I tweaked the spell list a lil again. I don't feel I've done the Engineer Class true justice with my designs so I may revise these later. I feel they need something to modify vehicles/guns. Feats or something maybe. But togapika has been waiting far too patiently for a request so I'll get a head start on it while I'm thinking up the spells effects.
THUNDERCAT "Lightning makes the world go round." Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.
BECOMING A THUNDERCAT Most entrants have studied Arcane Magic (Wizard, Sorcerer, Warmage) or Psionics (Psion, Wilder).
ENTRY REQUIREMENTS Class Abilities: Kitty Form
Spells or Psionics: Must be able to cast 3rd Level Arcane Spells or Manifest 3rd Level Powers, and must have one spell (or power if psionic) apiece that can do Electricity or Sonic damage.
Feats: Specialist (see below)
Skills: Either Knowledge (Arcane) or Knowledge (Psionics) 8 ranks, and either Spellcraft or Psicraft 8 ranks
Class Skills The Thundercat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable Device (Int), Intimidate (Wis), Knowledge (Arcane or Psionics)(Int), Knowledge (Local, Nature)(Int), Psicraft or Spellcraft (Int).
Skills Points at Each Level : 2 + int
Hit Dice: d4
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
2. +1 +0 +0 +3 Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
3. +1 +1 +1 +3 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
4. +2 +1 +1 +4 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
5. +2 +1 +1 +4 Lightning Rod
6. +3 +2 +2 +5 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
7. +3 +2 +2 +5 THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
8. +4 +2 +2 +6 Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
9. +4 +3 +3 +6 Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
10.+5 +3 +3 +7 THUNDERCATS!
Weapon Proficiencies: Thundercats gain no new weapon or armor proficiencies.
THUNDER! (Su): At 1st level, whenever you cast or prepare any spell granting you Energy Resistance, you may cast/prepare it in a spell slot of one level higher. If you do, all Allies within 30' gain the benefits of the spell too. If you are Psionic instead, whenever you use an Power that would give you Energy Resistance you can spend an additional 4 power points (these power points are considered separate from your power limit. i.e. if you are fifth level, and can only spend a max of 5 pp on a power, you can spend that 5 pp on the power to max its effects, and still spend the extra to get this effect).
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.
At 4th level whenever you cast or prepare any spell doing electrical damage, you may cast/prepare it in a spell slot of one level higher. If you do, and use it to target an Ally, instead of doing electrical damage you do positive energy damage (i.e. healing) instead. If you are psionic you instead spend an additional 4 power points in a manner similar to the ability above.
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic.
At 7th level you can 'lose' any spell you have memorized (or 1 slot if you are a spontaneous caster) with the Electricity or Sonic descriptor. The melee attacks of all Allies within 30' do additional Electrical or Sonic damage equal to the spells Level for 1 round per Caster Level plus 1d6. If you are psionic you may pay the full cost of any power doing Electrical or Sonic damage instead to get this effect.
Lightning Rod (Su): At 2nd Level choose one of the following two abilities: Whenever you successfully damage an opponent with a spell/power doing Electrical damage he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he loses his footwear as it explodes. Or you can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Dazed or Dazzled for 1 round per point of Charisma Modifier.
At 5th Level choose one of the following two abilities: Make an opposed Level Check against an Opponent casting a spell with the Electricity descriptor to gain control of the spell and redirect it to a new target. In the case of area of effects you can decide to redirect them in whatever manner suits you, so long as it's within the rules (i.e. you can make a Cone point in a different direction, you can't make it originate from a point other than it's caster). Or all spells you cast (or power you Manifest) doing Electrical damage have their Save DC increased by +2 (this stacks with Feats like Spell Focus and such).
At 8th Level choose one of the following two abilities: If you successfully damage an opponent with spell or power doing Electrical damage, he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he is Feebleminded for a number of days equal to your Charisma Modifier. Or, if any Ally within 60' is damaged by electricity, you can choose to redirect the damage to yourself.
Can You hear Me Now? (Su): At 3rd Level choose one of the following two abilities: You can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Deafened for 1 round per point o Charisma Modifier. Or you can choose to make any opponent make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Mod) or become permanently Deafened whenever you successfully damage them with a spell (or power) doing Sonic damage.
At 6th Level choose one of the following two abilities: You may choose to cast/prepare a spell with the Sonic descriptor in a spell slot of one level higher (or spend x power points if psionic), and your opponent gets no Saving Throw to avoid any extra effects (though he can still make one to halve damage). Or if your opponent casts a spell with the Sonic descriptor (you don't need to make a Spellcraft Check to know this for purposes of this ability), as a Swift Action you may 'lose' any spell or spell slot (or spend the base power points for a power of equal level) to immediately counter that spell. It is lost, has no effect, and the opponent still has to lose the spell.spend pp.
At 9th Level choose one of the following two abilities: A number of times per day equal to your Charisma Modifier, you can cast a spell with the Sonic descriptor, or Manifest a Power that does Sonic damage with a Metamagic (or Metapsionic) Feat without increasing the spells level (or the power point cost in the case of Psionics). Or you can prematurely 'cast' (or Manifest) a spell/power doing Sonic damage, and store it in one Ally you are touching. The next time he successfully strikes an enemy in melee, the enemy is affected by that spell as well. You may only store one spell in an Ally at a time, and if it isn't used within 24 hours it dissipates.
THUNDERCATS! (Su): Your body becomes a big electrical sponge. If you are Psionic, you convert Electrical damage into temporary power points (1 power point per two points of damage absorbed). If not spent within 24 hours they dissipate. Electrical damage you take is absorbed harmlessly and converted into spells/powers. You may substitute use these points to cast additional spells per day, but the points fade within 24 hours if not used (see Unearthed Arcana pages 153-157 for the amount of spell points needed to cast a spell of any Level, you get 1 spell point per 2 points of electrical damage absorbed). You may not hit yourself with Electricity to gain power in this manner.
PLAYING A THUNDERCAT You are the stuff. Not only can you blast stuff with your super kitteh powers, you can make your companions able to blast stuff. No one sees that part coming the first time. Plus it ensures your buddies don't want the baddies to get to you.
Combat: Thundercats are a Blaster PrC. Obviously they intend to concentrate on blasting to the detriment of their other spells/powers. But with luck you can optimize to still make them a lil effective. Plus you have some neat options against armored opponents.
Advancement: Thundercats tend to either specialize in blasting, or in buffing. Some occasionally try both but it's not common.
Resources: Thundercats are valued members of the Guilds, and as such they can often ask for favors. After all they've probably juiced up all of the Guilds members at one time or another resulting in their life being saved.
THUNDERCATS IN THE WORLD "You will rue this day!" Sometimes you bring people out of potential death by zapping them in the heart. And then sometimes you kill them by zapping them in the heart. Kinda fun either way.
Daily Life: You spend the day studying your powers and honing them for the day you get to blow stuff up and wreak havoc. Blowing stuff up is just the bestest. Nothing compares. Except maybe blowing up people...
Notables: Tabby-O (CG Human Cat Burglar 1/Psion 5/Thundercat 6) is a local merc for hire for Guilds needing someone to act as a troop commander and buffer.
Organizations: Brother Thundercats always help each other out when asked, and the requirements for entering assure identifying a member is easy.
NPC Reaction NPC's react to you in pretty much the same way they react to any other cat who can shoot lightning from their paws: abject terror.
THUNDERCATS IN THE GAME This shouldn't make too much of a dent in the campaign since it's just a Blaster PrC. It will of course mean the BBEG will need some Energy Resistance....
Adaptation: This is definitely meant for silly campaigns.
Encounters: Thundercats are generally encountered defending Guild offices, or blowing up hard targets (like the buildings of opposing Guilds). Plus their abilities to enhance their fellow Guild members make them quite popular.
Sample Encounter EL 12: "Awright men, today you assault the Stronghold of Bob Lazarus. A dangerous man. A powerful man. But we have a kitty on our side..."
Tabby-OCG Human Cat Burglar 1/Psion 5/Thundercat 6
Init +1 (+4 KF),
Senses: Listen +5, Spot +5
Languages Common, Elven, Sylvan, Feline
------------------------------------------------
AC , touch , flat-footed (+1 Dex, )
AC KF , touch , flat-footed (+2 Size, +4 Dex)
hp 31 (12 HD)
Fort +3,
Ref +6 (+9 KF),
Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Base Atk +5,
Grp +4 (-8 KF)
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 14
Abilities Kitty Form Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, THUNDER!, Lightning Rod, Can You Hear Me Now?
Feats Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment, Specialist (Claw of Energy),
Skills Autohypnosis +7, Balance +5, Bluff +6, Climb +3, Concentration +8, Disable Device +12, Hide +5, Intimidate +14, Jump +3, Knowledge (Local, Nature) +8, Knowledge (Psionics) +16, Listen +5, Move Silently +5, Psicraft +16, Sense Motive +5, Spot +5, Tumble +5
PossessionsEPIC THUNDERCATS Hit Die: d4
Skills Points at Each Level : 2 + int
Spells/Powers Your Caster/Manifester Level increases with Epic Levels but you do not gain additional spells/power points per day, and do not learn new spells or powers.
Bonus Feats: The Epic Thundercat gains a Bonus Feat every x levels higher than 20th
Specialist You may now refer to all lesser mortals you meet by the term 'grasshopper'.
Prerequisites: Must be able to Cast Spells or Manifest Powers of 3rd level, and must know one of each that does Sonic and Electrical damage.
Benefits: This Feat can be taken multiple times. Each time it is taken you can learn one spell with the Electricity or Sonic descriptor that isn't on your classes Spell List. If Psionic you can learn one Power not on your list doing Electrical or Sonic damage.