Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191061 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #540 on: September 16, 2010, 05:02:51 AM »
POCKET KITTY


   
"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government.  They disappeared and went underground to await revenge.  Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced.  And a little too proud for their own good.  As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket.  They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Kitten), Kitty Magic (Innocence)
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
 

Class Skills
 The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Cat Radar
2. +1    +0     +3     +0    Pocket Feat
3. +2    +1     +3     +1    Camouflage Kitty
4. +3    +1     +4     +1    Cat Radar
5. +3    +1     +4     +1    Pocket Feat
6. +4    +2     +5     +2    You can't see me
7. +5    +2     +5     +2    Pocket Feat
8. +6    +2     +6     +2    Cat Radar
9. +6    +3     +6     +3    Hide in Plain Sight
10.+7    +3     +7     +3    Master of the Unseen

Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing. 

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius.  If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, Lightning Reflexes, Mobility, Pocket Dimension, Quick Reconnoiter, Anonymous Kitty, Practiced Kitty

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Kitten Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move.  If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitten Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in other forms.  Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in.  Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy.  You excel at hiding and squeezing into tight spaces to observe events.  It is said the masters of this style of Cat Burglary can hide inside a woman's bra without her notice.  I guess with magic anything is possible...
 Combat: Pocket Kitties aren't fighters, they're watchers.  You're the advance team who finds things out before the fighting (or massive theft) goes down.
 Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon.  And whatever you can steal from the nobility when they aren't paying attention and calling you "Mommies little foofums".

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair.  Very rare.  Cost me a lot of money."
Most people have no idea you exist.  They think of you as a pet for rich fops.  And you are a pet, you just dabble as a revolutionary as well (or is that the other way 'round?).
 Daily Life:You are a pampered pet of the pampered rich.  You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes in order to bring about their downfall.  You also steal food and supplies for the poor too.
 Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down.  Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
 Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.  This has it's good and bad sides as you won't be killed, but people also hope to exploit you for rewards.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying.  They will work best in a roleplaying heavy campaign with little combat.
 Adaptation: This one is kinda bizarre.  Probably a silly campaign only thing.
 Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion.  They'll probably find a few in their clothing somewhere.

Sample Encounter
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom.  At times you'd almost swear the cats more intelligent than he is.  The damn thing seems to be everywhere, including in your armor!

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+6 KF, +7 KiF), Senses: Listen +x, Spot +x
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
AC KiF x, touch x, flat-footed x (+4 Size, +7 Dex, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF, +17 KiF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF, -9 KiF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities KF Str 3, Dex 22
Abilities KiF Str 2, Dex 24
SQ Kitty Form (Kitten), Purr, Feline Empathy, Cat Powah +1, Kitty Magic (Innocence, Stubborn Kitty), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Enhanced Kitty Form (Spidercat, Swift Kitty), Cat Radar, Camouflage Kitty, You Can't See Me
Feats Dodge, Mobility, Pocket Dimension, Run, Weapon Finesse, Practiced Kitty (Paw at the Door, Super Stubborn Kitty)(B)
Skills Bluff +16, Gather Information +9, Hide +18, Knowledge (Local, Nobility) +9, Listen +18, Move Silently +18, Search +16, Spot +18, Use Magic Device +10
Possessions



Pocket Dimension
Kitty likes to play Peekaboo.
 Prerequisites: Pocket Kitty Level 3 or Schrodinger's Kitty
 Benefits: You may use the spell Teleport 3 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another.  Your disappearance and arrival in unnoticed as the spell has no visual or audible effects.  The exception is whoever's apparel you were in, if he knew you were there.  He may get a Spot Check to notice you gone.


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.
« Last Edit: September 17, 2010, 04:41:24 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #541 on: September 17, 2010, 05:00:36 AM »
PROFESSIONAL MOUSER


   


 Professional Mousers are professional blackmailers really.  They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them.  And of course supplemental payments to ensure they stay gone...

BECOMING A PROFESSIONAL MOUSER
Most Professional Mousers have a few levels of Cat Burglar and Druid.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Spellcasting:  Must be able to cast Dominate Animal and Summon Swarm
   Feats:  Animal Affinity, Leadership (Must have Awakened Mouse or Rat as Cohort)
   Skills:  Bluff 4 ranks, Handle Animal 8 ranks, Knowledge (Nature) 8 ranks


Class Skills
 The Professional Mouser's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Acting), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Rat Friend
2. +1    +0     +3     +3    Call Rats, +1 level of Divine Spellcasting Class
3. +2    +1     +3     +3    +1 level of Divine Spellcasting Class
4. +3    +1     +4     +4    Rat Friend
5. +3    +1     +4     +4    Call Rats, +1 level of Divine Spellcasting Class
6. +4    +2     +5     +5    +1 level of Divine Spellcasting Class
7. +5    +2     +5     +5    Rat Friend
8. +6    +2     +6     +6    Call Rats, +1 level of Divine Spellcasting Class
9. +6    +3     +6     +6    +1 level of Divine Spellcasting Class
10.+7    +3     +7     +7    Say Hello To My Little Friend, +1 level of Divine Spellcasting Class

Weapon Proficiencies: Professional Mouser's gain no new weapon or armor proficiencies.
 
Rat Friend (Sp): At 1st level you can cast Mass Charm Animal 3 times per day as a Spell Like Ability.  This is the same as the Charm Animal spell, except you can charm one or more animals no two of which must be more than 30' apart (you can Charm a maximum of your level times 2 in Hit Dice), and lasts 1 day/level.  It only works on rodents (mice, rats, etc).  You may also control rat swarms if you summon them with the Summon Swarm spell.  If your Druidic Animal Companion is a Dire Rat, your Druid and Mouser Levels stack for purposes of determining it's abilities.

At 4th level you can cast Mass Dominate Animal 3 times per day as a Spell Like Ability.  This is the same as the Dominate Animal spell, except you can charm one or more animals no two of which must be more than 30' apart(you can Dominate a maximum of your level times 2 in Hit Dice), and lasts 1 day/level.

At 7th level you can cast Awaken once per day as a Spell Like Ability, but only on rodents.

Call Rats: You may "lose" a prepared spell to cast a Summon Monster spell of the same level.

At 2nd level you may lose a 3rd level spell to cast Summon Monster III, but you can only summon 2d6 Fiendish Dire Rats, 1d4 Ash Rats, or a Lesser Cranium Rat Swarm.

At 5th level you may lose a 4th level spell to cast Summon Monster IV, but you can only summon 2d4 Were Rats (this is the example CR 2 Wererat).

At 8th level you may lose a 5th level spell to cast Summon Monster V, but you can only summon 4d6 Fiendish Dire Rats, 2d6 Ash Rats, or an Average Cranium Rat Swarm.

Say Hello To My Little Friend (Sp): Once per week you may do one of the following: Awaken (as per the spell) all Rodents within 100 feet, transform all Rats within 500 feet into Moonrats (see MMII), or cast Summon Monster IX (you summon a Dire Rat with the Titanic Template, see MMII).  Awakened or transformed rats are not necessarily loyal to you (particularly the Moonrats), but the giant one is as per the summoning spell.

PLAYING A PROFESSIONAL MOUSER
 You're smart, unlike the local peasantry.  Or the ruling classes either for that matter.  They'll listen to anything you have to say, no matter how unlikely once they trust you.  And if not, you can always get the rats to make them trust you again.   And if that doesn't work you can curse the city with evil Moonrats (or Kaiju rats).
 Combat: Combat isn't really what you are built for.  You can summon swarms and critters to help defend you, but you prefer to stay out of the fight yourself.
 Advancement: Since you are a blackmailer, concentrate on your social skills (you'll need them) and things that will get you out of trouble in a tight spot when you get caught. 
Resources: Aside from the Guilds resources the Professional Mouser usually has a network of awakened rodents as spies of some sort.  It's amazing what they can turn up sometimes...

PROFESSIONAL MOUSERS IN THE WORLD
"Apparently the mice are on his side.  What kind of self respecting mouse teams up with cats to blackmail an honest, hard working despot?"
 Mousers tend to be lonely except for their awakened critter friends.  After all they lie on a pretty constant basis, so close relationships are difficult for them among anyone but other thieves.
 Daily Life: You spend your days casing towns and villages for good marks.  You need people with some extra money, and a livelihood that can be threatened by rodents.  Sometimes you also support the odd revolution against truly evil rulers.
 Notables: Boots (CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6) is the consummate PM.  A scam artist without peer in his country.  Puss (CE Female Elf Cat Burglar 1/Druid5/Professional Mouser 6) is a Mouser who threatens people with being eaten by rats if they fail to pay up.
 Organizations: Professional Mousers usually belong to a Guild or are solo operators.  Most really don't have an organization backing them, but they're tendencies to blackmail others mean many organizations often end up hunting them.

NPC Reaction
 NPC's either tend to hail you as their savior or curse you as the devil incarnate.  It's rare that they find any middle ground between these two extremes.

PROFESSIONAL MOUSERS IN THE GAME
 This class is kinda odd for an adventuring type.  But they do have a sort of built in spy network traveling with them so they can be useful.
 Adaptation: In some ways this could be used for a dark campaign too.  Silly works better, but it'll make for an interesting horror villain.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's room is infested with rats.  A large cat routs the horde, and as the PC's cheer it calmly says "That'll be 50 gold please."


Boots
CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6
Init +1 (+3 CF, +4 KF), Senses: Listen +7, Spot +7
Languages Common, Druidic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
AC CF , touch , flat-footed    (+3 Dex, +1 Natural, )
hp 47 (12 HD)
Fort +6, Ref +9 (+11 CF, +12 KF), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 16
Abilities KF Str 3, Dex 18
Abilities CF Str 8, Dex 16
SQ Purr, Feline Empathy, Kitty Form (Catfolk), Cat Powah +3, Animal Companion (Dire Rat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day, Rat Friend (Mass Charm Animal 3/day, Mass Dominate Animal 3/day), Call Rats
Feats Animal Affinity, Augment Summoning, Extend Spell, Jibba Jabba, Leadership, Spell Focus (Conjuration), Weapon Finesse.
Skills Balance +5, Bluff +8, Climb +3, Concentration +5, Diplomacy +8, Escape Artist +6, Forgery +6, Gather Information +8, Handle Animal +11, Hide +6, Knowledge (Nature) +9, Knowledge (Local) +6, Listen +7, Move Silently +6, Perform (Acting) +8, Sense Motive +8, Spellcraft +5, Spot +7
Possessions



EPIC PROFESSIONAL MOUSER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells: Your caster level continues to increase, but you do not gain extra spells per day.
Rat Friend: Your Dire Rat Companions abilities continue to increase with Epic Levels in a manner similar to the Druids (see DMG).
Bonus Feats: The Epic Professional Mouser gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: September 20, 2010, 04:48:06 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #542 on: September 18, 2010, 04:47:05 AM »
SANDA'S LITTLE HELPERS


   
"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar Guilds to act as his personal scouts and spies.  It's a little difficult to secretly pass through the woods when all the pine trees are hiding cat saboteurs.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar.  You could also take a few levels in Scout, Ninja, or Rogue.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
   Feats: Track
   Base Attack Bonus: +4 BAB

Class Skills
 The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Swift Tracker, Sniffer
2. +1    +0     +3     +0    Camouflage
3. +2    +1     +3     +1    Trackless Step, Whiskers (+2)
4. +3    +1     +4     +1    Move Like the Wind
5. +3    +1     +4     +1    Track the Trackless
6. +4    +2     +5     +2    Improved Scent, Whiskers (+4)
7. +5    +2     +5     +2    Dark Vision 60'
8. +6    +2     +6     +2    Hide in Plain Sight
9. +6    +3     +6     +3    Uncanny Scent, Whiskers (+6)
10.+7    +3     +7     +3    Dark Vision 90', Specialty

Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks.  The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'.  At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Hide the Path, Legend Lore, Veil, Probe Thoughts, Transport Via Plants, or True Seeing.  Once chosen your stuck with your spell of choice. (See Spell Compendium for some spells)

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc.  Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.  Delivering the right message at the right time is better than prematurely revealing yourself.
 Combat: You are not a combat monster.  Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
 Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization.  Military organizations with masses of supplies, hopefully guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!  Hidin' in the trees just a'waitin' fer us ta screw up!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards.  People tend to love or hate you with not much in between.
 Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
 Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) currently works as a mercenary for the Elven host.  Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) is currently a sheriff in a small country village.
 Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on.  Many law enforcement and military organizations (and adventurers guilds) make use of your skills.  You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat.  If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily.  But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
 Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
 Encounters: PC's should never realize hey have encountered a Little Helper.  After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us.  He was in my tent when I woke up this morning just sitting there watching me sleep.  Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 BC, +8 KF), Senses: Listen +x, Spot +x, Scent
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
hp 54 (12 HD)
Fort +5, Ref +14 (+16 BC, +17 KF), Will +5 
Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +9 (-2 KF, +3 BC)
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities KF Str 4, Dex 20
Abilities KF Str 6, Dex 18
SQ Purr, Feline Empathy, Kitty Form (Big Cat), Cat Powah +2, Kitty Magic (A Cats Prowess), Trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Keen-Eared Scout, Mouser, Telling Blow, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +10, Climb +8, Gather Information +10, Hide +10, Knowledge (Geography, Local, Nature, Nobility) +6, Listen +10, Move Silently +10, Search +8, Spot +10, Survival +14, Tumble +10
Possessions

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each  Level : 6 + int
Whiskers: Beginning at Level 23 and every 3 levels thereafter you gain an additional +2 to Survival Checks.
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 20, 2010, 03:35:19 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #543 on: September 20, 2010, 04:21:23 AM »
SHORT PAW CLAN


   
"Softee Paw Kung Fu is for sissies!  Short Paw Kung Fu rules!"

 The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind.  Screw blackmailing people they're out to beat them up.  What kind of ninja kitteh doesn't attack people in the night?

BECOMING A SHORT PAW
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Sudden Strike +2d6
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
   Skills:  Concentration 6 ranks, Tumble 6 ranks
   Special:  Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
 The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Short Paw Kung Fu (Paw of Horrifying Death)
2. +1    +0     +3     +0    Bad Reputation +2
3. +2    +1     +3     +1    The Fine Art of Kicking ___
4. +3    +1     +4     +1    Short Paw Kung Fu (Paw of Instructional Dismemberment)
5. +3    +1     +4     +1    Bad Reputation +4
6. +4    +2     +5     +2    The Fine Art of Kicking ___
7. +5    +2     +5     +2    Short Paw Kung Fu (Paw of Gentle Rebuke)
8. +6    +2     +6     +2    Bad Reputation +6
9. +6    +3     +6     +3    The Fine Art of Kicking ___
10.+7    +3     +7     +3    Paw of the Fluffy Kitten


Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.
 
Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death.  In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks.  By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and all Enemies within 20 feet (including the guy hit) must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment.  As before this isn't as horrible as it sounds.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain.  Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke.  This one is actually kinda bad.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by.  For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 25 feet.  If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks.  This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip.  In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack.  The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power).  The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition.  The strike does normal Unarmed Strike damage plus an additional 50 points of damage.  If the opponent Charged this round it does +5 damage.  If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage.  If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage.  If the opponent is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage.  If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage.  If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round.  All these modifiers stack.  So if an opponent is Shaken, Feebleminded, and Stunned (and happens to be a Barbarian during Rage) he takes +90 damage.

PLAYING A SHORT PAW
 You were born to beat people up.  You relish being able to beat down lumbering, thuglike samurai with a single paw.  And you let them know it to.  Every day.  In every way possible.  Especially when they're sleeping...
 Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu.  Not much point in being a butt-kicker for hire if you can't actually kick butt.  You also has that reputation to uphold.
 Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans.  they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
 Short Paws are generally feared and mistrusted, mostly cause you make sure of it.  You want the bad rep cause it makes the job easier.  Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them.  You have inherited the cat's laziness to a degree.
 Daily Life: 5 am: Rose for training in the garden.  Sifu sent Brother Hanzo through a wall with one blow.  It was awesome!!
7 am: Stole breakfast from butthead who overcharges the locals. 
9 am: More training.  Sifu sent me through a wall.  Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation.  Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us.  Then it's nappy times.
 Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master.  He hopes to have his own school someday.  Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
 Organizations: The Short Paw Clan pretty much is an organization unto itself.  You gotta be family though, or well liked by them.  And they're mighty picky about prospective members outside the family.

NPC Reaction
 NPC's generally hold you in awe for your mighty kitty kung fu prowess.  Plus you whoop the local nobles.  That alone gets you kudos.

SHORT PAWS IN THE GAME
 This class may tend to make the PC's a tad wary of cats.  Which they should be.  Darn sneaky critters them cats.
 Adaptation: This one is definitely for silly campaigns.  Kung Fu kitties just doesn't seem right in a serious one.
 Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect.  Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord.  They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic.  Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again.  The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+5 KF), Senses: Listen +15, Spot +15
Languages Common, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +6 Wisdom, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, +6 Wisdom, )
hp 48 (12 HD)
Fort +3, Ref +13 (+16 KF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities KF Str 3, Dex 20
SQ Feline Empathy, Kitty Form, Purr, Cat Powah +1, Kitty Magic (Swift Paws, You Are My New Best Friend), Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Versatile Unarmed Strike, Weapon Finesse
Skills Balance +7, Bluff +6, Climb +4, Concentration +6, Escape Artist +7, Hide +14, Intimidate +11, Jump +4, Knowledge (Local) +7, Listen +15, Move Silently +14, Spot +15, Tumble +8, Use Magic Device +7
Possessions




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.



The Look
Man that cat really makes me nervous...
 Prerequisites: Black cat, Nekochan, or Tomcat
 Benefits: Intimidate is always considered a class skill for you.
« Last Edit: September 21, 2010, 03:11:53 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #544 on: September 21, 2010, 03:38:07 AM »
http://www.youtube.com/watch?v=5M9U9ll-vVk

SON OF PINKY


   
"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds.  When ankles need bitten they get called.  When overly inquisitive locals need scared off, they do the scaring.  When someone needs their butt handed to them, they do the handing.  They are tuff kittehs.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living.  The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them.  They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Kitty Form
   Feats:  Tomcat, Practiced Kitty (A Cat's Ego)
   Base Attack Bonus:  +5
 

Son of Pinky Skills
 The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Ragin' Kitty Feat, ROWR!
2. +2     +3     +3     +0    Magical Kitty
3. +3     +3     +3     +1    Strong Kitty (+2)
4. +4     +4     +4     +1    Ragin' Kitty Feat
5. +5     +4     +4     +1    Pouncies
6. +6     +5     +5     +2    Strong Kitty (+4)
7. +7     +5     +5     +2    Ragin' Kitty Feat
8. +8     +6     +6     +2    Rippin' Fury
9. +9     +6     +6     +3    Strong Kitty (+6)
10.+10    +7     +7     +3    Little Tiger


Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 7th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

ROWR!: Your barbarian and Son of Pinky Levels stack for purposes of determining how many times per day you can Rage.

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take.  For example in regular Kitty Form you are now only -4 Str.

This increases to +4 at 6th level. 

At 9th level it increases to +6.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 8th level you get the Improved Grab ability.  If you succeed with a  claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity.  If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite!  The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.
 
PLAYING A SON OF PINKY
 You are truly one angry little furball.  You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people.  But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe.  And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before.  Now if only people would stop laughing at you.  You wouldn't cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
 Combat: As a Son of Pinky you are pretty straightforward.  You run up to trouble and start munching.  Eventually as you get better at grappling you grab hold before the munching attack and fang away.  Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes.  They never see it coming from a teensy lil kitty. 
 Advancement: Most Sons of Pinky are pretty content as they are.  They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up.  Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity.  Neighbors will either love them or hate them depending on how they relate to them personally.  Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
 Daily Life: You  spend much of your time lounging about the Guilds various headquarters fuming or practicing for the daily hissing fit.  Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them.  Oh the glorious biting....  You are also sometimes loaned as a bodyguard.
 Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6).  A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sonofa_____.  Has single-handedly given the Sons of Pinky a bad name in most areas by destroying all in his path.  Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6).  She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position.  Spends much of her time looking after the cities elderly and vulnerable when not at work.  Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

 Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part.  Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky.  A sudden, brutal attack at knee level.  You therefore tend to make people nervous if they know what you are.  Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight.  Especially those who like to charge to get up close and personal. 
 Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
 Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions.  Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
EL 12: The PC's have been hired to guard a nobleman's house.  A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes.  The small cat looks at them disapprovingly, before crushing a ceramic gnome with it's paw.  For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 BC, +5 KF), Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch x, flat-footed x (-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, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
AC BC Raging x, touch x, flat-footed x (-2 Rage, +1 Size, +4 Dex, )
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+13 KF), Will +5 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Melee Raging
Base Atk +11, Grp +14 (+16 Raging), +13 KF (+18 Raging), +14 BC (+19 Raging)
Atk Options Rage 3/day, Magical Kitty, Strong Kitty +4
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities KF Str 14 (18 Raging), Dex 20, Con 12 (16 Raging)
Abilities BC Str 16 (20 Raging), Dex 18, Con 12 (16 Raging)
SQ Trap Sense +1, Fast Movement, Purr, Feline Empathy, Kitty Form, Cat Powah +2
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Practiced Kitty (A Cat's Ego), Tomcat, Mad Foam Rager (B), Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B)
Skills Climb +6, Hide +7, Intimidate +9, Listen +4, Move Silently +7, Spot +4, Survival +7, Tumble +9, Use Magic Device +9
Possessions




EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22.  This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: September 22, 2010, 04:39:24 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #545 on: September 21, 2010, 09:42:53 PM »
Niiiiiice....  :thumb :sparta

konner09

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #546 on: September 21, 2010, 10:24:50 PM »
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

I became insane, with long intervals of horrible sanity. - edgar allen poe

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #547 on: September 22, 2010, 05:03:09 AM »
THE BLACK PAWS


   
Traditional theme song of the Black Paw Clan:

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend.  Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets.  The other ninja clans call you lazy.  They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Spidercat), Kitty Magic (Innocence), Ghost Step
   Feats:  Nekochan, Jibba Jabba
   Skills:  Gather Information 8 Ranks, Listen 8 Ranks
 

Class Skills
 The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Ki Power (Mark)
2. +1    +0     +3     +0    Sneaky Ninja Bonus
3. +2    +1     +3     +1    Anonymous Kitty (+4)
4. +3    +1     +4     +1    Ki Power (Awareness)
5. +3    +1     +4     +1    Sneaky Ninja Bonus
6. +4    +2     +5     +2    Anonymous Kitty (Take 10)
7. +5    +2     +5     +2    Sneaky Ninja Bonus
8. +6    +2     +6     +2    Ki Power (Stealth)
9. +6    +3     +6     +3    Anonymous Kitty (Take 20)
10.+7    +3     +7     +3    Ninja Master

Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways.  The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less.  The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first.  You cant leave a message in this fashion but you can leave a trail.  Detect Magic will show these marks just like Arcane Mark would show up, but they are perfectly visible to anyone with a Level of Black Paw.

At 4th level you gain the Awareness Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent).  This bonus lasts for your next roll.

At 8th level you gain the Stealth Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently.  This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot.  You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip.  At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks.  At 6th Level you may always Take 10 on Gather Information Checks.  At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts.  You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Greater Invisibility a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known.  You like being known.  Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public.  Including shouting the closet skeletons of people who have angered you from the rooftops.  Or pooping in unlikely places.  Or visiting the women's baths.  Ooooh the baths...
 Combat: Like most ninjas you'll rely on stealth and hit and run tactics.  No frontline tanking for you.  You do get to use Sleight of Hand to slip home made explosives into people's pants though.
 Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar.  Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles.  So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them.  You are the worlds first stalkerazzi!
 Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip.  Unlike real ninjas who are busting their butt killing people.  Or so the other ninjas say...
 Notables: Thum Vu (CN Female Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva.  Everyone goes to her for the latest news.  Even the nobles she sometimes rats out.  Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace.  The Guild considers him a liability, and may be thinking of having him 'retired'.
 Organizations: The Black Paws are a fairly wide ranging clan.  They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you.  The word hate needs to be triple underlined.  Because if they have any embarrassing habits you know them.  If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail.  Commoners on the other hand love you.  You embarrass the people they can't touch.  You mock the aristocracy in full view in public and get away with it.  And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers.  They like causing chaos by airing peoples dirty laundry in public.   Be assured if your BBEG has any secrets they'll find it and spread it around.
 Adaptation: I'm not sure about this one.  You might actually find a use for it in a non silly campaign.
 Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy.  You wanna know what your girlfriend is up to right now?  Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+5 KF), Senses: Listen +10, Spot +10
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF)
Atk Options Sudden Strike +2d6, Poison Use
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Tiny Str 4, Dex 20
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +2, Kitty Magic (Bouncies!, Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Adaptable Flanker, Combat Reflexes, Jibba Jabba, Nekochan, Vexing Flanker, Weapon Finesse
Skills Bluff +10, Diplomacy +10, Disable Device +9, Escape Artist +8, Gather Information +10, Hide +8, Knowledge (Local, Nobility) +9, Listen +10, Move Silently +8, Open Lock +6, Search +6, Sense Motive +6, Spot +10, Tumble +8, Use Magic Device +8
Possessions



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: September 24, 2010, 03:28:35 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #548 on: September 22, 2010, 11:58:09 PM »
I think of that theme song as to the tune of "London bridge is falling down". Is that correct?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #549 on: September 23, 2010, 01:43:36 AM »
i didn't have a theme in mind, but that fits so well I'm gonna run with it :D

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #550 on: September 23, 2010, 03:39:32 AM »
reserved
« Last Edit: September 23, 2010, 03:41:08 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #551 on: September 23, 2010, 04:02:19 AM »
THE FAMILIAR


   
"Meow.  Meow meow meow meow meow."

You have morphed your Familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the Familiar due to your Cat Burglar training.  GENIUS!

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form,
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.  Must have a Familiar.
   Skills:  Knowledge (Arcane) 6 ranks
   Special:  Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
   Feat: Jibba Jabba
 

Familiar Skills
 The Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Meet Big Fat John         +1 level of existing Arcane spellcasting class
2. +1    +0     +0     +3    Familiar Spell Reversal   +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Enhanced Familiar         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Enhanced Familiar         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5                              +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6                              +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Enhanced Familiar         +1 level of existing Arcane spellcasting class
10.+5    +3     +3     +7                              Bob Iz Family, +1 level of existing Arcane spellcasting class

Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.
 
Meet Big Fat John (Su): Due to the ritual you have undergone, your Familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your Familiar on yourself.  For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your Familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance.  These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
 Combat: You aren't a blaster.  You're a sneak thief, combat is somebody else's job.  That doesn't mean that you don't have combat spells, but you aren't optimized for it.  Your Familiar on the other hand...  He's been known to whup some ass...
 Advancement: You can go several different ways with this class.  You can concentrate on making your familiar ultra powerful and sending him into the fray.  You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon.  And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your Familiar scares the hell outta me for some reason.  Somethin' weird bout that cat..."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate.  Your Familiar then passes himself as a low level spellcaster while you follow him in and case the joint.  In between assignments you act as magical backup if the authorities come calling.
 Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery).  Your Familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments.  If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
 Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief.  Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
 Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city.  Most people find it odd that so many of the Wizards and Sorcerers there have kitty Familiars, but to each his own.  While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall.  After all you place anyone with a familiar into question, and they don't like that.  Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name.  But that's okay because people suck.  Cats are better (and kitty mages are the bestest).
 Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
 Encounters: Usually people will encounter you as your 'Masters' wee lil' kitty.  Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker.  It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you.  Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Undercommon, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 33 (12 HD)
Fort +4, Ref +8 (+11 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options
Combat Gear
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 21
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +3, Kitty Magic (Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Watchcat), Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +15, Concentration +6, Diplomacy +15, Gather Information +15, Hide +7, Knowledge (Arcana) +7, Knowledge (Local) +6, Listen +13, Move Silently +7, Search +6, Sense Motive +14, Spellcraft +7, Spot +7
Possessions



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level.  He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar.  At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature.  It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance.  It's mental stats are now equal to 10 plus your Charisma modifier. 

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has  the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now Medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better.  Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has  the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities).  It also now provides a different type of bonus based on it's new appearance.


Code: [Select]
[b] Master's Level     Powers[/b]
  1-2                Mindlink, Alert Duo, Share Spells
  3-4                Channel 1
  5-6                Tag Team +3
  7-8                Channel 2
  9-10               Tag Team +4
  11-12              Channel 3
  13-14              Tag Team +5
  15-16              Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it.  The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell.  At this point you may cast 0, 1st or 2nd level spells through your Familiar.  You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus.  It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks.  Everyone trusts grandma.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight.  Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc.  Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage, ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar. 
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma!  Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not.  Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part.  Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your Familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your Familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away.  For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent.  He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks.  And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your Familiar appears to be a completely average and forgettable guy/gal.  Both you and your Familiar gain a +3 bonus on Move Silently checks.  No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your Familiar appears to be a performer of some kind (usually a singer). Both you and your Familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your Familiar appears to be a stereotypical, physically weak intellectual with  his nose in a book all the time. Both you and your Familiar gain a +3 bonus on Knowledge (Arcane) checks. 
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your Familiar appears to be someone whom animals respond to well.  A crazy old cat lady, or a ranger or druid perhaps. Both you and your Familiar gain a +3 bonus on Handle Animal checks. 
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your Familiar appears to be an obvious criminal. Both you and your Familiar gain a +3 bonus on Knowledge (Local) checks. 
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your Familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your Familiar gain a +3 bonus on Knowledge (Religion) checks. 
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your Familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind.  Maybe even a garden variety alcoholic. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks. 
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your Familiar appears to be an evocation specialist, Warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks. 
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.
« Last Edit: September 24, 2010, 03:39:08 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #552 on: September 24, 2010, 04:12:13 AM »
Okay, I've thought some of the Epic PrC's would be better starting as a regular one, so here is the Cheshire Cat.  Please be patient as I revise :D

CHESHIRE CAT


   
"Oh you can't help that.  We're all mad here.  I'm mad.  You're mad."

 Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them.  And stealing and lying, and possibly touching others in an impure manner, but they vehemently deny that last part...

BECOMING A CHESHIRE CAT
The class requires Invisibility, so that pretty much means you'll need the Cheshire Cat form.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Cheshire Cat)
   Skills:  Bluff 6 ranks, Hide 8 ranks, Move Silently 8 ranks, Sense Motive 6 ranks
   Feats:  Alley Kat, Jibba Jabba
   Alignment:  Must be Chaotic, cannot be Good


Class Skills
 The Cheshire Cat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), 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     +0    The Art of Invisibility
2. +1    +0     +3     +0    The Art of Confusion
3. +2    +1     +3     +1    The Art of Mockery
4. +3    +1     +4     +1    The Art of Invisibility
5. +3    +1     +4     +1    The Art of Confusion
6. +4    +2     +5     +2    The Art of Mockery
7. +5    +2     +5     +2    The Art of Invisibility
8. +6    +2     +6     +2    The Art of Confusion
9. +6    +3     +6     +3    The Art of Mockery
10.+7    +3     +7     +3    We All Go A Little Mad Sometimes


Weapon Proficiencies: A Cheshire Cat gains no new weapon or armor proficiencies.
 
The Art of Invisibility (Su): At 1st level the Invisibility ability you gain via Cheshire Cat Form  now acts like the spell Greater Invisibility instead.  You have learned to lie and tell the world it can't see you, and it has agreed.

At 4th level you gain Spell Resistance equal to (10 plus your Hit Dice) against spells from the Divination school as well as any power effect that would reveal you such as Glitterdust, Invisibility Purge, etc.

At 7th level you become invisible or visible as a Swift Action instead of a Standard Action.

The Art of Confusion (Su):  At 2nd level the Cheshire Cat has learned to tell lies about better things than being visible, and talking with one is dangerous.  Any opponent who engages the cat in conversation must make a Willpower Save or be Confused as per the spell (Save DC is 10 plus 1/2 HD plus Cha Modifier).  The Cat can choose not to use this effect when talking to people.  The opponent must be able to hear the Cheshire Cat and understand the language used, or the Cheshire Cat must have Telepathy in some form to use this ability.  If the Save is successful the Cheshire Cat must wait one minute before making another attempt.  He may use this ability a number of times per day equal to his Charisma Modifier.

At 5th level if the opponent the Cat is talking with fails the Save he is permanently Confused as per the Insanity spell.

At 8th level if the opponent the Cat is talking with fails the Save he is affected by the spell Maddening Whispers instead (unless the Cheshire Cat wishes to inflict him with a lesser effect, see Spell Compendium for spell description).

The Art of Mockery (Su): At 3rd level a Cheshire Cat can enrage an opponent to the point of stupidity by simply mocking him in conversation.  If the Cat talks to an opponent as a Standard Action it can choose to enrage him, and he must make a Willpower Save to avoid the effect (Save DC is 10 plus 1/2 HD plus Cha Modifier).  If he fails he receives a -1 to all rolls for the duration of the encounter, and he has a 20% chance to fail any roll or cast any spell if it involves the Cheshire Cat himself.  He may use this ability a number of times per day equal to his Charisma Modifier.

At 6th level the penalty increases to a -2 to all rolls, and a 35% miss chance.

At 9th level the penalty remains the same as 6th level, but the opponent takes (3d6 plus Charisma Modifier) damage due to the stress.

We All Go A Little Mad Sometimes (Su): At 10th level the Cheshire Cat may begin to swirl in and out of visual sight in various patterns, disorienting opponents.  At will as a Standard Action any living being within 60' that can see the Cheshire Cat is considered Flat-Footed until it decides to turn this ability off unless it makes a successful Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier).  It can't become invisible while doing this, but all opponents take a -4 penalty to all attack and damage rolls against it (this stacks with penalties they may take form the Art of Mockery).  This is Sight Dependent and requires your opponents to be able to see you.

PLAYING A CHESHIRE CAT
 Screwing with people's minds is what you live for.  You fade in and out of view, sometimes only partially visible.  And you never give a clear, honest answer to any question.  Ever.  It's foreign to your nature.  If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong
 Combat: Combat? Hah! Only losers are required to fight.  You're invisible.  You can fart on Asmodeus and he'd never know! (Well maybe...)  Feel free to insult just about anything, and then go poof.
 Advancement: Cheshire Cats, being that they've mastered invisibility, are fairly lazy when it comes to advancement.  If being a loony is a profession you can advance in, they're masters.  Or they're lazy douchebags.  Guess it depends on who you talk to.
Resources: You can steal whatever you need.  No one can see you, so you can pretty much get away with anything.

CHESHIRE CATS IN THE WORLD
"You're not all there are you?"
 Cheshire Cats interact with the world by causing it to have mental issues.  They set around in trees completely destroying the sanity of whoever happens by through surreal conversation.  Few Cat Burglar Guilds are 'lucky' enough to have one, and those that do realize what a truly valuable resource he is. 
 Daily Life: Usually you just set in a tree, and chat with whoever walks by with the sole intent of messing with them.  Sometimes you sow chaos and disorder on a mass scale for fun.  Or travel to Hell and whisper strange things in the ears of the Devil Lords while they're busy once you go Epic. 
 Notables: Teehee (CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a typical Cheshire Cat meddler, lunging about waiting to hurt the minds of innocent bystanders.  Felicia (CE Female Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a tad more nasty, and sometimes eats passers by...
 Organizations: Cheshire Cats sometimes head a Cat Burglar Guild, but usually they're loners who've given up professional thievery for being layabouts.

NPC Reaction
 NPC reactions to Cheshire Cats vary.  Most of them being some variation on frustration or confusion.  Not many of them like to hang out with the Cheshires, except possibly potheads who seem to think they're Zen Masters or something. 

CHESHIRE CATS IN THE GAME
 This one gives a player free license to raise hell with your campaign.  be sure to allow it responsibly.
 Adaptation: This one can be adapted to several styles of campaign, probably either horror or comedy.
 Encounters: Cheshire Cats can be found just about anywhere, usually in unsuspected moments.  If the PC's are trying to find one, they probably won't.  However if they're butt deep in Soul Larvae in the Penthouse Suite of Demogorgon's personal dungeon, it's guaranteed that there will be at least one in the vicinity to make their torment somehow worse.

Sample Encounter
EL 12: The PC's see a large smiling cat in a tree on the way to town.  After he says hello, the Wizard is foolish enough to ask him how he's doing.  Let the games begin...


Teehee
CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6
Init +1, Senses: Listen +x, Spot +x
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +12 (+15 KF), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (+9 Small, +4 Tiny, +0 Diminutive)
Atk Options Sneak Attack +3d6, Art of Confusion (DC 22), Art of Mockery (DC 20)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +4, Scamper Bonus, Burglaring (Sneak Attack +1d6), Enhanced Kitty Form (Cheshire), Kitty Magic (Missed Me!, Swift Paws), Trap Sense +1, Trapfinding, The Art of Invisibility (SR 22),
Feats Ability Focus (Art of Confusion), Alley Kat, Dodge, Jibba Jabba, Spectral Skirmisher, Weapon Finesse
Skills Balance +7, Bluff +22, Climb +5, Gather Information +13, Hide +19, Intimidate +10, Jump +5, Knowledge (Local, Nobility) +7, Listen +8, Move Silently +19, Sense Motive +8, Spot +8, Tumble +7, Use Magic Device +22
Possessions



EPIC CHESHIRE CAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Cheshire Cat gains a Bonus Feat every 2 levels higher than 20th


New Kitty Feats

Improved Mockery
Messing with peoples heads is an art form.
Prerequisites: Art of Mockery, Bluff or Intimidate 8 ranks
Benefits: The Penalty cause by your Art of Mockery ability is increased by -2 (i.e. if it was a -2 it's now a -4). 

Epic Invisibility
You have mastered the art of fibbing to the world and telling it you don't exist.
Prerequisites: Art of Invisibility, Hide 30 ranks, Move Silently 30 ranks
Benefits: Your invisibility now mimics the spell Superior Invisibility (see Spell Compendium), and you become immune to any spell/power/effect that would reveal you such as Glitterdust, Invisibility Purge, See Invisibility, or True Seeing unless the caster is higher level than yourself.

Epic Confusion
Talking to you is an exercise if futility, or as you prefer to call it an Epic Fail.
Prerequisites: Art of Confusion, Cha 20, Bluff 24 ranks
Benefits: You may now use the Art of Confusion ability at will.

Epic Mockery
You don't understand why you aren't more popular.
Prerequisites: Art of Mockery, Cha 20, Bluff or Intimidate 24 ranks
Benefits: The miss chance victims of your Art of Mockery ability increases to 50%, and you may now use the Art of Mockery at will.

Epic Madness
THE COLORS!!  THE PRETTY, PRETTY COLORS!!! AHAHAHAHAHA!!
Prerequisites: We All Go A Little Mad Sometimes, Cha 20, Bluff 24 ranks
Benefits: Victims of your We All Go A Little Mad Sometimes ability do not get a Saving Throw to avoid it's effects
« Last Edit: September 27, 2010, 04:39:10 AM by bhu »

The_Mad_Linguist

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #553 on: September 24, 2010, 10:41:21 AM »
Wait, how does the cheshire cat prc interact with the cheshire cat race?

Is this like a feral shifter feral shifter or a beguiler beguiler?
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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #554 on: September 25, 2010, 12:19:10 AM »
and the cheshire cat kitty form enhancement?

The_Mad_Linguist

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #555 on: September 25, 2010, 12:33:36 AM »
Basically I'm up to my neck in cheshire.  The level is just growing cheshire and cheshire every moment.  I've gotten more cheshire than chebilbo. 
Linguist, Mad, Unique, none of these things am I
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #556 on: September 26, 2010, 06:58:31 AM »
Cheshire Cat updated  :p

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #557 on: September 26, 2010, 01:58:06 PM »
At 7th level while you are Invisible, opponents you attack are Denied their Dexterity Bonus to Armor Class.
They would be without this ability. Invisible means all your foes are flat footed, which denies Dex to AC.
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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #558 on: September 26, 2010, 06:38:13 PM »
Yeah I know, it's gettin' replaced.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #559 on: September 27, 2010, 05:09:53 AM »
THE GRASSHOPPER SOCIETY


   
Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw.  Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH (BEEEEEP) GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore.  You know that right?"

The Grasshopper Society are a group of Monks devoted  to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it.  Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar.  Being a loon helps too...  Since the Chaos Monk is 3.0 and hasn't been revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (Option A), or use the revised class I have posted on the BG Forums (Option B).  http://brilliantgameologists.com/boards/index.php?topic=3372.0

A word of warning, it's a little less restrained than my usual stuff and is nsfw.

 ENTRY REQUIREMENTS (Option A)
   Class Abilities:  Kitty Form, Flurry of Blows, Ki Strike (Magic)
   Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
   Alignment: Must be Chaotic.


 ENTRY REQUIREMENTS (Option B)
   Class Abilities:  Kitty Form, Body in Flux, Chaos Strike (Magic)
   Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
   Alignment: Must be Chaotic.

Class Skills
 The Grasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Scratchum, Softee Paw Mastery
2. +1    +0     +3     +3    Fuzzy Mind
3. +2    +1     +3     +3    Missed Me
4. +3    +1     +4     +4    Greater Flurry
5. +3    +1     +4     +4    Fuzzy Mind
6. +4    +2     +5     +5    Missed Me Again
7. +5    +2     +5     +5    Supah Flurry
8. +6    +2     +6     +6    Fuzzy Mind
9. +6    +3     +6     +6    Your Kung Fu Is Weak
10.+7    +3     +7     +7    Fuzzy Master

Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls.  Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state.  At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 8th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws.  Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.
 
Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex):  This is identical to the Monk ability listed on page 40 of the PHB.  If using my version of the Chaos Monk you also gain the Flurry Ability.  If not using Option A you get a +2 Circumstance Bonus to AC when using Flurry.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked.  If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury.  As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent.  Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko.  Wise one minute, raving the next, perhaps suicidal tomorrow.  People should definitely not have a handle on how to deal with you.  It makes it easier to manipulate them.
 Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms.  It mostly consists of flailing claw strikes and maliciously biting anything within reach.  Some think of it less of a martial art and more of a hissy fit.
 Advancement: Advancement for the Grasshoppers is an odd road.  Many multiclass a bit just for the experience.  Some will do anything once. If you've ever wanted to play a build that's all over the place you'd be almost justified doing it with one of these guys.  They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon.  They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby.  Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be.  Your a crotchety old eccentric and darn proud of it.
 Daily Life: Your life has no rhyme or reason.  You may spend it doing good deeds or committing sins.  You may invent new philosophies, or do your business on peoples shoes.  You do spend unusual amounts of time indulging yourself, whatever your personal philosophy.
 Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests.  He spends most of his time in cat form stone drunk.  But since no one knows he's a cat he's one of the biggest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow.  No one understands how the temple is never robbed since there are only a few cats there, and none of the usual Guardians...
 Organizations: The Grasshopper Society is an odd bunch.  Think of them sort of like Taoists.  On really bad drugs.  With a side order of mild insanity and freakish personal quirks.  They're more of a loose affiliation than an organized force.  Unless you make them angry enough.  Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society.  After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate.  Plan for this when designing encounters.
 Adaptation: Definitely a silly campaign only. Drunken Kung Fu kitty monks pretty much don't adapt well to any other style.
 Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
EL 12: You're sitting in the pub one day bragging about taking out some local mastermind.  A small tabby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance.  Yessir looks like a normal weekend...



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+5 KF), Senses: Listen +6, Spot +6
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +5 Cha, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +5 Cha, )
Missed Me 3/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +13 (+16), Will +12   
Disturbed Mind, Fuzzy Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options Chaos Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Tiny Str 3, Dex 20
SQ Kitty Form, Purr, Feline Empathy, Cat Powah +3, Body in Flux +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Softee Paw Mastery, Missed Me Again
Feats Advanced Softee Paw Kung Fu, Combat Reflexes, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Deafening Slap (B), Stunning Fist (B)
Skills Bluff +13, Diplomacy +7, Gather Information +7, Hide +13, Intimidate +8, Jump +3, Knowledge (Local) +11, Listen +6, Move Silently +13, Search +5, Sense Motive +11, Spot +6, Tumble +12, Use Magic Device +7
Possessions



EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: September 28, 2010, 04:19:53 AM by bhu »