Charmaine is done. Whilst I await feedback on The Feline Way we'll finish the last surprise Kitteh Gawd
MRROW
Greater God
Symbol: A stylized cats face
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Neutral
Portfolio: Cats and feline being whether partial or whole
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows, virtually anything feline
Cleric Alignments: CN, LN, N, NE, NG
Domains: Cat, Celerity, Charm, Trickery
Favored Weapon: Claw Bracers
Mrrow was a Cat-Elf who ascended to Goddesshood when the appropriate position was opening. The only thing available was Cat Goddess, so she took it. Originally this made her quite unhappy, but she found her attitude fit in tolerably well with cats (and most Felines), and over the years she softened considerably (she was originally Neutral Evil).
Then came the Kitteh Gawds. Of course she immediately saw them as intruders. After all they actually were cats, and would more likely appeal to many of her worshipers. She was considering simply assassinating them all when Mawm made a truce, and she now shares power with them. She appears as a tall dark skinned Cat Elf, or a coal black siamese cat.
Dogma
Trust no one, particularly the non kitty races. Always verify, always get what you want. Use your cuteness to your advantage. Destroy those who would harm cats.
Clergy and Temples
Mrrow prefers grandiose temples with lots of bling. She also staffs them heavily with predatory feline guardians, and her temples wealth serves as a rainy day fund for her chosen people.
MRROW
Rogue 20, Assassin 10, Tempest 5, Thief Acrobat 5
Medium Outsider
Divine Rank: 20
Hit Dice: 20d8+140 plus 20d6+140 plus 10d6+70 plus 5d10+35 plus 5d6+35 (840 hp)
Initiative: +23 (+28 w/swords)
Speed: 70 ft. (14 squares)
Armor Class: 106 (+2 Size, +15 Dex, +33 Natural, +20 Divine, +13 Deflection, +10 Armor, +3 Tempest), touch 63, flat-footed 91
Base Attack/Grapple: +51/+78
Attack: +5 Short Swords +83/+81/+78/+73 melee (1d6+27/17-20)
Full Attack: +5 Short Swords +83/+81/+78/+78/+73/+73/+68 melee (1d6+27/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Crippling Strike, +18d6 Sneak Attack, Death Attack (DC 45), Poison Use, Ambidexterity, Two Weapon Versatility, Two Weapon Spring Attack, Acrobatic Charge
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 53), Evasion, Improved Evasion, Defensive Roll, Trapfinding, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Opportunist, Hide in Plain Sight, Tempest Defense +3, Fast Acrobatics, Kip Up, Steady Stance, Agile Fighting, Skill Mastery (Balance, Climb, Jump, Tumble
Saves: Fort +41, Ref +59, Will +41
Abilities: Str 25, Dex 40, Con 24, Int 40, Wis 30, Cha 36
Skills: Balance +98, Bluff +96, Climb +90, Concentration +50, Craft (Weaponsmithing) +98, Disable Device +98, Escape Artist +103, Gather Information +96, Hide +98, Intimidate +96, Jump +90, Knowledge (Local) +88, Knowledge (Arcana, Geography, Religion, The Planes) +56, Listen +93, Move Silently +98, Open Lock +98, Search +98, Sense Motive +93, Sleight of Hand +98, Spot +108, Tumble +98, Use Magic Device +96
Feats: Combat Acrobat, Combat Expertise, Cunning Evasion, Deft Strike, Dodge, Greater Two Weapon Defense, Greater Two Weapon Fighting, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two Weapon Defense, Improved Two Weapon Fighting, Leap Attack, Mobility, Oversized Two Weapon Fighting, Savvy Rogue, Shadow Striker, Spring Attack, Superior Initiative, Two Weapon Defense, Two Weapon Fighting, Two Weapon Pounce, Two Weapon Rend, Tumbling Feint
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 Size, Alter Form, Annihilating Strike, Anonymity, Avatar, Battlesense, Clear Sight, Control Creatures, Divine Assassin, Divine Celerity, Divine Dodge, Divine Rogue, Divine Sneak Attack, Instant Move, Shapechange, Shift Form, Speak with Creatures, Supreme Initiative, True Shapechange, Wound Enemy
Domain Powers: Fast Movement, +4 Charisma for 1 minute 1/day,
Spell-Like Abilities: Mrrow can cast the following spells at will as Spell-Like abilities: Blur, Calm Emotions, Cat's Grace, Charm Monster, Charm Person, Confusion, Demand, Disguise Self, Dominate Monster, Expeditious Retreat, False Vision, Geas/Quest, Good Hope, Greater Blink, Haste, Insanity, Invisibility, Mass Cat's Grave, Mislead, Non-detection, Polymorph Any Object, Screen, Suggestion, Time Stop, Tree Stride, Wind Walk Caster Level is xx. Save DC is 53 plus the spell level. Caster Level is 30.
Assassin Spells Known: 1st: Critical Strike, Distract Assailant, Lightfoot, True Strike,
2nd: Absorb Weapon, Iron Silence, Pass Without Trace, Undetectable Alignment,
3rd: Fangs of the Vampire King, Find the Gap, Misdirection, Nondetection,
4th: Dimension Door, Freedom of Movement, Greater Invisibility, Modify Memory
Assassin Spells Per Day: 1st: 7 (DC 26)
2nd: 7 (DC 27)
3rd: 7 (DC 28)
4th: 6 (DC 29)
Possessions: Whisper and Shadow (two +5 Deadly Precision Eager Keen Maiming Warning Short Swords
Corset of Armor +10 (works like Bracers of Armor but also provides the sexay).
Create Magic Items: Mroww can create any magic item dealing with cats (and to a lesser extent thievery and assassination).
Other Divine Powers
As a Greater deity, Mroww automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and Saves). She is immortal.
Senses: Mroww can see, hear, touch, and smell at a distance of 20 miles. As a Standard Action she can perceive anything within 20 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: Mroww sense any act involving motherhood, family, community, or healing up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.
Automatic Actions: Mrrow can use any Dexterity based Skill as a Free Action if the DC for the task is 30 or lower. She can perform up to 20 Free Actions each round.