Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191065 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #460 on: July 14, 2010, 09:47:45 PM »
Got the Temple Guardian done. If you like it as is I'll CR and move on.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #461 on: July 23, 2010, 02:35:04 AM »
If no one objects to CR 7, it's time to start work on tidying up the Core Class and revising the PrC's to fit the new version.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #462 on: July 23, 2010, 04:08:47 AM »
Yay, PrCs!
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #463 on: July 28, 2010, 12:48:17 AM »
THE ABOMINABLE SNOW KITTY


   
"Bob, I'd like to take this opportunity to lecture you on the perils of skiing naked down a mountain side while stone drunk."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches?  Yeah that's you.  Except your a 'lil kitty, and you also scare people away from the Guilds by pretending to be the fearsome Cat-faced Yeti.

BECOMING AN ABOMINABLE SNOW KITTY
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form (Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, L*nx Paws
   Feats: Track
   Skill Ranks:  Knowledge (Nature) 4 Ranks, Survival 8 Ranks


Class Skills
 The Abominable Snow Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, and Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Large Cat Faced Yeti
2. +2    +3     +0     +0    Improved Scent
3. +3    +3     +1     +1    Cold Resistance 5
4. +4    +4     +1     +1    Dire Cat Faced Yeti
5. +5    +4     +1     +1    Uncanny Scent
6. +6    +5     +2     +2    Cold Resistance 10
7. +7    +5     +2     +2    Snow Swimmer
8. +8    +6     +2     +2    Unnatural Scent
9. +9    +6     +3     +3    Cold Resistance 15
10.+10   +7     +3     +3    Supah Cat Faced Yeti

Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Improved Yeti Form (Su): At 1st level you may now become a Large Cat Faced Yeti.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier).  You get 2 Claws and 1 Bite attack with a Full Attack Action.  Your stats are modified as follows: +4 Str, +4 Con, and you gain a +3 Natural Armor Bonus.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

At 4th level you may now become a Dire Cat Faced Yeti.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (2d6 plus 1/2 Str Modifier).  You get 2 Claws and 1 Bite attack with a Full Attack Action.  Your stats are modified as follows: +8 Str, +8 Con, and you gain a +8 Natural Armor Bonus.  You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 15'.

At 10th level you may now become a Supah Cat Faced Yeti.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier).  You get 1 Claw and 2 Bite attacks with a Full Attack Action.  Your stats are modified as follows: +12 Str, +12 Con, and you gain a +12 Natural Armor Bonus.  You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'.

Improved Scent (Ex): At 2nd level you gain the Improved Scent Feat.

Cold Resistance (Ex): At 3rd level you get Cold Resistance 5.  This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 5th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): At 7th level you can move through snow and like a fish swims through water, and you can see through snow and ice up to 60'.  Effectively it allows you to dive into a snowbank and pull out avalanche victims easily.  You move at your normal land speed.

Unnatural Scent(Su): At 8th level you gain the Unnatural Scent Feat (see below).

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.  This gives you an important release, as the drunken schmucks you have to take crap from during the day are the same guys you make poop themselves in fear at night.  Truly, yours is a rewarding job.  And the best part is, no one suspects you of getting revenge by performing these little capers.  It's always the evil "Cat Faced Yeti".  Snickerlols.
 Combat: Unless your in Yeti form avoid combat, you aren't optimized for it.  Make sure to pimp out your Yeti form with some nice Grapple Feats tho.  Hugging people to death is both fun and profitable.
 Advancement: Your double life usually means you'll be kind of restricted in what you do.  After all people will have all those expectations of you.  The hero of the mountain.  Their savior.  The guys who's robbing them blind on the side.
Resources: You have the Guild of course.  And as one of their frontline operatives you have more than the usual access to equipment because you'll need it to pull off all sorts of ruses.  Plus since drunk people barf on you a lot you honestly think yu deserve the extra bling.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry.  Unknown to all you are also charged with protecting the Guilds secret operations hidden in the mountains and double as the feared Cat-faced Yeti.
 Daily Life: During the day you are a rescue operations kitty.  You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc.  After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
 Notables: Little Samson (CG Male Human Cat Burglar 7/Abominable Snow Kitty 5) is the head rescue cat of his division, and well loved by the local populace.  Big Snuggle (CN Human Female Cat Burglar 7/Abominable Snow Kitty 5) is the head Yeti.  She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall.  The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people.  You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring. 
 Adaptation: This one might be adaptable to a non silly campaign, but...
 Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by the local legend: A Cat Faced Yeti.  It flees eventually but the player should be a little nervous as she can hear more of them...


Little Samson
CG Male Human Cat Burglar 7/Abominable Snow Kitty 5
Init +2 (+5 KF, +4 BC), Senses: Listen +, Spot +,
Languages Common
------------------------------------------------
AC , touch , flat-footed   ()
AC (KF) , touch , flat-footed   (+2 Size, +3 Dex, )
AC (BC) , touch , flat-footed   (+1 Size, +2 Dex, )
AC (CFY) , touch , flat-footed   (+2 Natural, )
AC (Large CFY) , touch , flat-footed   (-1 Size, +3 Natural, )
AC (Dire CFY) , touch , flat-footed   (-2 Size, +8 Natural, )
hp 59 (12 HD), 83 in Large CFY, 107 in Dire CFY
Fort +7 (+9 Large CFY, +11 Dire CFY), Ref +6 (+9 KF, +8 BC), Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +10, Grp +11 (+1 Kitty, +6 BC, +13 CFY, ++18 Large CFY, +24 Dire CFY)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Abilities (Kitty Form) Str 7, Dex 16, Con 12, Int 10, Wis 14, Cha 16
Abilities (Big Cat) Str 9, Dex 14, Con 12, Int 10, Wis 14, Cha 16
Abilities (CFY) Str 15, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Abilities (Large CFY) Str 17, Dex 10, Con 16, Int 10, Wis 14, Cha 16
Abilities (Dire CFY) Str 21, Dex 10, Con 20, Int 10, Wis 14, Cha 16
SQ Purr, Kitty Form (Big Cat, Cat Faced Yeti, Large Cat Faced Yeti, Dire Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, L*nx Paws), Cat Powah +3, Kitty Magic (Innocence, Mommie's Little Heating Pad), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Cold Resistance 5
Feats Alertness, Quick Reconnoiter,Track, Weapon Finesse, Yeteh Hug, Yeteh Squoosh, Improved Scent (B), Uncanny Scent (B)
Skills Balance +4, Bluff +15, Climb +5, Hide +8, Intimidate +7, Knowledge (Geography, Local, Nature) +4, Listen +14, Move Silently +8, Search +10, Spot +12, Survival +10, Swim +5, Tumble +4
Possessions

New Kitty Feats

Spookity Yeteh
Arooooooooooooooooooooooooooo....
 Prerequisites: Large Yeti Form
 Benefits: While in Large or Bigger Yeti Form you gain Frightening Presence.  When you charge or attack all living opponents within 30' of you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the Encounter.

Spreading the Legend
Don't go out there Bob.  There's Yetis in them there hills.
 Prerequisites: Large Yeti Form
 Benefits: You may use the spell Major Image 3 times per day as a Supernatural Ability.  You may only create images involving Cat Faced Yetis.  For example you couldn't make an illusion of a fire by itself, but you could make an illusion of a Yeti starting one.

Yeteh Hug
"Rawr!"
 Prerequisites: Large Yeti Form
 Benefits: You now gain the Improved Grab ability when you successfully hit with a Claw Attack while in Large or bigger Cat Faced Yeti Form (See MM page 310 for Improved Grab details).

Yeteh Squoosh
"Dubba Rawr!"
 Prerequisites: Large Yeti Form
 Benefits: You now gain the Constrict ability when you successfully hit with a Claw Attack while in Large or bigger Cat Faced Yeti Form (See MM page 307 for Constrict details).  Damage is double normal claw damage plus double Str Modifier.


EPIC ABOMINABLE SNOW KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Cold Resistance At level 22 and every 3 levels thereafter the Abominable Snow Kitties Cold Resistance increases by 5.
Improved Cat-Faced Yet Form At level 23 you gain Epic Cat Faced Yeti Form.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d8 plus Str Modifier), and a Secondary Bite Attack (4d6 plus 1/2 Str Modifier).  You get 1 Claw and 2 Bite attacks with a Full Attack Action.  Your stats are modified as follows: +18 Str, +18 Con, and you gain a +18 Natural Armor Bonus.  You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are 16 times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 05, 2010, 03:25:16 AM by bhu »

Littha

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #464 on: July 28, 2010, 01:02:21 AM »
rawwwr!

that picture is awesome...

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #465 on: July 28, 2010, 07:58:52 PM »
Whoah! :o Deja Vu.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #466 on: July 31, 2010, 03:01:00 AM »

Yes I did do one for the older version of the class.  Since I changed the class I need to add revised PrC's that work with the new class.  Fortunately it should be easier as I already have  the fluff and such done :D

Also, updated kitteh again.  It just needs an example NPC and  the New Kitty Feasts and its on to the next one.

Nanshork

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #467 on: July 31, 2010, 05:27:00 AM »
You should update the feral prc for me next, since my character would totally take it!   :P
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #468 on: August 02, 2010, 03:57:35 AM »
Its comin soon dont worry


AKANEKO CLAN


   
"The samurai killed your family? Yeah we can get revenge.  It'll cost ya, but since you've touched our hearts we'll let you pay in installments."BECOMING AN AKANEKO
The Akaneko normally begin as fire obsessed Ninjas with a level or so in Cat Burglar.  The cat disguise makes it easier to get around guards looking for bad guys.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Blinding Flash (See Dragon magazine 354, page 86, it's a Ninja variant class ability), Enhanced Kitty Form (Spidercat), Kitty Magic (Bouncies)
   Skills:  Balance 4 ranks, Craft (Alchemy) 4 ranks, Disable Device 4 ranks, Open Lock 4 ranks
   Feats:  Nimble Fingers, Skill Focus: Craft (Alchemy)
   Saving Throws:  Base Reflex Save +6
   Special:  Must be born to or sponsored by a member of the Akaneko Ninja Clan


Class Skills
 The Akaneko's class skills (and the key ability for each skill) are Balance, Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Fire Flash, Ki Power
2. +1    +0     +3     +0    Fire Resistance 5
3. +2    +1     +3     +1    Fiery Craftsman +2
4. +3    +1     +4     +1    Fire Flash
5. +3    +1     +4     +1    Fire Resistance 10
6. +4    +2     +5     +2    Fiery Craftsman +4
7. +5    +2     +5     +2    Fire Flash
8. +6    +2     +6     +2    Fire Resistance 15
9. +6    +3     +6     +3    Fiery Craftsman +6
10.+7    +3     +7     +3    Red Cat

Weapon Proficiencies: Akaneko gain no new armor or weapon proficiencies
 
Ki Power: Your Akaneko and Ninja levels stack for purposes of determining how many times per day you may use your Ki Power.

Fire Flash (Su): At 1st level the Akaneko can expend 1 daily use of his Ki Power to seemingly explode in a burst of fire and light.  This does 2d6 fire damage in a 10' area centered on the Akaneko, and all victims in this range must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be blinded for 1d6 rounds. Anything flammable must make a save or catch on fire. The Akaneko is immune to this effect.

At 4th level your fire flash damage and the area of the explosion is enhanced.  You may either do 6d6 fire damage in a 10' area, or 4d6 fire damage in a 20' area (choose when using this power).

At 7th level this increases to 8d6 fire damage in a 20' area.

Fire Resistance (Ex): The Akaneko gains Fire Resistance 5 at level 2, and this increases to 10 at level 5, and increases again to 15 at level 8.

Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs.  He may create these items despite not technically being a spellcaster.  At 6th level the bonus increases to +4.  At 9th level the bonus increases to +6.

Red Cat (Su): At 10th level you may change into Fiery Kitty Form.  While in Fiery Kitty Form you become an Elemental with the Fire subtype.  You get an additional +2 to Dexterity, Immunity to Fire, Dark Vision 60', a +3 natural Armor Bonus to AC, and all your Natural Weapons do an additional 1d4 fire damage and the opponent must make a Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or catch fire and burn for 1d4 rounds (does 1d4 damage per round).  This is still considered Kitty Form for purposes of Feats/effects.

PLAYING AN AKANEKO
 Akaneko's are skilled specialists.  You are part of a tradition going back a long time.  A very hated tradition, but a tradition nonetheless.  You can take some pride in perfecting a difficult skill.  Just don't act too proud when you get caught by the Lynch mob.
 Combat: You are not a fighter.  You get in, do the job, and get out.  Other people do fighting, that isn't your profession.  You set fire to flammable entities and laugh maniacally while screaming "Burn, baby, burn!"
 Advancement: Concentrate on stealth, because you definitely don't want to be caught.  Not by anyone.  And make sure you have something to effect your escape if you do get caught.  Cause  your headed for the gallows if they catch you.  Assuming they have a fireproof gallows.  Otherwise they just cut your head off.
Resources: The Akaneko's have their clan to rely on unless they reaaally screw up bad in a public way.  Arsonists tend to be pretty hated when most buildings are made of wood, and fire is hard to put out.  Sometimes they simply have to go on the run if they get caught.


"Sudo-san, I'd like to discuss the insurance policy on my business..."
 The Akaneko seem like ordinary merchants until someone needs something burned down.  But beyond their day job they don't really interact with people much at all.  
 Daily Life: The Akaneko's spend their time scrounging for the necessary materials for their trade while awaiting business.  They also have regular jobs, usually fireworks makers or chemists or such.
 Notables: Daizu Fukuhara (CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4) is a local fireworks salesman who subsidizes his business in the off seasons by gaining revenge for the peasantry via arson.  Enko Takamatsu (CE Female Human Cat Burglar 3/Ninja 5/Akaneko 4) became an Akaneko because it was the family business, but mostly to gain revenge on the Emperor for killing her grandfather.
 Organizations: The Akaneko's themselves are a Ninja Clan, so they pretty much are  an organization.

NPC Reaction
 NPC's dislike the Akaneko's by reputation.  The fires they set often do unintended collateral damage and cause deaths and needless harm.


 Arson is a pretty twitchy revenge method for a comedy campaign, but arson can be used for other things like insurance scams.  Putting an insurance scam in a feudal oriental setting outta mess with the PC's.
 Adaptation: This class assumes that your campaign is at least mildly mean in that there are people willing to hire arsonists often enough that one can make a living at it.
 Encounters: PC's usually be hired to find how who is committing arson in a district when they meet an Akaneko, or blunder into them performing the act.

Sample Encounter
EL 12: The PC's are sleeping when one is awoken by a small cat that leaps on his bed.  The cat politely asks the PC's to leave town and never come back.  When the PC declines the cat explodes into flame, setting the hotel room on fire.  Damn spontaneously combusting local housecats...

And then there's the "mysterious accident" at the fireworks show...

And their horses suddenly exploding...


Daizu Fukuhara
CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4
Init +2 (+5 KF), Senses: Listen +6, Spot +6,
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Kitty Form x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 54 (12 HD)
Fort +4, Ref +13 (+16 KF), Will +5  
Trapfinding
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 Kitty Form)
Atk Options Ki Power 12/day, Blinding Flash, Sudden Strike +3d6, Poison Use, Fire Flash (6d6/4d6)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 16
Abilities (KF) Str 3, Dex 20
SQ Kitty Form, Enhanced Kitty Form (Spidercat, You Are My New Best Friend), Kitty Magic (Bouncies), Purr, Feline Empathy, Cat Powah (+3), Great Leap, Fiery Craftsman +2, Fire Resistance +5
Feats Dodge, Jibba Jabba, Nekochan, Nimble Fingers, Skill Focus: Craft (Alchemy), Weapon Finesse
Skills  Balance +8 (+10 KF), Craft (Alchemy) +15, Disable Device +8, Escape Artist +6 (+8 KF), Gather Information +6, Hide +10 (+22 KF), Jump +3 (+0 KF), Knowledge (Local, Royalty) +4, Listen +6, Move Silently +10 (+13 KF), Open Lock +10, Search +4, Sense Motive +6, Spot +6, Tumble +10 (+13 KF), Use Magic Device +11
Possessions



EPIC AKANEKO

Hit Die: d6
Skills Points at Each  Level : 6 + int
Ki Power Your Ki Power continues to increase with one additional daily use per level.
Fire Flash At level 21 and every 3 levels thereafter your Fire Flash does an additional +2d6.
Fire Resistance At level 22 and every 3 levels thereafter your Fire Resistance continues to increase by +5.
Fiery Craftsman At level 23 and every 3 levels thereafter your Bonus continues to increase by +2.
Bonus Feats: The Epic Akaneko gains a Bonus Feat every 4 levels higher than 20th.
« Last Edit: September 20, 2010, 04:25:54 AM by bhu »

InnaBinder

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #469 on: August 02, 2010, 11:00:00 AM »
Uncle Kitteh, that Abominable picture is udora... adoreabl... CUTE!
Winning an argument on the internet is like winning in the Special Olympics.  You won, but you're still retarded.

I made a Handbook!?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #470 on: August 02, 2010, 09:25:34 PM »
Uncle Kitteh, that Abominable picture is udora... adoreabl... CUTE!

Yay! Nice to see you're still reading!

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #471 on: August 05, 2010, 03:44:26 AM »
ARISTOCAT


   
It had been many months since Karsk had left his Orcish tribe to find work in the city.  Being a half breed had made life hard there for him.  Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him.  And now, here he was, in the form of a small cat in the bedroom of the King's daughter.  King Leopold had been more ruthless than he had thought.  It seemed he had a personal goal of killing 10 men a day.  Even Karsk's Orcish father hadn't been that bad.  And now here he was being held by Leopold's innocent 8 year old daughter.  A girl who had harmed no one.  A girl who thought of him as her beloved pet and only friend in the world.  A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came.  It was a risk but Karsk had made a plan.

"Princess.  Wake up."

"Snuggles? Are you really talking?"

"Yes Princess.  I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good.  Speak of this to no one, and be ready tomorrow night.  You get some rest now."

As she went back to sleep Karsk hoped he could pull this off.  He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents.  As he faded into sleep he thought "Mine is a lonely and twisted life" not for the first time.


Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage.  Sometimes the Guilds overthrow evil monarchies, and reestablish members who were unjustly deposed, or had their families killed, etc.  This is good because then the Guild gets to be semi legitimate (i.e. the secret police).  Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own.  Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT
Aristocats begin as nobles of whatever class, and then become Cat Burglars.

 ENTRY REQUIREMENTS
   Special:  Must have at least 1 level in the  Aristocrat NPC class or a class associated with the nobility of your country.
   SKills:  Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
   Class Abilities: Kitty Form, Kitty Magic (Innocence)
   Feats:  Leadership, Force of Personality


Class Skills
 The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Inspire
2. +1    +0     +3     +3    Intrigue
3. +2    +1     +3     +3    Improved Leadership
4. +3    +1     +4     +4    Inspire
5. +3    +1     +4     +4    Intrigue
6. +4    +2     +5     +5    Improved Leadership
7. +5    +2     +5     +5    Inspire
8. +6    +2     +6     +6    Intrigue
9. +6    +3     +6     +6    Improved Leadership
10.+7    +3     +7     +7    Aura of Nobility

Weapon Proficiencies: Aristocats gain no new weapon proficiencies.
 
Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'.  The Bonus is +2 at level 1, +4 at level 4, and +6 at level 7.  The range increases to 60' at level 4, and 90' at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks.  This increases to +4 at level 5, and +6 at level 8.  In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +2 at level 3, +4 at level 6, and +6 at level 9.   See DMG page 106 for the effects of your Leadership Score.  Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds.  Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities.  If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc.  If they succeed in the Save, they are instead Shaken for 2 rounds.  This ability cannot be used after fighting has begun.  When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed).  Along with their evil minions.  And perhaps their evil pets as well.  Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
 Combat: You only fight when you have to, and always as part of a team.  Stealth and misdirection are more important than brute force.  Plus if things go bad you have meat shields.  Always important them meat shields.  Never go anywhere without them.
 Advancement: Theoretically if your revolution is successful you could replace the government.  Otherwise you may have to settle for heading the Guild, or dying in jail.
Resources: Being former nobility there are always distant relatives you can call upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).  This is assuming of course all your relatives aren't blocked from taking the throne by your existence placing you in line ahead of them.  

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently.  They are either leading a revolution against the aristocracy, or involved in fleecing them.  Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger.  Well so to speak.
 Daily Life: Much of your time is taken up by intrigue and plotting.  You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
 Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do.  The Duke of Paddington (CN Human Male Rogue 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
 Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild.  The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you.  Their subjects love you.  Maybe a little too much.  Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies).  You'll need to balance that out a little.
 Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
 Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot.  If they oppose it, small kitties may bring them the occasional potion or helpful gift...

Sample Encounter
EL 12: The PC's have been hired to smuggle a fancy cat out of the country because for some reason the various nobles squabbling over the throne want it because it was the Princesses favorite pet, and they hope to use it to lure her out of hiding to murder her quietly.  But there are two cats when they arrive for the pickup...


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +6, Spot +6
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC (KF) x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC (KiF) x, touch x, flat-footed x (+4 Size, +6 Dex, )
hp 43 hp (12 HD)
Fort +3, Ref +11 (+14 KF, +15 KiF), Will +10
Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF, -10 KiF)
Atk Options Inspire +4
Combat Gear
-----------------------------------------------
Abilities Str 9, Dex 14, Con 10, Int 12, Wis 14, Cha 16
Abilities(KF) Str 3, Dex 20
Abilities(KiF) Str 2, Dex 22
SQ Intrigue +4, Improved Leadership +4, Purr, Feline Empathy, Cat Powah (+3), Kitty Form (Kitten Form), Enhanced Kitty Form (Cute Kitty), Kitty Magic (Innocence, I Wuv U), Burglaring (Uncanny Dodge)
Feats Cattitude, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +8, Balance +6, Bluff +15, Climb +3, Diplomacy +15, Disable Device +5, Disguise +7, Forgery +5, Gather Information +15, Hide +6, Jump +3, Knowledge (History, Local, Nobility) +5, Listen +6, Move Silently +6, Open Lock +6, Search +5, Sense Motive +14, Spot +6, Survival +6, Tumble +6, Use Magic Device +11
Possessions



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +2 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.
« Last Edit: August 13, 2010, 04:19:49 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #472 on: August 08, 2010, 01:18:22 AM »
Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs.  He may create these items despite not technically being a spellcaster.  At 6th level the bonus increases to +4.  At 9th level the bonus increases to +6.
This led me to noticing that the Akaneko needs profession as a class skill. How else can I take profession (siege engineer) so I can place my explosive packs perfectly?
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Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

Nanshork

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #473 on: August 08, 2010, 08:18:08 PM »
Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs.  He may create these items despite not technically being a spellcaster.  At 6th level the bonus increases to +4.  At 9th level the bonus increases to +6.
This led me to noticing that the Akaneko needs profession as a class skill. How else can I take profession (siege engineer) so I can place my explosive packs perfectly?

You do realize that the only thing profession lets you do is make a check to get money from work right?
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #474 on: August 08, 2010, 08:54:23 PM »
I think Profession (Bastard Arsonist) would be more appropriate  :lmao

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #475 on: August 09, 2010, 12:42:57 AM »
This led me to noticing that the Akaneko needs profession as a class skill. How else can I take profession (siege engineer) so I can place my explosive packs perfectly?

You do realize that the only thing profession lets you do is make a check to get money from work right?
Profession (siege engineer) is used for loading siege weapons and (I think) has synergy with attacking with siege weapons. It is also used to palce explosive packs to do extra damage (x2 damage= dc 20/x3 damage=dc 30).
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

Nanshork

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #476 on: August 09, 2010, 01:51:19 AM »
This led me to noticing that the Akaneko needs profession as a class skill. How else can I take profession (siege engineer) so I can place my explosive packs perfectly?

You do realize that the only thing profession lets you do is make a check to get money from work right?
Profession (siege engineer) is used for loading siege weapons and (I think) has synergy with attacking with siege weapons. It is also used to palce explosive packs to do extra damage (x2 damage= dc 20/x3 damage=dc 30).

Source?
My babies - A thread of random builds I've come up with over the years.
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jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #477 on: August 09, 2010, 02:29:26 AM »
Profession (siege engineer) is used for loading siege weapons and (I think) has synergy with attacking with siege weapons. It is also used to palce explosive packs to do extra damage (x2 damage= dc 20/x3 damage=dc 30).

Source?
DMG 100
"A DC 15 Profession (siege engineer) check latches the arm into place, and then another DC 15 Profession (siege engineer) check loads the catapult ammunition."
Secrets of Sarlona (eberron) 138
"All explosive packs deal double damage to inanimate, unattended, stationary objects if specifically damage them with a successful DC 20 profession (siege engineer) check. A successful Dc 30 Profession (siege enginerr) check to set an explosive pack allows it to deal triple damage to such objects."
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

Agita

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #478 on: August 09, 2010, 07:35:37 AM »
Profession (siege engineer) is used for loading siege weapons and (I think) has synergy with attacking with siege weapons. It is also used to palce explosive packs to do extra damage (x2 damage= dc 20/x3 damage=dc 30).

Source?
DMG 100
"A DC 15 Profession (siege engineer) check latches the arm into place, and then another DC 15 Profession (siege engineer) check loads the catapult ammunition."
Secrets of Sarlona (eberron) 138
"All explosive packs deal double damage to inanimate, unattended, stationary objects if specifically damage them with a successful DC 20 profession (siege engineer) check. A successful Dc 30 Profession (siege enginerr) check to set an explosive pack allows it to deal triple damage to such objects."
Heroes of Battle might also have an use or two.
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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #479 on: August 09, 2010, 08:26:05 PM »
That and rule 0.