) and 1 Bite +11 (1d4-1)
Melee Tiny 2 Claws +18 (1d2-2) and 1 Bite +13 (1d3-2)
Melee Diminutive 2 Claws +21 (1 point) and 1 Bite +16 (1d2-3)
Base Atk +11, Grp +12 (+18 Large, +6 Small, +1 Tiny, -4 Diminutive)
Atk Options Yeti Form (Medium/Large, 2/day), Skirmish (+2d6, +1 AC)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Abilities (Large Yeti) Str 16, Dex 16, Con 16
Abilities (Medium Yeti) Str 12, Dex 18
Abilities (Small) Str 8, Dex 18
Abilities (Tiny) Str 6, Dex 20
Abilities (Diminutive) Str 4, Dex 22
SQ Purr, Trapfinding, Kitty Form, Trackless Step, Fast Movement, Cold Resistance 10
Feats Track, Lynx-Paws, Mouser, Weapon Finesse, Great Fortitude (B), Improved Scent (B), Uncanny Scent (B)
Skills Balance +6 (+11 Small, +12 Tiny, +13 Diminutive, +8 Medium, +7 Large), Bluff +10, Climb +10 (+17 Small, +18 Tiny, +19 Diminutive, +12 Medium, +11 Large), Heal +4, Hide +6 (+16 Small, +20 Tiny, +24 Diminutive), Intimidate +10, Jump +5 (+12 Small, +11 Tiny, +10 Diminutive, +12 Large), Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +6 (+13 Small, +14 Tiny, +15 Diminutive), Search +8, Sense Motive +6, Spot +4, Survival +8, Swim +5, Use Magic Device +6
Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, Ring of the Icy Soul, +3 Ring of Protection, Daern's Instant Tent, 3 Potions of Cure Serious Wounds


Mo Yeti Mo Betta
Permit me to roar at you again.
 Prerequisites: yeti Form
 Benefits: You may use Yeti Form one additional time per day.

Me Yeti Long Time
Okay it was bad but it's 8 am as I type this...
 Prerequisites: Yeti Form
 Benefits: When you use Yeti Form it lasts an additional 3 rounds.

Yeti Yodle
Arooooooooooooooooooooooooooo....
 Prerequisites: Large Yeti Form
 Benefits: Once per day you may let loose a mighty howl of fury.  One creature within 30' must make a Willpower Save  (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds.  If it succeeds the effect is negated.

Spreading the Legend
Don't go out there Bob.  There's Yetis in them there hills.
 Prerequisites: Large Yeti Form
 Benefits: You may use the spell Major Image 3 times per day as a Supernatural Ability.  You may only create images involving Cat Faced Yetis.  For example you couldn't make an illusion of a fire by itself, but you could make an illusion of a Yeti starting one.

Yeti Munch
Nom nom nom...
 Prerequisites: Dire Yeti Form
 Benefits: While in Dire Yeti Form you gain a Bite doing 1d6 plus 1/2 your strength bonus as a Secondary attack.



EPIC Abominable Snow Kitty

Hit Die: d8
Skills Points at Each  Level : 4 + int
Cold Resistance At level 22 and every 3 levels thereafter the Abominable Snow Kitties Cold Resistance increases by 5.
Yeti Form At level 23 and every 3 levels thereafter the Abominable Snow Kitty gains an additional daily use of Yeti Form.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 22, 2009, 09:29:55 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #14 on: January 31, 2009, 09:33:22 AM »
Okay the magic items are tweaked price wise from Collar of Holding down to the Scratching Posts.  Your thoughts and commentary are welcome

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #15 on: February 02, 2009, 08:29:10 AM »
SANDA'S LITTLE HELPERS


   
"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar guilds to act as his personal scouts and spies.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar.  You could also take a few levels in Scout, Ninja, or Rogue.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
   Feats: Track
   Base Attack Bonus: +4 BAB

Class Skills
 The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : d6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Swift Tracker, Sniffer
2. +1    +0     +3     +0    Camouflage
3. +2    +1     +3     +1    Trackless Step, Whiskers (+2)
4. +3    +1     +4     +1    Move Like the Wind
5. +3    +1     +4     +1    Track the Trackless
6. +4    +2     +5     +2    Improved Scent, Whiskers (+4)
7. +5    +2     +5     +2    Dark Vision 60'
8. +6    +2     +6     +2    Hide in Plain Sight
9. +6    +3     +6     +3    Uncanny Scent, Whiskers (+6)
10.+7    +3     +7     +3    Dark Vision 90', Specialty


Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks.  The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'.  At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Legend Lore, Veil, Probe Thoughts, or True Seeing.  Once chosen your stuck with your spell of choice.

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc.  Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.
 Combat: You are not a combat monster.  Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
 Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization.  Military organizations with masses of supplies, hopefully not guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards.  People tend to love or hate you with not much in between.
 Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
 Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) curently works as a mercenary for the Elven host.  Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper) is currently a sherrif in a small country village.
 Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on.  Many law enforcement and military organizations (and adventurers guilds) make use of your skills.  You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat.  If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily.  But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
 Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
 Encounters: PC's should never realize hey have encountered a Little Helper.  After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us.  He was in my tent when I woke up this morning just sitting there watching me sleep.  Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +12, Spot +12, Scent, Low Light Vision in kitty Form
Languages Common
------------------------------------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 Deflection, +3 Armor)
AC Small 22, touch 19, flat-footed 18 (+1 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Tiny 24, touch 21, flat-footed 19 (+2 Size, +5 Dex, +4 Deflection, +3 Armor)
AC Diminutive 27, touch 24, flat-footed 21 (+4 Size, +6 Dex, +4 Deflection, +3 Armor)
hp 54 (12 HD)
Fort +5, Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +5 
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +14 (1d3-2) and 1 Bite +9 (1d4-2)
Melee Tiny 2 Claws +16 (1d3-3) and 1 Bite +11 (1d3-2)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Ranged +2 Shortbow +11 (1d6)
Base Atk +9, Grp +9
Atk Options Skirmish (+2d6, +1 AC), +1d6 Sneak Atack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities Str 6, Dex 18
Abilities Str 4, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Anklebiter, Keen-Eared Scout, Mouser, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +14 (+25 Small, +26 Tiny, +27 Diminutive), Bluff +6, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +10 (+20 Small, +24 Tiny, +28 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Knowledge (Geography, Nature, Nobility) +5, Listen +12, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Search +4, Spot +12, Survival +10, Swim +4 (+2 Small, +1 Tiny, +0 Diminutive), Tumble +6 (+8 Small, +9 Tiny, +10 Diminutive), Use Magic Device +6

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +2 Shortbow, +2 Short Sword, +4 Ring of Protection, +3 Bracers of Armor, Magic Bedroll, Map of Unseesn Lands, Sending Stones, Everlasting Rations, Decanter of Endless Water, 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1) 160 GP

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 22, 2009, 09:30:24 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #16 on: February 04, 2009, 09:07:34 AM »
WATCHCAT


   
"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.

BECOMING A WATCHCAT
6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form
   Skills:  Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
   Feats:  Hep Meee!!


Class Skills
 The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Watcher (Dark Vision 60')
2. +1    +0     +3     +3    Yowl (100'), Peekaboo (+2)
3. +2    +1     +3     +3    Sleep Optional (+4)
4. +3    +1     +4     +4    Watcher (See in Darkness), Peekaboo (+4)
5. +3    +1     +4     +4    Yowl (500')
6. +4    +2     +5     +5    Sleep Optional (+6), Peekaboo (+6)
7. +5    +2     +5     +5    Yowl (1 Mile)
8. +6    +2     +6     +6    Watcher (True Seeing), Peekaboo (+8)
9. +6    +3     +6     +6    Sleep Optional (Immunity)
10.+7    +3     +7     +7    I SEE ALL, Peekaboo (+10)


Weapon Proficiencies: Watchcats gain no new weapon or armor proficiencies.

Watcher (Ex): At 1st level you gain Dark Vision out to a range of 60'. If you already have Dark Vision the range extends +30'.

At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

At 8th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

Yowl (Su):You may let out a screech for help as a Standard Action.  Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'.  This increases to 500' at 5th level, and 1 Mile at 7th level. You may also take the Feats Hep Meee!! 2: The Sequel, and
They Were Mean to Me Daddy as though your Watchcat levels were also Cat Burglar levels.

Peekaboo (Ex): You gain a +2 Competence bonus on Spot rolls at 2nd level.  This increases to +4 at level 4, +6 at level 6, +8 at level 8, and +10 at level 10.

Sleep Optional (Ex): At 3rd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

At 6th level the bonus increases to +6, and you only need 2 hours of sleep a night.

At 9th level you are immune to sleep effects, and do not require sleep.

I SEE ALL (Su): You are now immune to flanking and Blindness.  You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc.
 
PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner.
 Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts.  You aren't really made for it.
 Advancement: You're really limited to one specific purpose.  I originally considered making this an NPC class.
Resources: In a way you are a resource.  You are the trusted early warning system of he Cat Burglar Guilds, and they make sure to pamper you.

WATCHCATS IN THE WORLD
Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
Ralph: "Well yeah, but everyone does that don't they?"
Your interaction with the world usually consists of "Halt, who goes there?"
 Daily Life: You get up, make coffee, go to work, drink more cofee, at some point you may actually sleep.  Then it's more coffee....
 Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild.  Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
 Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
NPC Reaction
You scare the crap out of most NPC's.  Nothing says 'stay away' like a building with a dozen silently staring cats outside...

WATCHCATS IN THE GAME
This class will make Guilds pretty darn hard to ambush so be careful about using it.
 Adaptation: Again, this one might fit into something other than a silly campaign with a little  modification.
 Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

Sample Encounter
EL 12: You spend the day preparing to enter a local house believed to be run by a Thieve's Guild.  All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity.  Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



Hellen Stovebottom
N Female Dwarf Cat Burglar 6/Watchcat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +15, Spot +21, Dark Vision 90', Low Light Vision and Scent in Kitty Form
Languages Dwarf, Common
------------------------------------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Deflection)
AC Small 17, touch 17, flat-footed 14 (+1 Size, +3 Dex, +3 Deflection)
AC Tiny 19, touch 19, flat-footed 15 (+2 Size, +4 Dex, +3 Deflection)
AC Diminutive 22, touch 22, flat-footed 17 (+4 Size, +5 Dex, +3 Deflection)
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +10 
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Evasion, Uncanny Dodge, Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +1 Warhammer +9/+4 (1d8+1d4 Sonic/19-20, x3)
Ranged +1 Crossbow +11 (1d8+1d4 Sonic/19-20)
Melee Small 2 Claws +12 (1d3-2) and 1 Bite +7 (1d4-2)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2=4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -8 Diminutive)
Atk Options +1 to hit Orcs and Goblinoids, +2d6 Sneak Attack
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities Str 6, Dex 16
Abilities Str 4, Dex 18
Abilities Str 2, Dex 20
SQ Stonecunning, Stability, Trapfinding, Purr, Kitty Form, Yowl (500'), Watcher (See In Darkness),
Feats Hep Meee!!, Hep Meee!! II: The Sequel, Java, Jibba Jabba, Weapon Finesse
Skills Appraise +4 (+6 Stone or Metal), Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Bluff +5, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Gather Information +5, Hide +9 (+19 Small, +25 Tiny, +30 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Listen +15, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Search +8, Sense Motive +15, Spot +21, Use Magic Device +9

+2 Racial Bonus to Craft checks for stone or metal items, additional +4 to Hide checks in areas of undergrowth or tall grass
Possessions Collar of Holding, Cute Widdle Bowsies, +1 Impact Screaming Burst Warhammer, +1 Quick-Loading Screaming Burst Light Crossbow, +3 Ring of Protection, 603 GP


KITTY FEATS

Java
"Ilikecoffeecoffeisgoodyupyupyup."
Prerequisites: Watcher class ability
Benefit: Once per day you may drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) and it converts to a Potion of Haste inside you. This is a Supernatural ability.

Double Mocha Latte
"Javajavjavajavajavajava!"
Prerequisites: Java
Benefit: You may know use your Java Feat twice per day.  In addition while hasted your base movement is increased +20 feet. This is a Supernatural ability.

Espresso
"WAAAAAAAARRRRRRRGGGGG!"
Prerequisites: Double Mocha Latte
Benefit: You may now use your Java Feat 3 times per day.  In addition while Hasted you gain all attacks have a 20% chance to miss you.

 Turkish Grog
"Is...is my heart still beating properly?"
Prerequisites: Espresso
Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack one opponent who must make a Reflex Save (DC is 10 plus half your Hit Dice plus Dexterity Modifier) or take 15d6 damage.  A successful Save halves the damage, this is a Supernatural Ability.

Peekaboo
"Thought I was nappin' dintcha?"
Prerequisites: Kitty Form, Spot 4 Ranks
Benefit: Your eyelids are transparent to your own vision , and you may see even with your eyes closed. You also gain a +2 Enhancement Bonus to Spot Checks. this is a supernatural ability.



EPIC WATCHAT

Hit Die: d6
Skills Points at Each  Level : 4 + int
Peekaboo: The Epic Watchcats bonus to Spot Checks increases by +2 at level 21, and every 2 levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 22, 2009, 09:30:53 AM by bhu »

skydragonknight

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #17 on: February 05, 2009, 01:41:57 AM »
Quote
I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
 Prerequisites: Bardic Music, Kitty Form.
 Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form.  For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

Next Prestige Class: Lolcat with prerequisites including this feat and ranks in perform(comedy).
It always seems like the barrels around here have something in them.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #18 on: February 05, 2009, 06:13:09 AM »
FENCEPOST YOWLER


   
"REEEEEOOWOWOWOWOWOWOWOWW!!!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).

BECOMING A FENCEPOST YOWLER
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Tiny), Inspire Competence
   Feats:  Dodge, I Must Shout My Love From The Fencepost Wall
   Skills:  Perform (Yowling) 8 Ranks


Class Skills
 The The Fencepost Yowler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Yowling
2. +1    +0     +3     +3    Dodge Audience (+2)
3. +1    +1     +3     +3    Inspire Annoyance
4. +2    +1     +4     +4    Yowling
5. +2    +1     +4     +4    Dodge Audience (+4)
6. +3    +2     +5     +5    Inspire Hatred
7. +3    +2     +5     +5    Dodge Audience (+6)
8. +4    +2     +6     +6    Yowling
9. +4    +3     +6     +6    Inspire Death
10.+5    +3     +7     +7    Yowling Doom


Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.
 
Yowling (Su): You gain a limited number of spells that you can use as Supernatural Abilities.  At 1st level you can cast Dirge of Discord 3 times per day.  At 4th level you can cast Shout 3 times per day.  At 8th level you can cast Song of Discord 3 times per day. 

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire abilities.  This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 7th level.  This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler.  If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours.  Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred.  Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury.  They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc).  It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier.  During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death.  The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days.  Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes.  Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 10d6 Sonic damage.  If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else?  Well you are that guy!  If anyone messes with your kitties, his sleep is now optional.
 Combat: Yowlers aren't really combatants so much as spoilers.  You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
 Advancement: Concentrate on the Performance (Yowling), and it shall reward you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them.  Yowling is an art form lost on the ignorant masses.
 Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions.  Have noticed him beginning to crack.  Can't wait to see how second shift does."  Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
 Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city.  Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
 Organizations: Yowlers are an informal organization of sorts.  They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways.  keep this in mind if one of your players wishes to be one.
 Adaptation: The Yowlers are definitely a silly campaigner.
 Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Hi there.  I'm told you guys are buttheads.  I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
AC Tiny 21, touch 21, flat-footed 16 (+2 Size, +5 Dex, +4 Deflection)
AC Diminutive 24, touch 24, flat-footed 18 (+4 Size, +6 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +9/+4 (1d6+1d4 Sonic)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3)
Melee Tiny 2 Claws +13 (1d2-3) and 1 Bite +8 (1d3-3)
Melee Diminutive 2 Claws +16 (1 point) and 1 Bite +11 (1d2-4)
Base Atk +6, Grp +5 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6
Combat Gear 3 Cure Serious Wounds Potions
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day):  Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Bardic Knowledge +7, Dodge Audience +4
Feats Anklebiter, Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Subsonics, Weapon Finesse
Skills Balance +12 (+22 Small, +23 Tiny, +24 Diminutive), Bluff +9, Climb +12 (+18 Small, +19 Tiny, +20 Diminutive), Concentration +10, Gather Information +7, Hide +12 (+22 Small, +29 Tiny, +34 Diminutive), Jump +5 (+10 Small/Tiny, +9 Diminutive), Knowledge (Local) +12, Listen +7, Move Silently +12 (+18 Small, +19 Tiny, +20 Diminutive), Perform (Yowling) +17, Sense Motive +7, Spellcraft +8, Tumble +12 (+14 Small, +15 Tiny, +16 Diminutive), Use Magic Device +13

+4 additional Bonus to Hide Checks in areas of undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Protection +4, Chime of Harmonic Agony, +1 Screaming Burst Short Sword, Robe of Scintillating Colors, 3 Cure Serious Wounds Potions, 590 GP



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 22, 2009, 09:31:28 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #19 on: February 05, 2009, 06:35:46 AM »
TIBBIT JESTER


   
"My Gods you're fat.  Are all kings this fat?  How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters.  This includes the Tibbits if they are frowned upon in some areas...

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Jesters Performance (Taunt)
   Saves: Base Reflex Save +6
   Race: Tibbit
   Skills: Perform (Comedy) 6 Ranks
   Feats:  Lolcat, Jibba Jabba

Class Skills
 The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
2. +1    +0     +0     +3                  +1 level of Arcane spellcasting class
3. +2    +1     +1     +3                  +1 level of Arcane spellcasting class
4. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
5. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
6. +4    +2     +2     +5                  +1 level of Arcane spellcasting class
7. +5    +2     +2     +5                  +1 level of Arcane spellcasting class
8. +6    +2     +2     +6                  +1 level of Arcane spellcasting class
9. +6    +3     +3     +6                  +1 level of Arcane spellcasting class
10.+7    +3     +3     +7   Enrage Audience, +1 level of Arcane spellcasting class


Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic:  When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list.  He may cast 1 extra spell per level per day from this list.  For example Muffins can cast up to third level spells.  He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast.  He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
3rd: Flashburst, great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
Your a big dumb silly kitty.  At least that's what you want your employers to think.  You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
 Combat: You aren't much of a fighter, but you are a talker.  Hide behind your allies and insult your enemies into a distractive frenzy before running away.  Your allies can use the exercise, you could use some fun, and your enemies need killing.  Everyone gets a little something...
 Advancement: Most Jester's advance down the same path, becoming ever more sarcastic.  You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"I hate sarcastic cats!"
You don't think much of the rich and beautiful.  You were raised to hate them, and since meeting them most of them haven't done much to change your mind.  You feel little guilt about betraying them and stealing from them.
 Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests.  Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence.
 Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king.  He is used to humiliate the King's guests (and unbeknownst to all is also stealing from the King).  Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also th Jester of an Evil King, but he works to bring about the Kings downfall.
 Organizations: Tibbit Jesters have only the Cat Burglar Guilds.  There are training schools in existence that they can sometimes rely upon as well.  Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers.  No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble).  So unless the Jester's public employer travels a lot neither will the group.
 Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world.  Particularly if it's espionage oriented.
 Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead.  The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to people at a whim.  And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +3 (+5 Tiny, +6 Diminutive), Senses: Listen +1, Spot +3, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +3 Dex, +2 Dodge, )
AC Tiny , touch , flat-footed   (+2 Size, +5 Dex, +2 Dodge, )
AC Diminutive , touch , flat-footed   (+4 Size, +6 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Ranged +1 Sling +9 (1d3+1)
Melee Small 2 Claws +9 (1d3-2) and 1 Bite +4 (1d4-2)
Melee Tiny 2 Claws +9 (1d2-4) and 1 Bite +4 (1d3-4)
Melee Diminutive 2 Claws +9 (1 point) and 1 Bite +4 (1d2-4)
Base Atk +6, Grp +4
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Haste, 1 Dead Fish Bomb, 1 Hairball Grenade
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18 (22 w/Hat)
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Anklebiter, Dogs Are Retarded..., Jibba Jabba, LOLcat, Weapon Finesse, Deflect Arrows (B), Let Sleeping Kitties Lie (B), Snatch Arrows (B)
Skills Balance +9 (+19 Tiny, +20 Diminutive), Bluff +9 (+11 w/hat), Climb +6 (+12 Tiny, +13 Diminutive), Disguise +6 (+8 w/hat), Escape Artist +8 (+10 Tiny, +11 Diminutive), Hide +12 (+22 Tiny, +27 Diminutive), Jump +6 (+12 Tiny/Diminutive), Knowledge (Local, Nobility) +3, Move Silently +8 (+14 Tiny, +15 Diminutive), Perform (Comedy) +16 (+18 w/hat), Search +3, Sense Motive +6, Sleight of Hand +8, Spot +3, Tumble +9 (+11 Tiny, +12 Diminutive), Use Magic Device +9 (+11 w/hat)

+4 additional Bonus to Hide Checks in undergrowth or high grass
Possessions Collar of Holding, 1 Dead Fish Bomb, 1 Hairball Grenade, Feathered Hat, +6 Bracers of Armor, +3 Ring of Protection, +1 Sling, 1 Potion of Haste, 600 GP


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: June 02, 2009, 08:49:10 AM by bhu »