Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191121 times)

0 Members and 1 Guest are viewing this topic.

Agita

  • Organ Grinder
  • *****
  • Posts: 5465
  • SFT is mai waifu.
Re: Uncle Kitties Handbook O' Kittehs
« Reply #260 on: October 16, 2009, 10:26:43 PM »
I think that the capstone is okay, but I do have an unrelated question:
I keep seeing references to a race known as the Tibbit. my question is:
What is it/what book is it in? kthxbai
It's a race of little people that can turn into kitties. From some Dragon mag, also in Dragon Compendium.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

Agita's Awesome Poster Compilation
Lycanthromancer's Awesome Poster Compilation

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #261 on: October 16, 2009, 11:18:18 PM »
Something that would make the familiar appear to really be the caster, even through supernatural means of detection, could be good.

On another subject, I found a pic that I thought could interest you :


eeeeeeexxcellent....

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #262 on: October 19, 2009, 07:46:35 AM »
made a few updates here and there due to feedback.  SOme of the classes got  tweaked a lil.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #263 on: October 24, 2009, 09:23:19 AM »
I have some friends at GitP helping with the .pdf revisal  :D 

Should have it soon.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #264 on: October 27, 2009, 08:56:01 AM »
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 Kitty
Tiny 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 Kitty
Diminutive 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 Kitty
Tiny 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 | Result
16  |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.
[/spoiler]


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.
« Last Edit: November 04, 2009, 08:57:10 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #265 on: October 31, 2009, 09:51:12 AM »
Got the spells revised

Operation Shoestring

  • King Kong
  • ****
  • Posts: 937
  • Quis custodiet ipsos custodes?
    • Email
Re: Uncle Kitties Handbook O' Kittehs
« Reply #266 on: November 04, 2009, 04:14:41 AM »
At 8th level undead you animate have all their skills/feats/class abilities they had in life.  Abilities based off of Constitution are now based off of Charisma instead.

It's like Raise Dead, only better in many cases.

heck with necropolitan, i'm gonna find a mortician!

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #267 on: November 04, 2009, 08:57:43 AM »
Revised the post on the Help Domain, yet again...

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #268 on: November 09, 2009, 08:28:31 AM »
Whilst you all await the new .pdf, it's time I made the revised class I had in mind. Work in progress of course:

Cat Burglar


   


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

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

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

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

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1.  +0       +0     +2       +0    Purr, Kitty Form, Feline Empathy, Cat Powah
2.  +1       +0     +3       +0    Kitty Magic
3.  +2       +1     +3       +1    Burglaring, Enhanced Kitty Form
4.  +3       +1     +4       +1    Kitty Form
5.  +3       +1     +4       +1    Kitty Magic
6.  +4       +2     +5       +2    Burglaring, Enhanced Kitty Form, Scamper Bonus
7.  +5       +2     +5       +2    Kitty Form
8.  +6       +2     +6       +2    Kitty Magic
9.  +6       +3     +6       +3    Burglaring, Enhanced Kitty Form
10. +7       +3     +7       +3    Kitty Form
11. +8       +3     +7       +3    Kitty Magic
12. +9       +4     +8       +4    Burglaring, Enhanced Kitty Form, Sneaky Kitty
13. +9       +4     +8       +4    Kitty Form
14. +10      +4     +9       +4    Kitty Magic
15. +11      +5     +9       +5    Burglaring, Enhanced Kitty Form
16. +12      +5     +10      +5    Kitty Form
17. +12      +5     +10      +5    Kitty Magic
18. +13      +6     +11      +6    Burglaring, Enhanced Kitty Form
19. +14      +6     +11      +6    Kitty Form
20. +15      +6     +12      +6    True Kitty, Bonus Feat


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

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

Kitty Form (Su)Feline Empathy (Ex):  At 1st level Cat Burglars gain the Wild Empathy ability.  This is identical to the Druid ability of the same name, except it may only be used on felines, does not take a -4 penalty if used on Felines who are not Magical Beasts, and you have a +4 Circumstance Bonus to the check.  

Cat Powah (Su): At 1st level the Cat Burglar gets his first taste of Kitty Magic in the form of an untyped Bonus equal to his Charisma Modifier.  Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his Natural Weapons in Kitty Form.

Kitty Magic (Su)Burglaring (Ex): Burglaring represents the Cat Burglars more mundane abilities learned in his career as a thief, con man, or all around scoundrel.  They can choose one ability from the following list at levels 3, 6, 9, 12, 15, and 18 if they meet the prerequisites:

Always Underfoot (Prerequisites: Improved Trip): People are so used to you being underfoot that you can trip them and make it look accidental while looking at them and meowing innocently.  Make a touch attack to trip an opponent of a Size Class 1-3 Size Classes larger than yourself.  If the touch attack is successful you immediately get a Trip Attack against your opponent using your Dex Modifier instead of your Strength Modifier (with a +4 Circumstance Bonus).  Unless your Opponent can Make an Opposed Sense Motive versus your Bluff Check, he assumes this wasn't on purpose (unless you do it more than once per encounter).

Uncanny Dodge: See PHB page 50.

Improved Uncanny Dodge (Prerequisite: Uncanny Dodge): See PHB page 50.

Evasion: See PHB page 50.

Improved Evasion (Prerequisite: Evasion): See PHB page 51.

Sneak Attack: See PHB page 50, can be taken multiple times.  You gain +1d6 Sneak Attack initially, and increase this by +1d6 Sneak Attack each time this option is taken.

Defensive Roll (Prerequisite: Level 12+): See PHB page 51.

Opportunist (Prerequisite: Level 12+): See PHB page 51.

Skill Mastery (Prerequisite: Level 12+): See PHB page 51.

Slippery Mind (Prerequisite: Level 12+): See pHB page 51.

Skill Bonus: You gain a +4 Competence Bonus to any one skill you possess ranks in.  This may be taken multiple times, but only once for each skill.

Trapfinding: See pHB page 50.


Enhanced Kitty Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Kitty Form from the list below (optionally they may take a Bonus Feat if they wish).  These Enhancements can be used in any version of Kitty Form unless otherwise noted, and their benefits stack with the abilities gained from your various Kitty Forms (You may use more than one Enhanced Kitty Form at a time, but see restrictions below.):

Angel Kitty Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Kitty Form.  3 times per day any spell you cast in Angel Kitty Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Angel Kitty Form along with Black Cat Form, Debbil Kitty Form, or Non-Euclidean Kitty Form).

Black Cat Form (Prerequisite: Spell Focus: Necromancy): You are a very, very black cat.  All Necromancy spells you cast with the word 'Curse' in the title are +2 caster level. You may not use Black Cat Form with Angel Kitty Form.

Cabbit Form: Your enhanced ears give you Cabbit radar.  You effectively have Blindsight in a 30' radius as long as you aren't deafened.

Cheshire Cat Form (Prerequisite: Hide 8 ranks): You may use the spell Invisibility at will as a Supernatural ability.  

Cute Kitty Form (Prerequisite: Kitten Form, and either Diplomacy 6 ranks or Spell Focus: Enchantment):  All spells you cast with the Charm or Compulsion descriptor are at +1 caster level.  If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Cute Kitty Form in combination with Ghost Cat, Hairless Kitty, Mean, or Non-Euclidean Forms).

Debbil Kitty Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Kitty Form.  3 times per day any spell you cast in Debbil Kitty Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Debbil Kitty Form with Angel Kitty Form.

Dragon Kitty Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.

Exotic Bigger Cat Form (Prerequisite: Bigger Cat Form): You turn into rare and exotic (possibly extinct) big cats, such as spotted lions, or blue/black tigers, or albino jaguars.  While in Bigger Kitty Form you permanently have the benefits of a Sanctuary spell unless you attack someone.  They're more intent on capturing you as a rare animal to show off in their zoo than killing you.

Foofy Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to cold though, not heat.  You may not use Foofy Kitty and Hairless Kitty at the same time.

Ghost Cat Form (Prerequisite: Necromantic Presence): You appear as a ghostly cat wreathed in illusionary flames.  Any opponent you successfully strike in Kitty Form (even if it's just a touch attack) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.  You may not combine Ghost Cat and Cute Kitty Forms.

Hairless Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to heat though, not cold.  You may not use Foofy Kitty and Hairless Kitty at the same time.  You may not combine Hairless Kitty and Cute Kitty Forms.

Lnx Paws (Based on a Feat originally made by Chemus):  While in Kitty Form you take no movement penalties and have no risk of falling in snow or ice, even if it's magically created.

Mean Kitty Form (Prerequisite: Spell Focus:Necromancy or Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level.  If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability).  You may not combine Mean Kitty and Cute Kitty Forms.

Non-Euclidean Kitty Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Kitty Form.  You may not use Non-Euclidean Kitty Form with Angel Kitty or Cute Kitty Forms.

Pink Panther Form (Prerequisite: Bigger Cat Form): While in Bigger Cat Form you are constantly followed by your own Jazz soundtrack.  Hide and Move Silently checks become impossible for you, but you automatically counter the effects of Bardic Music on your person, and gain Spell Resistance equal to 10 plus half your character level plus your Charisma modifier against any spell with the Sonic descriptor.

Sabre-Toothed Kitty Form (Prerequisite: Bigger Cat Form, Improved Natural Attack: Bite): While in Bigger Kitty Form, your Bite criticals on a 19-20 and does x3 damage on a successful critical.

Seacat Form: While in Kitty Form you may instead become a Seacat, with the back half of your body being a fishes tail.  You gain a Swim speed equal to your Land speed.  You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  You may use the Run Action while swimming in a straight line.  You gain the Aquatic Subtype, and are Amphibious as well.

Spidercat: While in Kitty Form you are permanently under the effects of a Spider Climb spell.  

Strong Kitty Form (Prerequisite: Level 6): You gain +4 Str in Kitty Form, as long as that Kitty Form is Medium or bigger.

Swift Kitty Form: You gain a +10 ft. increase to Land Speed in Kitty Form.

Thundercat Form (Prerequisite: Level 6+): All your attacks in Kitty Form do +1d6 electrical damage, and you gain Energy Resistance 15 (Electricity).  You may also do 1d6 electricity damage with a touch attack.

Watchcat Form: While in Kitty Form you gain Dark Vision 60'.

Winged Kitty Form: While in Kitty Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.

Scamper Bonus (Ex): At 6th level on any round in which you do nothing but move you may double your base movement rate.

Sneaky Kitty (Su): At 12th level you permanently gain the benefits of the Pass Without Trace spell.

True Kitty:  At 20th level you become one with your inner cat, and now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals).  For purposes of effects that would be detrimental to Cats/Animals, you are still of your original race.  If knocked unconscious you no longer revert to your original form if you are in Kitty Form.  You also gain the Shapechanger Subtype.

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

CAT BURGLARS IN THE WORLD
Daily LifeNotableshttp://www.youtube.com/watch?v=TwWYgQapkvohttp://www.youtube.com/watch?v=xmsV9R8FsDA ).
 OrganizationsNPC Reaction CAT BURGLARS IN THE GAME
 Cat Burglars will likely supersede Rogues as the best infiltrator class.  Their somewhat magical abilities make them different enough that the two should be able to co exist though.  Rogues are usually better fighters if it's any consolation to them.
 AdaptationEncountersEpic Cat Burglar

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

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Kitty Form: The Epic Cat Burglar gets a new Kitty Form ability beginning at level 21 (and every x levels thereafter), and may now choose from the Epic Kitty Forms listed below.

Kitty Magic: The Epic Cat Burglar gets a new Kitty Magic ability beginning at level 22 (and every x levels thereafter), and may now choose from the Epic Kitty Magic listed below.

Burglaring: The Epic Cat Burglar gets a new Burglaring ability beginning at level 23 (and every x levels thereafter), and may now choose from the Epic Burglaring abilities listed below.

Bonus Feats: The Epic Cat Burglar gains a Bonus Feat every 5 levels higher than 20th


Epic Kitty Forms

Catzilla Form:

Nekomata Form:

Epic Kitty Magic

Epic Burglaring
« Last Edit: December 28, 2010, 04:04:03 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #269 on: November 11, 2009, 09:23:02 AM »
Minor update up.  Im expanding the Burglaring options, and rolling Evasion/Uncanny Dodge into them.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #270 on: November 12, 2009, 09:40:22 AM »
Got the initial list of Kitty Forms up.  Lemme know if theres more you'd like to see.

Radmelon

  • Bi-Curious George
  • ****
  • Posts: 512
    • Email
Re: Uncle Kitties Handbook O' Kittehs
« Reply #271 on: November 12, 2009, 09:43:38 PM »
Another remake! :o

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #272 on: November 14, 2009, 09:58:08 AM »
Another remake! :o

People didnt seem quite comfortable with the 1st one, so here I go again.

Radmelon

  • Bi-Curious George
  • ****
  • Posts: 512
    • Email
Re: Uncle Kitties Handbook O' Kittehs
« Reply #273 on: November 14, 2009, 05:33:05 PM »
Another remake! :o

People didnt seem quite comfortable with the 1st one, so here I go again.
I still say the first version is the best, since that's the one all the PRC's use.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #274 on: November 14, 2009, 08:23:10 PM »
Well I was gonna redo the PrC's for the second one but it didnt seem well received.  If this one is, there shal be adaptations for it.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #275 on: November 15, 2009, 09:00:20 AM »
Mah helper Debbie is on vacation, so the .pdf will be updated when she gets back.

FOr now I have revised the newer class, and it now has the full basic Kitty FOrm and True Kitty abilities.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #276 on: November 21, 2009, 09:48:51 AM »
Updated some of the Kitty Forms and such.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Handbook O' Kittehs
« Reply #277 on: November 22, 2009, 05:32:21 AM »
Those of you peeking i nmy sig will now notice version 2 of the cat burglar .pdf

Chemus

  • Donkey Kong
  • ****
  • Posts: 751
Re: Uncle Kitties Handbook O' Kittehs
« Reply #278 on: November 22, 2009, 05:42:53 AM »
As Hitler said, "Heilige schiesse Fledermaus-mann!" that's 287 pages!!1!
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

Agita

  • Organ Grinder
  • *****
  • Posts: 5465
  • SFT is mai waifu.
Re: Uncle Kitties Handbook O' Kittehs
« Reply #279 on: November 22, 2009, 08:17:38 AM »
As Hitler said, "Heilige schiesse Fledermaus-mann!" that's 287 pages!!1!
That would be "Heilige Scheiße, Batman". No, Batman is not translated in German. ;)
But yeah, seconded.

EDIT: I don't see any total amount of chares on Force Cannon. The fact that Orb of Force and Force beam use charges implies there should be some.
« Last Edit: November 22, 2009, 08:51:06 AM by Agita »
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

Agita's Awesome Poster Compilation
Lycanthromancer's Awesome Poster Compilation