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Lix Lorn
2013-04-19, 10:02 PM
Oh yay!
Hmmm.
Looking, Great Calculating Brain doesn't say what it does. And you have an ability for Str and Dex, but none for Con.

Bhu
2013-04-19, 10:19 PM
dangit!!!

I'll have it up shortly... :smallfrown:

Sir Shadow
2013-04-20, 12:44 AM
Epic classes can only be taken after level 20, the requirements don't have to reflect that.

If you make the requirement that you have to have an Epic Feat, then they can only take it at level 22.

Lix Lorn
2013-04-20, 10:18 AM
Epic classes can only be taken after level 20, the requirements don't have to reflect that.

If you make the requirement that you have to have an Epic Feat, then they can only take it at level 22.
That'd be fine, but it doesn't say specifically that it is an epic class.

Sir Shadow
2013-04-20, 10:26 PM
It doesn't have a BAB or Saves progression... it's kind of obvious.

Lix Lorn
2013-04-20, 11:16 PM
Obvious if you're not a derp!

Bhu
2013-04-29, 11:50 PM
overcat has been tweaked



NYAN CAT


"Nyanyanyanyanyanyanya!"

It takes a special sort of cat to master the Feline Way, and some go a little goofy mentally in the process. It takes some extra special goofery-ness to become a Nyan Cat. What prompted the first Guild Member to become one is unknown, and what prompts others to have followed him is a total mystery. Nyan Cats do seem to have an almost hypnotic quality to them though.

BECOMING A NYAN CAT
Master the Feline Way and going a little nuts in the process is the usual way...

ENTRY REQUIREMENTS
Epic Feats: Radiant Prism (http://www.minmaxboards.com/index.php?topic=8834.0)
Initiator Maneuvers: Must be able to initiate 9th Level Maneuvers from the Feline Way.
Skills: Knowledge (Geography) 6 ranks, Martial Lore 16 ranks, Perform (Sing) 10 ranks
Class Abilities: Kitty Form
Feats: Anonymous Kitty (Winged Kitty Form), Flyby Attack, Hover


Class Skills
The Nyan Cat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Geography, Local, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d10
1. Nyanyanyanyanyanyanya!
2. I Can Poop Rainbows!
3. Tireless Flight
4. Nyanyanyanyanyanyanya!
5. I Can Poop Rainbows!
6. Tireless Flight
7. Nyanyanyanyanyanyanya!
8. I Can Poop Rainbows!
9. Tireless Flight
10. Buttery Poptart Goodness

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

Nyanyanyanyanyanyanya! (Su): At 1st Level you may sing your endless Nyan song to counter magical effects. This resembles the Bardic Music (Countersong) ability listed in the PHB, but may be used at will, and kept up continuously.

At 4th Level the ranges extends to 45 feet.

At 7th Level it also counters Mind-Affecting Effects.

I Can Poop Rainbows!: At second Level you learn the Aurora Walk Epic Maneuver for no XP cost.

At 5th Level the duration of Aurora Walk becomes 1 round/Level.

At 8th Level the duration of Aurora Walk becomes permanent. You may switch it on or off as a Swift Action once per round.

Tireless Flight (Ex): At 3rd Level you become immune to Sleep Effects, and Fatigue/Exhaustion.

At 6th Level you double your Flight Speed from Winged Kitty Form and Maneuverability becomes perfect.

At 9th Level you permanently gain the benefits of a Freedom of Movement spell.

Buttery Poptart Goodness: At 10th Level all Allies within range of your Nyanyanyanyanyanyanya! Ability get the benefits of a Mind Blank spell.

PLAYING A NYAN CAT
You can sing without pause. Usually people would find this irritating as hell, but for whatever reason you get a pass. Whether from fame or innate kitty-ness, they just seem content to let you do your thing (which is probably how you get away with leading revolutions).
Combat: Nyan Cats usually have an extensive knowledge of the Feline Way, and the Seven Forged Sword as well. Their exact combat style varies a bit based on their particular Maneuvers, but it usually involves using their flight somehow.
Advancement: Nyan Cats tend to be whimsical and impulsive. Despite this they seem pretty much a monoculture to outsiders who only see the flying rainbows and singing. They don't see that Nyan Cats often have wildly different skills because "omg rainbows".
Resources: Nyan Cats are almost stupefyingly popular, so it's easy for them to ask favors. Their fans aren't always well-connected or powerful though, so it varies from place to place.

NYAN CATS IN THE WORLD
"It's byooooooteefuuuuullll..."
Nyan Cats are beloved by the little guy. And really just about everyone else other than the tyrants they've helped topple. Villains would love to corrupt them but the Nyan Cats mindless cheerfulness makes turning them difficult.
Daily Life: Nyan Cats spend a lot of time studying their art. People only see them in action flying about through the sky so it's assumed they live carefree lives.
Notables:
Organizations: Nyan Cats tend to be loners. They still occasionally help out the Guild that spawned them, but overall they Nyan alone.

NPC Reaction
You're a celebrity. Of the positive kind oddly enough. You're famous for being cute and bringing joy to the lives of others with your antics, whereas other celebrities are famous for who or what they've killed or slept with,

NYAN CATS IN THE GAME
This PrC assumes you are more than well known. You are instantly recognizable, which may make stealth missions a pain for the group.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Nyan Cats can be found just about everywhere, usually flying through the sky to the cheers of others.

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

Bhu
2013-05-04, 04:47 PM
Whilst I decide what to do with Nyan Cat is there any cat related material I have not done people would like to see added??

Bhu
2013-05-17, 09:15 PM
Guess not.

Nyan Cat is updated. When I finally finish it if I haven't got inspiration for more material I'll be getting this ready for pdf form.

Bhu
2013-05-28, 11:36 PM
Nyan Cat has everything but capstone if anyone wants to weigh in...

Lix Lorn
2013-05-29, 04:00 PM
It looks awesome xD

Bhu
2013-06-03, 11:26 PM
Capstone is up and ready for review.

Sir Shadow
2013-06-04, 07:20 AM
yea that capstone is pretty powerful o_O

By level 32 (the level after you get this ability if you go straight for it), that's easily +15 or higher to all saves... could probably get as high as +22 if you really focus on it. And since it's untyped, it stacks with everything.

45' range isn't bad at all, and I'm sure you could figure out ways to expand it since it's considered a bardic song.

Bhu
2013-06-04, 01:33 PM
O_o how are you getting these cha bonuses?

Cieyrin
2013-06-04, 07:20 PM
O_o how are you getting these cha bonuses?

Cha starts at 18 via point buy, +8 stat boosts from levels, +5 inherent, +12 Cloak is 43, which is +16 and that's the basics for Cha enhancement, not including Racial bonuses or more obscure enhancement bonuses.

Bhu
2013-06-04, 10:59 PM
Okay we'll be switching that out..

Bhu
2013-06-08, 11:41 PM
Awright how bout now?

Bhu
2013-06-15, 05:02 PM
I'm revising some older 2e feline monsters for use with the Summon Feline Spell. We'll start with Al-Qadim:

Winged Cat (Jana-Nimr) (Al-Qadim)
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 Claws +7 melee (1d4+4) and 1 Bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Darkvision 60', Scent
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 20, Int 8, Wis 12, Cha 10
Skills: Balance +7, Climb +4, Hide +7, Listen +4, Move Silently +7, Spot +4
Feats: Alertness, Fly-By Attack
Environment: Temperate Hills and Plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: +3

The Jana-Nimr vaguely resemble pumas with bird wings. Fur color ranges from sandy, grey, or black to yellow or grey with black stripes or white underbellies. With a lifespan of 50 years they have large territories and are coveted by zookeepers. They are very loyal, and can theoretically be trained as a mount. Theoretically. The Jana-Nimr speak their own language, and a few speak Sphinx or Common as well.

Pounce (Ex): If a Jana-Nimr charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a Jana-Nimr must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Jana-Nimr gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Skills: Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks

Combat: Jana-Nimr go directly for the pounce and grapple.



Winged Cat (Jana-Qitat) (Al-Qadim)
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Fly 50 ft. (Good)
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2-4)
Full Attack: 2 Claws +5 melee (1d2-4) and 1 Bite +0 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Darkvision 60', Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 12, Int 8, Wis 12, Cha 11
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Hover, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +1

Also known as Fluttercats, the Jana-Qitat look like winged housecats, They are prized as pets for their anti vermin abilities, and by Wizards with the Improved Familiar Feat.

Pounce (Ex): If a Jana-Qitat charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a Jana-Qitat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Jana-Qitat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Skills: Jana-Qitat have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Jana-Qitat are pretty much like any other housecat.


Sabu Lord (Al Qadim)
Large Magical Beast
Hit Dice: 8d10+56 (100 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +8/+19
Attack: Claw +14 melee (1d6+7)
Full Attack: 2 Claws +14 melee (1d6+7) and 1 Bite +9 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Summoning Roar
Special Qualities: Darkvision 60 ft., Leap
Saves: Fort +13, Ref +8, Will +4
Abilities: Str 24, Dex 14, Con 24, Int 12, Wis 14, Cha 18
Skills: Balance +9, Climb +7, Hide +6, Jump +9, Knowledge (Local Nature) +6, Listen +9, Move Silently +10, Spot +9
Feats: Ability Focus (Summoning Roar), Alertness, Run
Environment: Warm Plains
Organization: Solitary, usually accompanied by 2-12 Lions
Challenge Rating: 8 (plus lions if present)
Treasure: Standard
Alignment: Usually Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: +4

Sabu Lords live in the Plains and Savannahs of Zakhara and resemble lions with golden fur and red-gold manes. They can speak Midani.

Summoning Roar (Su): 3/day the Sabu Lord can cast Greater Shout as a Supernatural Ability. In addition to the usual effects it can be heard for roughly 15 miles. Out in the plains this means 1d4 Cheetahs and 2d5 Lions will arrive the next round and fight to the death for the Sabu Lord. In the forests it summons 1d2 Jaguars, 1d2 Leopards, and 1d4 Tigers will respond in 1d4+1 rounds.

Cat Speech (Ex): Sabu Lords permanently have the benefits of the Speak with Animals spell, but can only use it to talk to felines.

Leap (Ex): Th Sabu Lord may leap up to 60' across or up with a DC 10 Jump Check.

Skills: Sabu Lords have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Sabu Lords generally open with their roar before they and their posse descend on the party.

Lix Lorn
2013-06-15, 07:50 PM
Do they summon cats every time they use the roar?

Debihuman
2013-06-16, 01:09 PM
How much damage does a rake do? The lesser winged cats probably shouldn't have 3 special attack. They should probably only have rake,

Debby

Bhu
2013-06-16, 02:15 PM
Rakes are always 2 extra claw attacks at your highest BAB unless the monster entry says otherwise.

The Jana-quitat is still kind of limted with it's special attack as the only thing it can use it's improved grab on is mice, and without pounce the only thing it's rakes would be used on would be mice as well.


Yes Lix they summon every time they use the roar.

Debihuman
2013-06-16, 04:19 PM
Rakes are always 2 extra claw attacks at your highest BAB unless the monster entry says otherwise.

That's not what I asked I asked how much DAMAGE. Normally it is same as claw but at half strength. {Furthermore that is not what it says in the SRD).

As for Improved Grab being used on only creatures that are smaller is RAW, but I think it should be stated regardless. Newbies may not be aware of this and whenever information isn't noted, that's when mistakes are made.

Debby

Bhu
2013-06-27, 07:36 PM
Next up is Forgotten Realms:

Snow Tiger (Forgotten Realms)
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +11 melee (1d8+7)
Full Attack: 2 Claws +11 melee (1d8+7) and 1 Bite +6 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Darkvision 60', Scent, Camouflage, Burst of Speed, Uncanny Dodge
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 24, Dex 16, Con 17, Int 3, Wis 12, Cha 11
Skills: Balance +7, Hide +8, Listen +6, Move Silently +9, Spot +6, Swim +7
Feats: Alertness, Improved Initiative, Stealthy
Environment: Cold Forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually Neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: ---

Snow Tigers are green and brown in the summer, fading into black and white in the winter, giving them the perfect color for camouflage in their native environments. While they are more intelligent than animals, legends of their cunning are often exaggerated wildly. They are most common in Northeastern Faerun.

Pounce (Ex): If a Snow Tiger charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a Snow Tiger must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Snow Tiger gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Camouflage (Ex): This is identical to the Ranger ability of the same name listed in the PHB.

Burst of Speed (Ex): Once per hour the Snow Tiger can double it's movement rate for 1d4 rounds as a Swift Action.

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed in the PHB.

Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat: Snow Tigers are ambush predators who hide until prey is in reach before pouncing.


Luck Eater (Forgotten Realms)
Tiny Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/-8
Attack: n/a
Full Attack: n/a
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Purr, Cursed Luck
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 15, Cha 15
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +6, Spot +5
Feats: Ability Focus (Cursed Luck, Purr)
Environment: Any Warm or Temperate Land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 5-8 HD (Tiny)
Level Adjustment: ---

Luck Eaters look like common housecats with short gold or black fur. They cause minor shifts in probability that they somehow feed on, and are attracted to conflict, or groups of adventurers (who also seem to always be involved in conflict).

Purr (Su): When Luck Eaters encounter a party they begin to purr (this is a Sonic Mind-Affecting Effect), and as long as anyone remains within 30' of them they must make a DC 16 Willpower Save (Save DC is Cha based) or feel protective towards the Luck Eater and bring it with them. If the Luck Eater's new companions do not make any Attack rolls, Ability Checks, Skill Checks or Saving Throws (Saves against the Luck Eater don't count) that would trigger it's Cursed Luck within 1 Minute, it alters it's purr slightly. Victims must make a second Willpower Save or attack the next creature they encounter. If no rolls are made within 30 minutes, the Luck Eater alters it's purr again, and all Victims must make another Save or attack the nearest being regardless if it's friend or foe. In either case the combat lasts for no more than 10 rounds or until something dies whichever happens first, and the Luck Eater slips away during the combat or after a few hours.

Cursed Luck (Su): Anything within 30' of the Luck Eater takes a -2 Penalty on all Attack rolls, Ability Checks, Skill Checks or Saving Throws.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Luck Eaters don't attack. They purr to attract potential victims and then hope for an opportunity to feed, but they're pretty much incapable of fighting themselves.


Change Cat (Forgotten Realms)
Small Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +4/-2
Attack: Claw +7 melee (1d3-2)
Full Attack: 2 Claws +7 melee (1d3-2) and 1 Bite +2 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Darkvision 60 ft., Alternate Form, Scent, Sprint
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +11, Jump +10, Listen +6, Move Silently +6, Spot +6
Feats: Alertness, Weapon Finesse
Environment: Temperate Forest and Plains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: 5-8 HD (Small)
Level Adjustment: ---

Change Cats look like large domestic cats (Maine *****, Bengals, etc). They frequently adopt humanoids as they were magically bred to be companions to them. They don't always reveal their abilities to said humanoid though. At least not until the adopted 'fud guy' is attacked or put in harms way.

Pounce (Ex): If a Change Cat charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a Change Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Change Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Alternate Form (Su): At will a Change Cat can turn into a Cheetah as a Swift Action once per round. Stats for Cheetah form are given below.

Sprint (Ex): Once per hour, a Change Cat can move ten times its normal speed (500 feet) for up to 2 rounds, after which it is Fatigued for 2 rounds after.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Change Cats usually shift into Cheetah Form and plow into opponents tripping them to the ground.

Change Cat (biggie sized)
Medium Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +4
Speed: 50 ft. (8 squares)
Armor Class: 15 (+4 Dex, +1 Natural), touch 14, flat-footed 11
Base Attack/Grapple: +4/+7
Attack: Bite +12 melee (1d6+3)
Full Attack: Bite +12 melee (1d6+3) and 2 Claws +7 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., Scent, Sprint
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 7
Skills: Balance +12, Climb +8, Hide +13, Jump +12, Listen +6, Move Silently +8, Spot +6

Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.


Sand Cat (Forgotten Realms)
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Claw +3 melee (1d3-2)
Full Attack: 2 Claws +3 melee (1d3-2) and 1 Bite -2 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Low Light Vision, Leap, Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 7, Dex 14, Con 12, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Warm Plains
Organization: Solitary, pair, or den (6-10)
Challenge Rating: 1/3
Treasure: None
Alignment: Usually Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

Sand Cats are sandy brown desert felines with long pointed ears and tails ending in a dark tuft. On rare occasion the people of the steppe trap and train their kittens as pets.

Pounce (Ex): If a Sand Cat charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Sand Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Sand Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Sand Cats generally pounce from hiding.


Cath Shee (Forgotten Realms)
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: 1 Bite +9 melee (1d8+4)
Full Attack: 1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Rend, Dimension Door, Rage
Special Qualities: Darkvision 60', SR 18
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 18, Dex 16, Con 16, Int 6, Wis 14, Cha 11
Skills: Balance +7, Climb +6, Hide +7, Jump +5, Listen +4, Move Silently +7, Spot +4
Feats: Improved Initiative, Multiattack
Environment: Any Forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Chaotic Neutral or Good
Advancement: 5-10 HD (Medium)
Level Adjustment: +3

Cath Shee are enormous shaggy cats with yellow eyes weighing about 400 pounds. Thy have greenish-gray fur and tufted ears, and are usually found on the Isle of Evermeet. Rangers often seek them as companions if they can find the means.

Pounce (Ex): If a Cath Shee charges a foe, it can make a full attack.

Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6+6 damage.

Rage (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting. Unlike usual the range is 300 ft.

Skills: Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Cath Shee generally teleport in on a surprise round, and pop in and out of combat based on how well they are doing, and if their rage takes them.


Cantobele (Forgotten Realms)
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Large, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 Claws +9 melee (1d8+6) and 1 Bite +9 melee (2d8+3) and 1 Tail Lash +9 melee (1d10+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake, Trip, Spell-Like Abilities
Special Qualities: Darkvision 110 ft., Immune to Cold, Glare-resistant Eyes
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 23, Dex 15, Con 16, Int 12, Wis 14, Cha 16
Skills: Balance +6, Bluff +9, Climb +6, Diplomacy +9, Hide +6, Jump +6, Listen +8, Move Silently +6, Spot +7, Swim +6
Feats: Improved Multiattack, Multiattack
Environment: Any Swamp or Forest
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +4

Cantobeles are 6 legged lions with fur ranging from grey-white to tawny depending on the season. They have longer tails than usual, and musical voices which they use to attempt to sooth potential prey/enemies.

Pounce (Ex): If a Cantobele charges a foe, it can make a full attack, including two rake attacks (Damage is same as claws but only half Str Bonus).

Improved Grab (Ex): To use this ability, a Cantobele must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Cantobele gains 2 extra Claw attacks at it's highest BAB.

Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 check modifier) as a Free Action without making a touch attack or provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Cantobele.

Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues
2/day: Ice Storm
1/day: Misdirection

Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.

Skills: Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Cantobeles will use Spell-Like Abilities to hamper or hobble prey before bursting from hiding and knocking them to the ground to finish them.

Bhu
2013-06-29, 02:42 PM
a few from Athas:

Tagster (Athas)
Medium Magical Beast (Psionic)
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (1d3+3)
Full Attack: 2 Claws +7 melee (1d3+3) and 1 Bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake, Psionics
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 14, Cha 14
Skills: Balance +4, Climb +4, Hide +7, Jump +4, Listen +4, Move Silently +7, Spot +4
Feats: Combat Manifestation, Speed of Thought
Environment: Sandy Wastes and the Tablelands
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 5-10 HD (Medium)
Level Adjustment: +2

Tagsters look vaguely like 4' long lynxes with yellow-brown fur and a white underbelly. Many also have dark spots or some sort of dark marking. They roam the desert trade routes and the Tablelands using their psionic abilities to hunt prey.

Pounce (Ex): If a Tagster charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Tagster must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Tagster gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Psionics: Tagsters can Manifest Psionic powers as a 4th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Tagsters have a +4 racial bonus on Hide, and Move Silently checks.

Combat: Tagsters use their Psionic Ability to find prey, after which they either use them to buff themselves or weaken prey as a precursor to their physical attack.


Tigone (Athas)
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d4+5)
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake, Psionics
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 14
Skills: Balance +3, Climb +7, Hide +7, Jump +7, Listen +4, Move Silently +7, Spot +4
Feats: Psionic Fist, Speed of Thought
Environment: Warm Mountains, the Hinterlands
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2

Tigones are native to the Hinterlands and resemble green and black tigers. They are highly sought after as gladiatorial combatants.

Pounce (Ex): If a Tigone charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Tigone must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Tigone gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Psionics: Tigone can Manifest Psionic powers as a 5th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Tigones have a +4 racial bonus on Hide, and Move Silently checks.

Combat: Tigones are similar to Tagsters, using Psionics to find and muddle with prey before attacking.


Kirre (Athas)
Large Magical Beast (Psionic)
Hit Dice: 6d10+36 (69 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Large, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+15
Attack: Claw +9 melee (1d4+5)
Full Attack: 4 Claws +9 melee (1d4+5) and 1 Bite +9 melee (1d6+2) and 1 Gore +9 melee (1d8+2) and 1 Tail Lash +9 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, Psionics
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 20, Dex 16, Con 22, Int 6, Wis 14, Cha 14
Skills: Balance +7, Climb +5, Hide +6, Jump +5, Listen +5, Move Silently +7, Spot +5
Feats: Improved Initiative, Improved Multiattack, Multiattack
Environment: Forest ridge
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +4

Kirre resemble 8 legged tigers with horns and a long spiked tail. Fur tends to be grey with brown stripes.

Pounce (Ex): If a Kirre charges a foe, it can make a full attack.

Psionics: Kirre can Manifest Psionic powers as a 6th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Psychokinesis and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Kirre have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat: Kirre usually use their Psionics for protective buffing with maybe the occasional attack. For the most part they're much like any other tiger.

Bhu
2013-07-09, 09:27 PM
Marine Cat (Red Steel)
Tiny Magical Beast
Hit Dice: 2d10+2 (12 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/-10
Attack: Claw +6 melee (1d2-4)
Full Attack: 2 Claws +6 melee (1d2-4) and 1 Bite +1 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Darkvision 60 ft., Scent, Possible Legacy
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 3, Dex 15, Con 12, Int 3, Wis 12, Cha 11
Skills: Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3, Swim +5
Feats: Weapon Finesse
Environment: Shipboard
Organization: Solitary
Challenge Rating: 1/3 (1 if it has a Legacy)
Treasure: None
Alignment: Usually Neutral
Advancement: 2-4 HD (Small)
Level Adjustment: ---

Marine cats are a longer lived breed of domestic cats that live primarily on board sailing vessels. Considered good luck by most sailors (particularly if they have Legacies), most captains would rather give up one of their men than the ship cats.

Pounce (Ex): If a Marine Cat charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Marine Cat must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): In a Grapple or with a successful Pounce the Marine Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Possible Legacy (Su): Roughly 10% of Marine Cats have a Legacy but show no deformities and do not require Cinnabryl. Apparently the Gods who cursed the lands favor cats... Usually the Legacy is either breathing water or a swim move or a similar aquatic Legacy.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Swim checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Marine Cats are pretty much like smarter housecats unless they have a legacy.

Bhu
2013-07-19, 12:03 AM
Kamatlan (Maztica)
Medium Magical Beast
Hit Dice: 5d10+10
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +5/+8
Attack: Claw +9 melee (1d3+3)
Full Attack: 2 Claws +9 melee (1d3+3) and 1 Bite +7 melee (1d8+1) and 4 Snakes +7 melee (1d4+1 plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 14, Cha 8
Skills: Balance +12, Climb +8, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6, Swim +11
Feats: Multiattack, Weapon Finesse
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

Kamatlan resemble large Jaguars with two snakes growing from each shoulder, and a rattle at the end of it's tail. They appeared in Maztica after the Night of Wailing, and unlike other felines lay eggs as opposed to giving live birth.

Poison (Ex): Injury, DC 14, Initial and Secondary Damage is 1d6 Con.

Skills: Kamatlan have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Swim checks. Kamatlan have a +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Kamatlan will attempt a surprise ambush, hoping to poison foes.



Kamadan (Maztica)
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d3+3)
Full Attack: 2 Claws +8 melee (1d3+3) and 1 Bite +6 melee (1d8+1) and 6 Snakes +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 16, Dex 19, Con 15, Int 6, Wis 14, Cha 8
Skills: Balance +12, Climb +7, Hide +8, Jump +12, Listen +5, Move Silently +8, Spot +5
Feats: Multiattack, Weapon Finesse
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ---

Kamadan are relatives of the Kamatlan, resembling Leopards with three snakes sprouting from each shoulder. They aren;t found in Maztica, but do appear elsewhere throughout Toril.

Breath Weapon (Su): The Kamadan can use it's Breath Weapon once every 3/day as a Standard Action, and it takes the form of a 20' cone of gas. Opponents in it's area of effect with 4 pr less Hit Dice must make a DC 14 Fortitude Save (Save DC is Constitution based) or fall asleep as per a Sleep spell for 4 minutes.

Skills: Kamadan have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Kamadan have a +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Kamadan attack from surprise with their breath weapon before charging into prey.

Bhu
2013-07-28, 02:51 PM
Caterwaul (Fiend Folio)
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4
Speed: 60 ft. (12 squares), Climb 30 ft.
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d4+3)
Full Attack: 2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rend, Screech, Haste
Special Qualities: Darkvision 60 ft., Partial Biped, Scent
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 18, Con 14, Int 6, Wis 12, Cha 8
Skills: Balance +12, Climb +12, Hide +8, Jump +11, Listen +4, Move Silently +8, Spot +4
Feats: Ability Focus (Screech), Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 5-10 HD (Medium)
Level Adjustment: ---

Caterwauls are short furred felines with yellow eyes and prehensile tails. Fur is usually midnight blue. Their faces are curiously elvish looking. Militantly solitary they only mingle when mating, and are very territorial. Once established they remain within 8 miles of it, terrorizing herds and people alike, and collecting shiny objects. It's tail isn't particularly strong but with training it can be used for simple tasks.

Pounce (Ex): If a Caterwaul charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Caterwaul must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rend (Ex): If the Caterwaul hits with both Claw attacks it Rends for an additional 2d4+4 damage.

Screech (Ex): As a Standard Action the Caterwaul can unleash an ear-piercing keening doing 1d8 Sonic damage to everything in 60' unless they make a DC 16 Fortitude Save (Save DC is Constitution based).

Haste (Sp: The Caterwaul may cast Haste at will as a Full Round Action. Caster Level is 7th.

Partial Biped (Ex): Caterwauls can walk on their hind legs, but their speed drops to 40.

Skills: Caterwauls have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Caterwauls have a +8 racial bonus on Balance and Climb checks. A Caterwaul can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat: Caterwauls usually hide and activate Haste when prey comes in range. They then open with a screech and charge in.


Cat, Elven
Tiny Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +3
Speed: 45 ft. (9 squares), Climb 25 ft.
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+-8
Attack: Claw +8 melee (1d2-3)
Full Attack: 2 Claws +8 melee (1d2-3) and 1 Bite +3 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-Like Abilities, Rake
Special Qualities: Dark Vision 60 ft., SR 17
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 15, Cha 16
Skills: Balance +11, Climb +9, Hide +15, Jump +11, Listen +4, Move Silently +7, Spot +4, Swim +2
Feats: Athletic, Weapon Finesse
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +2

Domestic cats raised by Elves have evolved or been magically uplifted into intelligent beings. Most speak Elven, as well of the language of their 'owner'. Given their intelligence and abilities keeping them as 'pets' is a tricky proposition.

Spell-Like Abilities (Sp): At will: Detect Thoughts

2/day: Reduce Animal, Reduce Person, Tree Shape

1/day: Animal Growth (self only, despite it being a Magical Beast), Telekinesis (can be used to Trip only) Caster Level is 9th.

Pounce (Ex): If an Elven Cat charges a foe, it can make a full attack, including two rake attacks

Rake (Ex): In a Grapple or with a successful Pounce the Elven Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Elven Cats rarely attack big folk. They generally use Tree Shape to hide, and Detect Thoughts to determine what intruders are up to. After that they can use Telekinesis to Trip them before scampering off, or Animal Growth if cornered and they have to fight.

Bhu
2013-07-31, 07:29 PM
Ebon Tiger (Mystara)
Large Magical Beast (Incorporeal)
Hit Dice: 6d10+18 (51 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Large, +3 Natural, +3 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 Claws +11 melee (1d6+6) and 1 Bite +9 melee (2d4+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blinding Bite
Special Qualities: Darkvision 60 ft., Separated from Nature, Shadow Invisibility, Out of Phase
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 22, Dex 16, Con 16, Int 2, Wis 14, Cha 7
Skills: Balance +8, Climb +8, Hide +7, Jump +8, Listen +10, Move Silently +11, Spot +10
Feats: Ability Focus (Blinding Bite), Improved Initiative, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

Ebon Tigers appear to be large tigers composed entirely of black flame. Their origin is uncertain, but given that Rakasta priests commonly use them as guardians they may be magical in origin.

Blinding Bite (Su): Ebon Tiger bites are poisonous. Injury, DC 18 (Save DC is Constitution based), Initial damage is Dazzled 1 Minute, Secondary damage is permanent Blindness.

Separated from Nature: Ebon Tigers do not require water or sleep, and can go (Constitution Modifier) months without eating before they risk starvation.

Shadow Invisibility (Ex): Ebon Tigers are invisible in complete darkness.

Out of Phase (Ex): Ebon Tigers co-exist on the Material and Ethereal Planes simultaneously. They are considered corporeal versus Ethereal or incorporeal beings and vice versa.

Skills: Ebon Tigers have a +8 racial bonus on Hide, Listen, Move Silently and Spot checks.

Combat: Ebon Tigers are pretty much like regular great cats, ambushing prey from hiding.

Bhu
2013-08-16, 09:42 PM
currently revising Kitty Magic

KITTY MAGIC SPELLS


+3 Cheeseburger
Conjuration (Creation)/Enchantment (Compulsion)
Level: Kitty 4, Sor/Wiz4
Components: V, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Effect: creates 1 Cheese Burger
Duration: 1 round/level (but see below)
Saving Throw: Willpower negates
Spell Resistance: No

"Dude...I am sooooooo hungry..."

This spell summons a meaty, delicious cheeseburger anywhere within the spells range (usually in front of a lone guard while being cast from hiding) for the duration listed above (unless it is eaten earlier). Anyone seeing the burger must make a Willpower Save (Save DC is +3) or eat the burger (eating the burger is a Full Round Action). If he fails the Save and eats it, he is Dazed 1d3 rounds as it pummels his intestines (there is no Save against this secondary effect). If two or more see it and fail their Save they will squabble over it within the confines of their alignment

Focus is a miniature carving of a cheeseburger.



A Cat's Revenge
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cause one opponent within range to begin attempting to cough up a hairball. If he fails his Save, he is Nauseated for the duration of the spell plus 1d6 rounds, and Exhausted for 1d4 minutes afterwards. Material component is cat fur.



Aggressive Cat Is Aggressive
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"RAAAAAAAHHHHH!!!!"

You gain a +4 Enhancement Bonus to Attack and Damage rolls(including Grapple/Bull Rush/Trip checks), a +5 Enhancement Bonus to Fortitude Saving throws, and a +10 Competence Bonus on Intimidate checks. You also gain the Improved Grapple and Improved Unarmed Strike Feats, and +3d6 Skirmish (see Complete Adventurer page 12). Your Base Land speed increases by 10 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell). If your current form has no claws you gain a Claw Attack doing 1d3 plus Str Damage (2 claws on a Full Attack) if you are size class Medium. If you already have Claws, their damage increases by 1 step.



Basement Cat
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"souls. i eets them."

You gain a +4 Enhancement Bonus to Charisma, a +4 Profane Bonus to Armor Class, a +4 Profane Bonus to Willpower Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the ability to Teleport at will as a Supernatural ability from any one basement to any other basement, are surrounded by Darkness (as per the spell, except you can see through it) in a 10' Radius, and an evil minion (a Half Fiend Cheetah) for the duration of the spell. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is black cat fur.



Big Kitty
Transmutation
Level: Big Kitty 9, Kitty 9
Components: V, S, M
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Minute

"Ahem...meow."

You transform into a housecat that's as big as some huts. You are now Size Class Colossal (Long). You are now Space/Reach 30 ft./20 ft. You gain +32 Str, +4 Dex, +12 Con, +12 Natural Armor Bonus, Scent, and Low Light Vision. Similarly to Kitty Form you have a Primary Claw attack doing 3d6 plus Str modifier, and a Secondary Bite attack doing 4d6 plus half Str modifier (you get 2 Claws and a Bite with a Full Attack). You also have a -8 Size Penalty to Attack rolls, and AC. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. Base Land Speed becomes 60 ft, and you gain a Climb Speed of 60 ft. You also gain Damage Reduction 10/-.

You also gain the following abilities:

Improved Grab (Ex): When you successfully hit with your claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may establish a hold, and cn use your Rakes.

Rake (Ex): When you make a successful Grapple check or Pounce you gain two additional Rake attack (to hit and damage same as claw attacks).

Pounce (Ex): You may make a Full attack when Charging, including two Rake attacks.

Frightful Presence (Ex): When you attack or hiss all living creatures within 120' with less Hit Dice than yourself must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken 4d6 rounds. If the Save is successful they are immune to your Frightening Presence for 24 hours.

Material Component is a bit of Dire Tiger fur.



Cat Gravity
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

"Will someone PLEASE help me get this cat off me!"

Kitty mages cast this spell, and then find a persons lap to sit in or attempt to Pin someone in a Grapple). If they successfully Pin an opponent in a Grapple (or one is foolish enough to allow them to sit on their lap, at which point the cat is effectively Pinning them for purposes of this spell as they have allowed it to), their weight suddenly increases a hundredfold (well maybe not that much, but they're darn heavy). For the duration of the spell the caster gains an Enhancement Bonus equal to their Caster Level to all Grapple Checks for purposes of Pinning his opponent to the ground (which is a poetic way of saying he gains the Bonus to all offensive Grapple Checks).



Ceiling Cat
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"Ceiling Cat is watching you...well...you know."

You gain a +4 Sacred Bonus to Wisdom, a +4 Sacred Bonus to Armor Class, a +4 Sacred Bonus to Willpower Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the ability to Teleport at will as a Supernatural ability from any one ceiling/attic to any other ceiling/attic, the benefits of the Clairvoyance spell, and an eye laser attack (this is a ranged touch attack doing 3d6 fire damage with a range of 60'). You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is white cat fur.



Dander Blast
Evocation
Level: Dander 4, Kitty 4
Components: V, S. M
Casting Time: 1 Standard Action
Range: 60'
Area: Cone Shaped Burst
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

"Eat hot, burning allergy you bastids!"

You create a strong blast of air and fur that originates from your fingertips and moves in the direction you are facing.
As a stronger form of gust of wind, this spell automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns.
Large fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the wind.
Forest or grassland fires are too large to be extinguished by this spell. All creatures caught in the area are Sickened as long as they remain in the Area of Effect and for 5d10 rounds after. A successful Fortitude saving throw negates the gust's effects.
Those that fail the save are pushed away from the caster a distance of 3 feet per caster level.
Creatures that remain in the area past the first round must make an additional saving throw each round.
A Dander Blast can do anything a sudden blast of wind would be expected to do.
It can create a stinging spray of sand or dust, overturn tents
and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.
The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.


Dander Explosion
Evocation
Level: Dander 8, Kitty 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: 0'
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Fortitude Partial, see text
Spell Resistance: Yes

"FOOM"

There is an explosion of cat dander, centered on the hex you occupy. Everything in the Radius is Nauseated and Fatigued for 5d10 rounds if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 5d10 rounds. Vision is completely obscured (total concealment) in the area of the explosion of fur for the round of the spells casting, and the round afterwards. Anything in the area of effect must also make a Reflex Saving throw or be knocked prone as well. Material component is a hunk of cat fur from a large cat such as a lion or tiger.



Dander Tornado
Evocation
Level: Dander 9, Kitty 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone 10' Wide at base, 30' wide at top, and 30' tall
Duration: 1 round/ level (D)
Saving Throw: Reflex Partial, see text
Spell Resistance: Yes

"Git in tha root seller maw!"

You summon a tornado that's inundated with cat dander. This is identical to the spell Whirlwind with two exceptions. First, the area of the whirlwind provides total concealment for the duration of the spell, and completely obscures vision inside it's area of effect. Second, anything within the area of effect is Nauseated and Fatigued for as long as they remain within the Area of Effect plus 2d6 more rounds. if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 5d10 rounds. Material component is a hunk of Dire Tiger Fur.



Defensive Cat Is Defensive
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"You'll never catch me."

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the Mobility Feat, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51). Your Base Land speed increases by +30 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell).



Do Not Want
Enchantment (Mind-Affecting, Compulsion)
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Area of Effect: 20' Radius centered on you
Duration: 1 Round/level
Saving Throw: Will partial
Spell Resistance: Yes


You become incredibly intimidating for the duration of this spell. For anyone to approach closer than 20' to you they must make a Willpower Save. Otherwise they feel compelled to get as far away from you as possible for the duration of the spell. If they succeed in the Save, they are Shaken for the duration of the spell as long as they know you are nearby (i.e. can see or hear you).



Four LOLCats of the Apocalypse (aka BOOM!)
Evocation
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

Focus: A small mushroom carving.



Gimme A Break Here
Universal
Level: Begging 7, Kitty 7
Components: V, S, XP
Casting Time: 1 Standard Action
Range: See text
Target, Effect, or Area: See text
Duration: See Text
Saving Throw: None, see text
Spell Resistance: Yes

"AW COME ON!!"

You can occasionally beg a favor of the gods themselves when you're on hard times. This is in most ways identical to the Limited Wish spell, but you can only use it as a favor for yourself. For example you couldn't smite an enemy with a fireball, but you could escape with a Teleport. You can also request food, wealth, or shelter; or revealing the truth to people who have believed a falsehood about you. It's not offensive, it's a get out of trouble free card.



Happycat
Enchantment/Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"I can has cheeseburger?!?."

You gain a +4 Enhancement Bonus to Charisma, a +4 Deflection Bonus to Armor Class, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks. Anyone within 60' capable of seeing you must make a Willpower Save or be Fascinated for the duration of the spell. Victims who become Fascinated who are under the influence of any power or effect that causes them to suffer negative emotions (i.e. sadness, hate, etc) get a new Willpower Save to negate that effect. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is grey cat fur.



Hover Cat
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"Insert spookity Theremin music here."

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the Flyby Attack, Hover, and Improved Flyby Attack Feats (see Savage Species for the last one). For the duration of this spell you may Fly as per the spell of the same name, but with Perfect maneuverability. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Fly which is consumed by the casting of the spell).



I Has A Flavor
Enchantment
Level: Kitty 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level
Saving Throw: Willpower negates; see text
Spell Resistance: No

"OMG you taste like ice cream."

Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Willpower Save. It will spend it's action each round licking you and doing nothing else until the spell ends. If you attack it or cast another spell on it the spell ends. If it is attacked by someone other than yourself it can defend itself. If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out. Material component is a bit of food.



I See What You Did There
Divination [Mind-Affecting]
Level: Kitty 6, Sor/Wiz 6
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Concentration, up to 1 round level
Saving Throw: Will negates, see text
Spell Resistance: Yes

"Perhaps you'd like your wife to know about the incident with that underage Medusa last Wednesday Mr. Paddington"

You can learn bad things your opponent has done by staring intently at him. The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know. The second round you know the time and place it was committed. The third round you know who else was there, and what they were doing. The fourth round you pretty much have all the details you didn't already know. After that you can learn more embarrassing secrets if you wish.



It Was the Dog
Conjuration (Creation)/Enchantment
Level: Kitty 4, Mischief 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Effect: Cloud spreads in 20' Radius, 20' high
Duration: 1 round/level
Saving Throw: Fortitude partial, Willpower partial
Spell Resistance: No

"A silent but deadly cloud envelopes your enemies."

Choose 1 enemy within the spells range. A loud 'FRAAAAAAP' sound is heard emanating from him as a cloud of invisible gas is created centered on his hex. The invisible cloud is otherwise identical to the Stinking Cloud spell. Anyone in the cloud must also make a second Willpower Save, or believe that the being the spell is centered on is responsible for their problems for as long as they are Nauseated. Material component is a piece of rotting vegetation.



Longcat
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"How the hell does that cat keep reaching those cookies on the top shelf?"

For the duration of this spell your reach increases based on your caster level. At 5th level your Reach increases +5 ft. At 6th -10th level your Reach increases +10 ft. At 11th - 15th level your Reach increases to +15 ft. At Level 16+ your Reach is +20 ft. Focus is a small Longcat figurine.



Nappy Times
Enchantment (Mind-Affecting)
Level: Kitty 9, Nap 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 4o ft./level)
Area: one or more creatures within a 60' Radius burst
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes

"Quiet down out there!"

You know the mother of all Sleep spells. Every creature within the spells radius of effect must Save or become Unconscious for the duration of the spell. Creatures immune to sleep are not immune to this effect. Victims who are immune to Sleep effects are Stunned for 1d6 rounds instead. material component is a pinch of chamomile and kava kava herbs.



Nom Nom Nom
Necromancy
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

"WHY DO PEOPLE KEEP BITING ME?"

If this spell is cast on you all opponents who have a Bite attack as a Natural Weapon automatically threaten a critical every time they successfully hit with their bite. It may be removed by the same means as a Bestow Curse spell.



Pew Pew Pew
Evocation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 3 creatures, all of which must be within 30'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"lols"

You unleash 3 Rays of Force against one or more foes. The Rays are a Ranged Touch Attack, and do 5d6 damage, +1 damage per level (max of 5d6+15).



Serious Cat
Enchantment /Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"I are serious cat."

You gain a +4 Enhancement Bonus to Charisma, a +4 Deflection Bonus to Armor Class, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks. Anyone within 60' capable of seeing you must make a Willpower Save or lose any class abilities/spells/powers they currently have in use that rely on emotion (including morale bonuses). Examples would be Frenzy, Rage, or Wild Surge. They cannot use these abilities again until after the encounter is over. Anyone under the influence of any power or effect that causes them to suffer emotions forcibly (i.e. Rage, Crushing Despair, Fear, etc.) get a new Willpower Save to negate that effect. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is white cat fur.



Summon Feline I
Conjuration (Summoning, see text)
Level: Drd 1, Help! 1, Kitty 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Summoned Creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a Feline creature. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of it's ability. If you can communicate with the creature, you can direct it to attack a specific enemy, not attack, or perform some other action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance the Sea Cat can only be summoned in an Aquatic environment.

This spell summons 1 creature form the 1st level list on the Summon Felines table. You choose which kind of creature to summon, and can change it each time you cast the spell.

When you use the spell to summon spell to summon any creature with any alignment or elemental descriptors the spell is also of that type (for example summoning an Anarchic Lion the spell gains the Chaos descriptor.

Unlike Summon Monster which only summons extraplanar beings, and Summon Nature's Ally which only summons natural beings, this spell can do both (assuming they are feline).

Focus is a dingle ball.



Summon Feline II
Conjuration (Summoning, see text)
Level: Drd 2, Help! 2, Kitty 2, Rgr 2, Sor/Wiz 2
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 2nd level list, or 1d3 felines of the same kind from the 1st level list.



Summon Feline III
Conjuration (Summoning, see text)
Level: Drd 3, Help! 3, Kitty 3, Rgr 3, Sor/Wiz 3
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 3rd level list, 1d3 felines of the same kind from the 2nd level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline IV
Conjuration (Summoning, see text)
Level: Drd 4, Help! 4, Kitty 4, Rgr 4, Sor/Wiz 4
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 4th level list, 1d3 felines of the same kind from the 3rd level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline V
Conjuration (Summoning, see text)
Level: Drd 5, Help! 5, Kitty 5, Sor/Wiz 5
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 5th level list, 1d3 felines of the same kind from the 4th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VI
Conjuration (Summoning, see text)
Level: Drd 6, Help! 6, Kitty 6, Sor/Wiz 6
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 6th level list, 1d3 felines of the same kind from the 5th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VII
Conjuration (Summoning, see text)
Level: Drd 7, Help! 7, Kitty 7, Sor/Wiz 7
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 7th level list, 1d3 felines of the same kind from the 6th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline VIII
Conjuration (Summoning, see text)
Level: Drd 8, Help! 8, Kitty 8, Sor/Wiz 8
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 8th level list, 1d3 felines of the same kind from the 7th level list, or 1d4+1 felines of the same kind from a lower level list.



Summon Feline IX
Conjuration (Summoning, see text)
Level: Drd 9, Help! 9, Kitty 9, Sor/Wiz 9
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Feline I, except you may summon one feline from the 9th level list, 1d3 felines of the same kind from the 8th level list, or 1d4+1 felines of the same kind from a lower level list.

Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx), Crypt Cat, Jana-Qitat, Marine Cat, Sand Cat, Anarchic/Celestial/Fiendish Tressym
Summon Feline II (Vivacious Cat, Change Cat, Elven Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval)
Summon Feline III (Cath Shee, Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard), Luck Eater, Midnight Cat, Plains Cat
Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, FF Caterwaul, Jana-Nimr, Kamadan, Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther, Tagster)
Summon Feline V (Cantobele, Caterwaul, Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Kamatlan, Anarchic/Celestial/Fiendish Sea Cat, Snow Tiger, Axiomatic/Celestial/Fiendish Tiger, Tigone, Anarchic/Celestial/Fiendish Wemic)
Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul, Criosphinx, Ebon Tiger, Anarchic/Celestial/Fiendish Hieracosphinx, Kirre, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
Summon Feline VII (Ghirrash, Gynosphinx, Sabu Lord, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)
Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)

Monsters may be found in the following books:

Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther, Wemic: Monsters of Faerun
Smilodon: Frostburn
Lynx: Races of Faerun
Sea Tiger: Monster Manual 3
Crypt Cat, Midnight Cat, Plains Cat: Denizens of Dread
Tressym: Forgotten Realms Campaign Setting or Lost Empires of Faerun
All others are made by me or a contributor


The following are critters made by me:

Big Spookity Kitty
Tiny Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +14 melee (1d2+6)
Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
Feats: Anklebiter, Dodge, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
Challenge Rating: 3???
Treasure: Standard
Alignment: Always Neutral
Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
Level Adjustment: ----

"Aww, look at the lil kitties!!!"

Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.

Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple chack as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.


Little Spookity Kitty
Diminutive Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Claw +10 melee (4 pts)
Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
Feats: Anklebiter, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 2??
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: ----

"Awwwwww...look at the little teeny kitties.."

Little Spookity Kitties are Big Spookity Kitty kittens.

Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Pretty much just like the Big Spookity Kitties.




Dire Kitty
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
Skills: Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Run
Environment: Temperate Plains
Organization: Domesticated or Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"Are you sure we should be robbin' an old woman Abner? She might have cats. I hate cats. They always yowl and scratch me."

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss..."

"I'm sorry Abner I couldn't hear you over the sound of me ****tin' mah self. Could you repeat that?"


No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic. But they make darned excellent watchcats. Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.

Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.

Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).

Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check. In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better. They also have a +8 Racial Bonus to Balance and Jump Checks.

Combat: Dire Kitties fight in a manner common to regular housecats. They hiss until their opponent leaves. If that fails it's the usual pounce, grab, rakerakerakerake...



Good Kitty
Tiny Magical Beast
Hit Dice: 18d10+36 (135 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
Base Attack/Grapple: +18/+7
Attack: Claw +24 melee (1d2 -3)
Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Gaze Attack
Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 19-25 HD (Small)
Level Adjustment: ---

"Sassy is mama's good widdle piddy! Yes she is!"

Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

And woe be unto he who shall disrupt the catnip production.

Good Kitties speak common and any 2 other languages of the DM's choice.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility

3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

1/day: Dominate Person

Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away. If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.

Bhu
2013-08-26, 11:08 PM
The following are critters made by Debby!:



http://www.wsanford.com/~wsanford/exo/fogcat.jpg

Caterwaul
Small Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 feet (6 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
BAB/Grapple: 6/+4
Attack: Claw+10 melee (1d3+2)
Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caterwaul, rake (1d3+1)
Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
Saves: Fort +5, Will +3, Ref +8
Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
Environment: Nocturnal rural and urban areas
Organization: Solitary or Cluster (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: None
Level Adjustment: None

Fog comes on little cat feet Ė Carl Sandburg

Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog. A caterwaulís fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see. However, anyone who has heard a caterwaul never forgets its fearful sound.

A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.

They can speak Common but rarely choose to do so.

Combat

Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.

Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.

The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker canít use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Lore

A Knowledge (Arcana) check reveals the following information about caterwauls:

{table=head]DC | Result
16 |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.

21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.

26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame.

Plot Hooks


A single caterwaul has set up residence near a popular tavern and is scaring away patrons.

A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.

A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.




Summon Cat Swarm I
Conjuration (Summoning, see text)
Level: Drd 3, Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

Cat Swarm
Tiny Animal (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +6/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Improved Initiative, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---

"Bert...I think there's something wrong with these cats..."

Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).



Summon Cat Swarm II
Conjuration (Summoning, see text)
Level: Drd 5, Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Greater Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

Greater Cat Swarm
Tiny Animal (Swarm)
Hit Dice: 12d8 (54 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +11, Climb +7, Hide +15, Jump +11, Listen +8, Move Silently +12, Spot +8
Feats: Alertness, Dodge, Improved Initiative, Mobility, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---


"Maybe they just want the fish we caught Abner."

Cat Swarms are fairly unusual, but possible when food is scarce, and they are willing to band together to hunt in packs. Or summoned magically. Magic pretty much screws the rules of nature over. And cats seem attracted to magic somehow...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Cat swarms rely on sneaky ambush tactics to get prey (or to take down larger opponents of their magic using master).



Summon Cat Swarm III
Conjuration (Summoning, see text)
Level: Drd 7, Kitty 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Swarm of Cats
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This is identical to the Summon Feline spell, but instead of summoning one of the creatures from the list, you instead summon a Planar Cat Swarm (see below for the swarms stats). Material component is a fish or other piece of food that cats would find tasty.

Planar Cat Swarm
Tiny Magical Beast (Chaotic, Extraplanar, Swarm)
Hit Dice: 15d8+15 (82 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +11/-
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Whirling Frenzy
Special Qualities: Dark Vision 60', Scent, Half Damage from Slashing and Piercing Weapons, Swarm traits, DR 5/Magic, Energy Resistance 5 (Cold, Electricity, Fire)
Saves: Fort +10, Ref +13, Will +6
Abilities: Str 10, Dex 18, Con 12, Int 3, Wis 12, Cha 12
Skills: Balance +12, Climb +8, Hide +16, Jump +12, Listen +8, Knowledge (The Planes) -1, Move Silently +13, Spot +8
Feats: Alertness, Dodge, Endurance, Improved Initiative, Mobility, Run
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: None
Level Adjustment: ---

"Whut the hell? Hey Bert! They got cats in Limbo too."

Cat Swarms have somehow managed to infiltrate the highways and byways in between the Planes and have managed to make a sort of ecological niche as packs of kitties roam freely from Plane to Plane. needless to say long exposure to odd energies has made some significant changes to them...

Distraction (Ex): Any living creature beginning its turn in the swarms area must make a DC 18 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on spells within the area of the swarm must make a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Whirling Frenzy (Ex): Planar Cat Swarms are more adept at combat than others of their kind, and their Swarm attack does an extra =1d6 damage.

Skills: Cat Swarms have a +4 Racial Bonus on Climb, Hide, and Move Silently checks. They also have a +8 Racial Balance and Jump checks. Cats can use their Dex or Str bonus for Climb or Jump checks, whichever is better. Their Hide Bonus increases to +8 in areas of heavy undergrowth or tall grass.

Combat: Planar Cat Swarms are slightly more intelligent than regular cats, and fighting with them should be taken with more care than usual. They have been known to lead parties into ambushes to steal their food stores, or grms to trade for fishies (or whatever the hell passes of fishies in the Abyss). But they have also been known to save or help those who have been kind ot them, and are very loyal. They still remain temperamental and curious despite loyalty, so still expect some troubles from them. Can't expect tooo much peace and quiet when the kitties are around.



The Death Purr
Evocation (Sonic)
Level: Kitty 7, Purr 7
Components: V, S
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Concentration (maximum 1 round/2 levels)
Saving Throw: Fortitude negates
Spell Resistance: Yes

"puuuuuuuuuuuuuurrrrrrrrrrrrrrrrr"

This spell begins with you purring. This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect. Everything within 80' must make a Fortitude Save each round the spell is maintained, with the Save DC increasing by +1 cumulatively each round. When the first Save is failed living beings are knocked prone (or begin to fall from the sky if flying) and Dazed for 1 round. When the second Save is failed opponents are Stunned 1 round and take Sonic damage equal to your Caster Level. When the third Save is failed the opponents take 10d6 Sonic Damage and are Stunned 1 round. If a fourth Save is failed they are dead. Inanimate objects and nonliving beings within the area take 5d6 Sonic damage each round the spell is maintained. You may move the Area of Effect up to 30' per round.



This is Unacceptable
Evocation (Force)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force (hence why the Humans refer to this spell as "Force beam"). If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 50d6).

Focus: A small metal wand.



Velcro Cat
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"I stix."

You gain a +12 Enhancement Bonus to Grapple Checks, and a +8 Circumstance Bonus on Balance, Climb, and Sleight of Hand checks. You also gain the Improved Grapple and Improved Trip Feats, no longer take Size Penalties to Trip or Grapple Checks, and may use your Strength or Dexterity Modifier for Grapple Checks, whichever is greater. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a bottle of glue which is consumed by the casting of the spell).



War Kitteh
Transmutation
Level: Kitty 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

Upon casting this spell you assume the form of a War Kitteh! I.E. a really big housecat of firm and meanish demeanor. You gain the following changes:

+22 Str, +8 Dex, +14 Con

A Primary Claw Attack doing 2d6 +Str Modifier, and Secondary Bite Attack doing 2d8 + half Str Modifier. A Full Attack gets you 2 Claws and 1 Bite.

Base Land and Climb Speed of 50'

Natural Armor Bonus increases by +10, and you gain a +10 Luck Bonus to AC.

Low Light Vision, Dark Vision 120', Scent

Large Size Class

Improved Grab (Ex): When you succeed in making a Claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may Rake.

Pounce (Ex): When you charge you may still perform a Full Attack.

Rake (Ex): When you perform a Grapple or Charge you gain 2 Rake Attacks. Your attack rolls and Damage are the same as your claw attacks.

Spell Resistance equal to your Hit Dice plus your twice your Charisma Modifier.

+8 Enhancement Bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot checks.



You Has A Flavor Too
Transmutation
Level: Kitty 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Object touched
Duration: 10 Minutes/level
Saving Throw: Fortitude Negates (plus see text)
Spell Resistance: No

"OMG I taste like BBQ."

Your victim becomes particularly tasty for the duration of the spell. Should anything bite him they must make a Willpower Save, or decide to concentrate exclusively on him in combat as they simply must eat him. They will ignore other targets (but can still flee if doing so would put them in danger of death or capture). They also gain a +1 Morale Bonus on attack and damage rolls against him. Material component is a bit of tasty food.



You Make Kitty Scared
Enchantment [Mind-Affecting, Compulsion]
Level: Kitty 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. +5 ft./2 levels)
Area: 60' Spread
Duration: 1 Minute/level
Saving Throw: Will Negates
Spell Resistance: No

"Hep meeeeeeeeeee!"

This spell must be cast while in Kitty Form, or while you are being attacked/threatened/being targeted by a spell from an opponent at least 2 Size classes bigger than yourself. All beings in the area of effect must make a Willpower Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league. They will continue to attack even if you flee the area to "buy you time". Once they are at half or hit points or less they get another save to break out of the spell.



Detect Munchies
Shamelessly copied from Draco Dei with his permission
Divination
Level: Kitty 1, Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 60'
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level
You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
1st round: Presences or absence of food.
2nd round: Number clumps of food and tastiness of the one you like best.
3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it.
Tastiness levels:
{table][tr][td]Tastiness| Aura Strength
Spoiled| Dim
Unpalatable| Faint
Average| Moderate
Tasty |Strong
Gourmet| Extreme
4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
Note: Like all the other detect spells this one can penetrate barrier but has its limits. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them



Spell originally by Norr
Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: Kitty 9, Sor/Wiz9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close (25 ft + 5 ft/2 caster levels)
Target: One creature / 3 caster levels
Duration: Instantaneous (D)
Saving Throw: Will and Fortitude partial, see text
Spell Resistance: Yes

You are the cutest thing alive. All will fall before you.

You tap into the power of Kitty and briefly become an avatar of cuteness. Woe be to all on who you focus your fuzzy attention.
As you finish casting this spell all targets must make a Willpower save. Upon a failed save, a targetís skull asplodes from cuteness overload, releasing a spray of rainbows and butterflies. Upon a successful save, a target fails to grasp the universal force you represent, proving they donít appreciate you or cats in general. Such targets must make a Fortitude save or suffer 2 points of damage to its Intelligence, Wisdom and Charisma scores and be dazed for two rounds. A successful Fortitude save negates the ability damage and reduces the dazed duration to one round.

Focus: a small bell and a colored ribbon, which must be worn at the time of casting.
Spell originally by Norr



You will have noticed some of the spells under level list Kitty #. Some PrC's allow access to the Kitty Magic spell list which is as follows:

0: Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Sound, Know Direction, Purify Food and Drink, Mage Hand, Message, Naturewatch, Open/Close, Prestidigitation, Resistance, Silent Portal, Touch of Fatigue
1: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Munchies, Detect Secret Doors, Detect Snares and Pits, Detect Munchies, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, I Has a Flavor, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Summon Feline 1, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism, You Has a Flavor Too
2: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Portal Alarm, Protection from Arrows, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Summon Feline II, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind
3: A Cat's Revenge, Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Longcat, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Summon Cat Swarm I, Summon Feline III, Tremor Sense, Unluck
4: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, It Was the Dog, Know Vulnerabilities, Locate Creature, Nom Nom Nom, Scrying, Shout, Summon Feline IV, Superior Magic Fang
5: Aggressive Cat is Aggressive, Basement Cat, Ceiling Cat, Dander Blast, Defensive Cat is Defensive, Dominate Person, Do Not Want, Feeblemind, Find the Path, Happy Cat, Hold Monster, Mass Eagle's Splendor, Mordenkainen's Private Sanctum, Nightstalkers Transformation, Passwall, Pew Pew Pew, Rary's Telepathic Bond, Sending, Serious Cat, Shadow Form, Summon Cat Swarm II, Summon Feline V, Symbol of Sleep, Teleport
6: Analyze Dweomer, Aura of Terror, Bite of the Were Tiger, Hide the Path, Imperious Glare, Interplanar Telepathic Bond, I See What You Did There, Legend Lore, Mass Cat's Grace, Mass Suggestion, Mislead, Phantasmal Disorientation, Probe Thoughts, Shadow Walk, Summon Feline VI, True Seeing, You Make Kitty Scared!
7: Cat Gravity, Cloudwalkers, Evil Glare, Gimme A Break Here!, Greater Arcane Sight, Greater Scrying, Greater Teleport, Hide from Dragons, Hiss of Sleep, Phase Door, Plane Shift, Shifting Paths, Summon Cat Swarm III, Summon Feline VII, The Death Purr, Vision
8: Dander Explosion, Demand, Discern Location, Fierce Pride of the Beastlands, Greater Shout, Lion's Roar, Mind Blank, Moment of Prescience, Otto's Irresistible Dance, Summon Feline VIII
9: Astral Projection, Big Kitty, Dander Tornado, Death by Overcuteness, Etherealness, Foresight, Four LOLCats of the Apocalypse, Nappy Times, Nature's Avatar, Programmed Amnesia, Summon Feline IX, This is Unacceptable, War Kitteh



EPIC KITTY MAGIC SPELLS

Spells from the Epic Handbook included among Kitty Magic are: Enlsave, Eternal Freedom, and Let Go of Me.

Beehold Da Ninjaz!
Transmutation
Spellcraft DC: 79
Components: V, S
Casting Time: 1 Minute
Range: 0 ft.
Area: 160'
Duration: 20 hours
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes
To Develop: 711,000 GP; 14 days; 28,440 xp. Seed: Fortify. Factors: Change Touch to 160' Area (+28 DC), Raise Bonus to +4 (+6 DC), Gives Bonus to multiple categories (+16 DC), +3d6 Sneak Attack (+6 DC), grants extra Feat (+2 DC), gives Evasion ability (+4 DC).

All feline (or partly feline) Allies within the spells Area of Effect gain a +4 Enhancement Bonus to Dexterity, Armor Class, Reflex Saving Throws, and the following Skill Checks: Spot, Listen, Hide, and Move Silently. They also gain +3d6 Sneak Attack, the Weapon Finesse Feat, and the Evasion ability (see PHB page 50).



Carpet Is My Secret Weapon
Evocation (Electricity)
Spellcraft DC: 89
Components: S
Casting Time: 1 Free Action
Range: Touch
Area: 5' Radius
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
To Develop: 801,000 GP; 16 days; 32,040 xp. Seed: Energy. Factors: +20d6 (+40 DC), No Verbal Component (+2 DC), Quickened (+28 DC)

Scuffing your feet builds up a hell of a static charge, doing 30d6 electrical damage.



Catnarok
Transmutation
Spellcraft DC: 81
Components: V, S
Casting Time: 1 minute
Range: 12,000 ft.
Area: 160' Radius
Duration: 16 rounds
Saving Throw: Fortitude Half
Spell Resistance: Yes
To Develop: 729,000 GP; 15 days; 29,160 xp. Seed: Destroy. Factors: +10d6 damage (+20 DC), increased duration (+8 DC), change target to 160' Radius Area (+24 DC).

When you cast this spell tow gigantic, indistinct catlike figures (one white, one black) appear above the battleground and begin fighting one another. Anything in the 160' Radius area they appear over takes 30d6 untyped damage. If any targets are reduced to -10 hp (or 0 hp in the case of Constructs, Undead, objects, etc.) they are disintegrated.



Caturday
Conjuration (Healing)
Spellcraft DC: 76
Components: V, S, DF
Casting Time: 1 Minute
Range: 300 ft.
Area: 2560' Area
Duration: Permanent
Saving Throw: No
Spell Resistance: Yes (harmless)
To Develop: 594,000 GP; 12 days; 23,760 xp. Seed: Life. Factors: Type Change (+5 DC), Change Target to 2,560' Area with 300' Range (+44DC).

When this spell is cast all feline Animals or feline/partly feline beings of any other creature Type with an intelligence of 3 or less become Awakened as per the Awaken spell.



Ceiling Cat Makes His Glorious Appearance in Da Sky!
Illusion (Figment)
Spellcraft DC: 51
Components: V, S
Casting Time: 1 Minute
Range: 12,000 ft.
Area: Up to twenty 30 ft. cubes
Duration: 20 Minutes
Saving Throw: Willpower negates
Spell Resistance: Yes
To Develop: 459,000 GP; 9 days; 18,360 xp. Seeds: Afflict, Delude. Factors: Affects all sense (+10 DC), Scripted (+9 DC), Increase Penalty to -10 (+16 DC)

A great catlike being appears in the clouds staring down at the poor mortals, causing all in the Area of Effect to take a -10 Morale penalty to all attack rolls, checks, and Saving throws.



Epic Cheezeburger
Enchantment (Compulsion, Mind-Affecting)
Spellcraft DC: 57
Components: V, S
Casting Time: 1 Minute
Range: 300'
Area: 160'
Duration: 20 hours or until completed
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop: 513,000 GP; 10 days; 20,520 xp. Seed: Compel. Factors: Can ask the unreasonable (+10 DC), x4 Range (+4 DC), Change Target to 160' Area Radius (+24 DC)

You summon what appears to be an extra special nifty Cheezeburger that all opponents within the Area of Effect will kill to possess, even fighting their own friends and family. Once someone grabs the Cheezeburger, the spell ends, and it disappears.



Invisible Something
Illusion (Glamer)
Spellcraft DC: 55
Components: V, S
Casting Time: 1 Free Action
Range: Personal or Touch
Target: Yourself or any creature/object up to 2000 pounds
Duration: 200 minutes or until expended (D)
Saving Throw: None, or Will negates (Harmless, Object)
Spell Resistance: No or Yes (Harmless, Object)
To Develop: 495,000 GP; 10 days; 19,800 xp. Seed: Conceal. Factors: Isn't ended if you attack (+4 DC), Blocks Divination spells (+6 DC), Quickened (+28 DC),

You may turn yourself or another creature/object invisible. Perfect for Invisible Bikes, Sandwiches, and assorted weaponry.



Iz it can be vengence tiem?
Necromancy (Death)
Spellcraft DC: 99
Components: V, S
Casting Time: 1 Minute
Range: 300 ft.
Area: 160'
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes
To Develop: 891,000 GP; 18 days; 35,640 xp. Seed: Slay. Factors: Change Target to 160' Area (+24 DC), Affects up to 160 HD (+8 DC), +10 to DC of Subject's Save (+20 DC), +10 on caster level check to overcome Target's Spell Resistance (+20)

You call forth the paw of the Great Kitteh in da Sky, which crushes all your Enemies in the Area of Effect if they fail their Saving Throw (or does 3d6+20 damage if they succeed).



Mawm?
Conjuration (Healing)
Spellcraft DC: 33
Components: V, S
Casting Time: 1 Minute
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless
To Develop: 297,000 GP; 6 days; 11,880 xp. Seed: Heal. Factors: Heals Permanent Ability Damage (+6 DC), restores negative levels (+2 DC),

The Mother of All Kitties appears and gives you a brief supporting hug, removing all disease, blindness, deafness, hit point damage, ability damage, negative levels gained within the last 20 weeks, and leaving bings healed by negative energy (i.e. Undead) with only 1d4 hp if they fail a Save.

Bhu
2013-09-10, 07:26 PM
OMG! They Killkenny!
Conjuration (Summoning)
Spellcraft DC: 86
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 2 Summoned Creatures
Duration: 20 Rounds (D)
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop: 774,000 GP; 15 days; 30,960 xp. Seed: Summon. Factors: Summon 2 CR 20 creatures (+72 DC)

With a clap of Thunder you summon two horrifying Kilkenny Cats (see below for stats). They appear where you designate, and attack immediately on your turn. If you can communicate with them you can direct them not to attack, to attack particular enemies, or perform other action. They act normally on the last round of the spell (which in their case means they're still probably attacking), and disappear at the end of their turn.

Kilkenny Cats
Medium Outsider
Hit Dice: 45d8+450 (653 hp)
Initiative: +13
Speed: 100 ft. (20 squares)
Armor Class: 38 (+13 Dexterity, +15 Natural), touch 23, flat-footed 25
Base Attack/Grapple: +45/+52
Attack: Claw +58 melee (1d6+7/18-20)
Full Attack: 2 Claws +58 melee (1d6+7/18-20) and 1 Bite +58 melee (1d6+3/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake, Augmented Criticals, Terrible Wounds
Special Qualities: Dark Vision 60', Low Light Vision, Scent, SR 30, Fast Healing 20, DR 20/Epic, Ferocity, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +34, Ref +37, Will +29
Abilities: Str 24, Dex 36, Con 30, Int 12, Wis 20, Cha 20
Skills: Balance +61, Hide +61, Jump +61, Listen +53, Move Silently +61, Search +49, Spot +53, Survival +26, Tumble +61
Feats: Cleave, Devastating Critical (Bite, Claw), Great Cleave, Improved Critical (Bite, Claw), Improved Multiattack, Multiattack, Overwhelming Critical (Bite, Claw), Power Attack, Power Critical (Bite, Claw), Weapon Finesse, Weapon Focus (Bite, Claw)
Environment: Any
Organization: Solitary, or Pair
Challenge Rating: 20
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 46+ HD (Medium)
Level Adjustment: ---

"Look Bert, it's two cats fighting it out. My money is on the black one."

"Abner...cats don't get that big...I think we'd best leave..."

Kilkenny Cats appear to be exceptionally large and unhealthily tough housecats. They love to fight, and it's probably best to give them a wide berth. After all they may put aside fighting each other to fight you...
Killkenny Cats understand Common and Cat, but will only respond in Cat.

Improved Grab (Ex): If the Kilkenny Cat hits successfully with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rake the next round.

Pounce (Ex): The Kilkenny Cat can make a Full Attack at the endof a charge, including Rake Attacks.

Rake (Ex): The Kilkenny Cats have 2 extra Rake attacks during a Grapple or Pounce. To hit rolls and damage are the same as their Claw attacks.

Augmented Criticals (Ex): The Killkenny Cats Natural Attacks threaten a critical on a roll of 18-20 (this includes the Bonus they get for the Improved Critical Feat). Killkenny Cats may critically hit creatures that are normally immune to critical hits due to Type, such as Undead.

Terrible Wounds (Ex): Wounds inflicted by Kilkenny Cats are terrible, ripping out chunks of the enemy and causing spectacular blood loss. Any round a Kilkenny Cat successfully hits an enemy with it's claws or bite, the opponent suffers a cumulative -1 penalty to attack and damage rolls. In other words if he gets hit he's at -1, if he gets hit again the next round he's at -2, etc.

Ferocity (Ex): Kilkenny Cats may fight without penalty, even when disabled or dying.

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

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

Evasion (Ex): Identical to the ability listed on page 50 of the PHB.

Improved Evasion (Ex): Identical to the ability listed on page 51 of the PHB.

Skills: Kilkenny Cats may use their Strength or Dexterity Modifier for Jump Checks.

Combat: The Killkenny Cats normally spar with one another incessantly. They'll bicker over anything. Against most opponents they usually charge and rake or grapple and rake. That seems to work pretty well for them so they haven't realy thought of tactics much more complicated (though it's assumed they can if the need arises).



Pwnd
Enchantment (Compulsion, Fear, Mind-Affecting)
Spellcraft DC: 70
Components: V, S
Casting Time: 1 Action
Range: 300 ft.
Target: One living creature
Duration: 5120 minutes
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop: 630,000 GP; 13 days; 25,200 xp. Seed: Afflict. Factors: Increase Duration to 5120 minutes (+32 DC), -12 Penalty (+20 DC), Target loses sight and hearing (+4 DC)

A giant litterbox falls from the sky smashing one opponent and covering him in unmentionables, and granting him a -12 Morale Penalty to attack rolls, checks, and saving throws if he fails his Will save (as well as making him deaf and blind) for the duration of the spell.



Mr. Schrodinger You Are Now My _____
Transmutation (Teleportation)
Spellcraft DC: 53
Components: V, S
Casting Time: 1 Free Action
Range: Touch
Target: Yourself and other touched creatures/objects weighing up to 1000 lbs.
Duration: Instantaneous
Saving Throw: None or Will Negates (see text)
Spell Resistance: No or Yes (Will negates)
To Develop: 477,000 GP; 10 days; 19,080 xp. Seed: Transport. Factors:Allows Interplanar Travel (+4 DC), teleports unwilling creatures (+4 DC), Quickened (+28 DC)

With a touch you may teleport yourself or another creature/object of the appropriate weight (if they fail a save) anywhere in the world, or even to the Astral Plane.



Kitty Domains



Purr Domain
Granted Power: Spells you cast that have a Radius area of effect (and have the Sonic descriptor or are Domain spells) are increased +5 ft. For example if the spell normally affects a 20' radius it now effects a 25' radius.
1:Insidious Rhythm
2:Dissonant Chant
3:Tremor
4:Battle Hymn?
5:Resonating Agony
6:Sympathetic Vibration
7:The Death Purr*
8:Earthquake
9:Implosion


Dander Domain
Granted Power: The Difficulty Class for Saving Throws against your Domain spells is +2.
1:Wall of Dander (Smoke)
2:Cloud of Bewilderment
3:Prickling Torment
4:Whelm, Mass
5:Dander Blast*
6:Overwhelm
7:Choking Dander (Cobwebs)
8:Dander Explosion*
9:Dander Tornado*


Mischief Domain
Granted Power: Add Bluff, Hide, and Move Silently to your Class Skill list.
1:You Has A Flavor Too*
2:Baleful Transposition
3:A Cat's Revenge*
4:It Was the Dog
5:Phantasmal Thief
6:Mislead
7:Gimme A Break Here
8:Otto's Irresistible Dance
9:Time Stop


Big Kitty Domain
Granted Power: You gain the Powerful Build ability described on page 12 of the Expanded Psionics Handbook.
1:Divine Favor
2:Bulls Strength
3:Longcat*
4:Divine Power
5:Bite of the Weretiger
6:Tenser's Transformation
7:Giant Size
8:Leonal's Roar
9:Big Kitty*


Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Feline I*
2:Summon Feline II*
3:Summon Feline III*
4:Summon Feline IV*
5:Summon Feline V*
6:Summon Feline VI*
7:Summon Feline VII*
8: Summon Feline VIII*
9:Summon Feline !X*


Sneaky Sneakies Domain
Granted Power: Once per day you can automatically succeed on a Hide or Move Silently roll. You must choose before rolling your skill check to use this ability.
1:Disguise Self
2:Invisibility
3:Invisibility Sphere
4:Invisibility, Greater
5:False Vision
6:Mislead
7:Invisibility, Mass
8:Screen
9:Invisibility, Superior


Curiosity Domain
Granted Power: You may cast Divination Spells at +1 Caster Level.
1:Detect Secret Doors
2:Detect Thoughts
3:Clairaudience/Clairvoyance
4:Scrying
5:Ceiling Cat*
6:True Seeing
7:Scrying, Greater
8:Prying Eyes, Greater
9:Foresight


Begging Domain
Granted Power: You may add Bluff, Diplomacy, and Knowledge (Local) to your Class Skills.
1:Friendly Face
2:Entice Gift
3:Prayer
4:Minor Creation
5:Major Creation
6:Heroes Feast
7:Gimme A Break Here*
8:True Creation
9:Unbinding


Hissing Fury Domain
Granted Power:You are immune to Fear Effects.
1:Cause Fear
2:Scare
3:Evil Eye
4:Fear
5:Wail of Doom
6:Aura of Terror
7:Evil Glare
8:Shout, Greater
9:Power Meow Kill


Nap Domain
Granted Power:You are immune to Sleep effects.
1:Sleep
2:Daze Monster
3:Deep Slumber
4:Remove Fatigue
5:Symbol of Sleep
6:Endless SLumber
7:Hiss of Sleep
8:Power Meow Stun
9:Nappy Times*


Scamper Domain
Granted Power: You add Balance, Climb, Jump, and Tumble to your Class Skill List.
1:Expeditious Retreat
2:Spider Climb
3:Haste
4:Air Walk
5:Dimension Jumper
6:Primal Speed
7:Unicorn Heart
8:Celerity, Greater
9:Dimension Jumper, Greater


Catnip Domain
Granted Power:You gain a +2 Sacred (or Profane) Bonus against Illusion and Enchantment spells.
1:Distract
2:Delusions of Grandeur
3:Reality Blind
4:Nightmare Terrain
5:Mind Fog
6:Illusory Pit
7:Dream Sight
8:Maddening Whispers
9:Sublime Revelry


Cat Domain
Granted Power: Once per day you can automatically succeed at one Reflex Save.
1: Lightfoot
2: See Invisibility
3: Lion's Charge
4: Greater Invisibility
5: Shadow Form
6: Mass Suggestion
7: Greater Teleport
8: Sympathy
9: Death by Overcuteness


All Domain spells not in the PHB may be found here or in the Spell Compendium. Spells marked with * are new spells listed under Kitty Magic.


KITTEH GAWDS

{table=head]Deity|Alignment|Domains|
The Great Kitteh in Da Sky|Chaotic Good|Celestial, Glory, Good, Nobility, Sky|
The Bad Kitteh in Da Night|Chaotic Evil|Darkness, Domination, Evil, Kitty (Dragon) Below, Shadow, Wrath|
Outside Cat|Chaotic Good|Begging, City, Good, Sneaky Sneakies|
Mawm|Chaotic Good|Community, Family, Good, Healing, Truth|
The Mean Kitteh|Chaotic Evil|Dander, Destruction, Evil, Hissing Fury, Purr|
Itty Bitty|Chaotic Neutral|Curiosity, Help!, Mischief, Scamper|
Goober|Chaotic Neutral|Chaos, Luck, Mischief, Trickery|
The Alley Kat|Chaotic Neutral|Big Kitty, Courage, Retribution, Strength, War|
Housecat|Chaotic Neutral|Catnip, Charm, Nap, Protection|
Blue Eyes|Chaotic Evil|Death, Evil, Hissing Fury, Sneakie Sneakies|
Charmaine Pussyfoot|Chaotic Good|Celerity, Liberation, Trickery|
Mrrow|Neutral|Cat, Celerity, Charm, Trickery|

Bhu
2013-09-23, 07:51 PM
NEW KITTY MAGIC SPELLS


A Herd of Wildebeests Thunders Across the Plains of the Serengeti
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: 10 Minutes/Level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Any sound your victim makes is amplified so loudly that it can be heard for miles. If he fails his Saving Throw, he fails all Hide and Move Silently Checks for the Duration of the spell. Best cast in dungeons that have lots of wandering monsters attracted by sound. Listen rolls made within 30' of the victim take a -4 Penalty unless they are made to hear him in which case they gain a +30 Bonus.

Bug Bomb
Evocation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 30' Radius
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You unleash a burst of poisonous white chemical fog, causing anything in the Area of Effect to make a Fortitude Save to avoid being poisoned. For those who fail their Save initial and secondary damage is 2d4 Str, unless they are Vermin or have the Swarm Subtype in which case the damage is 2d4 Constitution.


Cataclysm
Transmutation (Water)
Level: Kitty 9, Sor/Wiz 9, Druid 9
Components: V, S, XP
Casting Time: 10 Minutes (see text)
Range: 1 Mile/Level
Area: 1 Mile/Level Radius centered on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

Cataclysm takes 10 minutes to cast, and another 10 minutes to take effect. After that for the duration of the spell the winds in the area of effect increase to Moderate (11+ MPH, see DMG) and there is 1d8 inches of rain per day. Ostensibly this has no immediate effect, but very soon it causes massive flooding. Costs 100 xp.

Catalepsy
Transmutation
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/Level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The victim goes rigid and cannot move, and can be posed to hold any position. This is identical to Hold Monster except the Paralysis lasts until the end of the spell without the victim getting a save each round to shake it off. Focus is an iron rod.

Catamount
Conjuration (Calling)
Level: Kitty 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 Minute
Range: 150 ft.
Effect: One mount
Duration: 1 week
Saving Throw: None
Spell Resistance: No

You summon a Swamplight Lynx (see MMII) to serve as a mount for 1 week. If it ever gets more than 150' from you it leaves.

Cataplexy
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/Level
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes

The victim becomes extremely weak and his speech and vision are impaired. If he fails the Save he is Dazzled and takes a -4 Penalty to Strength for the duration of the spell in addition to falling prone and dropping any items he is holding. If the Save is successful he falls prone and drops whatever he is holding and is considered Dazzled for 1 round. In both cases he cannot cast spells with Verbal components during the duration of being Dazzled.

Catapult
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

Your victim is flung into the air 30 feet plus 10 feet per caster Level, and takes subsequent falling damage when he comes back down. If he encounters an object on the way up he takes 1d6 damage per 10 feet he did travel, and then takes falling damage as normal on the way back down.

Cataract
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One corporeal Creature
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Your victim suddenly goes blind while being hit with several hundred pounds of water. If he fails his Save he is permanently blinded. Whether or not he fails the Save he is struck by water falling from the sky which knocks him prone and does 1d6 damage per caster level (maximum 10d6).


Cat Burglaring
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level (D)

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Balance, Climb, Disable Device, and Open Lock checks. You also gain the Trapfinding, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51). You gain a Climb Speed equal to your Land speed, and can always Take 10 on a Climb Check. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell).

Catcall
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20' Area centered on the primary target
Duration: 1 round/Level
Saving Throw: Willpower negates
Spell Resistance: Yes

As you jeer your primary target, anyone within the area of this spells effect must make a Willpower Save of their attitude towards him turns Hostile for the duration of the spell. If the primary target fails his Save, he does not become Hostile towards himself, but does take a -8 Penalty to Bluff and Diplomacy rolls against other victims of the spell for it's duration.

Catfight
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two beings, who must be no further than 30' apart
Duration: 1 round/Level
Saving Throw: Willpower negates
Spell Resistance: Yes

By yelling the mystical word "CATFIGHT!" you cause two being to make a Willpower Save. Whichever of them fails the Save sees the other one as their mortal enemy. It's best if they both fail, but even if only one fails it will still pursue the other to the exclusion of all else. They will do their best to ignore everything else and attempt to get into melee combat with one another for the duration of the spell. Cat Burglars like to pretend it only works on females, but it can target anyone.

Catnap
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: 1 round
Saving Throw: Willpower negates
Spell Resistance: Yes

Your opponent must make a Willpower Saving Throw or become Unconscious for 1 round.

Cat Scratch Fevah
Transmutation
Level: Kitty 1, Ranger 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 round/Level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

For the duration of the spell your claws are coated with a mild venom, and if they damage an opponent he must make a Fortitude Save to avoid being poisoned. Initial damage is a -1 to attacks, saves, ability checks, skill checks, and weapon damage rolls. Secondary damage increases the Penalty to -2. Penalties from the poison effect last 2d6 hours.

Catsplosion
Conjuration (Summoning)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Multiple Cat Swarms
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: No

"FOOM!"

This spell summons 2d4 Cat Swarms per round.

Catsuit
Illusion (Glamer)
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower disbelief
Spell Resistance: Yes

Any creature seeing your victim must make a Willpower Save or believe he is an appropriately sized cat. He can't even speak to them as all they hear are meows, and the illusion fools all five senses with a failed save. This lasts until Remove Curse or a similar spell is cast upon him, but once a being successfully Saves to disbelieve that individual no longer sees you as a cat.


Catwalk
Transmutation
Level: Kitty 2, Ranger 2
Components: S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This is identical to the Accelerated Movement spell (see Spell Compendium), except that you also gain a +4 Enhancement Bonus on Balance and Move Silently Checks.

Flea and Tick Spray
Evocation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: 60'
Area: Cone-Shaped Burst
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You unleash a burst of poisonous white chemical fog, causing anything in the Area of Effect to make a Fortitude Save to avoid being poisoned. For those who fail their Save initial and secondary damage is 2d4 Str, unless they are Vermin in which case the damage is 2d4 Constitution.

Foof Ninja
Transmutation
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell can choose one opponent per round as a Free Action. He gets an Enhancement Bonus on all rolls and a Deflection Bonus to AC equal to the difference in Size Class between himself and this opponent. For example if you are Tiny and your opponent is Large the Bonus is +3. If you are Fine and the opponent is Colossal the Bonus is +8. If all your opponents are the same size class or smaller as yourself, I would suggest you cast a different spell.

Greater Jagged Tooth
Transmutation
Level: Druid 5, Kitty 5, Ranger 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature per 3 Caster Levels
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The critical threat range of all natural weapons doubles for the spells recipients.

Power Nap
Transmutation
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous (see text)

You cast this spell as you are laying down to sleep. You receive a full 8 hour's rest in 1 minute. You do not however recover spells cast in the last 8 hours or recover per day abilities.

Pussywillow
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level (D)

You gain a +4 Enhancement Bonus to Constitution, a +3 Luck Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Climb, Heal, Hide, and Survival checks. Your Type changes to Plant for the duration of the spell. You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items. Material component is a piece of Willow bark (which is consumed by the casting of the spell).

Slice and Dice
Transmutation
Level: Druid 5, Kitty 5, Ranger 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature per 3 Caster Levels
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The damage of each of the recipients Natural Weapons increases by 1 die. For example if they have an attack doing 1d3+Str, it is now 2d3+Str. If it normally does 2d6+Str, it now does 3d6+Str, etc.

Walk With Purpose Kitty
Transmutation
Level: Kitty 2, Ranger 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level (D)

While this spell is in effect, you can move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check (this includes running or charging). Your movement is not impeded by difficult terrain, nor does it provoke Attacks of Opportunity.

NEW EPIC KITTY MAGIC SPELLS


Nuclear Catsplosion
Conjuration (Summoning)(Chaotic)
Spellcraft DC: 240
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect : 20 Planar Cat Swarms
Duration: 20 rounds (D)
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop: 216,000 GP, 4 days, 8640 XP

You Summon 1 Planar Cat Swarm each round for 20 rounds.



The Ultimate Cat-Fu Technique
Conjuration (Teleportation)
Spellcraft DC: 55
Components: V, S
Casting Time: 1 Round
Range: Personal
Target : Self
Duration: 20 rounds
Saving Throw: None
Spell Resistance: No
To Develop: 495,000 GP, 10 days, 19800 XP

This is identical to the Haste spell, except instead that when making a Full Attack Action you gain 4 extra attacks per weapon instead of 1.

Bhu
2013-09-28, 01:13 AM
It won't let me revise the posts here (maybe they're too old or something) but if you go here: http://www.minmaxboards.com/index.php?topic=1037.0

You can see the revised Cat Burglar Core Class. Now with EPic Material and Feats.

Bhu
2013-09-29, 05:25 PM
Additional revisements to core class have been made based on feedback over at minmaxboards. Anyone have thoughts on the core class?

Bhu
2013-10-02, 06:01 PM
Does anyone have any comments on the core class (particularly A Cats Prowess)? If not I'll be finishing up the Epic material.

Bhu
2013-10-08, 01:09 AM
Epic Cat Burglar

You are among the worlds most famous cats. Shrines are devoted to your magnificence. Well in your mind maybe..

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Enhanced Kitty Form: The Epic Cat Burglar gets a new Enhanced Kitty Form ability beginning at level 21 (and every 3 levels thereafter), and may now choose from the Epic Kitty Forms listed below.

Kitty Magic: The Epic Cat Burglar gets a new Kitty Magic ability beginning at level 22 (and every 3 levels thereafter), and may now choose from the Epic Kitty Magic listed below.

Burglaring: The Epic Cat Burglar gets a new Burglaring ability beginning at level 23 (and every 3 levels thereafter), and may now choose from the Epic Burglaring abilities listed below.

Bonus Feats: The Epic Cat Burglar gains a Bonus Feat every 5 levels higher than 20th


Epic Enhanced Kitty Forms

Cutest...Kitteh...Evar Form: (Prerequisites: Cute Kitty Form) While in Kitty Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect. Basically as long as the bitty kitty plays with the dingle ball they will watch. You may not use Cutest...Kitteh...Evar Form in combination with Ghost Cat, Grumpy Cat, Hairless Kitty, Mean Kitty, Non-Euclidean. or Sphynx Forms.

Epic Kitty Form: (Prerequisite: True Kitty) You gain +6 Charisma while in Kitty Form.

Epic Sabre-Toof: (Prerequisites: Sabre Toothed Kitty Form) If you successfully critical with a Bite attack while in Kitty Form, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Str Modifier) or die.

Floaty Kitty: Prerequisites: Winged Kitty Form) While in Kitty Form you have a Flight Speed equal to one and a half times your Land Speed with Perfect Maneuverability.

Fwuffy Dwagon: (Prerequisites: Dragon Kitty Form) You gain DR 20/Epic while in Kitty Form.

Grumpy Cat: (Mean Kitty Form) While in Kitty Form you gain Frightful Presence. Whenever you make an Attack while in Kitty Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds. You may not combine Grumpy Cat with Cute Kitty Form or Cutest...Kitteh...Evar Form.

Persian: (Prerequisite: Foofy Kitty Form) You gain the Cold Subtype. In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them. You may not use Persian with Hairless Kitty Form or Sphynx.

Pitty Kitty Form: (Prerequisite: Debbil Kitty Form) Twice per day a while in Kitty Form you can automatically summon 2 Lemures, Bone Devils, or Bearded Devils, or 1 Erinyes, Horned Devil, or Ice Devil. This ability is the equivalent of an 8th-level spell. You may not use Pitty Kitty Form with Angel Kitty Form or Solar Kitty Form.

Solar Kitty Form: (Prerequisite: Angel Kitty Form) While in Kitty Form you gain a +4 Sacred Bonus to all Saving Throws. You may not use Solar Kitty Form along with Black Cat Form, Debbil Kitty Form, Non-Euclidean Kitty Form, Pitty Kitty Form, Wicked Kitty Form.

Sphynx: (Prerequisite: Hairless Kitty Form) You gain the Fire Subtype. In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them. You may not use Sphynx with Foofy Kitty Form or Persian.

Wicked Kitty Form: (Prerequisite: Black Cat Form): While in Kitty Form you may cast any spell with the word 'Curse' in the title, and your opponent receives no Saving Throw. You must announce you are using this ability as you cast the spell, and may use it 3/day. Wicked Kitty Form cannot be used with Angel Kitty Form or Solar Kitty Form.

Epic Kitty Magic

Asmodeus Was Mah Daddy!: You may cast Unholy Aura 3/day.

Basement Cat's Gentle Reminder of Debt: You may cast Energy Drain 3/day.

Break the Rules: You may cast Invoke Magic 3/day (see Lords of Madness).

Epic Scamper Powers: You may cast Freedom 3/day.

Ghosty Kitteh: You may cast Ghostform 5/day (see Complete Arcane).

Glazed Stare Into Nothingness: You may cast Foresight 3/day.

I SAID These Are Not The Kitties You Are Looking For: You may cast Programmed Amnesia 3/day (see Complete Arcane).

Mawm's Watchful Gaze: You may cast End to Strife 3/day (see Book of Exalted Deeds).

Patron Deity of the Internet: You may cast Holy Aura 3/day.

Poopin' In Someone's Slippers: You may cast Unbinding 3/day (See Defender's of the Faith).


Epic Burglaring

Defensive Flinch: (Prerequisites: Defensive Roll) When using your Defensive Roll Ability you now take no damage with a successful Reflex Save. You are no longer limited in your use of Defensive Roll.

Epic Skill Mastery: (Prerequisites: Skill Mastery) You may now Take 20 with the skills you chose via Skill Mastery.

Improved Sneak Attack: (Prerequisites: Sneak Attack) Any time you successfully do damage with a Sneak Attack your Opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Dex Modifier) or be Stunned 1d4 rounds.

Infamous Opportunist: (Prerequisites: Opportunist, Sneak Attack) You now get your Sneak Attack Dice with successful Attacks of Opportunity (with an additional +2d6 Sneak Attack dice).

Lucky Bastard (Su) (Prerequisites: Improved Evasion) You now gain the benefits of Evasion while Helpless or sleeping.

Schrodinger's Trip (Su): As a Swift Action make a touch attack to trip an opponent of any Size Class within 60'. If the touch attack is successful you immediately get a Trip Attack against your opponent using your Cha Modifier instead of your Strength Modifier (with a +4 Circumstance Bonus). Your opponent does not get his Size Bonus to oppose this Check, and may not attempt to Trip you back if your attempt fails (nor do you provoke an Attack of Opportunity).

Bhu
2013-10-12, 05:29 PM
As I assume many of you will have no interest in epic material I will also open discussion on feats: http://www.minmaxboards.com/index.php?topic=1037.msg7160#msg7160

epic feats are here: http://www.minmaxboards.com/index.php?topic=1037.msg7161#msg7161

Bhu
2013-10-19, 04:37 PM
Kitty Feats have been revised and I await further feedback.

Also I added Intimidate as a class skill.

Bhu
2013-10-25, 06:06 PM
http://www.minmaxboards.com/index.php?topic=1039.msg197702#msg197702

I'm adding some new Kitty Magic spells if anyone wants a spell named after them. Dibs go to those who have helped first :smallwink:

DracoDei
2013-10-25, 07:31 PM
With the Kilkenny cats "Terrible Wounds" needs a way of getting rid of the penalty. Even "reduced by 1 for each full day that the character spends entirely at full hitpoints" would do if you want to make it pretty nasty. But I'm actually thinking that Heal or Regeneration should handle at least 1 point of it, if not all of it per casting.

Also, there is a difference of "and" vs "or" for Mr. Schrodinger You Are Now My _____ as to if you HAVE to go along for the ride, or CAN'T.

Bhu
2013-10-25, 08:02 PM
How about 'This penalty lasts until the wound is fully healed.'

Schrodinger was intentional. You may teleport one being, either yourself or someone else.

DracoDei
2013-10-25, 10:11 PM
How about 'This penalty lasts until the wound is fully healed.'
That works.

Schrodinger was intentional. You may teleport one being, either yourself or someone else.
That was one of the two possibilities I thought you might mean. But then you need to alter the following line:
Target: Yourself and other touched creatures/objects weighing up to 1000 lbs.

Bhu
2013-10-25, 11:28 PM
I peeked at the instructions for epic spells. It's yourself and up to 1000 lbs which can be other beings. I has fixed.

Bhu
2013-10-30, 10:11 PM
http://www.minmaxboards.com/index.php?topic=1039.msg197702#msg197702

some of you may notice your names in lights here *cough* debi, draco, norr, lix *cough*


may be more to come :smallwink:

DracoDei
2013-11-01, 01:55 AM
Thank you very much!

Is there any particular relationship between any of the persons and the spell effects?

Bhu
2013-11-01, 02:51 PM
Not really. I hadda batch of spells I wanted to do, and a group of people I wanted to say thank you by naming them after. I still gotta make one for Lixie.

Bhu
2013-11-08, 10:42 PM
Almost done.

Debi's Doofus Maker
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Standard Action
Area: 20' Area, centered on you
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a stupidification field that makes those around you dumber the closer they get to you. Any creature entering the spell's Area of Effect becomes dumber, taking an Int Penalty based on their distance form you. Opponents sharing your square or adjacent to you take an Int Penalty of -4. Opponents 10' out take an Int Penalty of -3, 15' out take -2 Int, and 20' out they take -1 Int. They are also known for making very obvious statements such as "OMG, you're a kitty!" Focus is a small cat statuette.

Doctor Kethrian's All Purpose Solution
Evocation (Fire, Chaos, Evil)
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Round
Range: Long (400 ft. + 40 ft./level)
Effect: One or more flamin' Debbil Kitties
Duration: 1 Min./Level
Saving Throw: Reflex for half damage
Spell Resistance: Yes

You create a swarm of energy that looks like little flaming little debbil kitties that hunt down your foes. Upon completion of the spell you summon a number of flaming debbil kitties equal to your Caster Level (maximum of 15). Each round the caster may direct one of the Debbil Kitties at a target as a Standard Action (debbil kitties not used before the spells duration expires disappear harmlessly). Once directed at a target the debbil kitty flies towards it unerringly and explodes doing 5d6 fire damage in a 10' area. If cast at night, or within areas of strong evil (such as the Area of Effect of a Desecrate or Evil Weather Spell) it does Vile damage instead.



Curse a La Chemus
Transmutation
Level: Kitty 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your curse renders your opponent vulnerable to catnip. If the victim fails his Save he experiences a surge of unexplained euphoria whenever he touches or accidentally ingests catnip, suffering a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for as long as he maintains contact (which he will not willingly break) with the evil weed, plus 1d6 rounds after (if he ingests it it lasts for 1d6 hours). Your victim will have to make a Willpower Save (same DC) to not roll about in catnip and suffer these ill effects if he finds some. This can be removed by Wish, Miracle, Remove Curse or any other spell that would remove Bestow Curse.

Draco's Night Time Shenanigans
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your curse causes effects similar to what cat 'owners' refer to as 'crazy hour', with a dash of scizophrenia thrown in. In most ways this works like the Confusion Spell if your victim fails his Save, with the exception of it only affecting a single target and some enhanced effects: 01-10: Attack caster with melee or ranged weapons (or close with caster if attack is not possible), with a -2 Penalty to the roll for not bothering to aim properly. 11-20: Act normally. 21-50: Stare fixedly into the nothingness, daring it to stare back. 51-70: Run in any random direction at top speed. 71-00: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self), with a -2 Penalty to the roll for not bothering to aim properly. Material component is a large nut.

Unca Maat's Fond Embrace
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature
Duration: Concentration
Saving Throw: Yes
Spell Resistance: No

Your spell causes your opponent to ignore everything in order to spend time cuddling you. The creature you touch must make a Saving Throw or spend it's rounds cuddling you so long as you maintain concentration, during which time it loses it's Dexterity Bonus to AC. If it is attacked or has another spell cast on it that isn't beneficial, it receives another Save to break the effect.

Ejo's Extemporaneous Enhancement
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: Self or 1 Creature Touched
Duration: 1 round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

For the duration of the spell, you (or a creature you touch) may use your Cat Powah Bonus in additional ways. When this spell is cast choose one of the following options to apply your Cat Powah Bonus to for the spells duration (at which point it switches back to what you already had it set to):

It may be used to increase the Save DC of a Class Ability

It may be used to increase the Bonus from a Class Ability

If you do not have the Cat Powah Class Ability you may instead gain 1 additional Daily Use of a Class Ability (which must be used before the spell expires), or if you have a Class Ability such as Eldritch Blast or Sneak Attack that provides damage dice you gain 1 extra die. Note that if you have the I Is Kitteh, Hear Me Roar Feat you still use your Charisma Modifier, not your Charisma Score). The Focus is a small cat statuette.

Norr's Nifty Rebuke
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Willpower Negates
Spell Resistance: Yes

You approach your victim and scritch behind his ears or under his chin (aka you make a melee touch attack) while muttering cutesy witticisms like "Whose Mama's widdle baby?" or "Whose got a furry little mustache?". If he fails his Save, one of two things generally happen. Roll a die. On an even result his will is crushed by the combined shame felt by pets everywhere after being exposed to their 'owners' affections, and he takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. On an odd result he flips out and screams gibberish ("THERE IS NO FURRY LITTLE MUSTACHE, THERE IS ONLY ZUUL!") and attacks everyone within reach. For the duration of the spell he is subject to Frenzy (see Complete Warrior), except that he refuses to attack the caster.

Veekie's Sage Advice
Divination
Level: Kitty 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: 1 round/Level

In most ways this is fairly similar to Divination with a few exceptions. The base chance for a correct divination is 75% + 1% per caster level, to a maximum of 95%, and you may aski 1 question per caster Level so long as it is not about the same subject. Focus is a small cat statuette.

Lix Lorn's Patented Cat Scan
Divination
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Willpower Negates
Spell Resistance: No

By casting this spell and then glancing at another creature you immediately learn the following: Any negative Status conditions it is suffering, the presence of any magical effects upon it (though not what those effects are), whether or not one of it's Attributes or Hit Points are below normal, it's Alignment, and which of it's Saving Throws is the lowest. Focus is a small cat statuette.

Sir Shadow's Sneaky Serf of Sneakinesses
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Target: Your Familiar
Duration: 1 hour/level
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)

This spell turns your Familiar into an exotic, somewhat unidentifiable Humanoid (well it looks Humanoid any way, it's Type doesn't change). This Humanoid acts as your servant, lackey, and if truly unlucky your token mook as well. It's changes are as follows:

Size and Type: Size increases to Medium, Type remains Unchanged.

Hit Dice: Unchanged.

Speed: Base land speed increases to 30 ft unless it's already 30 ft. or better.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: As the Familiar is now humanoid in shape and has hands it may now wield weapons.

Damage: Adjust the damage of the base creatures Natural Attacks due to size increase.

Special Attacks: Retains any Special Attacks of the base creature, and becomes proficient with any Weapons, Shields or Armor that can be used by it's master.

Special Qualities: Retains any Special Qualities of the base creature.

Saves: May need to be recalculated due to Ability changes.

Abilities: +8 Str if originally Tiny (+10 if Diminutive), +6 Con, -4 Dex if originally Tiny (-6 if Diminutive), +4 Int

Skills: Unchanged.

Feats: Unchanged.

Bhu
2013-11-16, 01:06 AM
http://www.kongregate.com/games/nerdook/cat-god-vs-sun-king
http://www.kongregate.com/games/nerdook/cat-god-vs-sun-king-2

A friend introduced me to these and asked if I'd do a quick Epic PrC based on them, so...

CAT GOD

"Woohoo! Burn, burn, burn!"

Long, long ago in the deserts of antiquity an Evil Priest known as the Sun King attempted to usurp the position of the Kitteh Gawds. His convoluted scheme involved building some temple to siphon off their power, and so become immortal. Needless to say the Gawds were not pleased, and they empowered one of their agents to be their representative on Earth: the very first Cat God. Since then, in times of need, those who have studied well the secret arts of catkind have been called upon to become representatives.

BECOMING A CAT GOD
Cat Burglars who have entered the Feral PrC, and are liked by the Kitteh Gawds can vie to become one of these.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Big Kitty Magic
Casting: Must be able to cast a 9th Level spell from the Kitty Magic Spell List as a Spell-Like Ability.
Skills: Knowledge (Arcane) 12 ranks, Knowledge (Religion) 6 ranks, Spellcraft 12 ranks
Feats: Jibba Jabba, Any 2 0f the following: Quicken Spell-Like Ability, Consecrate Spell-Like Ability, Empower Spell-Like Ability, Boost Spell-Like Ability, Maximize Spell-Like Ability, Heighten Spell-Like Ability, Corrupt Spell-Like Ability, or Spell-Like Ability Focus
Epic Feats: Any one of the Epic Feats listed below.


Class Skills
The Cat God's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d8
1. Celestial Overview, Deific Apotheosis
2. Plague of Fire, Deific Apotheosis
3. Plague of Vermin, Deific Apotheosis
4. Plague of Death, Deific Apotheosis
5. Unholy Weather, Deific Apotheosis
6. Sow Discord, Deific Apotheosis
7. Divine Curse, Deific Apotheosis
8. Plague of Sheep, Deific Apotheosis
9. Earthquake!, Deific Apotheosis
10. Ankh of Resurrection, Deific Apotheosis

Weapon Proficiencies: A Cat God gains no new Weapon or Armor proficiencies.

Celestial Overview (Ex): At 1st Level your Type changes to Outsider with the Native Subtype, and you gain a Fly Speed of 80 (Perfect). You also get Hover as a Bonus Feat.

Deific Apotheosis: At each Level of Cat God you gain one ability from the following list:

Divine Rank 0 (prerequisites Level 10)

Immortality: You do not need to eat, sleep or breathe and do not age. You are immune to aging and sleep effects.

Energy Resistance 10 to any 1 type (may be taken multiple times)

Spell Resistance 15 + CR

DR 10/Epic

Immunity to Mind-Affecting Effects

Immunity to Ability Drain and Damage and Energy Drain

Immunity to Petrification and Polymorph

Recalculate hit points to maximum hp per die


Plague of Fire (Sp): You may now cast the following at will as Spell-Like Abilities: Delayed Blast Fireball, Flame Strike, Meteor Swarm. When used this ability may not be used again for 7 rounds (in the case of Meteor Swarm), 5 rounds (in the case of Delayed Blast Fireball), or 3 rounds (in the case of Flame Strike).

Plague of Vermin (Sp): You may now cast the following at will as Spell-Like Abilities: Summon Monster IX. However instead of the usual effects you Summon 1 Purple Worm or Bloodfiend Locust Swarm (see Fiend Folio) per Level of Cat God. When used this ability may not be used again for 7 rounds.

Plague of Death (Sp): You may now cast the following at will as Spell-Like Abilities: Create Undead (creates one Mummy per Cat God Level instead of the usual effect), Plague of Undead, Summon Monster IX (Summons one Entropic Reaper with the Evolved Undead Template applied 8 times). When used this ability may not be used again for 7 rounds.

Unholy Weather (Sp): You may now cast the following at will as Spell-Like Abilities: Call Lightning Storm, Control Winds. When used this ability may not be used again for 3 rounds.

Sow Discord (Sp): You may now cast the following at will as Spell-Like Abilities: Symbol of Insanity (except that affected victims always attack the nearest creature). When used this ability may not be used again for 6 rounds.

Divine Curse (Sp): You may now cast the following at will as Spell-Like Abilities: Greater Bestow Curse (instead of the usual effects you may permanently Slow the victim as per the spell of the same name, or remove their ability to heal hit point or ability damage without magical aid). When used you may target one opponent per Cat God Level, all of which must be within at least 30' of one another. When used this ability may not be used again for 7 rounds.

Plague of Sheep (Sp): You may now cast the following at will as Spell-Like Abilities: Baleful Polymorph (Except that you change opponents into sheep, and they do not retain alignment, language or memories. They become a sheep in mind as well as body.). When used you may target one opponent per Cat God Level, all of which muct be within at least 30' of one another. When used this ability may not be used again for 7 rounds.

Earthquake! (Sp): You may now cast the following at will as Spell-Like Abilities: Earthquake. When used this ability may not be used again for 6 rounds.

Ankh of Resurrection (Su): A Contingency spell is permanently in effect on your person, and is activated when you fall to 0 or less hit points (it may only be used once per 24 hours). When the Contingency is activated you receive the benefits of a Heal spell. Also one opponent per Cat God Level within 30' must make a Willpower Save (Save DC is Charisma based) or be Teleported in a random direction as per the Teleport spell).

PLAYING A CAT GOD
You represent cat kind as a whole. The Gawds were too competitive to lend one of their priests to represent them all as a whole, and so you were chosen as you were a paragon of all that is Kitteh. Which oddly enough requires you to become a blunt instrument of destruction. Go figure...
Combat: You were sent to cleanse the world of false gods and their minions, and as such you have a variety of powers related to blowing stuff up or killing people. Which you try not to take too much glee in.
Advancement: You are gently prompted from a dozen of so directions by the entire Kitteh Pantheon as to how you may best represent them. Fortunately you can relieve stress by setting things on fire.
Resources: So long as it benefits the Kitteh Gawds you have carte blanche.

CAT GODS IN THE WORLD
"I'll be back!"
The enemies of the Church are legion, and so are their minions. Since much of their power is based off the number of accumulated minions, you spend your days plowing through said mooks like a hot knife through butter. You also kinda worry about how much you're beginning to enjoy it.
Daily Life: Much of your days are spent raining fire and locusts upon the evils of the world.
Notables:
Organizations: While they are generally lone agents the Cat Gods are members of the Church, and do have a not inconsiderable pull within it.

NPC Reaction
Cats love you. Other races are considerably less passionate, given your destructive tendencies.

CAT GODS IN THE GAME
DM's should consider well before allowing an agent of the Kitteh Gawds, who are whimsical and known for being troublesome and interfering, into his campaign.
Adaptation: This is definitely meant for goofy campaigns.
Encounters: Cat Gods will usually be encountered smiting the enemies of the Kitteh Gawds (or just cats in general).

Sample Encounter
EL 25: The PC's have been hired to protect a temple by some skeevy guy in a robe, only to arrive to find a glowing cat burning it to the ground and unleashing hordes of undead. So there goes another paycheck...


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

Lix Lorn
2013-11-16, 01:38 PM
Those are really fun games. My kongregate avatar is from them, iirc.

Bhu
2013-11-16, 02:00 PM
Hi Lix! Didja like yer cat spell?

Lix Lorn
2013-11-16, 02:28 PM
I diiid. ^^ (cuddles)

Bhu
2013-11-25, 06:58 PM
My apologies for the slowness in editing. I had a disability hearing last week, and I got diagnosed with possible kidney disease so things have been super busy.

Lix, if you're a fan of Nerdook's games you might wanna peek at this: http://www.kongregate.com/games/nerdook/dungeons-of-kong

Debihuman
2013-11-26, 08:49 AM
I have to say, although I'm not as active on this board as I used to be, this thread is still just as fun and funny as when I first saw it.

I hope everything goes well for you Bhu. Kidney disease sounds serious. I hope you have good doctors!

Debby

Bhu
2013-11-26, 09:10 PM
Thanks Debi! *hugs*

Did you like your spell?

Bhu
2013-11-30, 05:18 PM
Ye Cat God is done and up for review

Bhu
2013-12-08, 10:14 PM
http://www.kongregate.com/games/nerdook/deadly-neighbors-2?acomplete=deadly

And so I find myself inspired by Nerdook once again...

SAVAGE FERAL


"Ffffffftttttt.."

Much like the traditional Feral you decided to leave civilized life behind, you just dispensed with all that mysticism and nonsense about the secret lore of cats. You just decided to be an ass-kicker. Because quite frankly there's a lot of asses need kicking. Plus nice old ladies give you free salmon. Wherefore you are kind to them and assist where you can. You also look out for the less fortunate critters of the world.

BECOMING A SAVAGE FERAL
The appropriate levels in Cat Burglar will do.

ENTRY REQUIREMENTS
Cat Burglar: Must have attained at least 6th Level as a Cat Burglar.
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 ranks
Feats: At least 2 Kitty Feats, one of which must be Cattitude

Class Skills
The Savage Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Forever Kitty, Segue
2. +1 +0 +3 +0 A Cats Speed
3. +2 +1 +3 +1 A Cats Claws
4. +3 +1 +4 +1 A Cats Rage
5. +3 +1 +4 +1 A Cats Speed
6. +4 +2 +5 +2 A Cats Claws
7. +5 +2 +5 +2 A Cats Rage
8. +6 +2 +6 +2 A Cats Speed
9. +6 +3 +6 +3 A Cats Claws
10.+7 +3 +7 +3 A Cats Rage
11.+8 +3 +7 +3 A Cats Speed
12.+9 +4 +8 +4 A Cats Claws
13.+9 +4 +8 +4 A Cats Rage
14.+10 +4 +9 +4 A Cats Speed
15.+11 +5 +9 +5 A Cats Claws
16.+12 +5 +10 +5 A Cats Rage
17.+12 +5 +10 +5 A Cats Speed
18.+13 +6 +11 +6 A Cats Claws
19.+14 +6 +11 +6 A Cats Rage
20.+15 +6 +12 +6 Lord of the Kitties

Weapon Proficiencies: A Savage Feral gains no new Weapon or Armor Proficiencies.

Forever Kitty (Ex): Choose any 1 Kitty Form. You are now permanently stuck in that Kitty Form, and can no longer become human. You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat. Your Savage Feral Levels count as Cat Burglar levels for purposes of qualifying for Kitty Feats. Equipment and Magic Items must now be sized for your Kitty Form. You may cast spells if you have access to the right material components since you have learned to use the necessary Verbal and Somatic components as a cat. You now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals). For purposes of effects that would be detrimental to Cats/Animals, you are a Magical Beast. If knocked unconscious you no longer revert to human form if you are in Kitty Form.

Segue: When you become a Savage Feral, all your Cat Burglar Levels convert to Savage Feral Levels (it's possible you will need to recalculate skills).

A Cats Speed (Ex): At Levels 2, 5, 8, 11, 14, and 17 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

10' Step Whenever you can make a 5' Step you can move up to 10' instead.

15' Step (Prerequisite: 10' Step) Whenever you can make a 5' Step you can move up to 15' instead.

Sprinter Your base Land and Climb Speeds (if you have a Climb Speed) increase by +10'.

Cheetah Blood (Prerequisite: Sprinter) Your base Land Speed permanently doubles.

Flash Cat Steps (Prerequisite: Level 8+) As a Swift Action you may Teleport to the nearest Opponent within 100'. If possible you pop up either directly behind him or in a potential Flanking position. If not you simply Teleport to an adjacent square (or as close as you can get). This is a Supernatural Ability and can be used once every 5 rounds.

Woodland Stride This is identical to the Ranger Ability listed in the PHB.

Swift Tracker (Prerequisite: Woodland Stride) This is identical to the Ranger Ability listed in the PHB.

Uncanny Dodge This is identical to the Rogue Ability listed in the PHB.

Improved Uncanny Dodge (Prerequisite: Uncanny Dodge) This is identical to the Rogue Ability listed in the PHB.

Evasion This is identical to the Rogue Ability listed in the PHB.

Improved Evasion (Prerequisite: Evasion) This is identical to the Rogue Ability listed in the PHB.

The Quickness You gain a +4 Racial Bonus to Initiative Checks.

A Cats Claws (Ex): At Levels 3, 6, 9, 12, 15, and 18 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

Wounding When you attack an opponent with your Natural Weapons, there is a 50% chance that your opponent becomes Wounded and bleeds for extra damage. Wounded targets lose an additional 2 hit points per round for 5 rounds.

Improved Wounding (Prerequisites: Wounding) You now automatically cause your opponent to become Wounded if you successfully attack with your Natural Weapons.

Greater Wounding (Prerequisites: Improved Wounding) Wounded opponents now take damage for 10 rounds as opposed to 5.

Cull the Weak You do an additional +2d6 damage against Wounded targets.

Improved Culling (Prerequisites: Cull the Weak) You bonus damage against Wounded targets increase to +2d10.

Improved Critical The Critical Threat Range of your Natural Attacks increases by 1 (i.e. if you normally Threaten a Critical on a Natural 20, you now threaten one on a 19-20).

Greater Critical (Prerequisites: Improved Critical) The Critical Multiplier of your Natural Attacks increases by 1 (i.e. if a successful Critical normally does x2 damage it now does x3).

Maximum Critical (Prerequisites: Greater Critical) If you successfully confirm a Critical hit it does maximum damage, there is no need to roll.

Blood Festival (Prerequisites: 12th Level) As a Standard Action all opponents within 60' must make a Reflex Save (Save DC is Dexterity Based) or become Wounded. Opponents who are already Wounded take 2d6 damage instead. This is a Supernatural Ability and can be used once every 5 rounds.

Sneak Attack This is identical to the Rogue Ability listed in the PHB (you get 1d6 Sneak Attack). This may be taken multiple times, and increases +1d6 each time.

Skirmish This is identical to the Scout Ability listed in the Complete Adventurer (you get 1d6 Skirmish). This may be taken multiple times, and increases +1d6 each time. You do not gain a Skirmish Bonus to AC.

Born Hunter (Prerequisites: Sneak Attack or Skirmish) When you successfully perform a Critical you may add either your Skirmish or your Sneak Attack damage, choose which when you get this ability.

A Cats Rage (Ex): At Levels 4, 7, 10, 13, 16, and 19 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

Mage-Killer If you successfully attack an opponent with your Natural Weapons, who has (successfully or not) attacked you from range this round or the last, you do an additional +1d6 damage.

Improved Mage-Killer (Prerequisites: Mage-Killer) Your Bonus damage increases to +2d6.

Fwuffy Assassin (Prerequisites: Improved Mage-Killer) Your Bonus damage increases to +3d6.

Pounce You may perform a Full Attack at the end of a Charge.

Improved Pounce (Prerequisites: Pounce) If you successfully damage an opponent with your Charge Attack you gain an additional Move Action this turn (maximum of 1 extra Move Action).

Pounce Master (Prerequisites: Improved Pounce) When performing your Pounce (or performing a successful Grapple Check) ability you get 2 additional Rake attacks at your highest BAB (damage is the same as your Claws plus 1/2 Str Modifier.

Vengeful Fury (Prerequisites: Combat Reflexes) If one of your Allies dies, or is rendered Helpless, Unconscious, Disabled, or Staggered you get a free Attack of Opportunity against every adjacent Opponent.

Improved Vengeful Fury (Prerequisites: Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Dazed or Stunned as well.

Lord of Vengeance (Prerequisites: Improved Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Denied his Dexterity Bonus to AC.

Bloodthirsty If you successfully kill an Opponent you gain a +3 Morale Bonus to Damage rolls for the rest of the encounter.

Improved Bloodthirsty (Prerequisites: Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Attack Rolls.

Tower of Fury (Prerequisites: Improved Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Initiative Checks as well (this stacks with The Quickness).

Lord of the Kitties (Su): You may choose one ability from the following list:

Kitty Litter You may use Body Outside Body once per Encounter as a Supernatural Ability.

9 Lives When killed you immediately receive the benefits of a Resurrection as if one had been prepare with a Contingency spell. This Ability has 9 uses after which you must be revived by a Cleric like everyone else.

PLAYING A SAVAGE FERAL
Some Savage Ferals get into so much trouble they have to hide as a cat simply to survive. More likely though are those who burnout on living in a man's world and decide that they'd like a simpler life of catching food and beating down some occasional bad guys. You're pretty well built for that now.
Combat: Your class abilities allow for several different combat builds, though a favorite of Savage Ferals is Wounding and Cull the Weak. Cats just love to make opponents bleed. Their opponents thoughts on bleeding are somewhat more subdued in their anticipation.
Advancement: You can no longer afford powerful magic items, and in some ways are dependent on the mercies of others. Stealth will be necessary, as will a great deal of personal resourcefulness and quick thinking.
Resources: Ferals have little to no resources to draw upon but their own friends, assuming they have any. Some may live as a housecat, protecting a beloved person who believes themselves to be an owner. Most are feral wild cats, scratching out the barest of livings.

SAVAGE FERALS IN THE WORLD
"I don't understand why everyone is so terrified of poor Mr. Fussypants. He's always been a good kitty for his mee maw."
You live pretty much like any other cat. Mind you given your intelligence there are some exceptions. For example being able to understand speech you have an amazingly low tolerance for other peoples crap. Being not thought of as a person with rights anymore has also likely made you a fierce protector of the downtrodden.
Daily Life: "The local kids egged Mrs. Frisby's house today. They shall pay for it with blood, and possible resulting infection. So swears Mr. Fussypants!"
Notables:
Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you are a particularly mean and grumpy kitty. Probably because you scratch them. And poop in their slippers. And sometimes they wake up to you staring down at them with the word 'SOON' scratched into the wall behind you. A cat you may be but subtle you are not.

SAVAGE FERALS IN THE GAME
If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets. But then the same could be said of Cat Burglars in general.
Adaptation: This is an odd one. It has some possibilities for serious campaigns, but would play better in a silly one.
Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: Odd events have been occurring at a local village, and they seem obsessed with the idea that one Mrs. Frisby is some sort of witch, who is slowly destroying her enemies via her evil cat Familiar. As your party contains a Wizard you find the idea of using a Familiar as an instrument of destruction to stretch plausibility.


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 SAVAGE FERAL

Hit Die: d6
Skills Points at Each Level : 8 + int
A Cats Speed At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Step: (Prerequisite: 15' Step) When you would normally be able to make a 5' Step you can now move your full movement rate.

Epic Quickness (Prerequisite: The Quickness and Swift Tracker) Your Bonus to Initiative Checks increases to +8, and when tracking while moving at twice normal speed he takes no penalty.

Epic Dodge (Prerequisite: Improved Uncanny Dodge and Evasion) You may now use Uncanny Dodge and Evasion while immobilized or even unconscious.

Epic Flash (Prerequisites: Flash Cat Steps) When attacking an opponent the round you use your Flash Cat Steps ability, your attack is automatically confirmed as a Critical if it hits successfully.

A Cats Claws At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Wounding: (Prerequisites: Greater Wounding) Your opponents now take damage for the duration of the encounter.

Epic Critical (Prerequisites: Maximum Critical) Whenever you score a critical hit with your Natural Attacks, the target must make a Fortitude save (DC 10 + Ĺ your level + your Strength modifier) or die instantly. (Creatures immune to critical hits canít be affected by this power).

Epic Culling (Prerequisites: Improved Culling and 1d6 Sneak Attack) Your bonus damage against Wounded targets increase to +4d10.

Epic Blood Festival (Prerequisites: Blood Festival) When using your Blood Festival Ability the range is now 100', and individuals already Wounded take +5d6 damage.

A Cats Rage At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Assassin (Prerequisites: Fwuffy Assassin) Your Bonus damage increases to +6d6.

Epic Pounce (Prerequisites: Pounce Master) When performing a Pounce you gain 2 additional Claw attacks and 2 additional Rake attacks at your highest BAB.

Epic Vengeance (Prerequisites: Lord of Vengeance) You may now use your Vengeful Fury Ability if one of your Allies is dropped to half his hit points or less.

Epic Fury (Prerequisite: Tower of Fury) Your Bonus from Bloodthirsty now also applies to the Save DC of any of your Class Abilities.

Lord of the Kitties At Level 30 you get Epic Kitty Litter: When using your Kitty Litter ability you take no damage when your duplicates are killed.

Bonus Feats: The Epic Savage Feral gains a Bonus Feat every 5 levels higher than 20th

Cieyrin
2013-12-09, 08:26 PM
There's no difference between Improved Mage Killer and Fwuffy Assassin. Skirmish seems objectively better than Sneak Attack, since the damage increases at the same rate and is easier to get off, full round sneak attacks not withstanding.

DracoDei
2013-12-11, 02:04 PM
Wounding should probably specify how it stacks, and Cheetah Speed similarly would be clearer with a mention of if the doubling happens before or after the +10.

Debihuman
2013-12-13, 09:22 AM
Almost done.


Debi's Doofus Maker
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty x, Sor/Wiz x
Components: V, S, F
Casting Time: 1 Standard Action
Area: 20' Area, centered on you
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a stupidification field that makes those around you dumber the closer they get to you. Any creature entering the spell's Area of Effect becomes dumber, taking an Int Penalty based on their distance form you. Opponents sharing your square or adjacent to you take an Int Penalty of -4. Opponents 10' out take an Int Penalty of -3, 15' out take -2 Int, and 20' out they take -1 Int. They are also known for making very obvious statements such as "OMG, you're a kitty!" Focus is a small cat statuette.



Awww. Did you name this for me? I'm flattered!

Debby

Bhu
2013-12-14, 02:40 AM
I named spells after a couple of people :smallbiggrin:

Im hoping I didnt forget anyone but given my medical problems of late I prolly have

fixes for the savage feral up soon!

Bhu
2013-12-20, 11:57 PM
Savage Feral done and ready for review (except for the Epic Levels which I shall be editing in).

Bhu
2013-12-27, 07:20 PM
Savage Feral is done, the spells i posted a page or so back have been edited as well:

CATWITCH


"I will have vengeance for my people!"

Catwitches are generally awakened cats or magical felines who become Cat Burglars because they perceive humanity as abusers, manipulators and generally awful people who exploit and enslave their brethren. Years of anger have burned away much of their compassion and they now devote their lives to bringing down the Humanoid races in order to allow kitties to inherit the Earth. Unfortunately you can't go from being an Awakened animal to a position of power, which is where the Demon Lords come in. They generally enjoy Chaos and destruction and are willing to instruct mortals in exchange for souls and favors.

BECOMING A CATWITCH
You must be an arcane caster who has made peaceful contact with the Abyss.

ENTRY REQUIREMENTS
Race: Mows, Awakened Cat, or any other Feline race sharing the Mows Racial Substitution Levels
Class Abilities: Humanoid Form, must have a Cat Familiar
Spellcasting: Must be able to cast at least 2nd Level Spells from the Sorcerer or Favored Soul list.
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks
Feats: Evil Brand, any Metamagic Feat
Special: Must not be Good, and must have made a deal of some sort with the Abyss for power.


Class Skills
The Catwitches class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Here Comes the Boom! (+1 Save DC, +1d? damage), +1 Level of Arcane or Divine Spellcasting Class
2. +1 +0 +0 +3 Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
3. +1 +1 +1 +3 Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
4. +2 +1 +1 +4 Here Comes the Boom! (+2 Save DC, +2d? damage), +1 Level of Arcane or Divine Spellcasting Class
5. +2 +1 +1 +4 Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
6. +3 +2 +2 +5 Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
7. +3 +2 +2 +5 Here Comes the Boom! (+3 Save DC, +3d? damage), +1 Level of Arcane or Divine Spellcasting Class
8. +4 +2 +2 +6 Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
9. +4 +3 +3 +6 Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
10.+5 +3 +3 +7 Grimoire, +1 Level of Arcane or Divine Spellcasting Class

Weapon Proficiencies: A Catwitch gains no new Weapon or Armor Proficiencies.

Here Comes the Boom! (Su): At Level 1 the Save DC of spells you cast that do direct damage increases by +1, and they do an additional die of damage (this extra die does not count towards the spells damage cap). At Level 4 this increases to +2 and two additional dice of damage. At Level 7 this increases to +3 and three additional dice of damage.

Power Investiture (Su): Beginning at Level 2 you learn to make temporary magic items by imbuing a normal object with your magical power. They do not require gold or xp to craft the item, but they do require the prerequisite Craft Item Feat and spells. At 2nd Level you may temporarily create Potions, Magic Arms & Armor, Scrolls, and Wondrous Items (assuming you have the Feats). Making a Potion or scroll is a Standard Action, while any of the others takes 1 Minute. By making the item, you give up the ability to cast the spell required to make it until the item is used (in the case of one use items like Potions and Scrolls), or until the 24 hour time limit is up (in the case of other items). For items that don't require a spell (such as Enhancement Bonuses for Weapons and Armor) you give up one spell of your choice. The Spells Level must match the Bonus of the item (i.e. to create a +1 sword you give up a 1st Level Spell, to create a +2 sword you give up a 2nd Level Spell, etc.). So for example if you create a Scroll of Magic Missile, you can't cast Magic Missile again until someone uses that scroll. You may designate up to one Ally per point of Charisma Modifier as an 'owner'. These Allies do not need to make Use Magic Item Checks to use your temporary items.

At 5th Level you may make Potions and Scrolls as a Swift Action, and the other items as a Full Round Action. You may now also temporarily craft Rods as a 1 Minute Action.

At 8th Level You may create Armor, Weapons, and Wondrous Items as a Standard Action, and Rods as a Full Round Action. You may now temporarily craft Rings as a 1 Minute Action.

Diabolical Familiar (Su): Beginning at 3rd Level your Familiar's type changes to Outsider with the Chaotic and Evil Subtypes. At will it can change it's appearance from that of a cat to a Tiny catlike humanoid with hands. It's Charisma score increases to 10.

At 6th Level it's Natural Attacks become mildly toxic. Injury, Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d4 Dex. It also becomes Immune to Poison.

At 9th Level it gains DR 5/Cold Iron or Good, Fast Healing 2, and Fire Resistance 10.

Grimoire (Su): At 10th Level you gain a Spellbook containing 5 spells with either the Chaos or Evil descriptor, whose Level is no higher than the maximum you can cast (i.e. if you can cast a maximum of 6th Level spells they are any spell of 6th Level or less that have the appropriate decriptors). Once learned, these spells do not count towards the number of spells you can know.

PLAYING A CATWITCH
The humans have held your kind in enslavement for far too long. You will be the leader of the new revolution, a revolution that will leave the world in the paws of it's proper rulers: kitties.
Combat: Catwitches prefer to avoid combat for more subtle things, but if forced to participate they fight with gusto. They prefer spells that allow them to rain destruction upon large areas for just such emergencies.
Advancement: Your advancement depends a lot on whether or not you decide to keep walking down the path of darkness, or pull up short and reform. Some Catwitches devote themselves fully to their cause of the destruction of the Humanoid peoples, while some eventually learn to overcome their bigotry.
Resources: Catwitches sometimes form covens if possible, but usually they start off as loners with occasional aid from their Demonic patrons.

CATWITCHES IN THE WORLD
"She's a pretty one, but there's something off about her..."
Catwitches aren't usually the garrulous type as they have few people skills. Those who learn the arts of soft power are often quite successful compared to their more Anarchic sisters.
Daily Life: Much of your time is spent in magical study, errands for the Master, or plotting your next act of sedition.
Notables:
Organizations: Catwitches rarely rise above the level of a decent sized witches coven. Some rise to leadership of small Guilds of Awakened Cats, and a few truly Evil Catwitches become major powers in the service of a Demon Lord.

NPC Reaction
NPC cats may see you as a hero, or as simply misunderstood and fanatic. Humanoids are scared to death of you.

CATWITCHES IN THE GAME
This class assumes one of the party members is studying magic under the tutelage of Demons. Which should be an eye opener for the rest of the party once they find out...
Adaptation: This is meant for some pretty odd campaigns. It's meant more for dark humor, but could easily just be dark.
Encounters: Catwitches are encountered running Guilds of Awakened Cats that have devoted themselves to destroying the Humanoids they see as their oppressors.

Sample Encounter
EL 12: The PC's are enjoying a nice roast pheasant at a local tavern asa hard earned rest, when some crazy woman kicks open the door and screams "Death to the Humans!'. The pumpkin she throws before escaping blows the place all to hell after exploding. Sadly the pheasant is ruined, and rest must be forgotten until revenge has been achieved!


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 CATWITCH

Hit Die: d4
Skills Points at Each Level : 6 + int
Here Comes the Boom! The number of extra damage dice and Bonus to the Save DC of direct damage spells you cast increases by an additional 1 at Level 21 and every 3 Levels thereafter.
Bonus Feats: The Epic Catwitch gains a Bonus Feat every 4 levels higher than 20th

Bhu
2013-12-28, 05:48 PM
What races might everyone like to see Racial Substitution Levels for the Cat Burglar for?

Bhu
2014-01-13, 12:45 AM
Wel that was kind of a bummer...

Catwitch is done

THE FOUR

"Den teh lamb opened one of teh 7 bukkits and teh furst doodz say "Come and take lookz!"2 An behold der wuz white horse, wif a man sittin on it wif a bowz. An crown wuz given to him an he went out to take all cheezburgerz.

Den dat lamb opend nother bukkit and doodz say "Come"4 Den anuther ridin red horse come. He wuz allowed to takez all teh worldz cookiez and milkz, and send dem tu bedz eerly. Sum peeps mite die tu: an he can has great sword an stuffz.

He prozeded to opens nuther bukkit an big black horse come. Living doodz say "Come" an he balanced stuff in hiz handz.6 An den sum dood said "Sum stir fry for denarius! An denarius 4 cheezburger! Better not eated mah cheezs and bradz!

An i oppeneded nuther bukkit an 4th dood say "Come and lookz!"8 Lo behold a pale horsez with a dood sitin on it, his naym wuz Deaths, an liek Hadez an stuff followd himz. Him had enuf skillz to be in ur base killin lots ur doodz."

The Four LOLcats of the Apocalypse are so famous they even have a spell named after them. They are less entities and more of a position. When the Kitteh Gawds have been seriously offended, or there is a major danger to the cats of the world, the Gawds invest their power in four emissaries. Divine troubleshooters sent to claw trouble until it stops being trouble. And incidentally as a job perk they get to announce the end of the world.

BECOMING ONE OF THE FOUR
You have to be in pretty deep with the Kitteh Gawds and display startling amounts of efficiency and competency to be elected to this position.

ENTRY REQUIREMENTS (Plague)
Patron: The Bad Kitteh in Da Night or Outside Cat
Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy or Conjuration: Summoning schools)
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Move Silently 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
Alignment: Cannot be Good or Lawful

ENTRY REQUIREMENTS (Famine)
Patron: The Bad Kitteh in Da Night or Outside Cat
Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school)
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks, Survival 10 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
Alignment: Cannot be Good or Lawful

ENTRY REQUIREMENTS (War)
Patron: The Mean Kitteh or The Alley Kat
Class Abilities: Kitty Form and must be able to Initiate at least 5th Level Maneuvers
Skills: Intimidate 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Cheetah's Rage, Epic Fury, Epic Leopard's Rage, Epic Lion's Rage, Epic Mouser, Epic Tiger's Rage, Improved Combat Reflexes, Incite Rage, Legendary Wrestler, Paw of Legend
Alignment: Cannot be Good or Lawful

ENTRY REQUIREMENTS (Death)
Patron: Mrrow or Blue Eyes
Class Abilities: Kitty Form and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school) OR have at least 5d6 Sneak Attack or the Assassin's Death Attack Ability
Skills: Hide 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Death Attack, Improved Metamagic, Spell Opportunity
Alignment: Cannot be Good or Lawful


Class Skills
The The Four's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nobility and Royalty, Religion) (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: d8
1. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
2. Divine Power
3. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
4. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
5. Divine Power
6. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
7. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
8. Divine Power
9. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
10. Apocalypse Meow, +1 Level of Existing Manifesting or Spellcasting Cast

Weapon Proficiencies: The Four gain no new Weapon or Armor Proficiencies, except War who becomes proficient with all weapons, armor, and shields (including Exotic ones).

Sign of the End Times (Su): When the Gawds decree that the Four are unleashed, the world begins to see certain effects as a result. These effects do not manifest unless the Gawds decree it, and end when they decree it as well. They always remain in effect in a 60 ft. Area centered around each of the Four however.

Plague At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against disease.

At 4th Level you may affect opponents who are normally Immune to Disease.

At 7th Level disease effects you create do maximum damage.

Famine At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Constitution Checks to avoid the effects of Starvation or Thirst.

At 4th Level you may affect opponents who do not require food or water or that are immune to starvation/thirst.

At 7th Level Starvation/Dessication effects you create do maximum damage.

War At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Diplomacy Checks meant to influence attitudes due to increased hostility.

At 4th Level you (and those within 60' of you) are not required to make a Saving Throw against effects that would prevent you from attacking opponents (Sanctuary spells for example).

At 7th Level you may Take 20 on all Opposed Combat Checks.

Death At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against Death Effects.

At 4th Level you may affect opponents who are immune to Death Effects.

At 7th Level opponents who must save against a Death Effect you create must roll twice and take the worst of the two.

Divine Power (Su): Plague At 2nd Level spells you cast that cause a disease effect have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.

At 5th Level spells you cast that cause disease do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level spells you cast that cause disease do maximum damage.


Famine At 2nd Level spells you cast that cause starvation damage have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.

At 5th Level spells you cast that cause starvation damage do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level spells you cast that cause starvation damage do maximum damage.

War At 2nd Level you may ready one additional Maneuver per Turn.

At 5th Level the Save DC of your Maneuvers increases by +4 (this stacks with other effects increasing the Save DC).

At 8th Level you may Take 20 on any Check made as part of a Maneuver.

Death At 2nd Level you may affect targets normally immune to Death effects so long as they are at least 4 Hit Dice less than you.

At 5th Level you may use your Assassin's Death Attack at will anytime you make a Sneak Attack. If you do not have this ability, spells you cast with the Death Descriptor do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level you always do maximum damage with a Sneak Attack. If you do not have Sneak Attack, you always do maximum damage if your opponent successfully Saves against a Death Effect that still allows for damage (for example if you cast Finger of Death and hey succeed in their Save they take 18 points of damage plus caster level).

Divine Curse (Su): Plague At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes or enhances Disease as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Pestilence 1/day as a Spell-Like Ability.

Famine At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes dessication or starvation damage, or that destroys plants (see next post for explanation of starvation damage) as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Famine 1/day as a Spell-Like Ability.

War At Levels 1 and 4 you may choose any 1 Maneuver you know, and that Maneuver is always considered Readied (in other words you can use it at will). At Level 7 you may choose any 1 Epic Maneuver to be used twice per encounter.

Death At Levels 1 and 4 you gain the ability to cast any 1 spell you know that has the Death descriptor as a Supernatural Ability at will. If you cannot cast spells with the Death Descriptor but instead have the Assassin's Death Attack, it's Save DC increases by an amount equal to your Charisma Modifier at both Levels. A Level 7 you may cast the Epic Spell Vengeful Gaze of God 1/day as a Spell-Like Ability.

Apocalypse Meow (Su): Plague At 10th Level any creature within 60' of you must make a Fortitude Save each round (Save DC is Charisma based) or be infected with the disease of your choice (including magical diseases). You may exclude Allies from this.

Famine At 10th Level any creature within 60' of you that is susceptible to Starvation damage (see next post) takes 15 points of Starvation damage per round and if they fail a Fortitude Save (Save DC is Charisma based) they are Starving as well. You may exclude Allies from this.

War At 10th Level any creature within 60' of you must make a Willpower Save each round (Save DC is Charisma based) or be Frenzied (see Complete Warrior). You may exclude Allies from this.

Death At 10th Level any creature within 60' of you dies when they reach 0 hit points and may not be Raised or Resurrected. They also lose 1 hit point per round. You may exclude Allies from this.

PLAYING THE FOUR
You are the baddest of the bad. So bad in fact that you only get called out in the worst possible situations. Real end-of-the-world type crap. People poop themselves when they see you coming. Angels and Devils call you 'Sir'. You get the idea.
Combat: Plague and Pestilence are generally spellcasters, War is an all around combat expert, and Death is kind of like the Assassin (a few spells, lots of stabbitiness).
Advancement: You advance pretty much however your Divine Patron wants you to.
Resources: You are divine representatives of the Gawds. When on a mission for them you have carte blanche. When not on a mission for them, the other kitties still give you mad respect.

THE FOUR IN THE WORLD
"RUN!"
You don't interact with the world. You're a surprise hidden from the world at large to be unleashed at the right moment. A semi-mythical bogey used to frighten opponents of the Church.
Daily Life: Most of your time you spend in study awaiting the day when you are needed.
Notables:
Organizations: The Church is sworn to uphold you, and so are the Cat Burglar Guilds. You are otherwise free to join any other organization you please so long as it is approved by your Patron and doesn't run counter to their will.

NPC Reaction
You're a religious prophecy come to life. People tend to lose their minds around you, not always in expected ways.

THE FOUR IN THE GAME
This assumes one of the PC's is a divine emissary, so unless the other three party members also wish to be LOLcats of the Apocalypse you may wish to limit this to one shots or NPC's.
Adaptation: This is meant for a humorous campaign in an end of the world type setting. Not too many of those...
Encounters: The Four only get encountered when some pretty bad stuff is about to go down.

Sample Encounter
EL 30: The PC's are setting outside a bar discussing the recent locust plagues and volcanic eruptions, when 4 cats begin walking down the main street of town and suddenly the peasants begin wailing and gnashing their teeth.

Bhu
2014-01-31, 11:20 PM
Just gotta edit in the crunch and the FOur are done. WIll have some new items and such coming too.

The Cats
2014-01-31, 11:36 PM
My god... it's full of cats!

Lix Lorn
2014-02-03, 06:28 AM
It seems to me that you could make an argument for lawful being okay, since they only end the world on their boss' say so.

(If it's a question of balance, or a cycle or something, you could even argue good, but I don't care enough to argue that point)

Bhu
2014-02-22, 06:09 PM
My apologies for the delay, I'm having trouble making rent this month, will resume shortly.

Lix Lorn
2014-02-24, 04:28 AM
(Hugs)
Good luck.

Bhu
2014-02-28, 10:01 PM
Need some new spells to round out the FOur

Wasting
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Fortitude half and Fortitude partial; see text
Spell Resistance: Yes

You drain all the nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster levels (maximum 10d6).
A creature that makes a successful Fortitude save takes half damage.
If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body shrivels, leaving behind only a mummified husk of skin over bone.
A victim's equipment is unaffected.
A creature that is affected but not slain by the spell is Starving (see below).
Material Component: A piece of a mummified corpse.


Starvation
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You remove fat and nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster
levels (maximum 5d6) and making it Starving (see below).
A successful Fortitude save results in half damage and negates the Starving.
Material Component: A pinch of rotten food.


Mass Starvation
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell functions like Starvation, except that it affects multiple creatures.


Protection from Starvation
Abjuration
Level: Cleric 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains temporary immunity to starvation of any kind.
While protected by the spell, the subject cannot become Starving even if it takes starvation damage.
Once the spell has prevented a total of 10 points of damage from starvation per caster level (maximum 100 points), whether that damage is sarvation damage or nonlethal damage, it is discharged.


Nourish
Conjuration (Healing)
Level: Cleric 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Living Creature touched.
Duration: Instantaneous.
Saving Throw: Will Half, see text.
Spell Resistance: Yes, see text.

This spell allows you to create nourishment within the body of a living creature, healing damage from starvation.
Nourish heals 2d8 points +1 point per caster level (maximum +10) of starvation damage, removes all nonlethal damage from starvation, and clears up any lingering effects of the Starving condition. Undead may attempt a Willpower Save for half damage as with all Healing spells.


Symbol of Starvation
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 Minutes
Range: 0 ft.; see text
Target: One symbol
Duration: See text
Saving Throw: Will Negates
Spell Resistance: Yes

This spell functions like Symbol of Death (see page 289 of the Player's Handbook), except that all creatures within 60 feet of a symbol of thirst are consumed by a terrible sense of hunger (as the Misery spell; see below) for 10 minutes per caster level.
Note:Magic traps, such as Symbol of Starvation, are hard to detect and disable.
A Rogue (only) can use the Search skill to find a Symbol of Starvation and Disable Device to thwart it.
The DC in each case is 25 + spell level, or 32 for Symbol of Starvation.
Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Misery
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: 1 Round/ Level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell fills the subject with a terrible sense of hunger.
Desperate and unable to focus on any other goal, it must eat as much as it can.
The affected creature runs to the nearest edible substance in sight, grabs and empties the closest container of food (even those carried by allies), or runs toward the nearest known source of food.
No matter how much the subject eats, the sensation of hunger is not satiated.
If denied the opportunity to eat, an affected creature flies into a rage similar to the Barbarian class feature (see page 25 of the Player's Handbook).
The subject attacks friend and foe alike in its quest to find food, though not necessarily with lethal force.


Starve
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell drains nourishment from the body of a living creature.
The target takes 1d6 points of starvation damage per caster level (maximum 10d6) and is Sarving (see below).
A creature that makes a successful Fortitude save takes half damage and is not Starving.
Material Component: A pinch of burned fat.


Famine
Evocation
Spellcraft DC: 319
Components: V, S, XP
Casting Time: 1 Minute
Range: 1000 ft.
Area: 1000 ft. radius emanation
Duration: 20 Hours
Saving Throw: None
Spell Resistance: No
To Develop: 2871000 GP; 58 days; 114840 xp. Seed: Energy. Factors: 100 times increase in base areas (+400 DC), Mitigating Factor: Burn 10,000 XP (-100 DC)

The creature or object you target emanates hunger to a radius of 1,000 feet for 20 hours. The emanation deals 2d6 points of starvation damage per round to unprotected creatures. Creatures damaged by this spell are Starving.


Starvation damage Much like Dessication damage from Sandstorm this is a new damage type associated with a special effect. Spells that do Starvation damage can sometimes give a new condition referred to as Starving (see below). Creatures that do not eat are effectively immune to Starvation damage, which means the above spells are useless against Constructs, Elementals, and some Outsiders and Undead. Any Undead that are required to ingest blood or lifeforce or some other substance to survive are still affected.

Starving While Starving if the PC loses consciousness from taking non-lethal damage due to lack of food, any further damage he would take is lethal instead. This damage cannot be healed, even magically, until he has been treated. A character who has taken nonlethal damage from lack of food must be treated with long-term care (see the Heal skill description, page 75 of the Playerís Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of food required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of food or from a hot or cold environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means. Alternatively, certain spells can be used to feed a character in place of the recovery time, food, and Heal check. The Nourish spell (see above) accomplishes this function, as does the Heal spell.

Bhu
2014-03-20, 02:06 AM
New spells are done, will finish the Four soon.

Bhu
2014-03-31, 08:11 PM
Nice to se the place back. Got most of the edits for the Four up.

Bhu
2014-04-12, 02:53 PM
Kitty Magic Items: Accessories



Boots of Man
Price (Item Level): 12,000 GP (13th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

These appear to be perfectly ordinary boots until slipped on the feet of an animal. While worn these allow the animal to stand upright, and allows the use of some skills which would normally be impossible for the animal.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP


Breathing Collar
Price (Item Level): 6,000 GP (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Swift (Command Word)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it the owner does not need to breathe. Favored by Plane traveling or underwater Cat Burglars, or by the Sons of Pinky (who often wear them so dozens of them can be carried in a Bag or Collar of Holding).

Prerequisites: Craft Wondrous Item, Water Breathing
Cost to Create: 3000 GP, 120 XP, 3 days


Cat's Eye Gem
Price (Item Level): 22000 GP (xth)
Body Slot: Choose Face, Head or Throat
Caster Level: 17th
Aura: Strong; (DC:24) Divination
Activation: Standard (Mental)
Weight: -

The wearer of the Cat's Eye Gem can cast Eye of Power (see Spell Compendium) once per day. It can be made into one of various forms of jewelry.

Prerequisites: Craft Wondrous Item, Eye of Power
Cost to Create: 11000 GP, 440 XP, 11 days


Collar Armor
Price: +1 Bonus (6th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar.
http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


Collar Charms
Price: Double that of the Collar whose effects it mimics.
Body Slot: Throat as a Collar, Body when in use
Caster Level: Identical to Collar whose effects it mimics
Aura: Identical to Collar whose effects it mimics
Activation: Varies (see text)

Collar Charms appear to be medals, baubles or other attachments to collars. They are effectively another magical collar, allowing the Cat Burglar to wear multiple collars (assuming he can afford the massive expense). Only one Collar Charm may be worn, effectively allowing you to wear two magical items on the Throat location.

Prerequisites: Identical to the Collar whose effects it mimics
Cost to Create: Double that of the Collar whose effects it mimics.


The Collar of Furious Furry Furies
Price (Item Level): 4000 GP (8th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use -Activated)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. While wearing this collar you are considered to have the Intimidating Rage and Instantaneous Rage Feats. If you have both Feats the collar is of no use to you.

Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
Cost to Create: 2000 GP, 80 XP, 2 days


Collar of Holding
Price (Item Level): 750 GP (3rd)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. It acts in all ways as a Bag of Holding with some exceptions. By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar. Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary. The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.

Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


Collar of Sneakery Blackmail
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Illusion and Divination
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and it will record events in front of the PC for 10 minutes. A second command word replays the recording at will. Think of it as a neat little video camera. The command word is a particular meow while in kitty form.

Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
Cost to Create: 500 GP, 20 XP, 1 day


Cute Widdle Bowsies
Price (Item Level): 4000 GP (8th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: - (Use-activated)
Weight: -

These appear to be pretty little bows that can be attached to any magic item that is worn on the body. While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier (you magically have enough ribbons and bows to tie to each item). These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function. Switching items can only be done in human form, and is a Swift Action.

Prerequisites: Craft Wondrous Item, Kitty Form (Tiny)
Cost to Create: 2000 GP, 80 XP, 2 days


Darth Robes
Price (Item Level): 70000 GP (xth)
Body Slot: Body
Manifester Level: 11th
Aura: Moderate; (DC:21) Telepathy
Activation: Swift (Mental)
Weight: -

The wearer of Darth Robes can Manifest the Mass Cloud Minds power 3/day.

Prerequisites: Craft Universal Item, Mass Cloud Minds
Cost to Create: 35000 GP, 1400 XP, 35 days


Dog Collar
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dog once per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to get yourself adopted when the mean ole' doggie chases the poor little kitten into the princess' arms and the guards have to shoo the dog away.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


Feathered Hat
Price (Item Level): 16000 GP (14th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated)
Weight: -

This is a wide brimmed hat with a feather plume in the band. It sticks to your head when worn, never gets dirty, and mends itself if torn. While wearing it you gain +4 Enhancement Bonus to Cha as long as the hat is worn. While the hat does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
Cost to Create: 8000 GP, 320 XP, 8 days


Flea Collar
Price (Item Level): 16,000 GP (14th)
Body Slot: Throat
Caster Level: 7th
Aura: moderate; (DC:17) Abjuration
Activation: -(continuous when worn)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. When worn, the wearer gains the benefit of a Repel Vermin spell as though cast by a 7th level Druid (however the duration is continuous while worn). Vermin are common in areas where Cat Burglars sneak into, and this keeps them away.

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create: 8000 GP, 320 XP, 8 days


Fly Collar
Price (Item Level): 17,000 GP (14th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: Swift (command) and Continuous (see description)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and gain the benefit of a Fly spell. He also gains the benefit of a Feather Fall spell for as long as he wears the collar. The command word is a particular meow while in kitty form. When activated a small red cape unfurls from the collar.

Prerequisites: Craft Wondrous Item, Feather Fall, Fly
Cost to Create: 8500 GP, 340 XP, 9 days


The Fruit Helmet of Mighty Justice
Price (Item Level): 90000 GP (20th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Contingent Energy Resistance
Activation: - (Use -Activated)
Weight: -

At some point in civilization the rich and perpetually stoned had a neat idea of carving fruit into little helmets and putting them on their cats for the purposes of comedy. As cats (and Cat Burglars) were forced to endure this crap it was decided to turn this to their advantage by enchanting actual fruitlike headgear so as to be able to wear even more magic items openly. While wearing the Fruit Helm you gain the benefits of the spell Contingent Energy Resistance.

Prerequisites: Craft Wondrous Item, Abjuration
Cost to Create: 45000 GP, 90 days, 3600 XP


Gloves of Man
Price (Item Level): 12,000 GP (13th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

These appear to be perfectly ordinary gloves until an animal or being without functional hands slip them on. These gloves allow them to function as if they had hands.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP


Hoodie
Price (Item Level): 500 GP (xth)
Body Slot: Torso
Caster Level: 1st
Aura: Faint; (DC:16) Illusion
Activation: Swift (Command Word)
Weight: -

While wearing the Hoodie you may cast the following spells 1/day: Catsfeet (Complete Mage), Secret Weapon (see Cityscape).

Prerequisites: Craft Wondrous Item
Cost to Create: 250 GP, 10 XP, 1 day


Jabba Collar
Price (Item Level): 2000 GP (6th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Whispering Wind 3 times per day, and cast Message at will.

Prerequisites: Craft Wondrous Item, Message, Whispering Wind
Cost to Create: 1000 GP, 1 days, 40 XP


Kitty Costumes
Price (Item Level): 22000 (15th)
Body Slot: Body
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy (Bestow Curse, Poison), Evocation (Ice Storm, Shout), Enchantment (Charm Monster), Conjuration (Call Lemure Horde, It Was the Dog, Summon Feline IV), Transmutation (Catapult, Dancing Blade, Polymorph, Primal Speed), Abjuration (Break Enchantment, Freedom of Movement, Stoneskin)
Activation: - (Use-Activated)
Weight: 5 lbs.

Your 'owner' insists on dressing you up in goofy little costumes because it's cute. So you've had some of them enchanted to take advantage of this. Each one gives you a specific buff depending on it's appearance:

Bee: While wearing this Costume you may cast Poison 2/day as a 7th Level Caster.
Chicken: While wearing this Costume you may cast Shout 2/day as a 7th Level Caster.
Cute: While wearing this Costume you may cast Charm Monster 2/day as a 7th Level Caster.
Devil: While wearing this Costume you may cast Call Lemure Horde 2/day as a 7th Level Caster.
Frog: While wearing this Costume you may cast Primal Speed 2/day as a 7th Level Caster.
Goat: While wearing this Costume you may cast Catapult 2/day as a 7th Level Caster.
Jester: While wearing this Costume you may cast It Was the Dog 2/day as a 7th Level Caster.
Lion: While wearing this Costume you may cast Summon Feline IV 2/day as a 7th Level Caster.
Lobster: While wearing this Costume you may cast Stoneskin IV 2/day as a 7th Level Caster.
Musketeer: While wearing this Costume you may cast Freedom of Movement 2/day as a 7th Level Caster.
Pirate: While wearing this Costume you may cast Dancing Blade 2/day as a 7th Level Caster.
Reindeer: While wearing this Costume you may cast Ice Storm 2/day as a 7th Level Caster.
Shark: While wearing this Costume you may cast Polymorph 2/day as a 7th Level Caster. You may cast it on yourself only, and can only become Sharks.
Witch: While wearing this Costume you may cast Bestow Curse 2/day as a 7th Level Caster.
Wizard: While wearing this Costume you may cast Break Enchantment 2/day as a 7th Level Caster.

Prerequisites: Craft Wondrous Item plus the spell it allows you to cast.
Cost to Create: 11000 GP, 880 XP, 2 days


Lucky Cat Charms
Price (Item Level): 2500 GP (sth) for a +1, 10000 GP (xth) for a +2
Body Slot: Throat
Caster Level: 3 (+1) or 6 (+2)
Aura: Faint (Moderate for +2); (DC:17 for +1, 18 for +2) Transmutation
Activation: -
Weight: -

Lucky Cat Charms are minor talismans that prevent either a +1 or +2 Luck Bonus. At the beginning of the day when you awaken you make a brief prayer to the Cat Gawds and set what the Bonus is for. You may choose to make it a Luck Bonus to a specific skill, Reflex Saving throws, or Armor Class.

Prerequisites: Craft Wondrous Item, Lucky Streak
Cost to Create: 1250 GP, 5 XP, 2 days (+1) 5000 GP, 200 XP, 5 days (+2)


Masque
Price (Item Level): 65000 GP (sth)
Body Slot: Face
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: Swift (Mental)
Weight: -

This is a white porcelain mask with a stylized representation of one of various cats. It allows the wearer to cast one of the following spells 3/day: Aggressive Cat Is Aggressive, Basement Cat, Cat Burglaring, Ceiling Cat, Defensive Cat is Defensive, Happycat, Hover Cat, Pussywillow, Serious Cat or Velcro Cat.

Prerequisites: Craft Wondrous Item, whichever of the above spells the item allows you to cast
Cost to Create: 32500 GP, 1300 XP, 33 days


Monocle
Price (Item Level): 100000 GP (sth)
Body Slot: Face
Caster Level: 11th
Aura: Moderate; (DC:21) Divination
Activation: - (Continuous)
Weight: -

While wearing this monocle the owner has the benefits of an I See What You Did There spell.

Prerequisites: Craft Wondrous Item, I See What You Did There
Cost to Create: 50000 GP, 2000 XP, 50 days


Mousie Collar
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dire Rat once per day or a regular rat 3 times per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to help your disguise when someone wonders what a cat is doing in the treasury vault (just chase the rat). Or save the King's daughter from that mean ole Dire Rat.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


The Official Catfort Seal of Approval
Price (Item Level): 112500 GP (21st)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:20) Evocation/Transmutation
Activation: - (Use Activated)
Weight: -

Assuming one of your Allies possesses the Catfort magic item this allows you to communicate with anyone inside it at will as per the Sending spell cast by a 9th Level Wizard. It also allows you to pass through the walls of the Catfort as if they were immaterial. All Seals work with one specific Catfort, which is created at the same time they are (a maximum of 40 Seals can be made per Catfort). If a Seal is destroyed a new one can be made, but must be done so in the Catfort's presence. Seals only work for the Catfort they were made to function for.

Prerequisites: Craft Wondrous Item, Passwall, Sending
Cost to Create: 56250 GP, 113 days, 4500 XP


Pointy Witch Hat
Price (Item Level): 36000 GP (x)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC:22) Transmutation
Activation: - (Continuous)
Weight: -

Favored by Catwitches everywhere, they may add their Cat Powah Bonus to the Save DC of spells they cast that do direct damage while wearing it.

Prerequisites: Craft Wondrous Item, Ejo's Extemporaneous Enhancement
Cost to Create: 18000 GP, 18 days, 720 XP


Punishment Collar
Price (Item Level): 132,000 GP (22nd)
Body Slot: Throat
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: -(use activated)
Weight: -

This appears to be a thick, black collar. When placed around an individuals neck it has the effect of a Geas spell, requiring him to shelter and feed all stray cats he sees for 1 year so long as they wish to stay. He must also protect them from harm. Should he refuse to do so, he will have to spend 1 year as a cat himself. Cat Burglars use this collar to punish individuals who are cruel to cats, and to ensure that someone has to put them up for the night so long as they are in kitty form. After the year is over the collar falls off. At which point it can be placed on the neck of someone else. The collar does not work for anyone who has worn it in the past.

Prerequisites: Craft Wondrous Item, Geas/Quest
Cost to Create: 66000 GP, 66 days, 2640 XP


Shades
Price (Item Level): 128000 GP (x)
Body Slot: Face
Caster Level: 15th
Aura: Strong; (DC:23) Abjuration
Activation: -(use activated)
Weight: -

The wearer of these dark glasses enjoys the benefits of a Protection from Spells spell.

Prerequisites: Craft Wondrous Item, Protection from Spells
Cost to Create: 64000 GP, 64 days, 2560 XP


Tank Collar
Price: +1 Bonus (+ an additional 50 GP, 6th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Heavy armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar. The Armor has a seat and wand mounted on the back. This seat is usually occupied by an Awakened Mouse partner with the skill or power to use the wand who functions as a sort of Defensive gunner while the Cat Burglar goes about his business. Remember to include the cost of the Wand when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


Tent Collar
Price (Item Level): 6,000 GP (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Evocation
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere. There is also a one person collar sized for a single cat. It retails for 500 GP.

Prerequisites: Craft Wondrous Item, Leomund's Tiny Hut
Cost to Create: 3000 GP, 240 XP, 3 days


Whoopin' Collar
Price (Item Level): 24,000 GP (15th)
Body Slot: Throat
Caster Level: 9th
Aura: Faint; (DC:24) Transformation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Nightstalker's Transformation 3 times per day.

Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 12,000 GP, 12 days, 480 XP

Lix Lorn
2014-04-12, 03:51 PM
Pointy Witch Hat is missing stuff :)

Bhu
2014-04-13, 03:16 PM
Several of them are, tis a work in progress :D

Bhu
2014-04-22, 01:32 AM
KITTY MAGIC ITEMS: TOYS & FURNITURE


Catfort
Price (Item Level): 140000 GP (22nd)
Body Slot: - (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Conjuration
Activation: Swift (command)
Weight: 1 lb.

This is a small bit of trash that, when the command word is given, expands into a makeshift 'fort' made of pillows, or blankets or boxes. Regular crap people have lying around in other words. It is in most ways identical to the Instant Fortress magic item with a few exceptions: it has no means of entry to anything larger than Size Class Tiny, it appears to only be 5 ft. square on the outside (but is full size on the inside). In addition the owner of Catfort can communicate with anyone who is wearing the Official Catfort Seal of Approval as per the Sending spell at will. Seals are generally crafted along with the Catfort, and it can accommodate up to 40 at a time (Seals only work with the Catfort they were made for). New one's may be constructed if one is destroyed, but must be done so in the Catfort's presence.

Prerequisites: Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Sending
Cost to Create: 70000 GP, 5600 XP, 140 days


Catnip Mousie
Price (Item Level): 16000 GP (14th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of a Haste spell.

Prerequisites: Craft Wondrous Item, Haste
Cost to Create: 8000 GP, 320 XP, 8 days


Dingle Ball
Price (Item Level): 132000 GP (22nd)
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: - (Use-Activated)
Weight: -

This appears to be a common cat toy, a small hollow ball with a bell inside. It can be thrown as a Grenade-like Weapon, and makes a dingling sound when it lands. Anything in the square where it lands (or adjacent squares) that can hear, must make a DC 19 Willpower Save or be compelled to chase the Dingle Ball and swat it. When it lands again, another save is required by potential new victims. Every 1d4 rounds victims get a new Save to escape the spells effects as they become all Dingled out. The owner is immune to this effect, as are any beings who are deaf.

Prerequisites: Craft Wondrous Item, Mass Suggestion
Cost to Create: 66000 GP, 5280 XP, 132 days


Fishing Pole
Price (Item Level): 2000 GP (6th)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Enchantment
Activation: Standard (Manipulation)
Weight: -

This appears to be a fishing pole with feathers or other fluffy objects at the end of the line. When the line is cast (it has up to a 30 ft. range), whatever beings who are in the square it lands in that can see must make a DC 11 Willpower Save or be Fascinated as long as you continue wiggling it in front of them (this takes a Swift Action each round).

Prerequisites: Craft Wondrous Item, Hypnotism
Cost to Create: 1000 GP, 40 XP, 2 days


Furniture of Hiding
Price (Item Level): 10000 GP (12th)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:16) Transmutation
Activation: - (Use-activated)
Weight: -

Some Cat Burglars replace their "owners" furniture with Furniture of Hiding if they are spying on them long term. Anything in Kitty Form gains a +10 Competence Bonus to Hide checks while on or under this furniture (couches are particularly favored). Small Guilds can hideout in plain sight relatively easy in their own enemies house.

Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
Cost to Create: 5000 GP, 5 days, 200 XP


The Red Dot
Price (Item Level): 90000 GP (20th)
Body Slot: - (Carried)
Caster Level: 9th
Aura: Moderate; (DC:20) Enchantment
Activation: Swift (Manipulation)
Weight: -

The Red Dot is a small metal pen shaped object that emits a beam of red light from one end. As a Swift Action the wielder can make a ranged touch attack to place the red dot on any object or creature within 100 ft. Any creature able to see the red dot other than you must make a DC 19 Willpower Save or viciously attack the object or creature it appears on to the exclusion of all else (unless something attacks them, then the effect is dispelled). It's a great way of testing whether artifacts are dangerous, discouraging pursuit, starting riots, and breaking down doors.

Prerequisites: Craft Wondrous Item, Greater Command
Cost to Create: 45000 GP, 3600 XP, 90 days


Roomba
Price (Item Level): 10000 GP (12th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:16) Evocation
Activation: Swift (Command)
Weight: 5 lbs

This appears to be some sort of clockwork disc about a foot in diameter. It looks identical to a device invented by Gnomes for rich fools. It cleans floors. Cats seem to love riding them, and this inspired the idea to make magical ones for use as transports. The Roomba has an effective Land Speed of 30 ft., and can carry up to 300 pounds. It is controlled by the mental impulse of the owner.

Prerequisites: Craft Wondrous Item, Tenser's Floating Disc
Cost to Create: 5000 GP, 400 XP, 10 days


Scratching Post
Price (Item Level): 2000 GP (+1, 6th), 8000 GP (+2, 11th), 18000 GP (+3, 14th), 32000 GP (+4, 16th), 50000 GP (+5, 18th)
Body Slot: - (Carried)
Caster Level: 5th/8th/12th/16th/20th
Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefit of Greater Magic Fang. Caster level depends on the bonus given, can be used 3 times per day.

Prerequisites: Craft Wondrous Item, Greater magic Fang
Cost to Create: +1: 1000 GP, 40 XP, 1 day; +2: 4000, 160 XP, 4 days; +3: 9000 GP, 360 XP, 9 days; +4: 16000 GP, 640 XP, 16 days; +5: 25000 GP, 1000 XP, 25 days


Squeaky Plush
Price (Item Level): 24000 GP (15th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Enchantment
Activation: - (Use-Activated)
Weight: -

This is a stuffed animal of some kind. As long as you have your precious binky, you are immune to Fear, and Morale or Circumstance Penalties.

Prerequisites: Craft Wondrous Item, Calm Emotions
Cost to Create: 12000 GP, 960 XP, 24 days

Bhu
2014-04-24, 09:19 PM
KITTY MAGIC ITEMS: WEAPONS

Anti-Canine Defense Unit
Price (Item Level): 116000 (xth)
Body Slot: Body
Caster Level: 12th
Aura: Strong; (DC:20) Evocation/Transmutation
Activation: Swift (Mental or Verbal)
Weight: 75 lbs.

This item unfolds with the proper command word/meow into a giant metal backpack, complete with jets and weaponry. When unfolded it goes from being the size of a large fish to an oversized backpack, providing the wearer with the ability to cast the following spells 3/day: Greater Mage Armor, Machinegun, and Overland Flight. It is often hidden in a Collar of Holding.

Prerequisites: Craft Wondrous Item, Craft Wondrous Item, Craft Wands, Craft Guns, Machinegun, Overland Flight, Greater Mage Armor, Shrink Item
Cost to Create: 58000 GP, 2320 XP, 58 days


Machinegun
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 50 ft.
Area of Effect: 50 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When cast Machinegun floods the area of effect with a spray of bullets doing 1d6 damage per caster level (max 15d6).


Cat Launcher
Price (Item Level): 93600 (xth)
Body Slot: Shoulders
Caster Level: 13th
Aura: Strong; (DC:19) Transmutation
Activation: Standard (Manipulation)
Weight: 50 lbs.

As a Standard Action you fire a cat or similar Tiny entity up to 160 ft. If you wish to attack someone with them you must make a ranged attack roll, and if successful the target takes 1d6 damage per 10 ft. your 'ammo' traveled. The ammunition itself takes no damage but may be quit e terrified. 'Loading' the ammunition requires one round per shot, with a maximum of 7 shots. Possibly more if the kitties have been through this process before and do not wish to endure it again. Often used by Cat Burglar Guilds to go over walls, land on roofs, or close the gap in fights.

Prerequisites: Craft Magic Arms and Armor, Catapult
Cost to Create: 46800 GP, 1872 XP, 47 days


Catnip Bomb
Price (Item Level): 2100 (6th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Enchantment
Activation: Swift (command)
Weight: -

This appears to be a small packet of dried herbs. When the command word is given (whether in normal speech or purr), it explodes duplicating the effects of a Confusion spell within a 10' Radius. This is a one use item.

Prerequisites: Craft Wondrous Item, Confusion
Cost to Create: 1050 GP, 84 XP, 2 days


Cat's Claw Sword
Price (Item Level): 32308 GP (xth)
Body Slot: - (Carried)
Caster Level: 10th
Aura: Faint; (DC:18) Transmutation
Activation: -
Weight: 1 lb.

This exotic curved dagger is effectively a +1 Deadly Precision, Keen, Warning Kukri, though anyone proficient with Daggers can use it. In addition as a Free Action once per round you may change it's size so that it is effectively a Scimitar (you still only need to be proficient with a Dagger to use it).

Prerequisites: Craft Magic Arms and Armor, Keen Edge, Cat's Grace
Cost to Create: 16154 GP, 646 XP, 16 days


Dander Bomb
Price (Item Level): 6,000 GP (10th)
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (command)
Weight: -

This appears to be a really, really big cat hairball. When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. This is a one use item.

Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 3000 GP, 120 XP, 3 days


Dead Fish Bomb
Price (Item Level): 9,000 GP (12th)
Body Slot:- (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Evocation
Activation: Swift (command)
Weight: -

This appears to be a dead fish or other small animal or piece of food that a feral cat might be carrying in it's mouth. It will not withstand close scrutiny if taken from the cat however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Delayed Blast Fireball and a Stinking Cloud as cast by a 13th level caster. This is a one use item.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
Cost to Create: 4,500 GP, 5 days, 180 XP


Dead Present
Price (Item Level): 200,000 GP (25th)
Body Slot:- (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Enchantment
Activation: Use-Activated
Weight: -

Some cats indulge in a bizarre behavior cat lovers refer to as 'paying the rent'. They kill small animals and bring them to their owners. You take advantage of this with this item, which appears to be the corpse of a small animal, typically a rodent, snake, or bird. A corpse that no one who fails their Willpower Save (DC:22) will approach. This is identical in effect to the Antipathy spell, except that the user is immune to it's effects.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create:100,000 GP, 100 days, 4000 XP


Festivally Disturbing Cat Poo
Price (Item Level): 100 (1st)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift (command)
Weight: -

This appears to be a dried bit of cat poo. When the command word is spoken it moistens and explodes, duplicating the effects or a really nasty Grease spell. Also it makes others hate you for free. This is a one use item.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create:50 GP, 1 day, 2 XP


Hairball Grenade
Price (Item Level): 300 GP (2nd)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This one shot item appears to be a cat hairball. When the command word is given (a choking sound that may be done as a human or kitty), it explodes duplicating the effects of a Cloud of Bewilderment.

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 150 GP, 6 XP, 1 day


Just a Simple Walking Stick
Price (Item Level): 32300 (xth)
Body Slot: - (held)
Caster Level: 6th
Aura: Moderate; (DC:18) Illusion
Activation: - (Swift: Command for the blur effect)
Weight: 3 lbs.

This simple cats-head walking stick functions as a +1 Blurstrike, Deadly Precision Club.

Prerequisites: Craft Magic Arms and Armor, Blur, Keen Edge
Cost to Create: 16150 GP, 646 XP, 16 days


Lion's Buckler
Price (Item Level): 24665 (xth)
Body Slot: - (held)
Caster Level: 9th
Aura: Strong; (DC:22) Transmutation
Activation: - (Swift: Command for Daylight Ability)
Weight: 5 lbs.

This golden shield has a Lion's face formed into it. It functions as a +2 Anchoring, Greater Stamina Buckler.

Prerequisites: Craft Magic Arms and Armor, Daylight, Bear's Endurance, Resistance
Cost to Create: 12333 GP, 493 XP, 12 days


Price (Item Level): 32310 (xth)
Body Slot: - (held)
Caster Level: 7th
Aura: Moderate; (DC:18) Enchantment
Activation: -
Weight: 2 lbs

The companion gladius is a +2 Berserker, Brash Short Sword.

Prerequisites: Craft Magic Arms and Armor, Rage, Remove Fear
Cost to Create: 16155 GP, 646 XP, 16 days


Smoked Fish Bomb
Price (Item Level): 300 GP (2nd)
Body Slot:- (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This appears to be a smoked fish or piece of jerky that you've snitched from someone. It will not withstand close scrutiny if taken from the you however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has the effects of a Fog Cloud spell. This is a one use item.

Prerequisites: Craft Wondrous Item, Fog Cloud
Cost to Create: 150 GP, 1 days, 6 XP

Bhu
2014-04-30, 04:47 PM
KITTY MAGIC ITEMS: ANTI-KITTY ITEMS


Bad Trip Catnip Mousie
Price (Item Level): 10000 GP (12th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of Frenzy (Complete Warrior page 34). Commonly used as a method of assassinating noblemen with a preference for cats.

Prerequisites: Craft Wondrous Item, Bestow Curse
Cost to Create: 200 GP, 670 XP, 5 days


Doberman Alarm
Price (Item Level): 112000 GP (xth)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: - (Use-Activated)
Weight: -

This appears as a normal Beware of Dog sign that can be put on any fence or door. If anything walks through the entry marked by the sign (or crosses over the fence/wall it is hanging upon) a Fiendish Dire Wolf appears and immediately attacks the perpetrator.

Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 56000 GP, 4480 XP, 112 days


Flea Trap
Price (Item Level): 700 GP (xth)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: - (Use-Activated)
Weight: -

This appears as a moist, nummery Cheezeburger. When bitten however, it explodes summoning a huge cloud of Fleas. Effectively it summons a Flea Swarm (see below for stats) who set about attacking the would be nommer. This is a one use item.

Prerequisites: Craft Wondrous Item, Summon Swarm
Cost to Create: 350 GP, 28 XP, 1 day


Flea Trap, Biggie Size
Price (Item Level): 100 GP (xth)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: - (Use-Activated)
Weight: -

This is a double cheeseburger, and seems similar to the regular Flea Trap, but instead of a Flea Swarm it Summons a Dire Flea to assault the hungry kitty. This is a one use item.

Prerequisites: Craft Wondrous Item, Summon Monster I
Cost to Create: 50 GP, 4 XP, 1 day


Furniture of Holding
Price (Item Level): 612000 GP (xth)
Body Slot: -
Caster Level: 17th
Aura: Strong; (DC:24) Abjuration
Activation: - (Use-activated)
Weight: -

This appears as any form of cushiony furniture such as chairs, couches, beds, etc. When any being Size Category Tiny or smaller sets upon it they must make a DC 23 Willpower Save or be drawn inside the extradimensional space between the cushions. The prisoner can be released via a spoken command word, and this is otherwise identical to the Imprisonment spell

Prerequisites: Craft Wondrous Item, Imprisonment
Cost to Create: 306000 GP, 24480 XP, 612 days


Sticky Scratching Post
Price (Item Level): 24000 GP (xth)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: - (Use-Activated)
Weight: -

This looks like the standard magic Scratching Post, however anything touching it is stuck fast unless it makes a DC 13 Reflex Save. If the victim fails they must make a DC 20 Str Check to pull free.

Prerequisites: Craft Wondrous Item, Web
Cost to Create: 12000 GP, 960 XP, 24 days


Flea Swarm
Fine Vermin (Swarm)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +0/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Drain, Infection
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits, Scent, Immune to Non-Magical Disease, Powerful Leaper, Hardy
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
Skills: Climb +3, Hide +24, Jump +3, Move Silently +8
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: None
Level Adjustment: ---

This appears to be a few pounds worth of Fleas, sure to set off anything with a buglike phobia.

Distraction (Ex): Any living creature that begins its turn with a Flea Swarm in its space must succeed on a DC 10 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Blood Drain (Ex): Each round an opponent is damaged by the Swarm he takes 1 point of temporary Constitution damage.

Infection (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness. Anyone taking damage from their Swarm Attack must make a DC 10 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.

Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check. They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce, If things go bad they...flee.




Dire Flea
Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-4 (+8 when Attached)
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Blood Drain, Infectious Bite
Special Qualities: Dark Vision 50 ft. Vermin traits, Powerful Leaper, DR 10/Slashing or Piercing, Tremorsense 30 ft., Scent, Immune to Non-Magical Disease, Hardy
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 10, Dex 16, Con 14, Int -, Wis 14, Cha 2
Skills: Climb +8, Hide +11, Jump +8, Move Silently +7
Feats: Weapon Finesse (B)
Environment: Any
Organization: Solitary or Pack (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---


Dire Fleas weigh up to 30 pounds.

Attach (Ex): If a Flea hits with a Bite attack, it uses its claws to latch onto the opponentís body. An attached Flea is effectively grappling its prey. The Flea loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Fleas have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Flea can be struck with a weapon or grappled itself. To remove an attached Flea through grappling, the opponent must achieve a pin against the Flea.

Blood Drain (Ex): A Flea drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn Attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and hops off to digest the meal. If its victim dies before the Fleas appetite has been sated, the Flea detaches and seeks a new target.

Infectious Bite (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness. Anyone taking damage from their bite must make a DC 12 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.

Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check. They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce, If things go bad they...flee.

Bhu
2014-05-15, 01:20 AM
some works in progress

EPIC KITTY MAGIC ITEMS


Atomic Fish Bomb
Price: 6000 GP (xth)
Body Slot: - (Carried)
Caster Level: 24
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a particularly large and tasty looking Dead Fish Bomb. At least until it's set off....Then it duplicates the effects of a BOOM!* spell cast with the Maximize Spell Feat doing 216 Untyped damage. This is a one use item.

Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, BOOM!*, Sudden Maximize
Cost to Create: 3000 GP, 120 XP, 3 days
* New spell detailed below


Boeing Tank Collar
Price: 120,000 GP (21st)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/Adamantine. A second meowed command extends metallic wings which allow the wearer to fly (as per the Overland Flight Spell, but duration lasts as long as you have the armor on). When the command is meowed again the armor retreats into the collar, or the wings retract. The Armor has a 4 seats (turrets really) and wands (or scepters) mounted on the back and sides. These seats are usually occupied by Awakened Mice with the skill or power to use the wands who function as Defensive gunners while the Cat Burglar goes about his business (they also provide the Mouse with Partial Cover). Remember to include the cost of the Wands/Scepters when making the collar. When the Wand/Scepter is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Overland Flight
Cost to Create: 60,000 GP, 60 days, 10,600 XP


CatBot 5000
Price: 135000 GP (xth)
Body Slot: -
Caster Level: 21st
Aura: Overwhelming; (DC:24) Transmutation
Activation: -
Weight: 1000 lbs.

This rather odd, feline inspired Golem acts as a personal servitor. They are quite expensive, and usually come as gifts from the Kitteh Gawds who commission them as gifts for servants who have been particularly successful. Stats are listed below. It requires 1000 pounds of rare metals and a DC 30 Craft (clockworks) Check.


Prerequisites: Craft Construct, Geas/Quest, Wish, Haste, Polymorph any Object
Cost to Create: 67500 GP, 68 days, 2700 XP

Catbot 5000
Large Construct
Hit Dice: 30d10+30 (195 hp)
Initiative: +18
Speed: 70 ft. (14 squares)
Armor Class: 46 (-1 Size, +1 Dodge, +10 Dex, +26 Natural), touch 20, flat-footed 35
Base Attack/Grapple: +20/+29
Attack: Slam +25 melee (1d4+5) or Falchion +25 melee (2d6+7/15-20)
Full Attack: 3 Slams +25 melee (1d4+5) or Falchion +25/+25/+20/+15/+10 melee (2d6+7/15-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilities, Hissy Fit, Permanent Haste
Special Qualities: Low Light Vision, Darkvision 60 ft., Construct Traits, SR 35, DR 15/Epic and Adamantine
Saves: Fort +10, Ref +21, Will +14
Abilities: Str 20, Dex 30, Con -, Int 12, Wis 18, Cha 20
Skills: Balance +25, Climb +25, Hide +25, Jump +25, Listen +9, Move Silently +25, Spot +8, Tumble +25
Feats: Bounding Assault, Combat Reflexes, Deft Opportunist, Dire Charge, Dodge, Improved Initiative, Mobility, Powerful Charge, Rapid Blitz, Spring Attack, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: 31+ HD (Large)
Level Adjustment: ---

Spell-Like Abilities (Sp): You may cast the following at will as Spell Like Abilities: Catwalk, Feather Fall, Walk With Purpose Kitty.

Hissy Fit (Ex): 10 rounds per day the Catbot 500 may enter an altered state of mind known as a 'hissy fit'. These rounds do not need to be consecutive. While in the Hissy Fit it gains an additional melee attack at it's highest BAB, and the critical threat range of it's weapons double. This stacks in the case of the Catbot 5000 Godslayin' Sharp Thingie, meaning it threatens a Critical on a 9+.

Permanent Haste (Su): The Catbot 5000 permanently has the benefits of a Haste spell.

Skills: The Catbot 5000 can use it's Dex Modifier instead of it's Str Modifier for Climb and Jump Checks.

Combat: Catbots reserve Hissy Fits for appropriate moments. Generally they do as ordered, and if no order is given they charge directly into the fray and begin swinging.

Catbot 5000 Godslayin' Sharp Thingie
Price (Item Level): 2000375 GP (xth)
Body Slot: - (Carried)
Caster Level: 13th
Aura: Moderate; (DC:22) Evocation
Activation: - and Free (Command)
Weight: 16 lbs.

All Catbots are armed with this +2 Bloodfeeding, Implacable, Vampiric, Keen, Vorpal Falchion built for a Large creature.

Prerequisites: Craft Magic Arms and Armor, Vampiric Touch, Keen Edge, Mordenkainen's Sword, Circle of Death
Cost to Create: 1000188 GP, 40007 XP, 1000 days


Collar of Emotionally Disturbing Fun
Price: 276,000 GP (29th)
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:21) Divination
Activation: -(use activated)
Weight: -

This appears to be a festive well decorated cats collar. Normally it has no effect, even when worn by a Cat Burglar. But Tibbit Jesters can make use of it's arcane properties in conjunction with their Jester's Performance ability. Whenever you successfully use your Jester's Performance ability to insult someone, (i.e. the abilities like Taunt, Vexing Dialogue, Scathing Wit, etc) you may choose another being within 60', and the victim of your performance believes they are the one who insulted him, and he will attempt to kill them with all due haste (In other words he will pursue them just like the Taunt ability describes). He also gains the benefits of Frenzy (Complete Warrior page 34) while attempting to kill his imaginary abuser, but the Frenzy lasts until one of them dies (or the encounter is over).

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Enrage Audience, I See What You Did There.
Cost to Create: 138,000 GP, 138 days, 11,380 XP


Comfy Kitty Cushion
Price: 74,520 GP (19th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a normal bed or cushion made for cats, and is a popular accessory for uber wealthy Cat Burglars. Once per day any Cat Burglar sleeping on this cushion for at least 4 hours receives the benefit of any one spell from the Healing subschool of 8th level or less.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Miracle
Cost to Create: 32,760 GP, 10,328 XP, 33 days


Epic Catnip Mousie
Price: 223,113 GP (27th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary Catnip Mousie item, however it is much more potent. 3 times per day when munched on by a feline (or someone in Kitty Form) it allows the muncher to perform a Full Attack and a Full Move each round for 9 rounds.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Haste, Time Stop
Cost to Create: 111,557 GP, 11,115 XP, 112 days


Epic Collar of Holding
Price: 372,600 GP (34th)
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary Collar of Holding, and functions identically to one. However it can hold much more volume than normal. The weight limit is 1 metric ton, and volume is up to 1000 square feet. The collar weighs no more than normal.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Leomund's Secret Chest, Gate
Cost to Create: 186,300 GP, 186 days, 11,863 XP


Epic Scratching Post
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

Once again, this appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefits of a War Kitteh spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, War Kitteh
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Fake Cat Poo
Price: 553500 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Enchantment
Activation: Swift (Command)
Weight: -

This appears to be an enormous mound of cat poo. God alone knows what kind of cat it came from (Dire perhaps?), but nobody wants to touch it let alone clean it up. Initially appearing as an item of jewelry, when dropped upon the ground and the command word is spoken (or meowed) it covers a 5' area in a great mound of what appears to be poo. There is a Stinking Cloud Effect centered on the Fake Cat Poo, and anyone wishing to attempt to touch it to clean it up must make a DC 27 Willpower Save to do so. Anyone wishing to approach within 10' of it must make a similar Willpower Save, and if this Save is successful they must still make a second save to clean it up. The owner of the item is immune to these effects. By speaking the command word again it returns to jewelry form.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Stinking Cloud, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Cost to Create: 276750 GP, 554 days, 22140 XP


Force Cannon
Price: 64,687 GP (19th)
Body Slot: -
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)

This appears to be a short staff made from some sort of highly polished steel. It allows you to make use of the following spells: Orb of Force (1 charge), Force Beam* (2 charges). Both spells may be used 3 times per day as though cast with the Maximize Spell Feat.

Prerequisites: Craft Staff, Craft Epic Staff, Craft Staff, Orb of Force, Force Beam*, Sudden Maximize
Cost to Create: 32,343 GP, 33 days, 10,324 XP
* New spell detailed below


Grizzly Tank Collar
Price: 100,000 (20th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Conjuration
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor also has a small extradimensional space capable of holding up to 16 Awakened Mouse Commandos. So long as they remain in the space they are unavailable and are totally concealed. Entering or leaving the Armor is a Swift Action. If the owner of the collar is killed the troops may remain within in indefinitely if necessary.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Mordenkainen's Magnificent Mansion
Cost to Create: 50,000 GP, 50 days, 10,500 XP


Kitty Hut
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: 3 lbs.

This appears to be a normal plush kitty enclosure, the kind you see that are basically a little fluffy house with a cat bed inside. Or at least that's what you're supposed to think. On the inside it actually is a full size Mordenkainen's Magnificent Mansion along with the effects of a Mordenkainen's Private Sanctum spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Must be able to cast 9th level Conjuration spells
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Pointy Viking Hat
Price (Item Level): 100000 GP (xth)
Body Slot: Head
Caster Level: 24th
Aura: Overwhelming; (DC:19) Transmutation
Activation: - (Continuous)
Weight: 4 lbs.

The wearer of this helm gains a +6 Resistance Bonus to all Saving Throws, and a +8 Enhancement Bonus to Constitution

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Bear's Endurance, creatorís caster level must be three times the cloakís bonus
Cost to Create: 50000 GP, 50 days, 2000 XP


Sherman Tank Collar
Price: 100,000 (20th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor has a seat and a Force Cannon (See below) mounted on the back (the Force Cannon magically resizes to fit the mount on your armor). This seat is usually occupied by an Awakened Mouse with the skill or power to use the wands who function as a Defensive gunner while the Cat Burglar goes about his business (the seat also provides the Mouse with Partial Concealment). Remember to include the cost of the Force Cannon when figuring the cost of the armor.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin
Cost to Create: 60,000 GP, 60 days, 10,600 XP


Viking Axe
Price: 6480350 GP (xth)
Body Slot: - (Carried)
Caster Level: 21st
Aura: Overwhelming; (DC:22) Evocation
Activation: -
Weight: 12 lbs.

This is a +6 Charging, Collision, Keen, Anarchic Power Greataxe. Perfect for making ouchies.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spirited Charge, Keen Edge, Weapon of Impact, Word of Chaos
Cost to Create: 3240175 GP, 129607 XP, 3240 days


Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).

Focus: A small metal wand.


BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

Focus: A small mushroom carving.




GoLion Armor and Sword


Lord GoLion's Helm
Price: 1562525 GP (xth)
Body Slot: Head
Caster Level: 21st
Aura: Overwhelming; (DC:23) Evocation
Activation: Standard (Mental)
Weight: 4 lbs

The wearer of this helm can cast the following as a Spell-Like Ability 3/day: Lion's Roar, Sunbeam.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Lion's Roar, Sunbeam
Cost to Create: 381263 GP, 31251 XP, 381 days

Lord GoLion's Armor
Price: 3286000 GP (xth)
Body Slot: Body
Caster Level: 24th
Aura: Overwhelming; (DC:17) Abjuration
Activation: -
Weight: 50 lbs.

This +8 Full Plate Armor grants Energy Resistance 20 to all 5 types of energy and Spell Resistance 19.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Resist Energy
Cost to Create: 1643000 GP, 65720 XP, 1643 days

Lord GoLion's Gauntlets
Price: 1589700 GP (xth)
Body Slot: Hands
Caster Level: 21st
Aura: Overwhelming; (DC:19) Evocation
Activation: Standard (Mental)
Weight: 2 lbs.

The wearer of these gauntlets can cast the following as a Spell-Like Ability 3/day: Blast of Flame, Boreal Wind, Force Missiles.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Blast of Flame, Boreal Wind, Force Missiles
Cost to Create: 794850 GP, 31794 XP, 795 days

Lord GoLion's Boots
Price: 1584000 GP (xth)
Body Slot: Feet
Caster Level: 21st
Aura: Overwhelming; (DC:20) Evocation
Activation: Mental (Standard)
Weight: 2 lbs.

The wearer of these boots can cast the following as a Spell-Like Ability 3/day: Inferno, Machinegun.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Inferno, Machinegun
Cost to Create: 792000 GP, 31680 XP, 792 days

Lord GoLion's Sword
Price: 4766000 GP (xth)
Body Slot: - (Carried)
Caster Level: 21st
Aura: Overwhelming; (DC:18) Evocation
Activation: -
Weight: 8 lbs.

This is a +3 Keen, Shock, Shocking Burst, Lightning Blast Bastard Sword.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Keen Edge, Call Lightning, Lightning Bolt
Cost to Create: 2383000 GP, 95320 XP, 2383 days


Collection Benefits
2 Pieces Lord GoLion's Sword gains the Throwing Ability
3 Pieces Lord GoLion's Sword gains the Returning Ability
4 Pieces Gain DR 15/Adamantine
5 Pieces Lord GoLion's Sword gains the Vorpal Ability

Bhu
2014-05-27, 09:42 PM
I mostly have Lord GoLion's armor done. The collection benefits ar e stronger than usual so I'm considering increasing the price of the items. Any thoughts?

Debihuman
2014-06-05, 08:42 AM
So much new stuff that I don't know where to begin.

Debby

Bhu
2014-06-06, 05:48 PM
I've been trying to finish up while I'm capable of doing so.

Debihuman
2014-06-07, 01:15 AM
What are the BAB and Saves for The Four?

Debby

Bhu
2014-06-07, 04:32 PM
It's an Epic PrC. They don't get BAB/Saves.

qazzquimby
2014-06-07, 07:30 PM
Do you ever plan on finishing your samurai classes? Every time I find them I want to center a campaign around them.

Bhu
2014-06-08, 02:59 AM
Everyone stopped giving me feedback on them so I kind of put them on hold for a bit, but yes I very much intend to fix them up. Now that I know people are still interested I'll see what I can do.

Debihuman
2014-06-11, 10:06 PM
It's an Epic PrC. They don't get BAB/Saves.

Actually they do. If this is Epic then the levels would be 21st-30th not 1st-10th. See epic here: http://www.d20srd.org/srd/epic/basics.htm#epicSaveBonus

Debby

Bhu
2014-06-12, 04:04 PM
http://www.d20srd.org/srd/epic/prestigeClasses/intro.htm

I'm using the format for epic PrC's

Bhu
2014-06-20, 02:00 AM
Still working on Lord GoLions Armor.

I hesitate to ask this...but I've occasionally had requests for a 4e version of this class, which I'm not sure is workable. Would anyone actually still be interested in this?

Bhu
2014-06-25, 01:55 AM
Lord GoLion is finally done!

Qazzquimby peek over at minmaxboards in the next few weeks i intend to start tweaking the samurai again.


MOWS

http://Picture URL if you have one

"Meow!"

The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children. They enjoy their reputation for being no end of trouble.

MOWS RACIAL TRAITS
∑ -8 Str (Minimum 3), +4 Dex, +2 Wis
∑ Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
∑ Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
∑ Base speed 30 feet
∑ Scent (Ex): Identical to the ability listed in the Monster Manual.
∑ Mows have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Mows aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious (and teensy) predators they also can't make Handle Animal checks as animals are terrified of (or ignore) them. Most equipment will be one tenth the weight for them. They cannot wield weapons unless they are specifically made for them, usually as an extension of armor they are wearing. If someone is willing to help them in and out of it they can wear armor.
. Mows are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
∑ Racial skill bonuses: Mows receive a +4 Racial Bonus on Climb, Hide, Listen, and Move Silently Checks. They also get a +8 Racial Bonus of Balance and Jump checks. They may use their Dexterity Modifier instead of their Strength Modifier for Climb and Jump Checks. In areas of tall grass or undergrowth their Hide Bonus increases to +8.
∑ Automatic and Bonus languages: Mows automatically speak Common and Purr. Bonus Languages depend on where they live and are usually that of their neighbor, but many speak Sylvan
∑ Level Adjustment: +0
∑ Favored Class: Cat Burglar, Rogue, or Scout

STARTING AGE
Adulthood: 14 years
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.

MOWS CHARACTERS
If you want to play a small stealthy PC who can go about unnoticed due to the fact everyone assumes you're a common animal, the Mows are perfect. Plus you get to be an adorable lil' kitteh. What more could you want than that?
Adventuring Race: Mows often go on adventures for money, fame, and power. The usual reasons. But being fey and whimsical like all cats some do it just for the hell of it.
Character Development: Make sure to take Feats or class abilities that will allow you to overcome your Reach limitations. Your size does have a few disadvantages.
Character Names: Mows tend to use whatever names are common to the other races living in their area.

ROLEPLAYING A MOWS
You can pretend to be a normal cat and sponge off the other races while secretly living among them. All the Mows do it at some point. It allows you to learn lots of nifty blackmail material. Not that you're the sort of kitty to use blackmail to get fed a better class of salmon than table scraps. No sir not you.
Personality: The Mows are still cats for the most part, with all the typical behaviors attributed to kitties.
Behaviors: You've all seen the various cat videos on Youtube. Give them some human level intelligence and imagine the trouble they can start now...
Language: The Mows speak Purr, which has no written form (and is effectively the same language used by the Cat Burglars Guilds).

MOWS SOCIETY
Cats are highly social and prize competitions of stealth and athletic ability. They are also fans of singing and acting. The women do all the child rearing, and the men do much of the hunting and fooling of humans. In other words the women are mothers and teachers and the men are thieves.
Alignment : Mows have a strong tendency towards Chaos as they dislike rules, and most also have a strong tendency towards Neutrality. They like their privacy.
Lands : The Mows are pretty omnipresent. Wherever you can find cats, you can find them.
Settlements : Mows prefer urban areas since it allows them to pretend to be pets and blend in better.
Beliefs : The Mows worship the Kitteh Gawds exclusively.
Relations: Mows get along fine with Humans and other humanoids who have cats as pets because they can take advantage of them. The rest of the world they don't like so much.

MOWS ADVENTURES
∑ There has been a rash of murders in the town, and the humans are clueless. Every cat in the city knows there is an Undead monster living down by the old mill that's responsible. You just have to figure out how to get the humans there without revealing who you really are. Or failing that end it yourself.
∑ A local powerful Wizard has had his beloved Familiar slain and is inconsolable until he sees the perfect replica of him: you. Adopted by a psychopathic madman with incredible power you must find a way to convince him not to kill the locals out of paranoia, find a way to get him to let go of his friend, and all without driving him any crazier.
∑ The local humans have figured out cats are intelligent and have declared war. You must broker peace with them, or failing that find a way to sabotage their extermination efforts.



MOWS/AWAKENED CAT RACIAL SUBSTITUTION LEVELS


ROGUE
Levels 10, 13, 16, 19: The Mows Rogue has new options for his Rogues Special Abilities.
Special Ability (Ex):

Trap Radar (Su): When making a Search roll to look for traps, you may Search a 10' area as a Standard Action.

Nimble You do not gain the -5 Penalty to Climb or Balance Checks for moving at full speed.


SCOUT
Levels 4, 8, 12, 16, and 20: The Mows loses access to some Bonus feats, but gains access to others.
Bonus Feats (Ex): Instead of having access to Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run the Mows Scout can choose from Defensive Strike, Lunging Strike, Mouser, and Prone Attack.


CAT BURGLAR
Level 1: Replace Purr with Polyglot
Polyglot (Ex): Speak Language is always a Class Skill for you.
Level 1: Cat Powah with Man Powah
Man Powah (Su): At 1st level the Cat Burglar gets his first taste of Humanoid Magic in the form of an untyped Bonus equal to his Charisma Modifier. Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his unarmed strikes or weapons in Humanoid Form.
Levels 1, 4, 7, 10, 13, 16, and 19: Replace Kitty Form with Humanoid Form
Humanoid Form (Su): At will as a standard action you may transform into a Medium humanoid (or from a humanoid back to your normal form). At first level you can assume the form of a Medium humanoid. This allows you to pretend to be any species of the more common humanoids, or perhaps a very young Giant. When transforming all equipment that isnít enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Humanoid Form you lose your Scent ability along with your natural attacks, non humanoid form limitations, movement types other than base land speed, Special Attacks/Qualities that are racial abilities, and racial skill bonuses. If you are killed or knocked unconscious in Humanoid Form you revert to a cat next round. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype.

At levels 4, 7, 10, 13, 16, and 19 you gain an additional Humanoid Forms from the following list if you meet the prerequisites (all of these forms count as Humanoid Form for purposes of Feats, effects, etc.). Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

Small Humanoid Form: You may now take the form of a Humanoid child or smaller Humanoids such as halflings. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

Tiny Humanoid Form: You may now take the form of a Humanoid infant or really small Humanoids. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Tiny your base Land Speed reduces to 15' unless it's already lower, if you were smaller than Tiny it increases to 15' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. 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.

Big Humanoid Form (Prerequisite: Level 10+): You may take the form of a Large Humanoid or Giant. You also gain the following abilities: A Primary Slam Attack doing 1d4 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. If your Size is larger than Large your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Large it increases to 40' unless it's already faster. You also gain the subtype (Human, Elf, Orc, etc.) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype. 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'.

Giant Form (Prerequisite: Level 16+): You may take the form of a Huge Giant. You also gain the following abilities: A Primary Slam Attack doing 1d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Huge you gain +2 Dex and -2 Str per Size Class above Huge. If it's less, you gain +2 Str and -2 Dex per Size Class below Huge (minimum Str or Dex is 3). You also get +8 Con, and you gain a +8 Natural Armor Bonus. If your Size is larger than Huge your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Huge it increases to 40' unless it's already faster. You gain the Giantblood Subtype. You become Size Class Large, 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'. You may remain in Giant Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

Titan Form (Prerequisite: Level 19+): You may now take the form of a Gargantuan Giant. You also gain the following abilities: A Primary Slam Attack doing 2d4 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Gargantuan you gain +2 Dex and -2 Str per Size Class above Gargantuan. If it's less, you gain +2 Str and -2 Dex per Size Class below Gargantuan (minimum Str or Dex is 3). You also get +12 Con, and you gain a +12 Natural Armor Bonus. If your Size is larger than Gargantuan your base Land Speed reduces to 50' unless it's already lower, if you were smaller than Gargantuan it increases to 50' unless it's already faster. You gain the Giantblood Subtype. 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'. You may remain in Titan Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

Sprite Form (Prerequisite: Fey Heritage): You may now take the form of a Tiny Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Tiny your base Land Speed reduces to 15' unless it's already lower, if you were smaller than Tiny it increases to 15' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 3/Cold Iron. 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.

Pixie Form (Prerequisite: Fey Heritage, Sprite Form): You may now take the form of a Small Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

Nymph Form (Prerequisite: Fey Heritage, Pixie Form): You may now take the form of a Medium Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier, the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron.

Beast Form (Prerequisite: Level 10+): You may now take the form of a Large Magical Beast. You also gain the following abilities: Darkvision 60', Scent, a Primary Natural Attack (1d6 plus Str Modifier), and a Secondary Natural Attack (1d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. 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 triple those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

Teensy Uggo Form (Prerequisite: Level 7+: You may now take the form of a Small Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Small you gain +2 Dex and -2 Str per Size Class above Small. If it's less, you gain +2 Str and -2 Dex per Size Class below Small (minimum Str or Dex is 3). If your Size is larger than Small your base Land Speed reduces to 20' unless it's already lower, if you were smaller than Small it increases to 20' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.

Uggo Form (Prerequisite: Level 7+): You may now take the form of a Medium Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Medium you gain +2 Dex and -2 Str per Size Class above Medium. If it's less, you gain +2 Str and -2 Dex per Size Class below Medium (minimum Str or Dex is 3). Your Natural Armor Bonus increases by +2. If your Size is larger than Medium your base Land Speed reduces to 30' unless it's already lower, if you were smaller than Medium it increases to 30' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'.

Dire Uggo Form (Prerequisite: Level 13+): You may now take the form of a Large Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is larger than Large you gain +2 Dex and -2 Str per Size Class above Large. If it's less, you gain +2 Str and -2 Dex per Size Class below Large (minimum Str or Dex is 3). You also get +4 Con, and you gain a +3 Natural Armor Bonus. If your Size is larger than Large your base Land Speed reduces to 40' unless it's already lower, if you were smaller than Large it increases to 40' unless it's already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. 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'.

Levels 2, 5, 8, 11, 14, and 17: Replace Kitty Magic with Humanoid Magic
Humanoid Magic(Su): Humanoid Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor. The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites. These are considered Spell-Like abilities unless it says otherwise:

...And Your A__ Will Follow (Su) (Prerequisites: Free Your Mind...): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.

A People Person: You may cast Charm Person 3/day.

A Spring In Your Step: You may cast Jump 3/day.

Belittle (Prerequisite: Level 5): You may cast Power Word Sicken (see Races of the Dragon) 3/day.

Blend In: You may cast Change Self at will.

Brute's Luck (Su): You may substitute your Str Modifier for all rolls in which you would normally use your Dex Modifier.

Cowardice Is An Art Form: You may cast Expeditious Retreat 3/day.

Decoy (Prerequisite: Level 8): You may cast Create Fetch 3/day (see Complete Scoundrel).

Devilish Charm (Prerequisite: A People Person, Level 8): You may cast Suggestion 3/day.

Did You Think It Would Be That Easy (Su) (Prerequisite: Level 5): You gain a Bonus to Armor Class equal to your Charisma Modifier. The type of Bonus depends on what Humanoid Form you are using. It's a Sacred Bonus for Celestial Form, and a Profane Bonus for Fiendish Form and Undead Form. Hawt, Fey, and Innocent Forms get a Luck Bonus. Nocturnal, Multi-Headed, Alien, and Half Dragon Forms get an Insight Bonus. Agile, Swift, Stealthy and Winged Forms get a Dodge Bonus. All other Kitty Forms get an increase to their Natural Armor Bonus.

Flash Grenade (Su) (Su): 3/day as a Supernatural ability while in Humanoid Form you may release a 10 ft burst of light centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Dazed for 1 round.

Force Shield (Prerequisites: Mage Puncher, Level 11): You may cast Wall of Force 3/day.

Free Your Mind...(Su) (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.

Frightful Tackle (Su) (Prerequisites: A Spring In Your Step, Blend In, and one of the following: Spooky Voice, or Thousand Yard Stare): When attack an Opponent who is Flat-Footed or Denied his Dexterity Bonus to AC while you are in Humanoid Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.

____ Tha Police; You may cast Protection from Law 3/day.

Healer's Touch (Prerequisite: Level 5): You may cast Cure Moderate Wounds or Remove Disease 3/day. Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

Improved Flash Bomb (Su)(Prerequisite: Flash Bomb): Your Flash Bomb may be used in place of doing damage in a grapple check. The opponent you are grappling is permanently Blinded if he fails his Save, instead of Dazed. All others in the area are Dazed as normal.

Inhuman Diplomacy (Prerequisite: Level 8): You may cast Charm Monster 3/day.

Innocence (Su): 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 and Detect Magic or similar spells/abilities. If the spell canít get through your spell resistance you show up as Neutral and non-magical.

LOOK AT ME, I'M AN ATTENTION WHORE (Su) As a Standard Action you may make a Perform (Oratory) check to Daze all opponents within 10' for 1 round. They get a Willpower Save to resist (DC is equal to your Perform check).

Looking for Pigeons (Su): By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your Flash Bomb attack). You don't know what his Save is, just that he has the lowest.

Mage Puncher (Prerequisites: Would-Be Mage): You may cast Bigby's Disrupting Hand 3/day (See PHB II).

Monk's Step: You may cast Feather Fall at Will.

Mystic Locksmith: You may cast Open/Close and Instant Locksmith 3/day (see Complete Adventurer). Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

Preacher Man (Prerequisite: 11th level): You may cast Heal 3/day.

Spooky Voice (Prerequisite: Level 5): You may cast Scare 3/day.

Sucker Punch (Su): If your opponent is flat footed and you are in Humanoid Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

Summoner I (Prerequisite: Level 5, Cha 15): You may cast Summon Monster III 3/day.

Summoner II (Prerequisite: Level 11): You may cast Summon Monster VI 3/day.

Summoner III (Prerequisite: Level 17): You may cast Summon Monster IX 1/day.

Surprise, Surprise, Surprise (Su) (Prerequisite: level 5): You do not take Size Penalties while in Kitty Form.

Survival (Prerequisites: Level 5): You may cast Sustain 3/day (see Oriental Adventures or Book of Exalted Deeds).

They're With Me (Su) (Prerequisite: Undead Form): Allies within 10' of you while you're in Undead Form gain the benefits of a Hide from Undead spell.

Thousand Yard Stare: You may cast Cause Fear 3/day.

vicious Sarcasm (Prerequisite: Belittle): When using your Belittle ability, you are no longer restricted by your opponents hit point total, and may cast it on anyone.

Would-Be Mage: You may cast Magic Missile 3/day.


Levels 3, 6, 9, 12, 15, and 18: Replace Enhanced Kitty Form with Enhanced Humanoid Form
Enhanced Humanoid Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Humanoid Form from the list below (optionally they may take a Bonus Feat if they wish). These Enhancements can be used in any version of Humanoid Form unless otherwise noted, and their benefits stack with the abilities gained from your various Humanoid Forms (You may use more than one Enhanced Humanoid Form at a time, but see restrictions below.):

Agile Form (Prerequisite: Level 6): You gain +4 Dex in Humanoid Form.

Alien Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Humanoid Form. You may not use Alien Form with Celestial or Innocent Forms.

Aquatic Form: While in Humanoid Form you may instead become a Mermaid or legged aquatic humanoid. You gain a Swim speed equal to your Land speed. You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. You may use the Run Action while swimming in a straight line. You gain the Aquatic Subtype, and are Amphibious as well.

Arctic Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to cold though, not heat. You may not use Arctic and Desert Forms at the same time. You also gain Cold Resistance 5.

Armored Form: Your Natural Armor Bonus increases by +4 while in Humanoid Form.

Celestial Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Humanoid Form. 3 times per day any spell you cast in Celestial Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Celestial Form along with Fierce Humanoid Form, Fiendish Form, or Alien Form).

Centaur Form (Prerequisite: Dire Uggo Form): While in Dire Uggo Form you gain a +4 Bonus to defend on Opposed Bull Rush, Overrun, and Trip Checks.

Climbing Form: While in Humanoid Form you gain a Climb speed equal to your Land speed. You gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Desert Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to heat though, not cold. You may not use Arctic and Desert at the same time. You also gain Fire Resistance 5.

Exotic Form (Level 6+): You turn into rare and exotic (possibly extinct) Humanoids or Fey. While in Humanoid Form you permanently have the benefits of a Sanctuary spell unless you attack someone. They're more intent on capturing you as a rare slave than killing you. You can still be attacked by non lethal attacks such as Nets that are meant to capture you.

Fey Form (Prerequisite: Fey Heritage): You gain Spell Resistance equal to (15 plus CR) in Sprite, Pixie, Nymph, or Tinkerbell Forms.

Fiendish Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Humanoid Form. 3 times per day any spell you cast in Fiendish Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Fiendish Form with Celestial Form.

Fierce Humanoid (Prerequisite: Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level. If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not combine Fierce Humanoid and Innocent Forms.

Half Dragon Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.

Hardy Form (Prerequisite: Level 6): You gain +4 Con in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

Hawt Form (Prerequisite: Char 15+, and either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level. If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Innocent Form in combination with Alien, Fiendish, Fierce Humanoid, or Undead Forms).

Innocent Form (Prerequisite: Tiny or Small Humanoid Form): You can always Take 10 on Bluff and Diplomacy Checks.

Multi-Armed Form: This may be taken multiple times. The first time you gain an additional pair of arms in Humanoid Form, and you gain an additional pair each time this is chosen. You must still take the necessary Feats to take advantage of the multiple limbs. If your arms have a Natural Attack you now gain multiple attacks on a Full Attack.

Multi-Headed Form: This may be taken multiple times, and each time you take it you gain one additional head in Humanoid Form. You gain a +1 Bonus to Listen, Search, and Spot Checks per additional head. If your head has a Natural Attack you now gain multiple attacks on a Full Attack.

Nocturnal Form: Your Darkvision range increases +30' in Humanoid Form.

Stealthy Form: You gain a +4 Bonus to Hide Checks in Humanoid Form.

Strong Form (Prerequisite: Level 6): You gain +4 Str in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

Swift Form: You gain a +10 ft. increase to Land Speed in Humanoid Form.

Undead Form (Prerequisite: Level 6): While in Humanoid Form you may appear as any corporeal Undead. You temporarily become immune to poison and disease, and fatigue/exhaustion effects.

Winged Form: While in Humanoid Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.


Level 20: Replace True Kitty with True Humanoid
True Humanoid(Ex): At 20th level you become one with your inner human, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to them temporarily without being vulnerable to spells that target them specifically(this includes spells specific to Humanoids such as Charm Person). If knocked unconscious you no longer revert to your original form if you are in Humanoid Form. You also gain the Shapechanger Subtype.




Epic Substitution Levels



Epic Humanoid Forms

Colossus Form : You may now take the form of a Colossal Giant. You also gain the following abilities: A Primary Slam Attack doing 2d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is less than Colossal you gain +2 Str and -2 Dex per Size Class below Colossal (minimum Str or Dex is 3). You also get +18 Con, and you gain a +18 Natural Armor Bonus. If your Size is smaller than Colossal your base land speed increases to 50' unless it's already faster. You gain the Giantblood Subtype. 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 sixteen times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'. You may remain in Colossus Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.

Epic Enhanced Humanoid Forms

Abomination Form : (Prerequisites: Alien Form) While in Alien FOrm you gain Regeneration 5 (doesn't work vs Fire or Acid damage). You cannot use Abomination Form with Awww...Wook at da Widdle Babeh, Celestial Form, Heavenly Form, or Innocent Form.

Asherati Form: (Prerequisite: Desert Form) You gain the Fire Subtype. In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them. You may not use Asherati Form with Arctic Form or Frost Form.

Awww...Wook at da Widdle Babeh: (Prerequisites: Innocent Form) While in Tiny Humanoid Form Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect. Basically as long as the bitty kitty plays with the dingle ball they will watch. You may not use Awww...Wook at da Widdle Babeh Form in combination with Abomination Form, Alien Form, Fiendish Form, Fierce Humanoid Form, Hawt Form, Undead Form, Demonic Form, Terrifying Form or Vampire Forms.

Dragonborn: (Prerequisites: Half Dragon Form) You gain DR 20/Epic while in Humanoid Form.

Epic Humanoid Form: (Prerequisite: True Humanoid) You gain +6 Charisma while in Humanoid Form.

Floaty Form: Prerequisites: Winged Form) While in Humanoid Form you have a Flight Speed equal to one and a half times your Land Speed with Perfect Maneuverability.

Frost Form: (Prerequisite: Arctic Form) You gain the Cold Subtype. In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them. You may not use Persian with Desert Form or Asherati Form.

Heavenly Form: (Prerequisite: Angel Kitty Form) While in Humanoid Form you gain a +4 Sacred Bonus to all Saving Throws. You may not use Heavenly Form along with Abomination Form, Undead Form, Fiendish Form, Alien Form, Demonic Form, or Vampire Form.

Demonic Form: (Prerequisite: Fiendish Form) Twice per day a while in Humanoid Form you can automatically summon 2 Manes, Vrocks, or Bar-Lgura, or 1 Palrethee, Glabrezu, or Marilith. This ability is the equivalent of an 8th-level spell. You may not use Demonic Form with Celestial Form or Heavenly Form.

Terrifying Form: (Mean Kitty Form) While in Kitty Form you gain Frightful Presence. Whenever you make an Attack while in Kitty Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds. You may not combine Terrifying Form with Innocent Form or Awww...Wook at da Widdle Babeh Form.

Vampire Form: (Prerequisite: Undead Form): While in Undead Form you are also immune to sleep effects, paralysis, stunning, and death effects. Vampire Form cannot be used with Celestial Form, Fey Form, Innocent Form, Awww...Wook at da Widdle Babeh Form or Heavenly Form.


Epic Humanoid Magic

A Prayer to Basement Cat: You may cast Power Word Kill 3/day.

Break the Rules: You may cast Invoke Magic 3/day (see Lords of Madness).

Curiosity: You may cast Hindsight 3/day (see Complete Adventurer).

Demon Lords Gift: You may cast Abyssal Frenzy 3/day (See Fiendish Codex I).

Free At Last!: You may cast Mass Awaken 3/day (see Spell Compendium).

King of the Zombies: You may cast Plague of Undead 3/day (see Heroes of Horror).

Piss Off: You may cast Antipathy 3/day.

Reinforcements: You may cast Fierce Pride of the Beastlands 3/day (see Spell Compendium).

Revenge: You may cast Sphere of Ultimate Destruction 3/day (See Spell Compendium).

Safe Cracker: You may cast Unbinding 3/day (see Spell Compendium).





MOWS FEATS


Anonymous Humanoid
You spend much time perfecting the forms of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Humanoid Form or Enhanced Humanoid Form.

Practiced Humanoid
You spend much time perfecting the arts of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Burglaring or Humanoid Magic ability.

Anklebiter
You is one sneaky kitty
Prerequisites: Tiny Size or the ability to gain it somehow
Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Evade Notice
Just a cat passing by, nuthin' to see here...
Prerequisites: Mows, Cat Hengeyokai or Tibbit, Bluff 4 ranks
Benefits: If you can make a successful Bluff vs Sense Motive Check against opponents, they don't really notice you if you don't do anything out of order. In other words if you, as a cat, walk past them and it's normal for cats to be in the area, they don't even remember you (and you get +4 on the Check). If you walk into an area where it might be odd (say the King's treasure chamber) they may wonder "How did that cat get in here?", but the worst they'll do is shoo you. If you're hanging out somewhere odd (in a herd of Rhinos), you get at least a -4 on the Check. Obviously you end up screwing yourself if you do something like make an attack or cast a spell.

Improved Evade Notice
Just a cat, stealing your keys, nuthin' to see here...
Prerequisites: Bluff 8 ranks, Evade Notice
Benefits: You no longer take the Check penalty for performing odd actions, but you still can't attack anyone.

Fussiness
You are picky about what you eat.
Prerequisites: Any Feline Race, Improved Scent
Benefits: You can detect if food or drink within 10' of you is poisonous or not with a DC 15 Wisdom check (you must be in a Form that allows you to use Scent).

The Paw from Nowhere
You just love to whack people from hiding
Prerequisites: Mows or Elven Cat, Sneak Attack, Hide 6 ranks
Benefits: If you successfully Sneak Attack an opponent who is unaware of your presence, he must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.

Bhu
2014-07-03, 01:51 AM
CAT-ELVES

http://Picture URL if you have one

"I'm hawt. I know this cause everyone I know says so."

Cat Elves appear to be elflike humanoids with kitty ears and a tail. Many also have catlike eyes and whiskers. Skin color is usually quite bronzed, and hair and eye color varies depending on what parent they take after most.

CAT-ELF RACIAL TRAITS
∑ +2 Dex, +2 Cha
∑ Medium
∑ Humanoid
∑ Low Light Vision
∑ Base Land speed 40 ft.
∑ Mixed Blooded: Cat Elves are considered both Catfolk and Elves for purposes of spells, magic items, abilities, etc. You may also take Feats only available to Elves and Catfolk.
∑ Cat Elves gain a +2 Racial Bonus on Listen, Move Silently, Search, and Spot Checks
∑ Automatic and Bonus Languages: Cat-Elves automatically speak Common, Elven, and Feline. Bonus languages: Draconic, Gnoll, Gnome, and Sylvan.
∑ Level Adjustment: +1
∑ Favored Class: Duskblade

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger: +2d6
Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
Middle Age: 62
Old: 93
Venerable: 123
Maximum Age: +3d20 years

HEIGHT AND WEIGHT
Base Height: Male: 4'7" Female: 4'5"
Height Modifier: +2d8"
Base Weight: Male: 100 lbs. Female: 80 lbs.
Weight Modifier: x2d4 lbs.

CAT-ELF CHARACTERS
If you need a swashbuckling dexterity based type the Cat-Elf is perfect for you. They also make pretty good fighter/casters of a certain type.
Adventuring Race: Cat-Elves go on adventures to have fun, see the world, learn new things, and find/steal neat stuff. That way you can really brag about it when you go back home, and make everyone else jealous. Plus the whole money thing is appealing.
Character Development: Cat-Elves are natural born gishes. Most seem to be multiclassed in some manner as they never commit to any one class for too long, other than classes that allow them some flexibility. Although some also become obsessed with perfecting a certain skill or ability and follow a class to the end.
Character Names: Cat-Elves usually use some mix of Catfolk and Elven names.

ROLEPLAYING A CAT-ELF
If you insist on playing an attractive catgirl/boy, this is perfect for you. Yeah you'll have to put up with a lot of jokes, but screw those people you have a cute, fwuffy tail. And you have spookity kitty powers (at least you tell everyone you have spookity kitty powers).
Personality: Much like housecats you tend to be playful, curious, and love a good nap. New things are good and always require your presence as you must investigate. If there's a fight you must be involved. If there are attractive people you must hit on them. Well not 'must', but you are a bit hormonally whacko.
Behaviors: People telling you what to do tend to get tuned out if there's something interesting going on. This is not to say you can't work well with others or in groups, just that you feel the need to maintain a sense of your own independence. You also tend to be flirty, speak thoughtlessly, and be somewhat mood-swingy in accordance with the usual stereotypes about your kind.
Language: Cat Elves grow up learning the languages of their two parent races.

CAT-ELF SOCIETY
Many years in the past the Jester (a God known for kidnapping beings from various points of the multiverse to populate his own demiplane) swiped an entire doomed nation of catfolk. With nowhere to place them on his plane other than a large grasslands next to the Elven forests, he plunked them down right next to Alfheim (i.e. the Elven homeland).

The Elves objected. It had taken them long to found their very own nations where all Elvenkind could be accepted without any snide jokes implying they were homosexual, and now these scruffy barbarian Catfolk had been dumped in their lap. The Catfolk weren't exactly happy about their new snooty neighbors who seemed to be born with sticks up their behinds either. So the Jester cursed them with an uncontrollable sexual attraction for each other. Ideally this was supposed to lead to a reduction of tensions between the races. What it led to was rampant adultery, and children born into illegitimacy. And an entire new race of Cat Elves that seemed to breed true, creating more Cat Elves. And a new generation of racist elf jokes revolving around bestiality as opposed to their being gay. Fortunately they now have clawed offspring willing to give attitude adjustments to would be comedians.

Alignment : Cat Elves tend to be whimsical and self indulgent, musch like actual cats (and, some would say, actual Elves). They have strong tendencies towards Chaotic Neutral.
Lands : The Cat Elves mostly live in Alfheim.
Settlements : Cat Elves prefer to settle in open grassy areas. In a pinch they'll take hills or forest to fuss around in but they really like savanna.
Beliefs : Cat Elves generally prefer a mix of the Elven and Cat Gawds.
Relations: Cat Elves get along well with Elves, Catfolk, most feline races, Fey, and Gnomes. Sometimes they find humans a little overbearing, and Dwarves are too stuffy. Orcs are good for rough play if they could get over the whole religious zealot/slave monger thingie.

CAT-ELF ADVENTURES
∑ A group of Dopplegangers is taking advantage of the local curse to pursue Elves and Catfolk for 'extramarital adventures'. As the Elders do not wish there to be a bunch of Half Doppleganger children running about, you have been assigned to find and escort them from the area. Or shoot them. Whatever works.
∑ A thief has been stealing the local finery, jewelry, clothes, etc. The Cat-Elves are being blamed due to their love of shiny things. You must find the true culprit (or hide him if it's a Cat Elf, while returning the stuff).
∑ The evil spookity Orc persons are out for slaves again, and they're after some Elf meat. And mom has been missing a day or two. You could go look for her, but why not jump to conclusions and assault the Orc village instead?




CAT-ELF RACIAL SUBSTITUTION LEVELS

DUSKBLADE
Level 4: Replace Armored Mage with Poke
Poke (Ex): If the Duskblade successfully attacks an opponent with any weapon that can be used with the Weapon Finesse Feat that opponents turn ends and it may no longer take any actions if it fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Dexterity Modifier). This lasts for the round, the victim may act normally next round unless he is successfully poked again.
Level 7: Replace Armored Mage with Improved Poke
Improved Poke (Ex): The Duskblade may now Poke with any weapon.

SWORDSAGE
Level 7: Replace Sense Magic with Whiskers
Whiskers (Su): You may reroll any Initiative rolls or Reflex Saving Throws that roll a '1'.

RANGER
Levels 2, 6, and 11: Cat Elves have new options with Combat Style
Combat Style (Ex): Cat Elves can choose Poker or Sniper Style.
Sniper Style gets the following Feats: 2nd: Far Shot, 6th: Precise Shot, and 11th: Improved Precise Shot. Poker Style gets the following Feats: 2nd: Combat Reflexes, 6th: Power Critical, 11th: Improved Critical.



CAT-ELF FEATS

The Hawtness
Elves and Cafolk find you oddly attractive...
Prerequisites: Cat-Elf, Cha 13+
Benefits: You may always take 10 on Bluff, Diplomacy, and Gather Information rolls against Elves and Catfolk.

Nyao
Men (or women if you're male) also, not surprisingly, find you attractive...
Prerequisites: Cat-Elf, Cha 13+
Benefits: You gain a +2 on all Bluff, Diplomacy, and Gather Information rolls against members of the opposite sex or gay members of your own sex (assuming they would find you attractive).

Atavistic
You're somewhat more catlike than even your parent.
Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 13+, Must be taken at 1st level
Benefits: You gain a primary Claw attack doing 1d4 plus Strength damage. You get two Claw attacks with a Full Attack.

Carnivorous
You're definitely more catlike than usual.
Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Atavistic
Benefits: You gain a Secondary Bite attack doing 1d4 plus half Strength Modifier. You get two Claw attacks and a Bite with a Full Attack.

Huntress
You has abandoned the civilized way...
Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Carnivorous
Benefits: You gain two Rake Attacks with the same attack and damage rolls as your Claw attacks that can be used in Grapples.

Curious Kitteh
You never seem to leave well enough alone.
Prerequisites: Cat-Elf, Wis 13+
Benefits: You gain the Elf racial ability to sense hidden doors from the PHB.

Elf School
You trained with dad at the academy.
Prerequisites: Cat-Elf, must be taken at 1st Level, Dex 15+
Benefits: You gain the Elven racial weapon proficiencies listed in the PHB. You also cast spells of whatever Arcane casting class you take at +1 caster level.

Pounce
You take after mom.
Prerequisites: Cat-Elf or Catfolk, Dex 15+
Benefits: You may make a Full Attack at the end of a Charge, including Rakes if you have them.

Bhu
2014-07-14, 11:10 PM
TIBBIT RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Tibbits Rule!

Tibbit's Rule! (Su): Tibbits natural abilities mesh well with the Cat Burglars powers. A Tibbit gains all the Abilities of Kitty Form (since they are actually better than his racial abilities) with one exception: His equipment molds to fit his Kitty Form as is mentioned in the Tibbit's entry(the one advantage Tibbit's natural powers have over the Cat Burglars). Please note this means the Tibbit can change into and out of Kitty Form at will, and doesn't have to wait an hour. Tibbit's also gain a Bonus Kitty Feat at 1st level. In campaigns where Cat Burglar is available Tibbit's may choose it as their Favored Class. A Tibbit is considered to have the Kitty Form ability for purposes of Feats and Class Prerequisites.


CATFOLK RACIAL SUBSTITUTION LEVELS
Level 1: You have a differing key stat.

Cat's Wisdom: Instead of Charisma the Catfolks class abilities key off of Wisdom.


CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Neko Form.

Neko Form (Su): Cat Hengeyokai's natural powers and class abilities mesh well. Neko Form gives them all the abilities of Kitty Form, and they may assume Hybrid Form at will as well. Their Cat Burglar Level is considered to be 1 higher than normal for purposes of qualifying for Kitty Feats (i.e. a 4th level Cat Burglar Hengeyokai is considered 5th level for purposes of qualifying for Feats only). Neko Form is identical to Kitty Form for purposes of qualifying for Feats.


PAKA RACIAL SUBSTITUTION LEVELS (see Denizens of Dread)
Level 1:You have a differing key stat.

Cat's Mind: Instead of Charisma the Paka's class abilities key off of Intelligence.


SHIFTER RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): All powers and abilities gained from the Cat burglar Class or from Prestige Classes that have Cat Burglar Class Abilities as prerequisites are based on Constitution instead of Charisma.

Bhu
2014-07-27, 11:05 PM
RAKASTA (Mystara)

http://Picture URL if you have one

"Soldiers generally win battles; generals get credit for them."

The Rakasta are a race of anthropomorphic felines known for both their proud warrior tradition and their quality craftsmanship. Eyes are green and furs is generally light tan or brown.

RAKASTA RACIAL TRAITS
∑ +4 Dex, +2 Int, -2 Cha
∑ Medium
∑ Humanoid
∑ Low Light Vision
∑ Base Land speed 30 ft.
∑ +2 Natural AC Bonus
∑ Rakes (Ex): In a Grapple the Rakasta gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Rakasta may perform a Full Attack with a Charge, including Rakes.
∑ A Rakasta has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Craft, Handle Animal, Jump, Listen, Ride, and Spot. It also gets 1 Feat.
∑ Rakasta have a Primary Claw attack doing 1d3 plus their strength bonus and a Secondary Bite attack doing 1d4 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack. They are proficient with the Kasas.
∑ Rakasta gain a +2 Racial Bonus on Craft Checks. They also gain a +4 Racial Bonus Check on Jump Checks.
∑ Automatic and Bonus Languages: Rakasta automatically speak Common, and Rakasta. Bonus languages: Sylvan.
∑ Level Adjustment: +1
∑ Favored Class: Warblade

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 45
Old: 60
Venerable: 90
Maximum Age: +2d8 years

HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'8"
Height Modifier: +2d8"
Base Weight: Male: 120 lbs. Female: 85 lbs.
Weight Modifier: x (2d4)

RAKASTA CHARACTERS
Rakasta are generally built for melee combat, though their Int Bonus makes them excellent Artificers or Arcane gishes as well.
Adventuring Race: Rakasta usually adventure for glory, to prove themselves, to acquire experience, wealth, revenge, etc. Their reasons vary as much as humans do.
Character Development: You make excellent chargers or mounted combatants. If you play a Scout or Ranger you make a decent archer as well.
Character Names: Male Names: Hirameki, Jiro, Kamaggi, Kaminari, Kenju, Myojo
Female Names: Kitahara, Lyn, Tamokka
Clan Names: Fuurifesu, Katamura, Katayama, Tomokato

ROLEPLAYING A RAKASTA
The Rakasta are very proud, and some would say quick to offend. While they take care to not start hostilities, they respond eagerly to anyone they believe has insulted them, and this has led to them having a reputation as being warlike and temperamental.
Personality: The Rakasta personality can easily be summed up by Sri'raka, their code of honor:

No challenge to fight is ever refused.
Wounded are never left behind; carry them or kill them.
Better to die in battle than in oneís sleep.
Give no mercy; never expect it.
Retreat is permissible only in order to regroup. A new attack must be launched against the other force within two sunrises.
Never surrender. Those who would exist as prisoners are not rakasta.

Beyond this they're like intelligent cats.
Behaviors: Along with being warriors, the average Rakasta is expected to be an artisan of some sort in order to produce goods that can be traded for necessities the tribe needs. So in addition to their endless training almost all Rakasta have some sort of craft skill or hobby that can be used to produce goods for money, and they zealously refine it given their reputation.
Language: Rakasta speak their own language and Common.

RAKASTA SOCIETY
The Rakasta are nomadic tribes dwelling in tent cities. They have a reputation for both violence and excellent craftsmanship, and they use this to their advantage when they encounter other races they can trade with. Many wish to but the Rakasta's goods, and the racial reputation for being easily offended and death prone makes others less likely to cheat them.
Alignment : The majority of Rakasta by far are True Neutral.
Lands : Most Rakasta live in warm or temperate plains and deserts.
Settlements : If somehow chased form their normal territories the Rakasta prefer wide open territories like the grasslands they currently inhabit.
Beliefs : Immortals worshiped by the Rakasta include Belbion (Vanya), Felidae (Calitha), Kagyar, Pax Bellanica (Tasrastia), and Tawnia (Ordana).
Relations: The Rakasta like elves and give most other races grudging respect if they are craftsmen or warriors (so long as they aren't cowardly in the eyes of the cat folk). They despise goblinoids and similar ambush tricksters. In general they tend to be disdainful of members of other races until they have proven themselves.

RAKASTA ADVENTURES
∑ A delegation from an Orc tribe called your ambassador something that rhymes with 'wussie'. 24 hours later you find yourself and a few thousand other Rakasta thundering across the prairie on the backs of Smilodons hellbent for delivering a whoopin'.
∑ The crafts your people rely on for trade have somehow gone south. They break or ruin quickly, and are developing an unexpected reputation for shoddy worksmanship! Obviously someone is out to get you, and you need to find out who they are quick.
∑ A Troll calls one of your village members a wimp, and gets soundly beaten within an inch of his life, escaping only because of his regeneration. 24 hours later and a herd of trolls is thundering across the prairie towards your village.


RAKASTA RACIAL SUBSTITUTION LEVELS

WARBLADE
Level 1: Add Handle Animal and Ride to the Class skill list. Also the Rakasta Racial Weapons (Kasas) can be used with the Tiger Claw style, and you are no longer proficient with Shields.

CAT BURGLAR
Level 1: Cat Powah works differently.
Cat Powah: Instead of Charisma based Skill Checks your Cat Powah Bonus may be used with Strength based Skill Checks.

KNIGHT
Level 6: Replace Shield Ally with Bonus Feat.
Bonus Feat: At Level 6 you may choose any one Feat you qualify for as a Bonus Feat.
Level 12: Replace Improved Shield Ally with Smilodon Companion
Smilodon Companion: At Level 9 you gain a Smilodon as a trusty companion and mount (see Frostburn)
Levels 5, 10, and 15: When choosing a Bonus Feat at these Levels you may also choose a Rakasta Racial Feat.



KASAS (Exotic Light Weapon)
Cost: 2 GP
Dmg (S): 1d4
Dmg (M): 1d6
Critical: 19-20/x2
Weight: 2 lbs.
Type: Slashing

HATRA SADDLE
Cost: 75 GP
Weight: 40 lbs.

This is identical to an Exotic Military Saddle with one exception. You may make a special leap attack from your saddle. While in the saddle you may make a Jump Check to attack an opponent as if you had the Leap Attack Feat.

Bhu
2014-08-16, 03:20 AM
TABAXI (Forgotten Realms/Maztica)

http://Picture URL if you have one

"So you kill people for their fur..."

Tabaxi are primitive jungle dwellers resembling anthropomorphic Jaguars or Leopards, with fur ranging from light yellow to brownish red. Eyes tend to be yellow or green.

TABAXI RACIAL TRAITS
∑ +2 Str, +4 Dex
∑ Medium
∑ Monstrous Humanoid, giving it Darkvision 60 ft.
∑ Low Light Vision
∑ Base Land speed 40 ft.
∑ +2 Natural AC Bonus
∑ Scent
∑ Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
∑ A Tabaxi has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 1 Feat.
∑ Tabaxi have a Primary Claw attack doing 1d3 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack. They are proficient with the Bolas and all Simple Weapons.
∑ Tabaxi gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
∑ Automatic and Bonus Languages: Tabaxi automatically speak Common, and Tabaxi. Bonus languages: Sylvan.
∑ Level Adjustment: +2
∑ Favored Class: Scout

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'5"
Height Modifier: +2d8"
Base Weight: Male: 130 lbs. Female: 90 lbs.
Weight Modifier: x (2d4) lbs.

TABAXI CHARACTERS
Given their stats the Tabaxi make pretty good ranged combatants or dex based melee combatants. Due to their Racial Hit Dice and LA, casters should probably be avoided.
Adventuring Race: The Tabaxi don't much like other races, so for them adventures are about opposing the Tabaxi Lords or other Evils, or revenge for their fellows being skinned for their pelts, or to find help for some unforeseen problem they can't deal with themselves.
Character Development: Given that you have Pounce and Rakes be sure to take advantage of them.
Character Names: Males: Citlalli, Cualli, Icnoyotl, Ixtli, Meztli, Ohtli, Toltecatl, Zuma. Females: Camaxtli, Ichtaca, Mazatl, Nenetl, Tochtli, Xipil, Yaotl, Zanipah.

ROLEPLAYING A TABAXI
You don't much like the other races, as you don't quite understand them. Well that and they tend to kill you to make pelts. As a result your people live lives of quiet isolation in the jungles.
Personality: The Tabaxi are fairly catlike, living much as a pride of large cats would. They remind people of cats so strongly they often forget the Tabaxi are sentient as opposed to animals.
Behaviors: The Tabaxi spend their time in many stereotypically catlike pursuits. They are often found stalking through the underbrush for play or hunting, sunning themselves, or chatting with one another about the latest happenings.
Language: Tabaxi speak their own language, which doesn't usually have a written form.

TABAXI SOCIETY
The Tabaxi are clans of primitive hunter-gatherers. They disdain trade and diplomacy and if pressed to do so employ agents to speak on their behalf as they have not the patience for it. Most live in small villages ruled by a tribal elder (usually a Shaman) or a Tabaxi Lord. Tabaxi Lord villages are places of fear and misery, and their tribes usually degenerate so badly over time they even hunt and eat intelligent beings.
Alignment : The majority of Tabaxi are Chaotic Neutral, with a small minority of True Neutral (and Chaotic Evil in the case of tribes ruled by Tabaxi Lords).
Lands : Most Tabaxi live on the Chultan Peninsula.
Settlements : Tabaxi rarely leave their jungle home, and if they do so they find somewhere they can hide in easily.
Beliefs : Unless ruled by a Tabaxi Lord the Tabaxi generally worship Ubtao.
Relations: The Tabaxi are extremely reclusive and rarely deal with other races. If they must make contact they use an intermediary they know and trust from the past.

TABAXI ADVENTURES
∑ Leopard and Jaguar pelts are 'in' this year among the humans, and since the actual animals are running low your people suddenly find yourselves in an awkward position.
∑ A strange catlike elf has wondered into your village and said "Oh Hai!' before she begins hugging you. Your neighbors are not pleased. Neither is your wife.
∑ A clan led by a Tabaxi Lord is trying to move in onto your territory. You have been asked to find help as the Tabaxi Lord simply appears to be too powerful to take down.



TABAXI RACIAL SUBSTITUTION LEVELS

RANGER
Levels 2, 6, 11: You gain new options with Combat Mastery.
Combat Mastery: You may now choose from Thrower and Slasher. If you chose Thrower you get Bowslinger at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level. If you choose Slasher you get Improved Initiative at 2n Level, Multiattack at 6th Level, Improved Multiattack at 11th Level.

SCOUT
Level 1: Tabaxi Scouts begin the game with slightly different Weapon Proficiencies. They lose proficiency with the handaxe, throwing axe, short sword, and shortbow. They gain proficiency with the Bolas, Atlatl, and Maqahuitl.

CAT BURGLAR
Level 1: Instead of being a Tiny Cat you may choose Big Cat Form or Cat-Faced Monkey Form as your beginning Kitty Form.


MACUAHUITL (Exotic One-Handed Melee Weapon)
Cost: 25 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: 19-20/x3
Weight: 5 lbs.
Type: Slashing or Bludgeoning

ATLATL (Exotic One-Handed Melee Weapon)
Cost: 5 GP
Dmg: Damage increases to the next higher die. In other words a d8 becomes a d10, etc.
Critical: Critical threat range of the thrown weapon increases by +1 (i.e. if you normally threaten a Critical on a 10, you now threaten on a 19-20).
Weight: 2 lbs.

An Atlatl may be used to throw a Dart, Javelin or Shortspear. Loading the ammo is a Move Action. The Range Increment of the weapon used increases by +10 ft.

Bhu
2014-08-28, 04:50 PM
TABAXI LORD

http://Picture URL if you have one

"You will learn to obey."

Tabaxi Lords are huge Jaguars or Leopards up to 12' long. While they are often found ruling over small groups of Tabaxi, and can interbreed with them, the link between the two is unknown. Given the Tabaxi Lords powers many assume they are a mutation of the Tabaxi created by evil deities, or more specifically Zaltec.

TABAXI LORD RACIAL TRAITS
∑ +10 Str, +6 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha
∑ Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
∑ Magical Beast, giving you 60' Dark Vision
∑ Low Light Vision
∑ Base Land speed 40 ft.
∑ +2 Natural AC Bonus
∑ Natural Caster: Tabaxi Lords may cast spells as either an 8th Level Wizard or Cleric. Preferred spells are from the Illusion, Enchantment, or Necromancy schools (they are barred from Evocation and Transmutation schools).
∑ Spell-Like Abilities: At will: Binding, Detect Evil, Detect Good, Hypnotism. 3/day: Dimension Door.
∑ Scent
∑ Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
∑ A Tabaxi Lord has 8 Racial Hit Dice, giving it the following: 8d10 Hit Points, +8 base Attack Bonus, +6 Fort Save, +6 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Concentration, Hide, Jump, Knowledge (any 2), Listen, Move Silently, Spellcraft, Spot, and Swim. It also gets 3 Feat.
∑ Tabaxi Lords have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d10 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Tabaxi Lord aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Tabaxi Lords gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
∑ Automatic and Bonus Languages: Tabaxi Lords automatically speak Common, and Tabaxi. Bonus languages: Sylvan.
∑ Level Adjustment: +5
∑ Favored Class: Wizard or Cleric

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: 10'
Height Modifier: +2d12"
Base Weight: 500 lbs.
Weight Modifier: x (2d4) lbs.

TABAXI LORD CHARACTERS
Tabaxi Lords have no really bad stats, so the only thing standing in your way is Racial LA. Even if you don't decide to pursue their casting abilities further they'd make an okay gish with their stats.
Adventuring Race: Tabaxi generally adventure for revenge or for something they want to acquire. Most of the time they're having too much fun lording it over their peons.
Character Development: Their LA is off putting, but the Tabaxi Lord having spellcasting equal to it's Racial Hit Dice makes it kind of a shame to not become a caster. Some decide to go the Mystic Theurge route, so perhaps having two spell lists will help take some of the sting out of being a caster.
Character Names: Tabaxi Lords use the same names as any other Tabaxi.

ROLEPLAYING A TABAXI LORD
You are naturally superior to the entire damn universe. It's uncertain to you why others deny their natural place beneath you but a few killings will usually make them see the error of their ways.
Personality: You personify Chaotic Evil in it's laziest form ever. Tabaxi Lords crave power, but they aren't driven enough to maintain it well. They're fine with lording it over random jungle tribes for example. Rarely do they aspire to higher things.
Behaviors: Tabaxi Lords are your typical evil megalomaniacs. They spend their days lounging about occasionally executing a servant or telling one "Boy...pit me an olive." In short they're serious buttheads.
Language: Tabaxi Lords speak Tabaxi and the language of any nearby races in addition to Common.

TABAXI LORD SOCIETY
Tabaxi Lords don't have much of a society. They are solitary beings unless they decide to usurp leadership of a tribe, and then they spend most of their time destroying that tribes society and driving them to Evil.
Alignment : Tabaxi Lords are almost universally Chaotic Evil.
Lands : Like the Tabaxi, the Tabaxi Lords usually dwell inside the Chultan Peninsula.
Settlements : Tabaxi Lords are not liked, and restrict themselves to the jungles where they can hide from enemies.
Beliefs : The Tabaxi Lords generally venerate Zaltec, who is presumed to be their creator by many. Some few are said to worship other Evil Gods of the Forgotten Realms.
Relations: Tabaxi Lords hate and despise Couatls, and don't think much more highly of the rest of the races. Most Lords are solitary, though occasionally they will take over a tribe of Tabaxi or halflings that they can push around.

TABAXI LORD ADVENTURES
∑ The local Couatls keep doing fly-bys and pooping on you. After washing your fur in the river for the second time, you have had enough.
∑ The Halflings you lord about have suddenly got uppity and are demanding something called 'elections'. Obviously this is an outside influence, and you need to stomp the hell out of it.
∑ The Tabaxi women know you want to sire a legacy and have subsequently gone on a sex strike intended to bring about certain reforms you find distasteful. Worse, your spells seem powerless to compel them. What the heck is going on?



TABAXI LORD RACIAL SUBSTITUTION LEVELS

WIZARD
Level 1: Replace Familiar and Scribe Scroll with Slave
Slave: Instead of a Familiar you has a pet human! He obeys your every whim, and even if he gets killed you just get another one. A Slave is initially a Level one Commoner of any LA+0 Humanoid race. But it does have some similarities to the Familiar:

Hit Dice For the purpose of effects related to number of Hit Dice, use the masterís character level or the slaveís normal HD total, whichever is higher.

Hit Points The slave has one-half the masterís total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks Use the masterís base attack bonus, as calculated from all his classes. Use the slaveís Dexterity or Strength modifier, whichever is greater, to get the familiarís melee attack bonus with natural weapons (or unarmed strikes if it has none). Damage equals that of a normal creature of the slaveís kind (or by weapon).

Saving Throws For each saving throw, use either the slavesís base save bonus (Fortitude +2, Reflex +2, Will +0) or the masterís (as calculated from all his classes), whichever is better. The slave uses its own ability modifiers to saves, and it doesnít share any of the other bonuses that the master might have on saves.

Skills For each skill in which either the master or the slave has ranks, use either the normal skill ranks or the masterís skill ranks, whichever are better. In either case, the slave uses its own ability modifiers.

Abilities Slaves use the Non-elite array. They get a permanent +1 to any ability when their master reaches Level 4, and another +1 every 4 levels thereafter.

Specials Slaves don't get the Natural Armor Bonus Familiars do, but they get the rest of their special abilities such as Alertness, Empathic Link, etc. (except Speak with Master, Speak with Animals).

Bonus Both master and slave receive a specific Bonus that is chosen when the Slave is gained: +3 hit points, +2 Bonus to any one Saving Throw, or a +3 Bonus to any one skill.

CLERIC
Level 1: Remove Craft, Heal, Knowledge (The Planes), and Profession from the Class Skill list. Replace them with Climb, Jump, Knowledge (Nature) and Swim.

CAT BURGLAR
Tabaxi Lords have the same Racial substitution Levels as the Mows.

Bhu
2014-09-12, 08:31 PM
WEMIC

http://Picture URL if you have one

"Hunting is not a sport. In a sport, both sides should know they're in the game."

The Wemic are tribes of leonine centaurs with catlike faces. Males grow a large mane in their third year. Their fur is a tawny gold with a white underbelly and a dark mane. Their eyes are gold with vertically slit pupils.

WEMIC RACIAL TRAITS
∑ +8 Str, +4 Dex, +4 Con, +2 Wis, -2 Int
∑ Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
∑ Monstrous Humanoid, giving you 60' Dark Vision
∑ Base Land speed 40 ft.
∑ +4 Natural AC Bonus
∑ Jumper (Ex): Your Jump DC does not double if you do not have a running start. You gain a +8 Racial Bonus on Jump Checks, and may always Take 10 on a Jump Check.
∑ Natural Hunter (Ex): Wemic have a +2 Racial Bonus to Initiative Checks.
∑ Scent
∑ A Wemic has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival. It also gets 2 Feats. They are proficient with all Simple and Martial Weapons and Light Shields.
∑ Wemic have a Primary Claw attack doing 1d4 plus their Strength Bonus. They get 2 Claws with Full Attack.
. Non Humanoid Form: The Wemic aren't humanoid. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Wemic gain a +4 Racial Bonus Check on Hide, Listen, Move Silently, and Spot Checks.
∑ Automatic and Bonus Languages: Wemic automatically speak Common, and Wemic. Bonus languages: Any nearby race.
∑ Level Adjustment: +3
∑ Favored Class: Barbarian or Scout.

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 5'4" Female: 5'1"
Height Modifier: +2d10"
Base Weight: Male: 500lbs. Female: 400 lbs.
Weight Modifier: x (2d4) lbs.

WEMIC CHARACTERS
With their Hit Dice and LA most Wemic won't be becoming casters. Your best option is to probably go for a charger build utilizing Leap Attack or Pounce.
Adventuring Race: Wemic are a fairly easy-going people, and as such don't see many needs for adventuring. After all they don't want money, and their concept of power is limited to being a tribal leader. Generally they adventure due to life altering circumstances, such as revenge for their tribe being wiped out (or to prevent it from happening).
Character Development: Given your Jump check bonuses it would be a shame not to become an Initiator class and take Tiger Claw.
Character Names: Wemics use their Clan name as a surname. Male Abioye, Amadi, Ekwueme, Emeka, Ikenna, Izem, Jelani, Mwenye, Nkosana, Sefu, Simba, Tau. Female Adaeze, Amara, Ebele, Ekundayo, Ife, Ime, Kahina, Mbali, Nontle, Sana, Subira, Thema.

ROLEPLAYING A WEMIC
The simple life is the best life. A good day's hunting, some free time with good companions, and a night's rest is the perfect day for you. You don't see why the humanoids put such emphasis on money and possessions they don't need.
Personality: Wemic are fairly leonine in most respects. They don't trust outsiders or snooty civilized people, preferring close knit family and local groups instead. Playful and friendly among their own, they fall silent when strangers approach.
Behaviors: Most Wemic spend their time perfecting a set of skills. For most of them this means hunting, trapping, and ambushing prey. Others spend their time memorizing the tribes history or indulging in one of the civilizations many artistic crafts such as pottery.
Language: Wemics speak their own language and a highly accented version of Common.

WEMIC SOCIETY
Wemic society is an odd conglomerations of a Lion's pride and human aboriginal civilizations. They are nomadic hunter-gatherers who are perceived as illiterate, ignorant barbarians by other species. In truth they simply want to live among nature, and abhor many of the trappings of so-called civilization. As they have no written language their is an oral history, and tribal members who are professional griots are well respected.
Alignment : The vast majority of Wemic by far are True Neutral.
Lands : Most Wemics live in the grassy plains of the Shaar.
Settlements : Some Wemic have left for other grasslands, such as Anauroch and the Shining Plains. A related species also dwells in some neighboring mountains as well.
Beliefs : The Wemic are a superstitious, animistic culture believing in a variety of spirits. These spirits take precedence over what most societies would view as deities.
Relations: The Wemic have little to no patience for the 'civilized' races who look down upon them for living among nature as opposed to staying in cities. This doesn't mean they hate them or make war with them, but they definitely don't trust them or mingle with them more than they have to.

WEMIC ADVENTURES
∑ A Humanoid outsider claiming to represent a nearby civilization offers you some shiny shell necklaces in trade for your hunting lands. You promptly kill him. 3 days later 40 mercenaries come looking for him. Must've been those darn Half-Orcs got 'im. Yup.
∑ A strangely dressed human approaches you mumbles to himself and does a little dance while screaming "obey". You promptly kill him. 3 days later a small group of Diabolists drop in to ask if you've seen their senile grandfather. Damn them Half-Orcs.
∑ You find a solitary Half-Orc pooping in the middle of a field, and promptly kill him. 3 days later some sort of Orcish deific avatar wanders by and inquires about a 'Chosen One". Unable to blame the Half-Orc's this time you point him towards the local snooty human population in the hope he trims off some of their excess.



WEMIC RACIAL SUBSTITUTION LEVELS

BARBARIAN
Level 1: Replace Handle Animal and Ride with Knowledge (Geography, Nature) in the Class Skill List.

SCOUT
Level 1: Hit Dice increase to d10, and skill points drop to 6+Int. Replace Ride with Intimidate in the Class Skill list.

CAT BURGLAR
Level 6: Replace Scamper Bonus with Pounce
Pounce (Ex): You may perform a Full Attack when performing a Charge Attack.

Bhu
2014-09-29, 07:48 PM
JANA-NIMR

http://Picture URL if you have one

"You think I'm stupid because I'm 4 legged don't you?"

The Jana-Nimr are big cats with birds wings. They don't necessarily resemble a real-world species (Mountain Lion probably comes closest), and fur varies greatly. While most are tawny, grey or black there are some individuals with stripes. Lightly colored Jana-Nimr tend to have white underbellies.

JANA-NIMR RACIAL TRAITS
∑ +8 Str, +6 Dex, +10 Con, +4 Wis, -2 Int
∑ Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
∑ Magical Beast, giving you 60' Dark Vision
∑ Base Land speed 30 ft.
∑ Base Flight speed 60 ft. (Good)
∑ +3 Natural AC Bonus
∑ Scent
∑ Rakes (Ex): In a Grapple the Jana-Nimr gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Jana-Nimri may perform a Full Attack with a Charge, including Rakes.
∑ Improved Grab (Ex): To use this ability, a Jana-Nimr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
∑ A Jana-Nimr has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Listen, Move Silently, and Spot. It also gets 2 Feats.
∑ Jana-Nimr have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Jana-Nimr aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks
∑ Automatic and Bonus Languages: Jana-Nimr automatically speak Common, and Jana-Nimr. Bonus languages: Sphinx.
∑ Level Adjustment: +3
∑ Favored Class: Scout

STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 20 years
Old: 30 years
Venerable: 40 years
Maximum Age: +2d6 years

HEIGHT AND WEIGHT
Base Length: Male: 6' Female: 5'6"
Length Modifier: +2d6"
Base Weight: Male: 80 lbs. Female: 63 lbs.
Weight Modifier: x (2d4) lbs.

JANA-NIMR CHARACTERS
Between Racial HD and LA you are not meant to be an optimal caster. But you can fly naturally so you're already well ahead of the rest of the parties beatsticks.
Adventuring Race: It's difficlut to roust you out of bed to go adventuring because you aren't the type. Except for revenge. There's always time for revenge.
Character Development: You make an excellent flying grappler, so a few levels of Fighter to soak up as many Feats as you can get might come in handy.
Character Names: Jana-Nimr names are in the speech of cats, and as such are not available to most Humanoids. They usually choose a name to go bye among 'civilized' company.

ROLEPLAYING A JANA-NIMR
The Humanoid races are a huge pain in the ass, but you've learned to tolerate some of them. After all their hands make it easy for them to prepare tastier dishes than you can find in the wild, and some of the more gullible ones can be convinced to share.
Personality: Jana-Nimr tend to be incredibly laid back (to the point some may accuse them of seeming to be lazy). They seem to be difficult to upset, but thwn they do become frustrated their personality quickly switches to all-encompassing aggression. It's best to let the sleeping kitties lie.
Behaviors: The Jana-Nimr divide their time equally between play, rest, and hunting, much like any other big cat. They do have more intelligence than the average animal though, so there is considerable more mischief that they can indulge in.
Language: Jana-Nimr have their own language, and some small few also speak the language of SPhinxes or other catlike species.

JANA-NIMR SOCIETY
The Jana-Nimr are intelligent animals. As such they only have the merest basics of a culture as they do not live in units larger than extended families.
Alignment : Jana-Nimr are Neutral in the manner of most Animals or Magical Beasts that resemble them. Unlike Animals, however, much of their population also tends towards Chaos as well.
Lands : They nest in the hills and grasslands of Al-Qadim, preferably far from Humanoids.
Settlements : The Jana-Nimr do not stray unless cast out.
Beliefs : The Jana-Nimr are not currently known to worship Gods.
Relations: Humanoid races tend to see the Jana-Nimr as pets or zoo animals, there fore they prefer the company of other felines or near-felines (such as Sphinxes).

JANA-NIMR Adventures
∑ It's mating season, and the local hottie has promised whoever brings her the best foodstuffs wins snuggling rights. Consequently you've been stealing the lunch of a local noble for 6 days straight despite his best attempts to stop you. Good thing he loves partridge and quail. Bad that he employs flying monkeys...
∑ A local Sphinx has mistaken you for her missing son. You have reason to believe she may be crazy. Her vows of destruction upon the humans who she blames for your odd new appearance are not exactly helping her make her case for not being crazy...
∑ A minor avatar of Death falls from the sky and expires at your feet telling you to carry on it's work and kill a local zookeeper with it's last breath. You have a feeling this will be fun.





JANA-NIMR RACIAL SUBSTITUTION LEVELS

BARBARIAN
Level 1: Replace Craft, Handle Animal and Ride with Knowledge (Geography, Nature) and Move Silently in the Class Skill List.

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

CAT BURGLAR
Jana-Nimr have the same Racial Substitution Levels as the Mows.

Bhu
2014-10-12, 05:43 PM
JANA-QITAT

http://Picture URL if you have one

"Hand over the pheasant or you will be entering a world of pain..."

Also called 'Fluttercats' the Jana-Qitat are basically winged housecats, and look and behave much like them.

JANA-QITAT RACIAL TRAITS
∑ +4 Dex, +2 Con, +4 Wis, -8 Str (minimum of 3), -2 Int
∑ Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
∑ Magical Beast, giving you 60' Dark Vision
∑ Base Land speed 20 ft.
∑ Base Flight speed 50 ft. (Good)
∑ +1 Natural AC Bonus
∑ Scent
∑ Rakes (Ex): In a Grapple the Jana-Qitat gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Jana-Qitat may perform a Full Attack with a Charge, including Rakes.
∑ Improved Grab (Ex): To use this ability, a Jana-Qitat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
∑ Jana-Qitat have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Jana-Qitat aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Jana-Qitat have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
∑ Automatic and Bonus Languages: Jana-Qitat automatically speak Common, and Jana-Qitat. Bonus languages: Sphinx.
∑ Level Adjustment: +1
∑ Favored Class: Scout


STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 10 years
Old: 15 years
Venerable: 20 years
Maximum Age: +2d6 years

HEIGHT AND WEIGHT
Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.

JANA-QITAT CHARACTERS
You have no racial HD, so any Wisdom based caster is open to you if you can buy off your LA.
Adventuring Race: Jana-Qitat usually adventure out of curiosity or to help loved ones.
Character Development: Even at low Levels your Hide Bonus is outstanding. Use it to keep you alive long enough to build some offense.
Character Names: Jana-Qitat names are in the speech of cats, and as such are not available to most Humanoids. They usually choose a name to go bye among 'civilized' company.

ROLEPLAYING A JANA-QITAT
The humanses think of you as pets or mousers or prized possessions. And you just let the big, dumb goons keep thinking that. It makes it easy to bum a living off them.
Personality: Jana-Qitat are pretty much the average housecat, though far more inquisitive due to their intelligence. They are often no end of trouble, and many conspiracies have come to light due to their explorations.
Behaviors: Even more than the Jana-Nimr you play up the idea of being a just slightly smarter than average animal. If people think your cute, but spacey and with a short attention span they tend not to take care about what they do or say in front of you.
Language: They speak the same languages as the Jana-Nimr, although with their increased dwelling within cities it's more common to hear one speak Common than exotic feline languages.

JANA-QITAT SOCIETY
Jana-Qitat have more exposure to civilization than their larger brethren, and have some pretty mixed reviews of it. On the plus side they sort of adopt the local culture. On the downside they are most persnickety about being referred to as 'pets'.
Alignment : Much like the housecats they resemble the Jana-Qitat are almost exclusively True Neutral.
Lands : The Jana-Qitat can be found virtually anywhere within Al-Qadim.
Settlements : There is no need to settle when you are omnipresent.
Beliefs : The average winged cat probably does not concern itself with Gods.
Relations: The Humanoid races are suckers for kitties, and feed you well, hoping you will cut down on vermin. Some of you take advantage of this relationship to earn free room and board. Some of you secretly split a percentage of the stolen grain sales with the vermin.

JANA-QITAT ADVENTURES
∑ A local merchant/wizard is attempting to bribe your people to kill the rats infesting his grain storage. He feels the rats you catch will be sufficient payment. Foolish mortal...
∑ A large winged rat who can speak the language of cats sideswipes you in the air and tells you to prepare for your doom before flying off. Do you take him seriously?
∑ By spectacular coincidence you land in an oasis to drink as an evil Ogre-Mage expires of heart failure. The locals think you killed him, and now consider you their God. This has possibilities...




JANA-QITAT RACIAL SUBSTITUTION LEVELS

ROGUE
Level 1: You are only proficient with your Natural Weapons. Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list. Replace them with Knowledge (Geography, Nature, Nobility)
Level 10: You gain new options with the Rogue's Special Ability.
Special Ability Flying Dodge: Your Dexterity Bonus to AC doubles any round in which you are Flying and move at least 10'.

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons.
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

CAT BURGLAR
Jana-Qitat have the same Racial Substitution Levels as the Mows.

Bhu
2014-10-29, 05:37 PM
ELVEN CAT

http://Picture URL if you have one

"We amuse ourselves by hiding the Elves purrsonal possessions when they aren't looking."

While they appear as ordinary housecats these critters have evolved into magical beings. Rumor has it they may have been aided in this via the Fey or the Elves, neither of whom accept responsibility.

ELVEN CAT RACIAL TRAITS
∑ +5 Dex, +5 Con, +4 Wis, +6 Cha, -6 Str (minimum of 3), -6 Int
∑ Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
∑ Magical Beast, giving you 60' Dark Vision
∑ Base Land speed 45 ft.
∑ Base Climb speed 20 ft.
∑ +1 Natural AC Bonus
∑ Scent
∑ Rakes (Ex): In a Grapple the Elven Cat gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Elven Cats may perform a Full Attack with a Charge, including Rakes.
∑ Spell-Like Abilities (Sp): At will: Detect Thoughts 2/day: Reduce Animal, Reduce Person, Tree Shape
1/day: Animal Growth (self only, despite being a Magical Beast), Telekinesis (can be used to Trip only) Caster Level is 9th.
∑ Spell Resistance (Ex): Elven Cats have Spell Resistance equal to 15+CR.
∑ An Elven Cat has 3 Racial Hit Dice, giving it the following: 3d10 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
∑ Elven Cats have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Elven Cats aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
∑ Automatic and Bonus Languages: Elven Cats automatically speak Elven and Purr. Bonus languages: Common, Sylvan.
∑ Level Adjustment: +2
∑ Favored Class: Sorcerer

STARTING AGE
Adulthood: 110
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
Middle Age: 175
Old: 263
Venerable: 350
Maximum Age: +4d% years

HEIGHT AND WEIGHT
Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.

ELVEN CAT CHARACTERS
Your stats are perfect for a Sorcerer, you just need to buy off your LA, and find a way around your Racial Hit Dice.
Adventuring Race: Much like the Mows you tend to help out friends or seek things out due to impulse. A lot of your adventures result from the consequences of pranks you pull.
Character Development: You're pretty stealthy and your SLA's let you avoid combat as well. Use this to delay combat participation until you can get some spells or Sneak Attack.
Character Names: Elven Cats typically take cutesy Elvish nicknames in order to reinforce the mistaken belief that they are pets.

ROLEPLAYING AN ELVEN CAT
Life is pretty easy. You have the best parts of being both a house and wild cat. You have free room and board and aren't tied down. Granted it does get tiresome that the Elves have a fairly non-cat centric diet.
Personality: The woodlands are your private domain and territory. Nothing goes down without your knowledge or approval. At least you keep telling yourself this...
Behaviors: Elven Cats greatly prefer to be seen as cute, harmless fluff balls who mean well to everyone. They're so devoted to the facade that even some Elves buy into it. After all if you can't get your friends to believe your fibs, why would your enemies?
Language: Elven Cats speak Purr, as well as their 'owners' language (usually Elven, Common,or Sylvan).

ELVEN CAT SOCIETY
Elven Cats are full members of Elven society in some places, and tend to be little more than companions in others. A lot of it depends on local politics and such. For their part the Elven Cats consider themselves part of Elvish society, and will be quick to rebuke anyone who suggests otherwise (including the Elves). They even insist on voting rights in some places.
Alignment : Like the cats they originally came from, Elven Cats are True Neutral.
Lands : Elven Cats prefer temperate forests.
Settlements : Due to the benefits many cats live with Fey or Humanoid races in a sort of partnership.
Beliefs : It is unknown if Elven Cats pursue religious inclinations.
Relations: Elven Cats get along famously well with Elves and Fey. Some will even accept the occasional Humanoid or other woodland being.

ELVEN CAT ADVENTURES
∑ Orcs have stolen the Elf Lords daughter! You could tell him, but that would deprive you of the adventure of rescuing her yourselves...
∑ You've been playing chess with a local Brownie for hours when you suddenly realize he's a cheating bastard. You had no idea this would be the beginning of the Great Brownie-Cat war...
∑ You've been pretending to be a visiting humans Familiar for days now, much to the anger of his actual Familiar, who has suddenly decided to throw down...



ELVEN CAT RACIAL SUBSTITUTION LEVELS

SORCERER
Level 1: You are only proficient with your Natural Weapons. Replace Craft with Hide on the Class Skills list. Replace Familiar with Kitty Magic Bonus.
Kitty Magic Bonus You cast spells from the Kitty Magic Spell List at +1 Caster Level.

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons.
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Boost Spell-Like Ability, Heighten Spell-Like Ability, Quicken Spell-Like Ability, Spell-Like Ability Focus, Acrobatic Skirmisher, Hinder, Improved Acrobatic Skirmisher.

CAT BURGLAR
Elven Cats have the same Racial Substitution Levels as the Mows.

Bhu
2014-11-10, 07:47 PM
CATH SHEE

http://Picture URL if you have one

"You will render unto me...a shrubbery. Of the finest quality. Or I will bite you when you are sleeping."

Cath Shee are enormous shaggy fey cats with tufted ears and large, golden eyes. Their fur is usually greenish-gray, sometimes with darker stripes. The Elves have many legends about them being either reincarnated Elves, or being made by Corellon as Elven companions.

CATH SHEE RACIAL TRAITS
∑ +8 Str, +6 Dex, +6 Con, +4 Wis, -4 Int
∑ Size Class: Medium.
∑ Magical Beast, giving you 60' Dark Vision
∑ Base Land speed 50 ft.
∑ +3 Natural AC Bonus
∑ Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6 plus one and a half times Str Bonus damage.
∑ Fury (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily, and will restrict it's attacks to the opponent who initially damaged it.
∑ Pounce (Ex): Cath Shee may perform a Full Attack with a Charge, including Rakes.
∑ Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting. Unlike usual the range is 300 ft.
∑ Spell Resistance equal to 15 +CR.
∑ A Cath Shee has 5 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
∑ Cath Shee have a Primary Bite attack doing 1d8 plus their strength bonus and a Secondary Claw attack doing 1d6 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Cath Shee aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
∑ Automatic and Bonus Languages: Cath Shee automatically speak Elven. Bonus languages: Common and Elven.
∑ Level Adjustment: +3
∑ Favored Class: Scout

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger: +2d6
Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
Middle Age: 62
Old: 95
Venerable: 123
Maximum Age: +3d20 years

HEIGHT AND WEIGHT
Base Length: Male: 6' Female: 5'6"
Length Modifier: +2d6"
Base Weight: Male: 300 lbs. Female: 275 lbs.
Weight Modifier: x (2d8) lbs.

CATH SHEE CHARACTERS
You were born to be a fast moving striker. Focus on that, cause with the RHD/LA you aren't going into caster territory.
Adventuring Race: Revenge is a common motive. As is protecting your forest home, or joining up with the Elves.
Character Development: If you do go the melee route, focus on making your claws accurate so as to max out your potential with Rend.
Character Names: Cath Shee generally use Elven names.

ROLEPLAYING A CATH SHEE
The Elves have some weird idea about you being former Elves or made for them as friends by something they call a 'God'. You try to humor them, because quite frankly the little treehuggers are kind of spooky sometimes.
Personality: You are 10 pounds of pissed off in a 5 pound bag. Anger is what seems to fuel you, and even the Elves who take you as a companion remark upon your remarkably volatile nature.
Behaviors: Cath Shee are alpha predators, and spend their time honing their skills at tracking and bringing down prey.
Language: Cath Shee speak Elven and Sylvan.

CATH SHEE SOCIETY
Unless they take an Elven companion (and thus venture into Elven society), Cath Shee are pretty much intelligent animals, and live as such.
Alignment : Most of the Cath Shee are Chaotic Neutral, though their is a sizable minority of Chaotic Good among them.
Lands : These days Cath Shee are only found on the Isle of Evermeet.
Settlements : Cath Shee do not leave their forest homes.
Beliefs : The average Cath Shee does not concern itself with religion so far as may be determined.
Relations: The Cath Shee occasionally become companions to a Green or Silver Elf, but for the most part are strictly solitary outside of mating season (except for raising cubs).

CATH SHEE ADVENTURES
∑ You awaken with a massive headache, the last thing you remember being sneaking into a local winery. You peek round a corner and notice a screaming crowd burning you in effigy. Maybe you can wait to find out what happened later...
∑ Chasing down a rabbit, you are surprised to hear it beg for it's life. You allow it to leave, and now brightly colored eggs keep showing up on your den floor, delivered by rabbits who bow and say thank you. You wonder whether they are for eating or decoration when they hatch and you suddenly realize who the eggs belong to...
∑ The local Elf Lord is blissfully unaware that his horse has murdered 15 people by crushing them to death with it's hooves. It's been eying the kits lately, which means horse meats back on the menu.



CATH SHEE RACIAL SUBSTITUTION LEVELS

BARBARIAN
Level 1: Replace Rage with Agile Fury
Agile Fury When you enter Fury now you no longer take a -2 Penalty to AC.
Levels 4, 8, 12, 16, and 20: Replace daily uses of Rage with Improved Spell Resistance.
Improved Spell Resistance At Levels 4, 8, 12, 16, and 20 your Spell Resistance increases by +1.
Level 11: Replace Greater Rage with Greater Fury.
Greater Fury When you enter Fury now your bonuses increase to +6 to Strength, +6 to Constitution.
Level 17: Replace Tireless Rage with Improved Agile Fury.
Improved Agile Fury When you enter Fury you now get a +2 Dodge Bonus to AC (this stacks with the Dodge Feat.
Level 1: Replace Mighty Rage with Mighty Fury.
Mighty Fury When you enter Fury now your bonuses increase to +8 to Strength, +8 to Constitution.

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Daunting Presence, Multiattack, Improved Multiattack, Powerful Charge, Greater Powerful Charge, Reckless Charge, and Pop Up.

CAT BURGLAR
Cath Shee have the same Racial Substitution Levels as the Mows.

Bhu
2014-11-19, 09:23 PM
CANTOBELE

http://Picture URL if you have one

"I can assure you I am quite male..."

Cantobeles are 6 legged, thick bodied, heavily muscled great cats. They have long tails ending in a tuft of fur, and strange, feminine voices that sound like ringing bells. Their thick fur and mane varies in color from gray-white to tawny depending on the season, changing color to provide camouflage. Their surprisingly intelligent eyes are brown or mauve.

CANTOBELE RACIAL TRAITS
∑ +12 Str, +4 Dex, +6 Con, +2 Int, +4 Wis, +6 Cha
∑ Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
∑ Magical Beast, giving you 110' Dark Vision
∑ Base Land speed 30 ft.
∑ +3 Natural AC Bonus
∑ Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.
∑ Rakes (Ex): In a Grapple the Cantobele gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Cantobele may perform a Full Attack with a Charge, including Rakes.
∑ Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 check modifier) as a Free Action without making a touch attack or provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Cantobele.
∑ Improved Grab (Ex): To use this ability, a Cantobele must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
∑ Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues 2/day: Ice Storm 1/day: Misdirection
∑ Immune to Cold Damage
∑ Sure-Footed (Ex): Cantobeles are immune to effects that slow them down by putting them off balance such as difficult terrain, or spells like Grease and Ice Storm.
∑ A Cantobele has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Bluff, Climb, Diplomacy, Hide, Jump, Listen, Move Silently, Spot and Swim. It also gets 2 Feats.
∑ Cantobele have a Primary Claw attack doing 1d8 plus their strength bonus and a Secondary Bite attack doing 2d8 plus half their Strength Bonus, and a Secondary Tail Lash doing 1d10 plus half their Str Modifier. They get 4 Claws and 1 Bite and a Tail Lash with Full Attack.
. Non Humanoid Form: The Cantobele aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks. They have a +8 Racial Bonus on Climb Checks, and may always take 10 on a Climb Check. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
∑ Automatic and Bonus Languages: Cantobele automatically speak Common, and Sylvan. Bonus languages: Any nearby race.
∑ Level Adjustment: +4
∑ Favored Class: Scout

STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 10 years
Old: 15 years
Venerable: 20 years
Maximum Age: +2d6 years

HEIGHT AND WEIGHT
Base Height: 7'
Height Modifier: +2d12"
Base Weight: 250 lbs.
Weight Modifier: x (2d12) lbs

CANTOBELE CHARACTERS
With your stats just about any build is workable, as long as it doesn't involve casting. Losing 8 Levels is just too much.
Adventuring Race: Cantobeles most likely want to gain revenge for a relative or for the bounties placed on them. Some also crave power.
Character Development: You're probably eually well suited to charger or grappler or even trip builds. Pick one and focus on it.
Character Names: Cantobeles generally use the name of whichever race lives nearby.

ROLEPLAYING A CANTOBELE
The humans have been a pain lately. They keep obsessing over the idea that you spend your every waking moment hunting them. Really, you only hunt the ones dumb enough to stumble out into the woods.
Personality: You've heard about concepts such as mercy, compassion and empathy, Quite honestly you think they're all a bunch of hooey the other races put out to distract you from killing them.
Behaviors: You spend much time committing what humans would refer to as 'practice murder'. Not that you need the prey, but you love watching it die. Plus it keeps you sharp.
Language: Cantobeles speak the language of nearby prey species in order to lure them in.

CANTOBELE SOCIETY
Cantobeles are intelligent predators, and have no interest in being anything else. They are fairly solitary but for mating, and as such have little use for formal rules or civilization.
Alignment : Cantobeles are almost exclusively Neutal Evil.
Lands : Most Cantobeles live near Impresk, Shalane Lake or the Rebban River.
Settlements : They are only very rarely seen away from their territory.
Beliefs : It is doubtful that the Cantobele worship Gods.
Relations: Cantobeles consider all other beings prey for the most part.

CANTOBELE ADVENTURES
∑ You've gotten damn tired of the local humans putting bounties on you. So you've pooled the treasure you've collected from former prey and hired some vampire minions...
∑ A curse has rendered your voice high pitched and squeaky, making everything you say a humiliating mockery. Someone will pay for this.
∑ A local group of Housecats approaches you, promising tribute if you'll just kindly murder a few people for them. And why not, it's not like you're busy...


CANTOBELE RACIAL SUBSTITUTION LEVELS


DRUID
Level 1: Replace Animal Companion and Wild Empathy with Hunter. Remove Craft, Handle Animal, Heal, and Ride from the Class Skill list. Replace them with Bluff, Climb, Hide, and Move Silently. You are only proficient with your Natural Weapons.
Hunter You gain a +3 Competence Bonus on Hide, Move Silently and Survival Checks.


SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.


CAT BURGLAR
Cantobeles have the same Racial Substitution Levels as the Mows.

Bhu
2014-12-11, 02:53 AM
Yeah I said I was done. Guess I had a few more ideas.

Delay In-fur-mities by Awaken DM Golem :D
Conjuration (Healing)
Level: Cleric 6, Kitty 6
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (Harmless)
Spell Resistance: Yes (Harmless)

The recipient of the spell temporarily becomes immune to the following for the spells duration:

Any sort of Petrification, Polymorph or shapeshifting effect may be suppressed for the duration of the spell as a Free Action by the recipient. This also includes Were Templates.
Your movement cannot be impeded (effects are similar to the Freedom of Movement spell).
If using the optional Taint or Sanity rules, you may suppress their effects as well.


Furbearer
Enchantment (Compulsion, Mind-Affecting)
Level: Druid 7, Kitty 7
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature (but see text)
Duration: 1 round/level or until victims "fur" has been removed
Saving Throw: Will negates, but see text
Spell Resistance: Yes

For the duration of the spell, any creature approaching within 30 ft. of the victim must make a Willpower save or become convinced that he is a mutant example of a species commonly hunted for their fur, and his pelt is horribly valuable. All protestations aside, they will not stop until they have removed his non-existent fur. Normally this curse is saved for use against pretty nasty people, given it's outcome. Some people just get beaten up, but some can be skinned.

Furbish
Transmutation
Level: Kitty 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 weapon, shield, or suit of armor
Duration: 1 hour/level (see text)
Saving Throw: Will negates (harmless, object), but see text
Spell Resistance: Yes (harmless, object)

Your spell polishes metal weapons and armor until they are all sparkly like chrome. For the duration of the spell, if the holder/wearer of the item is struck by a spell with the Light descriptor (or by any kind of bright light), the opponent casting the spell/effect must make a Willpower Save or be Blinded 1d4 rounds. If the Save is successful he is Dazzled one round instead. Material component is a bit of fur from a valuable animal.

Furby
Conjuration (Creation)
Level: Kitty 2, Sor/Wiz 2
Components: V, S, M, XP
Casting Time: 1 Standard Action
Range: Touch
Effect: Tiny Construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You give life to a creepy, clockwork children's toy that can talk and move. In most ways this is exactly like a more powerful version of the Beget Bobun spell, but it creates a Furby. Costs 25 XP, and the material component is the clockwork that becomes a Furby. See below for Furby stats.

Furcate
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You divide an opponent into two or more smaller, weaker targets if it fails it's Save. The victim is split into a number of small duplicates depending on your caster Level: 1-6 (splits in two), 7-10 (splits in three), 11+ (splits in four). The size of the duplicates are 1 Size Category smaller if there are two or three duplicates, 2 Size Categories smaller if there are 4 duplicates. Hit Dice are split as evenly as possible among them, for example a 5th Level Barbarian would become two 2nd Level Barbarians and one 1st Level Barbarian. Hit points, saves, skills, BAB, etc are recalculated. Ability Scores of each duplicate are dropped by 2 for each duplicate (i.e. for two duplicates, all their stats are -2. For three duplicates their stats are -4. In addition the victim is Dazed for 1 round as he splits apart. Material component is a small tuning fork.

Furlough
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 4, Sor/Wiz 4
Components: V, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his save, he fires or suspends an employee of your choice from their job, and refuses to rehire or compensate them in any way until the spell is done. Often used to get rid of troublesome officials that stand in the Guilds way. Material component is a slip of pink paper.

Furment
Transmutation
Level: Kitty 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: Up to 1 cubic foot of any liquid
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can change any liquid into a like volume of alcohol. Potency can be anything from very weak beer to whiskey. Good for bribing guards who are drunkards. Material component is a drop of alcohol.

Furn
Conjuration (Creation)
Level: Druid 1, Kitty 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Effect: 1 5 foot square of plant matter
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You may conjure a bush or other leafy plant you use to hide in. The square you designate becomes filled with tall grass and heavy undergrowth. For most this does nothing, but for those who can fit in this area, and receive a bonus to hide in such areas (Cats, Leopards, some Cat Burglars etc), they find it to be a nice hiding spot. Material component s a seed.

Furnace
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level (but see text)
Saving Throw: None (see text)
Spell Resistance: No (see text)

Your hugs can be devastatingly warm, especially if your fellow cats pile on as well. You can Grapple any Size creature as a Free Action without provoking an Attack of Opportunity. You also gain a +4 Bonus to Grapple Checks (+8 if you are 9th Level or higher), and any creature ending it's Turn in a Grapple with you takes 1d8 dessication damage and becomes Dehydrated (see Sandstorm, a Fortitude Save prevents the Dehydration). Allies who assist you in the Grapple increase the dessication damage by +1 to a maximum of +15).

Furnish
Conjuration (Creation)/Divination
Level: Kitty 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action, see text
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature, and see text
Duration: see text
Saving Throw: Will negates
Spell Resistance: Yes

Your spell reads the mind of your victim before crafting an item they want or need for you. You cast this spell before engaging a target in conversation, and the spell tells you what item your opponent wants if he fails a Save. Typically this is used when the caster has nothing but needs something to bargain with, and needs it to be what his opponent/victim wants. The spell then crafts said item as per the Major Creation spell, which takes about 1 Minute, and the item lasts as long as it would for the aforementioned spell. Material component is a Silver piece.

Further
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When casting this spell choose any one Ability or effect on the creature touched that has a duration. It's effective duration doubles. This includes Class Abilities (Rage), a Spell/Spell-Like Ability/Supernatural affect cast by or used upon that person, or any effect produced by a magic item that person is wearing or holding that is currently in effect. Note this does not need to be applied to a beneficial effect ;).

Furtive
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell temporarily lets you become adept at avoiding notice, as well as making it easier for you to get away with lying. You gain a +4 Enhancement Bonus to Dexterity and Charisma, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Hide, and Move Silently checks. In addition you may Feint as a Move Action, and take no penalty to the Bluff Check due to your opponent being alien or animal. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a black kerchief.

Furvor
Enchantment (Charm)(Mind-Affecting)
Level: Cleric 4, Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Ally/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You really know how to fire up a crowd. For the duration of the spell your Allies within range gain a +4 Bonus to Initiative Checks.

Purrblind
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Your victims IQ and vision both grow quite dim. Effectively it works exactly the same as Feeblemind, but it reduces Intelligence and Wisdom instead of Charisma.

Purrceive
Divination
Level: Cleric 6, Kitty 7
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 min./level (D)

The Kitteh Gawds grant you divine perception. This is fairly identical to the True Seeing spell with one or two differences: you also know the exact location and type of any coins, gems, or weapons in the field of vision. Additionally you can name 1 specific item, and if it is present you know it's location as well.

Purrcussion
Evocation
Level: Bard 6, Kitty 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: 50 ft.
Target: All enemies within a 50-ft.-radius burst centered on you
Duration: Concentration
Saving Throw: Reflex partial, see text
Spell Resistance: Yes

Letting you play the drums is like unleashing a force of nature. To maintain this spell you must continue playing the drums, but so long as you play any Opponents (note this does not affect Allies) within range must make a Save. Failing the Save means they cannot move toward you, are knocked prone, and are Deafened for the duration of this spell plus one round after. Rolling a Natural 1 on the Save means they are also Stunned for 1d3 rounds. If the Save succeeds, then each square they move towards you counts as two squares, effectively halving their movement. Focus is, of course, some kind of drum.

Purrfidy
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes

You convince someone to participate in an act of betrayal. This can be as simple as an emotional betrayal with some lying and name-calling, up to assassination and mass murder. Once they have committed this betrayal their mind is their own again, so it's best you probably be well on your way after casting this spell. Material component is a piece of silver.

Purrforate
Conjuration
Level: Cleric 9, Kitty 9
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: 1 Creature, plus see text
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No

Ceiling Cat reaches down from the sky and spears your opponent with his claw. The victim takes 3d6 Force damage, and any items granting him a Bonus to AC or Saving Throws are disintegrated. Magical items get an object Save, but even if the Save is successful they are subject to a Sunder attack doing 3d6 damage.

Purrformance
Enchantment (Charm)(Mind-Affecting)
Level: Bard 6, Kitty 8
Components: V, S
Casting Time: 1 Swift Action (see text)
Range: Medium (100 ft. + 10 ft./level)
Target: see text
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Crowds love you. In fact, they love you so much that if you cast this spell while using your Bardic Music (this spell is an exception to the rule that normally disallows other things being done during Bardic Music), the effects of your Bardic Music last for the duration of this spell instead of when you stop playing. Others who know this spell may cast it on you as a Standard Action instead.

Purrfume
Transmutation
Level: Druid 2, Kitty 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You may temporarily alter someone's scent. You can make him smell like a different species, or even a specific member of said species. While this may seem useless it is not. It can easily fool creatures who track by scent, or beings who have a Blindsight ability that has a scent component (we're looking at you Grimlocks). Plus what horse will pull a cart when the driver smells like wolf pee? You can also make their scent strong or overpowering, thus increasing the range at which the Scent ability can detect them. Material component is a flower.

Purrgative
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: Up to 1 cubic foot of any liquid
Duration: Instantaneous, see text
Saving Throw: Will negates (object), see text
Spell Resistance: Yes (object)

You may use this spell to turn any liquid into a substance that makes it's drinker pray for death. Anyone partaking of this liquid must make a Fortitude Save (same DC as spell) or be Nauseated for 1 Minute, at which point they must make an additional Save to avoid being Nauseated for an additional 24 hours. Material component is a skunk gland.

Purrgatory
Abjuration
Level: Cleric 5, Kitty 5
Components: V, S, DF
Casting Time: 1 Full Round
Range: Touch
Target: Living Creature Touched
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell is similar to Atonement, but replaces the XP expenditure with significant and lasting pain on the part of the subject. The subject is permanently Sickened until he fulfills a quest of the casters choice (limits are the same as Lesser Geas).

Purrge
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 Minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You convince the peasants it's time to BURN THIS MOTHER DOWN! Anyone failing the save loses his mind and begins destroying or setting fire to whatever is around him, and will fight to the death anyone attempting to stop him. Effectively they also gain the benefits of the Barbarian Rage ability. Oddly they don't attack other people unless they are attacked themselves, someone tries to stop them, or they run out of things to bust up before the duration of the spell ends.

Purrger
Enchantment (Compulsion)(Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: One day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his saving throw, he will deliberately lie in his next appearance in any court of law, or when appearing before a public official if there is no court. The spell ends when dismissed or the court case is over (and let's be honest medieval courts aren't exactly known for being slow).

Purrky
Enchantment (Compulsion)(Mind-Affecting)
Level: Bard 6, Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The targets of this spell become unbearably happy, and also very, very annoying. They gain immunity to Fear effects and Morale Penalties, but anyone not similarly affected by this spell is distracted by them take a -2 Morale Penalty to all Attack rolls and Skill Checks. Mostly because the obnoxiously happy pricks next to them won't shut up about the GODDAMN TREES AND FLOWERS AND THE LITTLE CHIRPING BIRDS, OMG THE BIRDS... The spell protects the caster from this, so he doesn't need to worry about wanting to kill himself because his companions are enraptured by how enormously blue today's sky is. Material component is a smiley face button.

Purrport
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Your spell allows you to convince someone that a written document or previous conversation with them meant something other than what it did. Unfortunately it doesn't render him stupid, so the minute the spell wears off he goes right back to remembering you're full of crap. So get what you want, and run like a squirrel in Church. Material component is a drop of invisible ink.

Purrse
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Purse, sack or similar container
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You temporarily turn an ordinary purse into a Type I Bag of Holding for the duration of this spell. When the spell ends all objects that cant normally fit inside appear on the ground next to it's holder.

Purrsecute
Enchantment (Compulsion)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates, see text
Spell Resistance: Yes

Your spell singles a victim out for persecution by the local populace. If he fails his Save, anyone seeing him must Save as well or assume he is an outlaw wanted by the nearest government or other authority figure. Or maybe they suddenly believe all the vile stereotypes availabe to persons of your ethnicity. Maybe they just think you're a goat molester. It's not an ideal spell to have placed on you in an open democracy, and can be downright deadly in a dictatorship ran by a paranoid madman.

Purrser
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

You spell causes others to perceive you (or whomever you place it on) as a naval Purser (http://en.wikipedia.org/wiki/Purser) if they fail a Willpower Save. A Purser handles the money and supplies aboard merchant vessels, and is a Warrant Officer as well on military ships. Just make sure you're off the ship before the spell ends. Often used to pose as officers to purchase supplies on a line of credit used by legitimate businesses, or to wreak havoc with rich merchants or military (or get supplies for poorer ones).

Purrsevere
Abjuration
Level: Kitty 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to carry on in the face of all obstacles. For the duration of this spell you gain immunity to any effect that requires a Fortitude or Reflex save (unless the effect is harmless).

Purrsue
Divination
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Minute
Range: Unlimited
Target: 1 Creature or Obect
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell enables you to tirelessly pursue a specific target. It works pretty much like Discern Location, except for the differences noted above.

Purrsuivant
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

Your spell makes others perceive you (or another creature you designate) as an Officer of Arms (http://en.wikipedia.org/wiki/Officer_of_Arms) if they fail a Save, and gives you (or the designated creature) a +4 Enhancement Bonus on Knowledge (Nobility and royalty) checks. Not quite as useful as Purser, but it does allow for lots of shenanigans with royalty and public spectacle.

Purrvey
Conjuration (Creation)
Level: Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Full Round
Range: 0 ft.
Effect: Any one non-magical item of equipment costing up to 10 GP per Level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You can magically summon needed supplies. For the duration of spell you can create any one non-magical item costing no more than 10 GP per caster Level. This includes expendable items such as alchemical items, and tools sets such as Thieves' tools. Material component is any advertisement.

Purrveyance
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his save, he believes you (or a creature you designate) have the Kings (or other nobles) authority to requisition goods and services for his use. Fairly similar to Purser, but allows you to steal from royalty instead of merchants. Material component is a seal (not the animal kind).

Purrview
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his saving throw he perceives you (or another creature you designate) as whatever vague authority figure you have announced yourself to be. He'll follow your orders withing reason, but to carry out the ruse it helps a lot to know about local laws and enforcement. For example, if the local towns rules are enforced by the Sheriff and his Deputies, you can claim to be a Deputy, as long as you act like one. Otherwise your victim gets a chance to make another Save to break your spells effect. Material component is a badge.

Repurrpose
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 non-magical object of 50 lbs. or less
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can temporarily turn any unattended object into another object. For the duration of the spell you can turn any unattended, non-magical object of 50 lbs. or less into any other object of the same weight or less. For example you could turn a 30 pound barrel into a statue of any kind of substance (as long as it also weighed 30 pounds or less), or a bedroll, or even a gold coin. The shenanigans practically write themselves. Focus is a miniature blacksmith's hammer.

Schrodingers Box by Awaken DM Golem
Conjuration (Teleportation)(Force)(Death)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will partial (see text)
Spell Resistance: No

A box of pure Force (cube really) appears next to the target creature. This is identical in all ways to the windowless cell version of the Forcecage spell with a few exceptions. The biggest is that the box is always appropriately sized for the creature you choose to target with the spell, and it always moves so as to remain adjacent to him. Each turn the target must make a Willpower Save or be drawn into the cube of force. If the Save is successful he remains outside the cube, but must still make subsequent saves on following rounds. While inside the cube of force he must also make a Save each round or be teleported back outside into an adjacent square (the cube remains immobile while the target is inside). If he is teleported back outside, and there is no viable empty space to go to, he must make a Save or die. If the Save is successful he takes 3d6 damage and remains in the box. If he has somewhere to go, or he is still in when the spells duration ends, or it is dispelled in some manner, he must make a similar Save or die (if successful he just takes 3d6 damage). If the victim is placed in the box at any time, and dies as a result, it becomes an Undead of whatever type is appropriate. Focus is a box or cube of any kind.

Schrodingers Mislead with thanks to Awaken DM Golem for the inspiration
Conjuration (Teleport)/Illusion (Figment)
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target/Effect: You/1 illusory double
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A puff of smoke momentarily conceals you, and when it parts there are two of you occupying your square. One is an Illusory double that acts according to your pre-programmed demands in the manner of a Persistent Image spell. So long as you and the double remain in range, there is a 50% when you are attacked that you Teleport to the doubles location instead of being hit.

Schrodingers Paradox with thanks to Awaken DM Golem for the inspiration
Transmutation (Death)(Teleport)
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

For the duration of the spell, any time the target creature is unobserved odd things can happen. Whenever no other creature on the board can see it (which for purposes of this spell will be PC's, NPC's, and Monsters), whether due to hiding, total concealment or invisibility (or other effect) it has a 50% chance of having several problems. First off, if it remains unobserved for at least 1 round, there is a 50% chance it must make an additional Willpower Save, or die when it becomes observed again. Also when an event happens that would allow it to be observed, there is a 50% chance that it (or it's corpse) is no longer there, having teleported to a random location within one mile where the current creatures involved in the encounter cannot see it. Focus is a box or cube of any kind.

SCHRODINGER SMASH with thanks to Awaken DM Golem for the inspiration
Evocation/Transmutation (Teleportation)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: 60-foot radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Outside the area of effect, observers see a Gargantuan cat playing in a box. Inside the area of effect the sky is raining hell, and the dead walk the earth. Anytime an attack is made there is a 50% chance the target isn't actually there, and instead the target reappears in the nearest available unoccupied square. Anytime a corpse is observed (make a Spot roll for anyone in it's vicinity) there is a 50% chance it reanimates as an Undead (use an Undead Template appropriate for the corpses former Type) and begins attacking anything near it until the spell expires and it becomes a corpse again. All beings within the spells area of effect are Confused as per the spell so long as they remain inside. Constructs are Slowed instead. Beings with no Int Score receive an Int of 12 instead of being Confused. Any living creature has a 50% chance per round of it's Type changing to Undead. Any Undead has a 50% chance per sound of reverting to it's former Type. Focus is a box or cube of any kind.

Supurrrfluous
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his Save, you can convince him any one action is unnecessary (no matter how necessary it might be). He will only refrain from taking said action for as long as the spell lasts.

Bhu
2014-12-18, 05:43 PM
Should have the spells done this week. After that this will primarily be a discussion thread for tidying up specific entries before they're added to the forthcoming pdf.

Bhu
2015-01-10, 06:03 PM
spells are ready for review, will has furby done soon

Furby
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +1
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 15 (+2 Size, +1 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-10
Attack: Headbutt -1 melee (1d2-2)
Full Attack: Headbutt -1 melee (1d2-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Babble
Special Qualities: Low Light Vision, Darkvision 60 ft., Construct traits, Unexpected Side Effects, Link to Master
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 6, Dex 12, Con -, Int 12, Wis 12, Cha 12
Skills: Bluff +3, Hide +11, Listen +3, Move Silently +5, Spot +3
Feats: Stealthy
Environment: Any
Organization: Usually Solitary, but see text
Challenge Rating: 1/2
Treasure: None
Alignment: Any
Advancement: 3-6 HD (Tiny), but see text
Level Adjustment: ---

Babble (Su): When attacked, Furbies panic and begin a loud high pitched babbling that can be easily overheard (+10 Bonus to Listen Checks). Opponents adjacent to the Furby who can hear this babbling must make a DC 12 Willpower Save (Save DC is Cha based) or be Confused as per the spell for as long as the Babble continues. Opponents who succeed in making their Save are immune to this Furbies Babble for 24 hours.

Unexpected Side Effects (Su): Furbies somehow possess the power to create other Furbies of random Alignment that are not under the control of their creator, and feel compelled to do so. Once it has gathered the sufficient materials it may cast Furby as a Supernatural Ability once per month. This may not seem like a lot, but the new Furby possesses these abilities and compulsions as well. Unlike Boguns, creators take no damage when a Furby dies, and if the creator is killed Furbies do not die with him. This is not widely known knowledge, hence Furby use has not been commonly curtailed.

Link to Master (Su): Furbies and their creators can communicate telepathically out to a range of 1 mile. Creators with the Improved Familiar Feat can take Furbies as a Familiar.

Combat: Furbies do their best to flee combat. Or use bluff to plea for help from bystanders who might feel compassion for small, cute, furry things.

Bhu
2015-01-24, 09:32 PM
added some new spells, furby is done and ready for review.

Bhu
2015-02-15, 02:17 AM
If I do a 5e Cat Brglar, would you guys prefer it to be a class of its own or a path?

Bhu
2015-02-21, 10:24 PM
List of stuff on the front page has gotten a long needed update, my apologies to all for taking this long.

Since I've made changes to the core class, I need to revise the PrC's as well. Will be posting notes and asking your thoughts here as I proceed. The revised Core Class is here: http://www.minmaxboards.com/index.php?topic=1037.0

Bhu
2015-03-21, 06:31 PM
I need to get off my butt and revise the CB for doing that darn pdf I keep mentioning. To that end I will be focusing on batches of the PrC's one at a time, beginning with full arcane casters. Initially I will simply be modifying them to be compliant with the redesign of the core class, and filling in stuff I've forgotten to do over time. In the mean time, I am hoping those among you who are fans of the class or who are skilled in game design will point out flaws I may be too close to that have escaped my notice.

Bakeneko http://www.minmaxboards.com/index.php?topic=156.msg1273#msg1273

Breathsucker http://www.minmaxboards.com/index.php?topic=156.msg1241#msg1241

Burger Chef http://www.minmaxboards.com/index.php?topic=156.msg1289#msg1289

Catnipper http://www.minmaxboards.com/index.php?topic=156.msg1244#msg1244

Cats from Saturn http://www.minmaxboards.com/index.php?topic=156.msg1245#msg1245

Catwitch http://www.minmaxboards.com/index.php?topic=156.msg206787#msg206787

Familiar http://www.minmaxboards.com/index.php?topic=156.msg1265#msg1265

Feral http://www.minmaxboards.com/index.php?topic=156.msg1251#msg1251

Good Kitty http://www.minmaxboards.com/index.php?topic=156.msg1253#msg1253

Mortician http://www.minmaxboards.com/index.php?topic=156.msg1257#msg1257

Thundercat http://www.minmaxboards.com/index.php?topic=156.msg1278#msg1278

Bhu
2015-04-16, 12:45 AM
Due to feedback elsewhere I have made the following changes:

All of the entries that mention feats or spells have been upgraded to show their location (I think) if it's not the PHD. The Kitty Magic List is finally updated. The Feral has had a total re-do, the Burger Chef changes are (theoretically) done. Any entry that listed Feats has had those feats finished up or revised and put in the appropriate thread over at minmax (it's easier to edit threads there).

I await your perusal and further commentary.

Bhu
2015-04-19, 07:17 PM
Whilst I fiddle with the last few from the first batch I thought I'd post the next batch, divine full casters:


Crazy Cat Lady http://www.minmaxboards.com/index.php?topic=156.msg1247#msg1247

Professional Mouser http://www.minmaxboards.com/index.php?topic=156.msg1260#msg1260

Vet http://www.minmaxboards.com/index.php?topic=156.msg1271#msg1271

Sisters of the SPhinx http://www.minmaxboards.com/index.php?topic=156.msg1294#msg1294

Tuff Kitty http://www.minmaxboards.com/index.php?topic=156.msg31269#msg31269

Spooky Kitty http://www.minmaxboards.com/index.php?topic=156.msg35340#msg35340

Sneaky Kitty http://www.minmaxboards.com/index.php?topic=156.msg42048#msg42048

Cute Kitty http://www.minmaxboards.com/index.php?topic=156.msg50560#msg50560

Snuggly Kitty http://www.minmaxboards.com/index.php?topic=156.msg62245#msg62245

Curious Kitty http://www.minmaxboards.com/index.php?topic=156.msg64428#msg64428

Mischievous Kitty http://www.minmaxboards.com/index.php?topic=156.msg73065#msg73065

Scared Kitty http://www.minmaxboards.com/index.php?topic=156.msg81039#msg81039

Lazy Kitty http://www.minmaxboards.com/index.php?topic=156.msg99716#msg99716

Horrible Kitty http://www.minmaxboards.com/index.php?topic=156.msg116416#msg116416

Felimancer http://www.minmaxboards.com/index.php?topic=156.msg118247#msg118247

Masseuse http://www.minmaxboards.com/index.php?topic=156.msg136061#msg136061

Athenaeum Cat http://www.minmaxboards.com/index.php?topic=156.msg152532#msg152532

Bhu
2015-05-07, 11:46 PM
Unfinished Initiate Feats for the divine caster classes are done and redirected to the appropriate thread here: http://www.minmaxboards.com/index.php?topic=1037.0


Unfinished Epic Feats will be done soon.

Bhu
2015-05-23, 06:30 PM
Will be finishing up the epic feats for this batch this week, whilst I still have time.

Debihuman
2015-05-26, 03:57 AM
Cantabele: Magical Beast type only grants darkvision at 60 feet. Since this is a Large 6-legged cat, its speed should be 50 feet (40 feet is standard for Large and the extra legs should make it faster).

Attacks should all include strength modifier (some say bonus).

Bhu
2015-05-26, 07:38 PM
Regarding the Str Bonuses: I did include them. Are you looking at the post on minmax or here? I may have forgotten to update here.

Debihuman
2015-06-04, 05:00 PM
Here. It still says, "Magical Beast, giving you 110' Dark Vision" It is 60 feet of darkvision (one word).

BTW you keep using "it's" for "its" in your entries. "It's" is not possessive; it's a contraction for "it is." If you want a quality pdf, you should grammar check it too. Some is intentional (like the Abner quotes), but otherwise it just detracts from the overall quality of this project.

Debby

Bhu
2015-07-11, 03:04 PM
I'll need to update here then. Proofreading will be done as soon as I fix up the various classes. Since I made changes to the Feats/Core Class a while back I need to update all the PrC's.

Bhu
2015-07-24, 07:03 PM
Okay, edits has been made, Feats and Masseuse items are done, time for our next round (gishes and almost casters):


Bad Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1238#msg1238)
Burlap Guild Member (http://www.minmaxboards.com/index.php?topic=156.msg1242#msg1242)
Catooist (http://www.minmaxboards.com/index.php?topic=156.msg129457#msg129457)
Darth Puddytatses (http://www.minmaxboards.com/index.php?topic=156.msg1249#msg1249)
Fencepost Yowler (http://www.minmaxboards.com/index.php?topic=156.msg1250#msg1250)
Lazor Kitteh (http://www.minmaxboards.com/index.php?topic=156.msg1256#msg1256)
Member of the Boogie Nation (http://www.minmaxboards.com/index.php?topic=156.msg130946#msg130946)
Tibbit Jester (http://www.minmaxboards.com/index.php?topic=156.msg1268#msg1268)

Bhu
2015-07-31, 08:01 PM
Okay Feats and Epic Feats have been finished and moved to the appropriate areas in the main thread.

Does anyone have a problem with the Bad Kitty casting supernatural as opposed to spell-like abilities?

NEW INVOCATIONS

Lesser

Force Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Force Blast, converting it to Force Damage, and doing full damage to objects.

Stupidifying Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Stupidifying Blast, bestowing a -4 Int Penalty on opponents who fail their Willpower Save for 10 Minutes. Intelligence penalties from multiple Stupidifying Blasts do not stack.

Tripping Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Tripping Blast, automatically knocking opponents prone.


Greater

Catcall Blast
Greater; 6th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Catcall Blast. Opponents struck by it are vulnerable, and your Allies gain a +2 on Attack and Damage rolls against him for 1 round per 5 class levels you have.

Dander Blast
Greater; 6th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast. Opponents struck by it are vulnerable, and they take a -4 Penalty on Fortitude Saves for 1 round per 5 class levels you have.


Dark

Cataleptic Blast
Dark; 8th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast. Opponents struck by it are vulnerable, and if they fail a Willpower Save are Paralyzed for 1 round per 5 class levels you have.

Debbil Kitty Blast
Dark; 9th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Debbil Kitty Blast. Once it strikes an opponent it forms into a catlike shape for 1 round per 5 class levels you have. It has a Flight Move (Perfect) of 50 ft., and will attack the nearest opponent each round. It's attack roll is the same as yours, and damage is identical to your Eldritch Blast. Being made of magical energy it is effectively invulnerable other than to Dispel or antimagic effects.

Debihuman
2015-08-07, 09:00 AM
Is this in addition to or in place of spell-like abilities. Unless your kitty is taking a level of sorcerer or other class like it, I'm not a fan of this. It diminishes having to take a level of a class.

Debby

Bhu
2015-08-07, 06:00 PM
Lazor Kittehs are Cat Burglars/Warlocks. Since I gave kitty magic spells to most classes I thought I'd make some warlock invocations for the Lazor Kittehs

Bhu
2015-09-01, 09:45 PM
Okay the last bunch has finished it's revisements, unless anyone has objections to them. Now for the next batch:

Akeneko (http://www.minmaxboards.com/index.php?topic=156.msg1235#msg1235)
Aristocat (http://www.minmaxboards.com/index.php?topic=156.msg1236#msg1236)
The Black Paws (http://www.minmaxboards.com/index.php?topic=156.msg1264#msg1264)
The Fixit Gang (http://www.minmaxboards.com/index.php?topic=156.msg124196#msg124196)
Ninelifer (http://www.minmaxboards.com/index.php?topic=156.msg1258#msg1258)
Pink Panther (http://www.minmaxboards.com/index.php?topic=156.msg25232#msg25232)
Pocket Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1259#msg1259)
Sanda's Little Helper (http://www.minmaxboards.com/index.php?topic=156.msg1261#msg1261)
Sea Tiger (http://www.minmaxboards.com/index.php?topic=156.msg1286#msg1286)
Tibbit Skirmisher (http://www.minmaxboards.com/index.php?topic=156.msg1269#msg1269)
Trickster (http://www.minmaxboards.com/index.php?topic=156.msg1270#msg1270)

Bhu
2015-09-28, 06:12 PM
It has been mentioned elsewhere that Sanda's Little Helper is overpowered. Does anyone else feel this way?

Debihuman
2015-09-30, 06:14 PM
It needs a higher entry level to take and I think it grants too many base class abilities. I don't think Prestige Classes should grant so abilities that you could gain at base class level. It dilutes the base classes and makes for a boring Prestige Class.

Just my 2 cents.

Debby

Bhu
2015-11-01, 09:26 PM
I'll fiddle with it then. Does anyone remember what book had building organizations and a list of requirements/benefits for being in them? I thought it was the DMG II but it's not in there.

Debihuman
2015-11-02, 12:31 AM
Arms and Equipment Guide, I think.

Bhu
2015-11-21, 09:43 PM
Next set to be tweaked/reviewed:

Abominable Snow Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1234#msg1234)

Cabbit (http://www.minmaxboards.com/index.php?topic=156.msg1280#msg1280)

Critter (http://www.minmaxboards.com/index.php?topic=156.msg1248#msg1248)

Iron Floof (http://www.minmaxboards.com/index.php?topic=156.msg1282#msg1282)

Lord of the Jungle (http://www.minmaxboards.com/index.php?topic=156.msg18878#msg18878)

Pixie Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1274#msg1274)

Sand Cat (http://www.minmaxboards.com/index.php?topic=156.msg1287#msg1287)


Will also be adding example CB Guilds using the affiliation rules from PHB2.

Bhu
2015-12-01, 08:37 PM
Is there anyone who can help me with small tables? This board and minmax uses different code.

Bhu
2015-12-19, 05:53 PM
Mommy's Little Angels (Typical Urban Cat Burglar Guild)
Symbol: Cat hugging a kitten.
Background, Goals and Dreams: One of the original Cat Burglar Guilds run by Mommy's Little Angel, who invented the bulk of the techniques upon which the modern Guilds derive their powers from. Her Guild honors her memory by preserving the peace as unofficial protectors of the common man (and incidentally the city-state they live in), and fleecing an corrupt or dishonest authority figures. It is well known in the city that cats are sometimes magical creatures who look after their own. As the Guild also oversaw the regime of a murderous dictator in it's initial founding, current members also strive to head off evil influences in the government.
Type: Thieves Guild/Shadow Government
Scale: 8 (City/County)
Affiliation Score Criteria:



Criterion
Affiliation Score Modifier


Character Level
1/2 PC's Level


5 or more ranks in Bluff and Diplomacy
+1 per 5 ranks in each skill


Has the Innocence Kitty Magic ability
+2


Discovers new target to fleece
+2 (max 3/year)


Protects fellow Guild Member from discovery or helps them escape Evil
+1


Steal at least 10,000 GP and give it to either the Guild or the poor
+1


Lawful or Evil Alignment
-20



Titles, Benefits and Duties:



Affiliation Score
Title: Benefits and Duties


3 or Lower
No Affiliation


4-10
Member: So long as you're pretending to be a stray housecat you have free room and board.


11-15
Member in Good Standing: +2 Insight Bonus on Bluff, Gather Information and Knowledge (Local) Checks within the country.


16-22
Squad Leader: So long as you are on Guild Business, you are un-prosecutable within the city. If a mission requires back-up you may request it at no cost, but if it goes bad you get a -4 to your Affiliation score.


23-29
Inner Council: Get a stipend of 200 GP per month.


30+
Sub-Leader: Personal Honor Guard of 4-12 appropriate critters (EL 12).



Executive Powers: Law, Research, Shadow War

Bhu
2015-12-28, 08:31 PM
Previously it was mentioned that Sanda's Little Helpers were a tad boring so they are being revised to be more fun and christmasy.

Are there official reindeer stats? :smallbiggrin:

Debihuman
2015-12-30, 09:34 AM
Previously it was mentioned that Sanda's Little Helpers were a tad boring so they are being revised to be more fun and christmasy.

Are there official reindeer stats? :smallbiggrin:

Yes. Santa's stats from WotC from PDF here has reindeer stats: https://www.wizards.com/dnd/files/Santa.pdf which basically uses Pony stats OR you can use Caribou stats from Frostburn. Reindeer are essentially domesticated caribou.

Debby

Bhu
2016-01-05, 08:50 PM
Tis late but here is the revised, more xmasy Little Helper:

http://www.minmaxboards.com/index.php?topic=156.msg1261#msg1261

Debihuman
2016-01-06, 12:16 PM
You really need an editor. I am not a fan of giving bonuses based on Charisma modifiers (or any other ability modifier for that matter) that don't say minimum 1. Since MOS abilities are granted at levels 1, 4 and 7 what is granted at level 10?

Debby

Bhu
2016-01-12, 10:59 PM
In my defense I was doing a ton of work in december and worked on this in the wee hours :smalltongue:

Level 10 was sposed to be Militaary spellcraft. I has fixed it and bonuses.

Bhu
2016-01-25, 07:14 PM
Next set for review:

Bear Wrassler (http://www.minmaxboards.com/index.php?topic=156.msg1239#msg1239)

Cat Fu Fighter (http://www.minmaxboards.com/index.php?topic=156.msg1243#msg1243)

The Grasshopper Society (http://www.minmaxboards.com/index.php?topic=156.msg1267#msg1267)

Om Nom Nom Fu (http://www.minmaxboards.com/index.php?topic=156.msg1281#msg1281)

Short Paw Clan (http://www.minmaxboards.com/index.php?topic=156.msg1262#msg1262)

Yarn Kensai (http://www.minmaxboards.com/index.php?topic=156.msg8848#msg8848)

Also: Who would support a rewrite of the Bear Wrassler and Cat Fu Fighter as ToB style classes?

Bhu
2016-02-10, 02:29 AM
I've almost got table code for the forum down (you'll notice the edits to the sample urban guild above). Work proceeds slowly on the Feline Way, but will post soon.

Bhu
2016-02-29, 08:24 PM
Sample Urban Guild is done, more GUilds and cat fu on the way

Bhu
2016-03-30, 09:16 PM
My apologies for the lack of activity, I've been overwhelmed by injuries. Should have stuff up soon.

Bhu
2016-04-29, 09:02 PM
http://www.minmaxboards.com/index.php?topic=1039.40 Okay if y'all scroll down you'll see the proposed changes if I got the ToB route with the Bear Wrassler and Cat Fu FIghter. I'll wait a bit for feedback, then I'll be filling out the Maneuvers and continuing on.

Bhu
2016-05-24, 04:15 PM
Al the PrC's listed above are updated save for Bear Wrassler (I'm waiting to finish the Bear Wrasslin' discipline first). God willing I don't need surgery for my shoulder and I'll have the rest up soon.

Bhu
2016-06-30, 10:11 PM
Got the Cat Fu FIghtan discipline at the above link done. Sorry for the delays, it looks like I'll be going into surgery soon.

Bhu
2016-07-25, 08:16 PM
Bear Wrasslin'

Bear Wrasslin' is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Bear Wrasslin' (usually not Tiger Claw). The Key Skill for Bear Wrasslin' is an opposed Grapple Check, and the associated weapons are the Grapple, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Dagger.

1st Level
Touch of the Yeti (Grapple: Hold): Your Grapple Checks do +1d6 Cold damage as long as you can maintain this grapple.
No One Escapes the Monkey Lock! (Stance): You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.
Faerunian Eel Lock (Grapple: Hold): Your Grapple Checks do +1d6 Electricity damage as long as you can maintain this grapple.
The Pudding Hold (Grapple: Hold): Your Grapple Checks do +1d6 Acid damage as long as you can maintain this grapple.

2nd Level
The Plastic Surgery Face Hold (Grapple: Hold): Your opponent must make a Save or be Blinded as long as you maintain this Grapple.
Fold, Spindle, Mutilate (Grapple: Hold): Your opponent must make a Save or take 1 point of temporary Con damage as long as you maintain this Grapple.

3rd Level
Calico Bomb (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Dexterity damage.
Eberronian Pomegranate Masacree (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Wisdom damage.
The Flying Snuggle Attack (Strike): You make a Charge or Bull Rush attack, and if successful you can initiate a Grapple as a Free Action without provoking an Attack of Opportunity.
Huggin' Stance (Stance): You gain +10 on Grapple Checks, and DR 2/-.

4th Level
Baatorian Basher (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Fire damage in a 10 ft. area.
Siamese Thunder Buster (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Sonic damage in a 10 ft. area.

5th Level
Tabby Twister (Grapple: Throw): In addition to normal Grapple damage, your opponent is limited in his actions and speed for 1 day.
The Dutch Oven Hold (Grapple: Hold): Your opponent must make a Save or be Sickened as long as you maintain this Grapple.

6th Level
Attach (Counter): Make Free Grapple Check against opponent attacking you in melee.
Mexican Hairless Jamboree (Grapple: Throw): In addition to normal Grapple damage you do +6d6 damage and can throw your opponent to any square within a 10 ft area.

7th Level
Dropping the Big Yak (Counter): Make an opposed Grapple Check against an opponent performing a Charge, Bull Rush or Overrun attack. If you win you both fall Prone with him landing in the space on the other side of you. He takes normal Grapple damage plus 5d6 plus an additional d6 for every Size Category bigger he is than you.
The Grovenian Trout Buster (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Exhausted for 1 round. Both of you end the round Prone.
Takin' Advantage (Stance): Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level.

8th Level
Showin' Off (Stance): While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action. If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).
Halfback Brain Squishie (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 6 points of temporary Intelligence damage. Both of you are Prone and your opponent is Stunned.
the Masshinator (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Unconscious for 1 round.

9th Level
The Doom Squishins (Grapple: Hold): You deal 50 damage per round for as long as you can maintain this Grapple.



Cat Fu Fightan!

Cat Fu Fightan! is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Cat Fu Fightan! (usually not Tiger Claw). The Key Skill for Cat Fu Fightan! is Sleight of Hand, and the associated weapons are the Grapple, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Cats (you can wield cooperative Housecats as a weapon).

1st Level
Dubbah Kitteh (Counter): You attack one opponent with two kitties.
Little Kitty Tripper Upper (Strike): You throw a Kitty, making a ranged Trip attack against an opponent.
Perfectly Normal Stance (Stance): You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.
Come At Me! (Stance): Counters do +4 damage while you maintain this Stance.

2nd Level
Kitteh Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +2d6.
Presents for Daddy(Strike): You can make a ranged Disarm attack by throwing a kitty, who sometimes brings you the disarmed item.
Misdirection (Counter): You may use the results of a Sleight of Hand check in place of a Reflex Save.

3rd Level
Sneaky Nibbles (Strike): Use a Sleight of Hand Check to determine damage.
Bigger Little Kitty Tripper Upper (Strike): Tripped opponents are also Stunned.
Purrfection Stance (Stance): You may use cats as a weapon even while Grappled.
Even More Perfectly Normal Stance (Stance): You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

4th Level
Kitty Makin' Biscuits (Strike): You make a ranged attack against an opponent. He is Stunned 1 round if he fails a Save.
Facehugger (Strike): You make a ranged attack against an opponent. He is Blinded 1 round if he fails a Save.

5th Level
Kitty Wub Daddy (Strike): As Presents for Daddy, but the kitty teleports to and from your opponent instead of being thrown.
Nope Stance (Stance): Choose one opponent. While in this Stance you gain a cumulative +1 Dodge Bonus to AC each time he attacks you (max Bonus is equal to half Initiator Level).
Big Kitty Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +4d6.

6th Level
Super Sneaky Nibbles (Strike): Use double Sleight of Hand Check to determine damage.
Hidden Strike (Strike): Make a Sleight of Hand vs your Opponent's Spot check. If you succeed, he is unaware of your attack and doesn't realize the damage was done by you. He takes damage regardless.
Cat Scare (Strike): If your opponent fails his Save, he becomes Frightened by your attack.

7th Level
Big Facehugger (Strike): As Facehugger, but opponent is permanently Blinded.
Big Kitty Makin' Biscuits (Strike): A Kitty Makin' Biscuits but opponent is Helpless one round.

8th Level
Hug of the Thousand Paws (Stance): Gain Bonus to Grapple Checks and Damage Rolls against opponents equal to your Initiator Level.
Hurricane (Strike): Make one attack against each adjacent opponent, with a +4 to attack and damage rolls against each one.
Swarm Defense (Counter): If an opponent attempts to Grapple you, hidden cat leap from your clothing foiling him (and doing d6 damage).

9th Level
Supah Hidden Strike (Strike): Make a Sleight of Hand vs Spot Check against every opponent within 20 ft. If you succeed they are unaware of the attack and do not realize it came from you. They all take damage regardless.


Yarn Fu

Yarn Fu is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with Yarn Fu (usually not Tiger Claw). The Key Skill for Yarn Fu is Use Rope, and the associated weapons are the Spiked Chan, Chain and Dagger, Whip Dagger, Whip, and magical balls of yarn.


1st Level
Deflect (Counter): You may make a Use Rope Check and use it in place of your AC against a melee attack.
Up High (Strike): Opponent is Dazed 1 round.
Ball Stance (Stance): While in this chance you may use a Use Rope Check in place of an offensive Grapple Check.

2nd Level
Yarn Sheld (Counter): Make an attack with an additional 5 ft. reach against a Charging opponent. If you are successful he is Checked.
Wraparound (Strike): Do +1d6 damage and opponent loses Shield Bonus to AC.

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
Ball 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.

7th Level
Offensive Whirl (Strike): Attack up to 3 adjacent opponents.
Go Long (Boost): Temporarily extend reach to 30 ft.

8th Level
Yarn Snare (Counter): You may make a Grapple Check against a melee opponent who attacks you without provoking an Attack of Opportunity.
Yarn Coil (Strike): Attack all opponents within a Line.
Wailing Stance (Stance): You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level.

9th Level
Yarn Bomb (Strike): Your yarn ball is the center of a devastating explosion (to which, of course, you are immune).

Bhu
2016-07-25, 08:18 PM
BEAR WRASSLIN'

Attach
Bear Wrasslin' (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may Initiate this whenever an opponent tries to attack you in melee or Grapple you. His Action fails, and you can make a Grapple attempt against him as a Free Action without provoking an Attack of Opportunity.

Baatorian Basher
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
You initiate this Maneuver by making a successful Grapple Check. You do normal damage, as well as 6d6 Fire Damage in a 10 ft. area. After this the Grapple ends, and your opponent falls Prone. You are immune to the Fire damage from this Maneuver.

Calico Bomb
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Dexterity damage. After this the Grapple ends, and your opponent falls Prone.

The Doom Squishins
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional 50 points of damage. The damage done may be normal grappling damage or Acid, Cold, Electricity, Fire, Force or Sonic damage. You choose when initiating the Maneuver.

Dropping the Big Yak
Bear Wrasslin' (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may Initiate this Maneuver when an opponent makes a Bull Rush, Charge or Overrun attack against you. Make a Grapple Check, and if you succeed you both fall Prone with your opponent in the square on the other side of you from the direction he approached in. He takes normal Grapple damage plus 5d6 plus an additional 1d6 for every Size Category bigger he is than you.

The Dutch Oven Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Sickened for 1 round.

Eberronian Pomegranate Massacree
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Wisdom damage. After this the Grapple ends, and your opponent falls Prone.

Faerunian Eel Lock
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Electricity damage.

Fold, Spindle, Mutilate
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or take 1 point of temporary Constitution damage.

The Flying Snuggle Attack
Bear Wrasslin' (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As part of this Maneuver you make a Charge or Bull Rush attack. If it is successful you can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

The Grovenian Trout Buster
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 7, Warblade 7
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes an additional +10d6 damage, and your opponent must make a Fortitude Save or be Exhausted for 1 round. After this attack, both of you fall Prone.

Halfback Brain Squishie
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round, see text
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. You do normal damage, and your opponent must make a Fortitude Save or take 6 points of temporary Intelligence damage. After this the Grapple ends, both you and your opponent fall Prone, and your opponent is Stunned for 1 round.

Huggin' Stance
Bear Wrasslin' (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You gain +10 on Grapple Checks, and DR 2/- while in this Stance.

The Masshinator
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes and additional +10d6 damage, and he must make a Fortitude Save or be rendered Unconscious for 1 round. He ends the round Prone.

Mexican Hairless Jamboree
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 6, Warblade 6
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent takes an additional +6d6 damage. After this the Grapple ends, and your opponent falls Prone in any square of your choice within 10 ft that is unoccupied.

No One Escapes the Monkey Lock!
Bear Wrasslin' (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

The Plastic Surgery Face Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Blinded for 1 round.

The Pudding Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Acid damage.

Showin' Off
Bear Wrasslin' (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action. If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).

Siamese Thunder Buster
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
You initiate this Maneuver by making a successful Grapple Check. You do normal damage, as well as 6d6 Sonic Damage in a 10 ft. area. After this the Grapple ends, and your opponent falls Prone. You are immune to the Sonic damage from this Maneuver.

Tabby Twister
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 24 hours
Saving Throw: Fortitude Partial, see text
You initiate this Maneuver by making a successful Grapple Check. In addition to normal damage, your opponent must make a Fortitude Save or be limited in his Actions for the next 24 hours. After this the Grapple ends, and your opponent falls Prone. All his movement speeds are reduces by 10 ft, and he cannot take the Run Action or make Bull Rush, Overrun, Trip or Charge attacks.

Takin' Advantage
Bear Wrasslin' (Stance)
Level: Swordsage 7, Warblade 7
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level while in this Stance.

Touch of the Yeti
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Negates
You initiate this Maneuver by making a successful Grapple Check. Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Cold damage.



Mah Momma Knew How To Snuggle
Your Holds are devastating.
Prerequisites: Any Bear Wrasslin' Maneuver (must be a Hold)
Benefits: When performing a Hold Maneuver, it's base damage is now equal to 1d10 or your unarmed strike damage, whichever is greater. If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Sickened 1 round.

Mah Daddy Was The MAN!
Your Throws are worse.
Prerequisites: Any Bear Wrasslin' Maneuver (must be a Throw), Mah Momma Knew How To Snuggle
Benefits: When performing a Throw Maneuver, it's base damage is now equal to 2d6 or your unarmed strike damage, whichever is greater. If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or you maintain the Grapple (normally Throw Maneuvers end a Grapple).

Mah Grandaddy Was Part Chupacabra
You know the ways of the Luchadors!
Prerequisites: Mah Momma Knew How To Snuggle, BAB +6, and 2 Bear Wrasslin' Maneuvers
Benefits: This Feat allows the use of three tactical options:
Chain Move: Once per encounter, after successfully perform a Throw Maneuver, you may perform that Maneuver again the next round, as long as it's against the same opponent.
Drop the Elbow: If your opponent is Prone you do maximum damage with a successful Unarmed Strike attack.
Reversal: If an opponent attempts to Grapple you and fails, you can immediately make a Grapple Check against him as a Free Action without provoking an Attack of Opportunity.

Bhu
2016-07-25, 08:19 PM
CAT FU FIGHTAN!

Big Kitty Makin' Biscuits
Cat Fu Fightan! (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates, see text
This is the same as Kitty Makin' Biscuits, but if the target fails the Save he is Helpless instead of Stunned.

Big Kitteh Up Mah Sleeve
Cat Fu Fightan! (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
When you Initiate this Maneuver, you gain 4d6 Sneak Attack for 1 round. This stacks with Sneak Attack you may gain from any other source.

Bigger Little Kitty Tripper Upper
Cat Fu Fightan! (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates
This is the same as Little Kitty Tripper Upper, but if the target is successfully Tripped he must also make a Fortitude Save or be Stunned 1 round.

Big Facehugger
Cat Fu Fightan! (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude Negates
As per the Facehugger Maneuver, but the the opponent is blinded permanently, and Stunned 1 round.

Cat Scare
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Willpower Negates
As part of this Maneuver you make a melee attack against your opponent, and if it is successful your opponent must make a Willpower Save or be Panicked for 1 round.

Come At Me!
Cat Fu Fightan! (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Counters you Initiate do +4 damage while you maintain this Stance

Dubbah Kitteh
Cat Fu Fightan! (Counter)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You must Initiate this Maneuver after an opponent has attacked you. Make two attack rolls with your Houscats against him at your highest BAB, and do normal strike damage if either of them hits. If both rolls successfully confirm a Critical, the hit does x3 damage..

Even More Perfectly Normal Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

Facehugger
Cat Fu Fightan! (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: 1 Round
Saving Throw: Fortitude Negates
As part of this attack you make a Ranged attack roll by throwing a Housecat at your opponents face. If you succeed, in addition to normal damage your opponent must make a Fortitude Save or be Blinded for 1 round.

Hidden Strike
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
When initiating this Maneuver make both an attack roll and an opposed Sleight of Hand vs your opponents Spot check. If you succeed in the opposed Check your opponent is unaware that the strike was done by you (your attack is effectively invisible), and you get any applicable sneak attack damage as well.

Hug of the Thousand Paws
Cat Fu Fightan! (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You gain Bonus to Grapple Checks and Grapple Damage Rolls against opponents equal to your Initiator Level while in this Stance.

Hurricane
Cat Fu Fightan! (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
When initiating this Maneuver, make a separate attack roll against each adjacent opponent with a +4 Bonus to the attack and damage rolls.

Kitty Makin' Biscuits
Cat Fu Fightan! (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates, see text

You make a ranged attack against an opponent with a Housecat, and if you successfully hit he must make a Fortitude Save or be Stunned 1 round.

Kitteh Up Mah Sleeve
Cat Fu Fightan! (Boost)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
When you Initiate this Maneuver, you gain 2d6 Sneak Attack for 1 round. This stacks with Sneak Attack you may gain from any other source.

Kitty Wub Daddy
Cat Fu Fightan! (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Identical to the Presents for Daddy Maneuver, but the Housecat instantaneously teleports to your opponent and back again. Plus it always brings back successfully disarmed items with it.

Little Kitty Tripper Upper
Cat Fu Fightan! (Strike)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his ankles. If you successfully hit, you do normal damage and can immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity. The Trip attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get size modifiers. If it fails, your opponent obviously does not get an attempt to trip you back. The Housecat returns to you at the start of your next turn.

Misdirection
Cat Fu Fightan! (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may use the results of a Sleight of Hand check in place of a Reflex Save.

Nope Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Choose one opponent. While in this Stance you gain a cumulative +1 Dodge Bonus to AC against him each time he attacks you (max Bonus is equal to half Initiator Level).

Perfectly Normal Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.

Presents for Daddy
Cat Fu Fightan! (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his hand. If you successfully hit, you do normal damage and can immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity. The Disarm attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get modifiers due to weapon type. If it fails, your opponent obviously does not get an attempt to Disarm you back. The Housecat returns to you at the start of your next turn. If you successfully conformed a critical hit with this attack, the Housecat returns with the disarmed item.

Purrfection Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance you may continue to make attacks with Housecats while in a Grapple, even if all your limbs are bound.

Sneaky Nibbles
Cat Fu Fightan! (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
First make an attack on an opponent. If it is successful, then you attempt a Sleight of Hand skill check as part of this maneuver, and deal damage equal to the result. Your Strength/Dex modifier, your weaponís magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells). If the melee attack roll was a critical threat, and you confirmed it, multiply the Skill check's results by your weapon's critical modifier.

Supah Hidden Strike
Cat Fu Fightan! (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 20 ft
Target: One or more creatures
As per the Hidden Strike Maneuver, but you make a strike and opposed check against every opponent within 20 feet. Any of them in who fail the opposed check don't realize you attacked them.

Super Sneaky Nibbles
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As the Sneaky Nibbles Maneuver, but your damage is double the Sleight of Hand check.

Swarm Defense
Cat Fu Fightan! (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may initiate this Maneuver if an opponent attempts to Grapple you, wiht hidden cats leap from your clothing foiling him. His turn ends and the Grapple fails, and he takes 1d6 damage per your Initiator Level divided by 2.

Supwise!
You do more damage with your Cat Fu Fightan! Maneuvers.
Prerequisites: Any 1 Cat Fu Fightan! Strike
Benefits: You gain +1d6 Sneak Attack, but only with Cat Fu Fightan! Maneuvers.

Showboater
You are the supreme showoff.
Prerequisites: Any 1 Cat Fu Fightan! Maneuver, Supwise!
Benefits: When using your Show Off class ability, the penalty to your opponents AC is -1 greater, and lasts one additional round.

Death Lies in My Robes
You an advanced student of Cat Fu Fightan!
Prerequisites: Supwise!, BAB +6, 2 Cat Fu Fightan! Maneuvers
Benefits: Death Lies in My Robes allows the use of three tactical options:
Sucker Punch: Whenever an opponent is unaware of your attack (i.e. via Hidden Strike or because he is unaware of your presence), he is automatically Stunned 1 Round if your attack hits.
Humiliating Defeat To use this option you must have used your Show Off class ability successfully. If you successfully attack your opponent the next round he is unaware that the attack came from you, allowing Sneak Attack damage and the Sucker Punch ability above.
I Have No Idea What You May Be Implying Kind Sir: When you initiate a Cat Fu Fightan! Stance, your opponent is unaware of the first Cat Fu Fightan! Maneuver you make while in that stance.

Bhu
2016-07-25, 08:20 PM
YARN FU

Ball Bludgeon
Yarn Fu (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may initiate this Maneuver when an opponent makes a Charge attack against you. You get a melee attack against him as a Free Action. If it is successful, the attack does +1 damage for every 5 ft. the opponent moved.

Ball Stance
Yarn Fu (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may use the results of a Use Rope Check instead of a Grapple Check when you attempt to Grapple or are Grappling an opponent.

Defensive Whirl
Yarn Fu (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You Initiate this Maneuver at the beginning of your turn. Until the beginning of your next turn, 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.

Deflect
Yarn Fu (Counter)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
When being attacked by an opponent you may choose to substitute the results of a Use Rope Check for your AC against that one attack. This may be used after the attack has been declared successful, but must be made before damage is rolled.

Down Low
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As part of this Maneuver make a melee attack. If it is successful, it does +2d6 damage, and you can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails, your opponent cannot try to Trip you back.

Go Long
Yarn Fu (Boost)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Until the start of your next turn
You may initiate this Maneuver at the beginning of your turn. Until the beginning of your next turn your range increases to 30 ft. This is a Supernatural effect.

Momentum
Yarn Fu (Boost)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round
You may initiate this Maneuver when you miss an attack roll against an opponent who is Fighting Defensively or using Total Defense. You may re-roll the missed attack roll, but must use the new result.

Offensive Whirl
Yarn Fu (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: Up to 3 creatures
As part of this Maneuver you make 1 melee attack roll against three adjacent opponents. If it is successful they take normal weapon damage.

Quick Strike
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Make an attack as part of this Maneuver. If it is successful the opponent takes +4d6 damage, and loses his Dexterity Bonus to AC for 1 round.

Up High
Yarn Fu (Strike)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Fortitude Negates
As part of this Maneuver make an attack. If it is successful your opponent must make a Fortitude Save or be Dazed for 1 round.

Wailing Stance
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level while in this Stance.

Waiting Stance
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance, you gain a +2 Bonus to Attack rolls and a +4 Bonus to damage rolls against opponents who have moved this turn, including Attacks of Opportunity.

Wraparound
The Feline Way (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As part of this maneuver you make an attack roll ignoring any Bonus to AC your opponent has from Shields (including the Shield spell). If the attack is successful it does +1d6 damage.

Wrapping Stance
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you gain a +2 Bonus on Disarm, Grapple, and Trip Checks.

Yarn Allergies
Yarn Fu (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Saving Throw: Fortitude negates
You may initiate this Maneuver when attacking with your magical yarn ball. If the attack is successful, your opponent must make a Fortitude Save or take 1d6 temporary Constitution damage. This is a Supernatural effect.

Yarn Bomb
Yarn Fu (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: 40 ft.
Area: 40 foot burst, centered on the initiator
Duration: 1 Minute, see text
Saving Throw: Fortitude Partial
When Initiating this Maneuver, you detonate your magical yarn ball weapon, which reforms 1 round later. You are immune to the effects of the blast. Anything in the area takes 10d6 damage and must make a Fortitude Save or be Sickened for 1 Minute. This is a Supernatural effect.

Yarn Coil
Yarn Fu (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: 15 ft.
Area: 15 ft. Line
When Initiating this Maneuver you get a melee attack roll against all opponents within a 15 ft. Line. This is a Supernatural effect.

Yarn Choke
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude Partial
As part of this Maneuver, make a melee attack. If it is successful, it does 4d6 damage and the opponent must make a Fortitude Save or be Sickened and Muted for 1d6 rounds. This is a Supernatural effect.

Yarn Shield
Yarn Fu (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
When an opponent makes a Charge attack against you, you may initiate this Maneuver to foil it. Make an attack roll, and if it is successful your opponent is Checked and he stops at (your reach plus 5 ft.) distance away.

Yarn Snare
Yarn Fu (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may Initiate this Maneuver when an opponent attacks you in melee or attempts to Grapple you. You get a Grapple attempt against him without provoking an attack of opportunity, with a Bonus to both the touch attack and first Grapple Check equal to half your Initiator Level.

Yarn Snatch
Yarn Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As part of this Maneuver make a melee attack with an additional 5 ft of Reach. If it is successful you may immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity. If you succeed, you have grabbed his weapon. If you fail, he does not get a Disarm attempt back at you.

Yarn Wrap
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As part of this Maneuver, make a melee attack roll. If successful, you can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

No
You're good at sayin' no.
Prerequisites: Any Yarn Fu Maneuver, Use Rope 1 rank
Benefits: You have a +2 Bonus when making attack rolls as part of a Counter.

Dammit, I Said No
You're better at sayin' no.
Prerequisites: Any Yarn Fu Maneuver, No
Benefits: Counters you Initiate that do damage do +1d6 damage.

I Will Continue to Say No Until the No has Been Properly Heard
No one says no better than you do.
Prerequisites: No, BAB +6, any 2 Yarn Fu Maneuvers
Benefits: This Feat allows the use of three tactical options:
The Tao of No: When you Initiate a Counter while Fighting Defensively or using the Total Defense option, that Counter is not considered expendable. You may use this option once per encounter.
Anaphylactic Shock: When you successfully attack an opponent with your magical yarn ball while using a Yarn Fu Maneuver, your opponent must make a Fortitude Save or take 1 temporary Str damage. This is a Supernatural effect.
Follow Up: If you make a successful Disarm or Trip attempt against an opponent, the Save DC of your Maneuvers increases by +2 against him for 1 round. Additionally attack rolls receive a +2 Bonus when made against him during that same period of time.

Bhu
2016-08-22, 06:04 PM
Time to review the fightin kitties

Big Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1240#msg1240)

Son of Pinky (http://www.minmaxboards.com/index.php?topic=156.msg1263#msg1263)

Meowcenary (http://www.minmaxboards.com/index.php?topic=156.msg1283#msg1283)

Savage Feral (http://www.minmaxboards.com/index.php?topic=156.msg204701#msg204701)

Bhu
2016-09-28, 06:35 PM
Way of the Cat

The Way of the Cat is a subschool of the Feline Way. A subschool is an offshoot of one of the Sublime Ways, and uses the same associated weapons and Key Skill. Class abilities or Feats that affect Maneuvers of the main school also affect the subschool, and the subschool should have 1 Maneuver or Stance for each Level.

Cats Are Magic
The Feline Way (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

You may use this when subjected to any Spell, Spell-Like Ability, Supernatural Ability, Psionic Power or Psi-Like Ability. It's effects are canceled, and your opponents turn ends.

Cats Are Mean
The Feline Way (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When you use this boost all attacks you make until the end of the turn have their Critical Threat Range increased by +2 (i.e. if they normally threaten a critical on a 20, they now do so on an 18-20).

Cats Are Superior
The Feline Way (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When you use this boost you gain a +12 Bonus on any one opposed Check of any kind until the end of the turn.

Cat Scare
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Willpower Negates

You perform a melee attack on an opponent who is Denied his Dex Bonus to AC, Flat-Footed, unaware of you, or whom you are Flanking. He takes normal damage and if he fails a Willpower Save (DC 13 plus Cha Modifier) is Panicked for 1 round. If he succeeds he is Shaken for 1 round instead.

Cats Have 9 Lives
The Feline Way (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when your opponent attacks you in any manner that causes damage (or would cause your death), that action is negated, and his turn ends.

Cheshire Cat Grin
The Feline Way (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: 60'
Target: One Creature
Saving Throw: Willpower Partial

You smile at one creature within 60 feet. He takes 2 temporary Wisdom damage, and if he fails a Willpower Save (DC 14 plus Cha Modifier) he is Frightened for 1d3 rounds.

Eternal State of Vigilance
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Swift

Whenever you use a Counter in this stance, roll a d20 plus your Charisma or Wisdom Modifier (choose one when taking this Maneuver, you cannot change it later). If your total is 16 or higher on the roll, the Counter is not considered expended.

Hissy Fit
The Feline Way (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: n/a
Initiation Action: 1 Full Round Action
Range: 60 ft.
Target: 60 ft. burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half

You do 75 points of slashing damage to all opponents within 60 ft., and may move to any square within that area of effect.

Swat
The Feline Way (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

You may initiate this counter when you are attacked in melee. You may immediately attack that opponent back at your highest BAB. This is not an Attack of Opportunity.



Gun Fu
Gun Fu is a subschool of the Diamond Mind discipline. Unlike normal subschools, the associated weapons for Gun Fu are only Guns and Dynamo Cannons.

Anti-Air
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Swift

While in this stance, attacks you make with your disciplines associated weapons do x3 damage on a successful critical hit, but only against flying opponents. If the Gun used allows a Save for half damage due to being an area of effect (which doesn't allow for critical hits), the Save DC is +2 instead.

BFG
Gun Fu (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack Roll with a Gun doing an extra +15d6 damage.

Bizarre and Improbable Ballistics
Gun Fu (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack Roll with a Gun that ignores Concealment or percentile miss chances.

Cold Sniper
Gun Fu (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Saving Throw: Fortitude Partial

You make a Ranged Attack Roll with a Gun (which cannot be an Area of Effect weapon) and receive no penalties based on Range, and negate any miss chance due to Concealment. It ignores the effects of Cover less than Total Cover. If the Gun does not normally provide a Ranged Touch Attack it does for this attack roll.

Marked Bullet
Gun Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack with a Gun against an opponent, and if successful all other attacks successfully made against him this round do maximum damage.

Needs More Dakka
Gun Fu (Boost)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When using this Boost, until the End of the Turn if you make a Full Attack you get your full iterative attacks with Guns, with an additional attack at your highest BAB.

No Range Like Point Blank Range
Gun Fu (Counter)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when an opponent misses you with a Melee Attack. You immediately get an Attack of Opportunity if holding a Gun, and do not provoke an Attack of Opportunity for using a Ranged attack in melee.

Spray and Pay
Gun Fu (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: n/a
Initiation Action: 1 Full Round Action
Range: 60 ft.
Target: 60 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex half

Opponents within the Area of Effect take full gun damage plus an additional 75 points of damage (the gun used cannot be an Area of Effect weapon).

Trigger Happy
Gun Fu (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: End of Turn

You must decide to use this Boost at the beginning of the turn before anyone has gone, and it is usable even if you have not yet acted in combat. If you use it , for this round only you go first before anyone (this does not change your actual Initiative). If you successfully hit an opponent Denied his Dex Bonus to AC, or Flat-Footed, he takes an additional +3d6 damage.

Bhu
2016-09-28, 06:37 PM
Cheshire Cat (http://www.minmaxboards.com/index.php?topic=156.msg1266#msg1266)

Foof Lord (http://www.minmaxboards.com/index.php?topic=156.msg1252#msg1252)

Katgrrl (http://www.minmaxboards.com/index.php?topic=156.msg1255#msg1255)

Watchcat (http://www.minmaxboards.com/index.php?topic=156.msg1272#msg1272)

Here's the next set of PrC's up for review fi anyone has any questions about them.

Bhu
2016-10-31, 08:50 PM
Support Kitteh (http://www.minmaxboards.com/index.php?topic=156.msg1275#msg1275)

Gunner Kitty (http://www.minmaxboards.com/index.php?topic=156.msg1276#msg1276)

Ranpu (http://www.minmaxboards.com/index.php?topic=156.msg1279#msg1279)

Phantom Cat (http://www.minmaxboards.com/index.php?topic=156.msg1285#msg1285)

Library Cat (http://www.minmaxboards.com/index.php?topic=156.msg1288#msg1288)

Cats from Uranus (http://www.minmaxboards.com/index.php?topic=156.msg91582#msg91582)

Athenaeum Cat (http://www.minmaxboards.com/index.php?topic=156.msg152532#msg152532)

Okay this is the last set of PrC's up for review/revisal. Unlike the others these cross reference classes created by other members of Gitp and Minmax.

Bhu
2016-11-28, 11:59 PM
With the help of Nanshork I have revised teh Kitty Form ability and updated all the PrC's, done much editing, and have reworked the Mows alternative class features. Oh and I finally finished the Dino Cav PrC:

DINO CAV


"The revolution is not an apple that falls when it is ripe. You have to make it fall."

Many of the Mows chafe at what they see as the unjust rule of Humanoids, and seek to Awaken other animals to convert to their cause. In certain areas dinosaurs even become popular targets, and thus an unlikely friendship is formed from political angst.

BECOMING A DINO CAV
So long as you're an Awakened kitty with certain political inclinations, and can befriend a T-Rex who feels similarly, and can make guns, you're in. Easy peasy.

ENTRY REQUIREMENTS
Class Abilities: Nukes
Skills: Craft (Bowmaking, Weaponsmithing) 16 ranks, Knowledge (Arcane, Architecture/Engineering) 10 ranks, Use Magic Device 16 ranks
Feats: Improved Precision, Point Blank Shot
Special: Must be an Awakened cat of any species


Class Skills
The Dino Cav's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


Abilities
1. This is my friend, Mr. Tickles
2. Mobile Gun Platform
3. Innovation (+2)
4. This is my friend, Mr. Tickles
5. Mobile Gun Platform
6. Innovation (+4)
7. This is my friend, Mr. Tickles
8. Mobile Gun Platform
9. Innovation (+6)
10. Mobile Artillery

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

This is my friend, Mr. Tickles (Ex): At 1st Level you gain an Awakened Dinosaur Companion. This is identical to the Druids Animal Companion, except that your Companion has had the benefit if an Awaken spell cast on it. At 1st Level you may choose from a Quetzalcoatlus, Triceratops or Tyrannosaurus Rex. At 4th Level you may choose a Seismosaurus or Spinosaurus. At 7th Level you may choose a Battletitan.

Mobile Gun Platform (Ex): At second Level you develop weapons you can mount to your Dinosaur Companions armor barding. You can mount up to 4 Heavy Guns on your Companion. Due to advancements in techno magic you can fire all of these weapons yourself with a Full Attack action.

At 5th Level you can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.

At 8th Level you can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.

Innovation: You gain an additional 2 Innovation Points at Levels 3, 6, and 9.

Mobile Artillery (Ex): The weapons you create via your Class abilities now begin with 10 charges instead of 6.

PLAYING A DINO CAV
You are heavy cavalry/enforcers for the Mows revolution. You charge in, kick ass, and burn stuff to the ground before taking what you need. And best of all your T-Rex buddies eat the evidence.
Combat: You generally ride on T-Rex back into the thick of things, guns blazing. You try not to shout "yee-haw" the way the Humanoid oppressors do, but sometimes you're just having too much fun.
Advancement: You are dedicated to the cause of the revolution, and you learn whatever skills they require of you.
Resources: You have dinosaurs. Unless the other side has Dragons or Beholders you can pretty much take whatever the heck you want.

DINO CAV'S IN THE WORLD
"Damn cats and their T-Rex muscle...I could be badass too if my friends were dinosaurs!"
The world does not take kindly to revolutionaries, no matter how well meaning. One mans freedom fighter is another man's blood soaked terrorist. Plus your dinosaurs eating people does not help your rep much...
Daily Life: You spend much time debating politics and how to make bigger and better guns.
Notables:
Organizations: Currently Dino Cavalry is restricted to one Guild sponsoring a revolution dedicated to installing an animal government.

NPC Reaction
NPC's love you about as much as they do being told a Medusa just won the election for governor.

DINO CAV'S IN THE GAME
This class assumes you are part of a revolutionary Guild involved in open warfare. Plus it could also segue into politics, so be sure your group can handle that.
Adaptation: This is obviously meant for one darn silly campaign.
Encounters: PC's wil lgenerally encounter you in revolutionary wars and political protests..

Sample Encounter
EL 30: "Criters are people too!"

Bhu
2016-12-17, 10:21 PM
GOATSQUATCH


"RROOOOOAAARR!"

Unlike the Abominable Snow Kitties, the Mows don't feel the need to infiltrate/aid a society of which they aren't a part. Thus was born the Goatsquatch: specially trained Cat burglars who design, act out, and reinforce urban legends.

BECOMING A GOATSQUATCH
You can do this via straight Cat Burglar, but you might wanna take a level or two in other classes for goodies.

ENTRY REQUIREMENTS
Class Features: Humanoid Form (Beast), Enhanced Humanoid Form (Armored Form, Hardy Form)
Feats: Stealthy
Skills: Knowledge (Nature) 4 Ranks, Survival 8 Ranks


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Big Beast
2. +2 +3 +0 +0 Enhanced Beast
3. +3 +3 +1 +1 Beast Defense
4. +4 +4 +1 +1 Well Fed Beast
5. +5 +4 +1 +1 Enhanced Beast
6. +6 +5 +2 +2 Beast Defense
7. +7 +5 +2 +2 Traveling Beast
8. +8 +6 +2 +2 Enhanced Beast
9. +9 +6 +3 +3 Beast Defense
10.+10 +7 +3 +3 Bigger Beast

Weapon Proficiencies: A Goatsquatch gains no new proficiencies with weapons or armor.

Big Beast (Su): At Level one you can use Big Beast Form (this counts as being in Humanoid Form). You gain the following: Darkvision 60', Scent, a Primary Natural Attack (1d8 plus Str Modifier), and a Secondary Natural Attack (1d8 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. 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 6 times those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'.

Enhanced Beast (Ex): At Levels 2, 5, and 8 you can choose from one of the following abilities to gain while in Humanoid Form:

Improved Grab: To use this ability, a Goatsquatch must hit with its primary natural attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Tremorsense with a range of 30 ft. (See Monster Manual)

Scent (See Monster Manual)

Rake: When grappling, the Goatsquatch gains two additional attacks with it's secondary natural weapons at it's highest BAB.

Roar: Once per encounter as a Standard Action the Goatswuatch can unleash a mighty roar, forcing all living creatures within 30 ft. to make a Willpower Save (Dc is 10 plus 1/2 Hit Dice plus Cha modifier). If any opponent fails, it is Shaken for 1d4 rounds.

Pounce: You can make a Full Attack at the end of a Charge.

Skills: +4 Racial Bonus to any Str or Dex based skill. Can be taken multiple times, but you must choose a new skill each time.

Alternate Movement: You gain a Burrow, Climb, Swim or Fly (Average) speed equal to your land speed.

Amphibious: Can breathe both air and water.

Trip: A Goatsquatch that hits with its primary natural attack can attempt to trip the opponent as a free action (+2 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Goatsquatch.

Rush: Once per minute the Goatsquatch can double it's base land speed.

Beast Defense (Ex): At Levels 3, 6, and 9 you can choose from one of the following abilities to gain while in Humanoid Form:

Energy Resistance to one specific type of energy (Acid, Cold, Electricity, Fire or Sonic). This may be chosen multiple times. You may choose to increase an existing Energy Resistance by +5, or gain Energy Resistance 5 to a new type.

Immunity to either Disease or Poison (including magical ones).

Fast Healing 2. This may be chosen multiple times, upgrading it to Fast Healing 4 and Fast healing 6 respectively.

Displacement (Su): This is identical in effect to the Blur spell, but is always on in Humanoid Form. This can be taken multiple times, increasing the miss chance to 35% and 50% respectively.

Armor: Each time this ability is chosen your Natural Armor Class Bonus improves by +3.

Well Fed Beast (Su): You gain Improved Toughness as a Bonus Feat.

Tricky Beast (Su): At 7th Level choose one of the following abilities to gain while in Humanoid Form:

Bigger Beast (Su): At Level 10 you can use Bigger Beast Form (this counts as being in Humanoid Form). You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (2d6 plus Str Modifier), and a Secondary Natural Attack (2d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. 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 12 times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 15'.

PLAYING A GOATSQUATCH
Your job is to scare the crap out of the local hicks and prevent them from coming near whatever location the Guild headquarters is in. You put a lot of time and effort into crafting the myths that keep your Guild safe, and don't take kindly to people mucking them up.
Combat: You're made for combat if necessary, but prefer to sow fear if possible. After all, if you kill everyone who will live to carry on the fearsome tale of the monstrous Goatsquatch.
Advancement: You exist to spread fear and superstition, so despite appearances you aren't simply some brute. You're expected to be a brute well skilled in the medieval equivalent of social media.
Resources: You keep the Guild safe, so they give you whatever you need within reason.

GOATSQUATCH IN THE WORLD
"Goatsquatch will eat a blind mans soul! Goatsquatch don't give a crap!"
Technically you do this for the glory of the Guild. Technically. Secretly you do it to watch people's eyes bug out before they lapse gently into unconsciousness. Plus you get to mug 'em if no one is watching. No one accuses the Goatsquatch of petty theft after all.
Daily Life: You spend most of your time spreading rumor to create fear, and then as "local wise men" convincing hired murderhobos that the rumors of monsters are all drug induced hallucination.
Notables: Goatsquatch (CN Mows Male Cat Burglar 10/Goatsquatch 2) was one of the originators of the idea behind this class. He has since retired to be a local mayor. The Black Rabbit (CE Mows Female Cat Burglar 10/Goatsquatch 2) is a protector of her Guild who moonlights as a vigilante killer. She specializes in murdering people who mistreat animals.
Organizations: Goatsquatches informally share techniques and tips, but they have no had and fast organization outside of the Cat Burglar Guild.

NPC Reaction
You are your cities version of Slenderman. As to be expected, people are quite nervous of you.

GOATSQUATCH IN THE GAME
This is a good PrC for campaigns based around a single location, but your responsibilities would often preclude roaming..
Adaptation: This is most definitely meant for bizarre campaigns.
Encounters: PC's generally encountering you trying to dissuade them from tracking down an obvious local myth.

Sample Encounter
EL 12: "Dude. Seriously dude, Goatsquatch is pure bull pucky. The locals are just hopped up on Elven Fire Ale. Goatsquatch Alley is a hella bad section of town though. It's filthy with diseased rats carrying Mummy Syphilis. You don't wanna get bit dude."


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 GOATSQUATCH

Hit Die: d8
Skills Points at Each Level : 4 + int
Beast Defense At Level 22 and every 3 Levels thereafter you may choose another option from Beast Defense.
Kaiju Beast At Level 23 you can use Kaiju Beast Form (this counts as being in Humanoid Form). You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (3d6 plus Str Modifier), and a Secondary Natural Attack (3d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +x Str and +x Con. You also gain a +x Natural Armor Bonus. 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 6 times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 20'.
Bonus Feats: The Epic Goatsquatch gains a Bonus Feat every 3 levels higher than 20th

Bhu
2017-01-03, 08:09 PM
I am sad to report my beloved kitty Little One has passed on :(

BRUTE


"Look, just cause I got muscles don't mean I'm dumb."

Mows and other awakened felines sometimes get tired of being pushed around by the bigger Humanoid races, and decide to fight size with size. Brutes are hard fightin' kitties who change into people (or even giants) to give Humanoids a bit of their own back.

BECOMING A BRUTE
Most Brutes are Mows who have joined the Guilds out of a sense of protecting the community, or to indulge their serious anger management issues.

ENTRY REQUIREMENTS
Class Abilities: Humanoid Form (Medium), Humanoid Magic (Brute's Luck, Innocence), Enhanced Humanoid Form (Strong Form)
Feats: Cattitude, Improved Toughness
Skills: Intimidate 4 Ranks, Knowledge (Local) 6 ranks


Class Skills
The Brute's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Humanoid Form (Big)
2. +2 +3 +0 +0 Brute Feat
3. +3 +3 +1 +1 Brute Tricks
4. +4 +4 +1 +1 Humanoid Form (Powerful)
5. +5 +4 +1 +1 Brute Feat
6. +6 +5 +2 +2 Brute Tricks
7. +7 +5 +2 +2 Humanoid Form (Giant)
8. +8 +6 +2 +2 Brute Feat
9. +9 +6 +3 +3 Brute Tricks
10.+10 +7 +3 +3 True Giant

Weapon Proficiencies: A Brute gains proficiency with all Simple and Martial Weapons, and Light, Medium and Heavy Armor.

Humanoid Form (Su): At 1st Level you gain Big Humanoid Form (see Mows Alternate Class Features).

At 4th level you gain a new Enhanced Humanoid Form called Powerful. You now gain the Powerful Build ability while in Humanoid Form, as well as a +2 Circumstance Bonus to Grapple Checks. This does not change your natural attacks damage.

At 7th Level you gain Giant Humanoid Form (see Mows Alternate Class Features).

Brute Feat (Ex): At Levels 2, 5, and 8 you may choose from the following Feats, even if you do not meet the prerequisites: Big Cat on the Block, Nig Paw, Extend Humanoid Form, Glom, Pouncies!, Smite Mousie, or The Look.

Brute Tricks (Ex): At Levels 3, 6 and 9 you may choose to gain one of the following abilities:

Improved Grab: If you successfully hit with your unarmed strike or Slam attack in Humanoid Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity. If you succeed you may do your unarmed Strike/Slam damage each round.

Rock Throwing: You may now throw rocks similar to a Giant. Range and damage depends on what size you are in Humanoid Form:
Large: 120 ft, 2d6+Str
Huge: 140 ft., 2d8+Str
Gargantuan: 160 ft., 3d8+Str
Colossal: 180 ft., 6d6+Str

Oversized Weapon: When in Humanoid Form, the Brute may wield weapons as if it were 1 Size Category bigger.

True Giant (Ex): At 10th level you are considered a Giant for purposes of spells and abilities that targets by Type. You now also have the Powerful Build ability all the time, not just in Humanoid Form.

PLAYING A BRUTE
A good swift headbutt is truly the answer to most of lifes problems, as most of those problems are caused by people. Who are spectacularly vulnerable to headbutting...
Combat: Due to your increasing size and strength there's several ways you could go with this, but most prefer the "whack 'em with something big and two-handed" method.
Advancement: You're pretty much a powerhouse beatstick. You just need to choose which variation to specialize in (charging, grappling, etc).
Resources: Every Guild needs muscle, so as long as you can keep your temper under control you have work. And the better you do, the more goodies you'll have available.

BRUTES IN THE WORLD
"Watch out fer Billy Joe. He likes ta headbutt ya fer no reason."
Brutes are usually loners. In other words you generally interact with the world by whoopin its ass.
Daily Life: You wake up early to do rounds, beating down the oppressors of your people (and maybe a few others just for good measure. Eventually you break for food, then spend the afternoon hiding from the law as a cat. Come evening time you fire up the ole Club of Ass Whoopin'.
Notables: Billy Joe Shaver (CN Male Mows Cat Burglar7/Brute 5) is a local asskicker of ill renown. Referred to as "Shaver" for being entirely hairless, the locals run when they see him coming.
Organizations: As mentioned above, Brutes are generally loners. You're more a contracter for hire than solid Guild member.

NPC Reaction
You're professional muscle. Most people give you a wide berth due to your reputation.

BRUTES IN THE GAME
This class assumes that you are not really a good guy, though you may not necessarily be evil either. Using violence to solve problems runs with being a PC though.
Adaptation: Kitties turning into Giants is probably not meant for a serious campaign.
Encounters: Unless they like to harass cats or interfere with the Guilds, PC's will only likely incidentally encounter a Brute.

Sample Encounter
EL 12: The jerk nobleman the PC's are meant to guard is messing with his cat, before it turns into an Ogre and squashes him. It then turns to the PC's and says "Youse guys din't see nuthin" before leaping out a window.


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 BRUTE

Hit Die: d8
Skills Points at Each Level : 4 + int
Brobdingnagian Form At Level 21 you now gain Colossus Form (see Mows Alternate Class Features).
Bonus Feats: The Epic Brute gains a Bonus Feat every 2 levels higher than 20th

Bhu
2017-01-31, 12:26 AM
good dragon 1 your inbox is full



CHANGELING


"I say, pip pip cheerio old bean. Hast thou touched the rain and pooped charcoal?"

"Dude what the hell? We're supposed to be blending in not making people stare in horror and/or contempt."

The Changelings are Mows or awakened kitties who have been found out and now attempt to anonymously blend in with humankind.

BECOMING A CHANGELING
Any Mows with Cat Burglar levels can become a Changeling.

ENTRY REQUIREMENTS
Class Abilities: Humanoid Form (Base, Medium), Humanoid Magic (Innocence)
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Hide 4 ranks, Knowledge (Local) 4 ranks, Move Silently 4 ranks, and Survival 4 ranks.


Class Skills
The Changeling's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 I'm a Human LOL
2. +1 +0 +3 +0 I'm an Elf LOL
3. +2 +1 +3 +1 I'm a Murrmaid LOL
4. +3 +1 +4 +1 I'm a Knight LOL
5. +3 +1 +4 +1 I'm a Chimp LOL
6. +4 +2 +5 +2 I'm a Wizard LOL
7. +5 +2 +5 +2 I'm a Preacher LOL
8. +6 +2 +6 +2 I'm a Dead Guy LOL
9. +6 +3 +6 +3 I'm an Angel LOL
10.+7 +3 +7 +3 I Have an Identity Crisis LOL

Weapon Proficiencies: A Changeling gains no new Weapon or Armor proficiencies.

I'm a Human LOL (Su): Your Humanoid Form is expanded. You may now imitate ANY Humanoid or Monstrous Humanoid of a size that you can become using a Humanoid Form that you already have. Use the same rules as for the Kitty Form of that size. If used to impersonate a specific individual, you gain a +6 Circumstance Bonus on the Disguise Check. In addition you may switch between Humanoid Forms as a Move Action as opposed to a Standard Action. This counts as Enhanced Humanoid Form.

I'm an Elf LOL (Su): Your Humanoid Form can now be designed for grace instead of power (or the reverse), the better to effectively pretend to be suave lil critters like Elves and such. When transforming into a Humanoid Form, you may switch all Str and Dex bonuses gained. As an example, Base Form would give you +2 Dex/-2 Str but Medium Form would give you +2 Dex. This counts as Enhanced Humanoid Form.

I'm a Murrmaid LOL (Su): You gain Enhanced Humanoid Form (Aquatic).

I'm a Knight LOL (Su): You may now imitate armored warrior types more fully. Your Natural Armor Bonus increases by +6 in Humanoid Form. This counts as Enhanced Humanoid Form.

I'm a Chimp LOL (Su): You gain Enhanced Humanoid Form (Climbing).

I'm a Wizard LOL (Sp): Choose any 1st Level spell from the Wizard spell list. You may cast it a number of times per day equal to your Charisma modifier (Caster Level is equal to Hit Dice). You may only use this in Humanoid Form. This counts as Enhanced Humanoid Form.

I'm a Preacher LOL (Su): A number of times per day you can choose to heal yourself or another touched individual as a Standard Action. You/they heal a number of hit points equal to your Hit Dice. You may only use this in Humanoid Form. This counts as Enhanced Humanoid Form.

I'm a Dead Guy LOL (Su): Your Slam or Unarmed Strikes made while in Humanoid Form require your opponent to make a Fortitude Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or take 1 point of temporary Str damage. This counts as being Enhanced Humanoid Form.

I'm an Angel LOL (Su): You gain Enhanced Humanoid Form (Winged).

I Have an Identity Crisis LOL (Su): At 10th level you become one with your inner person, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to Humanoids temporarily. For purposes of effects that would be detrimental to Humanoids, you are still of your original race. If knocked unconscious you no longer revert to your original form if you are in Humanoid Form. You also gain the Shapechanger Subtype. This counts as Enhanced Humanoid Form.

PLAYING A CHANGELING
Generally your Guild (or at least you) have been found out if you're a Changeling. So you adapt to becoming just another face in the crowd, mingling and moving around frequently. Sometimes with multiple identities.
Combat: Combat is generally not for you. Combat draws attention, which is the opposite of what you want.
Advancement: Advancing as a Changeling depends wildly on your life circumstances, and the needs arising from it.
Resources: You can always find another Guild, but till then you're on your own.

CHANGELINGS IN THE WORLD
"You ever wonder why we never see Bruce and Clark at the same time?"
You don't interact with the world much at all, depending on your individual circumstances. You prefer to remain in hiding, using many (perhaps temporary) identities.
Daily Life: You try fading away at first, before putting out feelers to see if there's anyone from the old Guild left. If not you move on. If so, you have decisions to make.
Notables: Blind Lemon Frikin (N Male Mows Cat Burglar 6/Changeling 6) is a local town drunk. He's also the last remaining member of his Guild alive, and hellbent on revenge. The Wise Woman (N Female Mows Cat Burglar 6/Changeling 1/Sorcerer) poses as an old woman who brews potions and advice deep in the woods. Few are willing to brave the horrors of the Pine Woods Chikin to seek her out.
Organizations: Changelings tend to form Guilds made of their own.

NPC Reaction
If you're doing things right, no one should encounter you. No one should realize you exist.

CHANGELINGS IN THE GAME
Your being a known criminal on the run ma complicate relations for the party.
Adaptation: This would take some adapting, but could work in any Thieve's Guild type campaign.
Encounters: PC's should not encounter a Changeling. Hell you could be their adopted son for all they know.

Sample Encounter
EL 12: "THE END IS NIGH! Well, unless maybe you make with the whiskey, but short of that the END IS NIGH!"


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 CHANGELING

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Changeling gains a Bonus Feat every 2 levels higher than 20th

Bhu
2017-02-10, 11:43 PM
BROBDINGNAGIAN


"THIS...IS MY BOOMSTICK!"

"Like hell it is, that's a tree."

"Can we not make the Titan angry?"

Some Brutes take their indignation against the humanoids to colossal levels. Or maybe they just enjoy being huge.

BECOMING A BROBDINGNAGIAN
Not many Brutes become a Brobdingnagian. It attracts a lot of attention of the not so good kind.

ENTRY REQUIREMENTS
Class Abilities: True Giant, Enhanced Humanoid Form (Arctic)
Skills: Bluff 8 ranks, Intimidate 25 Ranks, Knowledge (Local) 8 ranks, Listen 8 ranks
BAB: 16+
Feats: Big Cat on the Block, Big Paw, Smite Mousie, Tomcat
Epic Feats: Epic Tomcat


Class Skills
The Brobdingnagian'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


BAB Fort Ref Will Abilities
1. Enhanced Humanoid Form
2. Awe
3. Enhanced Brobdingnagian Form
4. Enhanced Humanoid Form
5. Swat the Ant People
6. Enhanced Brobdingnagian Form
7. Enhanced Humanoid Form
8. Stomp of Doom
9. Enhanced Brobdingnagian Form
10. The Big Smash

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

Enhanced Humanoid Form (Su): At 1st level you may now assume Giant Form at will (assuming you have it), and your other Humanoid Forms of limited duration can be assumed for 1 round longer.

At 4th level you may now assume Titan Humanoid Form at will (assuming you have it), and the duration of your Colossal Form increases by 1 round (this stacks with your 1st Level ability).

At 7th level you may now assume Colossal Form at will.

Awe (Ex): While in Huge or bigger Humanoid 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 characters 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 characters Awe for 24 hours.

Enhanced Colossal Form (Su): At Levels 3, 6, and 9 you may choose one of the following:

Iron Giant Form: You gain DR 20/Epic while in Colossal Form.

Tough Giant Form: You gain Energy Resistance 15 to all types while in Colossal Form.

Brave Giant Form: You are immune to mind influencing effects (including Morale Effects and Fear) while in Colossal Form.

Alien Giant Form: You gain Spell Resistance equal to 10 + your CR while in Colossal Form.

Fast Giant Form: You Base Movement Speeds are doubled while in Colossal Form.

Powerful Giant Form: Your Strength increases an additional +8 in Colossal Form.

Swat the Ant People (Ex): At Level 5 you gain several combat maneuvers related to your size (you must be in Colossal Form to use these):

Swat the Birdie: When you make a successful Slam or weapon 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 Slam or weapon 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 Brobdingnagian (and land prone). If it can't move back it takes an additional +1d6 damage per 5 ft. it didn't travel.

Uproot Tree: If necessary the Brobdingnagian can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge, 35 for Gargantuan, 40 for Colossal, 45 for Colossal +. They may wield these trees as clubs, with damage varying based on size: Medium (4-8' high) is 2d6 plus Str (one handed), Large (8-16' high) is 3d6 plus Str (one handed), Huge (16-32' high) is 4d6 plus Str (one handed), Gargantuan (32-64' high) is 6d6 plus Str (one handed), Colossal (64+' high) is 8d6 plus 1 1/2 times Str modifier (two handed) and Colossal + is 8d8 plus 1 1/2 times Str modifier (two handed). They may also throw theses trees, with a Range Increment similar to the Brute's Rock Throwing ability (see Brute PrC).

Stomp of Doom (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 Colossal Form to use this. Everyone within 60' must also make a Reflex Save (Save DC is still Str Based).

The Big Smash (Ex): Once every 1d4 rounds you can smash your giant sized fist (or weapon) to the ground. The target square and everything in adjacent squares other than yourself takes 20d6 damage and is Stunned 1 round. Everything in a 60 foot spread from the target square other than yourself must make a Reflex Save (10 plus 1/2 Hit Dice plus Str modifier) or be knocked Prone.

PLAYING A BROBDINGNAGIAN
People tend to view you as an evil, marauding Giant, and your destructive habits reinforce that. It kind of freaks them out that you appear and disappear so easily though. Giants aren't supposed to be stealthy.
Combat: A good battle cry probably scares off a lot of opponents. You're using a redwood as a bat probably takes care of the rest.
Advancement: Your entire life philosophy revolves around bigger is better. That leads to a lot of similarity among your kind.
Resources: You're probably one of the better paid free agents among the Guilds.

BROBDINGNAGIANS IN THE WORLD
"You lost him? He's a hundred feet tall, how the hell did you lose him?"
You're an average pampered housecat until the call comes in. Then you level small parts of the city before returning to the little old lady who thinks your her pet as opposed to the other way round.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Iron Jack (CN Male Mows Cat Burglar 8/Barbarian 2/Brute 10/Epic Brute 4/ Brobdingnagian 1) is a local terror that seems to randomly appear in the midst of crowded city streets.
Organizations: Brobdingnagians tend to be solo contract workers.

NPC Reaction
You're meant to be terrifying. Who the hell in their right minds likes the monster wiping out the city?

BROBDINGNAGIANS IN THE GAME
This class assumes you're a destructive Giant for hire, which could put the party in some awkward spots.
Adaptation: This is definitely meant for a pretty odd campaign...
Encounters: PC's are sometimes asked to hunt you down. Depending on their relationship with the Guilds that may or may not happen. And you can always temporarily disappear if it does.

Sample Encounter
EL 25: The PC's are shopping at the local farmers market, when a colossal giant appears behind the cart they're perusing. To say they are non-plussed is an understatement.


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

Debihuman
2017-02-11, 03:44 PM
Sorry to hear about your cat. :smallfrown:

There are just too many things in this thread to follow and I can't keep track of which feats you are using any more. Sorry I'm not able to help here.

Debby

Bhu
2017-02-24, 08:22 PM
I head in for surgery the 28th, so I may be delayed repling to anyone.

MALCANTHET'S CABAL

"So I understand Baphomet is compensating for a little something according to the latest gossip?"

A great deal of the Catwitches who sign onto the Abyss for power choose Malcanthet. Despite being called a Cabal, they are more gossiping biddies than sinister cult (though they're that too). The local Demons think of them as poisonous troublemakers (and they aren't wrong).

BECOMING A MALCANTHET'S CABAL
All Cabalists begin as humble Catwitches. If cats can be said to be humble that is.

ENTRY REQUIREMENTS
Class Abilities: Humanoid Form, Must be able to cast 9th Level spells from the Sorcerer or Favored Soul List, Epic Humanoid Magic (Demon Lords Gift), Grimoire
Feats: Fiendish Heritage, Fiendish Legacy
Skills: Bluff 20 ranks, Concentration 18 ranks, Knowledge (Arcana, Religion, The Planes) 10 ranks, Spellcraft 20 ranks
Alignment: Cannot be Good or Lawful (surprise!)


Class Skills
The Cabalist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 8 + int

Hit Dice: d6



1. Abyssal Adaptation
2. Blackmail is Such an Ugly Word
3. Abyssal Familiar
4. Abyssal Adaptation
5. Blackmail is Such an Ugly Word
6. Abyssal Familiar
7. Abyssal Adaptation
8. Blackmail is Such an Ugly Word
9. Abyssal Familiar
10. Abyssal Adoption

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

Abyssal Adaptation (Ex): At 1st Level when in the Abyss you may choose to use Normal Gravity as opposed to the local planar trait.

At 4th Level you become Immune to Electricity and Poison damage.

At 7th Level you gain Energy Resistance to Acid and Cold equal to your Effective Character Level divided by 2 (round down).

Blackmail is Such an Ugly Word (Su): At 2nd level you have been fully accepted into Malcanthet's inner circle, and all Demons are forbidden to harm you or interfere with you so long as you are obviously not working against her 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 Demon. 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 Abyssal Army 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 Abyss only) at will as a Supernatural Ability.

Abyssal Servant (Su): At 3rd level you are occasionally able to gain Malcanthet's ear to chat with her 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 Hezrou as personal servant. 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 upgrades to a Goristro.

At 9th level your personal Servant now has the Monster of Legend Template.

Abyssal Adoption (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:

Fire Resistance (Ex): You gain Energy Resistance to Fire equal to your Effective Character Level divided by 2 (round down).

Telepathy (Su): Range 100'.

Damage Reduction 10/Good and Epic

Spell Resistance equal to your Effective Character Level + your Cha Modifier.

PLAYING A CABALIST
In theory you're still working your way up the chain of Abyssal power in order to get to the top and finally oversee revenge on humanity. In practice you didn't know Demons had so much juicy gossip, and have found a new hobby in trading bits of whispered libel.
Combat: You prefer to rain down magical blasts upon opponents in tandem with your sisters. Or send your lackeys in. Why dirty your own paws.
Advancement: Malcanthets needs (or whims) decide what you need to do in order to better yourself. Your future is her decision.
Resources: You have access to all the Abyss has to offer so long as Malcanthet remains pleased, and it furthers demonic goals.

MALCANTHET'S CABAL IN THE WORLD
"Ya know you don't help Lady Malcanthet's popularity..."
The world hates you for siding with Demons, and the Demons don't feel much better about you. Your constant slander is seen as undermining their efforts. At which point you feel it necessary to point out that the average Demon is too chaotic to carry out a proper mugging without attracting notice.
Daily Life: You tend to be in one of three modes: Studying while awaiting orders, carrying out orders, or wiping out any traces if one of your sisters gets caught following orders.
Notables: Margaux (CE Female Mows Cat Burglar 1/Sorcerer9/Catwitch 10/Epic Cat Burglar 3/Malcanthet's Cabal 2) is the head operator within the local major nation state of the DM's choice. She has chased out all the non-evil Guilds, and hopes to crush the puny humans with her Demon allies.
Organizations: Malcanthet demands your attention, so unless you were ordered to maintain contact, you've probably cut ties with everyone but her.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MALCANTHET'S CABAL IN THE GAME
This is probably best meant for all Evil campaigns.
Adaptation: This is meant for a humorous campaign, but could be used for horror as well.
Encounters: PC's generally only encounter a Cabalist if they interfere with or stumble on one of the Abyss' schemes. Otherwise the Catwitches don't want attention drawn to them.

Sample Encounter
EL 25: The PC's have been asked to guard an accused local witch, when all of a sudden they're mobbed by cats who call up a few Babau for good measure. Gonna be one of them nights.


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
2017-03-13, 07:21 PM
SHADY POKER

"The name does not meant what you think it implies. Not at all.

Pokers are Duskblades whose training were paid for by the Cat Burglar Guilds. They follow uild operatives as kitties, before morphing into butt-kicking fighting machines meant to disrupt enemy forces.

BECOMING A SHADY POKER
Any properly trained Cat-Elf will do.

ENTRY REQUIREMENTS
Race: Cat-Elf
Feats: Elf-Paw, Shady Poker
Class Abilities: Quick Cast, Cat Powah
Skills: Hide 4 ranks, Knowledge (Arcana) 4 ranks


Class Skills
The Shady Poker'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) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Improved Poke
2. +2 +0 +3 +3 Evasion, +1 Level of existing Arcane casting class
3. +3 +1 +3 +3 Uncanny Dodge, +1 Level of existing Arcane casting class
4. +4 +1 +4 +4 Improved Poke
5. +5 +1 +4 +4 Improved Evasion, +1 Level of existing Arcane casting class
6. +6 +2 +5 +5 Improved Uncanny Dodge, +1 Level of existing Arcane casting class
7. +7 +2 +5 +5 Improved Poke
8. +8 +2 +6 +6 Superior Evasion, +1 Level of existing Arcane casting class
9. +9 +3 +6 +6 Superior Uncanny Dodge, +1 Level of existing Arcane casting class
10.+10 +3 +7 +7 Master Poker

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

Improved Poke (Su): At 1st Level whenever you successfully Poke an opponent, they also take a -2 Penalty to AC for the duration of the Poke.

At 4th Level you may opt to add your Cat Powah Bonus to the Save DC of your Poke ability instead of it's normal use.

At 7th Level whenever you successfully Poke an Opponent they drop what they're holding and fall Prone as well.

Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Improved Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Improved Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Superior Evasion (Ex): You are now immune to Critical hits.

Superior Uncanny Dodge (Ex): You cannot be flanked now regardless of the Level of your opponent.

Master Poker (Su): At 10th Level, if you successfully Poke an Opponent you may choose one Ally within 60 ft. That Ally is effectively Invisible (as per the spell) to that Opponent unless they attack said Opponent.

PLAYING A SHADY POKER
You are a master of misdirection and subterfuge. You don't stand toe to toe with people, so much as poke them with a paralyzing spell and run away while your partner wails on them.
Combat: You specialize in hindering opponents until the job is done and everyone can move out.
Advancement: Advancement may be determined by the needs of your Guild.
Resources: You have whatever resources your employer can afford.

SHADY POKERS IN THE WORLD
"Don't trust them kitties. No sir."
Cat-Elves are professional disruptors. They're function is to delay, harass and disable opponents so other Guild members can finish them off. You aren't the party tank. You keep the bad guys busy by messing with them until that tank can get into position to bring the hammer down.
Daily Life: Your days are spent with missions and training. You tend to avoid contact with the world otherwise.
Notables:
Organizations: All Pokers work for the Guilds, they have no outside affiliations.

NPC Reaction
You should be like the ninja: unseen and unheard.

SHADY POKERS IN THE GAME
This class assumes that the party is composed of current Guild members, or else working for them. Otherwise Pokers wouldn't be involved unless they've either washed out or retired.
Adaptation: This is definitely only meant for weirder campaigns.
Encounters: Pokers are only encountered escorting Guild members.

Sample Encounter
EL 12: The PC's are escorting a caravan, when the pet cats of one of the merchants turn into warriors and begin ruining everyone's day by poking them with daggers.

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 SHADY POKER

Hit Die: d8
Skills Points at Each Level : 2 + int
Spells Caster Level continues to increase with Caster Level. You learn 2 new Duskblade spells of any Level you can cast for each Epic Level.
Bonus Feats: The Epic Shady Poker gains a Bonus Feat every 3 levels higher than 20th

Bhu
2017-04-15, 06:47 PM
Guardian Familiar
Small Magical Beast (Extraplanar)
Hit Dice: 1d10+2 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-7
Attack: Claw +4 melee (1d4-4)
Full Attack: 2 Claws +4 melee (1d4-4) and 1 Bite -1 melee (1d6-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rejuvenation, Familiar traits, Snarl
Special Qualities: Darkvision 60 ft., Spell Resistance, Variable Alignment
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 3, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +7, Hide +10, Jump +10, Listen +7, Move Silently +9, Spot +7
Feats: Weapon Focus
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: See text
Alignment: Varies
Advancement: See text
Level Adjustment: ---

The Guardian Familiar appears to be a small black cat. Summoned to guards treasure hordes, chests or items, they never leave said item. They will guard it for eternity, or until death. They can be summoned via a variant of the Lesser Planar Binding spell.

Rejuvenation (Su): When summoned the Guardian Familiar begins with 1 Hit Die. Each time it is killed it is Resurrected at full power one round later, with an additional Hit Die, maxing out at 9 Hit Dice. Once it reaches 9 Hit Dice, it remains dead if killed.

Familiar traits: The Guardian Familiar does not supplant it's summoners Familiar, acting as a cohort instead. But it does share some of the Familiars abilities. The following abilities listed under the Familiar table are shared by the Guardian Familiar as well: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, and Scry on Familiar.

Snarl (Su): When the Guardian Familiar attacks, it appears to swell to the size of a Bobcat. Opponents it successfully attacks must make a DC 11 Willpower Save or be Frightened for 1 round. This is a Mind-affecting Fear effect.

Spell Resistance (Ex): The Familiar gains Spell Resistance equal to 10 plus it's summoners CR.

Variable Alignment (Ex): The Guardian Familiar's Alignment matches that of it's summoner. It gains Alignment descriptors as well based on it's summoners Alignment as well, and it's natural weapons are considered to have those traits for overcoming DR. For example if a summoner is Chaotic Evil, then the Familiar has the Chaos and Evil descriptors, and it's attacks are both Chaotic and Evil for purposes of overcoming DR.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. They also get a +4 Racial Bonus on Listen and Spot Checks.

Combat: Guardian Familiars aren't particularly tactical, and simply melee with the first creature to attack them or get within 10 feet of the item they are charged with guarding.

Life 2
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/-5
Attack: Claw +5 melee (1d4-3)
Full Attack: 2 Claws +5 melee (1d4-3) and 1 Bite +0 melee (1d6-3)
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 5, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +7, Hide +10, Jump +10, Listen +7, Move Silently +10, Spot +7
Challenge Rating: 1

Snarl: DC 12, lasts 2 rounds.

Life 3
Hit Dice: 3d10+6 (22 hp)
Initiative: +4
Speed: 35 ft. (7 squares)
Armor Class: 17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-3
Attack: Claw +6 melee (1d4-2)
Full Attack: 2 Claws +6 melee (1d4-2) and 1 Bite +1 melee (1d6-2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 7, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +7, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +7
Challenge Rating: 2

Snarl: DC 12, lasts 3 rounds.

Life 4
Hit Dice: 4d10+8 (30 hp)
Initiative: +5
Speed: 35 ft. (7 squares)
Armor Class: 18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/-1
Attack: Claw +7 melee (1d4-1)
Full Attack: 2 Claws +7 melee (1d4-1) and 1 Bite +2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 9, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +7, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating: 2

Snarl: DC 13, lasts 4 rounds.

Life 5
Hit Dice: 5d10+10 (37 hp)
Initiative: +6
Speed: 35 ft. (7 squares)
Armor Class: 19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +5/+1
Attack: Claw +8 melee (1d4)
Full Attack: 2 Claws +8 melee (1d4) and 1 Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 11, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +8, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating: 2

Snarl: DC 13, lasts 5 rounds.

Life 6
Hit Dice: 6d10+12 (45 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+1 Size, +2 Dex, +7 Natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+3
Attack: Claw +9 melee (1d4+1)
Full Attack: 2 Claws +9 melee (1d4+1) and 1 Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +9, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating: 3

Snarl: DC 14, lasts 6 rounds.

Life 7
Hit Dice: 7d10+14 (52 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +7/+5
Attack: Claw +10 melee (1d4+2)
Full Attack: 2 Claws +10 melee (1d4+2) and 1 Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 15, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +9, Hide +10, Jump +10, Listen +9, Move Silently +10, Spot +8
Challenge Rating: 4

Snarl: DC 14, lasts 7 rounds.

Life 8
Hit Dice: 8d10+16 (60 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 22 (+1 Size, +2 Dex, +9 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +8/+7
Attack: Claw +11 melee (1d4+3)
Full Attack: 2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Saves: Fort +8, Ref +9, Will +5
Abilities: Str 17, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +9, Hide +10, Jump +10, Listen +9, Move Silently +10, Spot +9
Challenge Rating: 4

Snarl: DC 15, lasts 8 rounds.

Life 8
Hit Dice: 9d10+16 (67 hp)
Initiative: +10
Speed: 45 ft. (9 squares)
Armor Class: 23 (+1 Size, +2 Dex, +10 Natural), touch 13, flat-footed 21
Base Attack/Grapple: +9/+9
Attack: Claw +12 melee (1d4+4)
Full Attack: 2 Claws +12 melee (1d4+4) and 1 Bite +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 19, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills: Balance +10, Climb +9, Hide +10, Jump +10, Listen +10, Move Silently +10, Spot +9
Challenge Rating: 5

Snarl: DC 15, lasts 9 rounds.

Bhu
2017-05-24, 08:49 PM
Nonafel
Large Magical Beast
Hit Dice: 9d10+18 (67 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, +4 Dex, +5 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +9/+15
Attack: Tail +13 melee (2d10+4)
Full Attack: Tail +13 melee (2d10+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spawn Children
Special Qualities: Darkvision 60 ft., Regeneration 9
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 16, Dex 18, Con 14, Int 4, Wis 12, Cha 12
Skills: Balance +12, Climb +11, Hide +8, Jump +11,
Listen +3, Move Silently +8, Spot +3
Feats: Ability Focus (Spawn Children), Alertness, Weapon Finesse, Weapon Focus (Tail)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 10-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: ---

Nonafels appear to be large black panthers, with bloodshot yellow eyes. Their tails are incredibly long and tipped with a bony club.

Spawn Children (Su): Effectively the Nonafel can cast Shadow Conjuration at will as a Supernatural Ability. It is limited to one effect: it creates 8 duplicates of itself within 50 feet of itself. Regardless of being able to use this ability at will, it can never have more than 8 duplicates of itself at a time. Save DC 17 to disbelieve.

Regeneration (Ex): The Nonafels Regeneration doesn't work against Fire or Acid damage, nor does it work when it is using it's Spawn Children ability.

Skills: Nonafels have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Nonafels have a +8 racial bonus on Balance and Climb checks.

Combat: Nonafels usually charge in and go straight for the jugular. They aren't sneaky at all.

kedirimakmur1
2017-05-26, 02:04 AM
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Enhanced Kitty Form (Dragon Kitty), Kitty Magic (I Must Shred This Paper), Burglaring (Uncanny Dodge), Scales +2, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Ability Focus (Breath Weapon, Hisssss), Dodge, Improved Initiative, Jibba Jabba, Spittin' Fury, Dragontouched (B)
Skills Appraise +5, Bluff +12, Concentration +8, Diplomacy +12, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Nobility) +6, Listen +9, Move Silently +10, Search +9, Sense Motive +9, Spellcraft +5, Spot +9, Tumble +6, Use Magic Device +8
Possessions

Ilke this ability :smallsmile:

Bhu
2017-06-20, 09:23 PM
Well I was gonna surprise you guys with a 5e cat burglar, but the minmaxboards crashed. Let me help with the rescue and I'll post stuff.

Bhu
2017-06-30, 05:12 PM
The minmax boards have been resurrected, and I will be backing up my stuff asap. Once this is done new content will resume.

Bhu
2017-07-12, 07:31 PM
LYBBARDE dragon 139

http://Picture URL if you have one

"Rowr!"

The Lybbarde looks like a cross between a lioness and a leopard, but quite a bit bigger at roughly 7 feet long. They are black or dark brown on their heads, backs and flanks, with the rest of their fur a mottled tan and brown. The tail is dark with a light tuft at the end, and their eyes are green.

LYBBARDE RACIAL TRAITS
∑ +6 Str, +6 Dex, +6 Con, +2 Wis, -2 Int
∑ Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
∑ Magical Beast, giving you 60' Dark Vision
∑ Base Land speed 40 ft.
∑ +5 Natural AC Bonus
∑ Rakes (Ex): In a Grapple the Lybbarde gains two additional Claw attacks at it's highest BAB.
∑ Pounce (Ex): Lybbardes may perform a Full Attack with a Charge, including Rakes.
∑ Improved Grab (Ex): To use this ability, a Lybbarde must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
∑ Slow (Su): Creatures successfully touched by the Lybbarde's tail must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be slowed, as per the spell, for 1 round.
∑ Immunity to Mind-Affecting Effects, Fatigue and Exhaustion, and Haste/Slow spells or effects
∑ Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.
∑ Improved Healing (Ex): A Lybbarde heals a number of hit points per day equal to it's Con modifier (minimum of 2), regardless of how much or little rest it has.
∑ Lybbardes have a +8 racial bonus on Jump, and Move Silently checks.
∑ A Lybbarde has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
∑ Lybbardes have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus, and a Secondary Tail melee touch attack doing no damage (but see above). They get 2 Claws, 1 Bite and 1 Tail with Full Attack.
. Non Humanoid Form: The Lybbarde aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
∑ Automatic and Bonus Languages: Lybbardes automatically speak Purr. Bonus languages: Any nearby race
∑ Level Adjustment: +3
∑ Favored Class: Cat Burglar

STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 20
Old: 30
Venerable: 40
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 6' Female: 5'6"
Height Modifier: +2d6"
Base Weight: Male: 300 Female: 275
Weight Modifier: x2d8 lbs.

LYBBARDE CHARACTERS
Casters probably aren't your optimal choice. Stick to Scouts, Rogues, Rangers etc.
Adventuring Race: Lybbarde adventurers would be rare, and their most likely reasons are revenge, or feeling that they owe someone who helped them in the past.
Character Development: Boost your Racial Ability to Slow opponents to set up the rest of your groups attacks.
Character Names:

ROLEPLAYING A LYBBARDE
This land is your land, and may the Gawds help anyone who trespasses. Cause you don't put up with outside interference in your hunting grounds. Also, you tend to be a little stressed, and whoopin' intruders is good for you.
Personality: You have the stereotypical personality traits of most big cats.
Behaviors: Lybbardes are just like any other large feral cat, just a bit smarter.
Language: Lybbardes speak Purr, rarely learning a humanoid language.

LYBBARDE SOCIETY
Lybbardes are solitary apex predators, rarely interacting with one another, let alone other cultures.
Alignment : Lybbardes are primarily Neutral, as their outlook on life is more animal than humanoid.
Lands : Lybbardes are found in various wastelands across Faerun.
Settlements : Lybbardes rarely move out of their traditional hunting grounds.
Beliefs : It is unknown if the Lybbarde have any religion.
Relations: Lybbarde react like most feral animals do to humanoids: suspicion and anger. They can be territorial.

LYBBARDE ADVENTURES
∑ Something has killed your cubs quietly in the night and left you alive next to them. That was a mistake.
∑ The locals seem to think if they kidnap your children they can be raised to be obedient village guardians. It is time to disabuse them of this notion.
∑ A Lybbarde stranger has moved into your territory. He seems to be hunting, but not for food. Do you chase him away or tail him to find out what he's up to.


LYBBARDE RACIAL SUBSTITUTION LEVELS


Rogue
Level 1: You are only proficient with your Natural Weapons. Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list. Replace them with Knowledge (Geography, Nature, Nobility)
Level 10 You gain a new option with the Rogues Special Ability.
Special Ability You may now choose

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. You may choose any other Feat from the list, or any Kitty Feat you qualify for.

CAT BURGLAR
Lybbardes have the same Racial Substitution Levels as the Mows.



LYBBARDE FEATS

Improved Slow
The Slow effect produced by your tail attack lasts longer.
Prerequisites: Lybbarde, Cha 15+
Benefits: When you successfully Slow an opponent, he is now Slowed an additional number of rounds equal to your Cha Modifier (minimum of 1).

Taking Advantage
Slowed opponents are more vulnerable to you.
Prerequisites: Lybbarde, Improved Slow
Benefits: When attacking a Slowed opponent, your first successful attack each round automatically threatens a critical.

Bhu
2017-08-02, 11:14 PM
I need to chat with some guys about 5e, and I'll have the 5e version of stuff up soon. In the meantime I'm slowly setting up some sample guilds. http://minmaxforum.com/index.php?topic=16805.0

Bhu
2017-08-16, 09:23 PM
very rough draft

CAT BURGLAR
ĒMeow!Ē

Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to theft to support themselves. While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat and appearing before the children of the richer households until one of them adopted him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was wildly successful and they became the leaders of a fairly decent Guild until their secret got out.

Eventually the Cat Burglars art spread to other cities after the original Guild was disbanded. Many have become adventurers, scouts, and people of a thiefly persuasion. There are now schools (legitimate or otherwise) where the art can be learned at an early age (i.e. it was originally a Prestige Class but has now become a full Class after many decades).

CREATING CAT BURGLAR
You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on new Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).

Quick Build
Your highest Ability Score will depend on what Class Paths you choose. Your preferred skills and Background will likewise change depending on your intended abilities.


Proficiency Bonus Features
1. +2 Kitty Form, Purr, Feline Empathy
2. +2 Kitty Magic
3. +2 Burglaring
4. +2 Ability Score Improvement
5. +3 Enhanced Kitty Form
6. +3 Kitty Magic
7. +3 Burglaring
8. +3 Ability Score Improvement
9. +4 Enhanced Kitty Form
10. +4 Kitty Magic
11. +4 Burglaring
12. +4 Ability Score Improvement
13. +5 Enhanced Kitty Form
14. +5 Kitty Magic
15. +5 Burglaring
16. +5 Ability Score Improvement
17. +6 Enhanced Kitty Form
18. +6 Kitty Magic
19. +6 Burglaring
20. +6 True Kitty

CLASS FEATURES
As a Cat Burglar you gain the following features:

HIT POINTS
Hit Dice: 1d8 per Cat Burglar Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Cat Burglar Level after 1st

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Sap, Garrote
Tools: Thieve's Tools
Saving Throws: Dexterity and Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

(a) a club, or (b) a dagger
(a) a light crossbow with 20 bolts, or (b) a garrote
(a) a burglarís pack, (b) a dungeoneerís pack, or (c) an explorerís pack
Leather armor, and thievesí tools



KITTY FORM
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Cat (see MM320).

PURR
Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Purr has no written form, and requires your target to be able to either see and/or hear you. Purr may also be used for Scent Marking, Effectively this works as being able to cast Personal Mark at will.

FELINE EMPATHY
You permanently gain the benefits of the Animal Friendship spell, but only against felines. You gain Proficiency with Persuasion against felines who are not Beasts.

TRUE KITTY
At 20th level you become one with your inner cat, and now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to Beasts such as Animal Growth, because Cats are Beasts). For purposes of effects that would be detrimental to Cats/Beasts, you are still of your original race. If knocked unconscious you no longer revert to your original form if you are in Kitty Form.

Bhu
2017-09-07, 02:20 AM
to be expanded as i make new spells

KITTY MAGIC LIST

0: Friends, Mage Hand, Message, Minor Illusion, Prestidigitation, Resistance, Thaumaturgy

1: Alarm, Animal Friendship, Charm Person, Command, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Expeditious Retreat, Feather Fall, Find Familiar, Hunters Mark, Jump, Longstrider, Purify Food and Drink, Sleep, Speak with Animals, True Strike

2: Animal Messenger, Beast Bond*, Beast Sense, Blur, Calm Emotions, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enthrall, Find Traps, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Animals and Plants, Locate Object, Magic Weapon, Misty Step, Nystul's Magic Aura, Pass Without Trace, Phantasmal Force, Protection from Poison, See Invisibility, Spider Climb, Suggestion

3: Blink, Clairvoyance, Fear, Haste, Nondetection, Remove Curse, Sending

4: Compulsion, Dominate Beast, Freedom of Movement, Greater Invisibility, Locate Creature, Mordenkainen's Private Sanctum

5: Commune with Nature, Dominate Person, Hold Monster, Legend Lore, Mislead, Modify Memory, Passwall, Rary's Telepathic Bond, Scrying

6: Arcane Gate, Find the Death, Mass Suggestion, Otto's Irresistible Dance, True Seeing

7: Etherealness, Mirage Arcane, Teleport

8: Glibness, Mind Blank, Telepathy

9: Astral Projection, Foresight

* Found in Elemental Evil Players Companion

Bhu
2017-09-25, 11:47 PM
KITTY MAGIC

Spells slots per day
Level Cantrips Known Spells Known 1st 2nd 3rd 4th

2 3 1 1
3 3 3 2
4 3 4 3
5 3 4 3
6 3 4 3
7 3 5 4 2
8 3 6 4 2
9 3 6 4 2
10 4 7 4 3
11 4 8 4 3
12 4 8 4 3
13 4 9 4 3 2
14 4 10 4 3 2
15 4 10 4 3 2
16 4 11 4 3 3
17 4 11 4 3 3
18 4 11 4 3 3
19 4 12 4 3 3 1
20 4 13 4 3 3 1


SPELLCASTING
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the PHBfor the general rules of spellcasting and below for the Kitty Magic spell list.
Cantrips. You learn three of your choice from the Kitty Magic spell list. You learn another Kitty Magic cantrip of your choice at 10th level.
Spell Slots. The Kitty Magic Spellcasting
table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm
person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know one 1st-level Kitty Magic spell of your choice, which must be from the Kitty Magic spell list. The Spells Known column of the Kitty Magic Spellcasting table shows when you learn more Kitty Magic spells of 1st level or higher. Each of these spells must be a Kitty Magic spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Kitty Magic spells you know with another spell of your choice from the Kitty Magic spell list. The new spell must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your
spells through dedicated study and memorization.
You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw
DC for a w izard spell you cast and when making an
attack roll with one.

AKANEKO CLAN
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BAD KITTY
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BREATHSUCKER
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CABBIT
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CATNIPPER
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CHESHIRE CAT
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CRITTER
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DARTH PUDDYTATSES
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FOOF LORD
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GOOD KITTY
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OM NOM NOM FU
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WATCHCAT
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Bhu
2017-11-05, 09:37 PM
Sorry for the delay, work has imploded and virtually everyone has quit or been fired. I'm hoping things will get better soon and I can get back on track.

Bhu
2017-12-04, 10:05 PM
We've hired a bunch of newbies. Presuming they stay on work on this can continue. As god is my witness I will participate freely in this forum again.

Bhu
2017-12-25, 08:48 PM
BURGLARING
Burglaring allows you to choose from a list of abilities that allow you to perform, shall we say, quasi-legal acts. You can choose one ability you meet the prerequisites for from the following lists at Levels 3, 7, 11, 15, and 19:


ALWAYS UNDERFOOT When you hit a creature with a natural weapon attack in Kitty Form, you can attempt to knock the target down. If the target is at least 2 Size Categories bigger than you, it must make a Strength saving throw (save DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, you knock the target prone.

BLINDSENSE (Prerequisite: 15th Level)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

CUNNING ACTION
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

DANGER SENSE
You gain an uncanny sense of when things nearby arenít as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you canít be blinded, deafened, or incapacitated.

DEEP HURTING (Prerequisite: Sneak Attack)
If you successfully damage an opponent using your Sneak Attack ability, it must make a successful Dexterity Save (save DC = 8 + your proficiency bonus + your Dexterity modifier) or the opponent cannot regain hit points for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

DISRUPTIVE ATTACK (Prerequisite: Sneak Attack)
When you successfully damage an opponent, and would be entitled to add Sneak Attack, you may choose to forego the Sneak Attack damage. Instead, everyone gains advantage on attack rolls against that target until the end of your next turn.

ELUSIVE (Prerequisite: 19th Level)
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

EVASION (Prerequisite: 7th Level)
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

EXPERTISE
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thievesí tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You can take this up to two times, and choose two proficiencies each time.

FEIGN DEATH (Prerequisite: 15th Level)
As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all Enchantment spells and abilities that mimic them, poison (both poison damage and the poisoned condition), paralysis, stunning, and necrotic damage. Attempts to resuscitate you, such as raise dead or reincarnate, automatically fail, though resurrection and true resurrection immediately end your feign death ability. Spells and other effects that assess your current condition indicate that you are dead (as do skill or ability checks made for that purpose). You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

KNOCK OFF BALANCE
If you provoke a Reaction from an Opponent, and he misses with the attack (or fails to do whatever the Reaction was meant to do), all attackers have advantage on attack rolls made against him until the end of your next turn.

RAWR! (Prerequisite: Sneak Attack)
Whenever you successfully hit an opponent with a Charge Attack, you get your Sneak Attack damage. The Sneak Attack only applies to the first attack made in the charge if you are allowed to make more than one.

RELIABLE TALENT (Prerequisite: 11th Level)
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.

ROOF RUNNER
A roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or saves that might be incurred from moving about on a roof.

SECOND-STORY WORK
You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

SHARPENED CLAWS (Prerequisite: Sneak Attack)
When rolling damage dice, you may re-roll any results of '1', but must keep the results of the new roll. This includes Sneak Attack dice. This only works for natural attacks you make in Kitty Form.

SLIPPERY MIND (Prerequisite: 15th Level)
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws

SLOW FALL
You can now use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your cat burglar level.

SNEAK ATTACK
You know how to strike subtly and exploit a foeís distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You donít need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnít incapacitated, and you donít have disadvantage on the attack roll. This can be taken multiple times, and the number of dice increases by +1d6 each time.

SUPREME SNEAK (Prerequisite: 11th Level)
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

SWAT (Prerequisite: Sneak Attack)
If you successfully damage an opponent with a Sneak Attack, your victim cannot make reactions until the beginning of your next turn.

THIEF'S REFLEXES (Prerequisite: 19th Level)
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minue 10. You can't use this feature when you are surprised.

UNCANNY DODGE (Prerequisite: 7th Level)
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attackís damage against you.

USE MAGIC DEVICE (Prerequisite: 15th Level)
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Bhu
2018-01-14, 10:27 PM
ENHANCED KITTY FORM
You can become critters besides a Cat. At Levels 5, 9, 13 and 18 you can choose one of the following:

CAT FACED BABOON
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Cat Faced Baboon (see below for stats).

CAT FACED MONKEY
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Cat Faced Monkey (see below for stats).

CAT FACED YETI
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Cat Faced Yeti (see below for stats).

CATFOLK
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Catfolk (see below for stats).

GARGANTUAN CAT
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Gargantuan Cat (see below for stats).

HUGE CAT
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Huge Cat (see below for stats).

KATGRRL/KATTBOI
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Katgrrl (see below for stats).

KITTEN
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Kitten (see below for stats).

LARGE CAT
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Large Cat (see below for stats).

MEDIUM CAT
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Medium Cat (see below for stats).

PIXIE KITTY
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Pixie Kitty (see below for stats).

SMALL CAT
This is identical to the Druids 2nd Level Wild Shape ability, with 3 exceptions: You may use it at will, you retain your own hit points, and can only use it to become a Small Cat (see below for stats).

Fire Tarrasque
2018-01-16, 05:06 PM
I feel like you could do something with Catnarok, the fabeled final war of cats, the great battle of Nyan Cat, Longcat, Ceiling Cat, fighting against Basement Cat, Tacgnol, and Tac Nayn. (Or is it Tac Nyan?)

Bhu
2018-02-18, 10:33 PM
I feel like you could do something with Catnarok, the fabeled final war of cats, the great battle of Nyan Cat, Longcat, Ceiling Cat, fighting against Basement Cat, Tacgnol, and Tac Nayn. (Or is it Tac Nyan?)

I do have a few spells up regarding Catnarok, is there something else you had in mind?

Fire Tarrasque
2018-02-19, 10:52 AM
Not really.

Bhu
2018-03-12, 11:13 PM
I'll try to think of something whilst I'm working on stuff. Any abilities you guys would like to see added to Burglaring?

Bhu
2018-04-03, 08:35 PM
CAT FACED BABOON
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
Str 8 (-1)
Dex 14 (+2)
Con 11 (+0)
Int 4 (-3)
Wis 12 (+1)
Cha 7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages ---
Challenge 0 (10 XP)

Keen Smell. The Cat-Facrd Baboon has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

Bhu
2018-05-07, 11:46 PM
CAT FACED MONKEY
Tiny beast, unaligned
Armor Class 14
Hit Points 2 (1d4)
Speed 40 ft.
Str 4 (-3)
Dex 18 (+4)
Con 10 (+0)
Int 4 (-3)
Wis 12 (+1)
Cha 7 (-2)
Skills Perception +3, Stealth +6]
Senses passive Perception 13
Languages ---
Challenge 0 (10 XP)

Keen Smell. The Cat-Faced Monkey has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d3 - 3) piercing damage.

Bhu
2018-05-27, 08:16 PM
CAT FACED YETI
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 19 (3d8+6)
Speed 30 ft.
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 7 (-2)
Wis 12 (+1)
Cha 7 (-2)
Saving Throws
Skills Athletics +4, Perception +4
Senses passive Perception +4
Languages ---
Challenge 1/2 (100 XP)

Keen Smell. The Cat Faced Yeti has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The Yeti makes two attacks: One with it's Bite and one with it's Fists.

Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bhu
2018-06-20, 12:37 AM
SMALL CAT
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft., climb 30 ft.
Str 6 (-2)
Dex 15 (+2)
Con 10 (+0)
Int 3 (-4)
Wis 12 (+1)
Cha 7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages ---
Challenge 0 (10 XP)

Keen Smell. The Cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Bhu
2018-07-21, 07:56 PM
MEDIUM CAT
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 40 ft., climb 30 ft.
Str 14 (+2)
Dex 15 (+2)
Con 10 (+0)
Int 3 (-4)
Wis 12 (+1)
Cha 7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages ---
Challenge 1/4 (50 XP)

Keen Smell. The Cat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the Cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Cat can make one bite attack against it as a bonus action.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

DapperReaper
2018-07-26, 01:14 PM
overcat has been tweaked


NYAN CAT


"Nyanyanyanyanyanyanya!"

It takes a special sort of cat to master the Feline Way, and some go a little goofy mentally in the process. It takes some extra special goofery-ness to become a Nyan Cat. What prompted the first Guild Member to become one is unknown, and what prompts others to have followed him is a total mystery. Nyan Cats do seem to have an almost hypnotic quality to them though.

BECOMING A NYAN CAT
Master the Feline Way and going a little nuts in the process is the usual way...

ENTRY REQUIREMENTS
Epic Feats: Radiant Prism (http://www.minmaxboards.com/index.php?topic=8834.0)
Initiator Maneuvers: Must be able to initiate 9th Level Maneuvers from the Feline Way.
Skills: Knowledge (Geography) 6 ranks, Martial Lore 16 ranks, Perform (Sing) 10 ranks
Class Abilities: Kitty Form
Feats: Anonymous Kitty (Winged Kitty Form), Flyby Attack, Hover


Class Skills
The Nyan Cat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Geography, Local, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d10
1. Nyanyanyanyanyanyanya!
2. I Can Poop Rainbows!
3. Tireless Flight
4. Nyanyanyanyanyanyanya!
5. I Can Poop Rainbows!
6. Tireless Flight
7. Nyanyanyanyanyanyanya!
8. I Can Poop Rainbows!
9. Tireless Flight
10. Buttery Poptart Goodness

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

Nyanyanyanyanyanyanya! (Su): At 1st Level you may sing your endless Nyan song to counter magical effects. This resembles the Bardic Music (Countersong) ability listed in the PHB, but may be used at will, and kept up continuously.

At 4th Level the ranges extends to 45 feet.

At 7th Level it also counters Mind-Affecting Effects.

I Can Poop Rainbows!: At second Level you learn the Aurora Walk Epic Maneuver for no XP cost.

At 5th Level the duration of Aurora Walk becomes 1 round/Level.

At 8th Level the duration of Aurora Walk becomes permanent. You may switch it on or off as a Swift Action once per round.

Tireless Flight (Ex): At 3rd Level you become immune to Sleep Effects, and Fatigue/Exhaustion.

At 6th Level you double your Flight Speed from Winged Kitty Form and Maneuverability becomes perfect.

At 9th Level you permanently gain the benefits of a Freedom of Movement spell.

Buttery Poptart Goodness: At 10th Level all Allies within range of your Nyanyanyanyanyanyanya! Ability get the benefits of a Mind Blank spell.

PLAYING A NYAN CAT
You can sing without pause. Usually people would find this irritating as hell, but for whatever reason you get a pass. Whether from fame or innate kitty-ness, they just seem content to let you do your thing (which is probably how you get away with leading revolutions).
Combat: Nyan Cats usually have an extensive knowledge of the Feline Way, and the Seven Forged Sword as well. Their exact combat style varies a bit based on their particular Maneuvers, but it usually involves using their flight somehow.
Advancement: Nyan Cats tend to be whimsical and impulsive. Despite this they seem pretty much a monoculture to outsiders who only see the flying rainbows and singing. They don't see that Nyan Cats often have wildly different skills because "omg rainbows".
Resources: Nyan Cats are almost stupefyingly popular, so it's easy for them to ask favors. Their fans aren't always well-connected or powerful though, so it varies from place to place.

NYAN CATS IN THE WORLD
"It's byooooooteefuuuuullll..."
Nyan Cats are beloved by the little guy. And really just about everyone else other than the tyrants they've helped topple. Villains would love to corrupt them but the Nyan Cats mindless cheerfulness makes turning them difficult.
Daily Life: Nyan Cats spend a lot of time studying their art. People only see them in action flying about through the sky so it's assumed they live carefree lives.
Notables:
Organizations: Nyan Cats tend to be loners. They still occasionally help out the Guild that spawned them, but overall they Nyan alone.

NPC Reaction
You're a celebrity. Of the positive kind oddly enough. You're famous for being cute and bringing joy to the lives of others with your antics, whereas other celebrities are famous for who or what they've killed or slept with,

NYAN CATS IN THE GAME
This PrC assumes you are more than well known. You are instantly recognizable, which may make stealth missions a pain for the group.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Nyan Cats can be found just about everywhere, usually flying through the sky to the cheers of others.

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 +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

While I find the idea of Nyan Cat being an epic class awesome, since that way theoretically anyone could become a nyan cat, I wrote it up as a race for pathfinder so you can nyan at level 1(should be easily translatable)

size: small
attributes: dex+2, int-2, chr+2
normal languages
normal land speed
fly speed 30ft
at will color spray

tried to keep it in theme without making it overpowered

Bhu
2018-08-26, 10:43 PM
with flight and color spray it'd still be +1 LA

Bhu
2018-10-03, 11:15 PM
My apologies foro this but due to a health scare I've been unable to get as much accomplished this month. Will post new stuff soon now that I've been declared ok.

Bhu
2018-10-29, 06:51 PM
LARGE CAT
Large beast, unaligned
Armor Class 12
Hit Points 30 (4d10+8)
Speed 50 ft., climb 40 ft.
Str 17 (+3)
Dex 15 (+2)
Con 14 (+2)
Int 3 (-4)
Wis 12 (+1)
Cha 8 (-1)
Saving Throws
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages ---
Challenge 1 (200 XP)

Keen Smell. The Cat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the Cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Cat can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bhu
2018-11-19, 05:19 PM
HUGE CAT
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 142 (15d12+45)
Speed 40 ft.
Str 22 (+6)
Dex 12 (+1)
Con 17 (+3)
Int 3 (-4)
Wis 12 (+1)
Cha 8 (-1)
Saving Throws
Skills Perception +4, Stealth +4
Damage Vulnerabilities if any
Damage Resistances if any
Damage Immunities if any
Condition Immunities if any
Senses passive Perception 14
Languages ---
Challenge 6 (2300 XP)

Keen Smell. The Cat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the Cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Cat can make one bite attack against it as a bonus action.

Actions


Multiattack. The cat makes two attacks with its claws .

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is grappled (escape DC 16) . Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Bhu
2018-12-03, 12:05 AM
After discussion elsewhere i have edited and revised small, medium and huge cats. Gargantuan Cat on the way.

Bhu
2018-12-17, 09:32 PM
CAT FACED GORILLA
Medium Beast, unaligned
Armor Class 12
Hit Points 19 (3d8+6)
Speed 30 ft., climb 30 ft.
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 6 (-2)
Wis 12 (+1)
Cha 7 (-2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages ---
Challenge 1/2 (100 XP)


Actions

Multiattack. The Cat Faced Gorilla makes two Claw attacks and 1 Bite.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3 slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bhu
2018-12-31, 10:10 PM
DIRE CAT FACED GORILLA
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12+60)
Speed 40 ft., Climb 40 ft.
Str 23 (+6)
Dex 14 (+2)
Con 18 (+4)
Int 7 (-2)
Wis 12 (+1)
Cha 7 (-2)
Skills Athletics +9, Perception +4
Senses passive Perception 14
Languages ---
Challenge 7 (2,900 XP)

Actions

Multiattack. The Dire Cat Faced Ape makes 2 Claws and 1 Bite.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., onr target. Hit: 22 (3d10 + 6) piercing damage.

Bhu
2019-02-04, 10:19 PM
Sorry guys, work went to hell for a few weeks. I''ll have stuff up shortlly

Bhu
2019-03-04, 09:24 PM
CATFOLK
Medium Humanoid (Catfolk), Chaotic Neutral
Armor Class 12
Hit Points 13 (3d8 Hit Dice)
Speed 30 ft.
Str 10 (+0)
Dex 14 (+2)
Con 10 (+0)
Int 10 (+0)
Wis 10 (+0)
Cha 12 (+1)
Saving Throws
Skills Perception +2, Stealth +4
Senses Passive Perception 10
Languages Purr, Common
Challenge 1/4 (50 XP)

Keen Smell. The Catfolk has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Additional effects.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Additional effects.

Bhu
2019-04-15, 11:55 PM
GARGANTUAN CAT
Gargantuan beast, unaligned
Armor Class 20 (natural armor)
Hit Points 341 (22d20+110)
Speed 40 ft.
Str 28 (+9)
Dex 11 (+0)
Con 20 (+5)
Int 3 (-4)
Wis 12 (+1)
Cha 8 (-1)
Saving Throws Dex +6, Con +11, Wis +7
Skills Perception +7, Stealth +6
Senses passive Perception +7
Languages ---
Challenge 17 (18,000 XP)

Keen Smell. The Cat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 feet of the creature and the ally isn't incapacitated .

Actions

Multiattack. The cat makes two attacks: one with its bite and two with its claws .

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is grappled (escape DC 16) . Until this grapple ends, the target is restrained, and the cat can't bite another target.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target must make a DC 16 Str Save or be knocked Prone.

Bhu
2019-05-06, 11:01 PM
I got hit by a truck after being injured at work (I'll be ok, worry not). Will have stuff soon.

Bhu
2019-05-26, 09:14 PM
Working on some new backgrounds for 5e that will be cat burglar appropriate. Will have the first batch soon.

Bhu
2019-06-10, 08:17 PM
Burlap Guild Member
You belong to the infamous Burlap Throat-Wattle Guild. The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar. It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on. It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies). The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization. Or perhaps they've simply been kind enough to not mention it since most of them are their kids.
Skill Proficiencies: Deception, Persuasion.
Languages: Draconic
Equipment: A set of fine clothes, a disguise kit, Guild signet ring, and a belt pouch containing 15 gp

Feature: Guild Membership
As an established and respected member of the Guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed (not to mention a dragon will avenge you). Guilds often wield tremendous political power. If you are accused f a crime, your guild will support you whether or not a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures (dragons) through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guildís coffers for dragons who are enemies of your paterfamilias. You must pay dues of 5 gp per month to the guild. If,you miss payments, you must make up back dues to remain in the guildís good graces.

Suggested Characteristics
You are famous (more likely infamous) due to the vagaries of interspecies attraction. Due to your draconic parent, Gods and other powerful beings interfere with your life. Generally you are too busy trying to figure out how to monetize this to be afraid.

d8 Personality Trait

1: I always have a plan for what to do when things go wrong.
2: I have a joke for every occasion, especially occasions where humor is inappropriate.
3: Flattery is my preferred trick for getting what I want.
4: Iím a born gambler who can't resist taking a risk for a potential payoff.
5: To me, a tavern brawl is a nice way to get to know a new city.
6: Sarcasm and insults are my weapons of choice.
7: The best way to get me to do something is to tell me I canít do it.
8: I pocket anything I see that might have some value.


d6 Ideal

1: Independence. I am a free spiritó no one tells me what to do. (Chaotic)
2: Fairness. I never target people who canít afford to lose a few coins. (Lawful)
3: Stoicism. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4: Creativity. I never run the same con twice. (Chaotic)
5: People. Iím loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6: Aspiration. Iím determined to make something of myself. (Any)


d6 Bond

1: Iím trying to pay off an old debt I owe to a generous benefactor.
2: Dragons have power like few others, and I need to be like them.
3: I want to be famous, whatever it takes.
4: I will become the greatest thief that ever lived.
5: I will do anything to prove myself superior to my hated rival.
6: I would do anything for the other members of my Guild.



d6 Flaws

1: I canít resist a pretty face.
2: Iím convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3: Iím convinced that no one could ever fool me the way I fool others.
5: I once insulted a noble who still wants my head. It was a mistake that I will likely repeat.
5: I canít resist swindling people who are more powerful than me.
6: Despite my best efforts, I am unreliable to my friends.

Bhu
2019-07-09, 08:37 PM
Will have more soon. I'm working overtime to fix my car. Damn transmissions.

Bhu
2019-08-13, 09:41 PM
Carnie
You're a performer who travels with a carnival or circus. Perhaps you train bears, or do more physical work like the tightrope. Either way you entertain the masses, or you work to support those who do. It all depends on your talents, and how quick to learn you are. And may the Gods protect anyone who lays a finger on your bear friend. If he doesn't smoosh them, you will. You take it personal when people take liberty with your furry companions. You're equally as loyal to fellow carnies. Even rival carnivals get more respect than those outside the life.

Proficiencies: Deception, Sleight of Hand
Proficiencies: Disguise kit, thievesí tools
Equipment: A small knife, a map of the route the carnival travels, a shovel, a set of common clothes, and a belt pouch containing 10 gp

Feature: One of Us
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested Characteristics
As a traveling carnival worker, you know just about everyone and everything on the circuit you travel. You know them because you've fleeced the deserving ones, and sometimes helped the poorer ones.

d8 Personality Trait

1: I always have a plan for what to do when things go wrong.
2: The common folk love me for my skill and performances.
3: The first thing I do in a new place is note the locations of everything valuableóor where such things could be hidden.
4: Flattery is my preferred trick for getting what I want.
5: I lie about almost everything, even when there's no good reason to.
6: The best way to get me to do something is to tell me I canít do it.
7: I'm rather adept at games of skill like darts, or five-finger fillet.
8: I frequently move from town to town, eager to pursue new marks.


d6 Ideal

1: Honor. I donít steal from others in the trade. (Lawful)
2: Fairness. I never target people who can't afford to lose a few coins. (Lawful)
3: Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4: Greed. I will do whatever it takes to become wealthy. (Evil)
5: People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6: Aspiration. I'm determined to make something of myself. (Any)


d6 Bond

1: Iím trying to pay off an old debt I owe to a loan shark.
2: My ill-gotten gains go to support my carnival troop.
3: I owe my life to the travelers who took me in when my parents died.
4: A conceited noble once gave me a horrible beating, and I will take my revenge on any authority I encounter.
5: I want to be famous, whatever it takes.
6: I owe my adopted family a great debt for forging me into the person I am today.



d6 Flaws

1: I judge others harshly, and myself even more severely.
2: I have little respect for anyone who has not proven themselves.
3: I'm convinced that no one could ever fool me the way I fool others.
4: I have a weakness for the vices of the city, especially hard drink.
5: I am suspicious of outsiders and expect the worst of them.
6: I turn tail and run when things look bad.

Bhu
2019-09-10, 08:44 PM
Fallen Noble
You grew up as a Noble, but have fallen on hard times. A tragedy robbed you of your title. Perhaps a rival framed you, or your family was killed and you were forced to abandon your ancestral lands. Perhaps you were exiled due to deeds either real or perceived. Whatever the cause, you're on the run now, and desperately trying to hide who you are. You are either a homeless vagabond, a mercenary, or part of some sort of traveling company. Whatever lets you move around a lot while concealing your identity.

Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: One set of traveler's clothes, any one gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in the world, a small piece of jewelry worth 10 gp from your former life, and a pouch containing 5 gp

Feature: (New Friends)
After being chucked out you have found kinship in the wretches and criminals of the cities, or perhaps even local rebels. You can gain information from your many contacts, the infamous and those derelicts beneath notice. You may also gain residency with them in conditions ranging from wretched to comfortable. Unfortunately, there may be a price on your head, and some people cannot afford to be seen with you.

Suggested Characteristics
You make sure to hone your skills in dealing with people. Having them on your side, or being able to conceal your true identity is integral in staying alive. The spies of your enemies are everywhere.

d8 Personality Trait

1: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3: I have a strong code of honor or sense of propriety that others don't comprehend.
4: I would rather make a new friend than a new enemy.
5: I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7: Iíve enjoyed fine food, drink, and high society among society's elite. Rough living grates on me.
8: If you do me an injury, I will crush you, ruin your name, and salt your fields.


d6 Ideal

1: Respect. People deserve to be treated with dignity and respect. (Good)
2: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3: Independence. I must prove that I can handle myself without the charity of others. (Chaotic)
4: Power. If I can attain more power, no one will tell me what to do. (Evil)
5: People. Iím loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6: Noble Obligation. It is my duty to protect and care for the people around me. (Good)


d6 Bond

1: I have a family at the royal court. One day, I hope to see them again.
2: I will someday get revenge on the corrupt relative who had me cast out.
3: Something important was taken from me, and I aim to steal it back.
4: Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
5: No one else should have to endure the hardships I've been through.
6: Someone I loved died because of a mistake I made. That will never happen again.



d6 Flaws

1: The tyrant who exiled me will stop at nothing to see me killed.
2: I hide a truly scandalous secret that could ruin my family forever.
3: I too often hear veiled insults and threats in every word addressed to me, and Iím quick to anger.
4: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
5: I turn tail and run when things look bad.
6: I would kill to acquire a noble title.

Bhu
2019-10-09, 05:43 PM
Far Realms Enthusiast
You were an average scholar until you stumbled upon Things Man Was Not Meant To Know. Now cults want you to join them, other cults want you dead, the authorities want you dead, and Godless Abominations from beyond space and time want you for unguessable purposes. It's gotten so weird your paranoia is out of control. Is that a cat? Or is it the psychic projection of a fifth dimensional entity hoping to vie for possession of your meat body? Who can you trust once reality has shown it's true face? Definitely not your neighbor. He talks to goats. They look like goats anyway.

Skill Proficiencies: Arcana, Investigation
Languages: Any two, including exotic languages
Equipment: A bottle of black ink, a quill, a small knife, an item whose significance is still a mystery to you, a set of common clothes, and a belt pouch containing 10 gp

Feature: (Loved by the Crazies)
Thanks to your hanging around and spending copious amounts of cash on cranks, crackpots, conspiracy theorists, cultists and dealers in the unusual, you have a web of questionable contacts in the weirdest places. You and your adventuring fellows can ask for occasional minor favors, such as a meal and night's lodging. Also, there will also be plenty of people willing to pay or do favors for access to the esoteric and dangerous knowledge you possess. On the downside, more mundane people find you spooky, and you may be asked to assist in the occasional ritual dedicated to Those We Do Not Speak Of.

Suggested Characteristics
Trust is a luxury you cannot afford. Many and multiform are the dim horrors of earth, and they all want you for something. Minion, food, spell components, the list goes on and on. Then there are their enemies and minions. And the weirdoes who think you can solve their problems, real or imaginary.

d8 Personality Trait

1: So long as I have this token from my homeland, I can face any adversity in this strange place.
2: I like to talk at length about my obsessions.
3: When I set my mind to something, I follow through no matter what gets in my way.
4: Thereís nothing I like more than a good mystery.
5: I can stare down a Slaad without flinching.
6: I donít pay attention to the risks in a situation. Never tell me the odds.
7: Iím convinced that people are always trying to steal my secrets.
8: Iíve spent so long in seclusion or among aliens that I have little practical experience dealing with 'normal' people in the outside world.


d6 Ideal

1: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
3: Might. If I become strong, I can take what I wantówhat I deserve. (Evil)
4: Power. I hope to one day rise to the top of my organizations hierarchy. (Lawful)
5: Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
6: Destiny. Nothing and no one can steer me away from my higher calling. (Any)


d6 Bond

1: I sold my soul for knowledge. I hope to do great deeds and win it back.
2: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3: I owe everything to my mentor ó a godless abomination who's probably rotting in the Abyss somewhere.
4: Should my discovery come to light, it could bring ruin to the world.
5: Iím guilty of a terrible act. I hope I can redeem myself for it.
6: I seek to preserve a rare text that my enemies consider dangerous and seek to destroy.



d6 Flaws


1: I secretly believe that everyone is beneath me.
2: I put too much trust in my alien 'friends'.
3: Iím convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4: I am easily distracted by the promise of information.
5: Unlocking an ancient mystery is worth the price of a civilization.
6: The monstrous thing we faced at the Gate still leaves me quivering with fear.

Bhu
2019-11-19, 09:27 PM
Mountain Guide
You are a professional guide and scout for the local mountain range. You also double as a rescuer in case of avalanche or someone getting lost. You know the layout and the lore of the local area well, and can easily steer people out of traps or bad areas. On the downside this means everyone, invading armies as well, want your services. On the plus side, you're too valuable to kill. Who else knows what to do when the men come down with Yeti Fever? Who else knows how to capitulate the terrible Cannibal Moose Spirits? You do. Because you've gone through that particular hell a dozen times over already.

Skill Proficiencies: Choose 2: Athletics, Nature or Survival
Languages: Any one
Equipment: Climber's Kit and a set of Traveling clothes.

Feature: (Official Guide)
You are a ranking member of some sort of mountain guide or scouting organization, and can command those of lesser rank (while being required to obey those of higher rank). In times of emergency, such as avalanches or missing people or war, you may requisition necessary equipment within reason. Locals and military organizations will be well disposed towards you due to oyour services, and can always give you some minor assistance.

Suggested Characteristics
Responsibility and trustworthiness are the creeds of your kind. Without those no one will hire you, and as such you are the consummate professional. You take no risks and leave no one behind.

d8 Personality Trait

1: My friends know they can rely on me, no matter what.
2: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3: If someone is in trouble, Iím always ready to lend help.
4: Nothing can shake my optimistic attitude.
5: Iím confident in my own abilities and do what I can to instill confidence in others.
6: I'm rude to people who lack my commitment to hard work and fair play.
7: I feel far more comfortable around animals than people.
8: I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.


d6 Ideal

1: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2: Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4: Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
5: Live and Let Live. Ideals arenít worth killing over or going to war for. (Neutral)
6: Self-Knowledge. If you know yourself, there's nothing left to know. (Any)


d6 Bond

1: It is my duty to protect my charges.
2: I became a mountain man to hide from the ones who might still be hunting me. I must someday confront them.
3: I idolize a hero of the old tales and measure my deeds against that person's.
4: Everything I do is for the common people.
5: I protect those who cannot protect themselves.
6: An injury to the unspoiled wilderness of my home is an injury to me.



d6 Flaws

1: My curiosity often gets the better of me.
2: I have crippling debts that my work barely pays off.
3: Once someone questions my courage, I never back down no matter how dangerous the situation.
4: I will never fully trust anyone other than myself.
5: At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even today.
6: I like keeping secrets and won't share them with anyone.

Bhu
2019-12-18, 10:02 PM
Ninja Clan
You belong to a clan of fearless political saboteurs. Well, somewhat fearless. After all officially you are listed as kill on sight. Thankfully all those rumors you spread of Ninjas being black clad assassins using highly conspicuous weapons no one else does are paying off. Everyone sees you as a humble traveler. Perhaps an entertainer or a monk. Why would you wear a uniform that makes you stick out when you're a criminal? What moron would believe that? Fortunately, you apparently live in a vast sea of morons.

Skill Proficiencies: Choose 2: Acrobatics, Athletics, Deception, Intimidation, Performance, Perception, Persuasion, Stealth
Tool Proficiencies: Choose any 2
Equipment: A disguise kit, a dagger, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, and a small pouch with 15gp.

Feature: (Clan Member)
Your Clan acts as your liaison to a network of "interested parties". You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Additionally you CClan can also provide you with work and local intelligence, with the caveat that you are required to do their bidding at all times.

Suggested Characteristics
You know how to do Bad Things, and there are always people who want Bad Things done. This simple equation keeps you and your clan employed. With luck you will eventually enjoy the patronage of the rich and powerful.

d8 Personality Trait

1: I idolize a particular hero of my clan, and constantly refer to that personís deeds and example.
2: Iím haunted by memories of war. I canít get the images of violence out of my mind.
3: I believe that anything worth doing is worth doing right. I can't help it ó I'm a perfectionist.
4: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
5: I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
6: I quickly pick up on local accents and begin imitating them almost immediately.
7: I'll settle for nothing less than perfection.
8: I pocket anything I see that might have some value or use.


d6 Ideal

1: Logic. Emotions must not cloud our devotion to doing what needs done, or our logical thinking. (Any)
2: Tradition. The stories, legends, and deeds of the past must never be forgotten, for they teach us who we are. (Lawful)
3: Independence. I must prove that I can handle myself without the assistance of my clan. (Chaotic)
4: Power. Knowledge is the path to power and domination. (Evil)
5: Family. Blood runs thicker than water. (Any)
6: Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)


d6 Bond

1: I will face any challenge to win the approval of my clan.
2: My ill-gotten gains go to support my clan.
3: The contract turned sour, and now I find myself yoked to dangerously twisted employers with no way of informing the clan
4: I am the last of my clan, and it is up to me to ensure their names enter legend.
5: I will do anything to prove myself superior to my hated rival.
6: I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.



d6 Flaws

1: Now that I've returned to the world, I enjoy its delights a little too much.
2: I follow orders, even if I think they're wrong.
3: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4: My hatred of my enemies is blind and unreasoning.
5: I obey the clan, even it causes me misery.
6: I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

Bhu
2020-02-26, 09:22 PM
Darth Puddytat
You belong to a clan of goofy psychic assassins. Well, somewhat goofy. After all officially you are listed as an evil cult. And technically you are a cult, and most of you definitely cannot be described as good. I mean, you kill people with your spookity mind powers. That ain't normal.

Skill Proficiencies: Choose 2: Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion, Stealth
Tool Proficiencies: Disguise Kit
Languages: Choose any 1
Equipment: A disguise kit, a dagger, a small crumpled note with instructions on your next hit, a set of common clothes, and a small pouch with 15gp.

Feature: (Guild Member)
Your Guild acts as your liaison to a network of "interested parties". You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Additionally your Guild can also provide you with work and local intelligence, with the caveat that you are required to do their bidding at all times.

Suggested Characteristics
You know how to make people poop their own spleen. There's always a desperate need for people who can do that. For some reason people think you're more evil than the skeevy nobles you off though.

d8 Personality Trait

1: People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around..
2: I am a thrill-seeker, excited by covert and dangerous missions.
3: Fame is more important to me than money.
4: By living among violent people, I have become desensitized to violence.
5: I never admit to my mistakes lest they be used against me.
6: I am prepared for any eventuality; including the day my usefulness as a saboteur comes to an end.
7: I might fail, but I will never give up.
8: You might think I'm a regular guy, but I love a good brawl. Lets me bust out the ole Light Saber.


d6 Ideal

1: Suspicious In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)
2: Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
3: Rule-follower Regardless as to what you are, everyone should follow the rules. (lawful)
4: Power. Knowledge is the path to power and domination. (Evil)
5: Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)
6: Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)


d6 Bond

1: I want to find my mentor, who disappeared on an assignment some time ago.
2: Some day i will get revenge on the rival who branded me a traitor.
3: I pursue power to secure someone's love.
4: I'm loyal to my mentor first, everything else second.
5: A powerful person killed someone I love. Some day soon, I'll have my revenge.
6: Wealth and power mean little without the freedom to kill where and when you want..



d6 Flaws

1: I think too highly of myself, and have an exaggerated sense of self-importance.
2: My desire for vengeance often gets me into trouble.
3: I am an aggressive person (For me to win you have to lose), quick to anger, and will keep pressing until I get my way, or making the other person seem at fault.
4: I have a habit of lying about the most insignificant things.
5: I complain about everything.
6: Once i pick a goal, I become obsessed with it to the detriment of everything else in my life.

Bhu
2020-03-18, 09:11 PM
Injuries and overtime (everyone is calling off due to the virus) kind of cut my time short this week. I plan on finally editing the kitty magic section a ways back over the next several weeks.

Bhu
2020-04-28, 11:08 PM
Does anyone know if there are official 5e stats for the following:

Hellcat, Leonal, Sea Cat
Catfolk, Ghirrash
Dire Puma, Serval
Grimalkin, Legendary Tiger, Swamplight Lynx
Spectral Panther, Wemic
Smilodon
Lynx
Sea Tiger
Crypt Cat, Midnight Cat, Plains Cat
Tressym

Bhu
2020-04-29, 08:51 PM
+3 Cheeseburger
4th Level Enchantment (Ritual)
Casting Time: 1 Action
Range: 90 ft.
Components: V, M
Duration: Concentration, up to 1 Minute
This spell summons a meaty, delicious cheeseburger anywhere within the spells range (usually in front of a lone guard while being cast from hiding). Creatures of your choice that you can see within range and that can see the burger must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it canít be charmed. On a failed save, a target is affected by this spell. Targets affected by the spell use as much of their movement as possible to reach the cheeseburger. The first one to reach it takes his Action to pick up and eat the burger. Whichever target bites into the burger first must make an additional Wisdom Save, and if it fails it is Stunned for 1 round. Once a target bites into the burger the spell ends.

Bhu
2020-06-03, 04:20 PM
DANDER BLAST
4th Level Evocation
Casting Time: 1 Action
Range: Self (60 foot line)
Components: V, S, M
Duration: Concentration, up to 1 Minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spellís duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It also causes protected flames, such as those of lanterns, to extinguish. Large fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the wind. Forest or grassland fires are too large to be extinguished by this spell.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Creatures in the area of effect must make a Constitution Saving Throw or be Poisoned for the duration of the spell.

Bhu
2020-07-21, 10:06 PM
DO NOT WANT
4th Level Enchantment
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
You become immensely intimidating for the duration of this spell. Any creature that comes within 20 ft. of you that can see or hear you must make a Wisdom Saving Throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesnít have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Bhu
2020-08-12, 08:54 PM
FOUR LOLCATS OF THE APOCALYPSE (aka Boom!)
9th Level Evocation
Casting Time: 1 Action
Range: 1 Mile
Components: V, S, F
Duration: Instantaneous
Choose any 1 point within range, and a massive explosion radiates out from that point in a 160 foot sphere. Every creature within this area other than yourself must make a Dexterity Saving Throw. The sphere spreads around corners. Victims take 40d6 Force damage on a failed Save, or half as much damage on a successful one.