Author Topic: Uncle Kitties Handbook O' Kittehs  (Read 191076 times)

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Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #580 on: October 08, 2010, 09:40:56 PM »
You had me at catzooka.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #581 on: October 09, 2010, 05:13:36 AM »
Pixie updated?

Monotremeancer

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #582 on: October 09, 2010, 09:45:15 AM »
Who cares for realism when you can be awesome?

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #583 on: October 09, 2010, 02:27:47 PM »
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]

konner09

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[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 #585 on: October 12, 2010, 02:34:03 AM »
Pixie is done and per request this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

SUPPORT KITTEH


   
"Hi.  I'm Big John.  And this is my big pink Gun."

 Sometimes stuff goes completely to crap.  No matter how well planned things go the bad guys have found you.  On that day when you have a problem, if no one else can help, if you can find them, you can hire a Support Kitteh.

BECOMING A SUPPORT KITTEH
Most begin as Cat Burglars but pretty quickly adapt the Engineer class once they realize the potential for destruction instead of hiding about lurking waiting for their chance.

 ENTRY REQUIREMENTS
   Class Abilities:  Vocation (Dynamo Cannon, Mech Armor), Kitty Form
   Skills:  Craft (Armorsmithing, Bowmaking, Weaponsmithing) 4 ranks, Knowledge (Architecture/Engineering) 8 ranks, Profession (Vehicle Builder) 4 ranks


Class Skills
 The Support Kitteh's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (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     +0     +2    Vocation, Innovation
2. +1    +0     +0     +3    Precision +1
3. +1    +1     +1     +3    Vehicular Pimping
4. +2    +1     +1     +4    Vocation
5. +2    +1     +1     +4    Precision +2
6. +3    +2     +2     +5    Vehicular Pimping
7. +3    +2     +2     +5    Vocation
8. +4    +2     +2     +6    Precision +3
9. +4    +3     +3     +6    Vehicular Pimping
10.+5    +3     +3     +7    Hello Kitty Tank

Weapon Proficiencies: A Support Kitteh gains no new Weapon or Armor proficiencies.
 
Vocation (Ex): This is identical to the Engineer Class Ability (see link above for the Engineer class).  You gain new Vocations at levels 1, 4, and 7.

Innovation (Ex): Your Engineer and Support Kitteh Levels stack for purposes of how many Innovation Points you have.  You cannot take Chemistry (and Vocations requiring it as a prerequisite),

Precision (Ex):  This is identical to the Engineer Class Ability, and stacks with it.  You get a +1 at level 2, and an additional +1 at Levels 5 and 8.

Vehicular Pimping (Ex): You may now construct vehicles as opposed to Mech Armor.  At Level 3 you may create the Vespazooka.  At Level 6 you may create the Jaguar.  At level 9 you may create the Cat Carrier.  Stats for all will be given below, Support Kitties must have the appropriate materials, money, and prerequisites to make one.

Hello Kitty Tank (Ex):  At level 10 you may now construct a Hello Kitty Tank (see below for stats and costs).

PLAYING A SUPPORT KITTEH
 You get paid the big bucks for the big jobs.  You talk loud, you walk loud, you do everything loud.  You want people to notice, because you're mighty proud of your accomplishments.
 Combat: You are called in to make things go boom.  You may do normal runs till you advance to the big leagues, but after that you only get called upon for purposes of heavy firepower.  When Guilds themselves get pinned down by the law, you swoop in an armored vehicle and begin lighting up the sky.
 Advancement: Most Support Kittehs pursue whatever path leads to them having a big armored vehicle that lets them blow stuff up.
Resources: Most Support Kittehs have the backing of the Guild, and whatever school taught them the fine art of explosives.

SUPPORT KITTEHS IN THE WORLD
"Aw man, this is screwed! It's time to call in Big John!"
 You remain hidden from the world as you wish no one to know who you really are.  That's why you drive your vehicle as a cat.  It's the perfect disguise.  After all if everyone could find you, you wouldn't have a daring life as a rescuer and solver of problems now would you?  You'd be in some icky jail cell.
 Daily Life: Much of your days that aren't spent on a mission are done conducting research, tuning up your creations, performing maintenance, etc.
 Notables: Big John (NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6) is a carrier.  He shows up with the fast vehicle to perform rescues, or drop a few fightin' kitties.  Little Bess (N Human Female Cat Burglar 1/Engineer 8/Support Kitteh 6) robs people on her Vespazooka.
 Organizations: Most Support Kittehs belong to both a Guild and a training school for Engineers. 

NPC Reaction
 NPC's usually double take when they see your big armored steampunk vehicle.  They do another one when they see a cat driving.

SUPPORT KITTEHS IN THE GAME
 This class assumes you tend to join the action when all is lost or otherwise in hopeless.  Make sure the DM gives you other stuff to do.
 Adaptation: This is probably strictly for silly campaigns.
 Encounters: Support Kittehs are generally on search and rescue missions, especially ones requiring guns.

Sample Encounter
EL 12: The PC's have been hired to break a few members of some Thieve's Guild out of prison before they're executed.  They're looking forward to it because they get to ride in one of those neat new fangled steam powered horseless carriages.  They smile when it pulls up.  A cat is driving.  The smile quickly turns into an alternate expression...


Big John
NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6
Init +2 (+5 KF), Senses: Listen +, Spot +,
Languages Common, Gnome, Dwarven, Draconic
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (-2 Size, +5 Dex, )
hp 42 (12 HD)
Fort +5, Ref +5 (+8 KF), Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 15
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +2, Crafter Extraordinaire, 22 Innovation Points, Precision +2, Minor Forging, Vocation (Dynamo Cannon, Mech Armor, Mounted Artillery, Neuroarcanics)
Feats Able Sniper, Driver, Far Shot, Jibba Jabba, Point Blank Shot, Precise Shot
Skills Appraise +11, Bluff +10, Climb +3, Craft (Armorsmithing, Bowmaking, Weaponsmithing) +7, Diplomacy +9, Disable Device +9, Gather Information +9, Hide +10, Knowledge (Arcana, Architecture/Engineering, Local) +10, Listen +9, Move Silently +9, Open Lock +9, Profession (Driver, Vehicle Builder) +9, Sense Motive +9, Spot +9, Use Magic Device +9
Possessions



EPIC SUPPORT KITTEHS

Hit Die: d6
Skills Points at Each  Level: 6 + int
Innovation You get an additional 2 Innovation points per Level.
Precision Your precision Ability increases by +1 at Level 22 and every 4 Levels thereafter.
Vehicular Pimping: You may construct one of the Epic Vehicles listed below.  Choose one at Level 23, and another one every three levels thereafter.
Bonus Feats: The Epic Support Kitteh gains a Bonus Feat every x levels higher than 20th



VEHICLES

Note: Weapons are detailed in the Gunner Kitty PrC.

Vespazooka
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 9 ranks
Cost: 1 week and 1000 GP (plus weapon)
The Vespazooka is a light two wheeled vehicle for one person with a large cannon weapon serving as part of the seat/body.
Hit Points: 15
Hardness: 5
Base Land Speed: 40 ft.
Size Class: Medium
Armor Class: 15, touch 10, flat-footed 15 (+5 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun or Grenade Launcher or Rocket.
Max Crew: 1 (Driver)
Cargo Capacity: None
Maneuverability: Good (see Arms and Equipment Guide page 42).
Skill required to Drive or Pilot: Profession (Driver)
Special: Driver also acts as a gunner, weapon can only fire in the front arc (i.e. the front side of the square).  Does not provide concealment for driver.

Jaguar
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 12 ranks
Cost: 2 weeks and 10,000 GP (plus weapons)
Light jeep-like car with an open cockpit.
Hit Points: 35
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Large
Armor Class: 17, touch 9, flat-footed 17 (-1 Size,  +8 Armor)
Weapon Mounts: Can mount one Heavy Gun/Rocket/Grenade Launcher, or two Guns.
Max Crew: 4 (1 Driver, 2 Gunners, and 1 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Driver)
Special: Does not provide Concealment for driver or other passengers.  If it has one weapon it can only fire to the front arc.  If it has two, one fires to the front arc, and the other to the rear.

Cat Carrier
Cat Carrier pictured above
Prerequisites: Knowledge (Architecture and Engineering) 15 ranks
Cost: 2 weeks and 15,000 GP (plus weapons)
Huge fairly well armored vehicle meant to carry personnel. 
Hit Points: 50
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Huge
Armor Class: 18, touch 8, flat-footed 18 (-2 Size, +10 Armor)
Weapon Mounts: Can Mount 1 Heavy Gun/Grenade Launcher/Rocket and 2 Guns, or 2 Heavy Guns/Grenade Launchers/Rockets, or 4 Guns.
Max Crew: 6 (1 Driver, 4 Gunners and 1 other)
Cargo Capacity: 1000 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Driver)
Special: If it has 1 Heavy Gun and 2 Guns, the heavy Gun fires to the front, and the other two fire on one side each.  If it has 2 Heavy Guns one fires in the forward arc and the other to the rear.  If it has 4 Guns, one fires to each side.  The vehicle provides Total Concealment for all passengers.

Hello Kitty Tank
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 16 ranks
Cost: 1 month and 20,000 GP (plus weapons)
Description: Large heavily armored vehicle with a turret and several smaller weapons.
Hit Points: 65
Hardness: 10
Base Land Speed: 80 ft.
Size: Gargantuan
Armor Class: 18, touch 6, flat-footed 18 (-4 Size,  +12 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.
Max Crew: 4 (1 Driver and 3 Gunners)
Cargo Capacity: 425 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon and Heavy Gun fires in the forward  or side arcs (but can fire to the rear as a Full Round action due to the turret).  The other two weapons fire to the front.  Provides Total Concealment for all passengers.   

EPIC VEHICLES

Tiger Super Tank
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 25,000 GP (plus weapons)
Massive armored vehicle with a turret weapon mounted on stubby legs.
Hit Points: 120
Hardness: 12
Base Land Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.
Max Crew: 8 (1 Driver, 5 Gunners, and 2 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon fires in the forward  or side arcs (but can fire to the rear as a Full Round action due to the turret).  The other four weapons fire to any of the 4 sides (choose which one they're aimed at during creation).  Provides Total Concealment for all passengers.

Bobcat Flying Transport
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Large aircraft designed to carry bombs or personnel.
Hit Points: 120
Hardness: 8
Base Land Speed: 40 ft., Fly Speed 120 ft. (Good)
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun, and carry a full cargo of bombs.
Max Crew: 16 (1 Pilot, 1 Gunner, 1 Bombardier, 13 other)
Cargo Capacity: 9000 lbs.
Maneuverability: Poor on land, Good in Air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Total Concealment for all passengers.  The Gun fires forward only.  Opening the Bomb Bay doors to release bombs is a Standard Action.

Wildcat Flying Fighter Plane
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Fighting aircraft seating two men.
Hit Points: 80
Hardness: 6
Base Land Speed: 40 ft., Fly Speed 180 ft. (Good)
Size Class: Gargantuan
Armor Class: 16, touch 1, flat-footed 16 (-4 Size, +10 Armor)
Weapon Mounts: Can mount 3 Heavy Guns or Rockets.
Max Crew: 2 (1 Pilot and 1 Gunner)
Cargo Capacity: 800 lbs.
Maneuverability: Average on land, Good in air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Concealment for passengers (but not Total).  The pilot controls two weapons facing forward, while the gunner controls 1 firing to the sides and rear.  The forward weapons are linked and fire as one.

Sea Lion Frigate
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 35,000 GP (plus weapons)
Heavily armored boat with massive weaponry.
Hit Points: 240
Hardness: 12
Base Swim Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 10 Cannons or Missiles.
Max Crew: 120 (1 Pilot, 10 Gunners, 109 other)
Cargo Capacity: 10 tons
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Pilot Ironclad)
Special: 4 Cannons fire to either side, and the other two can fire to the front or rear in any combination (decide when creating it).  Provides Total Concealment for passengers as long as they stay below decks.

Sea Panther Submarine
[SPOILER][/SPOILER]
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 30,000 GP (plus weapons)
Submersible mostly meant for carrying personnel, but with some ability to defend itself.
Hit Points: 180
Hardness: 12
Base Swim Speed: 60 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 2 Missile weapons.
Max Crew: 60 (1 Pilot, 3 Gunners, 57 other).
Cargo Capacity: 10 tons
Maneuverability: Poor
Skill required to Drive or Pilot: Profession (Pilot Submarine)
Special: The cannon fires to the front only, the other two weapons may fire to the front or rear (decide when creating it).

Maneuverability rules are found on page 42 of the Arms and Equipment Guide, along with Drive/Pilot DC's on page 44.  Drivers/Pilots without the proper Profession skill can make a Dexterity Check to control a vehicle, but the DC is +10.  If the Support Kitteh is strapped for cash he can mount a smaller weapon (i.e. any weapon he gets at a lower level than what is listed, or a Dynamo Cannon) instead.
« Last Edit: October 26, 2010, 01:25:36 AM by bhu »

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #586 on: October 13, 2010, 02:08:49 AM »
Got most of the SUpport Kitteh up.  I'm awaiting review by lappy since he made the Engineer.

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #587 on: October 13, 2010, 10:28:30 PM »
Niiiiiiiice.  :thumb

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #588 on: October 14, 2010, 12:35:52 AM »
He like so far so am proceeding.  Fluff is all done, as is crunch except the vehicle stats.

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #589 on: October 14, 2010, 11:35:33 PM »
For the Vehicles:

Should I make them operate something like the Apparatus of Kwalish (but not so limited), make driving rules, or what?


this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

GUNNER KITTY


   
"Happiness is a big gun!"

 Occasionally Support Kitties need better weapons for their vehicles than they can make.  They are vehicle specialists after all.  On that day they turn to their fellow technicians, the Gunner Kitties.

BECOMING A GUNNER KITTY
Most begin as a Cat Burglar for the disguise opportunities it presents, and then swiftly switch to Engineer (see link above for the Engineer class).

 ENTRY REQUIREMENTS
   Class Abilities:  Vocation (Dynamo Cannon, Mounted Artillery), Kitty Form
   Skills:  Craft (Bowmaking, Weaponsmithing) 8 ranks, Knowledge (Arcane, Architecture/Engineering) 4 ranks, Use Magic Device 8 ranks


Class Skills
 The Gunner Kitty's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), 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    Guns!, Innovation
2. +1    +0     +0     +3    Grenades!
3. +2    +1     +1     +3    Gazookas!
4. +3    +1     +1     +4    Guns!
5. +3    +1     +1     +4    Grenades!
6. +4    +2     +2     +5    Gazookas!
7. +5    +2     +2     +5    Guns!
8. +6    +2     +2     +6    Grenades!
9. +6    +3     +3     +6    Gazookas!
10.+7    +3     +3     +7    Nukes!

Weapon Proficiencies: A Gunner Kitty is proficient with all Weapons he can make via his Class Abilities.
 
Innovation: Your Engineer and Gunner Kitty Levels stack for purposes of how many Innovation Points you have. 

Guns! (Su): You begin to get more powerful weapons with this class.  At 1st Level you can make Guns.  At 4th Level you can now make Heavy Guns, and at 7th Level you can make Cannons.  These will be detailed below.

Grenades! (Su):  You get hand held throwing weapons beginning at 2nd Level.  At 2nd Level you can make Anti-Personnel Grenades.  At 5th Level you get Explosive Grenades, and at 8th Level you get Grenade Launchers.  These will be detailed below.

Gazookas! (Su): At 3rd level you can make Rockets.  At 6th Level you can make Missiles, and at 9th level you get Big Missiles.  These will be detailed below. 

Nukes! (Su): At 10th Level you can make Nukes.  These will be detailed below.

PLAYING A GUNNER KITTY
 You make people nervous.  Or more particularly the huge implement of destruction you carry makes them nervous.  And your predilection for using it at every given opportunity as a means of solving all your problems.
 Combat: You prefer combat to be while your at range, hidden behind cover, and well fortified defense between you and the guys you're sniping at.
 Advancement: Most Gunner Kitties are obsessed with making newer and ever bigger weapons.  And then testing them as soon as possible...
Resources: Much like the Support Kittehs, the Gunners belong to both an Engineer school and a Guild.

GUNNER KITTIES IN THE WORLD
"Run!  He has a gun and he's happy to see us!"
 You generally interact with the world from atop water towers or high castle walls, or occasionally in the safety of a Cat Carrier.  The disguise abilities the Guild taught you allow you to test weapons in the open with everyone believing you're a cat, and their Collars of Holding make smuggling them most easy.
 Daily Life: Much of your life is spent maintaining your weapons cache, and inventing new ones.  And of course the occasional 'mission' (Gunner Cats call them 'trips to happy fun land') where you get to shoot off your latest device.
 Notables: Katlashnikov (NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6) is a famous arms designer.  No one has ever seen his face, however.  Natasha (NE Dwarf Female Cat Burglar 1/Engineer 8/Gunner Cat 3) rips off many of his designs, and sells the inferior results to unsuspecting fools.
 Organizations: Like the Support Kittehs you divide your time between two organizations, but you also quite possibly belong to an informal one known as "The Brotherhood of the Fuzzy Burnination".  It's basically a club for gun nuts.

NPC Reaction
 NPC's who have seen your kind before usually run. They know whats coming.  Those who haven't usually get the hint pretty quick.

GUNNER KITTIES IN THE GAME
 If any of your players are military gun enthusiasts how them this.
 Adaptation: Definitely a silly campaign idea.
 Encounters: Pretty much the same as Support Kittehs, although they can also be found at club meetings and on occasional shooting sprees.

Sample Encounter
EL 12: The PC's are dining at their favorite cafe around noon, when a cat appears at each end of the street.  The two cats stare silently at one another while everyone about the PC's run for their lives.  As the cats whip out the weapons of mass destruction it all suddenly becomes clear to the players...


Katlashnikov
NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6
Init +2 (+5 KF), Senses: Listen +5, Spot +13
Languages Human
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +2 Dex, )
hp 42 (12 HD)
Fort +5, Ref +7 (+10 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options Makeshift Prowess, Precision +2
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 14
Abilities KF Str 3, Dex 21
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, Crafter Extraordinaire, Minor Forging, Vocation (Dynamo Cannon, Mounted Artillery), Guns!, Grenades!, Gazookas!
Feats Able Sniper, Far Shot, Jibba Jabba, Kitty Sniper, Point Blank Shot, Precise Shot
Skills Appraise +9, Bluff +9, Craft (Bowmaking, Weaponsmithing) +17, Diplomacy +6, Disable Device +7, Gather Information +6, Hide +6, Intimidate +8, Knowledge (Local, Nobility) +11, Knowledge (Arcana, Architecture/Engineering) +11, Listen +5, Move Silently +6, Profession (Gunsmith) +10, Spot +13, Use Magic Device +18
Possessions



EPIC GUNNER KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Gunner Kitty gains a Bonus Feat every x levels higher than 20th



New Kitty Feats

Kitty Sniper
You are adept at sniping targets from hidden locations.
Prerequisites:  Able Sniper, Far Shot, Precise Shot, Spot 9 ranks
Benefits: If your target is unaware of you (i.e. you are sniping from concealment at a distance usually), the Critical Threat range of the first ranged attack you make is doubled.  If for some criticals are not applicable to this ranged attack, you do extra dice in damage equal to your Wisdom Modifier (i.e. if your Wisdom Modifier is +2, you do +2d6 damage).


Guns Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They weigh 6 pounds, and range depends on the spell effect they are created to replicate.  Once a Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Guns may duplicate the following spells: Battering Ram, Blast of Force, Force Missiles, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Melf's Acid Arrow, Orb of Acid/Electricity/Fire/Force/Sound, Rainbow Beam, Ray of Flame, Ray of Ice, Rust Ray, Scorching Ray, Sonic Blast, Sound Lance, Sting Ray, Thunderlance.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Heavy Guns Heavy Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They weigh 12 pounds, and range depends on the spell effect they are created to replicate.  Once a Heavy Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Heavy Guns may duplicate the following spells: Acid Breath, Blast of Flame, Cone of Cold, Cyclonic Blast, Dander Blast, Lightning Bolt, Pew Pew Pew, Prismatic Ray, Rainbow Blast, Resonating Bolt, Scorch.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Cannons Cannons are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They are vehicle mounted, and range depends on the spell effect they are created to replicate.  Once a Cannon runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Cannons may duplicate the following spells: Antimagic Ray, Chain Lightning, Disintegrate, Fleshshiver, Prismatic Spray, Ruby Ray of Reversal,
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Anti-Personnel Grenades Anti-Personnel Grenades are Grenade like Weapons that duplicate spell effects.  Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability.  They follow the rules for Grenade like weapons, and are one use items.  They weigh 1 pound.  Anti-Personnel Grenades may duplicate the following spells: Blacklight, Blindness/Deafness, Cloud of Bewilderment, Contagious Fog, Daze, Daze Monster, Deep Slumber, Dispel Magic, Evard's Black Tentacles, Flare, Flashburst, Fog Cloud, Glitterdust, Grease, Great Thunderclap, Hold Person, Malevolent Miasma, Obscuring Mist, Sensory Deprivation, Stinking Cloud, Solid Fog, Wall of Smoke, Web.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Explosive Grenades Explosive Grenades are Grenade like Weapons that duplicate spell effects.  Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability.  They follow the rules for Grenade like weapons, and are one use items.  They weigh 1 pound.  Explosive Grenades may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Mine, Force Mine, Ice Storm, Lightning Mine, Thunder Mine.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Grenade Launchers Grenade Launchers are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They weigh 12 pounds, and range depends on the spell effect they are created to replicate.  Once a Grenade Launcher runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Grenade Launchers may duplicate the following spells: Delayed Blast Fireball, Force Artillery, Fort Cracker, Love Bomb, Magic Grenade, Radiant Assault.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Rockets Rockets are weapons that appear to be clusters of rockets.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They are vehicle mounted, and range depends on the spell effect they are created to replicate.  Once a Rocket runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Rockets may duplicate the following spells: Blistering Radiance, Cacophonic Burst, Cloudkill, Defenestrating Sphere, Explosive Cascade, Fireball, Firebrand, Scintillating Sphere, Shard Storm, Viscid Glob, Vitriolic Sphere, Vortex of Teeth.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Missiles Missiles are weapons that appear to be clusters of rockets.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They are vehicle mounted, and range depends on the spell effect they are created to replicate.  Once a Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Missiles may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Missile, Ice Storm, Lightning Missile, Otiluke's Freezing Sphere, Thunder Missile.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Big Missiles Big Missiles are weapons that appear to be clusters of rockets.  They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency.  They are vehicle mounted, and range depends on the spell effect they are created to replicate.  Once a Big Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action.  Big Missiles may duplicate the following spells: Dander Explosion, Electromagnetic Pulse, Gawd's Iron Fist, Incendiary Cloud, Sunburst, Tick Bomb.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

Nukes Nukes are one use weapons that are basically bombs.  To use one a PC requires both magical ability (the appropriate number of levels in Engineer count, since that's how you made the thing), and e must take an uninterrupted Full Round Action to arm it.  When arming it he decides if it will detonate on impact, or after a specific period of time (the maximum the timer can be set for is 24 hours).  Anyone who qualifies to arm it can also disarm the bomb as a Full Round Action.  Nukes may duplicate the following spells:  Dander Tornado, Four LOLcats of the Apocalypse, Meteor Swarm, Reality Maelstrom, Wail of the Banshee.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

Spells not in the PHB may be found in the Spell Compendium, or in the Kitty Magic section of this thread (or in the posts below).
« Last Edit: October 25, 2010, 03:29:13 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #590 on: October 15, 2010, 10:53:42 PM »
Nice! Have an internet.

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #591 on: October 15, 2010, 11:07:26 PM »
Weapon Proficiencies: A Gunner Kitty is proficient with all Weapons he can make.
A Gunner kitty can probably make all weapons.
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Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #592 on: October 16, 2010, 01:05:25 AM »
Fixed.

Updated the Support and Gunner Kitties.  Let me know what you think about the vehicle stats, and I will revise before finishing up their prerequisites/and costs.

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #593 on: October 16, 2010, 03:29:28 AM »
Hit Die: d6
Skills Points at Each  Level: 6 + int
Innovation You get an additional 2 Innovation points per Level.
Precision Your precision Ability increases by +1 at Level 22 and every 4 Levels thereafter.
Vehicular Pimping: You may construct one of the Epic Vehicles listed below.  Choose one at Level 23, and another one every three levels thereafter.
Bonus Feats: The Epic Support Kitteh gains a Bonus Feat every x levels higher than 20th

New Kitty Feats

Pilot
You can now pilot the planes you can make.
Prerequisites:  Support Kitteh Level 23+
Benefits:


Captain
You can now drive Ironclad boats.
Prerequisites:  Support Kitteh Level 23+
Benefits:


Submarine Operator
You can now pilot submarines.
Prerequisites:  Support Kitteh Level 23+
Benefits:
Considering they require levels in a Prc, I think everything that is 20 something levels is supposed to be 10 something levels.
« Last Edit: October 16, 2010, 01:50:20 PM by jojolagger »
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 #594 on: October 16, 2010, 05:23:56 AM »
You cant build the vehicles the Feats are used for until you get Epic Levels of the PrC, but I got you.  Will switch.

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #595 on: October 16, 2010, 10:07:56 PM »
Using the arms+equipment guide vehicle rules, right?

bhu

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #596 on: October 17, 2010, 04:36:29 AM »
Using the arms+equipment guide vehicle rules, right?

Didn't know it had them.  I shall peek.

Radmelon

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #597 on: October 17, 2010, 08:08:21 PM »
I don't have the book myself, but their are references to it in stormwrack and frostburn.

jojolagger

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Re: Uncle Kitties Handbook O' Kittehs
« Reply #598 on: October 17, 2010, 11:23:36 PM »
I have the book, but I can't find a way to put up 1 chapter of stuff.
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 #599 on: October 18, 2010, 01:58:21 AM »
i have the book, I just need to find where i put it.