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DracoDei
2011-07-25, 08:25 PM
The cat burglar class itself is not that silly TBH.
What does TBH stand for? I don't think I have seen it before.

Sir Shadow
2011-07-25, 08:38 PM
To Be Honest

Squiggly-Thing
2011-07-28, 06:20 PM
(From the Cantripize It thread.)

Cat Attraction

Enchantment (compulsion) [mind-affecting]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch and Close (25 ft. + 5 ft./2 levels)
Target: One mundane item, such as a computer keyboard, a plate of food, important paperwork, etc.
Duration: 10 min./level
Saving Throw: See text
Spell Resistance: No

When you cast this on an item, it becomes irresistible to cats. All cats and creatures similar to cats within Close range are drawn to step on, lie on, lick, eat, and generally pay far too much attention to that item. The cats may make a Will save to avoid this effect if their Intelligence is 3 or higher. If they make their Will save, they instead bathe themselves for 1d4+1 rounds.

Material Component
A pinch of catnip.

Moose Man
2011-07-28, 07:07 PM
Is Kilala (from inuyasha) a feral cat burglar? She transforms from the tiny two tailed kitty to her lion sized battle form. Co-ink-y-dink? I fink not!

Welknair
2011-07-28, 07:12 PM
Bloodline (http://www.giantitp.com/forums/showthread.php?p=11436056#post11436056) based on the Cat Burglar if anyone's interested.

Amechra
2011-07-28, 07:23 PM
Hey, Welknair, can you make a Librarian bloodline? Or a Nord's Blade bloodline? Or an Impossible Warrior bloodline?

Welknair
2011-07-28, 07:34 PM
Hey, Welknair, can you make a Librarian bloodline? Or a Nord's Blade bloodline? Or an Impossible Warrior bloodline?

Added to my to-do list, which can be found in the Bloodline Hub (http://www.giantitp.com/forums/showthread.php?p=11487854#post11487854). I'm hoping to redirect further bloodline conversation there.

Obligatory comment on the work featured in the thread: This is a very extensive collection of work. Like really. I believe it holds the record for the most material based off of a single homebrew idea. Kudos, amazing job.

Bhu
2011-07-28, 09:37 PM
Thanks Welknair. Your creation and the Cat attraction cantrip were so cool I added them to the front page list!

Lix Lorn
2011-07-28, 10:39 PM
...Yoruichi. Cat Burglar with a ToB PrC?

Bhu
2011-07-28, 11:51 PM
...Yoruichi. Cat Burglar with a ToB PrC?

Yoruichi???

Cieyrin
2011-07-29, 01:04 PM
Yoruichi???

Character from the anime Bleach, ninja-esque and often switches from her female form to that of a cat, at least early on in the series when in the real world. She's done it significantly less since then.

Bhu
2011-07-29, 11:48 PM
Library Cat on pg15 updated

Bhu
2011-08-02, 10:47 PM
amechra you still reading id like your thoughts on the librry kitty since it involves your class

Amechra
2011-08-02, 11:11 PM
I like Hide Knowledge, but as for Occupational Specialty... I dun know.

Bhu
2011-08-05, 11:25 PM
I added the three main occupational specialties to the library cat

unosarta
2011-08-05, 11:30 PM
Character from the anime Bleach, ninja-esque and often switches from her female form to that of a cat, at least early on in the series when in the real world. She's done it significantly less since then.

Cat Burglar/Desert Wind that has been switched to electrical damage would fit her perfectly. Actually, that sounds like a pretty cool class anyway.

Bhu
2011-08-07, 10:38 PM
Amechra did u have epic rules for the Librarian?

Amechra
2011-08-08, 02:28 PM
No I don't...

Not yet, anyway :smallwink:

Bhu
2011-08-08, 10:22 PM
Library cat is about done any thoughts

Amechra
2011-08-08, 10:27 PM
I like it; I especially like Lurker, partly because they would be the BEST workers at the front desk.

Bhu
2011-08-08, 10:46 PM
Kewl! I just gotta figure out epic stuffs

Bhu
2011-08-10, 10:10 PM
Unless there are objections the Library Cat is done and work begins anew on the Burger Chef!

Domriso
2011-08-14, 01:21 AM
So, I've had this idea in my head for a while, and when I finally wrote it up tonight I was going to post it for peaching, but then I remembered this thread, so I thought I'd give it a home here. Enjoy!

*****

Lord Fluffybottoms
Terror of the Kitten-Lands
Conceived as a story to bring people together, he became something more, gaining a force of his own to exist. His powers aid those who seek to be small and sneaky, and those who would face dangerous opponents who consume life.
Legend
Lord Fluffybottoms was, alas, not a real person. Nor, for that matter, was he a real cat. He was in fact a fantasy, a story told amongst a small group of children, who believed in him enough to one day cause him to become nearly real. The story is not pleasant, nor is it particularly inspiring, but it is his all the same.

In a time long ago (or perhaps away), there were eleven children, each the only offspring of a large number of races in a highly mixed community. When they first met, the children had little in common, their varied heritage’s pushing them apart. It wasn’t until one child, the daughter of the community’s shaman, began to tell stories of the Kitten-Lands, a far-away place where kittens lived and played and loved, that the children grew closer. With a common bond, they became fast friends, with the shaman’s daughter taking a semi-leadership position amongst the group. For a time, all was good.

Until the time that the great devourer came. A giant beast, fur sprouting from his matted form, he strode into the community, killing everyone he saw. None were safe from his claws, and those who fell to his horrid bite became less than dead; their bodies failed, but their souls did not pass on. This was only obvious to the shaman, and in turn, the shaman’s daughter. Fearing for the safety of the few remaining of the community, the shaman made a prayer to his spirit, asking for some kind of miracle.

The spirit answered. For a day, the devourer was pushed back, his hunger sated for a time. In the wreckage, the eleven children found themselves alive, but their families were crippled. The only survivor was the shaman, and he was deep in constant prayer, attempting to keep the devourer away. Only the shaman’s daughter would see him, and only to bring him food and drink.

Everyday, as the sun began to rise in the sky, the devourer would come back to the town, aware that there were some still living there, but unable to find them. The shaman’s magic was keeping the children alive by removing their presence from the devourer’s eyes, but his nose still knew he was there. As the sun set each night, the devourer would leave, but he slowly scoured more and more of the broken community.

Throughout the many days that the devourer came, the shaman’s daughter kept her friends occupied. She told them more and more fantastic stories of the tales of Lord Fluffybottoms, how he saved the Kitten-Lands from the Horned Canine, how he wrested control of the Kitten-Lands from the Ocicat Tyrant and returned it to the hands of the people, and, the most favored story, of how Lord Fluffybottoms finally gave up his freedom, traveling into the Great Catnip Forest, the land of the hallowed dead, to protect all those who were righteous from harm. These stories kept the children at ease during the trying time.

But, things were quickly deteriorating. What the other children did not know is that the shaman was already dead, his body used as a sacrifice to protect the children from the devourer, and yet his spirit had remained, destroying itself in an attempt to give the children a chance. The shaman’s daughter was now alone protecting the rest of the group, using her own father’s spirit as a channel for powers. She was, alas, not powerful enough.

On the 17th day of hiding, the devourer found them. The children ran, knowing that to be caught was to be killed, but they were not fast enough. Throughout the day, the devourer stalked, his prowess obviously surpassing the others. Every hour he killed another child, taking their very essence into his body, growing stronger, until only the shaman’s daughter was left.

Realizing that there was nothing left to do but face down her enemy, the shaman’s daughter prepared herself, listening to the devourer grow closer with every step. As he finally broke down her door, the daughter said one final prayer, that to Lord Fluffybottoms. While she did not know why she said it, she did, and she immediately felt his presence infuse her.

The devourer did not care. He leapt at the girl, his teeth sinking into her throat, tearing it out in an instant, and leaving her dying on the floor. As her lifeblood leaked out, the devourer felt the familiar power of life essence suffice his form, but then something went wrong. The life energy tore through him, ripped his body apart letting loose all of the spirits of the children he had consumed, and leaving his body so weak he could not move. He could only lie there, dying in a crumpled heap, his thoughts the only thing to keep him company.

While the girl lay dying, Lord Fluffybottoms’ “spirit” was released. The belief of the girl had the other children had been powerful enough to bring him into a quasi-existence, but he had not been powerful enough to save them. While it seems unlikely that he swore any form of vengeance that day, it is known that he favors children, and that those who drink of the life of others are always at risk of his powers.

Summoning Rules
The following rules describe the requirements and rituals for binding Lord
Fluffybottoms, Terror of the Kitten-Lands.
Level: 1
Binding DC: 15
Requirements: You must say a quick prayer to Lord Fluffybottoms, asking him for aid, and then tell a story of when you were a child. The story you tell is forever lost from your memory, sucked into the entity which is Lord Fluffybottoms.
Manifestation: As the final word of the story is told, the words seem to flow from your mind as the memory is consumed. A swirl of color infuses the seal, and a cat appears within, often dressed in fine garments (which fit him perfectly), though the exact garments and the breed of cat are never the same. He listens to your request with calm and solitude, and finally answers with a simple meow before leaping into your chest.

Granted Abilities
Lord Fluffybottoms grants the following supernatural abilities.

Naturally Placed: You gain a +2 bonus to Sneak checks for every 4 levels you possess. This is a constant ability, as you naturally place yourself in areas which conceal your form.

Itsy-Bitsy: You gain the Slight Build racial trait. Your physical stature lets you function in many ways as if you were one size category smaller. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Cat Nap: You can enter a period of sleep which induces a state of supernaturally quickened healing. Entering this state takes 10 minutes, during which time you need relative silence (the warming rays of the sun coming through a window are optional). Once you enter this state, you immediately begin healing all forms of harm. You gain Fast Healing 1, as your wounds begin to knit. You heal one point of ability damage every ten minutes. You also heal 1 negative level every half an hour. Other conditions which might be affecting you (such as nausea or exhaustion) are instantly removed.

You can remain in this state for up to 1 hour per Charisma modifier you possess. The healing need not be all consumed at once, but each time you enter this state requires 10 minutes.

Mighty Claws: You gain two claw attacks, which deal damage as is normal for your size (1d4 for Medium creatures).

Swift Legs: You gain a +10 bonus to your land speed.

Signs and Influence
Lord Fluffybottoms may affect you in the following ways.
Physical Sign: The physical sign of Lord Fluffybottoms is never the same, but is always subtle. Your body takes on cat-like characteristics. This is not so extreme as appearing like a humanoid cat, but more like you might be told you have feline features. Perhaps, if you have facial hair, it curls out to look somewhat like whiskers, or maybe your eyes become oval like a cats, or maybe your ears begin to prick like a cat’s. In all cases, however, you gain a set of claws. If you choose to hide these claws, you cannot make attacks with them.
Personality Influence: Lord Fluffybottoms was a rogue of great renown in the stories told of him. He always got the girl, fought only when absolutely necessary, but was constantly a source of good and resourcefulness. He compels you to spout witty one-liners whenever possible, and to always show your best side. You must take a move action to make a complicated flourish whenever you gain a surprise round against an opponent. Likewise, being the womanizer he is, he pushes you to flirt with any woman you would even possibly consider as a potential mate (even if you are female).
Favored Ally: Children. Because that was his origin and his focus of existence, he holds young of all kinds in special regard.
Favored Enemy: Canines. While he was only a story, he is a cat, and his dislike of dog-like creatures keeps hold of him.

Capstone Granted Ability
You gain the following ability when you pass your binding check by 10 or more.
Everflowing Life: Your simply cannot be consumed by those who seek to do so. In fact, your so overwhelmingly alive, that if they try, they become harmed. Whenever you are subjected to an attack which deals level drain, you gain a +10 to your check to resist. Furthermore, if you resist the level drain, your life force overwhelms the opponent, dealing them 1d6 points of untyped damage for every 2 levels you possess.

Tactical Bonus
While bound to this vestige, apply a +1 bonus to all your d20 rolls for the round you meet any of these criteria:
- Protect a child from harm
- Successfully spout a witty one-liner
- Succeed on a Sneak check
- Spend a move action to enjoy the warmth of the sun

*****

I should note, I use the set up presented in Secrets of Pact Magic (http://www.pactmagic.com/home.htm) for the basis of this vestige. I'm also not quite sure what level it should be, so I left it blank. Any critique would be greatly appreciated!

Bhu
2011-08-14, 10:15 AM
This will definitely be getting listed on the front page :smallbiggrin:

is a Sneak check hide or move silently?

Domriso
2011-08-14, 11:07 AM
Oh, sorry about that. I use a consolidated skill list, borrowing from a number of different sources such as Pathfinder. Sneak takes the place of Move Silently and Hide. It could just be split back into both of those skills if people don't use Sneak.

Cieyrin
2011-08-14, 12:46 PM
Lord Fluffybottom looks like a 1st level Vestige except for the Binding DC, which is really high for the effects provided. I'm comparing him to Renove and Naberious, which seems like it matches up decently.

~Corvus~
2011-08-14, 01:25 PM
wow, it's STILL ALIVE. congrats!


...is there a Kitty-class-thing compendium somewhere?

Domriso
2011-08-14, 01:43 PM
Cool, I'll edit it then. I honestly had just thrown the DC in there and then realized I didn't know what level to make him. Switching it up now~

Bhu
2011-08-14, 11:25 PM
wow, it's STILL ALIVE. congrats!


...is there a Kitty-class-thing compendium somewhere?

The front page has a list of stuff. I'll be making a .pdf when i finish

Debihuman
2011-08-15, 08:04 AM
The front page has a list of stuff. I'll be making a .pdf when i finish

Yay! I love the cat stuff. I'm not posting much these days but I still read this thread.

Debby

Bhu
2011-08-15, 11:44 PM
Debby!!!!! *hugz*

Is always nice to see you again!

Bhu
2011-08-20, 12:59 AM
This reminds me ive done no ToM PrC's for the Cat Burglar. Is there anyone interested in seeing any?

Amechra
2011-08-20, 01:12 AM
Hmm...

Yarn-Bound Kitten! (Basically, take the Kitten form and have a PrC that advances it and Binder)...

In other words, yes, at least I am.

Doorhandle
2011-08-20, 06:30 AM
-Snip-

...that story is WAY too serious to have a character named lord fluffybottoms...

Cieyrin
2011-08-20, 09:20 AM
Felines embracing the Shadow would be amazing! :smallbiggrin:

Domriso
2011-08-20, 11:21 AM
I like serious. The juxtaposition of the story and name makes it terribly fun.

Bhu
2011-08-25, 01:29 AM
Burger Chef has minor update, Craft Cheezburger Feat is done

Bhu
2011-08-30, 12:58 AM
Burger chef has receives nother update

Cieyrin
2011-08-31, 03:40 PM
As amusing as Burger Chef is and how versatile Cheezburgers are in comparison, I'm not liking how it's coming off as a bunch of 1/day abilities. It didn't work for Arcane Archer, it didn't work for Warmage with free Sudden metamagic, I'm not seeing it work for this. Also, I'm not seeing the point of applying Spell Focus to a Cheezburger, as I can only surmise it being useful if you force it down an enemy's throat, which seems counter-productive and more the realm of scrolls, wands and staves.

What I'd recommend is to give them a pool of Cookery equal to class level + casting stat modifier per day and make the various Recipes a list of choices for the individual Burger Chef to choose, with the more powerful choices having requirements of either other Recipes or a Class Level requirement. Also, since this is essentially a crafting class, having a separate pool of Burger Making points to use up for meeting the xp requirements that Brew Potion normally requires, which makes this kind of an Artificer/Cat Burgler PrC than anything else. Alternatively, since the crafting seems aimed at quickness of making and preparation, the ability to make Cheezburgers should have some time limit on 'em, as burgers ain't that good when they've gone cold and the buns have got soggy from the sauces and grease. Perhaps it should default to 30 minutes, which increases as you take levels in Burger Chef, as your burger making skills make your food remain potent longer and just as good?

Them's my 2 coppers. Take as you will.

Bhu
2011-09-01, 01:36 AM
There'll be something similar to what you suggest coming up. I just wanted to decide on all teh abilities first before moving on to fiddling with them.

SPell Focus is for cursed poison cheezburgers :smallbiggrin:


The ever so tempting ones you leave for the hungry Orc Guard to find...

Cieyrin
2011-09-01, 12:00 PM
Spell Focus is for cursed poison cheezburgers :smallbiggrin:

The ever so tempting ones you leave for the hungry Orc Guard to find...

I think I'd just invest in Spell Focus and Greater Spell Focus(Necromancy), though I see your point. Bestow Curse Burgers are so tempting...

Bhu
2011-09-06, 01:52 AM
moderate burger chef update

Cieyrin
2011-09-06, 10:45 AM
Looking better, though there should really be a clause in Craft Cheezburger about the XP costs, since it being based off of Brew Potion makes those require such expenditures.

Sir Shadow
2011-09-06, 03:09 PM
personally, I just use Pathfinder's rules for creating stuffs
<_<
>_>

Bhu
2011-09-13, 01:53 AM
Craft Cheezburger updated, just need to finish three more class abilities

Bhu
2011-09-18, 10:10 PM
Burger Chef just needs Caster Levels, your thoughts on that are appreciated.

Also I'm thinking of making additional Recipes available via Feats.

Bhu
2011-09-23, 02:29 AM
Hows 7/10 caster levels sound for the Burger Chef?

Sir Shadow
2011-09-23, 05:36 AM
Eeeh... I don't see why they should have a decreased level progression. They aren't particularly powerful. Sure, you can add great affects to a hamburger, but somebody has to eat it first. Potion-based classes are never very powerful in practice.

EDIT: Also, I implore you to change the name of the class to Hamburglar :D

Cieyrin
2011-09-23, 09:11 AM
EDIT: Also, I implore you to change the name of the class to Hamburglar :D

:o! Yes! :smallbiggrin:

Bhu
2011-09-24, 02:11 AM
but da class already has a feat by dat name...

DracoDei
2011-09-24, 04:58 PM
Requirements vs benefits: You can get in with Arcane or Divine casting, but the class only seems to advance Arcane.

Sliders: Given that the creation time is so low, and you can't do it often enough to increase the amount of burgers you can mega-spam (such as spelling up 50 gaurdsmen who the PCs were put in temporary command of), this isn't going to come up much. Still useful, but only in rare cases. Class is off to a slow start. EDIT: Of course, if you can stack options for multiple charges, then this probably becomes insanely good.

Patty Melt: Not bad, not bad at all.

Juicy Lucy: Not enough damage to really matter in most cases. If you are trying to deal HP damage (or in combination with with Con damage/penalities) then you are better off with the Patty Melt in most cases. If you are doing anything else, the damage doesn't really synergize well.

Garden Burger: See above. Slightly more useful for PCs since you don't have to trick a foe into eating it. Not that that should be HARD for a good cat-burglar, but it is an extra annoyance. Actually, now that I think of it, creatures with the motivation of "hungry" might not be too hard to trick into doing this. Readied action to throw into gaping maw when it makes a bite attack on anyone within 20'? As a GM I would totally allow that...

Luther Burgers: Again, not bad at all.

Sloppers: Well, if you don't have anything better to do to a given spell... wait... can you STACK these for multiple charges? Empowered Maximized Juicy Lucy Ennervation Burgers... Slider-ed if you are going for the guard's, sack lunches rather than the king's dinner.

Non Traditional Burger: You need to be able to exclude yourself, and probably your allies. I am envisioning a large wooden shield (or especially tower shield) with a little shelf on the front of it for multiple burgers (thus multiple will saves?), and the words "Please, take one!" painted on above it. Perhaps any given collection of burgers should only cause one save?

Giant Burgers: Odd given that you can spam burgers already (since I don';t think they use up spell slots, only GP) and it is a lower level increase than Empower or Maximize. Slightly more useful if you can stack it with "sloppers".

Bun Kabab: Not much to say here... this probably better stack... all that stacking DOES mean you are going to run out of charges pretty quick, but without it... I dunno. I can't figure out what the balance point should be.

Freak Burgers This IMPLIES that stacking is not normally possible. Then agian, it could just be a jump in efficiency (equivalent to 2 extra charges with a limitation on their use).



You could perhaps use a "Font of Burgers" feat that gives 2 more charges per day or something.

Bhu
2011-09-27, 02:38 AM
Any thoughts on what i should do with the You Want Fries Wit Dat Feat?

Will be addressing your concerns shortly Draco, just need to think of what to put n.

Bhu
2011-10-03, 02:27 AM
Havent forgotten this i swear, just been short on time

still trying to figure out what to do with the fries

cardiac arrest maybe...

Bhu
2011-10-09, 02:03 AM
I think I should have your concerns addresed Draco.


Chef is done and awaiting review

SISTERS OF THE SPHINX

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sphinx.jpg

“Crowds are somewhat like the sphinx of ancient fable: It is necessary to arrive at a solution of the problems offered by their psychology or to resign ourselves to being devoured by them.”

The Sisters are an evil cult specializing in manipulating the masses and intimidation through fear (like there's any other kind. Who wrote that cliche anyway?).

BECOMING A SISTER
The Sisters are a cult open to female Cat Burglars who worship Basement Cat.

ENTRY REQUIREMENTS
Enhanced Kitty Form: Hairless Kitty Form
Spellcasting: Must be able to cast 1st Level Divine spells, must have Da Bad Kitteh in Da Night as a Patron
Alignment: Neutral or Chaotic Evil
Feats: Jibba Jabba
Skills: Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
Gender: Female


Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con, Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 New Domain: Fear
2. +1 +0 +0 +3 Crowd Control, +1 Level of Divine Casting Class
3. +1 +1 +1 +3 Sphinx Form, +1 Level of Divine Casting Class
4. +2 +1 +1 +4 +1 Level of Divine Casting Class
5. +2 +1 +1 +4 Crowd Control, +1 Level of Divine Casting Class
6. +3 +2 +2 +5 Sphinx Form, +1 Level of Divine Casting Class
7. +3 +2 +2 +5 +1 Level of Divine Casting Class
8. +4 +2 +2 +6 Crowd Control, +1 Level of Divine Casting Class
9. +4 +3 +3 +6 Sphinx Form, +1 Level of Divine Casting Class
10.+5 +3 +3 +7 Greater Sphinx Form, +1 Level of Divine Casting Class

Weapon Proficiencies: Sisters get no new weapon or armor proficiencies.

Fear Domain: At 1st Level you gain the Fear Domain as an extra third Domain.

Crowd Control: At 2nd Level all spells you cast with the Compulsion or Fear descriptors are considered to be cast with the Extend Spell Feat.

At 5th Level you may choose to substitute the Enlarge Spell Feat.

At 8th Level you may choose to substitute the Sculpt Spell Feat.

Sphinx Form (Su): At 3rd Level you gain Enhanced Kitty Form (Mean Kitty, Winged Kitty).

At 6th Level you gain Kitty Form (Dire Kitty), and your Flight Speed in Kitty Form doubles.

At 9th Level you gain Frightful Presence in Kitty Form, and any time you fly overhead, charge, or cast a spell all living Opponents within 30' who have less Hit Dice than you must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for 2d6 rounds.

Greater Sphinx Form (Su): Your Frightful Presence now Frightens opponents for 1d6 rounds as opposed to making them Shaken. You also gain Kitty Form (Housecat).

PLAYING A SISTER
Crowds are a weapon. If you don't use them as such, someone else will, and most likely they'll use them against you. Plus the idea of being able to make people crap themselves in unison is somehow just appealing.
Combat: You rely on reputation and fear to avoid fights and try to use it to your advantage in them. You rely on spellcasting against opponents immune to fear. Damn Paladins. Why can't they get framed for burning orphanages like the rest of your opponents instead of ruining your day?
Advancement: Advancement is pretty similar for most of the Sisters. They don't like deviation within the ranks.
Resources: You always have the resources of the Church to rely on if it's in their best interests.

SISTERS IN THE WORLD
"That cat is the ugliest..URK!!.."
People are there to serve your best interests, be entertainment, and be cannon fodder when necessary. Especially men. Men are big dumb goobers best used as meat shields.
Daily Life: Your daily life is filled with religious study and ritual. Your night life is pretty much terrorizing the innocent.
Notables:
Organizations: All members of the Sisterhood belong to the same Church. They're sort of like nuns in the Church of Basement Cat.

NPC Reaction
NPC's treat you like any other super secret homicidal cult, with sheer abject terror and the occasional pig sacrifice.

SISTERS IN THE GAME
This presumes one of your PC's is a homicidal devil worshiper for lack of a better phrase. Be careful with this.
Adaptation: This is meant for horror comedy campaigns but is adaptable.
Encounters: PC's are only likely to encounter you if they oppose your cult, which tends to quickly attempt to become the dominant religion in whatever territory it possesses.

Sample Encounter
EL 12: The PC's are hired to rob a local cult set up in an old tomb outside of town. You just know this is gonna go wrong.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SISTER

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells You continue to gain Caster Levels.
Bonus Feats: The Epic Sister gains a Bonus Feat every 3 levels higher than 20th

Cieyrin
2011-10-09, 08:10 AM
Burger Chef looks awesome and the feats are tasty. The new PrC picture is scary, though... :smalleek: Angry kitty. :smallwink:

Sir Shadow
2011-10-09, 09:01 AM
I just about lost it when I saw that pic.

Bhu
2011-10-15, 12:52 AM
sister updated

Bhu
2011-10-19, 02:13 AM
1st ability is up. thinking of making crowd control metafeats only available for mind-affecting spells

Sir Shadow
2011-10-19, 05:52 AM
Eeeh... I'd make it all Enchantment if you were going to focus it like that.

Bhu
2011-10-27, 04:49 AM
I said Mind Affecting cause it also covers fear spells that are necromancy. Maybe 'spells with teh Fear or Compulsion descriptors"


Capstone up

Sir Shadow
2011-10-27, 05:40 PM
Maybe 'spells with teh Fear or Compulsion descriptors" That sounds like a good idea.

Bhu
2011-11-02, 01:43 AM
All abilities are up I just need to decide on caster levels.

Sir Shadow
2011-11-03, 08:59 AM
um... level 7 is a COMPLETELY dead level. They don't even BAB or save increases there.

Cieyrin
2011-11-03, 09:49 AM
Crowd Control has a typo with having both the later abilities show up at 5th, rather than 5th and 8th.

Bhu
2011-11-03, 05:26 PM
um... level 7 is a COMPLETELY dead level. They don't even BAB or save increases there.

It will be giving a caster level once i edit that in. Just have to decide if ti gives full caster levels

also fixed typo

Bhu
2011-11-05, 03:45 AM
Currently there are 4 levels that dont increase caster progression. I wanna fill some in but im not sure which. any thoughts?

Cieyrin
2011-11-07, 11:13 AM
Currently there are 4 levels that dont increase caster progression. I wanna fill some in but im not sure which. any thoughts?

Filling in the same as Sphinx Form seems fine.

Bhu
2011-11-08, 05:33 AM
As many of you probably know the BG Forums are moving, and I participated heavily there. So I have to port over almost a dozen threads and two large PbP's. Gimme a day or so to get it done before I restart.

Bhu
2011-11-12, 03:38 AM
I'm almost done with the move please be patient just a little longer

Bhu
2011-11-15, 03:32 AM
YARN KENSAI

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/YarnKensai.jpg

"Appearances are deceiving my friend."

The catfolk have had surprisingly little influence on the development of the Cat Burglar Guilds, but one of their Guilds do produce some unique warriors: The Yarn Kensai. Dedicated martial artist who practice the use of chain and rope weapons, they carry enchanted balls of yarn with them. After all who suspects the little kitty playing wif yarn to be a serious assassin.

BECOMING A YARN KENSAI
Being a hardcore martial arts type and a Catfolk usually works.

ENTRY REQUIREMENTS
Race: Catfolk
Class Abilities: Kitty Form, any one 2nd Level Setting Sun Maneuver
Skills: Hide 4 ranks, Martial Lore 4 ranks, Sense Motive 4 ranks
Feats: Combat Expertise and one of the following: Improved Disarm, Improved Feint, or Improved Trip


Class Skills
The Yarn Kensai's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con). Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +0 Enchanted Yarn
2. +2 +0 +3 +0 Yarn Fu
3. +3 +1 +3 +1 Battle Readiness +1
4. +4 +1 +4 +1 Enchanted Yarn
5. +5 +1 +4 +1 Yarn Fu
6. +6 +2 +5 +2 Battle Readiness +2
7. +7 +2 +5 +2 Enchanted Yarn
8. +8 +2 +6 +2 Yarn Fu
9. +9 +3 +6 +3 Battle Readiness +3
10.+10 +3 +7 +3 Yarn Fu Master

Weapon Proficiencies: You become proficient with Yarn Weapons.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Feline Way, Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Yarn Kensai Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Feline Way, Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

Enchanted Yarn (Su): At Level 1 you may spend 300 GP during a 4 hour ritual to attune yourself to a ball of yarn, which thereafter becomes a magical weapon in your hands. You always know the location of the ball of yarn, and if it is within 30' you may teleport it into your hand as a Swift Action. It is considered an associated weapon regardless of what discipline you are using. As a Free Action you may decide once per round what kind of weapon it becomes. It is considered a +1 weapon. At 1st level you can use it to mimic a Light Flail, Nunchaku, or Whip. At 4th Level it can become a Bolas, Flail, or Net. At 7th Level it can become a Dire Flail or Spiked Chain.

At 4th Level it can become a Sweeping or Chargebreaker Weapon (see Magic Item Compendium).

At 7th Level it can be come a Disarming Weapon (see Magic Item Compendium).

Yarn Fu (Ex): At Levels 2, 5, and 8 you may choose a Stance or Maneuver from the Yarn Fu Discipline. It's associated weapons are your enchanted yarn ball, and it's Key Skill is Use Rope.

Battle Readiness (Ex): At Level 3 you get a +1 Bonus to all Opposed Checks on the first round of combat, and a +1 Bonus to Initiative Checks. This increases to +2 at Level 6, and +3 at Level 9.

Yarn Fu Master (Ex): You may now always Take 20 on all Use Rope Checks, and you gain two additional Yarn Fu Maneuvers/Stances.

PLAYING A YARN KENSAI
You are one with the yarn. Okay so some of the more traditional warrior types giggle at you and make jokes about knitting, but after you whoop them bad a few times they give that stuff up. Nobody wants to get beat with yarn.
Combat: You are sadly somewhat reliant on weapons, and without yours fleeing is generally good advice. It's the price of studying furiously to specialize in one style.
Advancement: You're a buttkicker. This is your purpose in life. Your reason for existence. Hence you do what is necessary to enhance your abilities at said buttkicking.
Resources: Your temples are well known among the catfolk. They aren't rich by any means, but you do better than some monks.

YARN KENSAI IN THE WORLD
"Awwww...Mr. Piddums wuvs his yarn!! Yes he do!!"
You spend a lot of time hanging out with little old ladies who unwittingly give you the materials to create weapons of mass destruction. If only they knew. Then again you often defend them from bandits, so maybe they do know...
Daily Life: Practice, practice, practice. That's all you do is practice. Just once you wish you'd go on a mission lasting more than a few hours so you could end the boring daily grind of practice.
Notables:
Organizations: As with all Cat Burglars you belong to a Guild (and in your case a martial arts school/temple).

NPC Reaction
NPC's don't take stories of you seriously, which is just the way you want it.

YARN KENSAI IN THE GAME
This is a little weird as concepts go, but then so is the core class it's based on.
Adaptation: This is most definitely intended for silly campaigns.
Encounters: PC's will generally encounter you if they attend martial arts schools, or by chance during one of your missions. Or maybe even in a random street fight.

Sample Encounter
EL 12: The PC's are having tea with an old woman who is said to be quite knowledgeable of the area when Orcs burst through the door and begin tearing up the place. All of a sudden the little kittens who were playing with yarn turn into towering catlike kung fu warriors who kick the Orcs a new one. The PC's feel left out to say the least.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC YARN KENSAI

Hit Die: d8
Skills Points at Each Level : 6 + int
Yarn Fu Your Initiator Level increases with Epic Levels. You learn one more Yarn Fu, Setting Sun, or Shadow Hand Maneuver at Level 22 and every 3 Levels thereafter.
Battle Readiness Your Battle Readiness Bonus increases by +1 at Level 23 and every 3 Levels thereafter.
Bonus Feats: The Epic Yarn Kensai gains a Bonus Feat every 4 levels higher than 20th

YARN FU


3rd Level
Down Low (Strike): Your Strike does +2d6 damage, and if it is successful you may immediately perform a Trip Attack as a Free Action without provoking an Attack of Opportunity. Your opponent does not try to get to Trip you back.
Waiting Stance (Stance): Gain Bonus to Attack and Damage rolls against moving opponents.
Yarn Wrap (Strike): If your attack is successful you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

4th Level
Bull Bludgeon (Counter): Free Attack of Opportunity against Charging Opponents (whether they would normally be subject to an AoO or not) doing bonus damage depending on their movement.
Momentum (Boost): You may re-roll missed attacks against opponents Fighting Defensively or using Total Defense.
Yarn Snatch (Strike): Attack with 5' greater reach, get Disarm attempt as a Free Action without provoking an Attack of Opportunity if successful.

5th Level
Quick Strike (Strike): Does +4d6 damage and your opponent is Denied his Dexterity Bonus to AC.
Wrapping Stance (Stance): You gain a Bonus on Disarm, Grapple, and Trip Checks.
Yarn Choke (Strike): Strike does 4d6 damage, and opponent is Sickened and Mute for 1d6 rounds.

6th Level
Defensive Whirl (Counter): Until the end of the round you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.
Yarn Allergies (Boost): Opponents hit with your Yarn weapon must Save or lose 1d6 Constitution.

Bull Bludgeon
Yarn Fu (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You're adept at using opponents speed against them. When an opponent charges you, you get 1 free Attack of Opportunity (whether you would normally be allowed one or not) against him. For every 5' he has moved in this round your attack does +1d6 damage if it is successful (maximum additional d6 is equal to half your Initiator Level.

Defensive Whirl
Yarn Fu (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
It's always difficult to move in on some one whirling a chain. Until the end of the round you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.

Down Low
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Your Strike does +2d6 damage, and if it is successful you may immediately perform a Trip Attack as a Free Action without provoking an Attack of Opportunity. Your opponent does not try to get to Trip you back.

Momentum
Yarn Fu (Boost)
Level: Swordsage 4, Warblade 4
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn
If you miss with one end of the chain you can use the momentum to bring the other end to bear. You may re-roll missed attacks against opponents, and if the new roll hits you do +2d6 damage.

Quick Strike
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
You can attack quickly, and at odd angles. Does +4d6 damage and your opponent is Denied his Dexterity Bonus to AC.

Waiting Stance
Yarn Fu (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance you gain a +2 to Attack rolls and a +4 to Damage rolls against any opponents who has moved that round.

Wrapping Stance
Yarn Fu (Stance)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you gain a +6 bonus on all Disarm, Grapple, and Trip Checks.

Yarn Allergies
Yarn Fu (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn
Until the end of the turn, opponents hit with your Yarn weapon must make a Fortitude Save or lose 1d6 Constitution (Save DC s 10 plus 1/2 Hit Dice plus Charisma Modifier)..

Yarn Choke
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Perform a single melee strike, if it is successful it does 4d6 damage, and opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Sickened and Mute for 1d6 rounds.

Yarn Snatch
Yarn Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 2 Feline Way, Setting Sun, Shadow Hand or Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
You perform a single attack with 5' greater reach, get Disarm attempt as a Free Action without provoking an Attack of Opportunity if successful.

Yarn Wrap
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way, Setting Sun, or Shadow Hand Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Make a single attack, and if your attack is successful you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, you may do your Yarn weapons damage each turn you maintain the Grapple.

Bhu
2011-11-16, 03:00 PM
http://www.vice.com/read/meow-meow-meow-329-v17n2

ok were officially moving to japans...

TechnOkami
2011-11-16, 05:33 PM
http://www.vice.com/read/meow-meow-meow-329-v17n2

ok were officially moving to japans...

That's... so awesome. :D

Bhu
2011-11-18, 03:52 AM
Yarn Kensai now has fluff

Cieyrin
2011-11-18, 10:44 AM
Yarn Kensai now has fluff

Yarn and fluff :smalltongue:

Yarn Kensai clearly needs Use Rope and Profession(Knit) ranks required for entry. :3

Bhu
2011-11-20, 02:45 AM
crunchy update to yarn kensai

Bhu
2011-11-21, 03:03 AM
should I give the Yarn Kensai full initiator levels?

also anyone acquainted with chain/rope weapon fighting?

Cieyrin
2011-11-21, 09:55 AM
should I give the Yarn Kensai full initiator levels?

also anyone acquainted with chain/rope weapon fighting?

First thing on initiating is there isn't one standard initiation model. They give out maneuvers and stances at their own rate, which varies a lot from PrC to to PrC from what disciplines are available to it.

For chain/rope fighting, Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567) is the go-to for such things. This version (http://forum.faxcelestis.net/viewtopic.php?f=1&t=49) may be somewhat more up to date and also easier to get ahold of the creator of there.

Bhu
2011-11-25, 03:04 AM
thanks cieyrin, fleshing out yarn fu now

Bhu
2011-11-27, 03:29 AM
brief descriptions of all Yarn Fu maneuvers/stances are up

gooddragon1
2011-11-27, 05:15 AM
I have a class idea for you but it's only a name: The fast and the furrious (or furry-ous if you want).

DracoDei
2011-11-28, 12:59 PM
Have you ever made a maneuver-using class before?
Because some of the stuff you are doing is... very odd. I SUSPECT it is bad, but am not sure.
You grant a total of 5 maneuvers/stances, but after you complete the class they don't progress(because they only go to 6th level), leaving you only to swap them out for maneuvers of a higher level (which the class itself doesn't seem to allow). I would say that counting maneuvers and stances as equal for learning them is a bad thing, but since there are only two stances (which is fine), I don't think it is a real problem.
Actually, it occurs to me that spending a feat or two on Martial Study (since I would think there is at least one second level setting sun maneuver with no prerequisites) is a better way of getting into this class than actually taking a level of swordsage or some other martial initiating class.
2/3's initiator level progression is a quite reasonable mechanic to use for a class, but I don't know if THIS is that class. I don't know anyone other than myself who has ever even CONSIDERED that idea and I only ended up USING anything like it (rather than revising something similar away later) for my "Sublime Form Master" which grants the 1/2 progression of a non-initiating class for the purpose of maneuvers, but full progression for the purposes of stances (since it is all about stances rather than maneuvers).
Actually, did you think/were you going to specify that the initiator level progression also grants maneuvers known/readied/stances known according to the progression of whatever martial initiating class they had before entering yarn kensai? Because if you meant the other things to be BONUSES on top of a 2/3-of-normal-progression then that could make a lot of sense (no idea about power balance).

Bhu
2011-11-28, 03:40 PM
you get 2/3rd initiator progression and it provides maneuvers/stances like normal. The Yarn Fu Maneuvers are bonuses on top of that. I'll rewrite to specify.

Also once I start doing epic level stuff I'm sure most classes will get new stuff this one included.

Bhu
2011-12-01, 03:01 AM
Yarn Kensai finished up and ready for review

Cieyrin
2011-12-01, 12:25 PM
Ball Bludgeon needs a cap of IL d6, as getting +16d6 at ECL 7 from a barbarian charging at max range seems a bit much.

Bhu
2011-12-03, 03:51 AM
IL?:smallconfused:

Bhu
2011-12-04, 03:50 AM
Yarn Kensai updated

unless someone is good at photoshop this is prolly best i can do for a pic for this one

LORD OF THE JUNGLE

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/lordofthejungle.jpg

"Don't sell your soul to buy peanuts for the monkeys."

"What?"

Jungle based Guilds have traditionally relied on being captured as exotic animals to gain entry into rich households, or as bandits. Jungle Lords tend towards banditry, taking advantage of rumors of a local Cryptid known as the Cat Faced monkey to which all manner of evil and tomfoolery are ascribed.

BECOMING A LORD OF THE JUNGLE
Generally being a jungle living member of the Cat Burglars Guild is all that's needed.

ENTRY REQUIREMENTS
Kitty Form: Cat Faced Baboon
Enhanced Kitty Form: Strong Kitty Form
Skills: Balance 4 ranks, Climb 4 ranks, Hide 4 ranks, Jump 4 ranks, Survival 4 ranks


Class Skills
The Lord of the Jungle's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 Kitty Form (Cat Faced Mandrill)
2. +1 +3 +3 +0 Monkeys Paw
3. +2 +3 +3 +1 Gorilla Dust
4. +3 +4 +4 +1 Kitty Form (Cat Faced Gorilla)
5. +3 +4 +4 +1 Monkeys Grip
6. +4 +5 +5 +2 Lemur Leap
7. +5 +5 +5 +2 Kitty Form (Dire Cat Faced Gorilla)
8. +6 +6 +6 +2 Monkeys wrench
9. +6 +6 +6 +3 Loris Lotion
10.+7 +7 +7 +3 Alpha Monkey

Weapon Proficiencies: A Lord of the Jungle gains no new Armor or Weapon Proficiencies.

Cat Faced Mandrill (Su): You now become a Mandrill sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +2 Dex, -2 Str (minimum Str is 3), and you gain a +1 Natural AC Bonus. You become Size Class Medium. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You may also swing from tree to tree and move at your full land speed while doing so similar to the Brachiation Feat listed in Complete Adventurer.

Monkeys Paw (Ex): You do +1d6 damage with any melee attacks.

Gorilla Dust (Ex): As a Full Round Action you may throw dust, dirt, debris, beat your chest, and generally act like a gorilla on meth. Living opponents within 30' must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier) or be Fascinated each round you continue to do this, and Shaken for 1d4 rounds after you stop as they realize you suddenly mean bidness.

Cat Faced Gorilla (Su): You now become a Gorilla sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +2 Str, -2 Dex (minimum Dex is 3), and you gain a +2 Natural AC Bonus. You become Size Class Medium. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You cant swing from trees in this form but do get a +4 Circumstance Bonus to Jump Checks.

Monkeys Grip (Ex): If you successfully hit with your Claw Attack in Kitty Form you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Lemur Leap (Ex): You may always Take 10 on Jump Checks. You do not take penalties for not having a running start, and your high jump distance is not limited by your Size Class.

Dire Cat Faced Gorilla (Su): You now become a Dire Ape sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +4 Str, -4 Dex (minimum Dex is 3), and you gain a +3 Natural AC Bonus. You become Size Class Medium. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You cant swing from trees in this form but do get a +8 Circumstance Bonus to Jump Checks. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

Monkeys Wrench (Su): You may use this ability a number of times per day equal to your Charisma Modifier as a Swift Action, and may declare it's use after a successful Attack roll. The opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or take a -2 Penalty to all rolls for 24 hours.

Loris Lotion (Su): As a standard action you can squoosh poison gunk from glands in your elbows and smear it on your teeth or a weapon. On a successful hit that does damage the poison does 1d4 Strength as Initial and Secondary Damage if the victim fails a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Constitution Modifier).

Alpha Monkey: When in Kitty Form you may now appear as a primate as opposed to a kitty. This means you may now be a giant chimp, a Sabre Toofed orangutan, a monkey girl, or even a Winged Monkey. Stats remain the same, and your Purr and Feline Empathy abilities now work on primates too. You now qualify as an Animal for purposes of any spell/power/effect that would be beneficial to Animals temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals). For purposes of effects that would be detrimental to Animals, you are still of your original race. If knocked unconscious you no longer revert to your original form if you are in Kitty Form. You also gain the Shapechanger Subtype.



PLAYING A LORD OF THE JUNGLE
You are the Lord of all you survey. In your own head at least. Them other guys who think the same better recognize your head kitty. "Cept for the silverback one, he's kinda tough...
Combat: One of you provides a distraction while the other sneak up behind and wail on people. It doesn't get much better than this unless they believe your in league with the Devils or some other nonsense.
Advancement: The requirements of survival ensure you develop among pretty strict lines or perish. Not many Jungle kitties differ.
Resources: Jungle Guilds usually have scant resources. Bandits aren't known for being wealthy, otherwise they wouldn't be bandits.

LORDS OF THE JUNGLE IN THE WORLD
"Cats and monkeys; monkeys and cats; all human life is there."
Maintaining the reputation of a spookity cryptid monster is a hard days work. It keeps making you figure out new , less reputable people to witness ever more bizarre scenarios you can come up with to prevent them from coming out into the jungle to look for you. And that backfires cause in some cases it draws the occasional whacko like a moth to a flame.
Daily Life: Much of your time is spent preparing for the day you get a chance to raid something or someone. And of course disseminating misinformation about the legendary Cat Faced Monkey. Why did you know seeing one can make you poop your own heart?
Notables:
Organizations: As usual, you belong to a Cat Burglar Guild. You aren't usually powerful or numerous enough to have subdivided into other organizations yet.

NPC Reaction
NPC's are hella scared of you. You make people poop their own hearts after all. And you're in league with Asmodeus. And by screaming Zoboomafoo while spinning in place you can turn people into lemur puppets who do your bidding. Or so everyone says.

LORDS OF THE JUNGLE IN THE GAME
Being an outlaw with powers resembling those of a legendary cryptid means you will be something of a weirdness magnet.
Adaptation: This is most definitely meant for silly campaigns.
Encounters: Lords of the Jungle are usually only encountered near the bases of Cat Burglar Guilds operating as jungle bandits.

Sample Encounter
EL 12: The PC's have been hired to protect a jungle caravan. From monkeys. You suspect the easy money is a lil too easy.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC LORD OF THE JUNGLE

Hit Die: d8
Skills Points at Each Level :4 + int
Kitty Form (Cong) At Level 21 you become a giant Dire Ape sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (1d10 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +8 Str, -8 Dex (minimum Dex is 3), and you gain a +8 Natural AC Bonus. You become Size Class Huge. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You cant swing from trees in this form but do get a +16 Circumstance Bonus to Jump Checks. You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 15'.


At Level 24 you become a bigger giant Dire Ape sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +16 Str, -16 Dex (minimum Dex is 3), and you gain a +12 Natural AC Bonus. You become Size Class Gargantuan. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You cant swing from trees in this form but do get a +24 Circumstance Bonus to Jump Checks. You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'.

At Level 27 you become a bigger giant Dire Ape sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (3d6 plus Str Modifier), and a Secondary Bite Attack (3d8 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +24 Str, -24 Dex (minimum Dex is 3), and you gain a +18 Natural AC Bonus. You become Size Class Colossal. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You cant swing from trees in this form but do get a +32 Circumstance Bonus to Jump Checks. You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'.

Bonus Feats: The Epic Lord of the Jungle gains a Bonus Feat every 3 levels higher than 20th


New Kitty Feats

Orangutan's Orifice
You are known for eating fruit containing strychnine...
Prerequisites: Con 13+, Kitty Form (Cat Faced Gorilla)
Benefits: You are immune to ingested poisons, magical or otherwise.


Bull Bonobo
You am quite tough.
Prerequisites: Con 13+, Kitty Form (Cat Faced Gorilla)
Benefits: Your Natural Armor Bonus to AC increases in Kitty Form by an amount equal to the Dexterity you lose. For example in Cat Faced Gorilla form you take -2 Dex, your Natural Armor Bonus to AC would increase by +2.


Cacophonous Chimp
Your voice drives the bad guys away.
Prerequisites: Gorilla Dust
Benefits: When using your Gorilla Dust ability, you may choose between having your opponent Shaken for 1d4 rounds, or unable to approach within 10' of you for 1d4 rounds.


Menacing Macaque
You have the worst of reputations, and as such people are quite afraid of you.
Prerequisites: Gorilla Dust
Benefits: When using your Gorilla Dust ability your opponent now becomes Panicked instead of Shaken.


Goofery Gibbon
People find you harmless and like to watch your antics.
Prerequisites: Kitty Form (Cat Faced Monkey)
Benefits: As a Full Round Action you can make a Perform (Antics) Check, and anything watching you must make a Willpower Save (DC is equal to Perform Check). If they fail they may not attack you this round, and will instead passively watch you Fascinated unless there is an obvious nearby danger (in which case they still won't attack you).


ZOBOOMAFOO!
People have heard you can scream a magical word that makes them do odd things. And they believe it enough that it actually works.
Prerequisites: Kitty Form (Cat Faced Monkey)
Benefits: When using your Gorilla Dust ability, you may choose between having your opponent Shaken for 1d4 rounds, or Confused instead as they hallucinate they're now puppets or some other weirdness...

Bhu
2011-12-06, 02:26 AM
anyone willing to photoshop a cat faced monkey?

Cieyrin
2011-12-07, 12:36 PM
IL?:smallconfused:

Initiator Level, the equivalent measure of power for martial adepts.

Bhu
2011-12-08, 03:59 AM
edited that in already

got some crunch up on the new one too

Cieyrin
2011-12-08, 01:56 PM
I like this shift in PrC design with the Lord of the Jungle, as it feels better designed than just advancing a trio of features with a capstone, all of which felt rather static. Not that that can't work but delving a bit outside the box on that front shows some major improvement and style. Great Job! :smallbiggrin:

Bhu
2011-12-09, 03:24 AM
thank u!

got non epic abilities odne

Bhu
2011-12-13, 03:28 AM
epic abilities up, new feats to come soon

Cieyrin
2011-12-13, 11:59 AM
epic abilities up, new feats to come soon

The final Cong has Collossal stats but says its Gargantuan, like the last advance.

Bhu
2011-12-17, 04:57 AM
fixed. one more feat, and the Lord is done

Bhu
2011-12-18, 04:42 AM
PINK PANTHER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/pinkpanther.jpg

Photo by Norr

"________."

You are that rarest of big cats, the Pink Panther, worth your own weight in diamonds in a small market for exotic pets and private zoos owned by the rich and eccentric. You're also a pretty darn good jewel thief.

BECOMING A PINK PANTHER
The appropriate kitty forms will do you.

ENTRY REQUIREMENTS
Kitty Form: Bigger Cat Form
Enhanced Kitty Form: Pink Panther Form, Spidercat
Skills: Appraise 8 ranks, Hide 12 ranks, Move Silently 12 ranks
Feats: Cattitude


Class Skills
The Pink Panther's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trap Resistance
2. +1 +0 +3 +0 Worth Your Weight in Gold
3. +2 +1 +3 +1 Your Own Personal Theme Music
4. +3 +1 +4 +1 Improved Trap Resistance
5. +3 +1 +4 +1 A Certain Coolness Factor
6. +4 +2 +5 +2 Your Own Personal Theme Music
7. +5 +2 +5 +2 Superior Trap Resistance
8. +6 +2 +6 +2 Hide in Plain Sight
9. +6 +3 +6 +3 Your Own Personal Theme Music
10.+7 +3 +7 +3 Too Cool For You

Weapon Proficiencies: A Pink Panther gains no new Weapon or Armor Proficiencies.

Trap Resistance (Su): At 1st Level, if you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead. If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4). If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal). If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

Worth Your Weight in Gold (Ex): Pink Panthers are fairly rare and exotic cats (mostly because they don't exist other than you). No one wants to see you dead since having a live Pink Panther is worth too much. So unless you attack them first, they will in no way use lethal force against you. This is effectively identical to a Sanctuary Spell except the Save DC is 10 plus 1/2 your Hit Dice plus your Charisma Modifier, it's permanently in effect, is not Supernatural, and doesn't prevent them from using attacks that would not harm you or ruin your pelt (you need to look spiffy and undamaged for the zoo). Harm is defined as any attack that would permanently main or disable or scar/mutilate you. This includes lethal damage, ability damage/drain, energy drain, death effects, etc. Also, your use of non-lethal attacks doesn't break the effect (lethal in this case having the same definition for attacks they would use against you).

Your Own Personal Theme Music (Su): Beginning at Level 3, when in Pink Panther Form, your jazz soundtrack no longer makes Hide and Move Silently Checks impossible (nor does it provide a penalty), much to the vast amusement of people watching someone try to find you.

At Level 6 your Spell Resistance in Pink Panther Form includes spells which are Language Dependent, and it increases by +2.

At Level 9 you automatically Dispel and spells that reduce or eliminate noise such as Silence when you come within 30' of them. It would seem counter-intuitive but Permanent Silence spells are often part of the traps used against thieves in the area of the world you live in.

Improved Trap Resistance (Su): At 4th Level, if you successfully make your Trap Resistance roll (or avoid the Trap because it allows no Save, or beat it's attack roll in the comparison test), you may decide whether the trap goes off at all. If you let it activate you can delay activation up to 5 rounds after you leave it's area of effect. For Traps with Attack rolls you now compare (10 plus the Traps Attack Bonus) to (your Armor Class +6).

A Certain Coolness Factor (Su): You can make Disable Device or Open Lock Checks in Kitty form as a Standard Action by swatting the object with your paw.

Superior Trap Resistance (Su): At 7th Level, if you successfully make your Trap Resistance roll (or avoid the Trap because it allows no Save, or beat it's attack roll in the comparison test), you may choose a set of conditions which automatically cause the Trap to go off until a Remove Curse, Miracle, or Wish is cast on it. Or optionally you can choose a set of conditions (such as a password) which cause the trap to not go ff as well. For Traps with Attack rolls you now compare (10 plus the Traps Attack Bonus) to (your Armor Class +8).

Hide in Plain Sight (Su): You may now use Hide even in plain sight while being observed, regardless of whether or not there is anything you can actually hide behind.

Too Cool For You (Su): You now permanently have the benefits of a Freedom of Movement Spell. In addition you do not take Skill Check penalties on Balance, Climb, Hide, or Move Silently Checks while moving at full speed.

PLAYING A PINK PANTHER
You are the epitome of cool. You know it, and you make darn sure other people do too. Mostly by walking in their front door in plain sight accompanied by nifty jazz music, stealing all their jewelry, and yet somehow escaping unobserved without setting off a single trap.
Combat: You're a lover, not a fighter. Despite your size, you get in, get the job done, and then run for it. If fighting is required, you leave that job to someone else. You're a thief.
Advancement: Panthers are fairly individualistic. Despite being nonconformist, you are generally remarkably similar in your abilities though with only some variation.
Resources: You pretty much have to steal what you want unless you've sold a former haul and are currently well off enough to afford what you need for the next one.

PINK PANTHERS IN THE WORLD
"When I went on my first zsrafari... frazari... wild animal hunt..."
By day you are a pet of the significantly wealthy. By night you steal their bling. Then you leave and hope they assume someone has stolen their super rare and valuable pet as well,.
Daily Life: You live long periods of time in the wilderness hoping some rich butthead sends a safari out to catch you so you can live a short pampered existence whilst figuring out where he keeps his stash of diamonds. Then it's a brief night of terror whilst you heist them and escape, and many booze filled dreamless nights before you repeat the cycle. Seriously, you need help.
Notables:
Organizations: Most Pink Panthers tend to be loners, though they usually have ties to small Cat Burglar Guilds who trained them that they still owe fealty to.

NPC Reaction
NPC's tend to hate you if they're rich, and love you if they're poor because you steal from the rich.

PINK PANTHERS IN THE GAME
This assumes a combat light campaign played for whimsy and shenanigans more than bloodshed.
Adaptation: This is definitely meant for silly campaigns.
Encounters: PC's will usually encounter Pink Panthers on jewelry heists, either as competition or companions.

Sample Encounter
EL 12: The PC's have been hired to guard a giant pink diamond, and the equally giant pink cat that goes with it. Apparently both of them are valuable enough the owner will burn cities to get them back if stolen. No pressure.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC PINK PANTHER

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Pink Panther gains a Bonus Feat every 2 levels higher than 20th

Bhu
2011-12-21, 04:48 AM
minor update to panther, sorry for the delays

Cieyrin
2011-12-21, 10:40 AM
minor update to panther, sorry for the delays

As long as the sample character is named Jacques Clouseau. :smallwink:

Bhu
2011-12-22, 03:46 AM
As long as the sample character is named Jacques Clouseau. :smallwink:

But Clouseau always chasedded da pantha!

DracoDei
2011-12-25, 05:30 PM
Trap Resistance (Su): At 1st Level, if you would normally set off a trap, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.

So basically a nerfed extra saving throw before your main save. Probably needs to be slightly higher, or qualify as a 4th save type. This would allow your Cloak of Resistance and such to provide their bonuses. It is pretty specialized and there are two other features that build on it, so it should probably be pretty powerful.

Bhu
2011-12-29, 12:34 AM
I reworded it a lil. What do you think of the level 2 ability?

DracoDei
2011-12-29, 05:47 PM
Needs a better definition of "harm".

Also, what about traps that make attack rolls rather than allowing saves? What about no-save traps (flooding rooms and crushers are occasionally this???)?

Bhu
2011-12-30, 01:51 AM
reworked some abilities, hows it look now?

Bhu
2012-01-01, 11:32 PM
just need a capstone now

Bhu
2012-01-05, 11:30 PM
PP done. I shall await feedback, and then we move on to the specialty priests.

Bhu
2012-01-09, 12:09 AM
TUFF KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tuffkat.jpg

"When somebody challenges you, fight back. Be brutal, be tough."

Tuff Kitties are worshipers of Alley Kat. They are the enforcers of the Cat Gawds and the Guilds as well. Unlike the Sons of Pinky they do not strictly protect the Guilds so much as all cat kind. Most Tuff Kitties are Awakened Cats, and they are quite protective of their less witty kin. Plus they like taking down the uppity humanses.

BECOMING A TUFF KITTY
Any sufficiently hardcore worshiper of Alley Kat can become a Tuff Kitty.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher
Patron: Must worship Alley Kat
Class Abilities: Burglaring
Skills: Intimidate 4 ranks, Knowledge (Religion) 4 ranks
Feats: Domain Focus or Domain Spontaneity


Class Skills
The Tuff Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis), Move Silently (Spot), Spellcraft (Int), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Hard Fightin' Kitty, +1 level in existing Divine casting class
2. +1 +3 +0 +3 Magic Claws
3. +2 +3 +1 +3 Natural Born Anklebiter, +1 level in existing Divine casting class
4. +3 +4 +1 +4 Giant Dodger, +1 level in existing Divine casting class
5. +3 +4 +1 +4 Rake
6. +4 +5 +2 +5 Paw of Rebuke, +1 level in existing Divine casting class
7. +5 +5 +2 +5 Hard Claws, +1 level in existing Divine casting class
8. +6 +6 +2 +6 Offensive Flurries
9. +6 +6 +3 +6 Improved Paw of Rebuke, +1 level in existing Divine casting class
10.+7 +7 +3 +7 Supah Kitteh!

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

Hard Fightin' Kitty (Ex): At 1st Level you no longer take Size Penalties to Grapple and Trip Checks. You now threaten squares as though you were Size Class Small if you are smaller than that.

Magic Claws (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Natural Born Anklebiter (Ex): At 3rd level if you are in Kitty Form and your opponent is at least 2 Size Classes bigger than you he must make a Reflex Save (Save DC is 10 plus 1/2 your Hit Dice plus Charisma Bonus) or he loses his Dexterity Bonus to Armor Class against you when he enters a square you threaten.

Giant Dodger (Ex): At 4th level when in Kitty Form, and your opponent is at least 2 Size Classes bigger than you, your Size Bonus to Armor Class increases by +2.

Rake (Su): Whenever you successfully Grapple an opponent you gain two additional Rake attacks as per the ability mentioned in the MM. To hit and damage are the same as your claw attacks.

Paw of Rebuke (Su): If your opponent is denied his Dexterity Bonus to Armor Class or Flat-footed, you get a Circumstance Bonus to your damage rolls with your natural weapon attacks equal to your Class Level.

Hard Claws (Ex): At 7th level your Natural Weapons are considered Adamantine for purposes of overcoming Damage Reduction.

Offensive Flurries (Ex): You may declare you are using this ability in Kitty Form when making a Full Attack. You gain an additional number of Claw attacks equal to your Charisma Modifier at your highest BAB, but each attack for the round takes a -4 penalty to hit. For each attack that misses your opponent takes a cumulative -1 AC penalty for round. Doesn't help you much but if you have nearby allies...

Improved Paw of Rebuke (Su): If your opponent is denied his Dexterity Bonus to Armor Class or Flat-footed, and is at least 2 Size Classes larger than you, he must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Confused a number of rounds equal to your Charisma Modifier.

Supah Kitteh! (Su): At 10th Level when you are successfully damaged or suffer a status effect you can declare you are using this ability, and you do not suffer that damage/effect for a number of rounds equal to your Charisma Modifier. You may use this 3 times per day.


PLAYING A TUFF KITTY
A good clawing cures any problem. Any problem. Some are more difficult to figure out than others because you indirectly solve them by clawing something unrelated to the main problem, but it's still pushing your nails deeply into the soft undercarriage of something that gets the job done.
Combat: Screw being the Healbot. Cleric spells are for self-buffing and that's what you do. Right before launching yourself into the fray. Plus you may need the buffs for dealing with the angry part members you can't band-aid...
Advancement: You learn whatever it is to make you a tougher guy than you already are. Cat Fu. Spells. Humanoid anatomy. Whatever it takes.
Resources: The Church (and a few brother Tuff Kats) are always willing to lend you a hand. Of course you're expected to return the favor so think of it more as a loan.

TUFF KITTYS IN THE WORLD
"The problem with cats is that they get the exact same look on their face whether they see a moth or an axe-murderer."
There's nothing in the world like picking a small alley or other random piece of property, claiming it as your own, and then beating up any who displease you while in said territory. Mostly people who pick on cats or their benefactors.
Daily Life: You spend your days lookin' tuff. And tellin' people bout how tuff you are. And beating the unholy livin' dog crap out of people who aren't sufficiently 'respectful-like'.
Notables:
Organizations: You belong to a Church of course (and quite possibly a Guild as well) but the Tuff Kitties are a pretty informal group helping out friends in need. They don't have large ambitions like some, and as a result don't acquire huge resources like some.

NPC Reaction
Npc's just think your alley cats. Really mean alley cats. With attitude problems. Lil' shinbone clawin' bastids...

TUFF KITTYS IN THE GAME
With a little luck your penchant for brawling won't get the party into too much trouble. But sometimes people just have it comin.' Even if they are the Arch Paladin of St. Cuthbert.
Adaptation: This is mostly meant for silly campaigns but could be adapted.
Encounters: Tuff Kitties are usually found on docks, in alleys, near prisons, etc. You know, places they aren't likely to be paid much attention to, and can indulge their reputation.

Sample Encounter
EL 12: The PC's have been hired to protect a local restaurant from thefts. They have suspicions about the owner but nothing they can put their finger on. There also seem to be a lot of cats nearby whose expression seems to be just daring you to step out of line.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TUFF KITTY

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tuff Kitty gains a Bonus Feat every x levels higher than 20th

DracoDei
2012-01-12, 12:37 AM
Read through the mechanical text of Pink Panther. Saw some spelling and grammar but other than "ff" where you meant "off" I can't remember any problems. There WERE other problems, I am just too tired to remember them.

The way you handled the attack-roll traps was interesting in that there is no random factor. Any particular reason you picked that where-as the reflex save ones do have a random factor?

Bhu
2012-01-14, 01:22 AM
It was only thing i could think of

tuff kitty update

Bhu
2012-01-17, 01:29 AM
tuff kitty update

DracoDei
2012-01-17, 09:35 PM
You know, a lot of the problem with reviewing your PrCs is that I don't know what the cat-burglar-specific feats (especially the prerequisites) do. Making the prerequisites into links to the appropriate post with the feat in it would do a world of help to make this easier.

Another part of the problem is that you post them without much information, so by the time there is enough there to actually comment on, the class itself is a page or two back. I understand the utility of keeping your skeleton drafts on the website, but maybe when you actually start filling out abilities or major sections of fluff you could quote it (removing the quote tags) and then delete the original after you are sure it copied right? Any changes after that would be strictly normal editing.

Just my two meta-cents.

As for actual PEACH:

Natural Born Anklebiter (Ex): At 3rd level if you are in Kitty Form and your opponent is at least 2 Size Classes bigger than you he must make a Reflex Save (Save DC is 10 plus 1/2 your Hit Dice plus Charisma Bonus) or he loses his Dexterity Bonus to Armor Class against you when he enters a square you threaten.
How long does this last? Does it occur if you move towards him, rather than him towards you? But RAW it doesn't, but I don't see how that makes sense from a fluff perspective (unless it is made for ripping apart people who move into your "personal space", especially those trying to pet you (or more practically those trying to move past you to get at something you are protecting).

What about if some third party moves one of you? Bull-rushes, benign/baleful transposition, etc.

Belkar Disciple
2012-01-19, 11:48 AM
Your thread is teh awesome. I plan on making a tressym I have in another game using the options in this thread.

I already have people worried. :belkar:

Bhu
2012-01-19, 11:48 PM
Sorry bout the confusion Draco.

http://www.minmaxboards.com/index.php?topic=1037.0 you can refer to this post for the original class and feats

Thanks BD! Gimme playtest feedback if you're successful!

Tuff Kitty is done unless you all believe it needs more cster levels

Belkar Disciple
2012-01-20, 09:00 AM
Well, it's mostly a rule-light game, but I will do my best!

Gestalt: Cat Burglar on one side, Dragonfire Adept/Warlock/Burlap Guild Member/Lazor Kitteh on the other.

Tuff Kitty looks good to me. Self-buffers using long duration spells typically don't use all their slots anyway. I know I didn't.

Bhu
2012-01-24, 03:53 AM
SPOOKY KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/spookykitty-1.jpg

"Gimme. Gimme nao!"

Spooky Kitties are Disciples of the Mean Kitteh. Petty bullies wandering through life who get their way via intimidation. Granted their powers make them more than just token mooks...

BECOMING A SPOOKY KITTY
It helps to be a cat who enjoys taking the easy way to getting what he wants.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher
Patron: Must worship the Mean Kitteh
Class Abilities: Burglaring
Skills: Intimidate 4 ranks, Knowledge (Religion) 4 ranks
Feats: Daunting Presence, Frightful Presence, Imperious Command or Intimidating Blow


Class Skills
The Spooky Kittie's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis), Move Silently (Spot), Spellcraft (Int), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 The Look, +1 level in existing Divine casting class
2. +2 +3 +0 +0 No!, +1 level in existing Divine casting class
3. +3 +3 +1 +2 The Power of BOO!
4. +4 +4 +1 +2 Rowr!, +1 level in existing Divine casting class
5. +5 +4 +1 +2 I Said No!!, +1 level in existing Divine casting class
6. +6 +5 +2 +3 Improved BOO!
7. +7 +5 +2 +3 Puff Up, +1 level in existing Divine casting class
8. +8 +6 +2 +3 Don't You Understand the Concept of NO!, +1 level in existing Divine casting class
9. +9 +6 +3 +4 Dark Assassin, +1 level in existing Divine casting class
10.+10 +7 +3 +4 Bad Kitty, +1 level in existing Divine casting class

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

The Look (Su): If you succeed with an Intimidate Check you may cause your opponent to be Shaken for the duration of the encounter instead of the normal effect.

No! (Su): At 2nd Level a number of times per day equal to your Charisma modifier (minimum 1), you can make one opponent within 60 feet reroll one skill or ability check roll. This is a Free Action.

The Power of BOO!: Spells you cast with the Fear Descriptor are +1 Caster Level.

Rowr! (Su): You may cast Wail of Doom 3 times per day as a Supernatural Ability.

I Said No!! (Su): You may now use your No! ability to make an opponent reroll an Attack or Critical Confirmation roll.

Improved BOO!: Spells you cast with the Fear Descriptor are now cast at +2 Caster Level.

Puff Up (Su): You can make an opposed Intimidate Check against a single opponent, and if it is successful you may substitute your Check as the Save DC for any effect you use against your opponent causing Fear or Morale Penalties.

Don't You Understand the Concept of NO! (Su): You may now use your No! ability to make an opponent reroll a Saving Throw.

Dark Assassin (Su): At 9th Level if your opponent is denied his Dexterity Bonus to Armor Class, or is flat-footed, his Saving Throws against the Supernatural Abilities that you gain while in Kitty Form take a -4 Profane Penalty.

Bad Kitty (Su): 3 times per day you may use this ability as a Swift Action to gain a Profane Bonus to all Saving Throws and your Armor Class equal to your Charisma Modifier+2 for 1 round.

PLAYING A SPOOKY KITTY
The world owes you, and you're gonna take what you want or there'll be hell to pay. Unless of course you can't get some backup and your opponent seems hard to intimidate. Damn Paladins and their not being liable to afraidnesses...
Combat: You scare people. You'll make a show of fighting to get others to back down willingly, but prolonged resistance is a sign you need to regroup.
Advancement: The Mean Kitteh demands his clergy be, well, mean. If you aren't up to the task, you won't last long in this job.
Resources: You have your fellow clergy, and whomever you can bully to rely upon. Which is a house of cards really...

SPOOKY KITTIES IN THE WORLD
*beeeeeeeep*
You wish to grind the world under your tiny little paw. The world of course does not always cooperate so you've taken to learning some magic to change it's mind.
Daily Life: Lounging about looking for a target is how you spend your days, along with robbing people.
Notables:
Organizations: You belong to the Church of course, and to no one else. Cohabitation is not tolerated.

NPC Reaction
NPC's generally hate and fear you the same as they would any bully.

SPOOKY KITTIES IN THE GAME
This PrC assumes you are not so good. In fact it assumes you're a little bit of a bastard, which may cause some friction when you involve the party if they aren't like minded.
Adaptation: This is meant for silly campaigns but should be easily adaptable to others.
Encounters: Usually PC's will catch a Spooky Kitty in the middle of trying to shake someone down.

Sample Encounter
EL 12: The PC's have been hired to protect a nunnery from marauding kittens. What the hell is the world coming to?


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SPOOKY KITTIES

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Spooky Kitties gains a Bonus Feat every 2 levels higher than 20th

Bhu
2012-01-25, 03:26 AM
bulk of spooky kitty crunch is up

DracoDei
2012-01-25, 12:07 PM
Certain of the uses of the NO! series are sharply limited by the fact that it is a swift, rather than immediate action, thus meaning you can only use it during your turn. Still good for making them tank their saves against your fear effects but...
That ability also needs to specify that the second roll goes, even if it is better for the enemy than the first roll was.

Also, this gives +2 to caster level over 10 levels.... actually sorta anemic. You need to specify that the caster level stacks with Catburglar for... whatever feat this is supposed to work off of (unless that feat specifies caster level = character level or 1/2 character level, or something).

Bhu
2012-01-25, 05:55 PM
I'll be adding caster Levels in shortly, Im still pondering the capstone and whether i wanna change it

Bhu
2012-01-29, 01:32 AM
fluff and caster levels added

Cieyrin
2012-01-29, 10:06 AM
fluff and caster levels added

Kinda on the weak side for a fear caster. 6/10 casting on something that probably needs Cat Burglar 3/Cleric 3/Spooky Kitty 10, where at ECL 16 they have CL 9, CL 11 for fear spells. The benefits aren't that good to necessitate that heavy a hit to casting that you're 3 spell levels behind everyone else. It can work for some rogue casters, Fear effects aren't one of those things that take well to that.

Bhu
2012-02-04, 06:46 PM
I added two more caster levels. The clas abilities seem ok then?

Sir Shadow
2012-02-04, 09:55 PM
Is there a reason they say "Diving casting class"?

Bhu
2012-02-05, 12:49 PM
:headdesks:

fixing now..

Bhu
2012-02-09, 09:17 PM
SNEAKY KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/_42098_sneaky_kitty.jpg

"Da da...da da...dadadadadada....

Sneaky Kitties are devotees of Charmaine Pussyfoot, most legendary of the Cat Burglars and current Deity of them. They of course, specialize in sneaking about and taking what doesn't belong to them. Most are spies for the Guild watching over their fellows and relaying info as opposed to taking part in active thievery (they steal stuff as a sort of friendly rivalry with one another).

BECOMING A SNEAKY KITTY
Being a worshiper of Charmaine and a Cat Burglar are all that's really needed.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher
Patron: Charmaine Pussyfoot
Class Abilities: Burglaring
Skills: Hide 4 ranks, Move Silently 4 ranks, Religion 4 ranks
Feats: Domain Focus or Domain Spontaneity


Class Skills
The Sneaky Kittie's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Paw at the Door
2. +1 +0 +3 +3 Stealth Powah!
3. +2 +1 +3 +3 Woodland Scamper
4. +3 +1 +4 +4 I Not Here
5. +3 +1 +4 +4 Sneaky Paws
6. +4 +2 +5 +5 Sticky Paws
7. +5 +2 +5 +5 Sneaky Mastery
8. +6 +2 +6 +6 Hardcore Sneakery
9. +6 +3 +6 +6 Comin' Thru
10.+7 +3 +7 +7 Fuzzy Mind

Weapon Proficiencies: Sneaky Kitties gain no new weapon or armor proficiencies.

Paw at the Door (Su): You may open any door/window/box/other closed item by touching it with your paw. You may open a locked item by touching it and making an Open Lock roll. Tools are not required and you use your Cha Modifier as opposed to your Dex Modifier.

Stealth Powah!: Add the following spells to your Cleric Spell List: Greater Invisibility, Invisibility, Mass Invisibility, Superior Invisibility, and Swift Invisibility. You may also 'lose' a spell as a Free Action to gain Sneak Attack Dice for 1 round (amount of Sneak Attack Dice gained equals the Level of the Spell lost.


Woodland Scamper (Ex): You gain Woodland Stride and Trackless Step. These are identical to the abilities listed on page 36 pf the PHB.

I Not Here (Ex): You gain the Camouflage ability from page 48 of the PHB.

Sneaky Paws (Su): You can make Hide and Move Silently checks at any speed without penalty.

Sticky Paws (Su): You may make Balance checks at any speed without penalty. You also permanently have a Spiderclimb spell in effect on your person at all times, but unlike normal you may use the Run Action.

Sneaky Mastery (Ex): This works like the Rogue's Skill Mastery ability, but instead of getting to choose skills you may choose to Take 10 with the following: Balance, Climb, Hide, Listen, Move Silently, Spot.

Hardcore Sneakery (Su): When casting any of the spells listed under Stealth Powah! you may announce you are using this ability. That spell cannot be dispelled by Invisibility Purge, and See Invisibility doesn't work on you for it's duration. You may use this ability three times per day.

Comin' Thru (Ex): Your movement does not provoke Attacks of Opportunity, and you may move through squares occupied by Enemies so long as you do not end movement there and they are at least two Size Classes larger than yourself.

Fuzzy Mind (Ex): You permanently gain the effects of both a Mind Blank and Nondetection spell upon your person.

PLAYING A SNEAKY KITTY
You aren't here. No one can see you. They are not reading this as we speak, or will forget it afterwards. At least you really, really hope so.
Combat: You don't do fighting. Only people who gt caught do fighting, and professional kitties simply don't get caught unless the other side has better magic than you do.
Advancement: You and your fellows are in a bit of a competition to become the sneakiest of all time. Needless to say you all pretty much chase the same dream so you advance in pretty predictable ways.
Resources: You have the Guild and the Church much like the other Clerics.

SNEAKY KITTIES IN THE WORLD
"Who the hell keeps taking my socks?"
You don't interact with the world much outside your own immediate circle. Indeed much of your time is spent convincing the world you don;t exist or simply blending in to the background.
Daily Life: Much of your time not spent in 'religious observation' is spent skulking about looking for trouble.
Notables:
Organizations: You belong to the Guild and the Church, you don't really have much of any time for other stuff.

NPC Reaction
NPC's don't react to you at all with luck because they aren't supposed to realize you are there.

SNEAKY KITTIES IN THE GAME
This is kind of a skill class as opposed to a frontline melee class. It might not be so great for combat intensive campaigns.
Adaptation: This is meant for silly campaigns obviously but it has other uses.
Encounters: You aren't supposed to be encountered at all unless things screw up really, really badly.

Sample Encounter
EL 12: The PC's have a perfectly normal day with no unusual occurrences whatsoever. That they know of. Obviously the hammer will fall soon...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SNEAKY KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Sneaky Kitty gains a Bonus Feat every 2 levels higher than 20th

DracoDei
2012-02-09, 10:39 PM
Is there a reason they say "Diving casting class"?
Someone should totally turn this into a joke PrC that gets insane casting abilities, but can only cast ANY spells while free-falling (no featherfalling doesn't count. There capstone ability would probably be to teleport 1 mile (and not any less than that?) straight up provided they are standing on a solid surface. I am torn between saying they should get reduced damage from falls, and saying they should get increased damage for greater humor value.... maybe increased total damage, but with less and less lethal, the rest being changed into non-lethal.

Bhu
2012-02-15, 10:55 PM
Minor fluff is now up

Bhu
2012-02-21, 09:40 PM
sneaky kitty updated

Bhu
2012-02-27, 08:58 PM
made a few modifications. Hows it look now?

Cieyrin
2012-02-28, 10:28 AM
Comin' Thru and Fuzzy Mind seem a bit underpowered when you get them, compared to what a straight Cat Burglar/Cleric or Favored Soul would pick up, as they'd have 6th-7th level spells to play with. Especially considerin gFuzzy Mind is just permanent Nondetection and all.

Bhu
2012-02-29, 10:43 PM
i updated it again. Hows it look now?

Cieyrin
2012-03-01, 09:39 AM
i updated it again. Hows it look now?

Much improved.

Bhu
2012-03-06, 10:06 PM
CUTE KITTYS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/cutekitty-1.jpg

"mows!"

Cute Kitty's are the worshipers of Itty Bitty, and often professional performers as well. They bring the power of cute to the masses. They're the public relations wing of the Cat Burglar Guilds (and for cats everywhere for that matter).

BECOMING A CUTE KITTY
Generally being a worshiper of Itty Bitty is required.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Itty Bitty
Class Abilities: The Power of Cute
Skills: Bluff 4 ranks, Knowledge (Religion) 4 ranks
Feats: Practiced Kitty


Class Skills
The Cute Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local,Religion)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Innocence, +1 level in existing Divine casting class
2. +1 +0 +0 +3 Surprise Hugs +1
3. +1 +1 +1 +3 Charming, +1 level in existing Divine casting class
4. +2 +1 +1 +4 Wuv Mastery, +1 level in existing Divine casting class
5. +2 +1 +1 +4 Surprise Hugs +2
6. +3 +2 +2 +5 Putty in Mah Paws, +1 level in existing Divine casting class
7. +3 +2 +2 +5 Improved Wuv Mastery, +1 level in existing Divine casting class
8. +4 +2 +2 +6 Surprise Hugs +3
9. +4 +3 +3 +6 Little Charmer, +1 level in existing Divine casting class
10.+5 +3 +3 +7 Surprisingly Cynical, +1 level in existing Divine casting class

Weapon Proficiencies: Cute Kitty's gain no new weapon or armor proficiencies.

Innocence (Ex): Beginning at first Level your Alignment becomes permanently undetectable/, you always register as True Neutral.

Surprise Hugs (Su): Starting at Level 2 the Save DC of any Supernatural Ability with the Charm descriptor increases by +1 when your opponent is Flat-footed or Denied his Dexterity Bonus to AC. This increases to +2 at Level 5 and +3 at Level 8.

Charming (Su): At third level you permanently gain the benefits of the Sanctuary Spell. If you attack anyone (or they succeed in their Save) you lose the benefits of this ability for the duration of the encounter. The Save DC increases by 2 for every Size Category larger than you are that your opponent is.

Wuv Mastery (Ex): This is effectively like Skill Mastery (see pHB pg 51) except you get to Take 10 with the following skills: Bluff, Diplomacy, Gather Information, Handle Animal, Perform, and Sense Motive.

Putty in Mah Paws (Su): Three times per day when using a Supernatural Ability that mimics the effects of a spell with the Charm descriptor you may declare you are using this Ability as a Free Action. The duration of the Ability extends to 24 hours.

Improved Wuv Mastery (Ex): You may now Take 20 with Bluff and Diplomacy instead of 10.

Little Charmer (Su): Starting at Level 2 the Save DC of any Supernatural Ability with the Charm descriptor increases by +1 per Size Category larger than you your opponent is.

Surprisingly Cynical (Ex): At 10th Level you become immune to spells with the Charm descriptor, as well as Spell-Like or Supernatural Abilities mimicking their effects. You also now Take 20 on Sense Motive Checks instead of making the roll.

PLAYING A CUTE KITTY
You are the epitome of adorable. No one can resist you. No one. People weep when you yawn you're so cute.
Combat: You don't fight. Fighting is for the bigger, not as cute kitties. You trust in the power of cute and running like mad to see you through your problems.
Advancement: Cute Kitties judge each other by their ability to make others go 'aaaaaaw, so you better learn a lot of tricks designed to gain attention.
Resources: You have the Guild, the Church, and many adopted 'parents' who provide you room and board.

CUTE KITTYS IN THE WORLD
"OMG HE FOLLOWED ME HOME MOM CAN I KEEP HIM!"
You are the worlds pet baby. They call you names like 'mommy's widdle boo boo schnikens'. If your mission weren't so important you'd find it hard ot keep up with this crap.
Daily Life: Much of your time is spent indulging in play, i.e. refining your art. The rest is spent using that art for free food, gifts, etc.
Notables:
Organizations: You belong to the Guild and the Church, you don't really have much of any time for other stuff.

NPC Reaction
NPC's find you adorable, even most of the evil ones. There are records of Lich Lords allowing your kind as pets. Poor undead bastards.

CUTE KITTYS IN THE GAME
Cute Kitty's are meant to be walking monkey wrenches, so make sure you can deal with their messin' up your evil schemes.
Adaptation: This is heavily meant for silly campaigns.
Encounters: Cute Kitty's are generally encountered anywhere just being cats. Cats who somehow bring delight and rescue to the masses.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CUTE KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Surprise Hugs The Save DC increases an additional +1 at Level 23 and every three levels thereafter.
Bonus Feats: The Epic Cute Kitty gains a Bonus Feat every 3 levels higher than 20th

DracoDei
2012-03-08, 08:20 AM
Does the ability to gain sneak-dice from STEALTH POWAH! need to be limited to once per round to prevent insane stacking?

Bhu
2012-03-08, 02:08 PM
the wording says you can lose 'a' spell per round so it is limited.

Bhu
2012-03-14, 08:51 PM
cute kitty has some fluff

Bhu
2012-03-18, 09:14 PM
cute kitty just needs caster levels. any thoughts?

Bhu
2012-03-18, 09:37 PM
getting a head start

SNUGGLY KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/snugglykitty-1.jpg

"Come here punkin, mommy will kiss it better."

Snugly Kitties are worshipers of Mawm, dedicated to supporting the vulnerable and making their lives better. Healing and assistance for the needy are a big part of their religion and thusly they make for good PR for cats (and incidentally the Guilds).

BECOMING A SNUGGLY KITTY
You must be a worshiper of Mawm, which means you need to be an all around nice kitty.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Mawm
Class Abilities: Lick Your Wounds
Skills: Diplomacy 4 ranks, Knowledge (Religion) 4 ranks
Alignment: Must be Good.
Feats: Augment Healing


Class Skills
The SNuggly Kitties class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcane, Local, Religion)(Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Kiss the Boo Boo, +1 Level of Existing Divine Casting Class
2. +1 +0 +0 +3 Cuddles, +1 Level of Existing Divine Casting Class
3. +1 +1 +1 +3 Leave My Kids Alone!, +1 Level of Existing Divine Casting Class
4. +2 +1 +1 +4 Band Aid, +1 Level of Existing Divine Casting Class
5. +2 +1 +1 +4 Adoption
6. +3 +2 +2 +5 Leave My Kids Alone!, +1 Level of Existing Divine Casting Class
7. +3 +2 +2 +5 Who Needs Hugs?, +1 Level of Existing Divine Casting Class
8. +4 +2 +2 +6 Ranged Snuggles, +1 Level of Existing Divine Casting Class
9. +4 +3 +3 +6 Leave My Kids Alone!, +1 Level of Existing Divine Casting Class
10.+5 +3 +3 +7 Puhfeshnal Mawm, +1 Level of Existing Divine Casting Class

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

Kiss the Boo Boo (Su): At 1st Level you may always Take 10 on Heal Checks.

Cuddles (Su): Spells you cast from the Healing subschool heal an additional amount of damage equal to your Charisma Bonus.

Leave My Kids Alone! (Su): From now on all Allies within 30' get a +1 Sacred Bonus on Willpower Saves. At Level 6 they also get the Bonus with Fortitude Saves. At Level 9 the Bonus increases to +2.

Band Aid (Su): At 4th Level you may always Take 20 on Heal Checks.

Adoption (Su): Once per day you may choose one Ally within 60'. For the next 24 hours all spells you cast on that Ally from the Healing subschool are considered to have been cast with the Maximize Spell Feat.

Who Needs Hugs? (Su): This ability mimics the Deathwatch spell except it is permanent, and functions within a 60' radius. You also know if they are suffering from a curse (as in the spell Bestow Curse), Paralysis, Disease, Poison, or Energy/Ability Drain.

Ranged Snuggles (Su): All spells from the Healing Subschool you cast that have a Range of Touch now have a range of Close (25' plus 5'/2 levels.

Puhfeshnal Mawm (Su): Choose 3 Charisma based skills. You get a Sacred Bonus to those skills equal to half your Snuggly Kitty Level.

PLAYING A SNUGGLY KITTY
You are everyone's surrogate mom. Sometimes they come to you for advice before going to their actual mom! You have enough of a reputation as a matchmaker, advice giver, etc that even Evil beings sometimes seek you out in moments of soul searching.
Combat: Combat is not your thing. You prefer to remain neutral in conflicts, and make sure everyone is taken care of afterwards. Most Snuggly Kitties are pacifists unless cornered.
Advancement: You tend to try to accumulate networks of relationships to better help those in need, so much of your time will be spent working on acquiring friends for other friends as opposed to developing temporal power.
Resources: You can ask just about any cat or Cat Burglar for aid, and those you have helped in the past usually look on you quite favorably.

SNUGGLY KITTIES IN THE WORLD
"She's off limits. You can kill everyone else, but the fluffy white cat is no touchee."
The world thinks of you quite well, generally because you deserve it's well wishes. You've been fairly selfless over the years, and generally give good advice so people respect that.
Daily Life: Much of your time is spent providing for the needy, or arranging to provide for the needy.
Notables:
Organizations: You belong to a Church obviously as you're a Cleric. You probably also belong to a Cat Burglar Guild.

NPC Reaction
NPC's love Snuggly Kitties, even some that would seem unlikely too such as Lich Lords.

SNUGGLY KITTIES IN THE GAME
Snuggly Kitties are generally pretty Good. Not Lawful Stupid like most Paladins or Self-Righteous Good like many Clerics, but actual Good, meaning many other disruptive types of potential PC's will clash with them.
Adaptation: This is generally meant for silly campaigns.
Encounters: Snuggly Kitties are generally encountered at home, church, or on their rounds.

Sample Encounter
EL 12: The Pc's are hired by a small village to guard their wisest and most respected elder: small cat. Their pretty sure something is odd here...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SNUGGLY KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Snuggly Kitty gains a Bonus Feat every 2 levels higher than 20th

Cieyrin
2012-03-19, 10:06 AM
cute kitty just needs caster levels. any thoughts?

Looks Full Caster compliant to me, though 8 or 9/10 wouldn't be wrong, either.

Bhu
2012-03-29, 03:21 PM
Now editing in snuggly kitty

Bhu
2012-04-09, 08:07 PM
snuggly kitty has initial crunch and just needs caster levels. Sorry about being slow my hard drive is still dying and i need to get everything off it before it does.

Cieyrin
2012-04-09, 08:22 PM
Looks 8-9/10 casting to me.

Bhu
2012-04-15, 11:12 PM
CURIOUS KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/curiouskitty-1.jpg

"Curiosity is lying in wait for every secret."

Curious Kitties are servants of Outside Cat, always getting into things everyone else considers none of their bidness. They consider anything happening in their territory something the need to know about and act as a sort of early detection system for the Guilds.

BECOMING A CURIOUS KITTY
You must worship Outside Cat

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Outside Cat
Class Abilities: Burglaring (Trapfinding)
Skills: Knowledge (Religion) 4 ranks, and 4 ranks in one of the following (Listen, Search, or Spot)
Feats: Keen-Eared Scout


Class Skills
The Curious Kitty's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 AHA!, +1 level in existing Divine casting class
2. +1 +0 +3 +0 Distraction
3. +2 +1 +3 +1 Uncanny Dodge, +1 level in existing Divine casting class
4. +3 +1 +4 +1 Improved AHA!, +1 level in existing Divine casting class
5. +3 +1 +4 +1 Improved Distraction
6. +4 +2 +5 +2 Improved Uncanny Dodge, +1 level in existing Divine casting class
7. +5 +2 +5 +2 AHA! 2: The Wrath of AHA!, +1 level in existing Divine casting class
8. +6 +2 +6 +2 Superior Distraction
9. +6 +3 +6 +3 Superior Uncanny Dodge, +1 level in existing Divine casting class
10.+7 +3 +7 +3 You Can't Fool A Cat, +1 level in existing Divine casting class

Weapon Proficiencies: A Curious Kitty gains no new Weapon or Armor proficiencies.

AHA! (Su): 3 times per day you may gain an Insight Bonus equal to your Charisma Modifier on any roll as a Free Action.

Distraction (Su): You have learned to use your antics to maximum effect for distracting opponents since you personally have Insight to what distracts people the most. Opponents within 30' take an Insight Penalty on all Initiative Rolls and Concentration Checks.

Uncanny Dodge (Ex): Identical to the Rogue Ability listed on page 50 of the PHB.

Improved AHA! (Su): You may now use AHA! up to five times per day, or allow an Ally within 60' to use it as a Swift Action.

Improved Distraction (Su): At 5th Level the Penalty extends to all Wisdom based Checks.

Improved Uncanny Dodge (Ex): Identical to the Rogue Ability listed on page 50 of the PHB.

AHA! 2: The Wrath of AHA! (Su): You may now use AHA! up to 8 times per day. You also permanently gain your Cha Bonus on all Listen, Search and Spot Checks in addition to your Wisdom.

Superior Distraction (Su): At 8th Level your Opponents lose all Insight Bonuses within 30' of you.

Superior Uncanny Dodge (Ex): Opponents with Sneak Attack cannot use it against you anymore unless they are eight Levels higher than you. You also permanently gain an Insight Bonus to your AC equal to your Wis modifier.

You Can't Fool A Cat (Su): You now permanently gain the benefits of the True Seeing spell.

PLAYING A CURIOUS KITTY
The world is your business. Or at least the small patch of it you call your own. Anything happening in that area 'requires' your attention. Actually just about anything in your vicinity does. No matter what people are doing they look up to see your little face watching them.
Combat: You aren't a fighter, though sometimes you perch on a fence nearby and provide running commentary.
Advancement: Mostly you excel as a sneaky information gatherer and spy. And your choices in career path generally tend to fall into whatever helps you with your natural inclinations.
Resources: Your Church is not resource rich, so you are usually left to your own craftiness.

CURIOUS KITTIES IN THE WORLD
"Creatures whose mainspring is curiosity enjoy the accumulating of facts far more than the pausing at times to reflect on those facts. "
Most people assume you're a stray begging for food or causing trouble. SO for the most part they shoo you off, although you have to beat down the occasional anti-cat sociopath.
Daily Life: Most of your time is spent rambling around poking your nose into stuff with your evenings reserved for gossiping about your day. Oh, and our church duties of course.
Notables:
Organizations: You belong to a Cat Burglar Guild, and your Church. You don't have time for much else.

NPC Reaction
Reaction to you depends on how people feel about stray cats, because thats what most of them perceive you as.

CURIOUS KITTIES IN THE GAME
This assumes you don't want to play a combative PC. If you want heavy fighting, a different PrC is for you.
Adaptation: This is meant for silly campaigns but could be used in darker ones.
Encounters: Curious Kitties can be encountered anywhere in most urban cities where alley cats are common.

Sample Encounter
EL 12: The PC's find it amusing that a small kitten seems obsessed with their packs. If only they knew...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CURIOUS KITTIES

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Curious Kitty gains a Bonus Feat every 3 levels higher than 20th

DracoDei
2012-04-16, 12:17 AM
So... do you want to make the eventual Cat Burglar+Grace-Gift PrC or should I? Although the Snuggly Kitteh is close.

Bhu
2012-04-26, 09:31 PM
Sorry for the lateness apparently the 503 error ate my former post.

If you wanna do it I wont object you know the GG better than i do.

DracoDei
2012-04-27, 03:23 PM
Sorry for the lateness apparently the 503 error ate my former post.

If you wanna do it I wont object you know the GG better than i do.
Well, by the same token, you know the cat-burglar better than I do... still it makes sense.

Will see if anything strikes me at some point. Currently getting to playtest the Grace-Gift now, which should increase my confidence in the class one way or the other (either I will change it, or I will become more certain that it doesn't need to be changed).

Bhu
2012-04-27, 09:21 PM
We shall await playtest results then :smallcool:

Bhu
2012-05-07, 07:17 PM
Curious Kitty just needs caster levels

Bhu
2012-05-14, 10:56 PM
caster levels added. 7 seem ok?

MISCHIEVOUS KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/funny-cat-that-farted.jpg

"Whatcha doin' big fat nasty Ork mans?"

The Mischievous Kitties are the high priests of Goober (if such a thing is possible).

BECOMING A MISCHIEVOUS KITTY
You must worship Goober.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Goober
Class Abilities: Kitty Magic (Hey! Hey Over Here!!)
Skills: Perform (Kitty) 4 ranks, Religion 4 ranks
Feats: Practiced Kitty


Class Skills
The Mischievous Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 What's Mine is Mine, +1 level in existing Divine casting class
2. +1 +0 +0 +3 Goodies!, +1 level in existing Divine casting class
3. +1 +1 +1 +3 I'm Out, +1 level in existing Divine casting class
4. +2 +1 +1 +4 What's Yours is Mine, +1 level in existing Divine casting class
5. +2 +1 +1 +4 Paw in the Cookie Jar, +1 level in existing Divine casting class
6. +3 +2 +2 +5 Fickle Paw of Fate, +1 level in existing Divine casting class
7. +3 +2 +2 +5 What's Mine Can be Yours for a Price, +1 level in existing Divine casting class
8. +4 +2 +2 +6 Suck it Noob, +1 level in existing Divine casting class
9. +4 +3 +3 +6 Wasn't Me, +1 level in existing Divine casting class
10.+5 +3 +3 +7 The Daily Screwjob

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

What's Mine is Mine (Su): You can designate 1 item or object per point of Charisma Modifier as "yours" as long as it has been in your possession at least 24 hours. If taken from you, it will teleport back to you the next round (or optionally into your Collar of Holding if you have one. It must be an item you can carry. For example, anything you could wear or use. You cannot designate living creatures or constructs, and you can't designate something bigger than yourself.

Goodies! (Su): By looking at one creature within 60 feet you gain an immediate inventory of what is on his person. This will not go into true specifics. For example if he has a dagger hidden in his boot, you will know that. You will not know it is a +2 Unholy Vorpal Dagger. If he has money one his person you will know he has money, but not how many pieces. This is a Standard Action.

I'm Out (Su): If no one is looking at you, you may Dimension Door at will. You may only use it to teleport to locations you can see. Basically you can disappear when no one is watching you.

What's Yours is Mine (Su): You may teleport 1 item on any creature within 60 feet as a Standard Action if it fails a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If you are wearing a Collar of Holding it may go into the collar instead of appearing on you. If it is within your possession for 24 hours you may designate it with your 3rd level ability. If your opponent makes his Save, he is not alerted that anything has happened. If he successfully saves at least twice he is immune to this ability for 24 hours.

Paw in the Cookie Jar (Su): This works the same as What’s Yours Is Mine! but as a Standard Action you may teleport all their coins and gems. Also, when using your Goodies ability, you may now detect whether or not an item is magical.

Fickle Paw of Fate: You may cast Prestidigitation at will with the following changes: You may color/clean/soil/chill/warm/flavor up to 10 pounds a round. You can move up to your light encumbrance up to 10 feet a round. Doing any of this is a Move Action. You may also open/close, lock/unlock any doors/windows/cupboards/etc as a Swift Action. Objects you create can be any non magical item up to 5 GP, and aren't fragile so they may be used normally (and aren't crude or fake looking). They only last 1 hour (which means if you create food this way, the people who ate it become hungry again in an hour). You may spoil 1 pound of food or water per round making it inedible. Anyone trying to eat it must make a Fortitude Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier), or be Nauseated 1d3 rounds. Creating Objects or spoiling food is a Move Action. You may also light/douse flames no bigger than a torch within 60 feet as a Move Action. 5 times per day you may duplicate the effects of daze, flare, ghost sound, touch of fatigue, or message as a Standard Action.

What's Mine Can be Yours for a Price (Su): Similar to What’s Yours Is Mine, but instead you can teleport items or living creatures you are touching onto the victim. Total weight must be equal to your Light Encumbrance or less. If you wish you can teleport it inside their clothing or armor (beware the weasel in your shorts), or onto them (i.e. you can put a ring on their finger or a vest on their torso).

Suck it Noob: 3 times per day you may choose 1 opponent within 60 feet that is about to make any roll (you must choose before he rolls). He must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or he rolls a "1".

Wasn't Me: A number of rounds per day equal to their Charisma modifier a Mischievous Kitty may appear to be simply doing nothing while actually performing another action. He could use this to appear to be sleeping by a door while he's actually listening at it or using a device to open the lock. He could appear to be napping on the princess’s lap while using a magic device to dominate her. This is a Free Action to turn on or off. Opponents with true seeing or that can see through Illusions somehow are not affected by this. If an opponent interacts with or studies it carefully he can make a Will Save to disbelieve (Save DC is 10 plus 1/2 HD plus Cha Modifier).

The Daily Screwjob (Su): Three times per day as a Supernatural Ability you can cast Wish, but can only use it to mimic or undo harmful spells. Harmful is defined as inflicting damage or any negative condition. You also no longer need to make Use Magic Item Checks to activate items you designate as 'yours' with What's Mine is Mine.

PLAYING A MISCHIEVOUS KITTY
YOU LIKE PIE! YOU LIKE TO HOLLER THE LOUD FUNNY WORDS! YOU STEAL YARD GNOMES AND POOP IN DIFFICULT TO REACH PLACES! YAAAH!!!

Or something like that.
Combat: You aren't really built for combat. You mostly cause trouble during fights or hide while cheering on your side.
Advancement: Advancement for Mischievous Kitties varies widely depending on their personal quirks. Some are goofballs, some are dedicated mischief makers, some are just nuts. Beyond their propensity for shenanigans they're difficult to pigeonhole.
Resources: You have the Guild, the Church, and of course anyone who feels sorry for you.

MISCHIEVOUS KITTIES IN THE WORLD
"WTF is wrong with that cat?"
You interact with the world in odd and unusual ways that sometimes only make sense to lunatics or the brain damaged. In other words you.
Daily Life: Most of your day is spent getting into trouble. The rest is spent getting out of trouble.
Notables:
Organizations: Goobers minions don't belong to any formal organizations beyond the Guild and Church.

NPC Reaction
NPC's think you're funny as long as the damage you do befalls someone else. Someone at a distance.

MISCHIEVOUS KITTIES IN THE GAME
This PrC is meant for troublemaking. In the hands of the right player it can be ... interesting.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Mischievous Kitties can be found just about anywhere doing just about anything.

Sample Encounter
EL 12: The PC's are playing bouncers at a local bar when a small cat pees on a local mobster and motorboats his girlfriend before insulting his race and doing a little dance on the stage.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MISCHIEVOUS KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Mischievous Kitty gains a Bonus Feat every 2 levels higher than 20th

Bhu
2012-05-31, 05:42 PM
mischievous kitty has fluff, will get crunch soon

Bhu
2012-06-02, 06:09 PM
thoughts on caster levels for the Mischievous Kitty?

Sir Shadow
2012-06-02, 08:08 PM
Mischievous kitties look fun, but not altogether powerful on their own. I say full or maybe with one spellcasting level lost at level 10.

DracoDei
2012-06-03, 11:18 PM
Hmmm... the cheesiest thing to use the "+Infinity to UMD for certain items" thing on would be spellbooks... or more practically, scrolls, which, if I am reading the UMD rules right could require a DC 24 followed by a DC 29 check to use something you haven't managed to decrypt in advance and don't have a 19 in the correct mental ability score.

Bhu
2012-06-13, 10:20 PM
SCARED KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/you_make_kitty_scared.jpg

"YOU MAK...aw screw it you know the line..."

Scared Kitties are the enforcement wing of Ceiling Cat. Despite the name they aren't particularly frightened. They're called that for their tendency to summon help when problems arise. Which let's face it is something we'd al do if we were master summoners.

BECOMING A SCARED KITTY
Being a Cleric of the appropriate deity is all that's required really.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: The Great Kitteh in da Sky
Class Abilities: Kitty Magic (Super Scamper Powers)
Skills: Knowledge (Local, Religion) 4 ranks
Feats: Augment Summoning


Class Skills
The Scared Kitties class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcane, Local, Nobility, Religion), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 HELP!, +1 level of existing Divine casting class
2. +1 +0 +0 +3 Dog Free Zone, +1 level of existing Divine casting class
3. +1 +1 +1 +3 Augment Kitteh, +1 level of existing Divine casting class
4. +2 +1 +1 +4 HELP!, +1 level of existing Divine casting class
5. +2 +1 +1 +4 Dog Free Zone, +1 level of existing Divine casting class
6. +3 +2 +2 +5 Augment Kitteh, +1 level of existing Divine casting class
7. +3 +2 +2 +5 HELP!, +1 level of existing Divine casting class
8. +4 +2 +2 +6 Dog Free Zone, +1 level of existing Divine casting class
9. +4 +3 +3 +6 Augment Kitteh, +1 level of existing Divine casting class
10.+5 +3 +3 +7 I Reject Your Reality and Substitute My Own

Weapon Proficiencies: A Scared Kitty gets no new weapon or armor proficiencies.

HELP! (Su): At Level 1, Summon Feline I-IX are added to your Cleric spell list. You may 'lose' a spell you have prepared to cast a Summon Feline spell of the same level.

At level 4 you can communicate telepathically with all Allies you have Summoned within 100'.

At Level 7 you may cast any Summon Feline spell as though it were cast with the Quicken Spell Feat 3 times per day. Yes you may combine this with the Level 1 ability to spontaneously cast.

Dog Free Zone (Su): Spells from the Summon or Calling sub-schools cast by Opponents in squares adjacent to or occupied by you automatically fail (they are still considered expended for the day) unless they are at least twice your Level.

At Level 5 your Dog Free Zone extends another 5'.

At Level 8 any creatures Summoned or Called via Spell, Spell-Like Ability, or Supernatural Ability must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) to attack you or enter your Dog Free Zone.

Augment Kitteh (Su): At 3rd Level creatures you Summon via your Summon Feline spell gain a +2 Dodge Bonus to AC (this stacks with other Dodge Bonuses).

At 6th Level the Dodge Bonus increases to +4.

At 9th Level you may cast spells with a Target of 'Personal' on any creature you have Summoned via a Summon Feline Spell as long as it is within 30'.

I Reject Your Reality and Substitute My Own (Su): Opponents within 30' of you who wish to cast a spell from the Conjuration school must make an Opposed Level Check or the spell fails.

PLAYING A SCARED KITTY
Your job is to watch over all cat kind and their allies and keep them safe (as well as oppose the evil minions of Basement Cat). Either you or the Watchcats sound the alarm and you summon troops until the rest of the Guild or Church can arrive to save the day.
Combat: You don't fight. You summon fighters and lead from the rear while disrupting the enemies lines. You keep watch on whats happening and take steps to prevent catastrophe.
Advancement: Most Scared Kitties advance along similar lines. They want to protect their charges and as such they usually practice to simply become ever better at what they already know.
Resources: Scared Kitties are particularly beloved of both the Church, the Guild, and the community at large so you have access to whatever people can provide if it's needed.

SCARED KITTIES IN THE WORLD
"Don't tick that cat off. Last guy ticked him off had critters drop on him outta the sky."
But for the enemies of catkind you are quite beloved. You keep the lil kitties safe. You keep the evil Basement Cats from taking over da world. Whats not to love?
Daily Life: Your days are spent honing your skills in between shifts on watch duty.
Notables:
Organizations: As usual you have ties to both the Church and the Guilds. You also do lots of networking for purposes of gaining allies.

NPC Reaction
NPC's tend to love you even if you do occasionally ask them to stick their neck out and do you a favor.

SCARED KITTIES IN THE GAME
This class assumes you are a well respected member of the cat community and the closest thing they have to a holy man. In other words you'll be expected to behave a certain way or get shunned or kicked out.
Adaptation: Definitely meant for silly campaigns.
Encounters: Usually found at churches for the Cat pantheon or at Guild strongholds.

Sample Encounter
EL 12: The PC's are guarding a grain storage facility when they seem some cats squabbling when suddenly giant Sabre Tooth's start popping up out of nowhere to chase one side off. A small cat saunters over and says "You saw nothing."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SCARED KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Scared Kitty gains a Bonus Feat every 2 levels higher than 20th

Bhu
2012-06-22, 10:14 PM
any thoughts on dog free zone?

Debihuman
2012-06-23, 12:06 PM
Dog Free Zone shouldn't affect creatures with more than double your HD (though they can probably succeed on the saving throw regardless).

Debby

Bhu
2012-06-23, 11:13 PM
Debbies!!!! *hugs*

DracoDei
2012-06-25, 08:00 PM
The 7th level HELP! ability could perhaps use clarification that it DOES work with the spontaneous casting (it does, right?).

Dog Free Zone needs to be more clear about the fact that it effects any SUMMONERS within the range (which is actually kind of odd, and makes me wonder if I am misreading, in which case it needs to be clarified in the other direction), not any SUMMONS that would appear partially or completely within the area.

Bhu
2012-06-25, 09:01 PM
How's it look now?

DracoDei
2012-06-25, 10:28 PM
Looks good on the two issues I brought up. Wording on the first is a little informal (And maybe needs a comma after "Yes"), but that fits with the overall feel of the thread.

Bhu
2012-06-27, 11:37 PM
scared kitty just needs caster levels. anyone have thoughts on teh abilities?

DracoDei
2012-06-28, 07:12 AM
Was considering making a Cat Burglar+Grace-gift class. As such I was reading the version 2 in the first thread.

Two comments/questions, both about Kitty Form IX:
Do defensive Flurries really allow infinite AC if you don't mind infinite to-hit and damage penalties? I assume the AC bonus lasts one round? It would hardly be broken at that high a level, but it is rather odd.

What is the magnitude of Snuggly Kitties bonus to-hit from Smack Badguy? Equal to charisma mod I assume?

Bhu
2012-06-28, 10:18 AM
Were on version 3 of the cat burglar now

http://www.giantitp.com/forums/showpost.php?p=7280367&postcount=972

DracoDei
2012-06-28, 08:40 PM
Were on version 3 of the cat burglar now

http://www.giantitp.com/forums/showpost.php?p=7280367&postcount=972
Ah... did I read the first post of this thread too fast, or did it get locked against editing somehow?

DracoDei
2012-06-29, 12:10 PM
Exotic Bigger Cat Form - The Sanctuary effect shouldn't include nets, trip attacks, grappling, lassos, etc, and arguably shouldn't include non-lethal damage attacks.

Bhu
2012-06-29, 04:49 PM
http://www.minmaxboards.com/index.php?topic=1037.0

I cant edit it here but I've been slowly doing so over on the BG forums

Bhu
2012-07-17, 12:06 AM
sorry for delays i had rl problems

this PrC requires levels in Amechra's Pariah
http://www.giantitp.com/forums/showthread.php?t=243695


CATS FROM URANUS

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/uranus.jpg

"The world is indeed comic, but the joke is on mankind. "

The Cats from Uranus are disturbing travelers from the Far Realms. What they're looking for or hope to accomplish is pretty much unknown. They don't seem to be thieves or smugglers like the other Guilds (or at least no one seems to think they are), and most encounters with them end in bloodshed as opposed to communication.

BECOMING A CAT FROM URANUS
A member of a Cat Burglar Guild born in the appropriate place is all that's necessary.

ENTRY REQUIREMENTS
Alignment: Cannot be Good or Lawful
Class Abilities: Kitty Form, Outcast Presence (Cannot Hide)
Skills: Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 4 ranks
Feats: Accurate Jaunt (see Unearthed Arcana) OR Anarchic Heritage (Planar Handbook) OR Daunting Presence (see Libris Mortis)
Special: Must have been born in the Far Realms

Class Skills
The Cat from Uranus' class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Non-Euclidean Kitty Form, Wyrd
2. +1 +0 +0 +3 Non-Euclidean Kitty Magic
3. +2 +1 +1 +3 Alien Body
4. +3 +1 +1 +4 Non-Euclidean Kitty Form
5. +3 +1 +1 +4 Non-Euclidean Kitty Magic
6. +4 +2 +2 +5 Alien Body
7. +5 +2 +2 +5 Non-Euclidean Kitty Form
8. +6 +2 +2 +6 Non-Euclidean Kitty Magic
9. +6 +3 +3 +6 Alien Body
10.+7 +3 +3 +7 Nomad

Weapon Proficiencies: A Cat from Uranus gains no new weapon or armor proficiencies.

Non-Euclidean Kitty Form (Su): At first level you gain Enhanced Kitty Form (Non Euclidean) (see Cat Burglar Core Class).

At 4th Level you gain Dire Kitty Form (see Cat Burglar Core Class).

At 7th Level your Natural attacks in Kitty Form are now considered untyped damage.

Wyrd: You Outcast and Cat from Uranus levels stack for purposes of determining your Warp, and your abilities with Outcast Presence.

Non-Euclidean Kitty Magic (Su): At 2nd Level you may cast Analyze Portal at will as a Supernatural Ability.

At 5th Level you may cast Plane Shift 3/day as a Supernatural Ability.

At 7th Level you may cast Greater Planar Ally once per day (denizens of the Far Realms only).

Alien Body (Ex): At Levels 3, 6, and 9 you may choose a new Blemish (see Outcast) known and may ready an additional Blemish.

Nomad (Ex): You may now Plane Shift at will so long as you are going to or coming from the Far Realms. In addition at will you may take a Standard Action to 'peek' at your destination in the Plane you will be going to.

PLAYING A CAT FROM URANUS
You do not speak. If your kind have a means of communicating amongst each other it has not been observed. Only rarely have you communicated, and only then with Cats or entities of the Far Realms. Very few know anything about you, and if they advertise that knowledge you hunt them down.
Combat: Combat varies for the Cats from Uranus. Much of it depends on what their individual powers are, and whether or not they think they can take whatever they encounter. If they believe they can't they stealthily avoid if possible.
Advancement: The Cats from Uranus are an odd and individualistic bunch. Most do concentrate on abilities making survival in their travels easier.
Resources: The Cats from Uranus can call upon their own kind for help, but Guilds outside their own avoid them. They generally have what they can take by force.

CATS FROM URANUS IN THE WORLD
"Searchers after horror haunt strange, far places. "
The Cats from Uranus are a nomadic lot forever traveling the Planes to and from their homes in the Far Realms. They do not appear to enjoy the company of the Cats from Saturn and often war with them.
Daily Life: Not much is known of the Cats from Uranus. In virtually all encounters they are traveling in between the Planes or fighting other Cats, or simply watching. They are fairly inscrutable beings, and do not communicate.
Notables:
Organizations: The Cats from Uranus are their own organization much like the Cats from Saturn. Unlike the Saturnians they don't appear to be smugglers and their true goals and interests are completely unknown.

NPC Reaction
NPC reaction to you can generally be summed up as "AAAAA!!!! OMFG GIT AWAY GIT AWAY GIT AWAY AAAAH!"

And you wouldn't have it any differently.

CATS FROM URANUS IN THE GAME
This PrC kind of assumes everyone in the party is a Cat from Uranus or similar godless abomination.
Adaptation: This is okay for silly or serious campaigns.
Encounters: The Cats from Uranus are only very rarely encountered outside the Far Realm or traveling between the Planes.

Sample Encounter
EL 12: The PC's are traveling in the Outer Realms when their path is blocked by some vaguely catlike beings. And somehow you don't think they're friendly.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CATS FROM URANUS

Hit Die: d6
Skills Points at Each Level : 6 + int
Alien Body At Level 23 and every 3 Levels after you gain a new Blemish.
Bonus Feats: The Epic Cat from Uranus gains a Bonus Feat every x levels higher than 20th



CAT SPECIFIC BLEMISHES

Cat's Bite
Your Bite Attack in Non-Euclidean Kitty form now has a mild poison. Injury Fortitude Save (Save DC is 10 plus Warp plus Cha Modifier), Initial and Secondary Damage is 1d3 Con.

Cat's Claws
Your Claw Attacks in Non-Euclidean Kitty Form now do additional damage equal to your Warp.

Cat's Dodge
You gain a Deflection Bonus to AC equal to half your Warp.

Cat's Mentality
If you succeed in a Willpower Save versus a Spell, Spell-Like Ability, or Supernatural Ability that has the Charm or compulsion descriptor you are immune to that specific spell for 24 hours. For example if you succeed in a Save versus Charm Monster, you are immune to the Charm Monster spell and any Spell-Like or Supernatural Ability mimicking it for 24 hours.

Cat's Reach
You may ignore percentage based miss chances such as those created by the Blur spell or a Displacement Beast.

Cat Stealth (Prerequisite: Cat from Uranus Level 9)
You may Hide in Plain Sight as per the Ranger ability of the same name.

Bhu
2012-07-25, 10:33 PM
got most of the fluff up

Sir Shadow
2012-07-26, 09:39 AM
A couple times it says 'cats from saturn' instead of uranus <_<

Bhu
2012-07-26, 02:02 PM
i has fixeded

Bhu
2012-07-30, 08:04 PM
crunch is up cept for capstone

Bhu
2012-08-10, 11:09 PM
capstone up, just need to do a few cat specific blemishes


LAZY KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/lazykitty.jpg

"I like the word 'indolence'. It makes my laziness seem classy."

Lazy Kitties are worshipers of Housecat. They are the pampered house pets that support the Guild by stealing supplies from richer houses when they can do so without breaking cover. They also gain info or provide emergency shelter if they can find a way to hide their friends.

BECOMING A LAZY KITTY
Just be a Cleric of Housecat.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Housecat
Class Abilities: Kitty Magic (Paws at the Door)
Skills: Hide 4 ranks, Knowledge (Religion) 4 ranks
Feats: Domain Focus or Domain Spontaneity



Class Skills
The Lazy Kitty's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility and Royalty, Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Power Nap, +1 Level of Divine Casting Class
2. +1 +0 +0 +3 Kitteh Want Fud!, +1 Level of Divine Casting Class
3. +1 +1 +1 +3 I Just a Kitty, +1 Level of Divine Casting Class
4. +2 +1 +1 +4 Power Nap, +1 Level of Divine Casting Class
5. +2 +1 +1 +4 Kitteh Want Fud!, +1 Level of Divine Casting Class
6. +3 +2 +2 +5 I Just a Kitty, +1 Level of Divine Casting Class
7. +3 +2 +2 +5 Power Nap, +1 Level of Divine Casting Class
8. +4 +2 +2 +6 Kitteh Want Fud!, +1 Level of Divine Casting Class
9. +4 +3 +3 +6 I Just a Kitty, +1 Level of Divine Casting Class
10.+5 +3 +3 +7 One of da Fambly, +1 Level of Divine Casting Class

Weapon Proficiencies: Lazy Kitties gain no new Weapon or Armor Proficiencies.

Power Nap (Su): At 1st Level while asleep you are under the effects of a Sanctuary spell.

At 4th Level you also gain the benefit of a Lesser Globe of Invulnerability while asleep (the spell in not visible in any way so as not to give you away)

At 7th Level this changes to Globe of Invulnerability.

Kitteh Want Fud! (Su): At 2nd Level you may cast Suggestion 3/day as a Supernatural Ability while in Kitty Form. It is not considered Language Dependent, somehow your opponent intuitively understands your meows.

At 5th Level this ability loses the Mind-Affecting Descriptor and will even affect Mindless creatures and the Undead.

At 8th Level it loses the Compulsion descriptor and beings immune to such are immune no longer.

I Just a Kitty (Su): At 3rd Level you gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger. If the spell can’t get through your spell resistance you show up as Neutral.

At 6th Level you are immune to spells that would reveal your Alignment and you are Neutral for purposes of spells that affect opponents of a specific Alignment.

At 9th Level you are immune to spells that would compel you to tell the truth.

One of da Fambly (Su): You may now cast Programmed Amnesia 3/day as a Supernatural Ability. This does not have the Mind-Affecting Descriptor.

PLAYING A LAZY KITTY
You sometimes unfairly take crap from your fellows for being lazy (hence the nickname), but you do your part. They have no idea how difficult it is to live with someone pretending t be a pet and leading a double life. Sure you sleep 12 hours a day on a cat cushion, but if you didn't you'd give yourself away.
Combat: Combat? Who has the energy for that crap. It's hot out. We'd get all sweaty. Bleah.
Advancement: Advancement require you to get your butt off the sofa and get involved. You ain't giving up the cushy life for nobody. No sir you earned this position and you're milking it for all it's worth.
Resources: You are fairly disconnected from daily events at the Guild but when the houses owners are asleep you can pilfer to your hearts content as long as you put it back.

LAZY KITTIES IN THE WORLD
"In ancient times cats were worshipped as gods; they have not forgotten this. "
You pretty much interact with your 'owners' being the perfect beloved pet, only really seeing other members of the Guild occasionally.
Daily Life: Much of your life is that of a typical housecat though you spend your in quiet prayer as opposed to just napping.
Notables:
Organizations: As usual you belong to the Guild and the Church.

NPC Reaction
"Ohmahgawd who's da bestest kitty evah! I boops your lil nosie! Boop!" pretty much describes your life.

LAZY KITTIES IN THE GAME
This PrC kind of takes one out of adventuring so it may be best for NPC members of the Guild.
Adaptation: This is mostly meant for silly campaign but would make a neat turn in a conspiracy theory based game as well.
Encounters: You're usually encountered as a house pet.

Sample Encounter
EL 12: The PC's are told to meet a local seller of purloined goods to receive a package. They are greeted by a smiling housecat when they arrive. Obviously his owner has been nabbed by someone. Paranoia time!


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC LAZY KITTY

Hit Die: d6
Skills Points at Each Level : 8 + int
Bonus Feats: The Epic Lazy Kitty gains a Bonus Feat every 2 levels higher than 20th

Bhu
2012-08-13, 11:21 PM
Uranians have Kitty Blemishes. Lazy Kitties has fluff

Sir Shadow
2012-08-18, 11:58 PM
Cat's Mentality looks a little overpowered. I can just carry around a bunch of wands or other magical devices that can cast common will-save spells. At the beginning of the day, I cast a bunch on myself and easily overcome the low save DCs so that I can avoid these spells for another 24 hours.

Bhu
2012-08-20, 07:39 PM
i could just reword it to spells/abilities cast by opponents

Sir Shadow
2012-08-22, 01:03 PM
Then I just have an ally or companion do it. any person that attacks you in some way is considered an opponent. I'd say just reduce the duration of the immunity.

Bhu
2012-08-22, 04:51 PM
you should stop by the pbp thread btw :smallbiggrin:

Bhu
2012-09-03, 11:45 AM
Hey guys. Know I'm behind but I need to finish an assignemnt to keep isp and power on

Bhu
2012-09-10, 10:02 PM
Abilities are finally done, thoughts on caster levels?

Bhu
2012-09-26, 12:45 AM
I need to finish another online gig because Im being sued for back taxes. Gimme a bit longer and I'll be back.

Bhu
2012-10-06, 02:53 PM
got lazy kitty finished



HORRIBLE KITTIES

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/horrible.jpg

"It's time."
Horrible Kitties are worshipers of Blue Eyes, and professional assassins for hire.

BECOMING A HORRIBLE KITTY
Pretty much just be a worshiper of Blue Eyes.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Blue Eyes
Class Abilities: Burglaring (Sneak Attack)
Skills: Knowledge (Religion) 4 ranks, Move Silently 4 ranks
Feats: Practiced Kitty (Burglaring)


Class Skills
The Horrible Kitties class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Ambush, +1 Level of existing Divine casting class
2. +1 +0 +3 +3 Ignore Obstacles, +1 Level of existing Divine casting class
3. +2 +1 +3 +3 Assassinate!, +1 Level of existing Divine casting class
4. +3 +1 +4 +4 Ambush, +1 Level of existing Divine casting class
5. +3 +1 +4 +4 Ignore Obstacles, +1 Level of existing Divine casting class
6. +4 +2 +5 +5 Assassinate!, +1 Level of existing Divine casting class
7. +5 +2 +5 +5 Ambush, +1 Level of existing Divine casting class
8. +6 +2 +6 +6 Ignore Obstacles, +1 Level of existing Divine casting class
9. +6 +3 +6 +6 Assassinate!, +1 Level of existing Divine casting class
10.+7 +3 +7 +7 Death To All Who Oppose Us!

Weapon Proficiencies: Horrible Kitties gain no new weapon or armor proficiencies.

Ambush: At 1st Level you gain a +4 Competence Bonus on Hide Checks

At 4th Level you no longer take a -5 penalty on Hide checks when moving faster than half speed, nor do you take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for you to hide, making it easy for you to vanish into a crowd.

At 7th Level you gain Hide in Plain Sight, but this ability functions in any urban environment, rather than only in natural environments as written under Ranger abilities in the PHB.

Ignore Obstacles: At 2nd Level you may add Dimension Door to your spell list.

At 5th Level you add Teleport to your spell list.

At 8th Level you add City Stride and Tactical Teleportation to your spell list.

Assassinate!: At Levels 3, 6, and 9 you gain +1d6 Sneak Attack (this stacks with Sneak Attack from other sources) and can choose any 1 Spell from the Assassin Spell List to add to your own Spell List.

Death To All Who Oppose Us!: At 10th Level you gain a Bonus on Feint Checks equal to your Horrible Kitty Level, and your opponent gains a Penalty of similar amount to Feint Checks made against you.

You also gain a Bonus to Initiative Checks equal to your Horrible Kitty Level. If you manage to go first in the round your Sneak Attack ability gains +1d6.

PLAYING A HORRIBLE KITTY
You kill opponents of the Church (most specifically the dark side of the Church). You also kill opponents of the Guilds or cats in general as well, but primarily you're a religious fighter. If the term 'fighter' can be applied to someone who claws people in the back.
Combat: You're an ambush fighter who kills people in their sleep or moments of weakness. You aren't meant for toe to toe fighting but in a pinch you'll do.
Advancement: Advancement depends on what your bosses want you to kill, and what you show a talent for killing. Cause basically your life will revolve around it one way or the other.
Resources: You have the Church, and of course the Guilds occasionally at your back. You kill off opponents of cats as well as the Church so you get help in odd places.

HORRIBLE KITTIES IN THE WORLD
"ERK!..."
The world only gets to see you when you mean business, and if you're truly a professional only your victim gets to really see you, and that's shortly before you end him.
Daily Life: Much of your time is taken up by training and religious study. You really have little patience for most people so perhaps it's a good thing.
Notables:
Organizations: Your Church order forbids you from belonging to anything but them or a Cat Burglar Guild.

NPC Reaction
NPC's assume your just a cat unless they happen to be your target.

HORRIBLE KITTIES IN THE GAME
This class assumes you're a full time killer for hire employed by others who are the same and who will likely disapprove of your association with anyone who isn't. Things could get touchy.
Adaptation: This is meant for a silly campaign but obviously adapts well to more serious ones.
Encounters: Horrible Kitties are only encountered during their work of if you are unlucky enough to stumble on their hideout.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC HORRIBLE KITTY

Hit Die: d6
Skills Points at Each Level : 8 + int
Ambush At Level 21 you add Superior Invisibility to your Spell List.
Ignore Obstacles At Level 22 you add Greater Dimension Jumper to your Spell List.
Assassinate! At Level 23 you add all of the Assassins spells to your Spell List.
Bonus Feats: The Epic Horrible Kitty gains a Bonus Feat every x levels higher than 20th

Cieyrin
2012-10-06, 05:27 PM
Aww, Siamese aren't horrible, they're smart, clever and curious. Their reputation for meanness is wholly unwarranted. :smallfrown:

DracoDei
2012-10-06, 11:17 PM
The SR for the Lazy Kitties is lower than the monk's. This is not a good thing. Give them full character level + 10 + Charisma mod since it is so narrow.

Bhu
2012-10-07, 02:15 PM
Aww, Siamese aren't horrible, they're smart, clever and curious. Their reputation for meanness is wholly unwarranted. :smallfrown:

Blue Eyes is a Siamese and an assassin so I made a siamese a pic for her worshipers. Wasn't impugning the breed by any means. I like siameses.


The SR for the Lazy Kitties is lower than the monk's. This is not a good thing. Give them full character level + 10 + Charisma mod since it is so narrow.


they eventually get full immunity

Bhu
2012-10-14, 06:38 PM
Horrible Kitty is ready for review
Ive got the Felimancer, Dankin' Kitty, and a Wilder PrC and then all teh ones I intend to do are done except the Epic Stuff. If anyone has requests now is the time.

Bhu
2012-10-29, 01:10 AM
FELIMANCER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/felimancerII_zps044149cf.jpg

"Beware of people who dislike cats."

Felimancers are worshipers of Mrrow, the original Cat Goddess before the new pantheon moved in. They revere and obsess over all things cat.

BECOMING A FELIMANCER
A Cat Burglar with levels in Cleric will do.

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Mrrow
Class Abilities: Kitty Magic (Any) OR be any feline race
Skills: Knowledge (Arcana, Religion) 4 ranks
Feats: Domain Focus or Domain Spontaneity


Class Skills
The Felimancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hde (Dex), Knowledge (Arcana, Religion)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Kitty Magic, +1 Level of existing Divine casting class
2. +1 +0 +0 +3 Familiar, +1 Level of existing Divine casting class
3. +1 +1 +1 +3 Kitty Feat, +1 Level of existing Divine casting class
4. +2 +1 +1 +4 Kitty Magic, +1 Level of existing Divine casting class
5. +2 +1 +1 +4 Familiar, +1 Level of existing Divine casting class
6. +3 +2 +2 +5 Kitty Feat, +1 Level of existing Divine casting class
7. +3 +2 +2 +5 Kitty Magic, +1 Level of existing Divine casting class
8. +4 +2 +2 +6 Familiar, +1 Level of existing Divine casting class
9. +4 +3 +3 +6 Kitty Feat, +1 Level of existing Divine casting class
10.+5 +3 +3 +7 Lord O' the Kittehs, +1 Level of existing Divine casting class

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

Kitty Magic: At 1st Level you may add 5 spells from the Kitty Magic List (see the Feral PrC) whose Level you could cast. You get 5 more spells at Levels 4, and 7.

Familiar: At Level 2 you gain a Familiar, and your Cleric Levels count as Wizard Levels for determining it's abilities. You must take a Cat Familiar.

At 5th Level you may cast spells from your Kitty Magic List through your familiar if the Range is Touch or Short.

At 8th Level your Familiar spirit is effectively immortal. If killed it reappears within 1d4 hours unless it's killer also casts a Wish or Miracle spell.

Kitty Feat: At Levels 3, 6, and 9 the Felimancer gains a Bonus Feat he qualifies for from the following list: Anonymous Kitty, Delay Spell, Eschew Materials, Greater Spell Focus, Innate Spell, Jibba Jabba, Mobile Spellcasting, Quicken Spell, Rapid Spell, Reach Spell, Silent Spell, Still Spell, Sudden Quicken, Sudden Silent, Silent Still, Spell Focus, Spell Thematics.

Lord O' the Kittehs: You gain an additional 5 spells from the Kitty Magic list, and all spells you cast from that list are cast at +4 Caster Level if cast on a Feline and they are beneficial, or cast on a non-feline and are harmful.

PLAYING A FELIMANCER
Your cool, and as long as you're cool, everything's cool. If anyone interrupts your personal reality, that's not cool, and suddenly there are catsplosions. But someday cats will rule the world and you won't be bothered with people anymore.
Combat: You'll do combat if necessary, but you prefer to be cool and aloof. Like cats. But much like cats if forced to throw down, the claws come out.
Advancement: Given your obsession with all things cat, the direction you advance in is kind of easy to predict.
Resources: You have the Church and the Guilds backing you up. Not to mention all cats everywhere.

FELIMANCERS IN THE WORLD
"GET A JOB!"
Your habit of hanging out places trying to look cool and aloof tends to ranger people who don't have what they assume is a life as care free as yours is. They have no idea how hard it is to study the secret arts of cats. Or how hard it is not to punch the stupid masses.
Daily Life: People think you spend most of your time loafing or bumming around, but it's spent in study. Honest. You just hang out harassing people on street corners as a way of relieving stress.
Notables:
Organizations: You have the Cat Burglars, the Church, and any of a dozen or more secret societies that involve cats.

NPC Reaction
NPC's think your a little weird. After all you hang out in odd, creepy places talking to cats. And you make no pretense of your looking down on them. And sometimes you act like a cat...

FELIMANCERS IN THE GAME
This kind of assumes you've devoted your life to protecting all of feline-kind. It's not likely to interfere with the parties activities but it is possible.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Felimancers are usually encountered at their hangout with crusty, feeble old men screaming at them to get a job. Or wherever cats who are in need of protection are found.

Sample Encounter
EL 12: The PC's have been hire by shop owners to rid their street of the homeless, and criminals, and vermin. Apparently vermin extends to cats. Cats who have a surprisingly vigorous defense.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC FELIMANCER

Hit Die: d6
Skills Points at Each Level : 4 + int
Familiar The Felimancers familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
Bonus Feats: The Epic Felimancer gains a Bonus Feat every 3 levels higher than 20th

Debihuman
2012-10-29, 04:38 AM
Hey Bhu! Sorry I kinda lost this thread. Here's a suggestion for your new and revised cat burglar:

This is what you have:


Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Tiny cat. This allows you to pretend to be any species of housecat, or the smallest of the feral wildcats. When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3). You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

Cats with extra toes are more dextrous than cats with standard number of toes and polydactyl cats are fairly common. "A common variation with six toes on the front paws, with two opposing digits on each (comparable in use to human thumbs), enables the cat to learn and perform feats of manual dexterity generally not observed in non-polydactyl cats, such as opening latches or catching objects with a single paw." --Wikipedia. I had a friend with a polydactyl cat that could manipulate doorknobs and such.

Here is my suggestion. You really need to spell things correctly. Low-light vision is hyphenated. Always spell out feet or abbreviate with "ft." but don't use symbols. You need to assign a penalty to skills that you aren't good with in kitty form. I recommend -8 penalty to those skills which can be reduced with the new Polydactyl Deformity Feat.

Kitty Form (Su): At will as a standard action, you may transform into a cat (or from a cat back to your normal form). At first level, you can assume the form of a Tiny cat. This allows you to pretend to be any species of housecat, or the smallest of the feral wildcats. When transforming, all nonmagical clothes and equipment fall off of you harmlessly and form a pile at your feet. While in Kitty Form, you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will take a -8 penalty to use (unless you have the Polydactyl Deformity feat). You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to Humanoid form next round. You also gain the following abilities: Low-light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3). You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy 2½ feet of space, and your effective reach is 0 feet. Unlike other creatures with a Reach of 0 feet, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

Polydactyl Deformity Feat
Prerequisite: Kitty Form
Benefit: Your Kitty Form gains an extra toe on each foot. This allows you to reduce your penalty to Craft, Disable Device, Disguise, Your penalty to Forgery, Open Lock, and Use Rope skill checks to -2.
Normal: Your Kitty Form takes a - 8 penalty to Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope skill checks.

What do you think?
Debby

Lix Lorn
2012-10-29, 02:17 PM
I had a friend with a polydactyl cat that could manipulate door nobs and such.

Here is my suggestion. You really need to spell things correctly.
*Doorknobs
You really need to spell things correctly when you're telling people to spell things correctly. :smallwink:

Debihuman
2012-10-30, 04:34 AM
Yes, I should. :smallsmile:

I've now edited my previous post.

Since I hear there's another PDF in the works, I'd be more than happy to work on it as well. Is it going to be a complete overhaul or just minor tweaks?

Debby

Bhu
2012-11-01, 12:38 AM
would you be freaked out if i said overhaul?

*ducks behind couch to ponder new feat, not to escape*

Bhu
2012-11-05, 10:13 PM
Felimancer is ready for review

FOr some reason I can't edit the Cat burglar here, soI'll be working on your suggestions over at the BG forums debbie :smallfrown:

And now, I'm adding to the Kitty Magic list. If anyone has spell suggestions now is the time.

NEW KITTY MAGIC SPELLS


Catsplosion
Conjuration (Summoning)
Level: x
Components: V, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Area:
Duration:
Saving Throw:
Spell Resistance:

"FOOM!"

des




NEW EPIC KITTY MAGIC SPELLS

Nuclear Catsplosion
Conjuration (Summoning)
Spellcraft DC:
Components: V, S
Casting Time: 1 Minute
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
To Develop:

des

Amechra
2012-11-05, 11:03 PM
Where is that Felimancer picture from?

Bhu
2012-11-06, 02:01 PM
I shall PM you as I cannot discuss it here.

Debihuman
2012-11-06, 05:21 PM
Bhu, you know I'd do another PDF for ya! Overhaul is good. Though we'd need all new art. I'd want to lay it out before adding any art other than cover art and perhaps a watermark.

So, are you EVER going to learn to make tables? Because that was the most time consuming part of all of it. It's so much easier to copy and paste tables.

Debby

Bhu
2012-11-07, 03:52 PM
I'll work on it when the time is ready so you don't have to :smallbiggrin:

Just be sure to remind kitteh


On a side note I just learned of the picture issue on GitP. For fans of the kitty pics they can still be found on the BG Forums as well as the ones ofr future works.

Bhu
2012-11-22, 06:34 PM
No requests for kitty based spells?


THE FIXIT GANG

"Inside of every problem lies an opportunity."

Fixit gangs are specialist teams brought in when help is needed to solve a particularly troublesome problem. Perhaps the local Guild doesn't have enough trap sniffers, or has suffered recent setbacks. Fixit gangs fill in and train newbies till the Guild is back up to snuff, and they 'fix' problems. Usually in the mafia sense of 'fixed.'

BECOMING A FIXIT GANG
A cross classes Cat Burglar/Factotum is required.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Burglaring, Cunning Defense
Feats: Font of Inspiration, Jibba Jabba
Skills: 6 ranks in any 4 skills


Class Skills
The Fixit Gang's class skills (and the key ability for each skill) are all skills!
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Cunning Charm, Inspiration
2. +1 +0 +3 +0 Copycat
3. +2 +1 +3 +1 Improved Cat Powah
4. +3 +1 +4 +1 Cunning Charm
5. +3 +1 +4 +1 Copycat
6. +4 +2 +5 +2 Improved Cat Powah
7. +5 +2 +5 +2 Cunning Charm
8. +6 +2 +6 +2 Copycat
9. +6 +3 +6 +3 Improved Cat Powah
10.+7 +3 +7 +3 Little Problem Solver

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

Inspiration: Your Factotum and Fixit Gang Levels stack for purposes of determining your Inspiration points.

Cunning Charm (Su): At 1st Level any Class Abilities you have that use your Intelligence Modifier may now use your Charisma Modifier instead.

At 4th Level if you beat an opponent when making an Intimidate check, instead of the normal effects he is affected as if by a Fear Spell (Caster Level is equal to your HD).

At 7th Level you may choose to have him affected as though you cast a Suggestion spell instead.

Copycat (Ex): At Levels 2, 5, and 8 choose 1 Extraordinary Ability from any Core Class, and it is now yours. You can choose any ability listed at the same Level you are or lower (i.e. if you have 7 class Levels, you may choose any ability from 7th Level or lower).

Improved Cat Powah (Su): At 3rd Level you can choose to apply your Cat Powah Bonus to any kind of skill check, not just ones based on Dex or Cha.

At 6th Level can choose to apply it to all Opposed Combat Checks instead of a specific one.

At 9th Level you can choose to apply your Bonus to all Damage rolls or all Attack rolls, not just your Natural Weapons.

Little Problem Solver: At 10th Level you can choose to apply your Cat Powah Bonus to the Check DC of any one Class Ability you can use. By expending three inspiration points for the day (i.e. you have 3 less IP per encounter for 24 hours) you can choose to apply your Cat Powah Bonus to all skills based off one specific attribute.

PLAYING A FIXIT GANG
There's always problems that need fixing, and you're just the cat to do it. You train newbs, you kill bad guys, you help fill in on missions that are short on cats. You do it all. And you gain quite a bit of fame doing it too. Not to mention da girls.
Combat: You try to avoid most combat because you're too valuable an assett to casually waste in brawls. For you combat is pre-planned ambushes carried out with precision, you don't do off the cuff assaults unless you have to.
Advancement: You try to remain a Jack of All Trades as long as humanly possible. Specialization is death.
Resources: You are well funded by the Guilds as you rotate between them shoring up weaknesses, and taking care of enemies too stubborn to die.

FIXIT GANGS IN THE WORLD
"Effin' cats..."
You don't see much of the world as you're always busy. There's always something that needs done, and you never get rest it seems.
Daily Life: Your days are endless training of all sorts when not engaging in missions.
Notables:
Organizations: Fixit gangs are sort of like mercenaries. Word comes down through the Churches on which Guilds ned help, and any gang that thinks they can fix the problem heads out to do so. They don't permanently belong to any one Guild usually.

NPC Reaction
NPC's assume you're just alley cats. Poor bastards have no idea what's coming for them.

FIXIT GANGS IN THE GAME
This class assumes the party is a group of similar individuals. In other words they all have this same PrC. Which might not be what the group wants.
Adaptation: This is meant for silly campaigns but it doesn't have to be used that way.
Encounters: Unless called upon for help FIxit gangs are rarely encountered. They don't usually intervene unless asked, or during wars.

Sample Encounter
EL 12: The PC's have been stubbornly resisting the assaults of some sort of magical cat thieves on a local food warehouse, when a rough looking tom takes one of you aside and explains why it's in your best interests to switch sides.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC FIXIT GANG

Hit Die: d8
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Fixit Gang gains a Bonus Feat every 2 levels higher than 20th

Bhu
2012-11-26, 11:44 PM
fixit gang done and ready for review

CATOOIST

“Tattoos are a right of passage. They're a marker of bravery, of maturity, of cultural acceptance. The tattoo represents not only a willingness to accept pain - to endure it - but a need to actively embrace it. Because life is painful - beautiful but painful.......”

Initially Wilders have too much rage and lack of emotional control to become effective Darth Puddytatses. They must learn control. A Cat Burglar Guild member found one day that the patience needed to learn tattooing coincided nicely with the patience needed for self control. Another enterprising young tattoo artist came upon the idea of making psychic tattoos, and thusly the Catooist was born.

BECOMING A CATOOIST
A Wilder with decent tattoo skills is required.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Surging Euphoria
Skills: Autohypnosis 4 ranks, Concentration 4 ranks, Craft (Tattoos) 6 ranks, Knowledge (Psionics) 4 ranks
Feats: Scribe Tattoo

Class Skills
The Catooist's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentraton (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Reduced Enervation, +1 Level of existing Manifesting class
2. +1 +0 +0 +3 Improved Psychic Tattoo, +1 Level of existing Manifesting class
3. +2 +1 +1 +3 Focused Anger, +1 Level of existing Manifesting class
4. +3 +1 +1 +4 Reduced Enervation, +1 Level of existing Manifesting class
5. +3 +1 +1 +4 Improved Psychic Tattoo, +1 Level of existing Manifesting class
6. +4 +2 +2 +5 Focused Anger, +1 Level of existing Manifesting class
7. +5 +2 +2 +5 Reduced Enervation, +1 Level of existing Manifesting class
8. +6 +2 +2 +6 Improved Psychic Tattoo, +1 Level of existing Manifesting class
9. +6 +3 +3 +6 Focused Anger, +1 Level of existing Manifesting class
10.+7 +3 +3 +7 Tattoo Master, +1 Level of existing Manifesting class

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

Reduced Enervation (Ex): At Levels 1, 4, and 7 your chances of Psychic Enervation are reduced by 5%, and the number of power points lost are reduced by 1 if you do suffer Psychic Enervation.

Improved Psychic Tattoo (Ex): At 2nd Level the Level of Powers you can use to create a tattoo raises to 4th Level or Lower, and you have learned to make them look like patterns in cat fur (i.e. if your clients are in Kitty Form or have fur, it's impossible to tell the tattoo from a regular fur pattern.

At 5th Level you can use Powers of 5th Level or lower to create tattoos, and they are quicker to make now (a number of hours equal to the Powers Level).

At 8th Level you can use Powers of 6th Level or lower to create tattoos.

Focused Anger (Su): People can see the hate in your eyes when you use your Wild Surge. At third Level when you use your Wild Surge Ability the target of your Power must make a Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the Power (or until the next round for Instant Powers).

At 6th Level your anger ability affects all Opponents within 30' of you.

At 9th Level if they fail the Saving Throw they are Frightened instead.

Tattoo Master (Su): At 10th Level you can create an instant psychic tattoo a number of times per day equal to your Charisma Modifier (the time it takes to scribe a tatoo is reduced to 1 Full Round).

PLAYING A CATOOIST
You are calm. A brief pause of quiet in a sea of chaos. At least you tell yourself that. But at least your rages are under control now...at least everyone hopes so. They volunteer to get naked and let you poke them with needles. That requires a certain amount of trust.
Combat: You aren't really a fighter, but your pretty psychic tattoos make people think twice. After all they're never sure if your tats are just ink or spookity psychic power.
Advancement: You're given more leeway than most to advance your craft how you see fit. After all your an artist, not a soldier.
Resources: The Guild (and your happier customers) probably help you out quite frequently. After all you give them nifty tats and some neat powers.

CATOOISTS IN THE WORLD
"Dude. Nice ink."
You have lots of customers if you can put out decent art. So you get to hear lot's of local gossip.
Daily Life: You spend much of your day hard at work. You don't indulge in Guild missions as much as most, but you effectively provide backup via your artwork which looks like fur patterns.
Notables:
Organizations: Beyond the Guild, Catooists are involved with whatever school taught them their art, or probably a loose association of tattoo artists.

NPC Reaction
How NPC's react to you kind of depends on how well tattoos are respected where you live. Either way your a local merchant of sorts so it's not entirely like you're pond scum (unless only pond scum get tattoos).

CATOOISTS IN THE GAME
This is perhaps not the greatest class for a PC as the cover job requires you to be a local professional which eats up lots of time, restricts movement, and makes you easy to find.
Adaptation: This is most definitely meant for silly campaigns.
Encounters: Catooists are generally encountered in tattoo parlors.

Sample Encounter
EL 12: The PC's are guarding their new employers stash, and having a little fun with his pet cats when one of them notices the cats fur isn't entirely natural...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CATOOIST

Hit Die: d6
Skills Points at Each Level : 4 + int
Class Ability At Level 22 you can Scribe Tatoos of 7th Level spells. At Level 25 you can make tattoos of 8th Level spells. At Level 28 you can make tattoos of 9th Level spells.

Bhu
2012-11-30, 09:56 PM
Catooist has fluff and most of the crunch up

Bhu
2012-12-06, 02:41 AM
catooist is ready for review

MEMBER OF THE BOOGIE NATION


"You can learn steps, but you cannot learn how to boogie."

As rich weirdo obsessions go, cat dancing is a special one (i.e. a ritualized form of exercise wherein you dance with your cat). As usual the Guilds took advantage of this and the Boogie Nation arose to annoy the world.

BECOMING A MEMBER
A Bard/Cat Burglar is necessary.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Burglaring (Uncanny Dodge), Bardic Music, Inspire Competence
Skills: Balance 6 ranks, Perform (Dance) 8 ranks, Tumble 8 ranks
Feats: Dodge, I Must Shout My Love from the Fencepost Wall, Mobility


Class Skills
The Member's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Arcane, Local)(Int), Perform (Dance), Spellcraft (Int), Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Enhanced Kitty Form, Bardic Dancing, 1 Level of existing Arcane Casting Class
2. +1 +0 +3 +3 Git Down Wit Da Boogie!, 1 Level of existing Arcane Casting Class
3. +2 +1 +3 +3 Dance Steps, 1 Level of existing Arcane Casting Class
4. +3 +1 +4 +4 Enhanced Kitty Form, 1 Level of existing Arcane Casting Class
5. +3 +1 +4 +4 Git Down Wit Da Boogie!, 1 Level of existing Arcane Casting Class
6. +4 +2 +5 +5 Dance Steps, 1 Level of existing Arcane Casting Class
7. +5 +2 +5 +5 Enhanced Kitty Form, 1 Level of existing Arcane Casting Class
8. +6 +2 +6 +6 Git Down Wit Da Boogie!, 1 Level of existing Arcane Casting Class
9. +6 +3 +6 +6 Dance Steps, 1 Level of existing Arcane Casting Class
10.+7 +3 +7 +7 Lord of the Dance, 1 Level of existing Arcane Casting Class

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

Enhanced Kitty Form (Su): At 1st, 4th, and 7th Levels you get a new Enhanced Kitty Form. You must choose Bipedal Kitty Form at Level 1 if you don't already have it, but your options are open for the other two.

Bardic Dancing: Your Bard and Member Levels stack for purposes of determining your Bardic Music abilities, however instead of song or music they are now based on dancing and Perform (Dance) Checks.

Git Down Wit Da Boogie! (Su): At 2nd Level you get a new ability with your Bardic Dancing. If you have at least 9 ranks in Perform (Dancing) you may use your Bardic Dancing to cast Baleful Transposition. Caster Level is equal to HD, Save DC if applicable is equal to your Perform (Dance) Check.

At 5th Level if you have at least 12 ranks in Perform (Dancing) you may use your Bardic Dancing to cast Freedom of Movement.

At 8th Level if you have at least 15 ranks in Perform (Dancing) you may use your Bardic Dancing to cast Dimension Shuffle.

Dance Steps (Su): At Levels 3, 6, and 9 you learn a new type of dance. Each type corresponds to a bonus you gain that is equal to your Charisma Modifier. You gain this Bonus when using your Bardic Dancing or any round you make a Perform (Dance) Check. You choose which Bonus at the beginning of the round:

Allemande: The Bonus you get when using Aid Another increases by this much.

Black Bottom: Increase Movement by +10' instead of a Bonus.

Charleston: Trip Checks (including opposing Trip Checks).

Hardcore: Damage rolls.

Hustle: Perform (Dance) Checks.

Skank: Attack rolls.

Tap: Increases Dodge Bonus to AC.

Waltz: Grapple Checks (particularly to move opponents).

Watusi: Intimidate Checks.

Lord of the Dance (Su): At 20th Level if you have at least 15 ranks in Perform (Dancing) you may use your Bardic Dancing to cast Irresistible Dance.

PLAYING A MEMBER
The Boogie Nation is more than a lifestyle, is is an art, an ideology, a meaning for existence. Or whatever other crap you spew trying to pick up wenches at the local pub. You're basically a dancer who shocks people into incoherency because you happen to be a cat. Who isn't supposed to dance. Especially not on two legs.
Combat: You're not a fighter though you can make an excellent spoiler by being a distraction.
Advancement: Your powers are kind of based around an art form so you're pretty free to express yourself.
Resources: You pretty much have the Guilds and a few crazy cat ladies. Other people are too easily embarrassed.

MEMBERS IN THE WORLD
"“Almost nobody dances sober, unless they happen to be insane.” "
You spend your days dancing with rich old women, entertaining them in order to have access to high society. Which of course leads to money, though some of you adopt the crazy old ladies as family.
Daily Life: You spend a lot of time playing with your benefactress, and more time learning new moves while she is napping.
Notables:
Organizations: You belong to a Guild, and of course the Boogie Nation, which is sort of a Guild within the Guilds.

NPC Reaction
NPC's stare at you in blank confusion, except for crazy old cat ladies.

MEMBERS IN THE GAME
This class might be just a little too goofy for some players...
Adaptation: This is most definitely for sillier campaigns.
Encounters: Members are encountered when the Guild needs a public distraction, or in the homes of eccentric rich widows.

Sample Encounter
EL 12: The PC's are wondering how to get work whilst eating lunch, when a coupe of cats shake down the bartender. Another cat starts table dancing to distract the crowd and some old woman points to the kitties and yells "Save My Babies!" while they are gleefully beating the bartender like an indentured servant caught stealing pickles.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MEMBER

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Member gains a Bonus Feat every 3 levels higher than 20th

Sir Shadow
2012-12-06, 12:11 PM
For the 6th level focused anger ability. Is that in 30' of the target or 30' of you?

Bhu
2012-12-06, 11:57 PM
For the 6th level focused anger ability. Is that in 30' of the target or 30' of you?

I fixed it

Bhu
2012-12-18, 03:02 AM
I'm considering a Cat Masseuse, but this is the last of the PrC's before I move onto the Epic material I will be doing unless someone has a request.

Cipher Stars
2012-12-18, 03:38 AM
I'm considering a Cat Masseuse, but this is the last of the PrC's before I move onto the Epic material I will be doing unless someone has a request.

A Cat Masseuse is a wonderful thing. I love it when a cat massages my back XD But I don't have kitties anymore T~T

Bhu
2012-12-19, 02:13 AM
A masseuse there shall be then!

Bhu
2012-12-22, 01:37 AM
Any thoughts on caster levels for the member?

Debi: I'll be incorporating your Polydactyl feat as an ENhanced Kitty Form :smallbiggrin:

Sir Shadow
2012-12-22, 01:13 PM
I would say full, since it's a bard-based class.

Also, for Git Down Wit Da Boogie! It should say what determines the caster level and DC of those abilities, even if it would otherwise seem obvious.

Bhu
2012-12-26, 11:23 PM
MASSEUSE

"You seem tense..."

A Masseuse is the Guilds answer to infiltrating spas and saunas and massage parlors in major cities. After all you get to overhear nifty gossip, and gossip always helps the Guilds choose 'deserving' targets.

BECOMING A MASSEUSE
A Cat Burglar with some levels in Healer will do

ENTRY REQUIREMENTS
Class Features: Kitty Form, Healing Hands
Skills: Heal 8 ranks, Profession (Masseuse) 6 ranks,
Feats: Augment Healing, Jibba Jabba


Class Skills
The Masseuse's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Local, Nobility)(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Magic Paws, +1 Level of existing Divine casting class
2. +1 +0 +3 +3 Deep Tissue Massage, +1 Level of existing Divine casting class
3. +1 +1 +3 +3 Restful Stay, +1 Level of existing Divine casting class
4. +2 +1 +4 +4 Magic Paws, +1 Level of existing Divine casting class
5. +2 +1 +4 +4 Deep Tissue Massage, +1 Level of existing Divine casting class
6. +3 +2 +5 +5 Restful Stay, +1 Level of existing Divine casting class
7. +3 +2 +5 +5 Magic Paws, +1 Level of existing Divine casting class
8. +4 +2 +6 +6 Deep Tissue Massage, +1 Level of existing Divine casting class
9. +4 +3 +6 +6 Restful Stay, +1 Level of existing Divine casting class
10.+5 +3 +7 +7 Mobile Spa, +1 Level of existing Divine casting class

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

Magic Paws (Su): Beginning at first level you may cast any spell you know that has a Range of Touch that effects one creature without it using one of your spells per day. However Casting time increases to a number of rounds per Level of the spell (i.e a 5th Level spell has a casting time of 5 rounds. You must massage the individual to be affected by the spell this entire time, and you may only get one free spell per day in this manner.

At 4th Level you get a second free spell per day, and when casting a spell using this ability you gain a +2 Circumstance Bonus on Bluff/Diplomacy/Gather Information Checks made during the next hour against the person you cast the spell on.

At 7th Level you get a third free spell, and your skill Bonus increases to +4.

Deep Tissue Massage (Su): Beginning at 2nd Level you can turn people to butter. If you make a Profession (Massage) Check as a 1 Minute Action, the person you are performing on must make a Willpower Save (DC is equal to your Profession Check) or be affected as if by a Calm Emotions spell (Caster Level is equal to Hit Dice).

At 5th Level if the opponent fails the Willpower Save they are also Staggered for 2d4 rounds.

At 8th Level if the opponent fails the Save they are Stunned instead of Staggered.

Restful Stay (Su): At 3rd Level you can take a Full Round Action to check over a patient. At the end of the round you know his hit point total, if he is suffering from disease/poison/ability damage/energy drain, whether or not he is stabilized, or if he is undead.

At 6th Level beings you provide long term care for recover hp/ability damage at 4 times the normal rate instead of double.

At 9th Level you can stabilize someone without needing a check as a Swift Action

Mobile Spa (Su): At 10th Level if you make a Profession (Massage) Check as a 1 Minute Action, the person you are performing on heals hit points equal to your Skill Check and loses any negative Conditions (see Condition Summary in DMG).

PLAYING A MASSEUSE
Your paws can turn people to rubber. And when they relax they let their guard down and say stuff. Plus they're in no mood to fight afterwards either.
Combat: You try to avoid fighting. Fighting is a lot of negative energy and what not. You prefer diplomacy. Mostly because you reeeally suck at fighting.
Advancement: You are encouraged to research new healing techniques, so your advancement is up to you really.
Resources: You have the Guild, the school that trained you in the healing arts, and probably a few patrons who are clients.

MASSEUSES IN THE WORLD
"Did you just unsheathe claws in my back when I asked for a happy ending?"
You spend much of your time at your job interacting with clients and squeezing them for information (so to speak).
Daily Life: You spend a great deal of your time practicing your art in order to help people while also studying to increase your knowledge.
Notables:
Organizations: Aside from the Guild you likely belong to a medical organization of some kind.

NPC Reaction
NPC's love you, as you kiss their boo boo's and make them all better. Seriously, they'd probably kill for you if you asked.

MASSEUSES IN THE GAME
This class has the classic Cleric problem: you are the party bandaid, and they need you to heal them but they want you out of sight and safe until that time occurs.
Adaptation: This is definitely meant for sillier campaigns.
Encounters: Masseuses are encountered in hospitals, massage parlors, spas, and various houses of healing.
Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MASSEUSE

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Masseuse gains a Bonus Feat every 3 levels higher than 20th




Massage Table
Price (Item Level): 20,000 GP (xth)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:x) x
Activation: Swift (Manipulation)
Weight: 15 lbs.

These collapsible table are excellent helpers for Masseuses, magically buffing their professional skills and putting clients at ease. You gain a +10 Competence Bonus to Profession (Masseuse) Checks while your client is on this table.

Prerequisites: Craft Wondrous Item, Profession (Masseuse) 10 ranks
Cost to Create: 10,000 GP, 10 days, 200 XP


Massage Oil
Price (Item Level): x GP (xth)
Body Slot: -
Caster Level: x
Aura: Faint; (DC:x) x
Activation: Standard (Manipulation)
Weight: <1 lb.

Massage Oil lubes your client up. Coincidentally it also makes him so slippery keeping his footing is damn near impossible if you need to make an escape. While covered in Massage Oil your opponent must make a DC x Reflex Save when attempting to do any of the following: stand up, move more than a 5' step, or pick anything up. If you fail the save you drop the item or fail to stand/move. If you fail by 5 or more you fall prone. If you are already prone and fail by 5 or more you pull a groin muscle and are stunned for 1 round.

Prerequisites: Brew Potion, Grease
Cost to Create: x GP, x days, x XP


Scented Oil
Price (Item Level): x GP (xth)
Body Slot: -
Caster Level: x
Aura: Faint; (DC:x) x
Activation: Standard (Manipulation)
Weight: <1 lb.

Scented Oil relaxes your clients, sometimes to the point of putting them to sleep. Opponents who fail a DC x Will Save or fall asleep for x.

Prerequisites: Brew Potion, Deep Slumber
Cost to Create: x GP, x days, x XP


Massage Cream
Price (Item Level): x GP (xth)
Body Slot: -
Caster Level: x
Aura: Faint; (DC:x) x
Activation: Standard (Manipulation)
Weight: <1 lb.

This poisoned cream numbs your client, effectively paralyzing him for x rounds if he fails a DC x Will Save.

Prerequisites: Brew Potion, Hold Person
Cost to Create: x GP, x days, x XP


Oil of Really Mean Vengeance
Price (Item Level): x GP (xth)
Body Slot: -
Caster Level: x
Aura: Faint; (DC:x) x
Activation: Standard (Manipulation)
Weight: <1 lb.

Masseuses are often the victims of wildly inappropriate requests, especially given that they are by nature health care professionals. When clients offend this Oil allows you to do some pretty bad things if they fail a DC x Will Save.

Prerequisites: Brew Potion, Bestow Curse
Cost to Create: x GP, x days, x XP

Bhu
2013-01-03, 03:03 PM
My apologies for the delays but as I'm sure some of you know the Minmaxboards got attacked, and so I find myself in the position of trying to find ways to back up my stuff. I'll be updating soon I have lots to slog through.

Cipher Stars
2013-01-03, 03:09 PM
My apologies for the delays but as I'm sure some of you know the Minmaxboards got attacked, and so I find myself in the position of trying to find ways to back up my stuff. I'll be updating soon I have lots to slog through.

I have no idea what was/is up with that...
I haven't seen anything on it, what happened exactly?

Bhu
2013-01-03, 04:51 PM
The mobile version of the site got hacked and redirected to porn. Whilst in the process of trying to fix that the rest of the site got hacked (and from what I can see online a good many other bluehost sites as well). Originally it was assumed we maybe pissed someone off but now I think bluehost just got hit and a bunch of people who used it to host their sites were innocent casualties,


It's days like this I wish I had possession of a small tactical thermonuclear device....

Cipher Stars
2013-01-03, 06:57 PM
The mobile version of the site got hacked and redirected to porn. Whilst in the process of trying to fix that the rest of the site got hacked (and from what I can see online a good many other bluehost sites as well). Originally it was assumed we maybe pissed someone off but now I think bluehost just got hit and a bunch of people who used it to host their sites were innocent casualties,


It's days like this I wish I had possession of a small tactical thermonuclear device....


*Goes on Ipod and visit's site for scientific purposes*
Seems it's not redirecting anymore. bummer. I suppose that's a good, right? :smallbiggrin:

So, is it recoverable? Or is it going to bite the dust... ?

Sir Shadow
2013-01-04, 12:06 PM
They might have to find a new host, but a lot of the stuff on there was already backed up in people's personal files. It just sucks b/c this is the second time the whole site has had an issue within a year.

Bhu
2013-01-04, 01:52 PM
I'm told all the info is still there and the site is intact, we just have to wait for it to be fixed.

Bhu
2013-01-10, 01:30 AM
Okay Masseuse is ready for review

Bhu
2013-01-17, 01:43 AM
Desperately trying to get some bills paid this week, will return to work here when that's done.

DracoDei
2013-01-19, 04:35 AM
At third Level when you use your Wild Surge Ability the target of your Power must make a Willpower DC
There seems to be some repetition here.

Can't comment on the class since I don't know that much about psionics, beyond the fact that the tattoos seem to be the equivalent of potions, so bumping up the level is VERY powerful, especially as a "Contact of a PC" rather than a "PC".


and when casting a spell using this ability you gain a +2 Circumstance Bonus on Bluff/Diplomacy/Gather Information Checks made during the next hour.

This should only apply to checks involving that individual.

Bhu
2013-01-22, 02:41 AM
Thanks Draco, errors fixed.

Whose up for some massage based magic items?

Bhu
2013-01-24, 12:18 AM
FInal call for requests before I start on the Epic stuff. Also final call for thoughts on additional items for the Masseuse.

Bhu
2013-01-24, 09:39 PM
Current Idea list for Epic PrC's (in addition to the old ones that need revisal)


Catzooka: Epic Blaster PrC

Mistress of the Toadie Frogs

Keyboard Cat

Kitler

Viking Cats!

Nyan Cat

Grumpy Kitty

Sad Kitteh

Bhu
2013-01-30, 09:42 PM
GO GO CATZILLA!

"REEEEEAAAWWWWWRRRRRR!"

You are one damn big cat. Kept and pampered only by the richest men in the world you are also the melee strongarm of the Cat Burglar Guilds. When cities or uppity Dragons need taught a lesson they call you. You're also helpful to have around should the Tarrasque pay a visit.

BECOMING A CATZILLA
Traditionally only a few Big Kitties become Catzillas, as there are even fewer rich nuts capable of feeding and maintaining a Catzilla than there are Big Kitties.

ENTRY REQUIREMENTS
Class Abilities: Fat Cat
Skills: Bluff 8 ranks, Intimidate 25 Ranks, Knowledge (Local) 8 ranks, Listen 8 ranks
BAB: +16
Feats: Big Cat on the Block, Big Paw, Fwuffy, Smite Mousie, Tomcat
Epic Feats: Epic Tomcat

Class Skills
The Catzilla's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature, Nobility)(Int), Listen (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d10

1. Enhanced Kitty Form
2. Awe
3. Enhanced Catzilla Form
4. Enhanced Kitty Form
5. Swat the Mousie
6. Enhanced Catzilla Form
7. Enhanced Kitty Form
8. BOOM!
9. Enhanced Catzilla Form
10. Secret Weapon

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

Enhanced Kitty Form (Su): At 1st level you may now assume Housecat Form at will (assuming you have it), and your other Kitty Forms of limited duration can be assumed for 1 round longer.

At 4th level you may now assume Warcat Kitty Form at will (assuming you have it), and the duration of your Catzilla Form increases by 1 round.

At 7th level you may now assume Catzilla Form at will.

Awe (Ex): While in Housecat or bigger Kitty Form you gain a certain majesty (or at least a certain 'what the hell is that' factor). Any living thing within 120' that can see you must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier plus an additional +2 for each Size Class bigger than your opponent you happen to be) or be Fascinated for 2d6 rounds. If the Save is successful they are immune to this Catzillas Awe for 24 hours (or until he attacks). Once you attack a second Save must be made (Same DC, but the opponent gets a +2 Bonus to his Save if he succeeded in Saving against Fascination) or the opponent is Frightened for 2d6 rounds. If the Save is successful the opponent is immune to this Catzillas Awe for 24 hours.

Enhanced Catzilla Form (Su): At Levels 3, 6, and9 you may choose one of the following:

Iron Kitty Form: You gain DR 20/Epic while in Catzilla Form.

Superhero Kitty Form: You gain Energy Resistance 15 to all types while in Catzilla Form.

Brave Kitty Form: You are immune to mind influencing effects (including Morale Effects and Fear) while in Catzilla Form.

Alien Kitty Form: You gain Spell Resistance equal to 10 + your CR while in Catzilla Form.

Fast Kitty Form: You Base Movement Speeds are doubled while in Catzilla Form.

Powerful Kitty Form: Your Strength increases an additional +8 in Catzilla Form.

Size Has It's Advantages (Ex): At Level 5 you gain several combat maneuvers related to your size (you must be in Catzilla Form to use these):

Swat the Birdie: When you make a successful claw attack against a flying opponent at least 1 Size Class smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Dexterity Modifier), or be knocked from the sky and take falling damage. If you use this maneuver as part of an Attack of opportunity the Save DC gets a +4 Bonus.

Swat the Mousie: If you succeed in making a Claw Attack against an opponent at least 2 Size Classes smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked 10 ft. back from the Catzilla (and land prone).

Da Big Swat: When making a Charge Attack you may slam into an opponent with all your body weight. Damage depends on your Size: Huge (8d6 plus double Strength Modifier), Gargantuan (12d6 plus double Strength Modifier), and Colossal (16d6 plus double Strength Modifier). This Attack may be used in smaller Kitty FOrms obviously.

BOOM! (Ex): At 8th Level you can really put your foot down. As a standard action during your turn you may Trample a Gargantuan or smaller opponent. It does 4d12 plus double your Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier. You must be in Catzilla Form to use this. Everyone within 60' must also make a Reflex Save (Save DC is still Str Based)

Secret Weapon (Su): Once every 1d4 rounds while in Catzilla Form you can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage. Energy Missiles are 15d6. Rays are 10d6 Damage. If using this attack as a Breath Weapon it must be defined as such during creation.

PLAYING A CATZILLA
You are among the worlds biggest of Kitties. People fear you. Well some do. Small children think your the fluffiest thing ever. And little old ladies seem to put out bowls of milk you can barely see let alone drink from. But most of the rest of them fear you. At least you keep telling yourself that. It's hard to ignore the cheerleaders wearing hats with cat ears when you show up to whup the bad guy.
Combat: Combat for Catzillas usually includes walking leisurely up to your target and smooshing him with a decisive paw swat. Occasionally you need to make a second swat as some of the little ant people think they're tuff, but they're few and far between. If all that fails you bust out the secret weapons you try to avoid using.
Advancement: Catzillas are often Guild Leaders hiding in plain sight as a local tourist attraction. This makes advancement a little odd, as you need to match the needs of your Guild with your "owners" desire to train you to do tricks for the public, or the cities desire to pimp you out as some sort of cosmic superhero that stands between them and destruction.
Resources: Much like the Big Kitties, you probably head a Cat Burglars Guild. A pretty good sized one in your case. People are often surprised by how many regular sized cats like to hang out around you.

CATZILLAS IN THE WORLD
"AAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!!!!!!! Oh wait, is that just a giant cat? What the hell am I screaming for? What's a cat gonna do?"
You're too big for cages now. But you still act like a pampered pet. And you occasionally go on a rampage and attack a city to maintain your rep. Or to take out rivals or a specific target.
Daily Life: You live the life of luxury, fed and scrubbed daily. And you get to whup the occasional city cause you're a pet who doesn't know any better and Missus Megalomania wuvs you.
Notables: The Great Poofy (CG Male Human Cat Burglar 8/Big Kitty 10/Barbarian 2/Epic Big Kitty 4/Catzilla 1) is a local attraction. People come from miles around to see him. He seems particularly fond of gullible Clerics with money.
Organizations: You pretty much are your own organization.

NPC Reaction
PC's tend to love or hate you. There's little middle ground because you're pretty famous, and you have that certain "oooooohhh" factor. You change back to normal from Kitty Form to hide now and then because you're so famous.

CATZILLAS IN THE GAME
This will be an odd class for a PC. After all everyone for miles away will know you in Kitty Form. And even if you change to look like a different one you'll have to avoid being big most of the time. After all who wants 2 or more Catzillas running around.
Adaptation: This one is definitely for silly campaigns. Can't imagine how you'd put it in a serious campaign.
Encounters: PC's will usually be gawkers waiting in line to see the Great Poofy. Or perhaps be assigned to capture you and bring you back when you 'escape'.

Sample Encounter
EL 12: The PC's are enjoying their day off at a local nobleman's private zoo, when they see the prize of his collection: a kitty the size of a large house (maybe a small castle). He seems to like the party Cleric, and purrs mightily while rubbing against him. Later, the party Cleric notices his coinpurse missing.


How the hell does a giant cat learn to pick pockets?

The Great Poofy
CG Male Human Cat Burglar 8/Big Kitty 10/Barbarian 2/Epic Big Kitty 4/Catzilla 1
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-01-31, 11:45 PM
CHILD OF ASMODEUS

http://Picture URL

The Kids: "Daaaaaaaaaaaadddyyyy!"
"Tell us a story daddy!"
"Can we have presents daddy?"
"Daddy is it true your a fat chick luvah?"
"Can we discuss our allowance daddy?"
"HUGZ!"

Asmodeus: "Will you...please...shut up..."

The Kids: "Have you seen that Iggwilv chick daddy?"
"You should totally hit that daddy."

Asmodeus: "Shutupshutupshutup..."

The Kids: "Howcum you an' mom got a divorce daddy?"
"Can we discuss our allowance daddy?"
"Can I have Venger's soul to play with like a mousie daddy?"


Asmodeus: "IN THE NAME OF THE GODS WILL YOU PLEASE JUST SHUT THE ____ UP! HERE!! HERE'S SOME MONEY!! GO BOTHER YOUR MOM AND LET ME PLOT!"

"Moms been betraying you wif Mephistopheles daddy."

Asmodeus: "I SAID...wait...what?"

Cat Burglar Guilds thrive everywhere, even in the 9 Hells. Apparently even in Asmodeus' throne room, which would seem to defy all common logic as most of the Cat Burglars are quite Chaotic, and Asmodeus is...well...not. Even worse they all claim to be related to him somehow. Despite the great personal embarrassment this causes him he must keep them around for a reason, as he's forbidden his subjects to harm them. Which gives the Cat Burglars free reign to screw with the minds of the lesser Devils. They cause much wailing and gnashing of teeth, but being as this is Hell it largely gets unnoticed and is assumed to be background noise.

BECOMING A CHILD OF ASMODEUS
Your Mom had to fool around with someone she should have left well nuff alone. But the Dark Lord seems to like her so your family gets some perks. Not every child grew up being walked to school by a Bearded Devil disguised rather badly as a nun. You still can hear people today talking about the stinky, bearded woman who shepherded you to class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, True Kitty, enhanced Kitty Form (Debbil Kitty Form, Winged Kitty Form), Kitty Magic (Asmodeus Was Mah Daddy!)
Feats: Fiendish Heritage, Fiendish Legacy
Skills: Bluff 18 ranks, Diplomacy 18 ranks, Gather Information 12 ranks, Knowledge (Religion, The Planes) 6 ranks, Sense Motive 12 ranks, Use Magic Device 12 ranks
Alignment: Cannot be Good or Lawful (surprise!)


Class Skills
The Child of Asmodeus' class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. This Looks Like A Comfortable Napping Spot
2. Do I Have To Have A Chat Wif Daddy Bout You?
3. Daddy, Can We Talk?
4. This Looks Like a Warm Napping Spot
5. Do I Have To Have A Chat Wif Daddy Bout You?
6. Daddy, Can We Talk?
7. I Could Vacation Here All Year
8. Do I Have To Have A Chat Wif Daddy Bout You?
9. Daddy, Can We Talk?
10. Improved Debbil Kitty

Weapon Proficiencies: A Child of Asmodeus gains no new weapon or armor proficiencies.

This Looks Like A Comfortable Napping Spot (Ex): In regards to you the Nine Hells of Baator are not mildly Law or Evil Aligned.

Do I Have To Have A Chat Wif Daddy Bout You? (Su): At 2nd level you have been fully accepted as one of Asmodeus' own, and all Devils are forbidden to harm you or interfere with you so long as you are obviously not working against his interests. You can work against their interests as much as you want however. Effectively you may Take 20 on all Charisma Related Skill Checks when they are used against a Devil. This is an Exceptional Ability.

At 5th level you can use your powers of persuasion to call up a few of the boys to help out at a moments notice. You may cast Hellish Horde a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

At 8th level you can influence Hell itself. You may cast Planar Perinarch (in the Nine Hells only) at will as a Supernatural Ability.

Daddy, Can We Talk? (Su): At 3rd level you are occasionally able to gain your fathers ear to chat with him for a moment. Sometimes if you bring him particularly good gossip he can use, he rewards you. At 3rd level this takes the form of a personal servant. You may choose between a Cauchemar Nightmare steed, or a Barbed Devil bodyguard. You get their services for 1 month. At the end of that month if you still wish to have them you need to give Daddy more gossip.

At 6th level your steed or personal servant now has the Monster of Legend Template.

At 9th level your steed or personal Servant now has the Monster of Legend and Paragon Templates.

This Looks Like a Warm Napping Spot (Ex): You become immune to Fire damage and poison.

I Could Vacation Here All Year (Ex): You gain Energy Resistance to Acid and Cold equal to your Effective Character Level divided by 2 (round down).

Improved Debbil Kitty (Ex): At 10th level you become an Outsider with the Native Subtype (you are Native to the Prime Material Plane and the Nine Hells). You now gain several abilities due to this:

See In Darkness (Ex): You can see perfectly well in both magical and normal darkness.

Telepathy (Su): Range 100'.

Damage Reduction 10/Good and Epic

Spell Resistance equal to your Effective Character Level + your Cha Modifier.

PLAYING A CHILD OF ASMODEUS
You have free ride to do what you want within the confines of Hell. Most people would kill for this opportunity, and most of them would try to rescue souls. Souls of evil bad guys who deserve whatever the heck they get. Now as for you...this is an opportunity to steal from Devils and make their life Hell (pardon the pun). Who wouldn't want to do this given the chance? Plus you get to blackmail everyone who does bidness with them. There are days you simply can't repress the laughter enough.
Combat: Combat? You don't fight in combat. You're a good kitty. And Daddy will beat the unholy living batpoop out of anyone who touches you when he's around. This has it's decided...advantages...
Advancement: Advancement for the Children is primarily based on whether or not they wish to remain loyal to the Guild, or join their father. Few do this as the Guild is rather touchy about anyone who may know their secrets leaving.
Resources: The Children have no more resources available than any other Guild. However operating within the 9 Hells does give them access to some unusual things other Guilds wouldn't be able to get.

CHILDREN OF ASMMODEUS IN THE WORLD
"If it weren't forbidden to kill you I'd see to it you were impaled on a brick. It's a good thing your father loves you."
Your a decent enough guy, 'cept when the Devils are around. They're your own personal chew toys. Especially the Erinyes and Pit Fiends. You just love drilling them right in the ego. Especially when you can embarrass them in front of their friends.
Daily Life: Much of your day is spent lolling about Hell insulting various Devils, or catcalling the Erinyes. Or at least it appears that way since you're mostly spying for the Guild. Plus nothing is as satisfying as telling a Pit Fiend he's less than a man and you could satisfy his wife in ways he couldn't begin to understand. But generally you only push it this far when Dad's nearby.
Notables: Sibyl (CN Human Female Cat Burglar 20/Epic Cat Burglar 3/Child of Asmodeus 2) is a Cat Burglar known for being somewhat mentally unstable, and awesomely hot. And for being Asmodeus' love child with a Cleric of St. Cuthbert. Holiday dinners at her house are most interesting.
Organizations: The Children of Asmodeus are an organization. They are the only known Cat Burglar Guild to operate almost entirely within the 9 Hells. While they rarely participate in the Blood War they have been known to act as spies to protect their interests, and it is assumed that Asmodeus somehow finds hem useful enough in this capacity that he doesn't squish them. That, or they're blackmailing him with one hell of a secret.

NPC Reaction
NPC's reaction if hey are mortal can generally be described as AAAAAAAAAAAAAAHHHH! Immortal Outsiders can generally be described as unprintable in a family publication. Everyone luvs to see the Kitties, yessir.

CLASS NAME IN THE GAME
This is a good PrC for people who like to be mouthy jerks. Just try to make sure they funnel it towards the bad guys.
Adaptation: This is kind of an odd duck. It's kind of meant for silly campaigns, but it would be a campaign set in Hell.
Encounters: The Children of Asmodeus generally are only encountered in Hell or nearby Planes. Or on errands for the Guild.

Sample Encounter
EL 25: "So is this your first time in Hell? Lemme introduce you to the boys. This is Baalphegoras the Pit Fiend. Gay as a tree full of Parakeets. Seriously his obsession with male Solars is an embarrassment to Baatezu society."


Sibyl
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Lix Lorn
2013-02-01, 12:00 AM
Bhu, I love you so much sometimes. xD

Bhu
2013-02-01, 10:13 PM
I try my best to be entertaining :D

DIE PANZERKATZEN

Picture URL

"Ich wette du bist ein Taubenlecker."

Die Panzerkatzen were originally Sons of Pinky who have taken to using Tank Collars as support to help keep distractions away while they concentrated on fighting their target. They had mice cohorts ast as gunners in what is either a brilliant or incredibly silly idea. Eventually they evolved into something almost resembling a Knight's Order.

BECOMING A DIE PANZERKATZEN
You must be specialized in wearing heavy armor, be able to provide your own Tank Collar, and have an Awakened Mouse Cohort. After that if you appear mentally suitable, and are able to past the entrance tests, you may become a DP.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Little Tiger, Rage
BAB: +21
Saves: Requires a Base Fort Save of +13 or higher
Skills: Climb 12 ranks, Jump 12 ranks, Intimidate 12 ranks, Tumble 8 ranks
Feats: Anklebiter, Armor Proficiency (Heavy), Greater heavy Armor Optimization, Heavy Armor Optimization, Leadership (must have an Awakened Mouse cohort)
Special: Must have a Tank Collar, and be sponsored by a current Der Panzerkatzen


Class Skills
The Die Panzerkatzen's class skills (and the key ability for each skill) are Balance (Dex), CLimb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d10
1. Armor Mastery
2. CHARGE!
3. Rage
4. Armor Mastery
5. CHARGE!
6. Rage
7. Armor Mastery
8. CHARGE!
9. Rage
10.

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Armor Mastery (Ex): At 1st level you have mastered movement in armor, and receive no skill check penalties for wearing armor, nor are you limited to a maximum Dex Bonus. This ability does not extend to shields.

At 4th level you always managed to shift so that the blow strikes where it would be least effective. You have a 50% chance of changing a critical hit to a normal one. You may only do this while wearing Heavy Armor.

At 7th level while wearing Heavy Armor, any time you take damage you may make a Fortitude Save (DC is equal to damage done by the spell/ability/attack). If you succeed, you only take half damage.

CHARGE! (Ex): At 2nd level you no longer have to move in a straight line to charge, and you no longer take an AC penalty while charging. Charge Attacks do +2d6 damage.

At 5th level the Bonus to Attack Rolls made while charging increases to +4, and you no longer take double damage if your opponent readies a weapon to counter your charge. Charge Attacks do +4d6 damage.

At 8th level the Bonus to Attack Rolls made while charging increases to +6, and your critical threat range increases by 1 (i.e. if it normally criticals on a 20, it now crits on a 19-20). This Does stack with other effects that increase critical threat range. Charge Attacks do +6d6 damage.

Rage (Ex): At levels 3, 6, and 9 you gain an additional daily use of Rage. Beginning at level 3 you gain an additional +2 to all Saves while Raging. This increases to +4 at level 6, and +6 at level 9.

Blitzkrieg (Ex): You automatically threaten a critical when making a charge attack. When you charge all allies within 60' gain a +4 Morale Bonus to all rolls for that round.

PLAYING A DIE PANZERKATZEN
There are many helpless and disadvantaged people in the world. People who need the help of you and your trusty Squire, Sir Squeak. People who are willing to give you most excellent food for kicking the butt of their oppressive feudal overlords. And you like home made pie. Oh yes.
Combat: Most Panzerkatzen charge into combat, while their awakened mousie Squire blasts any distractions who may interfere. Or occasionally even your opponent if there are no distractions. Or the crowd if he's been drinking again. Damn mice.
Advancement: Panzerkatzen fight for fame and glory, and to help the little people. Not always in that order. But since they spend most of their time fighting, much of their resources are devoted to it.
Resources: Peasants love the Panzerkatzen, and so do many of the Cat Burglar Guilds. A surprising number of Guilds are Good in alignment, stealing from the rich and giving to the poor. The Panzerkatzen can always call on them for help.

DIE PANZERKATZEN IN THE WORLD
"Is that mouse riding an armored cat? What the.."
Generally you skulk about, not revealing your true self until it's necessary. Once you have decided upon a target worthy of testing yourself against (i.e. beating down to enhance your reputation, and of course help a few people out), you reveal yourself in all your glory, and charge in to do a little butt kickin'.
Daily Life: Always try to be visible. Evil only tries to get away with stuff when you aren't around. Unless of course you actually want to find Evil. In that case hide until the bad guys come out to molest the peasants, and then chew on their Evil toesies.
Notables: Sir Mittens (CG Male Human Cat Burglar 2/Barbarian 8/Son of Pinky 10/Epic Son of Pinky 4/Die Panzerkatzen 1) and his Squire, Sir Squeak, wage a long battle against the evil local Emperor. It might go quicker if Squeak weren't drunk all the time.
Organizations: Officially, you and your Squire fight a lone battle against the many Forces of EVIL in an eternal struggle. Unofficially, you're so loved you have the spy network from hell. Everyone rushes to tell you when something bad happens.

NPC Reaction
Unless they're evil, rich, or fanatic, most NPC's love the Panzerkatzen.

DIE PANZERKATZEN IN THE GAME
Die Panzerkatzen are generally pretty nice guys, even if they are a bit fun loving and raucous. They're sort of like Paladins without the stick in their behind or attachments to a deity. In other words a pretty good substitute for knightly types...
Adaptation: If you can find a way to fit this into a serious campaign without people laughing their butts off you are a better DM than I...
Encounters: PC's will generally encounter Panzerkatzen on a one cat crusade to fight oppression in the name of free munchies. Or helping the poor, or fighting monsters, etc. Whatever it is good kitties do.

Sample Encounter
EL 12: The PC's are relaxing at a picnic outside the local city, when a few ruffians accost some women. As they're about to interfere, a mouse charges in riding a heavily armored cat, and starts blasting them with some sort of magical weapon whilst the kitty mauls them. Afterwards they get hugs and free pie. You've never gotten free pie Dammit!


Sir Mittens
CG Male Human Cat Burglar 2/Barbarian 8/Son of Pinky 10/Epic Son of Pinky 4/Die Panzerkatzen 1
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


Sir Squeak
CN Awakened Male Mouse Warlock 17
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-03, 03:35 AM
This Epic PrC requires Levels in Prime32's Chozo Warrior, which can be found here (http://www.minmaxboards.com/index.php?topic=29)



FLUFFY SMITER OF SMITING

Picture URL

"Leave. Or I will smite you again. Buttface."

The Fluffy Smiters of Smiting are a super elite cadre of kitty warriors who protect the meek and innocent within their robotic suits of power armor. Yes it makes no sense but this is fantasy, so we're rolling with it.

BECOMING A FLUFFY SMITER OF SMITING
Most Fluffy Smiters are Cat Burglars who elected to take up
the Chozo Warrior profession because being able to summon your own power armor is wicked awesome. And because they like smiting bad guys with it. And because the wimmens luv a cat in armor, yessir.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Kitty Magic (Innocence), Armour +4, Beam Damage 7d6, Altform (Natural Weapon, Pounce)
Feats: Varia Suit, Improved Varia Suit, Plasma Beam, Imperialist, Improved Imperialist, Light Beam, Improved Light Beam, Epic Fortitude
Skills: Climb 12 ranks, Jump 12 ranks


Class Skills
The Fluffy Smiter of Smiting's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d8
1. Improved Form Suit
2. Beam Damage +1d6
3. It's Smiting Time! 1/encounter
4. Improved Form Suit
5. Beam Damage +1d6
6. It's Smiting Time! 2/encounter
7. Improved Form Suit
8. Beam Damage +1d6
9. It's Smiting Time! 3/encounter
10. Lord of the Smiting

Weapon Proficiencies: A Fluffy Smiter gains no new weapon or armor proficiencies except for being proficient with all weapons and armor granted by their class features.

Improved Form Suit (Su): At 1st level the Kitties Form Suit improves. The Skill Check Penalty is reduced by 2, and the Maximum Dex Bonus in Armor increases by 2. In Altform the suit is effectively a humanoid power suit being piloted by a kitty. While in Altform the Fluffy Smiter gains a +4 Enhancement Bonus to Strength.

At 4th level the Armor Check Penalty is reduced by 4, and the Maximum Dex Bonus in Armor increases by +4. The Strength Bonus in Altform becomes +8.

At 6th level the Armor Check Penalty is reduced by 6, and the Maximum Dex Bonus in Armor increases by +6. The Strength Bonus in Altform becomes +12.

Beam Damage (Su): At levels 2, 5, and 7 the Fluffy Smiters Beam Damage increases by +1d6.

It's Smiting Time! (Su): At 3rd level you can Smite any opponent once per encounter. You must announce you are using your Smite Ability before rolling to hit, and it may be done with any melee or ranged attack. If the attack successfully hits it automatically does maximum damage times the attacks critical multiplier. Also the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Stunned 1 round.

You can perform this twice per encounter at 6th level, and 3 times per encounter at 9th level.

Lord of the Smiting (Ex): Your DR and Energy Resistance gained from your Chozo Warrior Class Levels both increase by +8. The Armour Bonus from your Power Suit increases by +8. You now add your Sneak Attack Damage to all Smite Attacks. If you roll a Natural 20 when making a Smite Attack you add (Charisma Score)d6 to the damage.

PLAYING A FLUFFY SMITER OF SMITING
You protect the lil' peoples of the world from the evil meanies who would exploit them. And not just cause women throw themselves at you. You also do it cause blowing people up is fun. But don't tell anyone, cause the public thinks you're an angel from heaven. If they knew you drank booze and chased women the republic would fall.
Combat: Theoretically you can simply set back and blast away at opponents who are in the token mook range, but you'll want to get up close and dirty with the big guys. Mostly because you like feeling their heads squish tween your iron paws.
Advancement: Most all Fluffy Smiters of Smiting follow the superhero route, the only difference is how much they like the good guy schtick. While most all of them are good, many of them have heir faults, and worry that by hiding them from the public they're doing a wrong.
Resources: Being nigh well Demigods worshiped by an adoring populace you have your fans you can call upon for aid, as well as various governments. Churches usually have it out for you cause they'd rather people worship Gods than you. Darn buzzkills...

FLUFFY SMITERS OF SMITING IN THE WORLD
"Smite, smite, smiiite the eviiil human emperoooor!"
You are the hidden adversary of evil who stalks openly as the mild mannered fluffy stray cat. You are the hairball of justice in every bad guys slipper. You are the giggling armored madman who blew up the docks area. You're really gonna have to work on that brother...
Daily Life: "You woke up early today. Went on the daily prowl of the docks to ensure all was well. Lots of bad things go down at the docks. Things seemed peaceful for a change until the ferry from Swazlandia docked. An orc stepped off. A tall muscular Orc with an obviously magical Great Axe. You could sense the Evil it radiated from a dozen yards away. You also couldn't help but notice the Orc was wearing a frilly pink dress and introduced himself as "Heidi". It was then that you knew that the peace had been shattered. Heidi Volen was an infamously destructive Orc mercenary, and the only Orc Transvestite in the tri-state area. Time to power up the armor and go Ultraman on his behind..."
Notables: Emperor Tabby the First (NG Male Human Cat Burglar 7/Chozo Warrior 13/Epic Cat Burglar 3/Fluffy Smiter of Smiting 2) has carved out a small fiefdom for himself and his brethren. But they accept all outcasts from other kingdoms, so long as they prove to be good at heart.
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
NPC's cheer on the Fluffy Smiters with a zeal normally reserved for the gods (A fact not overlooked by those jealous God critters. Watch out for them...).

FLUFFY SMITERS OF SMITING IN THE GAME
Not much downside to this one unless there are evil people in the party. It's inevitable there will be clashes if they and the Fluffy Smiter meet.
Adaptation: This is meant for a campaign of weird silliness. I mean it's not as if the regular Cat Burglars aren't, but this is more out there than usual.
Encounters: Fluffy Smiters can be found singly or in small groups fighting the good fight wherever it needs to be fought. Which generally means killing people in whatever passes for the local government. Cause them Nobles is bad y'all. Every single on of them. They're like fungus...

Sample Encounter
EL 25: "Before we begin the festivities and I blow you all to Kingdom Come, may I inquire what you are doing with that little old lady?"


Emperor Tabby the First
NG Male Human Cat Burglar 7/Chozo Warrior 13/Epic Cat Burglar 3/Fluffy Smiter of Smiting 2
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Robo-Kitteh
You have a versatile Form Suit.
Prerequisites: Kitty Form, Form Suit
Benefits: You retain the benefits of your Form Suit while in Kitty Form and any variant of it such a Katgrrl Form or Cat Faced Yeti Form. Your Power Beam is an over the shoulder model in Kitty Form.


Ultra Robo-Kitteh
You have a very versatile Form Suit.
Prerequisites: Kitty Form (Tiny), Altform, Robo-Kitteh
Benefits: You retain the abilities of your Form-Suits Altform while in Kitty Form, and you no longer take a Strength Penalty while combining Kitty Form and Altform.

Bhu
2013-02-04, 12:07 AM
and here's the last revisal from the old Epic PrC's


ITTY BITTY PWITTY WUN

"Mows!"

Itty Bitty Pwitty Wuns are Good Kitties who have decided to use their powers for Good, and for the common man. And for occasionally wreaking havoc by pranking some of the worlds most powerful beings. Maybe even the Gods if they get the opportunity. Darned unsuspecting them God personses.

BECOMING AN ITTY BITTY PWITTY WUN
Itty Bitties almost always begin as Good Kitties who one day decide that their powers should go to a higher cause than gaining power and influence. it should be used for screwing with those who have power and influence.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive), Just a Kitty (Illusion spells), Kitty Magic (I Wuv U, Kitty Wuvs Dwagon)
Skills: Bluff 26 ranks, Diplomacy 16 ranks, Gather Information 16 ranks, Sense Motive 14 ranks
Feats: Epic Innocence, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)


Class Skills
The Itty Bitty Pwitty Wun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local, Nobility, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d4
1. Size Matters Not
2. Kitteh Powah!
3. Gods Are Easy Pigeons
4. Size Matters Not
5. Kitteh Powah!
6. Gods Are Easy Pigeons
7. Size Matters Not
8. Kitteh Powah!
9. Gods Are Easy Pigeons
10. Master of Teh Cuteness

Weapon Proficiencies: Itty Bitty Pwitty Wun's gain no new weapon or armor proficiencies.

Size Matters Not (Su): At 1st level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 for each Size Class bigger than you your opponent is.

At 4th level the Save DC's of those same spells increase by +1 per each Size Class bigger than you your opponent is. This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC.

At 7th level you do not provoke Attacks of Opportunity when casting spells against an opponent who is at least 2 Size Classes bigger than yourself.

Kitteh Powah!: At levels 2, 5, and 8 you learn any 2 Enchantment or Illusion Spells from the Sorcerer List of 9th level or less. If you gain a spell of a level you could not normally cast, you may cast it once per day, or use that slot to cast a spell of a lower level modified by Metamagic Feats.

Gods Are Easy Pigeons (Su): At 3rd level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 if your opponents CR or Hit Dice are greater than yours.

At 6th level the Save DC's of those same spells increase by +1 if your opponents CR or Hit Dice are greater than yours. This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC (and with Size Matters Not).

At 9th level you do not provoke Attacks of Opportunity when casting spells against an opponent whose CR or Hit Dice are greater than yours.

Master of Teh Cuteness (Su): At 10th level any being whose CR or Hit Dice is Greater than yours must make a Willpower Save (Save DC is 10 plus half HD plus Cha Modifier plus an additional +1 Bonus for each Hit Die or CR more than you it has, plus an additional +1 Bonus for each Size Class bigger than you it is) or it cannot attack you or allow you to be harmed. If the Save is successful the effect is temporarily avoided, but the opponent must make another Save each time it attacks you.

PLAYING AN ITTY BITTY PWITTY WUN
You are more than cute. You are the absolute universal definition of cute. Even bad guys who are powers in the multiverse just wub their itty bitty kitty. They even sometimes turn a blind eye to your bad habits, such as your swiping small objects of vast arcane power and hiding them in your cat bed.
Combat: You still prefer manipulating others into fighting for you, but you try to make sure they deserve whats coming. Preferably you get the bad guys to fight each other.
Advancement: You prefer to enhance your own personal snuggleness to achieving temporal power. After all with mega hyper cuteness come the keys to the multiverse. Gods will bow down to you and scratch your ears. Some of the female ones may even snuggle you to their bosom. It is suggested you not let these deities find out you are a shapeshifter. They take not well to being fooled. Remember all the old stories about Hera.
Resources: By now you probably rule your own kingdom from behind the scenes, or, if you have rejected the ways of wealth and power you may be a wandering vagabond helping those in need. Or you may be Kali's pet fluffy, spending your days amusing yourself by purposefully misplacing her skull necklaces.

ITTY BITTY PWITTY WUNS IN THE WORLD
"OMG! OMG! OMG! Sooooooo cuuuuute!"
you're a sneaky lil bugger. You do your best to muck about with beings who could squish you like a frog on the highway if they knew what you were. Probably what we're suggesting here is for goodnesses sake be careful.
Daily Life: What you do for your day varies heavily among the Itty Bitties. Some run organizations (openly or from behind the scenes), some fool deities or demon lords just to show that they can, some depose world dominating tyrants. And some poop in their neighbors slippers. Yeah they can't all be shining examples of goodness...
Notables: Moofies (CG Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Itty Bitty Pwitty Wun 2) has made it his life goal to pull a fast one on the Goddess Hera. No one knows why but rumors abound...
Organizations: Many Itty Bitties may head their own personal organization, but most of them don't work together 'as' an organization.

NPC Reaction
NPC's usually freak out and squeal like 14 year old school girls before scooping you up and hugging you. Normally if you were any other being, you'd be offended. But you find people's (and Demon Lords) inherent lack of self preservation instinct when confronted with Kittens to be darned amusing for some reason.

ITTY BITTY PWITTY WUNS IN THE GAME
This class tends to screw up DM plans pretty easy with it's mind control abilities. Be sure you can handle it in your campaign before allowing it.
Adaptation: This is a good PrC for people who are good, but still prefer not to use violence to solve their problems (although it can be argued that mental subjugation, however bloodless, is still a form of violence).
Encounters: Itty Bitties can be encountered just about anywhere doing just about anything, usually fro reasons known only to them. But if the Gods are holding a poker tournament or something you can definitely assume they'll be in attendance.

Sample Encounter
EL 25: Zeus is holding a winner take all poker game, and he's invited deities (and less definable entities) to participate. Several Demon and Devil Lords would like to crash the party. You've been assigned to keep watch for unusual activity.

Speaking of unusual, where the hell did all these kittens come from?

Moofies
CG Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Itty Bitty Pwitty Wun 2
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-04, 08:09 PM
GRUMPY CAT

"How about a nice cup of shut the ____ up?"

Like the Itty Bitties you have decided to give up being selfish in your quest for power and use your power for other reasons. Unlike them it's not because you eventually learned to be altruistic, but because you became so disillusioned with life and people you decided to say screw it and become the world's most epic grouch. So instead of making life hell for the evil and powerful, you make life hell for anyone entering your presence.

BECOMING A GRUMPY CAT
Grumpy Cats begin as Good Kitties who possibly suffer from anger problems that end up consuming their life.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive), Just a Kitty (all Enchantment and Illusion spells), Kitty Magic (Hissing Fury, Spookity Glowing Eyes of Dooom)
Skills: Bluff 26 ranks, Gather Information 16 ranks, Intimidate 20 ranks, Sense Motive 14 ranks
Feats: Anger Management Issues, Epic Fury, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)


Class Skills
The Grumpy Cat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Nobility, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d4
1. Size Matters Not
2. Aura of Pain and Misery
3. Gods Are Punks
4. Size Matters Not
5. Aura of Pain and Misery
6. Gods Are Punks
7. Size Matters Not
8. Aura of Pain and Misery
9. Gods Are Punks
10.The World's Meanest Bastard

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

Size Matters Not (Su): At 1st level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 for each Size Class bigger than you your opponent is.

At 4th level the Save DC's of those same spells increase by +1 per each Size Class bigger than you your opponent is. This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC.

At 7th level you do not provoke Attacks of Opportunity when casting spells against an opponent who is at least 2 Size Classes bigger than yourself.

Aura of Pain and Misery (Su): Beginning at 2nd Level you disrupt people's ability to perform or interact. Because they can just feel you. Sitting there. Judging them. Anyone making a Charisma based Skill Check within 100' of you loses the ability to Take 10 or 20 with them until he leaves the area (along with a -4 penalty).

At 5th Level if they close to within 30' of you they temporarily lose all ranks in Charisma based skills until they move back out.

At 8th Level anyone within 60' automatically Fails their Saving Throw against any effect that would bestow a Morale Penalty on them.

Gods Are Punks (Su): At 3rd level your Caster Level for spells from your Good Kitty Preferred Spell List are increased by +1 if your opponents CR or Hit Dice are greater than yours.

At 6th level the Save DC's of those same spells increase by +1 if your opponents CR or Hit Dice are greater than yours. This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC (and with Size Matters Not).

At 9th level you do not provoke Attacks of Opportunity when casting spells against an opponent whose CR or Hit Dice are greater than yours.

The World's Meanest Bastard: At 10th Level you can insult anyone (this is a Language-Dependent, Mind-Affecting effect) and they must make a Willpower Save (Save DC is 10 plus half HD plus Cha Modifier plus an additional +1 Bonus for each Hit Die or CR more than you it has, plus an additional +1 Bonus for each Size Class bigger than you it is) or be so crushed with shame they not only refrain from attacking you but move away from you as fast as they can for 1d6 minutes.

PLAYING A GRUMPY CAT
People still turn a blind eye to your bad habits. Not because you're cute or charming, but more because you're an irascible prick who refuses to change and won't let up until they go away and leave you alone.
Combat: You don't mind the occasional argument. Perks you right up, though strangely it rarely goes past that stage as they leave sullen and emasculated rather than attacking.
Advancement: You spend your time honing your sarcasm and indifference into a razor sharp instrument of pain that you bludgeon anyone unlucky enough to encounter you with.
Resources: By now you prolly have some decent stuff, but being a loner by nature now you pretty much have what you can take.

GRUMPY CATS IN THE WORLD
"What is that cat's problem?"
Unlike the Itty Bitties you don't sneak around the Gawds and purr and rub their ankles to get into their Good graces. You walk up to Zeus and say "So your fat-ass troll of a wife tells me you're a man-whore" and then pee on his sandals. You are the definition of the trope 'taking refuge in audacity'.
Daily Life: Most of your day is spent moping, and insulting anyone who drops by. If angry you find someone to take it out on. That's about it.
Notables: Tarder Sauce (N Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Grumpy Cat 2) is much like Moofies, but instead of messing with the Olympic Deities behind the scenes he does so to their face. Many assume he somehow has blackmail material that prevents him being smited.
Organizations: Grumpy Cats are pretty much loners, and so mean that no one really wants to hire them.

NPC Reaction
NPC's would rather have a colonoscopy without anesthesia than deal with you. You are not loved, not respected, really you aren't even feared so much as hated. No one wants to deal with you ever,

GRUMPY CATS IN THE GAME
This one could be juuuust a little distracting to most campaigns so have a chat with the player first.
Adaptation: This definitely meant for the sillier campaigns.
Encounters: Grumpy Cats can be encountered anywhere. Usually alone, or making the locals miserable. They like spreading the pain.

Sample Encounter
EL 25: Zeus has handed you your walking papers after the poker game fiasco, and while you're mulling your options on the steps of Olympus a small cat wanders up and says "So I hear you incompetent bitches got fired. Can't think of anyone more deserving."



Tarder Sauce
N Male Human Cat Burglar 5/Sorcerer 5/Good Kitty 10/Epic Sorcerer 3/Grumpy Cat 2
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-05, 11:52 PM
SAD KITTEH

"......"

At some point in your career as a Good Kitty the perverse cynicism of the world overwhelmed you and you succumbed to depression. You've remained in a pit of despair ever since. Oddly you're more effective now as people pity you so deeply they give you just about anything in order to cheer you up.

BECOMING A SAD KITTEH
You are a Good Kitty lost to unendurable sadness.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive), Just a Kitty (Illusion spells), Kitty Magic (Pwease, Pwetty Pwease Wif Sugar on Top)
Skills: Bluff 26 ranks, Diplomacy 16 ranks, Gather Information 16 ranks, Sense Motive 14 ranks
Feats: Epic Depression, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)

Class Skills
The Sad Kitteh's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local, Nobility, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d4
1. Aura of Crushing Despair
2. Sympathy
3. Abandon All Hope
4. Aura of Crushing Despair
5. Sympathy
6. Abandon All Hope
7. Aura of Crushing Despair
8. Sympathy
9. Abandon All Hope
10. I R Sad Kitteh

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

Aura of Crushing Despair (Su): At 1st Level all other beings within 30' of you gain the Depression Flaw as long as they remain within that range.

At 4th Level range increases to 60'

At 7th Level range increases to 120'.

Sympathy (Su): At 2nd Level you permanently gain the benefits of the Sanctuary spell as a Supernatural Ability. People just can't find it within themselves to attack someone already so pitiful. This effect is not ended by Aura of Crushing Despair of Sympathy abilities, but if you use Abandon All Hope, the target gets another Save each time to end the effect.

At 5th Level people try to cheer you up by giving you little gifts. When using Pweety Pwease you can demand any item the target has, not just what he is holding.

At 8th Level there is a permanent Calm Emotions spell centered on your person as a Supernatural Ability. It doesn't require Concentration, and does not suppress depression effects like Crushing Despair spells.

Abandon All Hope (Su): At 3rd Level you may cast Crushing Despair 5/day as a Supernatural Ability on all Opponents within range of your Aura of Crushing Despair.

At 6th Level you may cast Bewildering Mischance 5/day as a Supernatural Ability on all Opponents within range of your Aura of Crushing Despair.

At 9th Level you may cast End to Strife 3/day as a Supernatural Ability on all Opponents within range of your Aura of Crushing Despair.

I R Sad Kitteh (Su): At 10th Level the Save DC's of all Spells or Class Abilities increase by +1 per each Size Class bigger than you your opponent is, and an additional +1 CR higher than you your opponent is, and an additional +1 per Hit Die more than you your opponent has. This stacks with Feats like Spell Focus and your Kitty Bonus from the Good Kitty PrC. Morale Penalties you cause are increased by -2.

PLAYING A SAD KITTEH
you don't do much but sleep, and set about looking sad while everyone feeds and cuddles you to no avail. Some part of you is still cynical enough to take advantage of this, and the rest of you is still too apathetic too care.
Combat: You never have to fight. One look at you sucks the wind right out of people. Even if they aren't there to fight you they can feel the mighty weight of your sadness pressing down on them.
Advancement: You don't advance so much as endure, growing into an ever larger black hole of misery.
Resources: People give you lots of little treats and gifts to cheer you up, most of it to no avail and of little use to you.

SAD KITTEHS IN THE WORLD
"Awwwwwss." *hugs*
The world tends to drift on by around you with little notice or input from you. People tend to avoid you because you make them depressed, or they are drawn to you because they want to fix you. Neither seem to make much impact.
Daily Life: You are like unto a lump of stone sitting about unmoving and uncaring.
Notables:
Organizations: Some organizations form about to either rid the world of your kind or to find a cure. You don't belong to them though.

NPC Reaction
NPC's pretend you don't exist in an effort to fight succumbing to the depression, or they snuggle you in hopes their kindness will elicit a purr and a head bonk.

SAD KITTEHS IN THE GAME
This assumes on of your players has a PC suffering major depression. Could be awkward.
Adaptation: This is meant for some pretty unusual campaigns...
Encounters: Sad Kittehs can be found almost anywhere, lying there like a huge, painful blight on existence.

Sample Encounter
EL 25: After the last encounter with cats you're done with them and Olympus. You're about to leave when you see a small ball of fur by the roadside. It is the saddest looking cat you have ever seen. You pick him up and bring him along for the Gawds know what reason. Maybe if you can fix him the Fates will look kindly on you again.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-10, 01:36 AM
fluff is up

Bhu
2013-02-12, 04:58 PM
CATZOOKA

"BOOM BABY!"

Catzookas are Lazor Kittehs who have become obsessed with the idea that more firepower is always better. SInce more firepower draws more attention the idea makes some Guilds a bit nervous. The Catzooka's maniacal laughter certainly doesn't help the situation either.

BECOMING A CATZOOKA
You must be a veteran devotee of the Lazor Kitteh class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Eldritch Blast 7d6, at least 4 Eldritch Essence or Blast Shape Invocations (which must include Eldritch Cone and Eldritch Doom), Do not ---- with Lazor Kitteh
Feats: Defensive Blast, Eldritch Sculptor, Lazor Kitteh, Maximize Spell-Like Ability (Eldritch Blast)
Skills: Knowledge (Arcana) 14 Ranks, Spellcraft 24 ranks


Class Skills
The Catzooka's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6
1. Oh hi..I upgraded MAH LAZOR! +1d6
2. IMMA CHARGIN' MAH LAZOR! +1d8
3. LAZOR CANNON!
4. Oh hi..I upgraded MAH LAZOR! +2d6
5. IMMA CHARGIN' MAH LAZOR! +1d8
6. LAZOR CANNON!
7. Oh hi..I upgraded MAH LAZOR! +3d6
8. IMMA CHARGIN' MAH LAZOR! +1d8
9. LAZOR CANNON!
10. Tac Nuke Kitteh

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

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane. Stacks with dice of Eldritch Blast gained from levels in other classes.

IMMA CHARGIN' MAH LAZOR! (Ex): At second level your charge increases by +1d8 (+2d8 at Level 5 and +3d8 at Level 8). This is identical to the Lazor Kitteh ability of the same name.

LAZOR CANNON! (Su): At Levels 3, 6, and 9 you can choose to either increase the critical threat range of your Eldritch Blast by 1 or your critical multiplier by 1. Max critical multiplier is x4 (i.e. you can only increase the multiplier twice).

Tac Nuke Kitteh (Su): Your Eldritch Blast increases by +2d6. If you use Eldritch Doom with it, the Area increases to 40' (80' if using the Eldritch Sculptor Feat). You may also center the Area of Effect anywhere within 60' instead of centered on yourself (you are unaffected by the Blast).

PLAYING A CATZOOKA
The Guild brings you in when no pretense of subtlety is needed at all. After all you aren't exactly prone to using stealth since you want everyone to know the cause of the explosion was you. Plus all the debris makes it kind of obvious stuff went down.
Combat: there is no problem that cannot be fixed with repeated applications of Eldritch Blast. You're mighty persistent in that belief too.
Advancement: Obsession leads most Catzookas to advance along similar career paths. They tend to compete to see who can make the biggest explosion.
Resources: A lot of people pay you to go away. With your temper and explosive powers life isn't safe around you. A good many other hire you to 'splode those same people. You have quite a racket going.

CATZOOKAS IN THE WORLD
"RUN!"
City Guilds rarely employ you do to your policies of urban renewal. When city blocks disappear there are a variety of people who want explanations you are not prepared to give. Similarly, you tend to piss off the local Druids when in the countryside. Your firepower is now such that people find it to frightening to be around.
Daily Life: You get paid to blow up a town. The town begs you not to and pays you to leave. The guy who originally hire you gets pissed, and you blow him up. Inevitably someone else asks you to blow up the town and you repeat this process until you have sufficient moneys to retire.
Notables:
Organizations: Much like the Lazor Kittehs you are more of a small, exclusive club than an organization.

NPC Reaction
NPC reaction to you is pretty similar to the Lazor Kitteh, just a little more extreme.

CATZOOKAS IN THE GAME
This class limits you to pretty much being purely a blaster. If that's okay with you then by all means go for it, but realize you're a one trick pony.
Adaptation: This one is definitely meant for sillier campaigns.
Encounters: It's a rare Guild that has a Catzooka permanently on staff, so seeing one of these guys is pretty rare.

Sample Encounter
EL 25: You are awakened from sleep when the shop next to your Inn vaporizes into the ether. Also said vaporizing makes a helluva lot of noise.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-17, 07:42 PM
Catzooka is now done and up for review

Bhu
2013-02-19, 08:45 PM
MISTRESS OF THE TOADIE FROGS

"Searchers after horror haunt strange, far places."

You have spent much time among the Toadie Frogs, and they now adore and accept you as their Queen. If things continue this way you may have your own little niche empire on the Far Realms. And you'll be an immortal Queen of your own personal monster horde. What more could a girl ask for?

BECOMING A MISTRESS
You have to pretty much have become one of the truly high up members of a Guild composed of Cats from Saturn.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Enhanced Kitty Form (Non-Euclidean), Manipulate the Sphere's
Spellcasting: Must be able to cast 8th level Arcane Spells, and must know 1 Conjuration spell from each level OR must be able to Manifest 8th level Powers, one of which must be from the Nomad List.
Skills: Decipher Script 14 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 14 ranks
Feats: Mistress of the Toadie Frogs, Transdimensional Spell (Transdimensional Power if Psionic), Unnatural Will (see Complete Arcane and Heroes of Horror)
Special: Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
The Mistress' class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each Level : 4 + int

Hit Dice: d4
1. Non-Euclidean Kitty Form
2. Schrodinger's Scamper
3. Summon the Toadie Frogs
4. Non-Euclidean Kitty Form
5. Schrodinger's Scamper
6. Summon the Toadie Frogs
7. Non-Euclidean Kitty Form
8. Schrodinger's Scamper
9. Summon the Toadie Frogs
10. Calling Up Saturn

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Non-Euclidean Kitty Form (Su): At 1st Level you gain the benefits of Non-Euclidean Kitty Form whether or not you are in Kitty Form.

At 4th Level you permanently gain the Effects of a Sanctuary Spell against Outsiders and Aberrations. They also feel mildly euphoric in your presence: All Aberrations and Outsiders within 60' of you gain a +2 Morale Bonus to all rolls.

At 7th Level when you first enter a Plane you may choose any 1 Planar trait, and you are immune to it for the duration of your stay.

Schrodinger's Scamper (Su): At 2nd Level when you use Plane Shift or Greater Plane Shift you may now travel to any Plane instead of just to and from the Far Realm. You may now use those abilities 3/day, and Dimension Door at will.

At 5th Level you may cast Greater Teleport 5/day as a Supernatural Ability.

At 8th Level you may cast Precipitate Complete Breach 3/day as a Supernatural Ability.

Summon the Toadie Frogs (Su): At 3rd Level along with your previous ability to Summon creatures you may now cast Dominate 3/day as a Supernatural Ability, but only against creatures with the Pseudonatural Template.

At 6th Level when you Summon the Toadie Frogs they retain their Summon ability at half the normal percentage chance.

At 9th Level instead of the normal summons you may Summon a single White Slaad with the Pseudonatural Template.

Calling Up Saturn (Su): You may cast Vengeful Gaze of God 1/day as a Supernatural Ability.

PLAYING A MISTRESS
You've made a decent life for yourself as a smuggler of aberrational goods. You can eat the best squidvarks, drink the best of fungus wines, and your bully toads will always be there to help you out in cases of problems.
Combat: Your pets do your fighting for you while you recline nearby munching the Far Realms equivalent of popcorn. It's like the dnd equivalent of television for you.
Advancement: You spend your time focusing on expanding your multidimensional financial empire. Mama needs some new stuff, and she doesn't care how many spinal columns she needs to harvest to get it done.
Resources: Being as you should in theory be the head of a smuggling operation by now you should be pretty well set on resources.

MISTRESSES IN THE WORLD
"This is the dreaded Spine Harvester of Guadalupe? This? You must be joking."
You spend much of your time in the Far Realms or traveling the Planes now. The Prime just seems so...mundane. You need some freaky in your life now.
Daily Life: All your time is spent running operations and conducting the magical research necessary to expand your personal powers.
Notables:
Organizations: Unless something bad has happened you should effectively be the head of your own organization.

NPC Reaction
People speak of you in frightened whispers, and tend to avoid even that when possible for fear it will attract your attention.

MISTRESSES IN THE GAME
This assumes one of your PC's is spending the bulk of their time in the Far Realms as head of some weird smuggling gig. That may tend to focus attention on them a lot and make others jealous.
Adaptation: This equally adaptable to sill or dark campaigns.
Encounters: PC's are only likely to encounter a Mistress in the Far Realms, cause if they're anywhere else something has gone wrong and they're pissed.

Sample Encounter
EL 25: The PC's have somehow ended up at some sort of awkward multidimensional fete. Sitting next to them are a group of horrifying toad monsters being ordered about by a weird little cat-thing. Things don't seem to bad until the barbarian farts loudly and the room goes quiet...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-02-21, 10:03 PM
VIKING CATS

"Valhalla, I am coming!"

http://www.public.asu.edu/~mharp/viking_kittens/VikingKitten.htm

The occasional Guild gets tired of sneaking about pilfering goods and just decides to take them in raids. Not in-coincidentally these Guilds have a larger than usual percentage of the Sons of Pinky among them.

BECOMING A VIKING CAT
Your average barbarian kitty able to dual wield polearms will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Enhanced Kitty Form (Bipedal, Polydactyl)
BAB: +21
Feats: Epic Oversized Two Weapon Fighting, Epic Monkey Grip, Leadership
Skills: Climb 12 ranks, Intimidate 12 ranks, Jump 12 ranks, Swim 12 ranks, Survival 12 ranks


Class Skills
The Viking Cat's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d10
1. Aaaaaaaaaa-ah!
2. The Hammer of the Gawds
3. Whispered Tales of Gore
4. Aaaaaaaaaa-ah!
5. The Hammer of the Gawds
6. Whispered Tales of Gore
7. Aaaaaaaaaa-ah!
8. The Hammer of the Gawds
9. Whispered Tales of Gore
10. We Are Your Overlords

Weapon Proficiencies: A Viking Cat gains no new Weapon or Armor Proficiencies.

Aaaaaaaaaa-ah! (Ex): At 1st Level when you make a Charge or a Full Attack you critical threat range increases by +1. In other words if you normally threaten a critical on a Natural 20, you now threaten one on a 19-20.

At 4th Level your critical threat range increases by +2, and your critical multiplier increases by +1.

At 7th Level your critical threat range increases by +3, and you can make a Full Attack with a Charge.

The Hammer of the Gawds (Su): At 2nd Level you may enchant any weapon you hold as a Standard Action at will. For the next 24 hours that weapon has the Throwing and Returning properties (see DMG).

At 5th Level the weapon also gains the Shocking Burst ability (see the Magic Item Compendium).

At 8th Level the weapon also gains the Sonic Burst ability (see the Magic Item Compendium).

Whispered Tales of Gore (Ex): At 3rd Level, if you successfully hit an opponent, any subsequent attacks in that round do +1d6 damage. This increases to +2d6 at 6th Level, and +3d6 at 9th Level.

We Are Your Overlords (Ex): At 10th Level your Leadership Score increases by +10, and your Cohort/Followers within 60' of you do +2d6 damage with any successful attacks. Allies within 60' do +1d6 damage with any successful attacks.

PLAYING A VIKING CAT
The world is yours for the taking. Like the other Guilds you still rob from the rich and give to the poor (minus expenses). You just kick the living crap out of the rich while you're doing it. And everything else in the way. You aren't sure why people call you Vikings. Maybe it's the horned helmets you all wear after raiding that warehouse full of cool horned helmets.
Combat: Every Viking has his preference, but most of you prefer dual wielding the biggest axes and hammers you can find. You're like a small, furry, whirlwind of death.
Advancement: Vikings are all pretty similar. Not necessarily because they're conformist, but because they all like smashing stuff and quite frankly the ways available to them to smash stuff all involve pretty much the same set of skills.
Resources: You rely on what you can take, like all good warrior kitties. Also because you're frequent raids leave you without allies...

VIKING CATS IN THE WORLD
"Cats raid you again today or you got any ale barkeep?"
You're sort of the medieval equivalent of the modern cliche of biker gangs. Everybody dreads the idea of you showing up. Granted you usually only damage the bad guys, but a little collateral fires and pillaging are inevitable. You'd prefer to never accidentally step on the neck of the local citizenry as you wipe out the guards of the rich, but stuff happens.
Daily Life: Most of your days are spent pillaging and looting (and partying after). Occasionally you end up having to fight some lynch mobs, but you consider that practice.
Notables:
Organizations: Only barbarian heavy Guilds usually have Viking Cats. Their taking stuff by force ethic kind of runs counter to what most of the Guilds do.

NPC Reaction
You have a reputation similar to real life Vikings. In other words people aren't happy to see you.

VIKING CATS IN THE GAME
This class is for people who like using physical violence to solve all their problems, which may cause the party a few problems.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Viking Cats are usually encountered in mead halls celebrating their ill-gotten booty. Or in the midst of forcibly taking the aforementioned booty.

Sample Encounter
EL 25: The PC's are fishing by the docks when a boat full of cats pull up. Subsequently the cats begin beating the crap out of everyone. It's kind of surreal.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


New Epic Feats

Epic Monkey Grip
You love you some polearms.
Prerequisites: Str 25, Monkey Grip
Benefits: You no longer take a -2 Attack Penalty when wielding Large weapons. You may also wield a normal sized two handed weapon such as a polearm in one hand.

Epic Oversized Two Weapon Fighting
You love double-wielding you some polearms.
Prerequisites: Str 25, Epic Monkey Grip, Oversized Two Weapon Fighting
Benefits: You may wield a 2 handed weapon in each hand with no additional penalty. In other words you can use polearms for two weapon fighting.

Bhu
2013-02-24, 09:05 PM
Got the fluff up as well as a few new epic feats

Sir Shadow
2013-02-25, 10:33 AM
The skill requirements for Viking Cats is pretty low considering you probably aren't getting into the class until level 25, but considering they're probably low on int so i guess it makes sense?

Bhu
2013-02-25, 05:35 PM
they rely on power more than skill :smallbiggrin:

Bhu
2013-02-28, 12:03 AM
KITLER

"The great strength of the totalitarian state is that it forces those who fear it to imitate it."

Occasionally a Breathsucker decides to go a route similar to the Good Kitty and become the power behind the throne of some nation or other. Woe be unto that nation for he will wreak great havoc upon them. Breathsuckers usually attempt to remold society in their own evil image, and society follows despite the obvious stupidity of doing so.

BECOMING A KITLER
Being an evil Cat Burglar hellbent on world domination is all that's really required.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Must be able to cast at least one 5th Level spell from the Enchantment school, Kitty Magic (Innocence, Stubborn Kitty), Dark Soul Kitty
Skills: Bluff 26 ranks, Diplomacy 16 ranks, Knowledge (Local) 16 ranks, Sense Motive 14 ranks
Feats: Leadership, Epic Leadership, Legendary Commander
Alignment: Must be Evil


Class Skills
The Kitler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Geography, History, Local, Nobility, Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6
1. Speechify, 1/day
2. Mark 1/day, +1 Level of existing casting class
3. Speechify (Inspiring Touch)
4. Bonus Feat, +1 Level of existing casting class
5. Speechify (Thundering Word)
6. Mark 2/day, +1 Level of existing casting class
7. Speechify (Smite the Blind)
8. Bonus Feat, +1 Level of existing casting class
9. Speechify (Crush the Unbeliever)
10. Mark 3/day, +1 Level of existing casting class

Weapon Proficiencies: Kitlers gain no new weapon or armor proficienices.

Speechify (Su): At 1st level, Kitlers gain the ability to preach the word of his or her personal beliefs to large crowds with great effect. He or she may speak in such a manner once per day, plus one additional time per day per ten class levels thereafter.

Proselytize has three effects. First, any time the Kitler is speaking in this manner, he or she is treated as though affected by a Sanctuary spell. Second, his or her voice can be heard clearly by anyone within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and his or her speech can be understood as though the audience were affected by a Comprehend Languages spell. Finally, everyone in the range of the Kitlers voice immediately has a chance of becoming enraptured:

Followers of the same belief system: Automatic if 10 or fewer HD, otherwise Will save (DC 20 + ½Kitlers Hit Dice + Wis modifier)
Others of Evil alignment: Automatic if 5 or fewer HD, otherwise Will save (as above)
All others: Will save (as above)

Enraptured audience members act as though affected by a Symbol of Persuasion, changing alignment as appropriate and otherwise functioning according to the Charm Person spell. The Kitler can inspire the crowd to take any of a number of actions, depending on his or her alignment. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level followers of the same philosophy, who never got a save in the first place). This rapture lasts for 10 minutes plus an additional 5 minutes per Kitler level.

At 3rd level, Kitlers Speechify ability includes inspiring touch once per day, plus one additional time per day per ten levels thereafter (13th, 23rd, 33rd, and so on). During her speech, she can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched gains the benefit of an Aid spell. Up to six individuals per round can be so affected. An audience member can benefit from inspiring touch only once per Speechify session. The Kitler can use inspiring touch as long as her proselytize ability lasts.

At 5th level, the Speechify ability includes thundering word once per day, plus one additional time per day per ten levels thereafter. The words spoken by the Kitler can, if he or she chooses, function as a triple-strength Sound Burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The thundering word can occur at any point during his or her speech.

At 7th level, the Speechify ability includes smite the blind once per day, plus one additional time per day per ten levels thereafter. When the Kitler speaks, he or she can cause a blinding burst to shine from his or her face. Smite the Blind functions against all in the audience who are not enraptured as the Sunburst spell cast by a 20th-level cleric. The Smite can occur at any point during his or her speech.

At 9th level, the Speechify ability includes Crush the Unbeliever once per day, plus one additional time per day per ten levels thereafter. When the Kitler speaks, he or she can cause a rolling wave of power to spring from his or her body that functions as either a Blasphemy spell, affecting only those in the audience who have resisted becoming enraptured. Crush the Unbeliever otherwise functions as the relevant spell cast by a 20th-level cleric. The Crush can occur at any point during his or her speech.

Mark (Su): You may cast Cloak of Hate as a Supernatural Ability 1 day at 2nd Level, and every 4 Levels thereafter.

Bonus Feat: At Level 4 and every 4 Levels thereafter you gain 1 Bonus Feat

PLAYING A KITLER
Most Breathsuckers just want to be quietly immortal and free to indulge themselves. The truly problematic ones are the ones who get ambition. The ones who want to rule the world and remold it into their idealized society of darkness and fear and free tuna sandwiches.
Combat: While you loudly extoll the virtues of combat, rarely are you seen participating in it. You have lived to long and schemed for too much to casually throw things away.
Advancement: You wish to consolidate your hold on society and it's people. All your schemes depend on you maintaining your political power.
Resources: If you have done well you have the resources of one or more nations, or at least a large political faction backing you.

KITLERS IN THE WORLD
"It is not truth that matters, but victory."
You are simultaneously a beloved dictator and one of the worlds greatest evils. The difference in opinion lying mostly one whether or not the person being asked has attended one of your many rallies.
Daily Life: Much of your time is spent planning, planning, planning. Some of your schemes fall apart from the simple complexity underscoring them. Inevitably the conspiracy gets too big to hide, and you either quickly seize power or get ran out.
Notables:
Organizations: You are the head of some sort of organization, whether openly or secretly, that is devoted to world domination.

NPC Reaction
NPC's are either your slaves mindlessly repeating your sound bites, or diehard foes. You don't inspire much middle ground.

KITLERS IN THE GAME
This assumes one of your PC''s is an absolute evil, a force for misery in the world.
Adaptation: This is meant as an NPC BBEG for silly campaigns (or an all evil campaign).
Encounters: Kitlers are found in rallies and political gatherings mostly. Once they achieve power the wars begin and they quickly disappear into hiding.

Sample Encounter
EL 25: The PC's have been asked to guard a local house only to learn it's a resistance party opposing the local despot.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2013-03-04, 11:05 PM
crunch is up for review

Bhu
2013-03-10, 12:30 AM
Kitler is done


KEYBOARD CAT

"I was two and a half when I first climbed up and sat at a piano."

Keyboard Cats are Guild Bards who have learned the art of summoning magical flying pianos that allow them to move about while bringing joy and amusement to the populace at large.

BECOMING A KEYBOARD CAT
Learning to summon a flying keyboard and being a cat is required.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Bardic Music
Skills: Perform 30 ranks
Feats: I Must Shout My Love from the Fencepost Wall, Jibba Jabba, Lasting Inspiration, Music of the Gods
Spellcasting: Must be able to cast 6th Level Bard Spells, including Summon Keyboard.


Class Skills
The Keyboard Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6
1. Improved Keyboard
2. Bonus Feat
3. Epic Spell
4. Improved Keyboard
5. Bonus Feat
6. Epic Spell
7. Improved Keyboard
8. Bonus Feat
9. Epic Spell
10. Play Him Off Keyboard Cat

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

Improved Keyboard (Su): At 1st Level when seated at his keyboard made via the Summon Keyboard spell the Keyboard Cats Dex Bonus to AC becomes a Deflection Bonus. Nothing like your own personal force field to back you up when you lack the ability to dodge.

At 4th Level when making a Perform check combined with a Keyboard from the Summon Key board spell in order to use the Fascinate Ability you have gained from Bardic music, you are not limited in the number of creatures you can effect. Anyone in range who is not an Ally must Save to avoid being Fascinated.

At 7th Level this also works when using Mass Suggestion via Bardic Music.

Bonus Feat: At Level 2 and every 3 Levels thereafter the Keyboard Cat may choose any Feat they qualify for as a Bonus Feat.

Epic Spell: At Level 3 and every 3 Levels thereafter the Keyboard Cat gets a cumulative +1 on Spellcraft Checks meant for casting Epic Spells.

Play Him Off Keyboard Cat (Su): At 10th Level anytime an opponent within 30' fails a Saving throw, you may expend a daily use of your Bardic Music as a Swift Action to make a Perform Check. He must make another Willpower Saving Throw (Save DC is equal to your Perform Check or leave the battle and not return to fight anyone who was present for at least 24 hours.

PLAYING A KEYBOARD CAT
Keyboard Cats are a rare and beloved bunch, considered celebrities in many places. Their fame and performance skills means they are highly sought after, and sometimes lets them get away with eccentric (illegal) behavior. It's good to be the fluffy sometimes.
Combat: You aren't really much of a fighter, you're an artist. This doesn't mean you can't fight, just that you vastly prefer to only do so when you can look cool doing it.
Advancement: Being artists, Keyboard Cats differ in their personality, temperament, and style. Advancement is pretty individualistic.
Resources: You have incredible fame. Women swoon when you pass by. Small children want to touch you. Small nations are indebted to you for the relief your antics bring. You could probably ask for anything within reason. Maybe not so reasonable depending on how much of a fan the person you;re asking is.

KEYBOARD CATS IN THE WORLD
"Play 'em off Keyboard Cat."
All the world loves a cat. Especially one who plays a mean piano. And since you've got both going for you life is good. You've got fame, fortune, your pick of amenities. FOr many that would be enough but you want to give back by being a focus for social change. You want to make the world a better place.
Daily Life: Much of your time is putting on concerts, making appearances, causing small revolutions, etc. Your fairly busy for a musician.
Notables:
Organizations: You belong to a Guild, but it's one that will tolerate a loner who likes to get into shenanigans. It's rare that you belong to anything else, you're not really much of a follower.

NPC Reaction
People love you. Even some bad guys. Maybe it's because you're a cat, or your tunes are particularly catchy, but you cross many barriers in society. Use that power wisely.

KEYBOARD CATS IN THE GAME
This assumes one of the PC's is a worldwide celebrity. Possibly not a good thing if the other party members need to keep their activities hidden.
Adaptation: This is most definitely meant for sillier campaigns.
Encounters: Keyboard cats are generally found in concert, or making public speeches for some cause or another.

Sample Encounter
EL 25: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



Summon Keyboard
Conjuration (Summoning)
Level: Bard 5/Kitty 5
Components: V, S
Casting Time: 1 Round
Range: 0 ft.
Effectt: 1 summoned keyboard
Duration: 1 Minute/level
Saving Throw: None
Spell Resistance: No

This summons one keyboard type instrument replete with bench or chair (i.e. pianos, organs, etc). This is a Large object with Hardness equal to your (Caster Level divided by 3) and hit points equal to the casters. It isn't really mobile as it weighs 600 pounds but it can fly carrying the caster plus 50 pounds per caster Level. It has a Flight Speed of 80 (Average). You (and you only) are able to play it, and get a +10 Enhancement Bonus on Perform Checks made with it. It enhances Bardic Music as well: Range for all abilities normally limited to 30' increases to 60'.

Bhu
2013-03-18, 01:07 AM
Fluff is up. Sorry for the delays I've been having pc issues.

Bhu
2013-03-22, 10:05 PM
Does the Summon Keyboard Spell seem powerful enough.

Lix Lorn
2013-03-22, 10:15 PM
I'd call it level 4 or 5 at most. Summon Instrument is a cantrip, and fly is level 3...

Bhu
2013-03-22, 10:29 PM
what would it take to bump it to 6 do you think?

Lix Lorn
2013-03-22, 10:33 PM
Some kind of bonus effect. Maybe a boost to skill rolls with that perform, or even some kind of enchantment effect? I'm not that sure...

Bhu
2013-03-29, 01:07 AM
Keyboard cat done and ready for review. may have a lil surprise for you guys this weekend.

Bhu
2013-03-31, 08:18 PM
Fresh off the press from my good friend Solara over on the mmx boards:

ATHENAEUM CAT

"SHH! This is a place of learning! HEY, YOU, THIEF! DROP THAT BOOK!"

Athenaeum Cats act as both librarians, collecting and caring for books and other knowledge sources, and acquirers, seeking out and collecting sources of knowledge for their collections.

BECOMING AN ATHENAEUM CAT
Levels in cat burglar and archivist are required. Most Athenaeum Cats are obsessed with obscure sorts of knowledge, the kind that can only be found in dusty, trap-ridden dungeons or the archives of unfriendly magic-users.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Dark Knowledge, Lore Mastery (history, local, or nobility and royalty)
Skills: Knowledge (any two) 8 ranks, Spellcraft 8 ranks, Profession (librarian) 8 ranks
Feats: Kitty Knowledge, Spell Focus (divination)
Spells: Ability to cast 2nd level divine spells, ability to prepare and cast four divination spells of at least 2nd level


Class Skills
The Athenaeum Cat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities Spellcasting
1. +0 +0 +0 +2 Smarty Cat, Divination Spell Power +1 +1 level of existing divine spellcasting class
2. +1 +0 +0 +3 Dark Knowledge (Puissance) +1 level of existing divine spellcasting class
3. +1 +1 +1 +3 It Belongs in a Musuem! +1 level of existing divine spellcasting class
4. +2 +1 +1 +4 Kitty Memory, Divination Spell Power +2 +1 level of existing divine spellcasting class
5. +2 +1 +1 +4 Dark Knowledge (Foe), Talented Archivist +1 level of existing divine spellcasting class
6. +3 +2 +2 +5 A Cat Always Knows +1 level of existing divine spellcasting class
7. +3 +2 +2 +5 Magic of Knowledge, Divination Spell Power +3 +1 level of existing divine spellcasting class
8. +4 +2 +2 +6 Magickal Kitty +1 level of existing divine spellcasting class
9. +4 +3 +3 +6 Dark Knowledge (dread secret), Effortless Sight +1 level of existing divine spellcasting class
10. +5 +3 +3 +7 Divination Spell Power +4 +1 level of existing divine spellcasting class

Weapon Proficiencies: An Athenaeum Cat gains no new weapon or armor proficiencies.

Smarty Cat: Levels in this prestige class stack with your Archivist level to determine the number of times per day you can use your Dark Knowledge ability.

Divination Spell Power: At 1st, 4th, 7th, and 10th level you gain a +1 bonus to caster level on divination spells. You may also add a new divination spell of a level you can cast to your prayerbook each time you gain this class feature.

Dark Knowledge (puissance): As the Archivist ability, gained at 2nd level.

It Belongs in a Musuem!: At third level, you gain the ability to stash away your goodies, especially those that belong in a museum. By using a standard action, you can hide an item tied to knowledge or with historical significance, instantly teleporting it to an extradimensional space connected to (but not part of) your library. You can hide a number of items equal to your level in this prestige class + your intelligence modifier in this manner. You can retrieve these items as if they were stored within a bag of holding.

Kitty Memory: At fourth level, you can memorize any piece of information you choose. When you come across a piece of information (such as a passage from a book, a spell in a scroll, or a story) that you wish to remember, you can make a concentration check (DC is 10 + 1 for each piece of information you have already memorized). You can recall a piece of information you already memorized with perfect accuracy at a later date. Memorizing magical text through this ability does not give you the ability learn the spell or use the magic preserved in the text.

Dark Knowledge (foe): As the Archivist ability, gained at 5th level.

Talented Archivist: You gain a new Kitty Magic or Burglaring ability, adding your levels in this prestige class to your cat burglar and archivist levels to determine the ability you can choose.

A Cat Always Knows: At sixth level, you are treated as if the spell Arcane Sight were always affecting you. You can intensify this ability by making a DC 25 Concentration check and concentrating on an item for one minute. This acts as the identify spell, but without the material component, and it works on artifacts.

Magic of Knowledge: At seventh level, you gain the ability to use the magic inherent in information. You gain a +1 bonus to caster level for every three items you have memorized using your "Kitty Memory" class feature, up to a maximum of half your hit dice.

Magickal Kitty: At eight level, when you memorize magical text with your "Kitty Memory" class feature, you can use the "Scribe Scroll" feat to reproduce the text in scroll form, without XP lost but with the GP cost. However, because you must use strange notations when translating magic from your memory to a usable form, only you can use or read this scroll. If you use "Kitty Memory" to memorize information not translatable to text (such as the contents of a psionic tattoo) then you still produce a text, but to use it as a scroll you must succeed on a Concentration check (DC is 15+3*effective minimum caster level of information being translated) or even you cannot understand its convoluted form.

Effortless Sight: At ninth level, you gain the ability to ignore any verbal, somatic, and material components costing less than 100gp of divination spells you cast.

Dark Knowledge (dread secret): At ninth level, you gain this ability, as the Archivist ability.



PLAYING AN ATHENAEUM CAT
Athenaeum Cats are a rare and reclusive bunch, but many a would-be thief has unwittingly encountered an Athenaeum Cat when trying to steal from her library. Their curious and reclusive nature means that Athenaeum Cats often stumble across dangerous pieces of information; those who know an Athenaeum Cat generally either want to help protect her library's contents from misuse or to misuse those contents themselves.
Combat: You aren't much of a fighter, preferring to avoid conflict in your kitty form or wait for fights to resolve themselves and slink away with your treasures. You probably tried picking up a sword and helping out once, and ended up hitting yourself in the foot.
Advancement: You're either a daring treasure thief who takes knowledge from those who would misuse it or a reclusive librarian who protects knowledge from misuse and identifies what knowledge is at risk of misues. The more daring bunch tend to concentrate on cat burglar levels or other levels that let you run in and out undetected; the protectors and identifiers of knowledge are far more likely to concentrate on archivist levels.
Resources: In some especially civilized areas, Athenaeum Cats might form a guild along with like-minded individuals, pretending to be ordinary librarians and keepers of knowledge. In less civilized areas, Athenaeum Cats tend to cultivate friendships with adventurers who can protect them and their knowledge with more than just wit and spell; in any event, only a very few Athenaeum Cats reveal the extent of their abilities to others, and even fewer venture forth alone, without a fighter to beat the baddies away.

KEYBOARD CATS IN THE WORLD
"Where'd my book go? I need it before we can start ending the world."
You generally hide your abilities from others, choosing to either present yourself as a rather incompetent but surprisingly clever thief or a scholar obsessed with obscure subjects but generally handy to have around.
Daily Life: Much of your time is spent reading and categorizing your collection, but when someone tells a rumor of an ancient artifact in a tomb 2,000 miles away, you're the cat they idly pet as they tell the tale.
Notables:
Organizations: You might belong to a Guild, if you're in a particularly civilized and scholarly area. You generally aren't stupid enough to try and do what you do alone, much less in a group that fully understands your abilities, unless they all have the same passion for protecting knowledge that you do.

NPC Reaction
People don't really know what to make of you - they think you're either the worst, clumsiest thief around, or that you're a scholarly recluse who knows something about everything and who shares information in return for more information.

KEYBOARD CATS IN THE GAME
This class plays well with most parties, unless they're the conquer-the-world or start-the-apocalypse type.
Adaptation: This is meant for somewhat silly campaigns, but can play well in a more serious millieu.
Encounters: Athenaeum Cats are generally found wherever there's a concentration of knowledge or an artifact that could change/end/restart the world. They're there when said artifacts are being designed, too.

New Kitty Feats

Kitty Knowledge
You are an unusually scholarly kitty.
Prerequisites: Dark Knowledge, Kitty Form, Know(any) 6 ranks
Benefit: Your Cat Burglar and Archivist levels stack for the number of times per day you can use Dark Knowledge. Your Cat Powah ability depends on your Intelligence modifier instead of your Charisma modifier.

New Kitty Magic

Reading Cat: You gain the ability to read information with unusual speed. You can learn and comprehend written information with twice the normal speed. At fifth cat burglar level, this speed doubles again, to four times the normal speed. At tenth level, you can instantly comprehend the text of a book or another written information source with a touch. To do so, you must make a DC 20 Concentration check.

Sir Shadow
2013-04-01, 08:39 AM
Um... Magic of Knowledge is a little overpowered IMO.

At the higher points, say when I'm level 20. I can easily have a +10 to my caster level for next to free. By that level I can invest in a +10 concentration item and with full ranks I'm probably looking at a +36 to concentration (Assuming at least 16 constitution).

The DC to reach 30 memorized pieces is only 40. You see what getting at? A level 20 caster with a caster level of 30? From the point I get Magic of Knowledge, my caster level is always going basically be 1.5x my actual level.

For "It belongs in a museum" it might be a good idea to put a space limitation on the items you put in storage. I've had character with a +12 intelligence modifier, but that's a little extreme. At 10th level, let's say with an average 26 intelligence, that's 18 items held in storage for free without space limitations... That's pretty powerful. If you're not going to put a space limitation in, I'd instead reduce it to just 1/athenaeum cat level without the int mod.

Bhu
2013-04-05, 01:55 AM
I'll relay that to Sol.

Bhu
2013-04-07, 08:53 PM
OVERCAT

"I'm here to fight for truth, justice, and kibble that doesn't taste like corn pops dipped in soap and chicken fat."

Overcats are those rare hard fightin' members of the Cat Burglar Guilds who, after a life spent defending the innocent go a little batty and become a superhero. Or in some cases a super villain if things haven't gone so well. Plus no one really sees it coming from a cat. Sometimes you give it away by wearing a cape.

BECOMING AN OVERCAT
Being a Cat Burglar who specializes in some form of fighting art.

ENTRY REQUIREMENTS
Cat Burglar: Must have at least 6 Levels in Cat Burglar
Class Abilities: Must have at least 1 of the following: Rage 3/day, Breath Weapon 4d6, Cunning Surge, Steely Resolve 15, Unarmed Damage 1d10, Skirmish (+2d6, +2 AC), Improved Flanking, Discipline Focus (Defensive Stance), Battle Cunning (Damage), or Fiendish Resilience
Alignment: Must be Good or Evil
Feats: Any 3 Feats from the following list: Ability Focus, Acrobatic Skirmisher, Channeled Rage, Clinging Breath, Combat Reflexes, Cunning Evasion, Combat Expertise, Daring Outlaw, Deadly Defense, Deflect Arrows, Deft Strike, Destructive Rage, Dodge, Empower Spell-Like Ability, Enlarge Breath, Extend Rage, Extra Rage, Font of Inspiration, Heighten Breath, Hinder, Improved Acrobatic Skirmisher, Improved Disarm, Improved Feint, Improved Grapple, Improved Skirmish, Improved Unarmed Strike, Instantaneous Rage, Intimidating Rage, Lingering Breath, Mad Foam Rager, Maximize Breath, Mobility, Quicken Spell-Like Ability, Ranged Skirmisher, Reckless Rage, Shape Breath, Stunning Fist, Telling Blow, any of the General Feats from Tome of Battle. Must have at least 1 Epic Feat.
Skills: Any 2 Class Skills 12 ranks
BAB: +12


Class Skills
The Overcat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 2 + int

Hit Dice: d10
1. Supah Powahs!
2. Supah Powahs!
3. Supah Powahs!
4. Supah Powahs!
5. Supah Powahs!
6. Supah Powahs!
7. Supah Powahs!
8. Supah Powahs!
9. Supah Powahs!
10. Supah Powahs!

Weapon Proficiencies: An Overcat gains no new weapon or armor proficiencies.

Supah Powahs!: At each Level you can choose 1 power from the following list:

Flight (Ex): You gain a Flight Speed equal to your Base Land Speed, with Good Maneuverability.

Super Strength (Ex): This may be taken multiple times, and increases your Strength score by 4 permanently each time.

Super Reflexes (Ex): This may be taken multiple times, and increases your Dexterity score by 4 permanently each time.

Nigh Invulnerability (Ex): You gain DR 10/- and Energy Resistance 10 (Acid, Cold, Electricity, Fire and Sonic). This may be taken multiple times, and increases DR or Energy Resistance by +5 each time.

Amazing Speed (Ex): This may be taken multiple times, and increases your base land speed by +30' each time.

Great Calculating Brain (Ex): If you Take 10 or 20 on any Intelligence Based Skill Check you gain a +10 Bonus on the Check.

Cosmic Vision (Su): You may cast Polar Ray every 1d4 rounds, however instead of Cold damage the damage is Untyped.

Ultra Sonic Hearing (Ex): You gain a Bonus on Listen Checks equal to your Hit Dice.

Hi-Fi Voice (Su): You may cast Great Shout every 1d4 rounds (see Forgotten Realms Campaign Setting).

Atomic Breath (Su): You may cast Fire Breath at will (see Complete Arcane).

Super Breath (Su): You may cast Gust of Wind at will as a Swift Action.

Freezing Breath (Su): You may cast Boreal Wind at will (see Frostburn).

Invisibility You may cast Greater Invisibility at will.

Super Rage (Prerequisite: Rage) This is identical to the Mighty Rage and Tireless Rage Abilities listed with the Barbarian in the PHB.

Adamantine Resolve (Prerequisite: Steely Resolve) Your Steely Resolve Pool increases to 30.

I Am Kung Fu (Prerequisite: Monk Levels) Your Unarmed Strike Damage and Flurry BAB penalties becomes those of a 20th Level Monk.

Dramatic Flair (Prerequisite: Swashbuckler Levels) Your Dodge and Grace Bonuses increase to those of a 20th Level Swashbuckler.

Boost Boost (Prerequisite: Swordsage Levels) You gain Dual Boost, which is identical to the 20th Level Swordsage ability.

Wide Stance (Prerequisite: Warblade Levels) You gain Stance Mastery, which is identical to the 20th Level Warblade ability.

X-Ray Vision You may turn this on or off once per round as a Swift Action. When on, you may see up to (5' times your HD) of nonliving or living but not sentient matter. You can filter so this can be used to see through clothes or walls.

Static is Mah Friend (Prerequisite: Eldritch Blast) Your Eldritch Blast does an additional 4d6 damage.

Puff the Magic Dragon (Prerequisite: Levels in Dragonfire Adept) You gain the Breath Effects of a 20th Level Dragonfire Adept.

Dragon Burp (Prerequisite: Levels in Dragon Shaman) You gain the Breath Weapon damage of a 20th Level Dragon Shaman.


PLAYING AN OVERCAT
Youe have innate belief in yourself as the savior (or doom) of all catkind. Despite any evidence which may be provided to the contrary.
Combat: Combat rather depends on what superpowers you have chosen.
Advancement: Overcats are fairly individualistic, and their mix of powers varies from kitty to kitty. Usually the choose something advantageous to the fighting abilities they already have.
Resources: Superheroes are usually pretty famous, and you can ask the grateful citizenry for help. Suervillains can intimidate them into coughing up money.

OVERCATS IN THE WORLD
"LOOK!! UP IN THE SKY!!!"
Most of the time you stick to your secre identity as a mild-mannered housecat. But at night or when on patrol you are the caped furball of righteousness, the fwuffy line in the sand to villainy's evil. At least that's what you tell gawking onlookers who just saw you pound a Troll.
Daily Life: Some general information about the typical day in the life of your class.
Notables:
Organizations: Some Overcats form small groups, or in the case of the rare super villain you may be the head of an organization.

NPC Reaction
You tend to be loved or hated, pretty much like any other famous public figure. Rarely do you elicit neutral opinions, as everyone seems to worship the ground you walk on, or hate you because other people worship said ground.

OVERCATS IN THE GAME
This means one of your group leads a double life, or is a permanent celebrity known by everyone (meaning it will be difficult for the party to hide out).
Adaptation: This is very definitely meant for silly campaigns.
Encounters: Overcats are usually found fighting Epic level menaces, world spanning organizations, etc.

Sample Encounter
EL 25: The PC's are sampling some local ale when the wall next to them explodes as a troll and a small flying cat with a cape plow through. The cat bites the unconscious troll on the neck and drags him out after apologizing to the citizens.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

dawnsolara
2013-04-08, 01:17 PM
Um... Magic of Knowledge is a little overpowered IMO.

At the higher points, say when I'm level 20. I can easily have a +10 to my caster level for next to free. By that level I can invest in a +10 concentration item and with full ranks I'm probably looking at a +36 to concentration (Assuming at least 16 constitution).

The DC to reach 30 memorized pieces is only 40. You see what getting at? A level 20 caster with a caster level of 30? From the point I get Magic of Knowledge, my caster level is always going basically be 1.5x my actual level.

For "It belongs in a museum" it might be a good idea to put a space limitation on the items you put in storage. I've had character with a +12 intelligence modifier, but that's a little extreme. At 10th level, let's say with an average 26 intelligence, that's 18 items held in storage for free without space limitations... That's pretty powerful. If you're not going to put a space limitation in, I'd instead reduce it to just 1/athenaeum cat level without the int mod.

Mmkay, I have some time to think about this now. My immediate idea for dealing with Magic of Knowledge was to reduce the caster level bonus, but then I had another idea that is more flavorful and will be a lot less trouble (I think).

What if I add Lore (as the Loremaster ability) to the class at level 1, and give them a bonus to the check equal to the number of items memorized through the Kitty Memory ability?

Magic of Knowledge could then be adding certain spells to their spellbook as soon as they have the ability to cast spells of that level. I might want to tweak Divination Spell Power if I do this, though, and have it just add to caster level for divination spells.

Sound good?

Bhu
2013-04-15, 09:22 PM
Overcat has crunch up. Lemme know if there are any super powers you'd like added.

Bhu
2013-04-19, 08:28 PM
overcat is done and ready for feedback

Lix Lorn
2013-04-19, 09:06 PM
As far as I can see, nothing stops you taking that before epic levels...

Bhu
2013-04-19, 09:53 PM
I has fixed