Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191068 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #480 on: August 11, 2010, 04:17:11 AM »
Profession added.  Shall I redo Aristocats abilities it wasnt well received the first time round.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #481 on: August 12, 2010, 03:52:28 AM »
BAD KITTY


   
"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want.  Screw being subtle like those other cats.  Why spend all that time sneaking about when you can just make them void their bowel, and then snatch the bling while they try to cover their embarrassment.  

BECOMING A BAD KITTY
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form, Dark Companion
   Feats:  Black Cat, Empower Curse
   Skills:  Intimidate 8 Ranks


Class Skills
 The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Black Cat (Companion Merge), Hexblade's CUrse
2. +1    +0     +0     +3    Boo (Fear)
3. +1    +1     +1     +3    Don't Cross My Path (1 day)
4. +2    +1     +1     +4    Black Cat (Shadow Merge)
5. +2    +1     +1     +4    Boo (Eyebite)
6. +3    +2     +2     +5    Don't Cross My Path (1 year)
7. +3    +2     +2     +5    Black Cat (Shadow Walk)
8. +4    +2     +2     +6    Boo (Evil Glare)
9. +4    +3     +3     +6    Don't Cross My Path (permanent)
10.+5    +3     +3     +7    Baaaad Kitty


Weapon Proficiencies: Bad Kitties gain no new weapon or armor proficiencies.

Hexbalde's Curse: Your bad Kitty levels stack with your Hexblade Levels for purposes of your Hexblade's Curse DC.

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow.  A living shadow that occasionally moves on its own or has glowing eyes.  Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC.  

At 4th level you can appear to merge with any shadow you enter and become as big as it.  In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes.  This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus.  This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 7th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be.  This means just about anywhere at night, or in dark areas during the day.  Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 8th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su):  At 3rd level the effects of your Hexblades Curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent.  In any case the effects can be removed by Remove Curse, Miracle, or Wish.  You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do.  You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse.  The recipient does not get a Saving Throw or Magic Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life.  Everyone thought you were evil from birth because of your powers.  Fortunately you also have some nice abilities to make up for it.  And you pretty much use them to take what you want, and get even with anyone who ticks you off.  Especially from the Elves.  God you really hate the Elves...
 Combat: Bad Kitties excel at causing fear and debuffing opponents.  Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.  Besides why should you fight when there are meat shields for that.
 Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort.  They aren't subtle or complex.  They also like curses.  Curses let them screw with people at will.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch.  The Cat Burglar Guilds sometimes help out but even they find you spooky.  After all you tend to let the curses fly a lil too freely...

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades.  Something about them spooks people.  Little things like their habit of making people poop themselves.  
 Daily Life: You get up, steal breakfast.  Maybe rob a few people or do some stuff.  Steal lunch.  Nap.  Scare a few more people before stealing dinner.  When night comes then you have your real fun...
 Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town.  Believed to be the familiar of an Evil Witch he himself had a hand in putting down, he uses the reputation to his benefit.  Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
 Organizations: Bad Kitties have no real organization.  Even when they band together to help one another they pretty much fight as a mass of individuals, and go their own way after.  Most Guilds hire them on an as is basis, usually for revenge purposes.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you.  Being confused with the Breathsuckers occasionally doesn't help.  But your also a butthead, so lets face it you wouldn't be terribly popular anyway.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive.  Even their allies don't trust them completely.  Trouble and weirdness follow them wherever they go.  
 Adaptation: With a little adaptation this could fit into a horror campaign.  Many mythological witches or monsters turn into cats.
 Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night.  Or maybe the cat that is watching them every time they look out the window.  Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares  the crap out of them.  And then curses them loudly in a human voice.  And then sneaks into their room at night and wakes them up by staring at them while they are sleeping.  And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +2 (+5 KF), Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC x, touch x, flat-footed x (+2 Size, +2 Dex, )
hp 70 (12 HD)
Fort +7, Ref +7 (+10 KF), Will +10
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Hexblade's Curse 6/day (Swift Action, Save DC is 22), Boo (Fear, Eyebite), Don't Cross My Path (1 Year)
Combat Gear
Spells Known 1st (DC 15, 1/day): Protection from Good/Law
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 18
Abilities (KF) Str 3, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+4), Kitty Magic (Innocence, Let Sleeping Kitties Lie), Dark Companion, Armored Mage (Medium), Black Cat (Shadow Merge)
Feats Ability Focus (Curse), Black Cat, Empower Curse, Extra Curse, Jibba Jabba, Weapon Finesse, Spell Penetration (B) (Curse Feats are from Dragon Magazine 339)
Skills Bluff +6, Climb +3, Hide +6, Intimidate +12, Knowledge (Arcana) +4, Listen +5, Move Silently +6, Spellcraft +4, Spot +5
Possessions




EPIC BAD KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Bad Kitty gains a Bonus Feat every 2 levels higher than 20th.


Litter Box Curse
"FRAAAAAAAP!"
 Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week.  Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode.  Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse.  If you have Greater Hexblade's Curse this increases the Penalty to -2/-4.  Once you get the Dire Hexblade's Curse this increases to -4/-6.


LOLCurse
MWUHAHA!
 Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
 Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability.  Once you get Greater Hexblade's Curse the Save DC fro this ability is +2 (+4 once you get Dire Hexblade's Curse).


Allergy Curse
"ACHOOO!!!"
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats.  They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave.  Remove Curse will dispel this effect.  Once you get Greater Hexblade's Curse the Save DC is 17 (19 once you get Dire Hexblade's Curse).


Scratching Post
Cats know you mean trouble...
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him.  Nothing will convince them to befriend him unless they are magically forced to.  Remove Curse will dispel this effect.  If you have the Greater Hexblade's Curse the Bonus is +6 (+8 if you have the Dire Hexblade's Curse).


Cross Not the Kitteh
"Toldja not to cross me pinky."
 Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
 Benefits: You may expend one daily use of your Hexblade's Curse Feat to create a path as you move this turn.  Each square you step on this turn is magically booby trapped invisibly for a number of rounds equal to your Charisma Modifier.  Anyone stepping on or through one of these squares must make a Willpower Save (Same DC as normal Hexblade's Curse), or lose any Luck Bonuses they may have.  If you have a Greater Hexblade's Curse they lose all Luck Bonuses they currently have as well as being unable to gain any Luck Bonuses from any other source until their curse ends (and the path is now 'trapped' for a number of hours equal to your Charisma Modifier).  If you have the Dire Hexblade's Curse you can negate any one type of Bonus, not just Luck (and the path remains trapped for 24 hours).  Once the path has successfully curse someone it is safe to walk through again.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
 Prerequisites: Kitty Form, Hexblade's Curse
 Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, beautiful women of any species except his own find your victim incredibly sexy.  The further removed from your own species they are, the worse it is.  For example if you are a human, a Frost Giant woman might take no for an answer.  If you have been confronted with a female Aboleth however, there's trouble ahead.  Your Charisma based skills have a -2 Penalty (-4 if you have Greater Hexblade's Curse, -6 if you have Dire Hexblade's Curse) against all women not of your species as they don't view you as intelligent or worthwhile, just doable.  Until they bed you their alignment is effectively Neutral Evil as they will consider any act to get you.  This effect is permanent until removed by Remove Curse or a similar spell.  Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339.  The Hexblade here is using the creators suggested fixes. http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?post_id=332210466#332210466
« Last Edit: August 21, 2010, 04:14:22 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #482 on: August 15, 2010, 06:34:53 AM »
The Bad Kitty and it's Feats are revised

BEAR WRASSLER


   
"Heeeeeere bearsie bearsie bearsie..."

 Not all Cat Burglars Guilds are purely urban.  Some disguise themselves as traveling actors or circuses.  The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters.  He's also cheap muscle for the Guild.  You wrestle bears and other animals for the public's amusement (usually an Awakened Animal who is your partner).

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class.  Or at least certain anger management issues.  It helps being friends with a bear too.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Rage, Kitty Magic (A Cat's Ego)
   Feats:  Tomcat, Improved Grapple
   Skills:  Perform (Wrasslin) 6 Ranks


Bear Wrassler Skills
 The Bear Wrassler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Let's Wrassle! (+4)
2. +2     +3     +3     +0    Wrasslin Feat
3. +3     +3     +3     +1    Mah Momma Knew How To Snuggle
4. +4     +4     +4     +1    Let's Wrasle! (+6)
5. +5     +4     +4     +1    Wrasslin Feat
6. +6     +5     +5     +2    Mah Daddy Was The MAN!
7. +7     +5     +5     +2    Wrasslin Feat
8. +8     +6     +6     +2    Let's Wrassle! (+8)
9. +9     +6     +6     +3    Wrasslin Feat
10.+10    +7     +7     +3    Mah Grandaddy Was Part Chupacabra


Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Let's Wrassle(Ex): At first level you get a +4 Competence Bonus to all Grapple checks.  This increases to +6 at level 4, and to +8 at level 8.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, 7th, and 9th levels: Baatorian Basher, Calico Bomb, Cheetah Rage, Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Dropping the Big Yak, Eberronian Pomegranate Masacree, Faerunian Eel Lock, Fold/Spindle/Mutilate, Glom, Improved Initiative, Improved Trip, Leopard Rage, Lion Rage, Mexican Hairless Jamboree, No One Escapes the Monkey Lock, Prone Attack, Siamese Thunder Buster, Stop Hitting Yourself, Tabby Twister, The Dutch Oven Hold, The Flying Snuggle Attack, The Plastic Surgery Face Hold, The Pudding Hold, Tiger Rage, Touch of the Yeti

Mah Momma Knew How To  Snuggle(Ex): You are taught the many small secret holds of your profession.  The Ankle Cracker, the Stomach Lock, the Pooping Spleen.  Call the attack what you will, it's darned effective.  Whenever you successfully Pin an opponent in a grapple, you do +1d10 damage per round the Pin is maintained..  If you roll a 20 on the opposed Grapple check your opponent is also Sickened for 1d4 rounds. This attack can only be made against living creatures who have a discernable anatomy.

Mah Daddy Was The MAN!(Ex): You are taught the secret throws and takedowns of your profession.  The Grovenian Troutbuster, the Tiger Suplex, the Halfback Brain Squishie.  Whatever it is, and however you do it, after the maneuver is performed both you and your opponent are prone, and he's the worse for wear.  To do this you must make a successful Grapple check. They take 2d6 damage plus your Strength modifier, and you are both prone. If you succeed by 10 or more on the grapple check he is also Stunned 1d3 rounds and you still maintain the Grapple after the attack is made.

Mah Grandaddy Was Part Chupacabra (Su): You add your Charisma modifier to all grapple checks, and to all damage rolls made by grapple attacks as an untyped Bonus.

PLAYING A BEAR WRASSLER
 Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin' will decide to get uppity).  At the appropriate level you may wish to take the Leadership Feat so you can have an Awakened Bear Cohort.....Or maybe you'll wish to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin' interview in style..
 Combat: Your a grapple monkey pure and simple.  You find a target, latch on, and do some damage.  If you have the Bear Cohort you even get to double team (cheatin' is good!).
 Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely.  After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own.  When traveling you can rely on your brother Bear Wrasslers (or fans) to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
 Most people believe your a magical carnival animal that performs tricks and wrestles larger creatures for their amusement.  The unlucky few who owe your Guild money know what the backside of your paw looks like though.
 Daily Life: You spend your days performing tricks for the rubes, and your nights beating the more unfortunate ones senseless.  You also party as hard as a poor carny can.
 Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit.  She has wowed many an audience of late, and may compete in the World Championship Kitty Wrasslin' circuit this year. 
 Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals.  They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
 Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe.  On the other hand you're loved by the crowds.  You may even have a small measure of fame. 
BEAR WRASSLERS IN THE GAME
 Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name.  Other than that you shouldn't be too disruptive to add to a campaign.
 Adaptation: Personally I think this class is a little more out there than the others.  This is definitely a humor campaign only.
 Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
EL 12: The PC's are stunned watching a small cat apparently wrestling a black bear into submission.  They're even more stunned when a carny hands the party rogue a paper saying "Pay Big John the money you owe him, or tonight the cat comes for you".


Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +3, Spot +4, Low Light Vision
Languages Common, Gnome
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch 10, flat-footed 19 (-2 Rage, +2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC KF Raging x, touch x, flat-footed x (-2 Rage, +2 Size, +5 Dex, )
+4 Dodge Bonus against Giants
AC KiF x, touch x, flat-footed x (+4 Size, +6 Dex, )
AC KiF Raging x, touch x, flat-footed x (-2 Rage, +4 Size, +6 Dex, )
+4 Dodge Bonus against Giants
hp 63 hp (12 HD), 87 hp Rage
Fort +11 (+13 Raging), Ref +11 (+14 KF, +15 KF), Will +4 (+6 Raging)
+2 on Saves vs Illusions, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee
Base Atk +11, Grp +18 (+15 KF, +14 KiF, additional +2 during Rage)
Atk Options +1 on Attack rolls vs Kobolds/Goblinoids, Rage 2/day, Let's Wrassle +4, Mah Momma Knew How to Snuggle, Mah Daddy Was the Man
Combat Gear
Spell-Like Abilities Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals 1/day, Caster Level 1st
-----------------------------------------------
Abilities Str 13 (17 Rage), Dex 14, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities KF Str 7 (11 Rage), Dex 20
Abilities KiF Str 5 (9 Rage), Dex 22
SQ Purr, Kitty Form (Kitten Form), Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Fast Movement
Feats Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike, Tomcat, Clever Wrestling (B), Close Quarters Fighting (B)
Skills Balance +6, Bluff +7, Climb +5, Craft (Alchemy) +1, Hide +6, Intimidate +7, Jump +5, Listen +3, Move Silently +6, Perform (Wrasslin) +9, Spot +4, Survival +4, Tumble +6, Use Magic Device +7
Possessions



Trademark Feats

No One Escapes the Monkey Lock! (Trademark)
It is unwise to grapple you....
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

Fold, Spindle, Mutilate (Trademark)
Your finishing maneuver is incredibly gruesome..
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How to Snuggle attack, your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or take 1 point of Constitution damage.  This is a Supernatural ability.

The Flying Snuggle Attack (Trademark)
Banzai!!
 Prerequisites: Mah Momma Knew How to Snuggle, Glom
 Benefits: When you perform a Grapple after a Bull Rush or Charge, you get a cumulative +1 bonus to the Grapple check for each 5' you traveled.  This allows you to make a Grapple Attack at the end of a Charge as well.

The Plastic Surgery Face Hold (Trademark)
Not in the face!!!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: You wrap yourself around your victims face blinding him.  When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Blinded for as long as you maintain the hold.  This is a Supernatural ability.

The Dutch Oven Hold (Trademark)
Bad Kitty!!!!!!!!!!
 Prerequisites: Mah Momma Knew How to Snuggle
 Benefits: When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifier) or be Sickened for as long as you maintain the hold.  This is a Supernatural ability.


Touch of the Yeti (Trademark)
Soooooo cooold....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Cold damage instead of physical.  This is a Supernatural ability.

Faerunian Eel Lock (Trademark)
It's quite shocking....
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Electricity damage instead of physical.  This is a Supernatural ability.

The Pudding Hold (Trademark)
Eeeeewwwwww...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Momma Knew How to Snuggle attack it does Acid damage instead of physical.  This is a Supernatural ability.

Tabby Twister (Trademark)
He's gonna walk with a limp from now on...
 Prerequisites: Mah Daddy Was the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or his movement is halved for 1 day.  This is a supernatural ability.  A Heal or Regeneration Spell or similar magic will cure this immediately.

Calico Bomb (Trademark)
Is his neck supposed to be at that angle???
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Dexterity Damage as well.  This is a Supernatural ability.

Mexican Hairless Jamboree (Trademark)
Nothing says fear like a hairless cat wearing a Luchadore mask performing this maneuver...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack you may move your opponent to any square bordering the one you are in, and he is Stunned 1 additional round.

Dropping the Big Yak (Trademark)
Ow....
 Prerequisites: Mah Daddy is the Man, Defensive Throw
 Benefits: If your foe charges you and you may attempt a grapple check as a free action without provoking an attack of opportunity.  If successful you may use your Mah Daddy Was the Man class feature.  In addition to the regular damage he also takes +1d6 damage for each Size Class he is bigger than you. You get to do this before he attacks, and he loses his attack this round.

Eberronian Pomegranate Masacree (Trademark)
Hope he didn't need to use that brain...
 Prerequisites: Mah Daddy is the Man
 Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Intelligence Damage as well.  This is a Supernatural ability.

Baatorian Basher (Trademark)
He's on fire!!!
 Prerequisites:Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Fire damage instead of physical.  This is a Supernatural ability.

Siamese Thunder Buster (Trademark)
Darn those Siamese...
 Prerequisites: Any 2 other Trademark Feats
 Benefits: When using your Mah Daddy is the Man attack it does Sonic damage instead of physical.  This is a Supernatural ability.

Glom
It's easier to grab people when you barrel into them...
 Prerequisites: Improved Bull Rush, Improved Grapple
 Benefits: If you make a successful Bull Rush attack you may immediately make a Grapple check as a free action without provoking an attack of opportunity.  Your grapple check gets a +2 Competence Bonus for  every 5 feet you push your opponent back.


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Let's Wrassle The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 18, 2010, 05:27:44 AM by bhu »

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #483 on: August 18, 2010, 05:54:58 AM »
BIG KITTY


   
"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas.  Very rural areas.  Or zoos.  You'd be surprised how many of them are on open display, right in front of people.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche, and a great deal of them are the leaders of less conventional Guilds.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Bigger Cat Form), Kitty Magic (Innocence, Paw at the Door), Enhanced Kitty Form (Strong Kitty Form)
   Feats:  Cattitude, Improved Toughness
   Skills:  Intimidate 4 Ranks, Knowledge (Local) 6 ranks


Class Skills
 The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Kitty Form (Dire Kitty)
2. +1    +3     +0     +0    Multiattack
3. +2    +3     +1     +1    Pounce
4. +2    +4     +1     +1    Enhanced Kitty Form (Big Boned)
5. +3    +4     +1     +1    Improved Multiattack
6. +4    +5     +2     +2    Improved Grab
7. +5    +5     +2     +2    Mighty Roar
8. +5    +6     +2     +2    Kitty Form (Housecat)
9. +6    +6     +3     +3    Rake
10.+7    +7     +3     +3    Fat Cat


Weapon Proficiencies: Big Kitties gain no new weapon or armor proficiencies.

Kitty Form (Su): At 1st level you gain Dire Kitty Form (see Cat Burglar Base Class).

At 4th level you gain a new Enhanced Kitty Form called Big Boned.  You now gain the Powerful Build ability while in Kitty Form, as well as a +2 Circumstance Bonus to Grapple Checks.

At 7th level you gain Housecat Form (see Cat Burglar Base Class).

Multiattack : At 2nd level you gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : At 5th level you gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): At 6th level if you successfully hit with your claw or bite attack in Kitty Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity.  If you succeed you may do your bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : At 7th level you gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): At 9th level when you successfully Grapple or Pounce you gain two secondary Rake attacks.  Damage is the same as  your claw attack.

Fat Cat (Ex): At 10th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).  You now also have the Powerful Build ability all the time, not just in Kitty Form.

 
PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy.  And the craziest rich people want the most exotic pets.  That's where you come in.  Abnormally large housecat's (or just wild cats) are fairly exotic.  And crazies tend to like cats anyway... And so you as leader of a powerful criminal organization find yourself on display as "Baby Foo Foo".  Tragic.
 Combat: Try to set yourself up as a Charge and Grapple machine to take advantage of your eventual size and abilities.  You've got plenty of weight, learn to throw it about.
 Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open.  Many don't have the patience for the second option.
Resources: As usual you have the Cat Burglar Guilds to rely upon.  In fact many Big Kitties are the heads of some Guilds.  So you get first choice of bling!

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all.  You are the pampered pet/prisoner of some noble.  Unless you head your organization, in which case you have a lot of teeny cats dropping by...
 Daily Life: Your daily life isn't all that different from most Cat Burglars.  However since you have more of a likelihood of being caged you have more urge to destroy things than usual...
 Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo.  He uses it as his headquarters.  It's a small guild, but he hopes to expand it by seducing the wealthy visitors to the zoo.  Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo.  The Guild lets him out when they need people to be disappeared.
 Organizations: Big Kitties usually take the Leadership Feat.  They need a little extra help to pull off the impersonation of a caged lion and make it look good.

NPC Reaction
NPC's are generally stupified by you.  You have fools who think your some sort of monster on the one hand, and people who assume your just a big kitten on the other.  But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in good standing with the common man.  Now if it were just easier to smuggle out.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare.  Regular cats are in far more demand as pets, so only Guilds based in a Nobleman's private zoo or in rural areas usually have them.
 Adaptation: This one is pretty silly.  Probably only good for equally silly campaigns.
 Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo.  One of which is a very large cat.  Which winks at you.  And then the teeny cats around his cage mosey over.  And one of them sits down a slip of paper.  It begins with "Why hello thar".  Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+8 KF, +7 BC, +5 BiC/DK), Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex,)
AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
AC BiC x, touch x, flat-footed x (+1 Dex, +2 Natural, )
AC DK x, touch x, flat-footed x (+1 Dex, +3 Natural, )
hp 61 hp (12 HD), 95 as DK
Fort +7 (+9 DK), Ref +7 (+10 KF, +9 BC, +7BiC/DK), Will +3  
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +11 (+5 KF, +9 BC, +16 BiC, +21 DK)
Atk Options Pounce
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Abilities KF Str 10, Dex 18
Abilities BC Str 12, Dex 16
Abilities BiC Str 22, Dex 12
Abilities DK Str 24, Dex 12, Con 17
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat, Bigger Cat, Dire Kitty), Kitty Magic (Innocence, Paw at the Door), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Enhanced Kitty Form (Big-Boned, Mean Kitty, Strong Kitty)
Feats Big Cat on the Block, Big Paw, Cattitude, Improved Initiative, Improved Toughness, Leadership, Improved Multiattack (B), Multiattack (B)
Skills Bluff +11, Climb +5, Diplomacy +7, Gather Information +7, Hide +5, Intimidate +12, Jump +7, Knowledge (Local, Nobility) +5, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +4, Tumble +5, Use Magic Device +6
Possessions



EPIC BIG KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Big Kitty gains a Bonus Feat every 2 levels higher than 20th

Big Paw
You are adept at smooshing those smaller than you.
 Prerequisites: Dire Kitty Form
 Benefits: You gain a cumulative +1 bonus to attack and damage rolls for each Size Class smaller than you your opponent is.

Smite Mousie
Hehehehehehehe
 Prerequisites: Big Paw
 Benefits: 3 times per day you can Smite any creature smaller than you are.  You gain a Bonus to attack and damage rolls equal to your Charisma Modifier. You must declare you are using the Smite before rolling.

Big Cat on the Block
"You talkin' to me??"
 Prerequisites: Dire Kitty Form
 Benefits: You do not take Size penalties to AC or attack rolls in Dire Kitty Form (or any larger Kitty Form).
« Last Edit: August 20, 2010, 05:05:24 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #484 on: August 20, 2010, 04:48:07 AM »
Big Kitty is done.  Since it received more changes than the others I await feedback on it.

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #485 on: August 20, 2010, 05:02:42 AM »
Fat Cat needs to be adjusted.  The level is ten, and you've stated that a Cat Burglar can have any number of Enhanced Kitty forms at a time so the second half isn't a benefit anymore.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #486 on: August 20, 2010, 05:06:01 AM »
I fizxed.  The second part means you no longer need to be in kitty form to gain the benefits of Powerful Form

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #487 on: August 20, 2010, 12:29:59 PM »
I fizxed.  The second part means you no longer need to be in kitty form to gain the benefits of Powerful Form

I see that now that you've reworded it.  Not that it would affect Kintal much.   :p

Looks good to me.
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Re: Uncle Kitties Handbook O' Kittehs
« Reply #488 on: August 20, 2010, 09:13:56 PM »
Bhu, you're amazing. Your ability to churn out coherent, fun, and entertaining content in quantities that boggle the mind is almost inhuman.
Shh. My common sense is tingling. . .

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #489 on: August 20, 2010, 09:32:51 PM »
Bhu, you're amazing. Your ability to churn out coherent, fun, and entertaining content in quantities that boggle the mind is almost inhuman.
Of course it is. He's a kitteh, after all.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #490 on: August 21, 2010, 12:51:04 AM »
It helps that I has no life  :p

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #491 on: August 21, 2010, 04:47:15 AM »
Bad Kitty has a new Curse Feat you should check out


BREATHSUCKER


   
"Yeah I killed your baby.  You keep saying that like it's a bad thing.  He poos everywhere.  Everywhere.  You should thank me."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life.  They do this by stealing the breath of life from others.  To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Arcane Spells:  Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level.
   Skills:  Knowledge (Arcane): 8 Ranks 
   Feats: Spell Focus (Evil, Necromancy)
   Alignment: Must be Evil


Class Skills
 The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Steal Breath     +1 Level of Arcane Spellcasting Class
2. +1    +0     +0     +3                     +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3                     +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    Steal Breath     +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4                     +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    Steal Breath     +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6                     +1 Level of Arcane Spellcasting Class
10.+5    +3     +3     +7    Dark Soul Kitty  +1 Level of Arcane Spellcasting Class


Weapon Proficiencies: Breathsuckers gain no new weapon or armor proficiencies.

Steal Breath (Su): You may attempt to steal the life force of a victim.  Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents.  Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used.  At 1st level this power has the same effect if used on anyone.   At higher levels the effects differ depending on the age/health of the victim it's used against.  This power only works on living mortal beings capable of aging.  To use it you place your mouth next to your victims and inhale deeply.  this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well).  The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernatural ability.

At 8th level your options increase again.  If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day.  Your minimum age is your races starting age minus 10%.  If it would reduce you below this age, you may "pool" the remaining years.  Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead.  If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts.  Your type changes to Outsider (Native). You also gain the Evil subtype.  You no longer require food or water, and do not age.  You are immune to poison, disease, death, sleep effects, and fear effects.  To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do.  Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality.   In other words if you have spent 10 years as an Outsider, you lose 10 hp.  This damage is healed only when you have killed another 'innocent'.
 
PLAYING A BREATHSUCKER
Your goal is to live forever.  And be young forever.  To this end you kill anyone unable to resist you.  The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
 Combat: Breathsuckers don't fight.  They prey on the helpless only, and use spells to cover their escape if caught.  They are really only suitable as PC's in an evil campaign, or for players who are really good liars.
 Advancement: Breathsuckers usually concentrate on their ability to drain others above all else.  Secondary obsessions are escaping if caught and survival.  Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind.  Even the Cat Burglar Guilds dislike them.  Although occasionally they do make use of them to assassinate pretty bad people, but it's usually someone that the Breathsucker hates, and who is as evil as he is.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight.  As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to.  Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
 Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
 Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town.  He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat.  Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
 Organizations: Breathsuckers are rarely organized so well.  At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't. 

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game.  As well as causing serious paranoia.  This is why the Guilds hate them, they draw attention to cats, and make for bad PR.
 Adaptation: This one is actually pretty okay for a horror campaign.  As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
 Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits.  It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill.  The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+4 KF), Senses: Listen +x, Spot +x
Languages Common
------------------------------------------------
AC x, touch x, flat-footed   (+1 Dex, )
AC KF 24, touch 18, flat-footed 21 (+2 Size, +4 Dex, )
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Abilities KF Str 2, Dex 18
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2
Feats  Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Evil, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Concentration +8, Craft (Alchemy) +10, Diplomacy +8, Disable Device +8, Gather Information +8, Hide +8, Intimidate +8, Knowledge (Local, Nobility) +8, Knowledge (Arcana) +8, Move Silently +8, Open Lock +8, Search +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions

EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each  Level : 6 + int
Spells The Breathsuckers caster level continues to increase but he does not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: August 22, 2010, 02:14:21 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #492 on: August 21, 2010, 05:21:36 AM »
Breathsucker on a commoner kill spree could easily get enough (pooled) years to live for a century. (a level 20 char killing 1000 commoners is easy).
The basic rinse repeat of teleport in house, kill all people while they sleep, teleport back to which ever house you "Were in all night." Leads to massive bonuses.
During the day, Be a charismatic sorcerer who is improving the town. Leadership to get more people moving into your town. Or have your thrallherd friend supply you with a constant stream of easy to kill mooks.
I'm not complaining about it, just pointing out they gain far more than most from picking on the weak.
On that note, I now want to play a role reversed horror campaign. One where the players are the bad guys, and the Dm runs the forces of good.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #493 on: August 22, 2010, 02:38:45 AM »
BURLAP GUILD MEMBER


   
"You keep this up and I'll tell daddy on you."

 The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

BECOMING A BURLAP GUILD MEMBER
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars.  You're really sort of born into the Guild more than becoming a member of it.

 ENTRY REQUIREMENTS
   Class Abilities:  Breath Weapon, Kitty Form, Enhanced Kitty Form (Dragon Kitty)
   Feats:  Dragontouched, Spittin' Fury
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
   Special:  Must have been born into the Guild.  They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle.  Snobbish yes, but it works.


Class Skills
 The Burlap Guild Member's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +0    Hisssss, Spit
2. +1    +3     +3     +0    Family Inheritance
3. +1    +3     +3     +1    Tuffer Than the Average Kitteh
4. +2    +4     +4     +1    Hisssss
5. +2    +4     +4     +1    Family Inheritance
6. +3    +5     +5     +2    Tuffer Than the Average Kitteh
7. +3    +5     +5     +2    Hisssss
8. +4    +6     +6     +2    Family Inheritance
9. +4    +6     +6     +3    Tuffer Than the Average Kitteh
10.+5    +7     +7     +3    Death From Above

Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.
 
Hisssss (Su): You are particularly intimidating in Kitty Form for some reason.  When hissing or yowling at someone within 30' that person must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds if you are in Kitty Form.

At 4th level when using this ability it affects all living things in 45', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you charge.  Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day.  At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon.  At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter.  At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3.  This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average).  The Wings may be hidden or not at your option.  Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
 You are teh awesomes, and you know it.  Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally.  Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting.  Now if only you can find a way to exploit this...
 Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon.  Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully.  And if that doesn't work they fire people up and run for the hills (assuming Dad lives in the hills).
 Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament.  Plus they have to hide what they're up to from mom and dad occasionally.  Parents can be so disapproving when you intend to rob a powerful crime lord just for weekend giggles.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats.  Cats all over the place in that dragon bar..."
 Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all.  They tend to be mildly famous in human form just because of their name.  As kitties they have blessed anonymity though.
 Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame.  Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls.  So it ain't all bad.  At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
 Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Dragon, and spends much of his time trying to seduce the local women.  Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject).  She cares not for Roland.
 Organizations: The Burlap Guild is an organization.  It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
 NPC's assume you're a cat till you spew fire or acid or some such.  At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
 This PrC kind of implies it's members are famous, or at least their parents are.  Which may be a headache for some DM's.
 Adaptation: This is definitely a silly campaign PrC.  Dragon bars don't exactly scream seriousness.
 Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there.  Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl.  When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other.  Then they notice the PC's.  Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +6 (+9 KF), Senses: Listen +9, Spot +9
Languages Common, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +2 Natural, )
AC (KF) x, touch x, flat-footed x (+2 Size, +2 Dex, +2 Natural, )
hp 51 (12 HD)
Fort +9, Ref +11 (+14 KF), Will +7  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options Breath Weapon 2d6 (DC 22), Breath Effect (Frost Breath), Hisssss (DC 22)
Combat Gear
Invocations  Beguiling Influence, Deafening Roar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Enhanced Kitty Form (Dragon Kitty), Kitty Magic (I Must Shred This Paper), Burglaring (Uncanny Dodge), Scales +2, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Ability Focus (Breath Weapon, Hisssss), Dodge, Improved Initiative, Jibba Jabba, Spittin' Fury, Dragontouched (B)
Skills Appraise +5, Bluff +12, Concentration +8, Diplomacy +12, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Nobility) +6, Listen +9, Move Silently +10, Search +9, Sense Motive +9, Spellcraft +5, Spot +9, Tumble +6, Use Magic Device +8
Possessions



EPIC BURLAP GUILD MEMBER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Burlap Guild Member gains a Bonus Feat every 2 levels higher than 20th



Spittin' Fury
Your breath smells like peppermint and butt kicking!
Prerequisites: Breath Weapon as a Class Feature
Benefits: The Save DC of your Breath Weapon is based on your Charisma Modifier instead of your Constitution Modifier.
« Last Edit: September 16, 2010, 02:51:21 AM by bhu »

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #494 on: August 22, 2010, 04:12:20 AM »
Death From Above (Ex)
And you didn't name the sample NPC Spark?
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]

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #495 on: August 27, 2010, 04:56:57 AM »
CAT FU FIGHTER


   
"You dare insult a master of the art of Cat Fu?"

 Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons.  In other words they throw cats at people or use them as hand held cuisinart devices.  Yeah, they're a weird bunch...

BECOMING A CAT FU FIGHTER
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything
   Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
   Base Attack Bonus: +5
   


Class Skills
 The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Summon the Kittehs, Kitty Weapons
2. +2    +3     +3     +0    Improved Sleight of Hand (+2)
3. +3    +3     +3     +1    Show Off
4. +4    +4     +4     +1    Kitty Weapons
5. +5    +4     +4     +1    Improved Sleight of Hand (+4)
6. +6    +5     +5     +2    Show Off
7. +7    +5     +5     +2    Kitty Weapons
8. +8    +6     +6     +2    Improved Sleight of Hand (+6)
9. +9    +6     +6     +3    Show Off
10.+10   +7     +7     +3    Supahstah!


Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.
 
Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier).  They will stay for the duration of the encounter.  Where they've been hiding, and how they got where you are now is unimportant, they just show up.  Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One-handed Light weapons.  Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your (Unarmed strike damage plus Cat Fu Fighter Level divided by 3).  You may apply Weapon Feats to wielded cats as you would any other weapon (i.e. you can buy Improved Critical-Cat as a Feat). 

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5.  The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible.  Damage as a thrown weapon is 1d6 slashing damage (x2 on a Critical).

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action.  Make an Sleight of Hand check vs your opponents Spot check.  If successful you add your check result to the damage done.  If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex):  Since your fighting style relies on hiding Kitties in your clothing you become quite excellent at hiding them on your person.  At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): You and your cats have trained to perform interesting combat tricks.  At 3rd, 6th, and 9th levels you may choose 1 combat maneuver from the following list:

Kitty Makin' Biscuits: If you successfully hit your opponent with a Ranged Kitty Attack, he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or be Stunned 1 Round and Nauseated 1d3 rounds after.  If the Save is successful he is merely Nauseated 1 Round.

Little Kitty Tripper Upper: If you successfully hit your opponent with a Ranged Kitty attack, you may immediately make a Trip Attempt (your Dex vs his Strength) as a Free Action without provoking an Attack of Opportunity (and if you fail they do not get an attempt to Trip you back).  The Trip attempt uses your Size modifier, not the Kitties.

Facehugger: If you successfully hit your opponent with a Ranged Kitty Attack, they must make a Fortitude Save (DC is 10 plus half hit dice plus Dexterity modifier) or be Blinded for 1d3 rounds.  If the Save is successful, he is Dazed 1 round instead.  If a "1" is rolled on the Save, the victim is permanently Blinded.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d3 damage per Kitty you have on your person, and providing a +1 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: You have become an expert at hiding Kitties in your voluminous yet sturdy sleeves.  Any round in which you make a successful Sleight of Hand vs your opponents Spot check you may increase your normal Sneak Attack damage by +2d6.

Sneaky Nibbles: You have become an expert at hiding Kitties on your person in general.  If you make a successful Sleight of Hand check vs your opponents Spot check the critical threat range for your Kitty Weapons increases to 18-20 for the rest of the round (they never see it coming).  You may Full Attack while using this ability.

Swarm Defense: Whenever an opponent attempts to Grapple you, you get an Attack of Opportunity (even if your opponent has Improved Grapple or Improved Grab) with your Kitty Weapon attack as your Kitties leap from your robes to defend you. 

Presents for Daddy: You may make a Ranged Disarm attack to knock something from your opponents hand.  This does not damage your Kitty, nor does it take an Attack of Opportunity.  If the Disarm is successful whatever was in the opponents hands is now held by the Kitty, who will be returning to you posthaste.


Supahstah! (Ex): Choose any 1 Show Off Maneuver.  The Save DC if it is Kitty Makin' Biscuits or Facehugger, increases by +4.  If it requires an Opposed check you get +4 to the roll.  If it gives you an Attack of Opportunity you are +4 on that attack roll.  You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
 Learn to be mysterious and use Bluff as much as possible.  You always want people to believe you are capable of more things than you actually are.   Never give a straight answer, never be straightforward, always take the long way to get to your point.  Wear roomy clothes you can hide lots of stuff in.  And by stuff we mean cats. 
 Combat: You have learned to wield kitties as extensions of your own body.  It confuses and disorients people, so concentrate on it just to mess with them.  Besides flinging cats into peoples faces is damn funny.
 Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town.  Cause that gets the women in droves.  Fighting is okay, but hot women are better.  Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise..."
 People luv the Cat Fu Fighters.  They pretend to be arrogant, cool, and unreachable.  It's all to get the local women to swoon when they show up of course.  And of course they indulge in some fighting, but that's only for effect to increase their rep.
 Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect.  This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
 Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer.  Just ask him anytime.  Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader.  And the Town Elders.  And the Governor.  And  several other people just for giggles.
 Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
 NPC's love you.  You're like a local folk hero.  Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
 Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight.  This can make for problems if you let the player hog the limelight, as it may annoy the other players.  Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign. 
 Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
 Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight.  They may even be paid ahead of time to choreograph it to make the CFF look good.  Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good.  he claims it's to impress his girlfriends dad so he'll let them marry.  It goes well, but soon they find that they've been scripted as the evil villains in his charade.  There's also a rash of robberies and crimes laid at their door.  Has he been framing the PC's?  Will they make it out of town alive?  Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated.  Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+6 KF), Senses: Listen +9, Spot +9, Low Light Vision
Languages Elf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +3 Dex, )
hp 52 (12 HD)
Fort +9, Ref +12, Will +4
+2 vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +11 (+7 KF)
Atk Options Summon the Kittehs, Kitty Weapons, Show Off (Kitty Makin' Biscuits, Facehugger)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form, Cat Powah +3, Improved Sleight of Hand +4, Kitty Magic (Innocence)
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse, Brutal Throw (B), Point Blank Shot (B), Power Attack (B)
Skills Balance +7, Bluff +9, Climb +4, Gather Information +7, Hide +7, Intimidate +7, Jump +4, Knowledge (Local) +4, Listen +9, Move Silently +7, Sleight of Hand +9, Spot +9, Tumble +11, Use Magic Device +7
Possessions


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: August 28, 2010, 05:12:38 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #496 on: August 28, 2010, 05:42:45 AM »
CATNIPPER


   
"Herbs for sale! Herbs to heal the pain! Herbs to cure diseases! Herbs to make your husband a man again! Herbs for sale!"

 Catnippers are herbalists and healers.  They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances.  They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others).  They're also a little crazy from constant exposure to toxins and from sampling their experiments.

BECOMING A CATNIPPER
You'll need at least 1 level of Cat Burglar, and some kind of spellcasting class for the Alchemical studies.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, must be able to cast Arcane or Divine  Spells
   Skills:  Craft (Alchemy, Poisonmaking) 4 ranks, Knowledge (Arcane, Nature) 4 ranks
   Feats:  Brew Potion, Spell Focus (Enchantment is common, but it can be any school).


Class Skills
 The Catnipper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Enhanced Potion Brewing, Poison Use
2. +1    +0     +3     +3    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
3. +1    +1     +3     +3    Enhanced Poison Crafting, +1 level of spellcasting class
4. +2    +1     +4     +4    Enhanced Potion Brewing
5. +2    +1     +4     +4    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
6. +3    +2     +5     +5    Enhanced Poison Crafting, +1 level of spellcasting class
7. +3    +2     +5     +5    Enhanced Potion Brewing
8. +4    +2     +6     +6    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
9. +4    +3     +6     +6    Enhanced Poison Crafting, +1 level of spellcasting class
10.+5    +3     +7     +7    Meister Herbalist, +1 level of spellcasting class


Weapon Proficiencies: Catnippers gain no new weapon or armor proficiencies.
 
Enhanced Potion Brewing (Su): At 1st level the Catnipper learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan as a Bonus Feat.

Poison Use (Ex): Catnippers are well trained in the handling of poisons and never risk accidentally poisoning themselves.

No I'm Not Crazy, Why Do You Keep Asking? (Su):  At 2nd level you're a little whacked out from all the chemicals and such you've been exposed to.  Plus you've occasionally tasted your latest potion to see what it does.  Probably not a good move on your part.  You gain a Bonus on all Saving Throws against Illusion or Enchantment spells equal to your Charisma Bonus, but take a similar penalty on all Wisdom based checks (except Spot and Listen).

At 5th level you get a Bonus on all Fortitude Saves equal to your Charisma Bonus, but take a similar Penalty to all Charisma based checks (except Intimidate and Use Magic Device).

At 8th level you are pretty much living in your own world.  You take no damage from spells from the Illusion school.

Enhanced Poison Crafting (Ex): At 3rd level Inhaled or Ingested Poisons created by the Catnipper have their Save DC's increased by +2.

At 6th level the Catnipper's Inhaled and Ingested Poisons do +1 damage per die.  For example if the poison does 1d6 Con it now does 1d6+1.  If it does 2d6 it now does 2d6+2.

At 9th level the Save DC's of the Catnipper's Inhaled or Ingested Poisons increases by an additional +2.

Meister Herbalist (Ex): You make exceptionally potent potions.  All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat.  If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.

PLAYING A CATNIPPER
 Catnippers are master herbalists, and many are also minor spellcasters as well.  They tend to study just enough magic to be able to make their potions and herbal remedies, and maybe perform a few neat tricks when they need a way out of a jam.  The real threat is the potions they can make.  Their labelling system is usually known only to their maker so if you drink anything in their vicinity the Gods know what will happen next.
 Combat: Catnippers aren't really combatants, but they can enhance those who are.  Or poison them, one of the two.
 Advancement: Advancement depends on what the Alchemist has been sampling and what weird whim he gets one night at 3 am.  Seriously they're a weird bunch.  Some are out to heal the world, and some are out to burn it down.  Some just want to remember what the hell happened last night and why they now own 3 metric tons of bananas.
Resources: Catnippers always have the Guilds to rely on, and if their abilities are known perhaps a local rich patron or two...

CATNIPPERS IN THE WORLD
"Man, don't eat any of Bob's brownies.  I had two or three of them last night and woke up married to an Orc chick."
 People are usually happy to see you.  You have the herbs necessary to help with life's little complaints that the Clerics can't be bothered to use spells for.  Plus you tend to be cheaper than them, and your customers don't have to pay lip service to your deity.
 Daily Life: Much of your day is devoted to searching for/buying/trading/selling herbs and potions.  You get to funnel money to the Guild this way legally, and make a nice chunk for yourself as well.  Depending on your alignment you also have opportunities to heal or harm people.
 Notables: Marie Lamartine (CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6) is ranked among the expert poisoners of the world.  Juan Martinez (Cat Burglar 3/Druid 3/Catnipper 6) is a local herb farmer, and healer of note.
 Organizations: The Catnippers are like an organization inside an organization.  They usually try to remain in close contact with one another, and trade recipes and new ideas and information.

NPC Reaction
 NPC reaction will vary depending on whether they know what you are, and what side of the law they're on.  Authorities frown on people selling deadly nightshade as "a sleep aid". 

CATNIPPERS IN THE GAME
 While the obvious joke is the idea of the Catnipper as a parody of a marijuana dealer, they aren't just potheads.  They do have actual uses, and care more about their fellow Guild Members than using illicit substances.  Most are actually more like the Vodoun Houngans who have mastered using poisons to achieve effects.
 Adaptation: Catnippers are written for a silly campaign, but they could also go in a horror campaign that had some pretty black humor.
 Encounters: PC's can encounter Catnippers as herbalists or healers, or if they need to buy poison, or perhaps they require some sort of mind altering substance.  They may find out the poisons being used on them come from one and he has the antidote as well.

Sample Encounter
EL 12: One of the PC's has been poisoned with a rather nasty hallucinogen, and they are told a local woman can cure him...for a price.  She wants a particular book from someone who isn't willing to sell.  Breaking into the house of this aforementioned someone the PC's learn their benefactor is the only one supposed to be capable of making the poison that's infected their friend. Hmm...


Marie Lamartine
CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6
Init +1 (+4 KF), Senses: Listen +8, Spot +6
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
hp 37 (12 HD)
Fort +3, Ref +8 (+11 KF), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 3 (DC 16)
4th: 1 (DC 17)
Caster Level 7th
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 14
Abilities KF Str 3, Dex 19
SQ Purr, Kitty Form, Cat Powah +2, Feline Empathy, Cat Familiar,
Feats Extend Spell, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Illusion, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +14, Concentration +5, Craft (Alchemy, Poisonmaking) +7, Diplomacy +8, Gather Information +8, Hide +11, Knowledge (Arcane, Local, Nature) +13, Listen +8, Move Silently +11, Search +7, Sense Motive +6, Spellcraft +7, Spot +6, Survival +8
Possessions

EPIC CATNIPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells The Catnippers Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Catnipper gains a Bonus Feat every 4 levels higher than 20th



Base Potion Prices

Spell Level Clr, Drd, Wiz   Sor   Brd 

4th         1400            1600  2000
5th         2250            2500  3250
6th         3300            3600  4800


Cost to Make

Clr, Drd, Wiz
4th: 700GP, 28 XP
5th: 1125 GP, 45 XP
6th: 1650 GP, 66 XP

Sor
4th: 800 GP, 32 XP
5th: 1250 GP, 50 XP
6th: 1800 GP, 72 XP

Brd
4th: 1000 GP, 40 XP
5th: 1625 GP, 65 XP
6th: 2400 GP, 96 XP
« Last Edit: August 30, 2010, 04:22:41 AM by bhu »

veekie

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #497 on: August 28, 2010, 07:34:00 AM »
I wonder how a Cat Burglar multiclass with this works.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #498 on: August 28, 2010, 04:36:07 PM »
THis gives me ideas...

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #499 on: August 29, 2010, 01:47:25 AM »
I know a bunch of good classes for crossovers. I can't post them now, as I am at my cousins house w/crappy internets, but possible tomorrow.