Okay the Ranpu is done pending any requested changes from Owrtho.
CABBIT
"Nibble nibble nibble nibble." As Cabbits became more popular as domesticated pets, the Guilds decided they needed to take advantage of this. They also took advantage of the new occupational specialty to specialize part of their training. Cabbits are meant more for scouting and finding things out than helping outright theft. They are the Guilds early warning system in the community.
BECOMING A CABBIT Most Cat Burglars simply have to have the Cabbit Form and the necessary training.
ENTRY REQUIREMENTS Class Abilities: Enhanced Kitty Form (Cabbit Form), Burglaring (Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers)
Skills: Hide 8 ranks, Jump 8 ranks, Listen 8 ranks, Spot 8 ranks
Feats: Any 2 Luck Feats (see Complete Scoundrel)
Class Skills The Cabbit's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 8 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +2 +0 Cabbit Magic
2. +1 +0 +3 +0 Lucky Cabbit's Foot
3. +2 +1 +3 +1 Feets Don't Fail Me Now!
4. +3 +1 +4 +1 Cabbit Magic
5. +3 +1 +4 +1 Lucky Cabbit's Foot
6. +4 +2 +5 +2 Feets Don't Fail Me Now!
7. +5 +2 +5 +2 Cabbit Magic
8. +6 +2 +6 +2 Lucky Cabbit's Foot
9. +6 +3 +6 +3 Feets Don't Fail Me Now!
10.+7 +3 +7 +3 I Am All That Is Bunneh!
Weapon Proficiencies: A Cabbit gains no new weapon or armor proficiencies.
Cabbit Magic (Su): At Levels 1, 4, and 7 you get a spell from the following list that you can cast as a Supernatural Ability.
At Level One you can choose one of the following to cast 5 times per day: Charm Monster, Detect Scrying, Freedom of Movement, Scrying.
At Level 4 you can choose one of the following to cast 3 times per day: Commune with Nature, Passwall, Prying Eyes, Rary's Telepathic Bond.
At Level 7 you can choose one of the following to cast once per day: Greater Arcane Sight, Greater Scrying, Greater Teleport, Phase Door.
Lucky Cabbit's Foot (Su): At Level 2 you get a Luck Bonus to AC equal to your Wisdom Modifier.
At Level 5 you get a Luck Bonus to any 3 skills of your choice equal to your Wisdom Modifier.
At Level 8 you get a Luck Bonus to any one Saving Throw (decide which one at the beginning of each day) equal to your Wisdom Modifier.
Feets Don't Fail Me Now! (Ex): At Levels 3, 6, and 9 you gain a cumulative +10' to your base land speed as well as a cumulative +2 Luck Bonus to AC on any round in which you move 10' or more. This stacks with other Luck Bonuses to AC.
I Am All That Is Bunneh! (Su): When in Kitty Form you may now appear as a bunny as opposed to a kitty. This means you may now be a giant bunny, a Sabre Toofed Bunny, a Bunnygirl, or even a Bunny Faced Monkey. Stats remain the same, and your Purr and Feline Empathy abilities now work on bunnies too. The Blindsight gained from your Cabbit Form now extends to 120'. You now also automatically succeed on any Jump roll as long as the distance of the jump is 15' or less.
PLAYING A CABBIT You are just the cutest thing ever, and your exoticness just makes it that much worse. People can't resist adopting you, and thus spreads the information network of the Guilds. MWUHAHA!
Combat: Cabbits aren't meant for combat, and tend to rely on speed and luck if forced into a fight. They defeat their opponents with wit and guile, not brawn.
Advancement: Cabbits are usually more interested in magical abilities than most Guild members, probably because of the urban legends of various weird magical abilities attributed to the Cabbit species.
Resources: As usual most Cabbits can fall back on the Guild. As they also tend to network a lot they may even have some resources available outside the Guild.
CABBIT IN THE WORLD "The wise woman says they can turn goat pee into wine!" You lead a fun life. Cabbits are an obsession with the various humanoid species, and they have so many myths and urban legends about them pretending to be one can sometimes be a double edged sword as you could be perceived as too valuable.
Daily Life: You lounge about soaking up affection and info. You also look out for the Guild and whoever has adopted you. They give you free room and board it's the least you can do to make sure they don't come to harm..
Notables: Hoppy (CG Human Female Cat Burglar 6/Cabbit 6) is a local messenger. She relays news and supplies for the Guild.
Organizations: As per usual, all Cabbits belong to a Cat Burglar Guild.
NPC Reaction NPC's luv you. They also have weird and unusual expectations of you that you will have to learn to deal with.
CABBIT IN THE GAME This is an odd little clas meant more for a roleplaying heavy campaign as opposed to hardcore fighting.
Adaptation: This is most definitely a silly campaign PrC.
Encounters: Cabbits are usually encountered as pampered pets and good luck charms, and even temple guardians.
Sample Encounter EL 12: The PC's have been hired to escort the Princesses prize Cabbit to her new castle in the East. Apparently there's some stupid rumor they can poop gold, so everyone is out to get teh poor critter.
HoppyCG Human Female Cat Burglar 6/Cabbit 6
Init +1 (+4 KF, +5 KiF),
Senses: Listen +11, Spot +11
Languages Common, Sylvan
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AC , touch , flat-footed (+1 Dex, +3 Wis, )
AC KF , touch , flat-footed (+2 Size, +4 Dex, +3 Wis, )
AC Kif , touch , flat-footed (+4 Size, +5 Dex, +3 Wis, )
+4 Lucky Cabbit's Foot
hp 42 (12 HD)
Fort +4,
Ref +11 (+14 KF, +15 KiF),
Will +7
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Speed 50 ft. (10 squares)
Melee Base Atk +8,
Grp +7 (-4 KF, -8 KF)
Atk Options Combat Gear-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
Abilities KiF Str 2, Dex 21
SQ Purr, Feline Empathy, Cat Powah +3, Enhanced Kitty Form (Cabbit Form, Swift Kitty), Burglaring (Evasion, Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers), Kitty Form (Kitten Form), Scamper Bonus, Cabbit Magic (Charm Monster, Passwall), Lucky Cabbit's Foot, Feets Don't Fail Me Now!, Lucky Cabbit's Foot
Feats Advantageous Avoidance, Dodge, Lucky Catch, Lucky Start, Mobility, Sly Fortune
Skills Balance +9, Bluff +11, Climb +7, Diplomacy +11, Gather Information +11, Hide +9, Jump +7, Knowledge (Local, Nature, Nobility) +9, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Tumble +9, Use Magic Device +10
PossessionsEPIC CABBIT Hit Die: d6
Skills Points at Each Level : 8 + int
Cabbit Magic At Level 21 and every three levels thereafter, you gain a new Cabbit Magic Ability of any Level.
Feets Don't Fail Me Now! At Level 23 and every 3 levels thereafter you get an additional +10' to your Base Land Speed and an Additional +2 Luck Bonus to AC on any round in which you move 10' or more.
Bonus Feats: The Epic Cabbit gains a Bonus Feat every 4 levels higher than 20th
Bunnicula Mommy why does the bunny have fangs?
Prerequisites: Enhanced Kitty Form (Sabre Toothed Kitty), I Am All That Is Bunneh!, Kitty Magic (I Wuv U)
Benefits: Opponents you successfully bite in Bunny (Kitty) Form take a -6 Penalty to all Mind-Affecting Effects for 24 hours. ANy Mind-Affecting Effect that you can use via spells or other Feat/Ability/etc now also works on Plants.
Bunny Boots Your pawsies are now lucky.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (Missed Me!)
Benefits: While in Cabbit Form (or Bunny Form if you have I Am All That Is Bunneh!) you get a +2 Luck Bonus to Balance and Tumble Checks.
Bunny Jump Boingie, boingie, boingie!
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (A Cat Always Lands on His Feet, Bouncies)
Benefits: You gain a +4 Luck Bonus to Jump Checks and are no longer limited in jumping height by your Size Class.
Killer Bunny You are a warrior bunny, and a known weapons specialist. After all you have to protect the more timid bunnies.
Prerequisites: Fighter Level 1, Kitty Form (Cabbit, Kattgrrl), I Am All That Is Bunneh!
Benefits: You are proficient with all weapons (Exotic or otherwise), and take no penalties to attack or damage rolls with improvised weapons. Any Feats you have that apply to a specific weapons now apply to all weapons.
Devil Bunny You have a tremendous craving for ham. You're pretty sure they're kept in tall buildings, and that you can get them by killing the people in those buildings. Also, you may be crazy.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Fiendish Heritage, I Am All That Is Bunneh!
Benefits: You get a Profane Bonus to all Attack rolls or Opposed Checks of any kind equal to your Charisma Modifier.
Playboy Bunny Your naked form and /or sexuality is quite legendary.
Prerequisites: Enhanced Kitty Form (Cabbit Form, Katgrrl Form), I Am All That is Bunneh!
Benefits: The Save DC of your Beware the Power of the Hypnobutt ability increases +4.
Vorpal Bunny You have studied the weak points of armor. Knights hate you, and you have a horrible reputation due to eating many of them.
Prerequisites: I Am All That Is Bunneh!, Kitty Form, Improved Critical (Bite)
Benefits: Your bite attacks are now Vorpal as per the weapon. You also gain a Competence Bonus on Attack and Damage rolls equal to your opponents Armor Bonus to AC.
Ninja Bunny You are Ninja Bunneh! The world shall tremble in Fear! Well it would if you weren't trying to deceive it into thinking you're harmless.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Improved Feint
Benefits: If you successfully Feint in combat you do +2d6 damage if your subsequent strike is successful.
Snuggle Bunny People fight to hold you.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Kitty Magic (Kitty Wuvs Dwagon)
Benefits: Living intelligent beings within 30' who see you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be compelled to pick you up and hold you for 1 minute. This is a Mind-Affecting Compulsion Effect, and is instantly dispelled if you attack them or do something to reveal you aren't just an animal. Whether or not they adopt you after the duration is over is up to them.
Dust Bunny You are surrounded by dust clouds, even in wind.
Prerequisites: Enhanced Kitty Form (Cabbit Form), must be able to cast any spell with the Earth descriptor
Benefits: Effectively in Cabbit Form you are permanently surrounded by an Obscuring Mist spell except it only affects your square and all adjacent squares, and it's unaffected by wind. You can see through it fine, and it makes others feel dirty. Literally.
Fluffy Bunny Mah lord you is fuzzy...
Prerequisites: Enhanced Kitty Form (Cabbit Form), Enhanced Kitty Form (Foofy Kitty)
Benefits: You gain Cold Resistance 10.
Easter Bunny You may hide small objects in such a way that they can only be found by the person you intend to find them.
Prerequisites: I Am All That Is Bunneh!, Kitty Magic (Schrodinger's Kitty)
Benefits: When you hide any object you can designate someone who is able to find it. Anyone who is not this designated finder gets a -10 Penalty on all Search or Spot Checks meant to find it. If someone else manages to find it, the item immediately teleports up to 30' away to a random place, but only once.
They Call Me Mister Thumper Your kicks are a blur.
Prerequisites: Enhanced Kitty Form (Cabbit Form), Snap Kick, Superior Unarmed Strike
Benefits: When making a Full Attack in Cabbit Form (or Bunny Form once you get I Am All That Is Bunneh!) using your Unarmed Strike you get two additional attacks per round at your (highest BAB -2).
Stabbity Ears You can turn your ears into stabbity backup weapons!
Prerequisites: Enhanced Kitty Form (Cabbit Form), Versatile Unarmed Strike
Benefits: When making a Full Attack in Cabbit Form (or Bunny Form once you get I Am All That Is Bunneh!) you get two additional attacks per round at your (highest BAB -2). The ears do 1d3 plus Str Modifier damage if Tiny sized, and can be used as slashing or piercing weapons (damage scales up or down if SIze class changes as usual).
Brood Rabbit (Vile)
You can spawn Evil Bunnehs!
Prerequisites: Evil Brand, I Am All That Is Bunneh!
Benefits: As a full round Action you can squat and 'summon' a litter of Devil Bunnies. This is effectively Summon Monster VIII, but you summon 2d3 Devil Bunnies (i.e. Fiendish Dire Lions) who stay for 24 hours.
Jackalope You has lil' bitty antlers!
Prerequisites: I Am All That Is Bunneh!, BAB +13
Benefits: You do double damage with a charge attack in Cabbit or Bunny Form, and you get a Gore attack doing 1d3 plus Str Bonus in Tiny Size (this scales up or down in the usual manner). If the Charge is successful you get a Bull Rush Attack as a Free Action without provoking an Attack of Opportunity, and you do not take the usual Size Penalty to the roll.
Wolpertinger You are freaky! Legend has it you can eat fire and poop dead whales! The Dead fear you! Your venom is an aphrodisiac! People may also tend to make up weird crap about you too...
Prerequisites: Enhanced Kitty Form (Cabbit Form, Sabre-Toothed Kitty Form, Winged Kitty), I Am All That Is Bunneh!
Benefits: Due to your rep, all Enemies within 30' of you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the Duration of the encounter.