Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191048 times)

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #560 on: September 28, 2010, 04:45:19 AM »
TIBBIT JESTER


   
"My Gods you're fat.  Are all kings this fat?  How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters.  This includes the Tibbits if they are frowned upon in some areas.  And some of those Tibbits intend in getting a little of their own back for their people.

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Jesters Performance (Taunt)
   Saves: Base Reflex Save +6
   Race: Tibbit
   Skills: Perform (Comedy) 8 Ranks
   Feats:  Lolcat, Jibba Jabba

Class Skills
 The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
2. +1    +0     +0     +3                  +1 level of Arcane spellcasting class
3. +2    +1     +1     +3                  +1 level of Arcane spellcasting class
4. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
5. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
6. +4    +2     +2     +5                  +1 level of Arcane spellcasting class
7. +5    +2     +2     +5                  +1 level of Arcane spellcasting class
8. +6    +2     +2     +6                  +1 level of Arcane spellcasting class
9. +6    +3     +3     +6                  +1 level of Arcane spellcasting class
10.+7    +3     +3     +7   Enrage Audience, +1 level of Arcane spellcasting class

Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic:  When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list.  He may cast 1 extra spell per level per day from this list.  For example Muffins can cast up to third level spells.  He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast.  He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
3rd: Flashburst, Great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
Your a big dumb silly kitty.  At least that's what you want your employers to think.  You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
 Combat: You aren't much of a fighter, but you are a talker.  Hide behind your allies and insult your enemies into a distractive frenzy before running away.  Your allies can use the exercise, you could use some fun, and your enemies need killing.  Everyone gets a little something...
 Advancement: Most Jester's advance down the same path, becoming ever more sarcastic.  You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"So let me get this straight...you aren't just a cat?"
"Yup."
"Your actually an international crime lord who looks like a cat?"
"Yup."
"You just moonlight as a Fool for cover?"
"Yup."
"And you've been pooping in my slippers just because?"
"Yup."
"I'm going to have to shoot you now."
You don't think much of the rich and beautiful.  You were raised to hate them, and since meeting them, most of them haven't done much to change your mind.  You feel little guilt about betraying them and stealing from them.
 Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests.  Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence.  So you pretty much know all their bad stuff.
 Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king.  He is used to humiliate the King's guests (and unbeknownst to all is also stealing from his employer).  Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also the Jester of an Evil King, but he works to bring about the Kings downfall.
 Organizations: Tibbit Jesters have only the Cat Burglar Guilds.  There are training schools in existence that they can sometimes rely upon as well.  Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers.  No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble).  So unless the Jester's public employer travels a lot neither will the group.
 Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world.  Particularly if it's espionage oriented.
 Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead.  The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to random people at a whim.  And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +7 (+9 KF), Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +3 Dex, +2 Dodge, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +6, Grp +0 (-6 KF)
Atk Options
Combat Gear
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +4, Kitty Magic (Hey! Hey Over Here!!. The Power of Cute), Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Improved Initiative, Jibba Jabba, Weapon Finesse, Deflect Arrows (B), LOLcat (B), Snatch Arrows (B) +3
Skills Balance +9, Bluff +11, Climb +3, Hide +10, Jump +3, Knowledge (Nobility) +8, Listen +8, Move Silently +10, Perform (Comedy) +19, Sense Motive +8, Sleight of Hand +10, Spot +8, Tumble +10, Use Magic Device +11
Possessions


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: September 29, 2010, 03:25:33 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #561 on: September 29, 2010, 03:54:23 AM »
TIBBIT SKIRMISHER


   
"Tibbit's Rule!"

 Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.  They're also professional bastards.  Pranks, general weirdness, and drunken bets are common for the Skirmishers.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher.  The Cat Burglar Guilds provide the necessary training.

 ENTRY REQUIREMENTS
   Race: Tibbit
   Class Features:  Tibbit's Rule!, Skirmish +1d6
   Feats:  Combat Expertise, Improved Trip, Mouser
   Skills: Bluff 6 ranks, Hide 6 ranks, and Tumble 6 ranks.


Class Skills
 The Tibbit Skirmisher's  class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(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    Skirmisher Feat
2. +1    +0     +3     +0    Dodger (+2)
3. +2    +1     +3     +1    Comin' Thru!
4. +3    +1     +4     +1    Skirmisher Feat
5. +3    +1     +4     +1    Dodger (+4)
6. +4    +2     +5     +2    Mine!!
7. +5    +2     +5     +2    Skirmisher Feat
8. +6    +2     +6     +2    Dodger (+6)
9. +6    +3     +6     +3    Scratch 'Em While  Their Down
10.+7    +3     +7     +3    Master Skirmisher

Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form.  This stacks with all other Dodge bonuses such as the Dodge Feat.  It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter.  If a Trip attack fails you must stop where you are.  You receive the benefits of your Improved Trip  and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su):  At 10th level the Tibbit Skirmisher masters the art of the scamper.  When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity.  There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers.   Maybe you make people easier to flank, or easier to hit, or are distracting. 
 Combat: You are designed to be an annoyance.  You are a tactical fighter who helps set up things for your buddies.  You aren't a frontline tank.  You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
 Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take.  Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course.  The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
"_______ Cats!  Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
 You are the most lovable cat in the world until it's business time.  Then you are the least lovable cat in the world.  But at least you get to have fun.
 Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
 Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6).  No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind.  Even Kender are more loved than he.  Known only by his pseudonym, even by his Guild.
 Organizations: Every Cat Burglar Guild has Tibbit Skirmishers.  Without exception.  One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
 People hate Tibbit Skirmishers.  You trip them up, steal their stuff, and disappear before they can get to you.  No one likes a winner baby.  Especially when they win as hard as you do.

TIBBIT SKIRMISHER IN THE GAME
 Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
 Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
 Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild.  Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
EL 12: You awaken in the night as a foul stench descends upon you.  You see a small cat perched on your face.  He has apparently broken wind.  He calls you several names best left unprinted and bounds out the open window.  Getting up you stumble about in confusion and find that your armor smells like cat pee.  Eventually finding some decent clothes you run outside but he is gone.  Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+11 KF)
Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+1 Size, +3 Dex, +4 Dodge, )
Tiny AC x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
hp 37 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +4 
Battle Fortitude (+1 Fort Saves), Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2 (-4 KF)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18
Abilities KF Str 3, Dex 20
Abilities KF Str6, Dex 16
SQ Tibbit's Rule (Big Cat), Feline Empathy, Cat Powah +4, Fast Movement, Trackless Step, Purr
Feats Combat Expertise, Dodge, Improved Trip, Mobility, Mouser, Weapon Finesse, Distracting Attack (B), Improved Initiative(B), Melee Evasion (B)
Skills Balance +16, Bluff +17, Climb +10, Hide +16, Jump +11, Listen +11, Move Silently +16, Spot +11, Tumble +16, Use Magic Device +17
Possessions



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


EPIC TIBBITY FEATS

My Friends Think You Should Leave
 Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
 Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


I Reject Your Embrace Kind Sir
 Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
 Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


Behold My Objecting Paw
 Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
 Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


HEY YOU!!
 Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
 Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


Scamper Time
 Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
 Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


BOO!
 Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
 Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


Not On My Watch
 Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
 Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


My Bite Actually IS Worse Than My Bark
 Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
 Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


Your Hastily Thrown Shoe Affects Me Not
 Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
 Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


Don't Make Me Use This
 Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
 Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


Deep Scratching
 Prerequisites: Deft Strike, Master SKirmisher Class Ability.
 Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


Kitteh Not Liek Wallnuts
 Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
 Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.
« Last Edit: September 30, 2010, 02:33:39 AM by bhu »

The_Mad_Linguist

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #562 on: September 29, 2010, 04:15:04 AM »
Are you going to make an average cat class?
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #563 on: September 29, 2010, 05:07:24 AM »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #564 on: September 30, 2010, 03:12:18 AM »
TRICKSTER


   
"Of course Ogres are repelled by Ice Cream.  Everyone knows this.  Everyone."

 A trickster is a Cat Burglar who has become inspired by the old "Puss in Boots" fairy tale.  They specialize in outwitting opponents as opposed to outfighting them.  Their purpose is to become powers behind the throne by helping gullible people achieve power and being their only reliable and trusted adviser.

BECOMING A TRICKSTER
Most Tricksters begin as Cat Burglar/Swashbucklers who drift into this class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Insightful Strike
   Feats:  Daring Fuzzball, Jibba Jabba, Leadership (must take a cohort)
   Skill Tricks:  Must have at least 2 skill tricks (see Complete Scoundrel)
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 4 ranks, Sense Motive 8 ranks
   Special:  Must have acquired either a Collar or Bag of Holding and a pair of magical boots, preferably without paying for it.


Class Skills
 The Trickster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex, Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Deceive Item, Quick Kitty
2. +1    +0     +3     +3    Bonus Feat
3. +1    +1     +3     +3    Bonus Trick
4. +2    +1     +4     +4    Fibber
5. +2    +1     +4     +4    Bonus Feat
6. +3    +2     +5     +5    Bonus Trick
7. +3    +2     +5     +5    Wisdom of the Cat
8. +4    +2     +6     +6    Bonus Feat
9. +4    +3     +6     +6    Bonus Trick
10.+5    +3     +7     +7    Master Trickster

Weapon Proficiencies: A Trickster gains no new armor or weapon proficiencies.
 
Deceive Item (Ex): You may always take 10 on Use magic Item checks, even if threatened or endangered.

Quick Kitty (Ex): Your Trickster and Swashbuckler Levels stack for purposes of determining you Bonus for the Grace and Dodge Bonus Class Features.

Bonus Feat (Ex): At levels 2, 5, and 8 you gain a Bonus Feat you meet the prerequisites for.

Bonus Trick (Ex): At levels 3, 6, and 9 you gain a Bonus Skill Trick that you qualify for.  You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.

Fibber (Ex): You may always Take 10 on Bluff, Diplomacy, or Disguise Checks.

Wisdom of the Cat (Ex): You may always take 10 on Search, Sense Motive, and Survival Checks. 

Master Trickster (Su):  You have refined a skill to the point of having supernatural abilities with it.  Choose any three skills you have at least 12 ranks in from the following list: Balance, Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble.  You may always Take 10 on those three skills, and any Skill Trick that has ranks in one of those skills as a prerequisite may be used freely instead of once per encounter.

PLAYING A TRICKSTER
 People are gullible at best, and even the most cynical one has a chink in their mental armor you can exploit.  The best way to win a fight is to convince an opponent that you are is friend.  Failing that if you can convince him to kill himself you wont have to make the physical effort to do so.  If you can win fame and fortune by doing so even better.
 Combat: Tricksters prefer to avoid combat, and rely on their wits and agility if forced into it.  Most will lead their opponent into a trap of some sort rather than slug it out.
 Advancement: Tricksters prefer to advance some catspaw (i.e. your cohort) that seems gullible and naive.  By using him as a figurehead it throws of the opposition who almost immediately underestimate what he and his 'pet kitty' can do.
Resources: Tricksters usually have the wealth they bestow on patrons (i.e. your cohort who foolishly believes himself to be in charge) by helping them increase their social station to draw upon.  Some have financed minor revolutions by putting a goober into power, and making all the hard decisions for him.

TRICKSTERS IN THE WORLD
"How much would you charge to kill the pet cat of the Marquis de Carabas?"
 People either love or hate you, and which tendency they pursue is based on whether or not you've somehow screwed them over on your way to the top.  Of course if you have any common sense you'll have done away with all the people you screwed over on your rise to the top, as well as their close relatives who may be revenge minded.  Always remember to think ahead.
 Daily Life: Your daily activities are based around promoting your "patron", whether thinking up new schemes or taking action on those you've already conceived.
 Notables: The Master Cat (CN Male Awakened Cat Cat Burglar 1/Swashbuckler5/Trickster 6) is the originator of this particular form of Cat Burglary.  Lucian Montoya (CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6) was his first human apprentice.
 Organizations: The Tricksters tend to be loners, and ex members of Cat Burglar Guilds.  Due to this they have no organization behind them, although some end up heading one.

NPC Reaction
 The lower classes tend to love you because you spend much time sticking it to the pompous nobility and violent criminals.  The Nobility and violent criminals would like to make you into a hat.

TRICKSTERS IN THE GAME
 This class might tend to attract showboats.  Make sure they don't take over the campaign.
 Adaptation: This is definitely meant for silly campaigns, although it could see use in a serious campaign with some rewording of the fluff.
 Encounters: Tricksters tend to be encountered on errands for their "Master", or at his side giving council.

Sample Encounter
EL 12: The PC's have been asked to track down and bring in the Marquis de Carabas, and his cat.  God alone knows why they keep mentioning the cat but they're very specific.  It's almost as if they're more afraid of the cat than the Marquis.  Not that you can blame them.  Looking at him he doesn't seem to be much.  He even urinated himself at the site of the parties barbarian...


Lucian Montoya
CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6
Init +1 (+4 KF), Senses: Listen +6, Spot +6
Languages Common, Giant, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, )
Dodge Bonus +2
hp 52 (12 HD)
Fort +6, Ref +9 (+12 KF), Will +8 
Grace +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Insightful Strike (+2),
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 14, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego, Pwease)
Feats Daring Fuzzball, Jibba Jabba, Leadership, Practiced Kitty (Evasion, Uncanny Dodge), Wanderer's Diplomacy, Weapon Finesse (B)
Skills  Balance +5, Bluff +11, Climb +3, Diplomacy +11, Disguise +7, Escape Artist +5, Forgery +6, Gather Information +7, Hide +5, Jump +3, Intimidate +10, Knowledge (Local, Nobility) +6, Listen +6, Move Silently +5, Perform (Insult) +11, Sense Motive +8, Sleight of Hand +5, Spot +6, Tumble +5, Use Magic Device +9
Skill Tricks Leaping Climber, Up the Hill, Twisted Charge, Wall Jumper
Possessions



EPIC TRICKSTER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Trick At level 23 and every 3 levels thereafter you receive a Bonus Skill Trick that you qualify for.  You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.
Bonus Feats: The Epic Trickster gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: October 01, 2010, 05:15:58 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #565 on: October 01, 2010, 05:42:24 AM »
VET


   
Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance.  What the hell have you done now?"
Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
Mow:"Ohmygod you pooped in the vampire lords coffin!"
Patches:"Well it ain't like I did it on purpose!"

Since many guilds have little religious representation, they needed Healers, and you fit the bill.  Your also a good defense against those pesky undead....

BECOMING A VET
Levels in cat burglar and any class capable of healing will suffice.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form, must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
   Feats:  Jibba Jabba
   Skills:  Heal 8 Ranks, Sense Motive 8 Ranks
   

Class Skills
 The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Holy Kitty Aura         +1 level of existing Divine spellcasting class
2. +1    +0     +0     +3    Divine Feat             +1 level of existing Divine spellcasting class
3. +1    +1     +1     +3                            +1 level of existing Divine spellcasting class
4. +2    +1     +1     +4    Holy Kitty Aura         +1 level of existing Divine spellcasting class
5. +2    +1     +1     +4    Divine Feat             +1 level of existing Divine spellcasting class
6. +3    +2     +2     +5                            +1 level of existing Divine spellcasting class
7. +3    +2     +2     +5    Divine Feat             +1 level of existing Divine spellcasting class
8. +4    +2     +2     +6    Holy Kitty Aura         +1 level of existing Divine spellcasting class
9. +4    +3     +3     +6                            +1 level of existing Divine spellcasting class
10.+5    +3     +3     +7    Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class


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

Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier.  Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier.  The Aura has the effects of  Daylight and Protection from Evil spells within its area.

At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).

At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.

Caster level for these effects is equal to your Effective Character Level.

Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter,  Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, or any Aura or Halo Feat.

Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed.  If he succeeds he takes 1 point of positive energy damage per hit die you have.  If he fails  he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there.  He is also stunned for 1d6 rounds. Intelligent undead really hate this.  Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).
 
PLAYING A VET
YOU ARE HOLY KITTY!!!!!! Play it up for all your worth.  You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
 Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura.  After all you're a Holy kitty.  You aren't supposed to encourage fighting.  Peace among all sentient beings and all that other crap.
 Advancement: You are the traditional healer/buffer type.  However you can probably use your powers to gain vast political power if you put your mind to it...
Resources: You can call on the Cat Burglars Guild of course, other Vets especially.  And to some extent you can also count on other churches, and people you have helped.

VETS IN THE WORLD
"Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!"
You do quite well for yourself.  Everyone likes the healer.  Especially cuddly, fluffy ones.  After all you take care of their kids when they get sick.
 Daily Life: Much of your day is spent addressing peoples health issues.  Sometimes you get to go on adventures and give the Undead huggies though..
 Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise.  Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
 Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor.  They give free healing and ask for food donations.  It's hard to resist the big brown eye look...

NPC Reaction
Most NPC's love vets.  Some would elect them Pope if they could.

VETS IN THE GAME
Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
 Adaptation: This one is definitely for the silly campaign....
 Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage.  They may also encounter them aiding the poor.

Sample Encounter
EL 12: The PC's limp into town wounded, when they notice a small crowd.  A small cat is healing the local townsfolk of their afflictions.  Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment.  Really, they swear.

Sheba
CG Human Healer 3/Cat Burglar 3/Vet 6
Init +1 (+4 KF), Senses: Listen +10, Spot +10
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, +3 Sacred, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +3 Sacred, )
hp 45 (12 HD)
Fort +4, Ref +5 (+8 KF), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 7 (DC 14)
2nd: 6 (DC 15)
3rd: 6 (DC 16)
4th: 4 (DC 17)
5th: 3 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Feline Empathy, Purr, Burglaring (Evasion), Kitty Magic (Missed Me!), Enhanced Kitty Form (Angel Kitty), Holy Kitty Aura (DC 19)
Feats Augment Healing, Celestial Heritage, Combat Casting, Jibba Jabba, Spell Focus (Good), Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +11, Concentration +8, Diplomacy +10, Heal +11, Hide +8, Knowledge (Local, Religion) +8, Listen +10, Move Silently +8, Sense Motive +11, Spellcraft +8, Spot +10
Possessions


Aura Feats

Aura Feats are only available as Divine Bonus Feats from this Prestige Class.

Strong Aura
"I'm the 60 minute man baby!"
 Prerequisites: Holy Kitty Aura
 Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times.  It's effects stack.


Aura of Plenty
"You're wondering if I lit you guys up 3 times or 4?  Well...do ya feel lucky?"
 Prerequisites: Holy Kitty Aura
 Benefits: You may use your Holy Kitty Aura 3 more times per day.  You may take this Feat multiple times.  It's effects stack.


Fiery Aura
"I'm on Fire!"
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.


Holay Trap
"Heheheheheheh!"
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: You may use 1 daily use of your Holy Kitty Aura to "trap" a square for 1 hour per point of Charisma Modifier.  If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.


FLASH!
"Lookit me! I'm a lightbulb!."
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light.  All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell. 

Halo Feats

Halo Feats are only available as Divine Bonus Feats from this Prestige Class.

Healing Ray
You can zap allies.  In a good way of course
 Prerequisites: Kitty Form and Healing Hands Class Abilities
 Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray).  If you can hit your target, it gets healed (or it gets a surprise if it's undead).  Range is 25 feet.


Improved Healing Ray
"Watch me hit the Death Knight right in his eyeball."
 Prerequisites: Healing Ray
 Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.


Healing Cannon
"A gold piece says you can't put down the Lich from here."
 Prerequisites: Improved Healing Ray
 Benefits: Your Healing Ray is now a 50 foot Line.


Holy Paw of Smiting
"BAD!"
 Prerequisites: Energy Resistance and Kitty Form as Class Features
 Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to an attack and damage roll (you must declare you are using this ability before rolling the dice).


Improved Paw of Smiting
" I SAID BAD!!"
 Prerequisites: Holy Paw of Smiting
 Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier.  For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20.  You now threaten a critical on a 16-20.  This does not stack with other effects that increase critical threat range.


Paw of Heathen Whoopin'
"AND STAY DOWN!"
 Prerequisites: Improved Paw of Smiting
 Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.


Holay Water
"I bless this water in the name of my foreign heathen Gawd."
 Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
 Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water and convert it into a potion of Cure Light Wounds.  If thrown on an undead it damages them as per the spell (their Save DC is +2).


Improved Holay Water
"I bless this water in the name of several of my foreign heathen Gawds."
 Prerequisites: Holay Water
 Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.


Holay Fountain
"I summon this fountain in the name of my foreign heathen Gawd."
 Prerequisites: Improved Holay Water
 Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius.  Anything in this area gets the equivalent of a Cure Serious Wounds spell.  Especially the Undead. Heheheheheh.


Summon the Snuggly Spirits
"Say hello to mah lil' friends!"
 Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
 Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier.  You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.


Summon the Not So Snuggly Spirits
"Say hello to mah not so lil' friends!"
 Prerequisites: Summon the Snuggly Spirits
 Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.

Summon the Twitchy Moose Spirit
"Say hi to Bob scum!"
 Prerequisites: Summon the Not So Snuggly Spirits
 Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier.  You must announce this before casting the Summoning spell.  Your summoned creature has the Anarchic Template from the Planar Handbook.


Halo of Light
"Ding!"
 Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability.
 Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head.  It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell.  This is a Supernatural Ability.


Halo of Power
"HMMMMMMMMMMMMMMMMMMMMMMMMM."
 Prerequisites: Halo of Light
 Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head.  It lasts for 3 rounds plus 1 round per point of Charisma Modifier.  For it's duration you are considered to be under the effects of a Divine Power spell.  This is a Supernatural Ability.


Halo of Fiery Burnination
"MWUHAHAHA!"
 Prerequisites: Halo of Power
 Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head.  The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).


Friend of the Aminals
"The Birds like me."
 Prerequisites: Nature Sense and Kitty Form as a Class Ability.
 Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack.  They will do their best to help or defend you if you are attacked.


Friend to Usefully Big Aminals
"The Elk like me."
 Prerequisites: Friend to Aminals
 Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.


Friend to the Big Hairy Aminals
"This is my elephant companion Bork the Mad."
 Prerequisites: Friend to Usefully Big Aminals
 Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.


I Know What You Did Last Summer
"Do I need to say it out loud?"
 Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
 Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).


I Saw You With The Mayor Last Night
"You know he's married right?"
 Prerequisites: I Know What You Did Last Summer
 Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent.  If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter.  If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.


Can You Go 2 Days Without Committing an Act of Immorality?
"You got issues lady."
 Prerequisites: I Saw You With The Mayor Last Night
 Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).



EPIC VET

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells: Your caster Level continues to increase with Level, but you do not learn new spells or gain more spells per day.
Bonus Feats: The Epic Vet gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: October 02, 2010, 03:35:07 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #566 on: October 02, 2010, 04:10:57 AM »
WATCHCAT


   
"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.  You also get to scare the dog poop out of people.

BECOMING A WATCHCAT
6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Enhanced Kitty Form (Watchcat), Kitty Magic (Hep Meeee!)
   Skills:  Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
   Feats:  Peekaboo


Class Skills
 The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), 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    Improved Watchcat Form
2. +1    +0     +3     +3    Yowl (100'), Sleep Optional (+4)
3. +2    +1     +3     +3    Occupational Specialty
4. +3    +1     +4     +4    Improved Watchcat Form
5. +3    +1     +4     +4    Yowl (500'), Sleep Optional (+6)
6. +4    +2     +5     +5    Occupational Specialty
7. +5    +2     +5     +5    Improved Watchcat Form
8. +6    +2     +6     +6    Yowl (1 Mile), Sleep Optional (Immunity)
9. +6    +3     +6     +6    Occupational Specialty
10.+7    +3     +7     +7    I SEE ALL

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

Improved Watchcat Form (Ex): At 1st Level while in Watchcat Form, your Dark Vision is now 90'

At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

At 7th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

Yowl (Su):You may let out a screech for help as a Standard Action.  Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'.  This increases to 500' at 5th level, and 1 Mile at 8th level.  This effect is mental as well as verbal, so even deaf Cat Burglars respond.

Occupational Specialty (Ex): At levels 3, 6, and 9 you gain an ability based on your occupational specialty.  You may choose from Bouncer, Security, or Voyeur.  You gain a spell at each level that you cast as a Supernatural ability 3/day.

Bouncer: Level 3: Fear, Level 6: Imperious Glare, Level 9: Evil Glare

Security: Level 3: Summon Feline IV, Level 6: Summon Feline VI, Level 9: Summon Feline VII

Voyeur: Level 3: Scrying, Level 6: Interplanar Telepathic Bond, Level 9: Greater Scrying

Sleep Optional (Ex): At 2nd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

At 5th level the bonus increases to +6, and you only need 2 hours of sleep a night.

At 8th level you are immune to sleep effects, and do not require sleep.

I SEE ALL (Su): You are now immune to flanking and Blindness.  You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc.  You also gain a +4 Bonus on all Saving Throws against Gaze Attacks.  It's like you have little kitty mirror shades.
 
PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner.  You also scare off the beggars and local street life.
 Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts.  You aren't really made for it.  Your the guy who calls people to do the fighting, not a participant.
 Advancement: Watchcats tend to either be watchers, summoners, or scarers.  Sometimes they will try to branch out, but usually they specialize.
Resources: In a way you are a resource.  You are the trusted early warning system of the Cat Burglar Guilds, and they make sure to pamper you.

WATCHCATS IN THE WORLD
Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
Ralph: "Well yeah, but everyone does that don't they?"
Your interaction with the world usually consists of "Halt, who goes there?"
Ed: "Lemme think before I answer that."
 Daily Life: You get up, make coffee, go to work, drink more coffee, at some point you may actually sleep.  Then it's more coffee....
 Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild.  Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
 Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
NPC Reaction
You scare the crap out of most NPC's.  Nothing says 'stay away' like a building with a dozen silently staring cats outside...

WATCHCATS IN THE GAME
This class will make Guilds pretty darn hard to ambush so be careful about using it.
 Adaptation: Again, this one might fit into something other than a silly campaign with a little  modification.
 Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

Sample Encounter
EL 12: You spend the day preparing to enter a local house believed to be run by a Thieve's Guild.  All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity.  Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



Hellen Stovebottom
N Female Dwarf Cat Burglar 6/Watchcat 6
Init +1 (+BC Small, +4 KF), Senses: Listen +12, Spot +12, See in Darkness
Languages Dwarf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 KF, +14 BC), Will +10  
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +8, Grp +8 (+2 KF, -3 KF)
Atk Options +1 to hit Orcs and Goblinoids
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities BC Str 6, Dex 16
Abilities KF Str 4, Dex 18
SQ Stonecunning, Stability, Feline Empathy, Purr, Kitty Form, Cat Powah +1, Kitty Magic (Hep Meeee!, Hissing Fury), Burglaring (Evasion, Improved Evasion), Scamper Bonus,  Yowl (500'), Watcher (See In Darkness), Occupational Specialty (Scrying 3/day, Interplanar Telepathic Bond 3/day)
Feats Double Mocha Latte, Espresso, Java, Jibba Jabba, Weapon Finesse
Skills Balance +5, Bluff +9, Climb +4, Gather Information +9, Hide +9, Intimidate +9, Jump +5, Knowledge (Local) +8, Listen +12, Move Silently +9, Sense Motive +12, Spot +12, Use Magic Device +9
Possessions


KITTY FEATS

Java
"Ilikecoffeecoffeisgoodyupyupyup."
Prerequisites: Watcher class ability
Benefit: Once per day you may drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) and it converts to a Potion of Haste inside you. This is a Supernatural ability.

Double Mocha Latte
"Javajavjavajavajavajava!"
Prerequisites: Java
Benefit: You may know use your Java Feat twice per day.  In addition while hasted your base movement is increased +20 feet. This is a Supernatural ability.

Espresso
"WAAAAAAAARRRRRRRGGGGG!"
Prerequisites: Double Mocha Latte
Benefit: You may now use your Java Feat 3 times per day.  In addition while Hasted all attacks have a 20% chance to miss you.

 Turkish Grog
"Is...is my heart still beating properly?"
Prerequisites: Espresso
Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack one opponent who must make a Reflex Save (DC is 10 plus half your Hit Dice plus Dexterity Modifier) or take 15d6 damage.  A successful Save halves the damage, this is a Supernatural Ability.

Peekaboo
"Thought I was nappin' dintcha?"
Prerequisites: Kitty Form, Spot 4 Ranks
Benefit: Your eyelids are transparent to your own vision , and you may see even with your eyes closed, allowing you to be watching while pretending to sleep. You also gain a +2 Enhancement Bonus to Spot Checks. this is a supernatural ability.



EPIC WATCHAT

Hit Die: d6
Skills Points at Each  Level : 4 + int
Occupational Specialty: The Epic Watchcat's can use their Supernatural Abilities one additional time per day at Level 23, and one more time per day every three levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: October 03, 2010, 04:05:25 AM by bhu »

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #567 on: October 03, 2010, 04:22:58 AM »
This next class was originally an Epic PrC, but many people said it should be a regular PrC, and the Nekomata the Epic, so I'm gonna give that a shot:

http://en.wikipedia.org/wiki/Bakeneko

BAKENEKO


   
"He who plays with a cat must bear its scratches."

 Bakeneko are awakened Cats who develop a taste for magic power.  Unfortunately they also have a taste for mayhem, and they tend to give cats a bad name wherever they end up.  This has cause many Cat Burglar Guilds to kick them out.

BECOMING A BAKENEKO
Most Bakeneko are Awakened Cats who start as Cat Burglars and become Sorcerers.

 ENTRY REQUIREMENTS
   Race:  Awakened Cat or Mows
   Class Abilities:  Humanoid Form
   Spells:  Must be able to cast 2nd level Arcane Spells without preparation
   Skills:  Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
   Feats:  Eschew Materials, Silent Spell, Still Spell
   Alignment: Can't be Good or Lawful

Class Skills
 The Bakeneko's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Lucid Dreaming (see Manual of the Planes, Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d4
Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Kitty Form, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Spookiness, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Devourer, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Kitty Form, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Spookiness, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Impersonation, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Kitty Form, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Spookiness, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Manipulate Reach, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Animation, +1 Level of Arcane Casting Class


Weapon Proficiencies: A Bakeneko gains no new weapon or armor proficiencies.

Kitty Form: At 1st level the Bakeneko's size in it's regular form is now Small.  Claw damage increases to 1d3, and Bite damage becomes 1d4.  Strength is permanently increased +4, while Dex is permanently decreased by -2.  Stats in humanoid form are now +4 Str, -2 Dex. 

At 4th level the Bakeneko's size in it's regular form is now Medium.  Claw damage increases to 1d4, and Bite damage is 1d6.  Strength is again permanently increased by +4, and Dex is permanently decreased by -2.  Stats in Humanoid Form are the same as in cat form.  You also get a +2 Natural Armor Bonus.

At 7th level Bakeneko can adjust it's size in it's natural cat form as a Swift Action once per round from Tiny to Medium.  It may also walk on its hind legs.

Spookiness (Su): At 2nd level the Bakeneko gains Frightful Presence.  Any living creature whose HD are less than the Bakeneko's within 60' of it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for 2d6 rounds.  If they successfully save they are immune to this Bakeneko's Frightful Presence for 24 hours.

At 5th level the Bakeneko can conjure illusionary flames at will as a Standard Action.  These can appear to be flying balls of fire, or any other shape the Bakeneko wishes, or it can simply cover a square with ghostly fire.  Opponents struck by the fireball or who enter the flaming square must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take 2d6 damage and be Shaken for the duration of the encounter.  If the Save is successful they are immune to the Bakeneko's illusionary flames for 24 hours.  This is a Pattern Effect.

At 8th level the Bakeneko can enter the dreams of sleeping opponents.  You may cast Nightmare 3/day as a Supernatural Ability.

Devourer (Ex): At 3rd level a Bakeneko can eat anything without harm.  Anything.  Poison, lamp oil, fire, you name it.  So long as it's ingested by them it can do them no harm.  Generally this doesn't benefit you lots other than to mess with people.

Impersonation (Ex): At 6th level the Bakeneko gains a +4 Circumstance Bonus to Bluff and Disguise checks when using their Humanoid Form ability to impersonate a person they know.

Manipulate Reach (Su): As a Swift Action a Bakenkeo can increase it's Reach to 10', or change it back to normal.

Animation (Su): Any dead corpse touched by the Bakeneko (or that spends more than 4 hours within 60' of it) becomes a random form of corporeal undead.  They are not under the Bakeneko's control, but at this level the Bakeneko is automatically considered friendly by Undead who will not attack it unless attacked by the Bakeneko first.  This effect is not controlled by the Bakeneko and happens automatically.
 


PLAYING A BAKENEKO
 People are buttheads.  They think you're a pet or something, they walk all over you, kick you around, and feed you their scraps.   Well screw that.  You aren't taking their crap anymore.  Your gonna eat the good part of the chicken from now on.  And for once you'll be pounding the castles concubines instead of watching the local yard ape grunting away and wondering how they put up with him.  It'll be repulsive of course, but you'll have to do it to keep up the charade.
 Combat: Combat isn't really your thing.  You're more into mutilating helpless victims or murdering the unsuspecting  to take their place.
 Advancement: Bakeneko are highly individualistic.  No two are really alike mentally.  Probably due to the Awakening spells used on them.  Strangely enough despite this they end up studying many of the same skills.  The universe has an odd sense of humor.
Resources: Being loners, Bakenekos don't have much in the way of resources.  Unless of course you've murdered and replaced someone rich.  Dude...you really do have some emotional problems. 

BAKENEKOS IN THE WORLD
"I wonder whatever happened to lil Mookie-chan?"
 Bakeneko tend to hate humans after the way they've been treated.  So killing them and taking their place (and subsequently their stuff) only seems natural.  Or maybe the spell that Awakened them went wooby.  At any rate they seem to kill an awful lot of people.  And who knows where they get their obsession with impersonating them from.  They're weird little critters man.
 Daily Life: Being as you're absolute crackers god alone knows what you get up to during the day.  Sometimes you  do weird crap like drink lamp oil.  Sometimes when it's on fire.  Or walk on your hind legs or eat people.  Sometimes you poop severed heads.  Or at least appear to for the sake of your audience.

Did we mention you have some serious emotional problems?
 Notables: Little Mr. Kitty (CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6) is a blood spattered psycho obsessed with murdering and replacing little old ladies in order to provide a better life for their beloved feline companions.  In other words he's a racist nutjob with a chip on his shoulder who thinks all pets are prisoners.
 Organizations: Most Bakeneko are loners, but every so often a few form a gang.  They rarely try to gather power or riches so much as territory.  And they defend that territory quite spectacularly.

NPC Reaction
 NPC's unload their bowels when they encounter the Bakeneko.  They consider them horrifying and unnatural, and a danger to human life.  And most are, so that probably works out for the best.

BAKENEKOS IN THE GAME
 Bakeneko are a bit spooky and alien, and it may be difficult for some players to really get into playing one.  They aren't cutesy cats.
 Adaptation: This is more for dark or horrific campaigns than silly ones.  That's not to say it's possible, but even in silly campaigns the Bakeneko tend to make people poo themselves.
 Encounters: Bakeneko can be encountered just about anywhere.  Their ability to assume peoples identities and blend in makes them quite dangerous.

Sample Encounter
EL 25: The PC's have been hired by Lady Miko to find out why her husband has suddenly become a different person.  She thinks he's been cursed.  Little does she know he's resting at the bottom of a lake, and her cat Little Mr. Kitty has taken his place.  Sadly he's a much better lover than her husband, and much nicer to the children.  Of course he may be planning to eat them...


Little Mr. Kitty
CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6
Init +4 (+2 HF), Senses: Listen +x, Spot +x, Low Light Vision, Scent, Dark Vision 60'
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Medium Humanoid x, touch 1x, flat-footed x (+2 Dex, )
hp xx (12 HD)
Fort +4, Ref +7, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +5
Atk Options Spookiness DC 20
Combat Gear
Spells Per Day 0: 6 (DC 14) Daze, Detect Magic, Ghost Sound, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Silent Portal
1: 8 (DC 15) Charm Person, Dead End, Serene Visage, Spirit Worm, Wall of Smoke
2: 7 (DC 16) Cloud of Bewilderment, Detect Thoughts, Fog Cloud, See Invisibility, Wall of Gloom
3: 7 (DC 17) Dispel Magic, Haste, Mesmerizing Glare, Mind Poison
4: 7 (DC 18) Bestow Curse, Know Vulnerabilities, Polymorph
5: 7 (DC 19) Do Not Want, Nightstalkers Transformation
Caster Level 11th
-----------------------------------------------
Abilities Str 11, Dex 14, Con 12, Int 10, Wis 15, Cha 18
Abilities Medium Human Str 11, Dex 14
SQ Cat Familiar, Polyglot, Humanoid Form, Man Powah +4, Devourer, Impersonation, Kitty Form
Feats Eschew Materials, Greater Spell Penetration, Silent Spell, Spell Penetration, Still Spell
Skills Bluff +10, Concentration +7, Diplomacy +10, Gather Information +10, Hide +8, Intimidate +10, Knowledge (Arcane) +6, Knowledge (Local) +5, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +6, Spot +7
Possessions



EPIC BAKENEKO

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Epic Bakeneko's Caster Level continues to increase, but it doesn't gain new spells or extra spells per day.
Bonus Feats: The Epic Bakeneko gains a Bonus Feat every 3 levels higher than 20th



New Kitty Feats

Improved Spookiness
You are now much scarier in some ways.
Prerequisites: Spookiness Class Ability.
Benefits: Instead of being Shaken for 2d6 rounds the Bakeneko can choose from the following if an opponent fails a Save: He can make it Shaken for the duration of the encounter, or Frightened for 1d6 rounds.  If the Bakeneko also has the Improved Fire Feat, and chooses to use the Illusionary Flames version instead of real fire, the opponent is also Shaken fro 1d6 rounds if it fails the Save against the flames.


Improved Reach
You are the long arm of the Kittehs!
Prerequisites: Manipulate Reach Class Ability.
Benefits: When using your Manipulate Reach Ability, your Reach can now be up to 20'.


Improved Fire
The Flames you can create with your Spookiness Ability are real now.
Prerequisites: Spookiness Class Ability (Illusionary Flames)
Benefits: Your flames are no longer a Pattern effect, and if an opponent Saves against them they are no longer immune to this Ability for 24 hours.  Instead they must make a Reflex Save (Same DC) too take half damage.  The flames now do fire damage instead of untyped, and you can decide which version to create when you use the ability.



New Epic Kitty Feats

Puppet Master
You may now control the Undead you create, and use them to torment their relatives.
Prerequisites: Animation Class Ability,
Benefits: You may Cast Control Undead at will as a Supernatural Ability (Caster Level is equal to your HD).  Duration is 1 hour per level instead of normal, and the Bakeneko can control up to 5 HD of Undead per level.


Epic Kitty Form
You can now assume virtually any Size as a cat.
Prerequisites: Kitty Form, Manipulate Reach, must be able to cast a 9th level spell from the Transmutation school, Epic Fortitude Feat
Benefits: As a Swift Action the Bakeneko can change it's size to anything from Tiny to Colossal.  This may only be done while it is in cat form.  It gains the usual changes to Str/Dex, Reach, and Natural Armor Bonus listed in the back of the Monster Manual.


Nekomata
Your tail forks, you now walk on your hind legs, and you gain significant magical power, and a taste for blood.
Prerequisites: You must be able to cast 9th Level spells, one of which must be Enchantment, and the other Necromancy, and must have either the Automatic Silent Spell or the Automatic Still Spell Feat.  You also cannot have Maneki-Neko, or Kasha.
Benefits: From now on you do 1d4 temporary Constitution damage if you successfully Pin a victim in a Grapple.  You may also cast Charm Monster and Dominate Person 5 times per day.


Maneki-Neko
You now bring luck to the unfortunate as you have reformed.  You may not be an entirely good kitty, but you aren't evil anymore.
Prerequisites: Cannot have Nekomata or Kasha, Epic Reputation, any 2 Luck Feats.
Benefits: You may now bestow luck on an individual within 60' as a Standard Action.  This luck takes varying effects, and gives the individual one of the following: If there is an ambush set for him by enemies, he automatically gets to Take 20 on his Spot Check to notice and avoid it.  If he would need to make a Saving Throw, he gets a Luck Bonus equal to your Bakeneko Level.  If he is broke, or needs money, he gains a sudden windfall of 5d6 Gold.  If he or a relative falls ill, they are the recipient of a Heal spell.  Once the individual qualifies for one of these effects, the Ability is used and must be re-applied (which many Maneki-Neko do).  This is a SUpernatural ability.


Kasha
You now become a flying demon cat that robs graves or conducts errands for Evil Demons or Deities.
Prerequisites: Improved Scent Feat, Uncanny Scent Feat, Cannot have Nekomata or Maneki-Neko, Epic Reflexes
Benefits: This Feat may be taken multiple times.  Each time it is taken you gain one of the following:

1: Permanently gain a Fly speed of 80', Good
2: Cast Control Weather at will as a Supernatural ability.
3: Cast Control Winds and Ice Storm at will as Supernatural Abilities.
4: Cast Commune and Cone of Cold at will as Supernatural Abilities.
« Last Edit: October 06, 2010, 03:48:10 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #568 on: October 03, 2010, 04:30:55 AM »
For the curious Lix Lorn of GitP has also made a few classes in conjunction with the Cat Burglar:

http://www.giantitp.com/forums/showpost.php?p=9455229&postcount=100 The Blade of Arcane Felinity

and the Wolfguard http://www.giantitp.com/forums/showpost.php?p=9469990&postcount=110

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #569 on: October 04, 2010, 04:31:34 AM »
Bakeneko almost done, any thoughts on caster levels?

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #570 on: October 04, 2010, 09:34:16 PM »
Bakeneko almost done, any thoughts on caster levels?
you can enter easiest at sorcerer 4/cat-burglar 1, so full or almost full CL.
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Agita

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #571 on: October 05, 2010, 09:43:16 AM »
The Bakeneko needs Lucid Dreaming (MotP 203) as a class skill. :P Mostly because of the 8th-level Spookiness ability.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #572 on: October 06, 2010, 04:08:03 AM »
The Epic Feats are up so Bakeneko is done other than tweaking the Feats if necessary.

PIXIE KITTY


   
"Hey Mister.  Hey Mister, whatcha doin'?  You goin' ta visit the Dryads Mister?  You gonna get bent over..."

 Pizie Kitties are usually found in rural Cat Burglar Guilds in which members have had flirtations with the Fey.  Actually it's less flirtation than horrifyingly kinky cross-species sex, but flirtation sounds soo much less offensive...

BECOMING A PIXIE KITTY
The right Fey Feats will do you, along with the appropriate Cat Burglar abilities.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Pixie Kitty), Enhanced Kitty Form (Winged Cat)
   Feats:  Fey Heritage, 1 Luck Feat
   Skills:  Bluff 4 ranks, Hide 4 ranks, Knowledge (Geography, Nature) 2 ranks


Class Skills
 The Pixie Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Nature), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Kitty Magic
2. +1    +0     +3     +3    Fey Heritage
3. +1    +1     +3     +3    Behold the Tricksiness of Nature!
4. +2    +1     +4     +4    Kitty Magic
5. +2    +1     +4     +4    Fey Heritage
6. +3    +2     +5     +5    Behold the Tricksiness of Nature!
7. +3    +2     +5     +5    Kitty Magic
8. +4    +2     +6     +6    Fey Heritage
9. +4    +3     +6     +6    Behold the Tricksiness of Nature!
10.+5    +3     +7     +7    Honorary Fairy

Weapon Proficiencies: Pixie Kitties gain no new Armor or Weapon Proficiencies.
 
Kitty Magic (Su): At Levels 1, 4, and 7 you may choose another Kitty Magic Ability you qualify for.

Fey Heritage (Ex): At level 2 choose any spell on the Beguiler Spell List of Level 4 or below.  You may cast it as a Supernatural Ability 3/day.

At Level 5 you get to choose another spell of Level 5 or below to cast 3/day.

At Level 8 you get to choose another Spell of Level 7 or less 1/day.

Behold the Tricksiness of Nature! (Su):  At level 3 choose any spell on the Druid Spell List of Level 5 or below.  You may cast it as a Supernatural Ability 3/day.

At Level 6 you get to choose another spell of Level 6 or below to cast 3/day.

At Level 9 you get to choose another Spell of Level 8 or less 1/day.

Honorary Fairy (Ex): Your Type now changes to Fey, and you gain DR 10/Cold Iron.  You also gain Low Light Vision, and your Feline Empathy now becomes Wild Empathy (see the Druid in the PHB).

PLAYING A PIXIE KITTY
 You spend your days trying to avoid your more dangerous relatives, and messing bout with/warning intruders into the forest.  For all they listen to you, you may as well just Charm them yourself and use them for pranks. 
 Combat: Pixie Kitties aren't up for combat really.  They'd rather use some form of spell like ability to hypnotize or fool or trap them.
 Advancement: Pixie Kitties are pretty individualistic, so it's kind of hard to predict what abilities they'll have.  or what they'll want to learn next.
Resources: Pixie Kitties are usually left to their own resources, unless they're a helpful member of the Guild.  They can call on Fairy Mom of Doom, but that has it's own complications.  They want favors in return.  Favors that usually involve actions you find immoral, such as kidnapping babies, or husbands, or placing curses on people.

PIXIE KITTIES IN THE WORLD
" Ah shoulda listened to thet kitteh!  Dam me fer a fewl!"
 People are scared of you.  After all one parent isn't human, and the other one had to be crazy to hang out with them in the first place.  Which places you somewhere between human and crazy.  Some people find that unattractive.  Bastards.
 Daily Life: Much of your day is spent in pranks, goofing off, napping, and warning people of the horrible desires of your less than human relatives.  But they don't listen.  They never listen.  Fools.
 Notables:
 Organizations: Most Pixie Kitties belong to a Cat Burglar Guild, but few of them are really dedicated to theft.  it's more like a hobby than a career.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

PIXIE KITTIES IN THE GAME
 This class assumes you have inhuman parentage, and let's face it having a fairy relative can be a real pain as they like to interfere with your life.
 Adaptation: This is probably much better for a silly campaign obviously.
 Encounters: Pixies are encountered in forests with a strong Fey presence (or on errands for such).

Sample Encounter
EL 12: The PC's are traveling to see a famous Dryad Oracle, when they notice a winged cat with deely-bobber antennae sitting on a mushroom.  During polite conversation he informs them the Oracle's fee is usually harsh sadomasochistic acrobatics with the parties most attractive male.  And he may come away pregnant.  Man you really hate nature...


The Kitten of Frampton Wood
CN Male Human Cat Burglar 6/Pixie Kitty 6
Init +3 (+6 KF, +8 PKF), Senses: Listen +10, Spot +10
Languages Common Sylvan
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, )
AC KF , touch , flat-footed   (+2 Size, +6 Dex, )
AC PKF , touch , flat-footed   (+8 Size, +8 Dex, )
hp 42 (12 HD)
Fort +4, Ref +13 (+16 KF, +18 PKF), Will +8 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF, -16 KF)
Atk Options
Combat Gear
Supernatural Abilities 3/day: Commune with Nature, Freedom of Movement, Hide the Path, Hold Monster
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities PKF Str 1, Dex 26
SQ Kitty Form (Pixie Kitty), Enhanced Kitty Form (Cheshire Cat, Winged Cat), Purr, Feline Empathy, Cat Powah +3, Kitty Magic (Innocence, I Wuv U, Let Sleeping Kitties Lie, Pwease), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Scamper Bonus
Feats Advantageous Avoidance, Fey Heritage, Jibba Jabba, Sly Fortune, Survivor's Luck, Unbelievable Luck
Skills Bluff +12, Diplomacy +12, Escape Artist +12, Gather Information +12, Hide +12, Knowledge (Geography, Local, Nature) +4, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Tumble +12, Use Magic Device +12
Possessions



EPIC PIXIE KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Kitty Magic The Epic Pixie Kitty gets a new Kitty Magic ability beginning at level 21 (and every 4 levels thereafter), and may now choose from the Epic Kitty Magic listed below.
Fey Heritage The Epic Pixie Kitty can choose a new spell from the Beguiler spell List of 9th level or less at Level 22, and every 4 levels thereafter.
Behold the Tricksiness of Nature! The Epic Pixie Kitty can choose a new spell from the Druid spell List of 9th level or less at Level 23, and every 4 levels thereafter.
Bonus Feats: The Epic Pixie Kitty gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: October 12, 2010, 02:12:17 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #573 on: October 06, 2010, 10:07:46 PM »
OMG! A new one!  :o

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #574 on: October 06, 2010, 10:24:43 PM »
   Class Abilities:  Humanoid Form
doesn't exist. Bakeneko is impossible to enter.
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In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #575 on: October 06, 2010, 11:50:46 PM »
Peek at the racial substitution levels for the Mows.

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #576 on: October 07, 2010, 12:51:03 AM »
Peek at the racial substitution levels for the Mows.
So awakened cats can't, despite the fact that they are on the list?
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #577 on: October 07, 2010, 02:39:01 AM »
Mows are awakened cats.  They're just a species of Awakened Cats that breed ture and have Awakened children.  But I'll tweak so as to avoid confusion.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #578 on: October 08, 2010, 02:56:25 AM »
Current kitteh ideas:

Meowcenary: Warblade or Swordsage based class using the Feline Way

Lord of the Jungle: based on cat faced monkey forms

Yarn Kensai: Catfolk PrC

Cabbit: walking alarm system

Pink Panther: Based on the enhanced Kitty Form

Sisters of the Sphinx: cult based on hairless kitty form

Kitteh Pirate: based on seacat form

Thundercat: come on it's just has to be done somehow

Catzooka: Epic Blaster PrC

various specialty priests for the kitteh gawds

Sand Cat: desert PrC

I've also had requests for a dancing cat, 3 cross class PrC's with other homebrew, and a PrC for Wilders


Nanshork

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #579 on: October 08, 2010, 02:59:58 AM »
I vote meowcenary.

Edit: Or Thundercat, just because.
« Last Edit: October 08, 2010, 03:05:15 AM by Nanshork »
My babies - A thread of random builds I've come up with over the years.
Notes to self