VET Mow:
"There's a vampire at the church door screaming to be let in so he can gain vengeance. What the hell have you done now?" Patches:
"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."Mow:
"Ohmygod you pooped in the vampire lords coffin!"Since many guilds have little religious representation, they needed Healers, and you fit the bill. Your also a good defense against those pesky undead....
BECOMING A VET Levels in cat burglar and any class capable of healing will suffice.
ENTRY REQUIREMENTS Class Features: Kitty Form, must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
Feats: Purrsnuggles
Skills: Heal 8 Ranks, Sense Motive 8 Ranks
Class Skills The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
Skills Points at Each Level : 4 + int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Holy Kitty Aura +1 level of existing Divine spellcasting class
2. +1 +0 +0 +3 Divine Feat +1 level of existing Divine spellcasting class
3. +1 +1 +1 +3 +1 level of existing Divine spellcasting class
4. +2 +1 +1 +4 Holy Kitty Aura +1 level of existing Divine spellcasting class
5. +2 +1 +1 +4 Divine Feat +1 level of existing Divine spellcasting class
6. +3 +2 +2 +5 +1 level of existing Divine spellcasting class
7. +3 +2 +2 +5 Divine Feat +1 level of existing Divine spellcasting class
8. +4 +2 +2 +6 Holy Kitty Aura +1 level of existing Divine spellcasting class
9. +4 +3 +3 +6 +1 level of existing Divine spellcasting class
10.+5 +3 +3 +7 Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class
Weapon Proficiencies: Vets gain no new weapon or armor proficiencies.
Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier. Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier. The Aura has the effects of Daylight and Protection from Evil spells within its area.
At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).
At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.
Caster level for these effects is equal to your Effective Character Level.
Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter, Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, any Aura or Halo Feat.
Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed. If he succeeds he takes 1 point of positive energy damage per hit die you have. If he fails he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there. He is also stunned for 1d6 rounds. Intelligent undead really hate this. Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).
PLAYING A VET YOU ARE HOLY KITTY!!!!!! Play it up for all your worth. You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura. After all you're a holy kitty. You aren't supposed to encourage fighting. Peace among all sentient beings and all that other crap.
Advancement: You are the traditional healer/buffer type. However you can probably use your powers to gain vast political power if you put your mind to it..
Resources: You can call on the Cat Burglars Guild of course, other Vets especially. And to some extent you can also count on other churches, and people you have helped.
VETS IN THE WORLD "Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!" You do quite well for yourself. Everyone likes the healer. Especially cuddly, fluffy ones. After all you take care of their kids when they get sick.
Daily Life: Much of your day is spent addressing peoples health issues. Sometimes you get to go on adventures and give the Undead huggies though..
Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise. Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor. They give free healing and ask for food donations. It's hard to resist the big brown eye look...
NPC Reaction Most NPC's love vets. Some would elect them Pope if they could.
VETS IN THE GAME Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
Adaptation: This one is definitely for the silly campaign....
Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage. They may also encounter them aiding the poor.
Sample Encounter EL 12: The PC's limp into town wounded, when they notice a small crowd. A small cat is healing the local townsfolk of their afflictions. Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment. Really, they swear.
ShebaCG Human Healer 3/Cat Burglar 3/Vet 6
Init +1 (+3 Small, +4 Tiny),
Senses: Listen +3, Spot +3, Scent and Low Light Vision in Kitty Form
Languages Common, Dwarven
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AC 16, touch 11, flat-footed 15 (+1 Dex, +5 Armor)
AC Small 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
AC Tiny 21, touch 16, flat-footed 17 (+2 Size, +4 Dex, +5 Armor)
hp 45 (12 HD)
Fort +4,
Ref +5,
Will +11
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Speed 30 ft. (6 squares)
Melee +1/+1 Quarterstaff +7/+2 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Melee Tiny 2 Claws +6 (1d2-4) and 1 Bite +1 (1d3-4)
Base Atk +7,
Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Spells Per Day 0: 6 (DC 13)
1st: 7 (DC 14)
2nd: 6 (DC 15)
3rd: 6 (DC 16)
4th: 4 (DC 17)
5th: 3 (DC 18)
Caster Level 9
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Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Trapfinding, Purr, Evasion, Holy Kitty Aura (DC 19)
Feats Augment Healing, Combat Casting, Jibba Jabba, Lick Your Wounds, Purrsnuggles, Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +9, Gather Information +9, Concentration +10, Diplomacy +11, Handle Animal +10, Heal +13, Knowledge (Local, Religion) +11, Sense Motive +11, Spellcraft +11
Additional +4 Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, RIng of Mystic Healing, Imperious Vestment, Rod of Celestial Might, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 150 GP
Aura Feats Aura Feats are only available as Divine Bonus Feats from he Prestige Class.
Strong Aura"I'm the 60 minute man baby!"
Prerequisites: Holy Kitty Aura
Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times. It's effects stack.
Aura of Plenty"You're wondering if I lit you guys up 3 times or 4? Well...do ya feel lucky?"
Prerequisites: Holy Kitty Aura
Benefits: You may use your Holy Kitty Aura 3 more times per day. You may take this Feat multiple times. It's effects stack.
Fiery Aura"I'm on Fire!."
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.
Holay Trap"Heheheheheheh!"
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to "trap" a square for 1 hour per point of Charisma Modifier. If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.
FLASH!"Lookit me! I'm a lightbulb!."
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light. All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell.
Halo Feats Halo Feats are only available as Divine Bonus Feats from the Prestige Class.
Healing RayYou can zap allies. In a good way of course
Prerequisites: Kitty Form and Healing Hands Class Abilities
Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray). If you can hit your target, it gets healed (or it gets a surprise if it's undead). Range is 25 feet.
Improved Healing Ray"Watch me hit the Death Knight right in his eyeball."
Prerequisites: Healing Ray
Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.
Healing Cannon"A gold piece says you can't put down the Lich from here."
Prerequisites: Improved Healing Ray
Benefits: Your Healing Ray is now a 50 foot Line.
Holy Paw of Smiting"BAD!"
Prerequisites: Energy Resistance and Kitty Form as Class Features
Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to an attack and damage roll (you must declare you are using this ability before rolling the dice).
Improved Paw of Smiting" I SAID BAD!!"
Prerequisites: Holy Paw of Smiting
Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier. For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20. You now threaten a critical on a 16-20. This does not stack with other effects that increase critical threat range.
Paw of Heathen Whoopin'"AND STAY DOWN!"
Prerequisites: Improved Paw of Smiting
Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.
Holay Water"I bless this water in the name of my foreign heathen Gawd."
Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water and convert it into a potion of Cure Light Wounds. If thrown on an undead it damages them as per the spell (their Save DC is +2).
Improved Holay Water"I bless this water in the name of several of my foreign heathen Gawds."
Prerequisites: Holay Water
Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.
Holay Fountain"I summon this fountain in the name of my foreign heathen Gawd."
Prerequisites: Improved Holay Water
Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius. Anything in this area gets the equivalent of a Cure Serious Wounds spell. Especially the Undead. Heheheheheh.
Summon the Snuggly Spirits"Say hello to mah lil' friends!"
Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.
Summon the Not So Snuggly Spirits"Say hello to mah not so lil' friends!"
Prerequisites: Summon the Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.
Summon the Twitchy Moose Spirit"Say hi to Bob scum!"
Prerequisites: Summon the Not So Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Summoning spell. Your summoned creature has the Anarchic Template from the Planar Handbook.
Halo of Light"Ding!"
Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability.
Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell. This is a Supernatural Ability.
Halo of Power"HMMMMMMMMMMMMMMMMMMMMMMMMM."
Prerequisites: Halo of Light
Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts for 3 rounds plus 1 round per point of Charisma Modifier. For it's duration you are considered to be under the effects of a Divine Power spell. This is a Supernatural Ability.
Halo of Fiery Burnination"MWUHAHAHA!"
Prerequisites: Halo of Power
Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head. The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).
Friend of the Aminals"The Birds like me."
Prerequisites: Nature Sense and Kitty Form as a Class Ability.
Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack. They will do their best to help or defend you if you are attacked.
Friend to Usefully Big Aminals"The Elk like me."
Prerequisites: Friend to Aminals
Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.
Friend to the Big Hairy Aminals"This is my elephant companion Bork the Mad."
Prerequisites: Friend to Usefully Big Aminals
Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.
I Know What You Did Last Summer"Do I need to say it out loud?"
Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).
I Saw You With The Mayor Last Night"You know he's married right?"
Prerequisites: I Know What You Did Last Summer
Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent. If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter. If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.
Can You Go 2 Days Without Committing an Act of Immorality?"You got issues lady."
Prerequisites: I Saw You With The Mayor Last Night
Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).
EPIC VET Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Vet gains a Bonus Feat every 2 levels higher than 20th.