The Bad Kitteh in Da Night aka Basement Cat
Greater God
Symbol: White cat's eyes straing from the darkness
Home Plane: The Bad Godrealm (will differ in your campaign)
Alignment: Chaotic Evil
Portfolio: Darkness, Evil, basements
Worshipers: Evil aligned Cats, Cat Burglars, some Catfolk, the Mows
Cleric Alignments: CE, CN, NE
Domains: Darkness, Domination, Evil, Kitty (Dragon) Below, Shadow, Wrath
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Scourge.
The Bad Kitteh in Da Night (also known as Basement Cat) is a pitch black fuzzy cat with glowing unholy white eyes. He is the brother of The Great Kitteh in Da Sky, and the father of Blue Eyes and the Mean Kitteh. He lives to cause problems for his brother and embarrasses his family on a regular basis.
Dogma
The Bad Kitteh in Da Night requires his clergy to do bad things, just for the sake of being Evil. He also prefers to use them as spies, insisting they lurk in the dark places of the world where his brothers minions won't go.
Clergy and Temples
Temples to The Bad Kitteh in Da Night are found at the lowest point of houses among his furry worshipers (usually the basement). Humanoids build theirs in basements and cellars (or caves if nothing else is available).
The Bad Kitteh in Da Night
Rogue 20, Assassin 10, Shadowdancer 10
Tiny Outsider (Chaotic, Evil)
Divine Rank: 20
Hit Dice: 20d8+160 plus 20d6+160 plus 10d6+80 plus 10d8+80 (900 hp)
Initiative: +18
Speed: 80 ft. (16 squares)
Armor Class: 89 (+2 Size, +10 Dex, +33 Natural, +20 Divine, +14 Deflection), touch 56, flat-footed 7
Base Attack/Grapple: +49/+78
Attack: Claw +71 melee (1d3+27) or spell +71 melee/ranged touch
Full Attack: 2 Claws +71 melee (1d3+27) and 1 Bite +65 melee (1d2+23) or spell +71 melee/ranged touch
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +15d6 Sneak Attack, Crippling Strike, Opportunist, Death Attack (DC 34), Poison Use, Shadow Illusion, Summon Shadow
Special Qualities: Divine Immunities, DR 30/Epic, Fire Resistance 25, Spell Resistance 52, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 44), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Trapfinding, Defensive Roll, Improved Evasion, Hide in Plain Sight, Shadow Jump 160', Darkvision, Slippery Mind
Saves: Fort +52, Ref +68, Will +58
Abilities: Str 24, Dex 30, Con 27, Int 38, Wis 38, Cha 38
Skills: Balance +77, Bluff +126, Climb +66, Diplomacy +131, Disable Device +103, Disguise +88, Escape Artist +99, Gather Information +84, Hide +136, Intimidate +107, Knowledge (Local) +80, Knowledge (Arcana, Dungeoneering) +57, Listen +103, Move Silently +136, Open Lock +90, Perform (Dance) +57, Search +80, Sense Motive +80, Sleight of Hand +121, Spot +103, Tumble +136, Use Magic Device +80
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Cunning Evasion, Deft Opportunist, Deft Strike, Dodge, Elusive Target, Fade into Violence, Improved Combat Reflexes, Improved Death Attack, Improved Diversion, Improved Feint, Improved Initiative, Improved Trip, Mobility, Savvy Rogue, Superior Initiative, Telling Blow, Tumbling Feint, Weapon Finesse, Augment Summoning (B), Blind-Fight (B), Spell Focus Enchantment (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (evil feline outsiders), Control Creatures (evil feline outsiders), Divine Rogue, Divine Sneak Attack, Extra Domains (Kitty (Dragon) Below, Shadow, Wrath), Frightful Presence, Hand of Death, Instant Move, Know Death, Know Secrets, Lay Curse, Life and Death, Mass Life and Death, Possess Mortal, Undead Mastery, Wave of Chaos
Domain Powers: Evil spells are cast at +1 Caster Level, Free attack of opportunity 1/day
Spell-Like Abilities: The Bad Kitteh in Da Night can cast the following spells at will as Spell-Like abilities: Affliction, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Command, Create Undead, Darkbolt, Darkness, Death Knell, Deeper Darkness, Desecrate, Dispel Good, Dominate Person, Doom, Energize Potion, Enthrall, Gate, Geas/Quest, Greater Command, Greater Planar Ally, Greater Shadow Conjuration, Greater Shadow Evocation, Last Judgement, Lesser Planar Ally, Magic Circle Against Good, Mass Suggestion, Monstrous Thrall, Nightmare, Obscuring Mist, Planar Ally, Power Word Blind, Power Word Kill, Protection from Good, Prying Eyes, Radiant Shield, Righteous Might, Righteous Smite, Shades, Shadow Conjuration, Shadow Evocation, Shadow Walk, Slay Living, Storm of Vengeance, Suggestion, Summon Monster IX (evil only), True Dominate, Unholy Aura, Unholy Blight, Vengeance Halo. Save DC is 44 plus the spell level. Caster Level is 30
Assassin Spells Per Day: 8/8/7/7; Base Save is 24 plus Spell Level
Assassin Spells Known: 0:
1st: Disguise Self, Insightful Feint, Obscuring Mist, Sleep
2nd: Fell the Greatest Foe, Invisibility, Pass Without Trace, Veil of Shadow
3rd: Deeper Darkness, Fangs of the Vampire King, Misdirection, Nondetection
4th: Heart Ripper, Greater Invisibility, Shadow Form, Shadow Phase
Possessions:
Create Magic Items: The Bad Kitteh in Da Night can create any magic item dealing with his portfolio.
Other Divine Powers
As a Greater deity, The Bad Kitteh in Da Night automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and Saves). He is immortal.
Senses: The Bad Kitteh in Da Night can see, hear, touch, and smell at a distance of 20 miles. As a Standard Action he can perceive anything within 20 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: The Bad Kitteh in Da Night sense any act involving his portfolio up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.
Automatic Actions: The Bad Kitteh in Da Night can use Intimidate as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.