Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191161 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #20 on: February 05, 2009, 06:47:34 AM »
POCKET KITTY


   
"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government.  They disappeared and went underground to await revenge.  Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced.  And a little too proud for their own good.  As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket.  They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Diminutive)
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
 

Class Skills
 The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Cat Radar
2. +1    +0     +3     +0    Pocket Feat
3. +2    +1     +3     +1    Camouflage Kitty
4. +3    +1     +4     +1    Cat Radar
5. +3    +1     +4     +1    Pocket Feat
6. +4    +2     +5     +2    You can't see me
7. +5    +2     +5     +2    Pocket Feat
8. +6    +2     +6     +2    Cat Radar
9. +6    +3     +6     +3    Hide in Plain Sight
10.+7    +3     +7     +3    Master of the Unseen


Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing. 

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius.  If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, I Wuv U, Lightning Reflexes, Mobility, Pocket Dimension, Pwease, Quick Reconnoiter, Super Scamper Powers

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move.  If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitty Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in humanoid form.  Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in.  Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy.  You excel at hiding and squeezing into tight spaces to observe events. 
 Combat: Pocket Kitties aren't fighters, they're watchers.  You're the advance team who finds things out before the fighting goes down.
 Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon.  And whatever you can steal from the nobility when they arent paying attention.

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair.  Very rare.  Cost me a lot of money."
Most people have no idea you exist.  They think of you as a pet for rich fops.
 Daily Life:You are a pampered pet of the pampered rich.  You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes.
 Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down.  Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
 Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying.  They will work best in a roleplay heavy campaign with little combat.
 Adaptation: This one is kinda bizarre.  Probably a silly campaign only thing.
 Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion.  They'll probably find a few in their clothing somewhere.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom.  At times you'd almost swear the cats more intelligent than he is.

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +13, Spot +14, Scent and Low Light Vision in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 Armor, +3 Deflection)
AC Small 25, touch 19, flat-footed 20 (+1 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Tiny 27, touch 21, flat-footed 21 (+2 Size, +6 Dex, +6 Armor, +3 Deflection)
AC Diminutive 30, touch 24, flat-footed 23 (+4 Size, +7 Dex, +6 Armor, +3 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +11 (1d6)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -12 Tiny, -16 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Kitty Form, Purr, Trapfinding, Cat Radar, Camouflage Kitty, You Can't See Me
Feats ...And Persons Aren't Much Better, Dodge, Dogs Are Retarded, I Wuv U, Mobility, Pocket Dimension, Run, Weapon Finesse
Skills Appraise +5, Balance +9 (+19 Small, +20 Tiny, +21 Diminutive), Bluff +7, Climb +9 (+15 Small, +16 Tiny, +17 Diminutive), Disable Device +6, Escape Artist +7 (+9 Small, +10 Tiny, +11 Diminutive), Gather Information +6, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Jump -1 (+5 Small, +4 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +13, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Open Lock +13, Search +11, Sense Motive +8, Spot +13, Tumble +9 (+11 Small, +12 Tiny, +13 Diminutive)

Additional +4 to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Sneakery Blackmail, Cute Widdle Bowsies, Bracers of Armor +6, +3 Ring of Protection, +1 Defending Shortsword, 4 Potions of Cure Serious Wounds, 726 GP



Pocket Dimension
Kitty likes to play Peekaboo.
 Prerequisites: Pocket Kitty Level 3
 Benefits: You may use the spell Dimension Door 5 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another.  Caster Level is equal to half character level.


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: February 26, 2009, 07:34:28 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #21 on: February 06, 2009, 07:04:14 AM »
NINELIFER


   
"Just try and hit me.  Go on just try."

Some cats get all the luck.  You back yours up with magic.

BECOMING A NINELIFER
You can go into Ninelifer with virtually any class as long as it shares some class skills.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Any 2 Luck Feats
   Skills:   Any 2 Ninelifer Class Skills 8 Ranks


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

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Extra Life (x1)
2. +1    +0     +3     +3    Luck Feat
3. +2    +1     +3     +3    Extra Life (x3)
4. +3    +1     +4     +4    Luck Feat
5. +3    +1     +4     +4    Extra Life (x5)
6. +4    +2     +5     +5    Luck Feat
7. +5    +2     +5     +5    Extra Life (x7)
8. +6    +2     +6     +6    Luck Feat
9. +6    +3     +6     +6    Extra Life (x9)
10.+7    +3     +7     +7    The Universe Likes Mr. Cuddles


Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.
 
Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened.  You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day.  And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc.  In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell.  If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways.  If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'.  Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal thats caught up with him.  Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, it must be worded in any way that could theoretically work.  The opponent(s) do not get a Saving throw.  Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action.  If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 1d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want.  Your seemingly infinite good luck makes you a lot of enemies though...
 Combat: You aren't a fighter.  But with luck your class abilities will keep you from being hurt let alone killed...
 Advancement: Ninelifers mostly just try  to accumulate luck.  Kinda straightforward...
Resources: The Ninelifer has the Guilds of course but his best resource is his own luck.  Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today.  I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way.  Most are confidence tricksters.
 Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure.  You have an edge when it comes to your luck though.  In fact you rarely make plans at all, just waiting to see what drops into your lap.
 Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies.  Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
 Organizations: Ninelifers rarely have any organized groups.  They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth.  Stuff always seems to go your way, you never seem to get caught, you always get the bling...  On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card.  Potentially they have the ability to really monkey wrench you.
 Adaptation: Ninelifers are definitely for silly campaigns.
 Encounters: Ninelifers seem to encounter people when its best or worst for them.  So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander.  If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife.  After which the bar stares at him for several long moments before beating him senseless and chucking him back outside.  The cat winks at you...


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 23, touch 17, flat-footed 20 (+3 Dex, +6 Armor, +4 Deflection)
AC Small 26, touch 20, flat-footed 21 (+1 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Tiny 28, touch 22, flat-footed 22 (+2 Size, +6 Dex, +6 Armor, +4 Deflection)
AC Diminutive 31, touch 25, flat-footed 24 (+4 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-3)
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Trapfinding, Purr, Kitty Form, Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Anklebiter, Dumb Luck, Tempting Fate, Lucky Start, Make Your Own Luck, Survivor's Luck, Unbelievable Luck, Weapon Finesse
Skills Appraise +7, Balance +6 (+16 Small, +17 Tiny. +18 Diminutive), Bluff +12, Climb +6 (+12 Small, +13 Tiny. +14 Diminutive), Diplomacy +11, Escape Artist +6 (+8 Small, +9 Tiny. +10 Diminutive), Gather Information +11, Hide +11 (+21 Small, +26 Tiny, +31 Diminutive), Jump +2 (+8 Small, +8 Tiny, +7 Diminutive), Knowledge (Local, Nobility) +5, Listen +9, Move Silently +11 (+17 Small, +18 Tiny, +19 Diminutive), Open Lock +11, Search +9, Sense Motive +9, Spot +9, Tumble +7 (+9 Small, +10 Tiny. +11 Diminutive), Use Magic Device +7

Gains an additional +4 to Hide CHecks in tall grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, Boots of Speed, +1 Short Sword, 940 GP


EPIC NINELIFER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Ninelifer gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: February 26, 2009, 07:34:56 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #22 on: February 07, 2009, 12:44:23 AM »
Oh thank yalort! The second page! I thought the first one would never end.  :P

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #23 on: February 07, 2009, 09:59:39 AM »
CRITTER


   
"I'm a chikin!  Yup.  Yup.  Chikin.  BAAAAWWKK BAWK BUCUCCK!"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER
Most Critters are Cat Burglars who prestige out after being caught.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Diminutive)
   Skills:  Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Survival 4 ranks, and Swim 4 ranks.


Class Skills
 The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), 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     +2     +0    Im a Chikin LOL
2. +1    +0     +3     +0    Im a Badger LOL
3. +2    +1     +3     +1    Im a Tertle LOL
4. +2    +1     +4     +1    Im a Frawg LOL
5. +3    +1     +4     +1    Im a Skwirl LOL
6. +4    +2     +5     +2    Im a Skawnk LOL
7. +5    +2     +5     +2    Im a Mole LOL
8. +5    +2     +6     +2    Im a Buzzerd LOL
9. +6    +3     +6     +3    Im a Snayk LOL
10.+7    +3     +7     +3    Im a Sumthin LOL


Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

Im a Chikin LOL(Su): Your Kitty Form is expanded.  You may now imitate ANY animal of Small, Tiny, or Diminutive Size. Stats are the same as your Kitty Form.  If it doesn't have the same attacks as a kitty, relax the claws are retractable or something.

Im a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace.  Stats in Small Kitty Form are +4 Strength, -4 Dex.  Stats in Tiny Kitty Form are +2 Str, -2 Dex.  Stats in Diminutive Kitty Form are unchanged.  You may choose either the normal set of stat changes in Kitty Form, or this set when you transform.  Switching between stat changes is a Move equivalent action.

Im a Tertle LOL(Su): Your Kitty Form can now be designed for protection instead of grace.  Stats in Small Kitty Form are -2 Strength, +4 Natural Armor Bonus.  Stats in Tiny Kitty Form are -4 Str, -2 Dex, +8 Natural Armor Bonus.  Stats in Diminutive Kitty Form are -6 Str, -4 Dex, +12 natural Armor Bonus.  You may choose either the normal set of stat changes in Kitty Form, or this set when you transform.  Switching between stat sets is a Move equivalent action.

Im a Frawg LOL(Su): You may now imitate fish and frogs more fully.  While in Kitty Form you gain the Aquatic subtype and the Amphibious ability.  You also have a Swim Speed equal to your land speed, and may use the Run action while swimming in a straight line.  You gain a +8 Racial Bonus to Swim checks, and can always take 10 on a Swim Check (even if threatened or endangered) while in Kitty Form.

Im a Skwirl LOL(Su): While in Kitty Form you gain the use of the Brachiation Feat (see Complete Adventurer), and have a Climb Speed equal to your Base Land Speed.

Im a Skawnk LOL(Su): While in Kitty Form you may now spray foes to your rear as a Standard Action.  This is a 10' long Line attack that only effects living creatures with a sense of smell.  Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds.  In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks.

Im a Mole LOL(Su): You may now imitate burrowing animals more fully.  While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

Im a Buzzerd LOL(Su): You may now imitate birds more fully.  While in Kitty Form you gain a Flight Speed equal to double your Land Speed, with Good maneuverability.

Im a Snayk LOL(Su): You may now imitate snakes and poison critters more fully.  In Kitty Form your Bite Attack is now venomous.  Initial and Secondary Damage depends on your Size (Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength).  Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

Im a Sumthin LOL(Su): At 10th level you gain the Shapeshifter 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 CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets, and have to deal with a lot of superstitious easily terrified yahoos.
 Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant.  At higher levels you do get some options though...
 Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes. 
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there.  After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...
 Daily Life: You get up.  Become a chicken. Spy on farmers.  Shapechange into cat while unknowingly being observed.  Causing rumor that the local chickens are evil shapeshifting devil beasts and must die.  You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel.  You get adopted by a crazed old woman who "rescues you from a tree".  Despite the fact that squirrels live in trees.  She dresses you in doll clothes.  You suddenly realize that this is what hell must be like.  Eminent escape is planned...
 Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge.  The Pine Woods Chikin (CN Male Human Cat Burglar 3/Scout 3/Critter 6) appears a chicken haunting the local pine Woods Forest.  For some reason the locals are completely terrified of him.
 Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats.  So obviously you're some insidious monster from another Plane of existence hellbent on their destruction.  You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught.  Beyond that they'll inspire lots of funny incidents.
 Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
 Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Lookie here mister...you can't go inta thet thar forest.  There's a Chikin in thet forest.  It'll gitcha!!!  Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar/Scout 3/Critter 6
Init +4 (+6 Sm, +2 Sm Ba, +4 Sm, Te, +7 Ti, +3 Ti Ba, +3 Ti Te, +8 Di, +4 Di Ba, +2 Di Te), Senses: Listen +7, Spot +7, Scent and Lowlight Vision in Kitty Form
Languages Common
------------------------------------------------
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 Armor, +2 Deflection)
AC Small 21, touch 18, flat-footed 16 (+1 Size, +5 Dex, +3 Armor, +2 Deflection)
AC Small Badger 17, touch 14, flat-footed 16 (+1 Size, +1 Dex, +3 Armor, +2 Deflection)
AC Small Tertle 23, touch 16, flat-footed 20 (+1 Size, +3 Dex, +4 Natural, +3 Armor, +2 Deflection)
AC Tiny 23, touch 20, flat-footed 17 (+2 Size, +6 Dex, +3 Armor, +2 Deflection)
AC Tiny Badger 19, touch 16, flat-footed 17 (+2 Size, +2 Dex, +3 Armor, +2 Deflection)
AC Tiny Tertle 27, touch 16, flat-footed 25 (+2 Size, +2 Dex, +8 Natural, +3 Armor, +2 Deflection)
AC Diminutive 26, touch 23, flat-footed 19 (+4 Size, +7 Dex, +3 Armor, +2 Deflection)
AC Siminutive Badger 22, touch 19, flat-footed 19 (+4 Size, +3 Dex, +3 Armor, +2 Deflection)
AC Diminutive Tertle 32, touch 17, flat-footed 31 (+4 Size, +1 Dex, +12 Natural, +3 Armor, +2 Deflection)
hp 69 (12 HD)
Fort +7, Ref +14 (+16 Sm, +12 Sm Ba, +14 Sm Te, +17 Ti, +13 Ti Ba, +13 Ti Te, +18 Di, +14 Di Ba, +12 Di te), Will +5 
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), Also has Climb 30', Swim 30', and Brachiation in Kitty Form.
Melee +2 Short Sword +13/+8 (1d6+1)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Small Badger 2 Claws +9 (1d3+1) and 1 Bite +4 (1d4)
Melee Small Tertle 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-4)
Melee Tiny Badger 2 Claws +12 (1d2) and 1 Bite +7 (1d3)
Melee Tiny Tertle 2 Claws +12 (1d2-3) and 1 Bite +7 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Melee Diminutive Badger 2 Claws +15 (1 point) and 1 Bite +10 (1d2-1)
Melee Diminutive Tertle 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Ranged +2 Short Bow +13 (1d6+2)
Base Atk +8, Grp +7 (+5 Sm, +10 Sm Ba, +6 Sm Te, +4 Ti, +8 Ti Ba, +5 Ti Te, +4 Di, +7 Di Ba, +4 Di Te)
Atk Options +1d6 Sneak Attack, Skirmish (+2d6, +1 AC), I'm a Skawnk LOL
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 9, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Abilities Small Str 5, Dex 20
Abilities Small Badger Str 13, Dex 12
Abilities Small Tertle Str 7, Dex 16
Abilities Tiny Str 3, Dex 22
Abilities Tiny Badger Str 11, Dex 14
Abilities Tiny Tertle Str 5, Dex 14
Abilities Diminutive Str 2, Dex 24
Abilities Diminutive Badger Str 9, Dex 16
Abilities Diminutive Tertle Str 3, Dex 12
SQ Purr, trapfinding, Kitty Form, Trackless Step, Fast Movement, I'm a Chikin/Badger/Tertle/Frawg/Skwirl LOL
Feats Anklebiter, Bouncies, Fwuffy, Jibba, Jabba, Mouser, Weapon Finesse
Skills Balance +9 (+19 Sm, +20 Ti, +21 Di), Climb +9 (+15 Sm, +16 Ti, +17 Di), Escape Artist +9 (+11 Sm, +12 Ti, +13 Di), Hide +9 (+19 Sm, +24 Ti, +29 Di), Jump +5 (+11 Sm, +9 Ti/Di), Knowledge (Local, geography, Nature) +4, Listen +7, Move Silently +9 (+15 Sm, +16 Ti, +17 Di), Search +6, Sense Motive +7, Spot +7, Survival +7, Swim +5 (+3 Sm, +1 Ti/Di), Tumble +9 (+11 Sm, +12 Ti, +13 Di), Use Magic Device +8
Editors Note: Ill let you do the math for the Badger/Tertle forms.  Otherwise I think I'm gonna hit the space limits.

+4 additional Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bag of Endless Caltrops, Survival Pouch, +1 Menacing Leather Armor, Luck Blade (0 wishes), +2 Shortbow, +2 Ring of Protection, Tan Bag of Tricks, 4 Cure Serious Wounds Potions, 250 GP


EPIC CRITTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Critter gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: February 26, 2009, 07:35:41 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #24 on: February 08, 2009, 07:29:42 AM »
GOOD KITTY


   
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin.  Healing potions are for kitties.  Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."

Most Cat Burglars are content to simply be spies and thieves.  You want to be the power behind the throne, and your willing to use your magic powers to get there.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be Enchantment
   Skills:  Bluff 8 Ranks
   Feats:  I Wuv U


Class Skills
 The Good Kitty's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), Spellcraft (Int), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Just A Kitty       
2. +1    +0     +0     +3    Kitty Bonus (+1)    +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Kitty Magic         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4    Just A Kitty        +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4    Kitty Bonus (+2)    +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Kitty Magic         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5    Just A Kitty        +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6    Kitty Bonus (+4)    +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Kitty Magic         
10.+5    +3     +3     +7    Just A Kitty        +1 level of existing Arcane spellcasting class


Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): You gain Spell Resistance equal to 5 plus your character level.  At 1st level this applies to all Divination spells.

At 4th level your Spell Resistance applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it applies to all Illusion (Glamer and Pattern) spells.

At 10th level it applies to all Illusion spells.

Kitty Bonus (Ex): At second level the Saving Throw  DC's of the spells on your preferred list (see below) are increased by +1 if you know them.  At 5th level this increases to +2.  At 8th level this increases to +4.  This stacks with Feats like Spell Focus.
 
Preferred Spell List:

Level 1: Charm Person, Distract, Hypnotism, Serene Visage, Shock and Awe, Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond, Mass Suggestion, Mislead, Probe Thoughts, Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility, Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia


Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful.  They are your greatest resource.
 Combat: You most definitely aren't a combatant.  You will use mind controlled minions to do that for you.....
 Advancement: Concentrate on making it harder to detect your magical powers and their use.  You want the whole world to think you're just a cat.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do.  Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this.  I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet.  I'm not going back in there."
Most people have no idea you exist.  There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
 Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian.  Constantly in mental contact with him he is the ultimate power behind the throne.  If anyone wrests power from his puppet tyrant he simply mind controls the new subject.  Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants.  At least 3 kingdoms have had their dictators deposed because of her efforts.
 Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal).  Then you'll likely be the head of your own little organization...

NPC Reaction
 Most people think your the bosses pet fluffy.  They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
 Be careful of this one.  Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
 Adaptation: If you need a very unique BBEG this will do.  Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
 Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy.  You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics.  He's also never without his much beloved cat, which you have been hired to kidnap for ransom.  This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+4 Small), Senses: Listen +6, Spot +6, Scent and Low Light Vision in Kitty Form
Languages Common, Draconic
------------------------------------------------
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)
hp 31 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10 
+3 on Saves vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +10 (1d3-3) and 1 Bite +5 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options Sneak Attack +1d6
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10, +3 to Save DC's while wearing Cloak
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18 (24 w/Cloak)
Abilities Str 4, Dex 18
SQ Purr, Trapfinding, Kitty Form, Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Kitty Bonus (+2), Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, I Wuv U, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment)
Skills Bluff +12 (+15 w/cloak), Climb +4 (+10 Small), Concentration +8, Diplomacy +12 (+15 w/Cloak), Gather Information +9 (+12 w/Cloak), Hide +7 (+17 Small, +21/+27 with Ring), Knowledge (Arcana, Local, Nobility) +4, Listen +6, Move Silently +7 (+13 Small), Search +3, Sense Motive +9, Spellcraft +6, Spot +6, Use Magic Device +6 (+9 w/Cloak)

Has an additional +4 to Hide checks in high grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Cloak of Charisma +6, Ring of Protection +4, Ring of Chameleon Power, 3 Potions of Cure Serious Wounds, 300 GP


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each  Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 26, 2009, 07:37:25 AM by bhu »

Dilvish

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #25 on: February 08, 2009, 12:35:19 PM »
Bhu, your kitty classes are awesome.

What do you think about this:

Spookitty Pounce
They never expect the annoying kitty to jump at them.
 Prerequisites: Bouncies, one feat or class ability that will distract the target.
 Benefits: You cease whatever ability you were exerting on your unsuspecting target, only to suddenly pounce on them, causing them to flee 1d4 rounds in surprise and fear unless they resist with a Will Save (DC is 12 plus half your hit dice plus your Dexterity modifier, targets immune to either fear or surprise gain +4 to their Will Save and creatures immune to both are unaffected by this feat). This is only available in Kitty Form. You do not provoke an AoO from entering an opponents square.

I once saw one of my cats do this to a dog. She was yowling at him (Inspire Annoyance, and I think the Fencepost Yowler deserves a better BAB) while he was barking at her when she suddenly pounced, and the dog was so surprised that he actually fled a few seconds with the cat running after him before remembering that he was bigger and stronger, so they came back running and she jumped on the fence, out of reach. That was hilarious.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #26 on: February 09, 2009, 12:09:56 AM »
I like it.  I shall work it in :D

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #27 on: February 10, 2009, 06:55:55 AM »
THE FAMILIAR


   
"Meow.  Meow meow meow meow meow."

You have morphed your familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the familiar.

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

 ENTRY REQUIREMENTS
   Class Abilities:  Tiny Kitty Form,
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.
   Skills:  Knowledge (Arcane) 6 ranks
   Special:  Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
 

Familiar Skills
 The Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Meet Big Fat John         +1 level of existing Arcane spellcasting class
2. +1    +0     +0     +3    Familiar Spell Reversal   +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Enhanced Familiar         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Enhanced Familiar         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5                              +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6                              +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Enhanced Familiar         +1 level of existing Arcane spellcasting class
10.+5    +3     +3     +7                              Bob Iz Family, +1 level of existing Arcane spellcasting class

Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.
 
Meet Big Fat John (Su): Due to the ritual you have undergone, your familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your familiar on yourself.  For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance.  These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
 Combat: You aren't a blaster.  You're a sneak thief, combat is someone else's job.  That doesn't mean that you don't have combat spells, but you aren't optimized for it.  Your familiar on the other hand....
 Advancement: You can go several different ways with this class.  You can concentrate on making your familiar ultra powerful and sending him into the fray.  You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon.  And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your familiar scares the hell outta me for some reason."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate.  Your familiar then passes himself as a low level spellcaster while you follow him in and case the joint.  In between assignments you act as magical backup if the authorities come calling.
 Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery).  Your familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments.  If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
 Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief.  Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
 Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city.  Most people find it odd that so many of the Wizards and Sorcerers there have kitty familiars, but to each his own.  While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall.  After all you place anyone with a familiar into question, and they don't like that.  Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name.  But thats okay because people suck.  Cats are better.
 Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
 Encounters: Usually people will encounter you as your 'masters' wee lil kitty.  Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker.  It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you.  Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+4 Small, +5 Tiny), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Undercommon, Elven
------------------------------------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, +6 Armor)
AC Tiny 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 33 (12 HD)
Fort +4, Ref +8 (+10 Small, +11 Tiny), Will +10  
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +8/+3 (1d4)
Base Atk +6, Grp +5 (-2 Small, -7 Tiny)
Atk Options +1d6 Sneak Attack
Combat Gear 2 Beads of Force
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Small Str 4, Dex 19
Abilities Tiny Str 3, Dex 21
SQ Purr, Trapfinding, Kitty Form, Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Hide +13 (+23 Small, +28 Tiny), Knowledge (Arcana) +7, Knowledge (local) +6, Listen +10, Move Silently +10 (+16 Small, +17 Tiny), Search +6, Sense Motive +10, Spellcraft +9, Spot +8, Use Magic Device +8

Additional +4 Bonus to Hide Checks when in Kitty Form and in undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor (1 set for self, 1 set for Familiar), Two +1 Daggers (one for self, one for Familiar), 2 Beads of Force, 646 GP



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level.  He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar.  At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature.  It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance.  It's mental stats are now equal to 10 plus your Charisma modifier.  

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has  the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better.  Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has  the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities).  It also now provides a different type of bonus based on it's new appearance.


Code: [Select]
[b] Master's Level     Powers[/b]
  1-2                Mindlink, Alert Duo, Share Spells
  3-4                Channel 1
  5-6                Tag Team +3
  7-8                Channel 2
  9-10               Tag Team +4
  11-12              Channel 3
  13-14              Tag Team +5
  15-16              Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it.  The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell.  At this point you may cast 0, 1st or 2nd level spells through your Familiar.  You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus.  It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks.  Everyone trusts Grandpa.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight.  Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc.  Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage.  Ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar.  
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma!  Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not.  Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part.  Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away.  For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent.  He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks.  And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your familiar appears to be a completely average and forgettable guy/gal.  Both you and your familiar gain a +3 bonus on Move Silently checks.  No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your familiar appears to be a performer of some kind (usually a singer). Both you and your familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your familiar appears to be a stereotypical, physically weak intellectual with  his nose in a book all the time. Both you and your familiar gain a +3 bonus on Knowledge (Arcane) checks.  
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your familiar appears to be someone whom animals respond to well.  A crazy old cat lady, or a ranger or druid perhaps. Both you and your familiar gain a +3 bonus on Handle Animal checks.  
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your familiar appears to be an obvious criminal. Both you and your familiar gain a +3 bonus on Knowledge (Local) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your familiar gain a +3 bonus on Knowledge (Religion) checks.  
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind.  Maybe even a garden variety alcoholic. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your familiar appears to be an evocation specialist, warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.
« Last Edit: September 23, 2010, 03:41:53 AM by bhu »

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #28 on: February 10, 2009, 08:45:44 AM »
That's one hell of an awesome idea.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

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

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

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

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

There is no higher price than 'free'.

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

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #29 on: February 11, 2009, 06:50:24 AM »
Thanks Veekie! :D

LAZOR KITTEH


   
"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower.  Some Warlocks were brought in and voila, Lazor Kittehs.

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
   Feats:  Lazor Kitteh
   Skills:   Knowledge (Arcana) 4 Ranks


Class Skills
The Lazor Kitteh's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), 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    Lazor Feat, Lazor Invocations
2. +1    +0     +0     +3    Oh hi..I upgraded MAH LAZOR! +1d6
3. +2    +1     +1     +3    IMMA CHARGIN' MAH LAZOR! +1d8
4. +3    +1     +1     +4    Lazor Feat
5. +3    +1     +1     +4    Oh hi..I upgraded MAH LAZOR! +2d6
6. +4    +2     +2     +5    IMMA CHARGIN' MAH LAZOR! +2d8
7. +5    +2     +2     +5    Lazor Feat
8. +6    +2     +2     +6    Oh hi..I upgraded MAH LAZOR! +3d6
9. +6    +3     +3     +6    IMMA CHARGIN' MAH LAZOR! +3d8
10.+7    +3     +3     +7    Do not ---- with Lazor Kitteh


Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc).  However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh. 

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast)

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane.  Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not ---- with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw.  For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome...
 Combat: Your a blaster, so work on improving eldritch blast as much as you can.  After all you wont be getting many other Incantations...
 Advancement: Lazor Kittehs are pretty much restricted in advancement.  You give up versatility for enormous firepower. 
Resources: Besides the guild you have whatever gave you your powers as a Warlock.  Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes.  In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you.  You do an awful lot of ranged spanking for your employers...
 Daily Life: Your either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'.
 Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one).  Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
 Organizations: Many Lazor Kittehs belong to some sort of club.  Sort of like a gun range for members only to have shooting competitions.  Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!  OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages.  They do one thing and do it well.  But beyond that they nap a lot.
 Adaptation: Definitely a silly campaigner.
 Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them.  Or they may get them as bodyguards.  After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from.  It seems to be getting irritated by biting flies.  It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia).  Then rays of light from it's eyes blow the flies out of the sky.  Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +6, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +6 Armor, +4 Deflection)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +8 (+10 Small, +11 Tiny, +12 Diminutive), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Light Mace +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +18 (1 point) and 1 Bite +13 (1d2-4)
Ranged Eldritch Blast +10 Ranged Touch (5d6)
Ranged Small Eldritch Blast +13 Ranged Touch (5d6)
Ranged Tiny Eldritch Blast +15 Ranged Touch (5d6)
Ranged Diminutive Eldritch Blast +18 Ranged Touch (5d6)
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6,  IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear 6 Potions of Cure Serious Wounds
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +7 (+13 Small, +14 Tiny, +15 Diminutive), Concentration +10, Hide +12 (+22 Small, +27 Tiny, +32 Diminutive), Intimidate +14, Knowledge (Arcana) +7, Listen +6, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Spellcraft +7, Spot +11, Tumble +7 (+9 Small, +10 Tiny, +11 Diminutive), Use Magic Device +14

Additional +4 Bonus to Hide Checks in high grass or undergrowth while in Kitty Form
PossessionsCollar of Holding, Cute Widdle Bowsies, Warlock's Scepter, +6 Bracers of Armor, +4 Ring of Protection, Ring of the Darkhidden, 6 Potions of Cure Serious Wounds, 445 GP




Defensive Blast
"Back off monkey boy!"
Prerequisites:Eldritch Blast, Precise Shot
Benefit: You may use your Eldritch Blast without provoking an attack of opportunity.




Both Barrels
"Hurts don't it monkey boy?"
Prerequisites:Eldritch Blast, Oh hi...I upgraded MAH LAZOR!!
Benefit: When using you Eldritch Blast you fire two Blasts at once.  Both Blasts must be aimed at the same target however, and each Blast does damage as if you were a Warlock 3 levels lower.  When using your IMMA CHARGIN' MAH LAZOR! ability, the extra dice applies to both Blasts, as do any Eldritch Essence or Blast Shape Invocations.



EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each  Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!:  The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 26, 2009, 07:39:42 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #30 on: February 12, 2009, 07:02:10 AM »
BAD KITTY


   
"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want.  Screw being subtle like those other cats.

BECOMING A BAD KITTY
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form, Dark Companion
   Feats:  Black Cat
   Skills:  Intimidate 8 Ranks


Class Skills
 The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Black Cat (Companion Merge)
2. +1    +0     +0     +3    Boo (Fear)
3. +1    +1     +1     +3    Don't Cross My Path (1 day)
4. +2    +1     +1     +4    Black Cat (Shadow Merge)
5. +2    +1     +1     +4    Boo (Eyebite)
6. +3    +2     +2     +5    Don't Cross My Path (1 year)
7. +3    +2     +2     +5    Boo (Evil Glare)
8. +4    +2     +2     +6    Black Cat (Shadow Walk)
9. +4    +3     +3     +6    Don't Cross My Path (permanent)
10.+5    +3     +3     +7    Baaaad Kitty


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

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow.  A living shadow that occasionally moves on its own or has glowing eyes.  Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC. 

At 4th level you can appear to merge with any shadow you enter and become as big as it.  In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes.  This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus.  This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 8th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be.  This means just about anywhere at night, or in dark areas during the day.  Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 7th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su):  At 3rd level the effects of your Hexblades curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent.  In any case the effects can be removed by Remove Curse, Miracle, or Wish.  You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do.  You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse.  The recipient does not get a Saving Throw or Magic Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life.  Everyone thought you were evil from birth because of your powers.  Fortunately you also have some nice abilities to make up for it.  And you pretty much use them to take what you want, and get even with anyone who ticks you off.
 Combat: Bad Kitties excel at causing fear and debuffing opponents.  Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.
 Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort.  They aren't subtle or complex.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch.  The Cat Burglar Guilds sometimes help out but even they find you spooky.

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades.  Something about them spooks people.  They spend their time keeping to themselves pretty much. 
 Daily Life: You get up, steal breakfast.  Maybe rob a few people or do some stuff.  Steal lunch.  Nap.  Scare a few more people before stealing dinner.  When night comes then you have your real fun...
 Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town.  Believed to be the familiar of an Evil Witch he himself had a hand in putting down he uses the reputation to his benefit.  Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
 Organizations: Bad Kitties have no real organization.  Even when they band together to help one another they pretty much fight as a mass of individuals.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you.  Being confused with the Breathsuckers occasionally doesn't help.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive.  Even their allies don't trust them completely.
 Adaptation: With a little adaptation this could fit into a horror campaign.  Many mythological witches or monsters turn into cats.
 Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night.  Or maybe the cat that is watching them every time they look out the window.  Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares  the crap out of them.  And then curses them loudly in a human voice.  And then sneaks into their room at night and wakes them up by staring at them while they are sleeping.  And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin, Sylvan
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20  (+4 Size, +5 Dex, +6 Armor)
hp 58 (12 HD)
Fort +3, Ref +6 (+8 Small, +9 Tiny, +10 Diminutive), Will +11 
Arcane Resistance +4, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Kukri +9/+4 (1d4+1/18-20)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4)and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -4 Tiny, -8 Diminutive)
Atk Options Hexblade's Curse 3/day (DC 19), Boo (Fear, Eyebite), Don't Cross My Path (1 year)
Combat Gear 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions
Spells Known (CL 2) 1st: Bloodletting, Catsfeet (1 spell per day)
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr. Kitty Form, Trapfinding, Black Cat
Feats Ability Focus (Curse), Anklebiter, Black Cat, Empower Curse, Extra Curse, Weapon Finesse (Curse Feats are from Dragon Magazine 339)
Skills Balance +4 (+14 Small, +15 Tiny, +16 Diminutive), Bluff +5, Climb +4 (+10 Small, +11 Tiny, +12 Diminutive), Concentration +4, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Knowledge (Arcana, Local) +4, Intimidate +14, Listen +5, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Search +4, Sense Motive +5, Spellcraft +4, Spot +5, Survival +13, Use Magic Device +5

Additional +4 Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Hexbands, +2 Vexing Hexburst Kukri, +4 Bladejinx Leather Armor, 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions, 1032 GP

Vexing and Hexburst weapon properties are from Dragon 339, Bladejinx Armor property is also from Dragon 339


EPIC BAD KITTY

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


Litter Box Curse
"FRAAAAAAAP!"
 Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week.  Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode.  Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse.


LOLCurse
MWUHAHA!
 Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
 Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability.


Allergy Curse
"ACHOOO!!!"
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats.  They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave.  Remove Curse will dispel this effect.


Scratching Post
Cats know you mean trouble...
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him.  Nothing will convince them to befriend him unless they are magically forced to.  Remove Curse will dispel this effect.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
 Prerequisites: Kitty Form, Hexblade's Curse
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, incredibly beautiful women of any species except your own find you incredibly sexy.  The further removed from your own species they are, the worse it is.  For example if you are a human, a Frost Giant woman might take no for an answer.  If you have been confronted with a female Aboleth however, there's trouble ahead.  Your Charisma based skills have a -2 against all women not of your species as they don't view you as intelligent or worthwhile, just doable.  This effect is permanent until removed by Remove Curse or a similar spell.  Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339.
« Last Edit: February 26, 2009, 07:40:07 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #31 on: February 13, 2009, 07:03:12 AM »
BREATHSUCKER


   
"Yeah I killed your baby.  You keep saying that like it's a bad thing."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life.  They do this by stealing the breath of life from others.  To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Arcane Spells:  Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level.
   Skills:  Knowledge (Arcane): 8 Ranks 
   Alignment: Must be Evil


Class Skills
 The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Steal Breath     +1 Level of Arcane Spellcasting Class
2. +1    +0     +0     +3                     +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3                     +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    Steal Breath     +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4                     +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    Steal Breath     +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6                     +1 Level of Arcane Spellcasting Class
10.+5    +3     +3     +7    Dark Soul Kitty  +1 Level of Arcane Spellcasting Class


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

Steal Breath (Su): You may attempt to steal the life force of a victim.  Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents.  Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used.  At 1st level this power has the same effect if used on anyone.   At higher levels the effects differ depending on the age/health of the victim it's used against.  This power only works on living mortal beings capable of aging.  To use it you place your mouth next to your victims and inhale deeply.  this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well).  The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernaural ability.

At 8th level your options increase again.  If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day.  Your minimum age is your races starting age minus 10%.  If it would reduce you below this age, you may "pool" the remaining years.  Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead.  If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts.  Your type changes to Outsider (Native). You also gain the Evil subtype.  You no longer require food or water, and do not age.  You are immune to poison, disease, death, sleep effects, and fear effects.  To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do.  Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality.   In other words if you have spent 10 years as an Outsider, you lose 10 hp.  This damage is healed only when you have killed another 'innocent'.
 
PLAYING A BREATHSUCKER
Your goal is to live forever.  And be young forever.  To this end you kill anyone unable to resist you.  The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
 Combat: Breathsuckers don't fight.  They prey on the helpless only, and use spells to cover their escape if caught.  They are really only suitable as PC's in an evil campaign.
 Advancement: Breathsuckers usually concentrate on their ability to drain others above all else.  Secondary obsessions are escaping if caught and survival.  Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind.  Even the Cat Burglar Guilds dislike them.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight.  As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to.  Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
 Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
 Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town.  He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat.  Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
 Organizations: Breathsuckers are rarely organized so well.  At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't. 

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game.  As well as causing serious paranoia.
 Adaptation: This one is actually pretty okay for a horror campaign.  As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
 Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits.  It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill.  The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+3 Small), Senses: Listen +6, Spot +6, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic, Infernal
------------------------------------------------
AC 21, touch 15, flat-footed   (+1 Dex, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
hp 30 (12 HD)
Fort +3, Ref +6 (+8 Small), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee -
Melee Small 2 Claws +2 (1d3-3) and 1 Bite -3 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Familiar (Cat), Kitty Form, Purr, Trapfinding, Steal Breath
Feats  Anklebiter, Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Climb +6 (+12 Small), Concentration +14, Decipher Script +13, Hide +11 (+21 Small), Intimidate +8, Knowledge (Arcane, Local, Religion) +17, Listen +6, Move Silently +6 (+12 Small), Sense Motive +6, Spellcraft +8, Spot +6, Survival +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Ring of Protection +4, Ring of the Ram, 4 Cure Serious Wounds Potions, 4 Haste Potions, 650 GP

EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: February 26, 2009, 07:40:35 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #32 on: February 15, 2009, 04:39:57 PM »
Baby eating... YUM! :P

(to all this disturbs, STFU  :fu)

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #33 on: February 16, 2009, 06:16:45 AM »
FERAL


   
"Meow."

Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life.  They give up the material fast paced urban world to live permanently the life of a cat.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
   Feats:  At least 3 Kitty Feats


Class Skills
 The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities      KM Level  KM Known  Spell Points
1. +0    +2     +2     +0    Forever Kitty  1          3        3
2. +1    +3     +3     +0                   1          4        5
3. +2    +3     +3     +1                   2          5        8
4. +3    +4     +4     +1                   2          9       14
5. +3    +4     +4     +1                   3         10       19
6. +4    +5     +5     +2                   3         14       29
7. +5    +5     +5     +2                   4         16       37
8. +6    +6     +6     +2                   4         20       51
9. +6    +6     +6     +3                   5         22       63
10.+7    +7     +7     +3   Big Kitty Magic 5         26       81


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

Forever Kitty (Su): You are now permanently stuck in Tiny Kitty Form.  You can't even switch between different types of cats.  You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat.  Your Feral and Cat Burglar levels stack for purposes of qualifying for Kitty Feats (i.e. a 6th level Cat Burglar/6th level Feral is considered a 12th level Cat Burglar).  Equipment and Magic Items must now be sized for your Kitty Form.  You may cast spells if you have access to the right material components.

Kitty Magic (Sp): Ferals study what they call "the secret magic of cats", which basically means they get a few more spell like abilities than usual. You may choose from the following spell list:

1st: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Detect Munchies *, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism

2nd: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Portal Alarm, Protection from Arrows, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind

3rd:  Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Tremor Sense, Unluck

4th: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, Know Vulnerabilities, Locate Creature, Scrying, Shout, Superior Magic Fang

5th: Dominate Person, Feeblemind, Hold Monster, Mordenkainen's Private Sanctum, Nightsalkers Transformation, Passwall, Rary's Telepathic Bond, Sending, Shadow Form, Symbol of Sleep, Teleport,
* These are new spells

The KM Level table tells you the highest level of spell you can choose for your Supernatural Abilities.  The KM Known table tells you how many Supernatural abilities you have per level.  You may choose a new spell of any level you are allowed to access when you get new ones.  Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells).  The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it. 

Big Kitty Magic (Su): A number of times per day equal to his Charisma modifier a Feral may Take 10 on any roll as a Free Action.  He may also choose any 6th level spell from the Sorcerer spell list to cast as a Spell-Like Ability 3 times per day.

PLAYING A FERAL
Ferals are odd birds.  They have given up human form permanently, and are forever a housecat.  This is supposedly the only way to gain access to the "secret magic of cats".  More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Ferals permanently have to give up humanoid form.
 Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines.  They do have a few options most Cat burglars don't, but not many.
 Advancement: You are know permanently a cat.  One specific cat.  You can't change size or color or look like different breeds.  If people find you out, your almost as individual as a humanoid.  Stealth will be crucial to you.
Resources: Ferals have little to no resources to draw upon but their own friends assuming they have any.  Some may live as a housecat, protecting a beloved person who believes themselves to be an owner.  Most are feral wild cats, scratching out the barest of livings.

FERALS IN THE WORLD
"You know that blue grey cat down by the docks?  I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat.  And you certainly aren't giving away the joke.  You live like a cat, except for studying your magical abilities.
 Daily Life: "The young boy known as Matthias threw rocks at me again today.  Plans have been made for his disposal.  Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
 Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind.  A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans as well.
 Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat.  A really smart, lucky, possibly fiendish cat.  But a cat nonetheless.

FERALS IN THE GAME
If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets.  But then the same could be said of Cat Burglars in general.
 Adaptation: This is an odd one.  It has some possibilities for serious campaigns, but would play better in a silly one.
 Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: A local merchant has been the victim of a great deal of theft.  He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take.  Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted.  And they notice the cat watching them every day.  It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +9, Senses: Listen +13, Spot +13, Low Light Vision, Scent
Languages Common
------------------------------------------------
AC 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 48 (12 HD)
Fort +7, Ref +15, Will +5 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Base Atk +8, Grp -4
Atk Options +2d6 Sneak Attack
Combat Gear 2 Potions of Cure Serious Wounds
Kitty Magic Known  1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Abilities Str 3, Dex 20, Con 10, Int 12, Wis 13, Cha 18
SQ Kitty Form, Purr, Trapfinding,
Feats Anklebiter, Bad Cattitude, Cattitude, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Balance +21, Bluff +8, Climb +17, Concentration +8, Escape Artist +9, Hide +29, Jump +13, Knowledge (Arcane, Local, Nature) +6, Listen +13, Move Silently +21, Search +7, Sense Motive +5, Spellcraft +6, Spot +13, Survival +9, Swim +0, Tumble +13, Use Magic Device +8
Possessions Collar of Holding, Cute Widdle Bowsies, Catnip Mousie, 3 Dead Fish Bombs, +6 Bracers of Armor, 2 Potions of Cure Serious Wounds, 486 GP


EPIC FERAL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Spellcasting Your Caster Level is equal to 10 plus your Epic Levels.  You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level.
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.




Improved Kitty Magic
You have expanded your repertoire of Kitty Magic.
 Prerequisites: Kitty Magic, Base Willpower Save +3
 Benefits: Choose any 1 spell from the Sorcerer List to add to the Kitty Magic spells you know.  The spell level must be a level he has access to (i.e. if you're a 3rd level Feral it must be a 1st level spell) and it must be from one of the following schools: Abjuration, Divination, Enchantment, or Illusion.
« Last Edit: February 26, 2009, 07:41:11 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #34 on: February 16, 2009, 11:15:13 PM »
I just realized something. These are updated fnucking fast! :joystick

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #35 on: February 19, 2009, 08:07:49 AM »
ARISTOCAT


   
It had been many months since Karsk had keft his Orcish tribe to find work in the city.  Being a half breed had made life hard there for him.  Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him.  And now, here he was, in the form of a small cat in the bedroom of the King's daughter.  King Leopold had been more ruthless than he had thought.  It seemed he had a personal goal of killing 10 men a day.  Even Karsks Orcish father hadn't been that bad.  And now here he was being held by Leopold's innocent 8 year old daughter.  A girl who had harmed no one.  A girl who thought of him as her beloved pet and only friend in the world.  A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came.  It was a risk but Karsk had made a plan.

"Princess.  Wake up."

"Snuggles? Are you really talking?"

"Yes Princess.  I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good.  Speak of this to no one, and be ready tomorrow night.  You get some rest now."

As she went back to sleep Karsk hoped his plan would pull off.  He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents.  As he faded into sleep himself he thought "Mine is a lonely and twisted life" not for the first time.


Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage.  Sometimes the Guilds overthrow evil monarchies, and reestablish embers who were unjustly deposed, or had their families killed, etc.  This is good because then the Guild gets to be semi legitimate (i.e. the secret police).  Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own.  Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT
Aristocats begin as Aristocrats, and then become Cat Burglars.

 ENTRY REQUIREMENTS
   Special:  Must have at least 1 level in the  Aristocrat NPC class.
   SKills:  Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
   Class Abilities: Kitty Form (Tiny)
   Feats:  Leadership, Force of Personality


Class Skills
 The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Inspire +1
2. +1    +0     +3     +3    Intrigue +2
3. +2    +1     +3     +3    Improved Leadership +2
4. +3    +1     +4     +4    Inspire +2
5. +3    +1     +4     +4    Intrigue +4
6. +4    +2     +5     +5    Improved Leadership +4
7. +5    +2     +5     +5    Inspire +3
8. +6    +2     +6     +6    Intrigue +6
9. +6    +3     +6     +6    Improved Leadership +6
10.+7    +3     +7     +7    Aura of Nobility


Weapon Proficiencies: Aristocats gain no new weapon proficiencies.
 
Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'.  The Bonus is +1 at level 1, +2 at level 4, and +3 at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks.  This increases to +4 at level 5, and +6 at level 8.  In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +2 at level 3, +4 at level 6, and +6 at level 9.   See DMG page 106 for the effects of your Leadership Score.  Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds.  Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities.  If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc.  If they succeed in the Save, they are instead Shaken for 2 rounds.  This ability cannot be used after fighting has begun.  When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed).  Along with their evil minions.  And perhaps their evil pets as well.  Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
 Combat: You only fight when you have to, and always as part of a team.  Stealth and misdirection are more important than brute force.
 Advancement: Theoretically if your revolution is successful you could replace the government.  Otherwise you may have to settle for heading the Guild.
Resources: Being former nobility there are always distant relatives you can cal upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently.  They are either leading a revolution against the aristocracy, or involved in fleecing them.  Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger.  Well so to speak.
 Daily Life: Much of your time is taken up by intrigue and plotting.  You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
 Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do.  The Duke of Paddington (CN Human Male Aristocrat 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
 Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild.  The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you.  Their subjects love you however.  Maybe a little too much.  Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies).  You'll need to balance that out a little.
 Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
 Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot.  If they oppose it, small kitties may bring them the occasional potion or helpful gift...

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Draconian
------------------------------------------------
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Deflection)
AC Small 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
AC Tiny 20, touch 20, flat-footed 16 (+2 Size, +4 Dex, +4 Deflection)
AC Diminutive 23, touch 23, flat-footed 18 (+4 Size, +5 Dex, +4 Deflection)
hp 43 hp (12 HD)
Fort +3, Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +11 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7 (1d6/18-20)
Ranged +1 Light Crossbow +7 (1d8+1/19-20)
Melee Small 2 Claws +10 melee (1d3-3) and 1 Bite +5 melee (1d4-3)
Melee Tiny 2 Claws +11 melee (1d2-4) and 1 Bite +5 melee (1d3-4)
Melee Diminutive 2 Claws +12 melee (1 point) and 1 Bite +7 melee (1d2-4)
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +1d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 17 (20 w/cloak)
Abilities Small Str 4, Dex 16
Abilities Tiny Str 3, Dex 18
Abilities Diminutive Str 2, Dex 20
SQ Trapfinding, Purr, Kitty Form, Inspire +2, Intrigue +2, Improved Leadership +4
Feats Anklebiter, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +10, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +11 (+14 w/cloak), Diplomacy +13 (+16 w/cloak), Disable Device +6, Disguise +11 (+14 w/cloak), Forgery +10, Gather Information +11 (+14 w/cloak), Hide +9 (+19 Small, +24 Tiny, +29 Diminutive), Jump +3 (+8 Small, +7 Tiny/Diminutive), Knowledge (History, Local, Nobility) +10, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Open Lock +4, Search +10, Sense Motive +12, Spot +10, Survival +6, Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive), Use Magic Device +11 (+14 w/cloak)

Additional +4 Bonus to Hide Checks in high grass or undergrowth
Possessions +6 Cloak of Charisma, Collar of Holding, Cute Widdle Bowsies, Mask of Lies, +4 Ring of Protection, +1 Rapier, +1 Light Crossbow, 2 Potions of Cure Serious Wounds, 595 GP



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +1 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.
« Last Edit: February 21, 2009, 03:58:05 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #36 on: February 20, 2009, 08:49:41 AM »
CRAZY CAT LADY


   
"Oooh's Momma's Good Widdle Piddy?? Oooh's Momma's Good Widdle Piddy??"

 Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined he Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister).

BECOMING A CRAZY CAT LADY
A level of Cat Burglar, and plenty of Druid levels fits you right in.

 ENTRY REQUIREMENTS
   Gender:  Female
   Class Abilities:  Kitty Form
   Spells:  Must be able to cast at least 3rd level Druid spells
   Skills:  Knowledge (Nature) 8 Ranks, Knowledge Local 4 Ranks
   Feats:  Animal Affinity


Class Skills
 The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), 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    Behold Mah Fuzzy Minions
2. +1    +0     +0     +3    Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2    +1     +1     +3    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3    +1     +1     +4    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3    +1     +1     +4    Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4    +2     +2     +5    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5    +2     +2     +5    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6    +2     +2     +6    Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6    +3     +3     +6    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7    +3     +3     +7    Mommie's Here Pumpkin


Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.
 
Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats.  Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc).  Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about. 

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy.  Crazy old women are harmless.  Spooky, determined old women are witches.  You don't want to be mistaken for the second one.  Cats are nature's most perfectest creatures as well.  They're better than people, and you wish you were one full time.  AHAHAHAHAHAHAHA!!!!!
 Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can.  They will only fight to protect their beloved kitties from harm.
 Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization.
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today?  She's talking to the trees now.  Guess the hundred cats she has isn't enough to keep her company anymore."
 You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here).  Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
 Daily Life: Your day is usually dominated by training new kitties, and running the Guild.  Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
 Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want.  And she's appears to be at least mildly insane.  Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...
 Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies.  They usually see each other as competition.

NPC Reaction
 NPC's think your out of your mind at worst, and mildly senile at best.  Which is good.  No one expects the crazy old lady at the end of the road to be a spymaster.

CRAZY CAT LADY'S IN THE GAME
 Little old ladies everywhere will not thank you for ruining their good name. 
 Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
 Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such).  Or maybe they're referred to one cause their pet kitty is hurt.  Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+3 Small), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Druidic
------------------------------------------------
AC 19, touch 15, flat-footed 18 (+1 Dex, +4 Deflection, +4 Armor)
AC Small 22, touch 18, flat-footed 19 (+1 Size, +3 Dex, +4 Deflection, +4 Armor)
hp 47 (12 HD)
Fort +6, Ref +6 (+8 Small), Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff +7 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Ranged +1 Sling +9 (1d4+1)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Trapfinding, Resist nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +10, Concentration +5, Craft (Alchemy) +9, Gather Information +8, Handle Animal +10, Heal +8, Hide +6 (+16 Small), Knowledge (Local, Nature +9), Intimidate +5, Listen +8, Move Silently +6 (+14 Small), Ride +5 (+7 Small), Sense Motive +8, Spellcraft +6, Spot +8, Survival +8, Use Magic Device +8

Additional Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Vanisher Cloak, Silkslick Belt, Collar of Holding, Cute Widdle Bowsies, Dimension Stride Boots, Stunshot Sling, Rod of Cats, +4 Bracers of Armor, 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2, 150 GP


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2 
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +45

Life with Eleanor has made Fluffy an unusual horse.  To be blunt, he believes he is a cat.  Watching a horse try to meow is kinda spooky.  Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each  Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells The Crazy Cat Lady's Caster Level is equal to her Druid plus her CCL Levels -2.  You do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: February 24, 2009, 07:37:09 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #37 on: February 21, 2009, 04:10:23 AM »
KATGRRL'S


   
"Behold mah sexay fuzzy mittens!"

 Katgrrl's are solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.

BECOMING A KATGRRL
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's.  Despite the name the class isn't limited to women, but Katboi's are pretty rare.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form (Diminutive)
   Saves:  Base Reflex Save +5
   Skills:  Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
   Feats:  Any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
   Special: Must be sponsored and accepted by a Katgrrl, and they're picky.  You gotta be hawt to join.


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Katgrrl Form (Medium Kitty)
2. +1    +0     +3     +0    Beware the Power of the Hypnobutt (Fascinate)
3. +2    +1     +3     +1    Jiggle Dodge +2
4. +3    +1     +4     +1    Katgrrl Form (Big Sexay)
5. +3    +1     +4     +1    Beware the Power of the Hypnobutt (Suggestion)
6. +4    +2     +5     +2    Jiggle Dodge +4
7. +5    +2     +5     +2    Katgrrl Form (Ah Gots the Powah)
8. +6    +2     +6     +2    Beware the Power of the Hypnobutt (Slavery)
9. +6    +3     +6     +3    Jiggle Dodge +6
10.+7    +3     +7     +3    Naked Fury


Weapon Proficiencies: A Katgrrl gains no new weapon or armor proficiencies.
 
Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses). 

At 1st level you gain Medium Kitty Form for all intents and purposes mechanically.  Claws do 1d4 plus Strength Modifier, and Bite does 1d6 plus half Strength Modifier.  Since you have hands you aren't restricted as to what skills you can use, and you can still speak normally.  items do not merge with your body as your form doesn't change to become incompatible with them.

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items.  Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being of the opposite gender (and same gender if homosexual) within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons).  This is an enchantment (compulsion) mind-affecting ability.  Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above).  The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability.  A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect.  This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times.  This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier).  If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude.  This is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form.  As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him.  For the next minute they will selflessly (but not suicidally) devote themselves to doing so.  For example a room full of men would still assault the King because they know they can take him.  However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning.  This is a Mind-Affecting effect.  It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well). 

PLAYING A KATGRRL
 You are hawt.  And you know it.  And you have no problem making sure other people know it.  They should all bow to your extreme hawtness.  Anyone who disagrees is jealous or lying.  Fortunately you have a wide selection of boyfriends to make them all pay...
 Combat: You're a lover, not a fighter.  You make sure your boyfriends do the fighting.  Thats what they're there for.  Well that and money.  And snuggles when you're down.  Of course fights sometime lead to the opportunity to make newer, richer boyfriends.
 Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive.  How they choose to become the perfect femme fatale  may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
 Katgrrl's are thought of as harmless sex objects.  Specifically everyone pays attention to their physical beauty to the point they don't really pay attention the the havoc their charms are wreaking.  Mata Hari has nothing on the Katgrrl clan.  Nations have fallen because one twitched disapprovingly at an offending court functionary.
 Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread.  After all you'll need new sources of money once the old ones get killed off by jealous rivals.  You also spend time casing their homes for valuables and doing your best to undermine rivals for affection.
 Notables: Kitten (CN Human Female Cat Burglar 6/Katgrrl 6) is the best exotic dancer in the country.  People come from leagues away to see her perform.  And somehow always leave slightly less wealthy...  Christobel (CN Human Male Cat Burglar 6/Katgrrl 6) is infamous as being the only male to ever go the Katgrrl route to power.  He is hated far and wide for his ability to seduce the wealthy, and their progeny.  And by the other Katgrrl's for what they consider poaching their territory.
 Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders.  It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
 NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male.  Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*. 

KATGRRL'S IN THE GAME
 Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see.  The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
 Adaptation: This one could probably go into semi serious campaigns as well as goofy ones.  Especially role playing intensive ones.
 Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc.  They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city.  There are a few problems.  She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her.  And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 6/Katgrrl 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +6, Spot +10, Scent and Low Ligth Vision in Kitty and Katgrrl Forms
Languages Common, Sylvan, Draconic
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AC 18, touch 15, flat-footed 17 (+1 Dex, +4 Deflection, +3 Armor)
AC Small 21, touch 18, flat-footed 18 (+1 Size, +3 Dex, +4 Deflection, +3 Armor)
AC Tiny 23, touch 20, flat-footed 19 (+2 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Diminutive 26, touch 23, flat-footed 21 (+4 Size, +5 Dex, +4 Deflection, +3 Armor)
hp 48 (12 HD)
Fort +4, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +6 
Evasion, Uncanny Dodge, Jiggle Dodge +4
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Speed 30 ft. (6 squares)
Melee Weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Melee Katgrrl 2 Claws +9 (1d4-1) and 1 Bite +4 (1d6-1)
Base Atk +8, Grp +7 (+0 Small, -11 Tiny, -15 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr, Trapfinding, Kitty Form, Beware the Power of the Hypnobutt (Fascinate, Suggestion), Katgrrl Form
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, I Wuv U, Persuasive, Weapon Finesse
Skills Appraise +5, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Bluff +16, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive, +9 Katgrrl), Diplomacy +14, Disable Device +5, Escape Artist +5 (+7 Small, +8 Tiny, +9 Diminutive), Gather Information +8, Hide +9 (+19 Small, +24 Tiny, +29 Diminutive, +13 Katgrrl), Intimidate +6, Jump +3 (+8 Small, +7 Tiny/Diminutive, +11 Katgrrl), Knowledge (Local, Nobility) +5, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +10, Sleight of Hand +5, Spot +6, and Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive)

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Go Go Boots, Teeny Kini of Distraction, +4 Ring of Protection,  +3 Bracers of Armor, 250 GP



EPIC KATGRRL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.


Katgrrl Armor
 Price (Item Level): 16,160 GP
 Body Slot: Body
 Caster Level: 9th
 Aura: Moderate; (DC:19) Universal
 Activation: -
 Weight: -

This (extremely) form fitting, black, shiny leather armor acts as +3 Leather Armor.  Additionally while wearing it, if you have the Class Ability Jiggle Dodge, you may use it while wearing this armor.

Prerequisites: Craft Magic Arms and Armor, Jiggle Dodge
Cost to Create: 8,080 GP, 8 days, 323 XP




Go Go Boots
 Price (Item Level): 18,000 GP
 Body Slot: Feet
 Caster Level: 3rd
 Aura: Faint; (DC:16) Universal
 Activation: -
 Weight: -

While wearing these shiny leather thigh high boots, the Save DC of any Mind Affecting Effects you can use whether from Supernatural Abilities or Spells is increased by +4.  This stacks with Feats such as Spell Focus.

Prerequisites: Craft Wondrous Item, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Cost to Create: 9,000 GP, 9 days, 360 XP



Ring of Bling
 Price (Item Level): 27000 GP
 Body Slot: Ring
 Caster Level: 5th
 Aura: Faint; (DC:18) Enchantment
 Activation: Swift (command)
 Weight: -

This ring compels anyone who sees it to want it (except the wearer) if  they fail a DC 14 Willpower Save once the wearer utters the command word.  This is identical to the Miser's Envy spell.  They are convinced it is of limitless value, and it does appear fairly flashy.  Ironically the ring is made of copper painted to look like a more precious metal, and the stones in it are worthless fakes. 

Prerequisites: Forge Ring, Miser's Envy
Cost to Create: 13500 GP, 14 days, 540 XP



Completely Inappropriate Dress
 Price (Item Level): 2000 GP
 Body Slot: Torso
 Caster Level: 1st
 Aura: Faint; (DC:16) Abjuration
 Activation:
 Weight: -

Perhaps this dress is scandalously short, or see through, or buttless, but it's considered very tacky to wear in public.  However anyone attacking you must make a DC 13 Willpower Save, or they can't go through with it as they keep imagining better things the two of you could be doing.  If you attack them this effect ends immediately, this is a Compulsion and a Mind-Affecting Effect.

Prerequisites: Craft Wondrous Item, Sanctuary, Spell Focus (Abjuration)
Cost to Create: 1000 GP, 1 day, 40 XP



Teeny Kini of Distraction
 Price (Item Level): 24000 GP
 Body Slot: Body
 Caster Level: 3rd
 Aura: Faint; (DC:17) Abjuration
 Activation:
 Weight: -

While wearing this incredibly small two piece thong bikini, any living creature within 60' that can see you takes a -8 Circumstance Penalty to all Concentration checks, and a -2 penalty to all other rolls.

Prerequisites: Craft Wondrous Item, Distracting Ray, Doom
Cost to Create: 12000 GP, 12 days, 480 XP



Gloves of Massage
 Price (Item Level): 12000 GP
 Body Slot: Hands
 Caster Level: 3rd
 Aura: Faint; (DC:17) Enchantment
 Activation: - (use-activated)
 Weight: -

These silky, full-arm gloves turn people to putty in your hands.  While massaging them with these gloves they must make a DC 13 Willpower Save whenever you ask a question or answer truthfully.

Prerequisites: Craft Wondrous Item, Zone of Truth
Cost to Create: 6000 GP, 6 days, 240 XP




Lipstick o Sexay
 Price (Item Level): 56000
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC:19) Enchantment
 Activation: - (use-activated)
 Weight: -

While wearing this bright, cherry red lipstick any living creature viewing your face (treat this as a gaze attack, 30', Willpower 16 Save negates) must Save or fall madly in lust with you.  This is treated as a Lesser Geas, except the only quest they must be compelled to perform is seducing you.

Prerequisites: Craft Wondrous Item, Lesser Geas
Cost to Create: 28000 GP, 28 days, 112 XP
« Last Edit: June 04, 2009, 09:58:17 AM by bhu »

Chemus

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #38 on: February 21, 2009, 04:43:29 AM »
Love the Kitty Classes, as always bhu!

Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses).  You may assume Katgrrl form once per day per Katgrrl level, and it lasts for 1 minute per point of Charisma modifier each time.

At 1st level you gain the following in Katgrrl form: Low Light Vision, Scent, and a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks (basically you get the skills and sense from your Kitty Form in Katgrrl form as well).

At 4th level you get claws and fangs in Katgrrl form.  Damage depends on size: Small (1d3 Claws, 1d4 Bite), Medium (1d4 Claws, 1d6 Bite), and Large (1d6 Claws, 1d8 Bite).  When making a Full Attack you get 2 Claw attacks and 1 Bite attack.  You may use Strength or Dexterity Modifier for to hit and damage rolls, whichever is greater (half the modifier for the bite).  You get this benefit in Kitty Form as well.

At 7th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

Why is Katgrrl form limited in duration and uses per day? Is there something about this that makes it inappropriate as a new Kitty Form? It is much similar to a medium kitty form, like the Big Kitty gets. She does get the skill bonuses to Climb, Hide, Move Silently, Balance and Jump checks, but she can get those in small kitty form anyway. She gets the fun of having the bunny kitty ears and tail. The social bonuses are there to show how sexay hawt she is right?

Anyway, Good stuff! The items, especially the inappropriate dress rock!
« Last Edit: February 21, 2009, 04:45:58 AM by Chemus »
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #39 on: February 21, 2009, 05:34:43 AM »
Hmm...perhaps a little revisal is in order...