OK the Help! domain needed revisiing so here goes:
Help! Domain Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Feline I
2:Summon Feline II
3:Summon Feline III
4:Summon Feline IV
5:Summon Feline V
6:Summon Feline VI
7:Summon Feline VII
8: Summon Feline VIII
9:Summon Feline IX
Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx)
Summon Feline II (Vivacious Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval)
Summon Feline III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther)
Summon Feline V (Caterwaul, Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Wemic)
Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul, Criosphinx, Anarchic/Celestial/Fiendish Hieracosphinx, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
Summon Feline VII (Ghirrash, Gynosphinx, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)
Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)
Monsters may be found in the following books:
Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther, Wemic: Monsters of Faerun
Smilodon: Frostburn
Lynx: Races of Faerun
Sea Tiger: Monster Manual 3
The following are critters made by me:
[spoiler]
Big Spookity KittyTiny Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +14 melee (1d2+6)
Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
Feats: Anklebiter, Dodge, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
Challenge Rating: 3???
Treasure: Standard
Alignment: Always Neutral
Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
Level Adjustment: ----
"Aww, look at the lil kitties!!!"Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.
Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.
Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.
Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.
Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple chack as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.
Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.[/spoiler]
[spoiler]
Little Spookity KittyDiminutive Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Claw +10 melee (4 pts)
Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
Feats: Anklebiter, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 2??
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: ----
"Awwwwww...look at the little teeny kitties.."Little Spookity Kitties are Big Spookity Kitty kittens.
Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.
Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.
Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.
Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.
Combat: Pretty much just like the Big Spookity Kitties.[/spoiler]
[spoiler]
Dire Kitty Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
Skills: Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Run
Environment: Temperate Plains
Organization: Domesticated or Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---
"Are you sure we should be robbin' an old woman Abner? She might have cats. I hate cats. They always yowl and scratch me.""Don't be such a wuss Bert.""Hisssssssssssssssssssssssss...""I'm sorry Abner I couldn't hear you over the sound of me ****tin' mah self. Could you repeat that?"No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic. But they make darned excellent watchcats. Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.
Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.
Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).
Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check. In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better. They also have a +8 Racial Bonus to Balance and Jump Checks.
Combat: Dire Kitties fight in a manner common to regular housecats. They hiss until their opponent leaves. If that fails it's the usual pounce, grab, rakerakerakerake...[/spoiler]
[spoiler]
Good KittyTiny Magical Beast
Hit Dice: 18d10+36 (135 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
Base Attack/Grapple: +18/+7
Attack: Claw +24 melee (1d2 -3)
Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Gaze Attack
Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 19-25 HD (Small)
Level Adjustment: ---
"Sassy is mama's good widdle piddy! Yes she is!"Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.
And woe be unto he who shall disrupt the catnip production.
Good Kitties speak common and any 2 other languages of the DM's choice.
Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.
Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.
Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.
Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility
3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)
1/day: Dominate Person
Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away. If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.[/spoiler]
The following are critters made by Debby!:
[spoiler]
[SIZE="3"]
Caterwaul[/SIZE]
Small Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 feet (6 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
BAB/Grapple: 6/+4
Attack: Claw+10 melee (1d3+2)
Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caterwaul, rake (1d3+1)
Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
Saves: Fort +5, Will +3, Ref +8
Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
Environment: Nocturnal rural and urban areas
Organization: Solitary or Cluster (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: None
Level Adjustment: None
Combat[/SIZE]
Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.
Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a
fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.
Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.
The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.
Unnatural Fog (Su):Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
[SIZE="3"]
Lore [/SIZE]
A Knowledge (Arcana) check reveals the following information about caterwauls:
[table=head]
DC |
Result16 |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.
21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.
26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]
[SIZE="3"]Plot Hooks[/SIZE]- A single caterwaul has set up residence near a popular tavern and is scaring away patrons.
- A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.
- A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.
[/spoiler]
Summon Feline I Conjuration (Summoning, see text)
Level: Drd 1, Help! 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Summoned Creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a Feline creature. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of it's ability. If you can communicate with the creature, you can direct it to attack a specific enemy, not attack, or perform some other action.
A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance the Sea Cat can only be summoned in an Aquatic environment.
This spell summons 1 creature form the 1st level list on the Summon Felines table. You choose which kind of creature to summon, and can change it each time you cast the spell.
When you use the spell to summon spell to summon any creature with any alignment or elemental descriptors the spell is also of that type (for example summoning an Anarchic Lion the spell gains the Chaos descriptor.
Unlike Summon Monster which only summons extraplanar beings, and Summon Nature's Ally which only summons natural beings, this spell can do both (assuming they are feline).
Focus is a dingle ball.
Summon Feline II Conjuration (Summoning, see text)
Level: Drd 2, Help! 2, Rgr 2, Sor/Wiz 2
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 2nd level list, or 1d3 felines of the same kind from the 1st level list.
Summon Feline III Conjuration (Summoning, see text)
Level: Drd 3, Help! 3, Rgr 3, Sor/Wiz 3
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 3rd level list, 1d3 felines of the same kind from the 2nd level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline IV Conjuration (Summoning, see text)
Level: Drd 4, Help! 4, Rgr 4, Sor/Wiz 4
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 4th level list, 1d3 felines of the same kind from the 3rd level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline V Conjuration (Summoning, see text)
Level: Drd 5, Help! 5, Sor/Wiz 5
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 5th level list, 1d3 felines of the same kind from the 4th level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline VI Conjuration (Summoning, see text)
Level: Drd 6, Help! 6, Sor/Wiz 6
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 6th level list, 1d3 felines of the same kind from the 5th level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline VII Conjuration (Summoning, see text)
Level: Drd 7, Help! 7, Sor/Wiz 7
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 7th level list, 1d3 felines of the same kind from the 6th level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline VIII Conjuration (Summoning, see text)
Level: Drd 8, Help! 8, Sor/Wiz 8
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 8th level list, 1d3 felines of the same kind from the 7th level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Feline IX Conjuration (Summoning, see text)
Level: Drd 9, Help! 9, Sor/Wiz 9
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart
This spell works the same as Summon Feline I, except you may summon one feline from the 9th level list, 1d3 felines of the same kind from the 8th level list, or 1d4+1 felines of the same kind from a lower level list.
Summon Cat Swarm I Conjuration (Summoning, see text)
Level: Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.
[spoiler]
Cat Swarm Tiny Animal (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +6/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Improved Initiative, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---
"Bert...I think there's something wrong with these cats..."Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...
Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.
Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).
[/spoiler]
Summon Cat Swarm II Conjuration (Summoning, see text)
Level: Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Greater Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.
[spoiler]
Greater Cat Swarm Tiny Animal (Swarm)
Hit Dice: 12d8 (54 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +11, Climb +7, Hide +15, Jump +11, Listen +8, Move Silently +12, Spot +8
Feats: Alertness, Dodge, Improved Initiative, Mobility, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---
"Maybe they just want the fish we caught Abner."Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...
Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.
Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).
[/spoiler]
Summon Cat Swarm III Conjuration (Summoning, see text)
Level: Drd 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Planar Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.
[spoiler]
Planar Cat Swarm Tiny Magical Beast (Chaotic, Extraplanar, Swarm)
Hit Dice: 15d8+15 (82 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +11/-
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Whirling Frenzy
Special Qualities: Dark Vision 60', Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits, DR 5/Magic, Energy Resistance 5 (Cold, Electricity, Fire)
Saves: Fort +10, Ref +13, Will +6
Abilities: Str 10, Dex 18, Con 12, Int 3, Wis 12, Cha 12
Skills: Balance +12, Climb +8, Hide +16, Jump +12, Listen +8, Knowledge (The Planes) -1, Move Silently +13, Spot +8
Feats: Alertness, Dodge, Endurance, Improved Initiative, Mobility, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: None
Level Adjustment: ---
"Whut the hell? Hey Bert! They got cats in Limbo too."Cat Swarms have somehow managed to infiltrate the highways and byways in between the Planes and have managed to make a sort of ecological niche as packs of kitties roam freely from Plane to Plane. needless to say long exposure to odd energies has made some significant changes to them...
Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 18 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Whirling Frenzy (Ex): Planar Cat Swarms are more adept at combat than others of their kind, and their Swarm attack does an extra =1d6 damage.
Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.
Combat: Planar Cat Swarms are slightly more intelligent than regular cats, and fighting with them should be taken with more care than usual. They have been known to lead parties into ambushes to steal their food stores, or grms to trade for fishies (or whatever the hell passes of fishies in the Abyss). But they have also been known to save or help those who have been kind ot them, and are very loyal. They still remain temperamental and curious despite loyalty, so still expect some troubles from them. Can't expect tooo much peace and quiet when the kitties are around.
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A Cat's Revenge Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You cause one opponent within range to begin attempting to cough up a hairball. If he fails his Save, he is Nauseated for the duration of the spell plus 1d6 rounds, and Exhausted for 1d4 minutes afterwards. Material component is cat fur.