TelemontTanthul
2010-07-27, 10:52 AM
So my friends and I have decided to make a game of DDnD or "Dysfunctional Dungeons and Dragons". The idea here is that we are a band of extremely unlikely characters (i.e. Halfling Barbarians, Orc Ninjas etc etc.) who attempt to survive with what little we have to work with.
One of our players wanted to have a caster type class who's main feature is to summon undead cats. A Cat-o-mancer, if you will.
Given that this class is incredibly silly, I figured someone out there would be generous enough to offer their aid. Remember, you don't have to make it powerful, it's alright to have a class that is slightly underpowered, rather than a class that is terribly overpowered.
So, any suggestions/ideas/comments?
Cat-O-Mancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Rebuke Undead, Lesser Cat Summoning I
2nd|
+1|
+3|
+0|
+3|Detect Magic
3rd|
+2|
+3|
+1|
+3|Damage Reduction 1/Cold Iron, Lesser Cat Summoning II
4th|
+3|
+4|
+1|
+4|Toughness, Cat-like Reflexes
5th|
+3|
+4|
+1|
+4|Lesser Cat Summoning III, Animate Cats, Extended Cats I
6th|
+4|
+5|
+2|
+5|Scaredy Cats
7th|
+5|
+5|
+2|
+5|Damage Reduction 2/Cold Iron, Cat Summoning I
8th|
+6/+1|
+6|
+2|
+6|Endurance
9th|
+6/+1|
+6|
+3|
+6| Cat Summoning II
10th|
+7/+2|
+7|
+3|
+7|Augment Summoning I
11th|
+8/+3|
+7|
+3|
+7|Damage Reduction 3/Cold Iron, Cat Summoning III, Extended Cats II
12th|
+9/+4|
+8|
+4|
+8|Ghast Cats
13th|
+9/+4|
+8|
+4|
+8|Diehard
14th|
+10/+5|
+9|
+4|
+9|Dire Cat Summoning I
15th|
+11/+6/+1|
+9|
+5|
+9|Damage Reduction 4/Cold Iron
16th|
+12/+7/+2|
+10|
+5|
+10|Noxious Cats
17th|
+12/+7/+2|
+10|
+5|
+10|Dire Cat Summoning II
18th|
+13/+8/+3|
+11|
+6|
+11|Augment Summoning II
19th|
+14/+9/+4|
+11|
+6|
+11|Damage Reduction 5/Cold Iron
20th|
+15/+10/+5|
+12|
+6|
+12|Dire Cat Summoning III, Extended Cats III[/table]
GAME RULE INFORMATION
Hit Die: d6
Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Tumble (Dex)
Skills at first level: (2+Intelligence Modifier) X 4
Skills at each additional level: 2+ Intelligence Modifier
Armor/Weapon Proficiencies: A Cat-O-Mancer is proficient with simple and martial weapons, and may only wear up to light armor. They are also proficient with shields (except Tower Shields).
Summon Lesser Cats- This Spell-like Ability allows the caster to summon 1d6 zombie or skeletal cats, (See Monster Manual I, Zombie Template and Skeletal Template for details on how to make a Skeletal or Zombie Cat) the type of cat (Zombie or Skeletal) is chosen by the caster but only one type may be chosen in any given casting, the cats stay summoned until the caster breaks his concentration or all the cats are destroyed, at which time, the cats are hurled into oblivion, their bodies vanishing from the material plane.
The caster can at any time break his concentration on the spell, however, in doing so, all cats summoned in this manner are sent back into oblivion after 1+1/2 the Cat-O-Mancer's level rounds.
Upon reaching 3rd Level, the Cat-O-Mancer is able to summon an additional 1d6 cats, this ability applies to each of his Cat Summoning Spell-Like Abilities, to a maximum of 3d6 cats summoned at level 5.
Upon reaching 7th Level, the Cat-O-Mancer is able to entice Leopards, or Cheetahs (See Monster Manual I) to come to his aid, while still retaining the ability to summon lesser Cats (Maximum of 3d6). However, at 7th Level, the Cat-O-Mancer's maximum number of larger cats is set back to 1d6.
Once a Cat-O-Mancer reaches 14th Level, he is able to summon Dire Lions, Leopards, or Cheetahs. (See Monster Manual I Adding a Template for more details) However, the maximum number of Giant Cats he can summon is lowered to 1d3 + Charisma Modifier. This increases to 2d3+ Charisma Modifier and 3d3+ Charisma Modifier at 17th and 20th level respectively.
Detect Magic- The Cat-O-Mancer becomes intimately familiar with magical auras and abilities through his practice in summoning felines. As a result, at 2nd level, the Cat-O-Mancer is able to cast Detect Magic at will, and it functions as the spell (See Player's Handbook, Spell Descriptions)
Feline Traits- At Second level, the Cat-O-Mancer begins to physically change as his knowledge and connection to felines grow. This change causes the Cat-O-Mancer's fingers to end in long claws, these claws count as Natural Weapons and deal 1d6 damage. If the Cat-O-Mancer's race already has claws, the damage die increases by one magnitude (ex: 1d6 becomes 1d8).
Additionally, the Cat-O-Mancer's hearing and sight improve, granting a +4 bonus in both Listen and Spot Checks and Low Light Vision.
Toughness- As Toughness feat (See Player's Handbook, Feat Descriptions)
Cat-like Reflexes- At 4th Level, the Cat-O-Mancer becomes more attuned to his feline minions, and is thus able to move faster and more deftly. This ability has two benefits: First, the Cat-O-Mancer gains a Deflection Bonus to his Armor Class equal to his Dexterity Bonus. Secondly, the Cat-O-Mancer receives a bonus +2 towards Tumble Checks to avoid Attacks of Opportunity.
Scaredy Cats- The Cat-O-Mancer's understanding of fear serves him well. At 6th level, when casting a Cat Summoning Spell, all bystanders within 10 feet of each cat briefly see their greatest fear (Illusion), and therefore must make a Will Save to disbelieve the illusion (DC 15 + Wisdom Modifier) or be stricken with fear, taking away any dexterity bonuses they may gain, and dazing them for one round. This is a Mind Affecting Spell-Like Ability, it has the Fear Descriptor.
Endurance- As Endurance feat (See Player's Handbook, Feat Descriptions)
Animate Cats- This spell functions as the Animate Dead Spell (See Player's Handbook, Spell Descriptions) with one key difference: Only Feline corpses may be reanimated.
Augment Summoning- Once 10th level, the Cat-O-Mancer's call across the planes is strong enough to bring forth more powerful cats. This ability functions as the Augment Summoning (See Player's Handbook Feat Descriptions), this bonus doubles at 18th level.
Ghast Cats- At 12th Level, the Cat-O-Mancer's minions become attuned to his negative energy, allowing them to bestow 1 Negative Level on a successful hit to an opponent who fails a Fortitude Save (DC 18+ Wisdom Modifier)
Diehard As the Diehard feat (See Player's Handbook, Feat Descriptions)
Noxious Cats- At 16th level, the Cat-O-Mancer's summoned minions are capable of carrying a special disease. Upon a successful hit, and a failed Fortitude Save (DC 18+ Wisdom Modifier), the target becomes subject to Warp Touch (See The Book of Vile Darkness, Page 31 Table 2-5 for effects). Provided all conditions are met, the target subjected to the disease is affected by one of the listed Side-Effects (Determined by a d100 roll).
This effect is immediate, and lasts up to 1d3 days + The Cat-O-Mancer's Charisma Modifier. However, spells such as Remove Curse, Limited Wish, and Wish are able to cure the effects permanently.
Extended Cats- At this point, the Cat-O-Mancer has attained enough knowledge of dead felines to control them with hardly a thought. The duration time of all Cat Summoning Spells is changed from "Concentration" to "24 Hours". The Cat-O-Mancer can still only control one group of cats at any given time, however, the caster is now allowed to move freely about, while still controlling his feline minions.
At Level 5, the Cat-O-Mancer no longer needs to concentrate on up to Lesser Cat Summoning III. At Level 11, the Cat-O-Mancer no longer needs to concentrate on up to Cat Summoning III. Finally, at level 20, the Cat-O-Mancer no longer needs to concentrate whatsoever to maintain his minions.
One of our players wanted to have a caster type class who's main feature is to summon undead cats. A Cat-o-mancer, if you will.
Given that this class is incredibly silly, I figured someone out there would be generous enough to offer their aid. Remember, you don't have to make it powerful, it's alright to have a class that is slightly underpowered, rather than a class that is terribly overpowered.
So, any suggestions/ideas/comments?
Cat-O-Mancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Rebuke Undead, Lesser Cat Summoning I
2nd|
+1|
+3|
+0|
+3|Detect Magic
3rd|
+2|
+3|
+1|
+3|Damage Reduction 1/Cold Iron, Lesser Cat Summoning II
4th|
+3|
+4|
+1|
+4|Toughness, Cat-like Reflexes
5th|
+3|
+4|
+1|
+4|Lesser Cat Summoning III, Animate Cats, Extended Cats I
6th|
+4|
+5|
+2|
+5|Scaredy Cats
7th|
+5|
+5|
+2|
+5|Damage Reduction 2/Cold Iron, Cat Summoning I
8th|
+6/+1|
+6|
+2|
+6|Endurance
9th|
+6/+1|
+6|
+3|
+6| Cat Summoning II
10th|
+7/+2|
+7|
+3|
+7|Augment Summoning I
11th|
+8/+3|
+7|
+3|
+7|Damage Reduction 3/Cold Iron, Cat Summoning III, Extended Cats II
12th|
+9/+4|
+8|
+4|
+8|Ghast Cats
13th|
+9/+4|
+8|
+4|
+8|Diehard
14th|
+10/+5|
+9|
+4|
+9|Dire Cat Summoning I
15th|
+11/+6/+1|
+9|
+5|
+9|Damage Reduction 4/Cold Iron
16th|
+12/+7/+2|
+10|
+5|
+10|Noxious Cats
17th|
+12/+7/+2|
+10|
+5|
+10|Dire Cat Summoning II
18th|
+13/+8/+3|
+11|
+6|
+11|Augment Summoning II
19th|
+14/+9/+4|
+11|
+6|
+11|Damage Reduction 5/Cold Iron
20th|
+15/+10/+5|
+12|
+6|
+12|Dire Cat Summoning III, Extended Cats III[/table]
GAME RULE INFORMATION
Hit Die: d6
Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Tumble (Dex)
Skills at first level: (2+Intelligence Modifier) X 4
Skills at each additional level: 2+ Intelligence Modifier
Armor/Weapon Proficiencies: A Cat-O-Mancer is proficient with simple and martial weapons, and may only wear up to light armor. They are also proficient with shields (except Tower Shields).
Summon Lesser Cats- This Spell-like Ability allows the caster to summon 1d6 zombie or skeletal cats, (See Monster Manual I, Zombie Template and Skeletal Template for details on how to make a Skeletal or Zombie Cat) the type of cat (Zombie or Skeletal) is chosen by the caster but only one type may be chosen in any given casting, the cats stay summoned until the caster breaks his concentration or all the cats are destroyed, at which time, the cats are hurled into oblivion, their bodies vanishing from the material plane.
The caster can at any time break his concentration on the spell, however, in doing so, all cats summoned in this manner are sent back into oblivion after 1+1/2 the Cat-O-Mancer's level rounds.
Upon reaching 3rd Level, the Cat-O-Mancer is able to summon an additional 1d6 cats, this ability applies to each of his Cat Summoning Spell-Like Abilities, to a maximum of 3d6 cats summoned at level 5.
Upon reaching 7th Level, the Cat-O-Mancer is able to entice Leopards, or Cheetahs (See Monster Manual I) to come to his aid, while still retaining the ability to summon lesser Cats (Maximum of 3d6). However, at 7th Level, the Cat-O-Mancer's maximum number of larger cats is set back to 1d6.
Once a Cat-O-Mancer reaches 14th Level, he is able to summon Dire Lions, Leopards, or Cheetahs. (See Monster Manual I Adding a Template for more details) However, the maximum number of Giant Cats he can summon is lowered to 1d3 + Charisma Modifier. This increases to 2d3+ Charisma Modifier and 3d3+ Charisma Modifier at 17th and 20th level respectively.
Detect Magic- The Cat-O-Mancer becomes intimately familiar with magical auras and abilities through his practice in summoning felines. As a result, at 2nd level, the Cat-O-Mancer is able to cast Detect Magic at will, and it functions as the spell (See Player's Handbook, Spell Descriptions)
Feline Traits- At Second level, the Cat-O-Mancer begins to physically change as his knowledge and connection to felines grow. This change causes the Cat-O-Mancer's fingers to end in long claws, these claws count as Natural Weapons and deal 1d6 damage. If the Cat-O-Mancer's race already has claws, the damage die increases by one magnitude (ex: 1d6 becomes 1d8).
Additionally, the Cat-O-Mancer's hearing and sight improve, granting a +4 bonus in both Listen and Spot Checks and Low Light Vision.
Toughness- As Toughness feat (See Player's Handbook, Feat Descriptions)
Cat-like Reflexes- At 4th Level, the Cat-O-Mancer becomes more attuned to his feline minions, and is thus able to move faster and more deftly. This ability has two benefits: First, the Cat-O-Mancer gains a Deflection Bonus to his Armor Class equal to his Dexterity Bonus. Secondly, the Cat-O-Mancer receives a bonus +2 towards Tumble Checks to avoid Attacks of Opportunity.
Scaredy Cats- The Cat-O-Mancer's understanding of fear serves him well. At 6th level, when casting a Cat Summoning Spell, all bystanders within 10 feet of each cat briefly see their greatest fear (Illusion), and therefore must make a Will Save to disbelieve the illusion (DC 15 + Wisdom Modifier) or be stricken with fear, taking away any dexterity bonuses they may gain, and dazing them for one round. This is a Mind Affecting Spell-Like Ability, it has the Fear Descriptor.
Endurance- As Endurance feat (See Player's Handbook, Feat Descriptions)
Animate Cats- This spell functions as the Animate Dead Spell (See Player's Handbook, Spell Descriptions) with one key difference: Only Feline corpses may be reanimated.
Augment Summoning- Once 10th level, the Cat-O-Mancer's call across the planes is strong enough to bring forth more powerful cats. This ability functions as the Augment Summoning (See Player's Handbook Feat Descriptions), this bonus doubles at 18th level.
Ghast Cats- At 12th Level, the Cat-O-Mancer's minions become attuned to his negative energy, allowing them to bestow 1 Negative Level on a successful hit to an opponent who fails a Fortitude Save (DC 18+ Wisdom Modifier)
Diehard As the Diehard feat (See Player's Handbook, Feat Descriptions)
Noxious Cats- At 16th level, the Cat-O-Mancer's summoned minions are capable of carrying a special disease. Upon a successful hit, and a failed Fortitude Save (DC 18+ Wisdom Modifier), the target becomes subject to Warp Touch (See The Book of Vile Darkness, Page 31 Table 2-5 for effects). Provided all conditions are met, the target subjected to the disease is affected by one of the listed Side-Effects (Determined by a d100 roll).
This effect is immediate, and lasts up to 1d3 days + The Cat-O-Mancer's Charisma Modifier. However, spells such as Remove Curse, Limited Wish, and Wish are able to cure the effects permanently.
Extended Cats- At this point, the Cat-O-Mancer has attained enough knowledge of dead felines to control them with hardly a thought. The duration time of all Cat Summoning Spells is changed from "Concentration" to "24 Hours". The Cat-O-Mancer can still only control one group of cats at any given time, however, the caster is now allowed to move freely about, while still controlling his feline minions.
At Level 5, the Cat-O-Mancer no longer needs to concentrate on up to Lesser Cat Summoning III. At Level 11, the Cat-O-Mancer no longer needs to concentrate on up to Cat Summoning III. Finally, at level 20, the Cat-O-Mancer no longer needs to concentrate whatsoever to maintain his minions.