PDA

View Full Version : Cat Fans Unite and PEACH



Pages : 1 [2] 3 4 5 6

Bhu
2008-08-31, 02:16 AM
Okay I modified Good Kitty, lemme know what you think.

Debihuman
2008-08-31, 07:45 AM
Level 1: Charm Person, Distract, Hypnotism, Serene Visage, Shock and Awe, Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond, Mass Suggestion, Mislead, Probe Thoughts, Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility, Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia


Some of these spells weren't in the online SRD, so I'm not sure where they are from. Not everyone may have the books you used. These are the Good Kitty's spell list.

Debby

Norr
2008-08-31, 11:33 AM
Okay I modified Good Kitty, lemme know what you think.

Ah, I see what you did thar. The PrC now plays a little more similar to the beguiler, not a bad move. Quite a good one in fact.

Bhu
2008-08-31, 04:17 PM
I think they should all be in the SPell COmpendium Debby.

Lorien077
2008-09-01, 02:26 AM
Well Good Kitty looks nice and reasonably potent at this point. Did you take off the caster levels yet? I went back to check the progression differences but that bit looks the same.
And I just thought of the worst application for a Good Kitty: you could pretend to be a sorcerers familiar and brain control him to do your bidding. My players will never expect that!

Bhu
2008-09-01, 04:14 AM
Well Good Kitty looks nice and reasonably potent at this point. Did you take off the caster levels yet? I went back to check the progression differences but that bit looks the same.
And I just thought of the worst application for a Good Kitty: you could pretend to be a sorcerers familiar and brain control him to do your bidding. My players will never expect that!

Nope, I was waiting for feedback before deciding on spellcasting loss.

I have a feeling your gonna like a PrC I did called the Familiar.

Debihuman
2008-09-01, 09:14 AM
I think they should all be in the SPell COmpendium Debby.

Cool. I've actually got that book.

Debby

Lorien077
2008-09-01, 09:53 PM
Ah, well, I think the power level depends solely on how resourceful the player is. I'm not the best judge of balance but it looks alright to me.
And that sounds like it'll be hilarious, as per the rest of your installments thus far. :)

DracoDei
2008-09-02, 04:44 AM
My only real concern is that I don't want playing a straight Sorcerer to be an obviously worse option than playing sorcerer/cat burglar 1/Good Kitty. I'm thinking I'll replace the cast spell as a Supernatural ability with the stealth thingie somehow.
Many arcane caster PrCs have that trait, where the only thing the caster is losing is the familiar advancement. I wouldn't let it stop you.

Bhu
2008-09-02, 05:14 AM
So whaadya think about losing 2 levels of spellcasting?

Lorien077
2008-09-03, 02:23 AM
Two levels lost may help balance the class a decent amount. It does get a nice batch of specials.

Bhu
2008-09-03, 04:05 AM
lose one at 4th and 7th perhaps? or 1st and 10th?

Norr
2008-09-03, 08:28 AM
I would say 1st and 9th, first to lessen the rate of one-level-dipping for spell resistance and ninth for no-spell-resistance sneak attack.

Bhu
2008-09-04, 04:24 AM
THE FAMILIAR

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/familiar3.jpg

"Meow. Meow meow meow meow meow."

You have morphed your familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the familiar.

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

ENTRY REQUIREMENTS
Class Abilities: Tiny Kitty Form,
Arcane Caster: Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.
Skills: Knowledge (Arcane) 6 ranks
Special: Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.


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

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Meet Big Fat John +1 level of existing Arcane spellcasting class
2. +1 +0 +0 +3 Familiar Spell Reversal +1 level of existing Arcane spellcasting class
3. +1 +1 +1 +3 Enhanced Familiar +1 level of existing Arcane spellcasting class
4. +2 +1 +1 +4 +1 level of existing Arcane spellcasting class
5. +2 +1 +1 +4 +1 level of existing Arcane spellcasting class
6. +3 +2 +2 +5 Enhanced Familiar +1 level of existing Arcane spellcasting class
7. +3 +2 +2 +5 +1 level of existing Arcane spellcasting class
8. +4 +2 +2 +6 +1 level of existing Arcane spellcasting class
9. +4 +3 +3 +6 Enhanced Familiar +1 level of existing Arcane spellcasting class
10.+5 +3 +3 +7 Bob Iz Family, +1 level of existing Arcane spellcasting class

Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.

Meet Big Fat John (Su): Due to the ritual you have undergone, your familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your familiar on yourself. For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance. These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
Combat: You aren't a blaster. You're a sneak thief, combat is someone else's job. That doesn't mean that you don't have combat spells, but you aren't optimized for it. Your familiar on the other hand....
Advancement: You can go several different ways with this class. You can concentrate on making your familiar ultra powerful and sending him into the fray. You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon. And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your familiar scares the hell outta me for some reason."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate. Your familiar then passes himself as a low level spellcaster while you follow him in and case the joint. In between assignments you act as magical backup if the authorities come calling.
Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery). Your familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments. If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief. Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city. Most people find it odd that so many of the Wizards and Sorcerers there have kitty familiars, but to each his own. While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall. After all you place anyone with a familiar into question, and they don't like that. Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name. But thats okay because people suck. Cats are better.
Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
Encounters: Usually people will encounter you as your 'masters' wee lil kitty. Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker. It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you. Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+4 Small, +5 Tiny), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Undercommon, Elven
------------------------------------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, +6 Armor)
AC Tiny 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 33 (12 HD)
Fort +4, Ref +8 (+10 Small, +11 Tiny), Will +10
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +8/+3 (1d4)
Base Atk +6, Grp +5 (-2 Small, -7 Tiny)
Atk Options +1d6 Sneak Attack
Combat Gear 2 Beads of Force
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Small Str 4, Dex 19
Abilities Tiny Str 3, Dex 21
SQ Purr, Trapfinding, Kitty Form, Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Hide +13 (+23 Small, +28 Tiny), Knowledge (Arcana) +7, Knowledge (local) +6, Listen +10, Move Silently +10 (+16 Small, +17 Tiny), Search +6, Sense Motive +10, Spellcraft +9, Spot +8, Use Magic Device +8

Additional +4 Bonus to Hide Checks when in Kitty Form and in undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor (1 set for self, 1 set for Familiar), Two +1 Daggers (one for self, one for Familiar), 2 Beads of Force, 646 GP



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level. He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar. At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature. It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance. It's mental stats are now equal to 10 plus your Charisma modifier.

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better. Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities). It also now provides a different type of bonus based on it's new appearance.



Master's Level Powers
1-2 Mindlink, Alert Duo, Share Spells
3-4 Channel 1
5-6 Tag Team +3
7-8 Channel 2
9-10 Tag Team +4
11-12 Channel 3
13-14 Tag Team +5
15-16 Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it. The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell. At this point you may cast 0, 1st or 2nd level spells through your Familiar. You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus. It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks. Everyone trusts Grandpa.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight. Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc. Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage. Ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma! Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not. Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part. Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away. For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent. He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks. And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your familiar appears to be a completely average and forgettable guy/gal. Both you and your familiar gain a +3 bonus on Move Silently checks. No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your familiar appears to be a performer of some kind (usually a singer). Both you and your familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your familiar appears to be a stereotypical, physically weak intellectual with his nose in a book all the time. Both you and your familiar gain a +3 bonus on Knowledge (Arcane) checks.
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your familiar appears to be someone whom animals respond to well. A crazy old cat lady, or a ranger or druid perhaps. Both you and your familiar gain a +3 bonus on Handle Animal checks.
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your familiar appears to be an obvious criminal. Both you and your familiar gain a +3 bonus on Knowledge (Local) checks.
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your familiar gain a +3 bonus on Knowledge (Religion) checks.
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind. Maybe even a garden variety alcoholic. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your familiar appears to be an evocation specialist, warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

DracoDei
2008-09-04, 07:23 AM
"The Familiar" is one of those "Why didn't *I* think of that!" ideas.

You forgot to mention 0th level spells under "Channeling 1".

People (including Bhu) need to come up with more familiar types... we need like 20 or something... or maybe not. Just seems to me like there could be more.

Lorien077
2008-09-04, 11:11 PM
XD The familiar is horrible yet awesome. As for more people types.... maybe a nerd, sleazy-lawyerish one, diva, and completely generic guy/gal?

Bhu
2008-09-05, 06:02 AM
XD The familiar is horrible yet awesome. As for more people types.... maybe a nerd, sleazy-lawyerish one, diva, and completely generic guy/gal?

Horrible yet awesome? :smallconfused:

Norr
2008-09-05, 02:56 PM
The funny kind.

Sir Shadow
2008-09-06, 09:32 AM
XD this is funny... but really really cool. I mean, it would be great in really serious games too...


on a more disturbing note... Can the Familiar Cat Burglar be in humanoid form at the same time as the Humanoid Familiar? <_< if so... ugh... yea...

Owrtho
2008-09-06, 12:19 PM
I'd think the real question would be if they can have their real familiar change back and forth between normal form and humanoid form. If so it could alow for some rather entertaining role playing of infiltrating somewhere as two different people.

Owrtho

Bhu
2008-09-07, 07:05 AM
XD this is funny... but really really cool. I mean, it would be great in really serious games too...


on a more disturbing note... Can the Familiar Cat Burglar be in humanoid form at the same time as the Humanoid Familiar? <_< if so... ugh... yea...

The familiar is permanently in humanoid form.

I guess I should ask the inevitable questions: should this PrC keep all its spellcasting levels?


WIll have more familiars up soon

Bhu
2008-09-08, 05:02 AM
Okay I tweaked a few things and added some new familiars. Any thoughts on other variants?

Norr
2008-09-08, 06:28 PM
I don't think the familiar should lose more than one spellcasting level since spellcasting power isn't borken with this class.

Also, familiar personality, probably unbalanced:

The Beggar: Your familiar appears to be a slightly unkept person with little or no material assets. Nobody ever notice a beggar, and rarely pays attention to what the beggar might hear. Both you and your familiar gain a +3 bonus on Gather Information checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Spells with the Figment and Glamer descriptors Channelled through your Familiar are cast at +1 Caster level.

The Hood: Your familiar might be the mysterious hooded figure behind the pillar, or the guy in a trenchcoat looking at you from under the streetlight. If you are not paranoid, this is the guy following you. Both you and your familiar gain a +3 bonus on Hide checks.
Level 3: Familiar can always take 10 on Move silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Spells with the Shadow, figment, phantasm, darkness or fear descriptors Channelled through your Familiar are cast at +1 Caster level.

Bhu
2008-09-09, 05:40 AM
You have given me ideas as per usual Norr :smallbiggrin:

Bhu
2008-09-10, 04:27 AM
Well apparently I cant edit any of hte posts on the first page. So when I need to edit stuff I guess I'll have to repost it :(

FInished up the Familiar PrC, added more familiars too. Gonna add 2 more I think as soon as I think of some, and then tis off to the next PrC.

Fan
2008-09-10, 04:43 AM
May i be one of the many who appulad you. Excellent work sir, and I may be usin the Darth puttytat class here soon.:smallsmile:

Sir Shadow
2008-09-10, 03:10 PM
The Hero
The Villain
The Messenger (or Middleman)
The Minion...
might also be some good ideas for the Familiars... <_<

Owrtho
2008-09-10, 03:52 PM
Some thoughts might be the inhuman (no one can seem to find any way to relate to them or tell what their thinking), and the xenophobe (doesn't trust anyone).

Owrtho

Bhu
2008-09-11, 05:03 AM
Okay I got 2 more up. That makes for quite a few Familiars now. I shall move on to the next one if there are no requested additions :D

Norr
2008-09-11, 05:37 AM
The Evil Midnight Bomber What Bombs At Midnight: Your familiar appears to be an evocation specialist, warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your familiar gain a +3 bonus on Knowledge (Alchemy) checks.
Level 3: Familiar can always take 10 on Knowledge (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channelled through your Familiar are cast at +1 Caster level.

Knowledge (alchemy)? Shouldn't that be craft (alchemy)?

Debihuman
2008-09-11, 02:43 PM
Indeed. It is Craft (Alchemy). Knowledge Alchemy would simply fall under Knowledge (Arcana).

I have Jeff Foxworthy on the brain and I just can help thinking about the Redneck familiar!

Level 3: Familiar can always Take 10 on Knowledge (Local) checks.
Level 6: Gains Weapon Profiency with a Shotgun
Level 9: All spells with verbal components now begin with the phrase "Hey Y'all Watch This"; such spells channeled through your Familiar are cast at +1 Caster Level.

Debby

Lorien077
2008-09-12, 11:06 PM
Sorry about this, another humanoid familiar idea:

The Emo Kid: Your familiar appears to be an angsty teenage boy or girl, wearing the typical black garb, and poorly dyed hair of an emo kid. Both you and your familiar gain a +3 bonus on disguise checks: there's a lot of makeup involved.
Level 3: Familiar can always take 10 on disguise checks.
Level 6: Familiar gains Diehard as a Bonus Feat.
Level 9: Necromancy spells Channelled through your Familiar are cast at +1 Caster level.

Bhu
2008-09-14, 05:32 AM
Sorry bout that I fixed the Alchemy thingie. I'll revisit Familiars again. And now for the next bit of fun:

LAZOR KITTEH

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

"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower. Some Warlocks were brought in and voila, Lazor Kittehs.

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
Feats: Lazor Kitteh
Skills: Knowledge (Arcana) 4 Ranks


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Lazor Feat, Lazor Invocations
2. +1 +0 +0 +3 Oh hi..I upgraded MAH LAZOR! +1d6
3. +2 +1 +1 +3 IMMA CHARGIN' MAH LAZOR! +1d8
4. +3 +1 +1 +4 Lazor Feat
5. +3 +1 +1 +4 Oh hi..I upgraded MAH LAZOR! +2d6
6. +4 +2 +2 +5 IMMA CHARGIN' MAH LAZOR! +2d8
7. +5 +2 +2 +5 Lazor Feat
8. +6 +2 +2 +6 Oh hi..I upgraded MAH LAZOR! +3d6
9. +6 +3 +3 +6 IMMA CHARGIN' MAH LAZOR! +3d8
10.+7 +3 +3 +7 Do not ---- with Lazor Kitteh

Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc). However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh.

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast)

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane. Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not ---- with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw. For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome...
Combat: Your a blaster, so work on improving eldritch blast as much as you can. After all you wont be getting many other Incantations...
Advancement: Lazor Kittehs are pretty much restricted in advancement. You give up versatility for enormous firepower.
Resources: Besides the guild you have whatever gave you your powers as a Warlock. Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes. In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you. You do an awful lot of ranged spanking for your employers...
Daily Life: Your either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'.
Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one). Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
Organizations: Many Lazor Kittehs belong to some sort of club. Sort of like a gun range for members only to have shooting competitions. Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!! OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages. They do one thing and do it well. But beyond that they nap a lot.
Adaptation: Definitely a silly campaigner.
Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them. Or they may get them as bodyguards. After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from. It seems to be getting irritated by biting flies. It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia). Then rays of light from it's eyes blow the flies out of the sky. Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +6, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +6 Armor, +4 Deflection)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +8 (+10 Small, +11 Tiny, +12 Diminutive), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Light Mace +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +18 (1 point) and 1 Bite +13 (1d2-4)
Ranged Eldritch Blast +10 Ranged Touch (5d6)
Ranged Small Eldritch Blast +13 Ranged Touch (5d6)
Ranged Tiny Eldritch Blast +15 Ranged Touch (5d6)
Ranged Diminutive Eldritch Blast +18 Ranged Touch (5d6)
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6, IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear 6 Potions of Cure Serious Wounds
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +7 (+13 Small, +14 Tiny, +15 Diminutive), Concentration +10, Hide +12 (+22 Small, +27 Tiny, +32 Diminutive), Intimidate +14, Knowledge (Arcana) +7, Listen +6, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Spellcraft +7, Spot +11, Tumble +7 (+9 Small, +10 Tiny, +11 Diminutive), Use Magic Device +14

Additional +4 Bonus to Hide Checks in high grass or undergrowth while in Kitty Form
PossessionsCollar of Holding, Cute Widdle Bowsies, Warlock's Scepter, +6 Bracers of Armor, +4 Ring of Protection, Ring of the Darkhidden, 6 Potions of Cure Serious Wounds, 445 GP




Defensive Blast
"Back off monkey boy!"
Prerequisites:Eldritch Blast, Precise Shot
Benefit: You may use your Eldritch Blast without provoking an attack of opportunity.




Both Barrels
"Hurts don't it monkey boy?"
Prerequisites:Eldritch Blast, Oh hi...I upgraded MAH LAZOR!!
Benefit: When using you Eldritch Blast you fire two Blasts at once. Both Blasts must be aimed at the same target however, and each Blast does damage as if you were a Warlock 3 levels lower. When using your IMMA CHARGIN' MAH LAZOR! ability, the extra dice applies to both Blasts, as do any Eldritch Essence or Blast Shape Invocations.



EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!: The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.

DracoDei
2008-09-14, 09:05 AM
How does the restriction in Lazor Invocations: apply if the Lazor Kitty later (for instance after taking all 10 levels of this PrC) takes a level or three of plain-ol' Warlock?

Owrtho
2008-09-14, 02:24 PM
LAZOR KITTEH
^
|
This makes me soo happy. Also, another note on possible usefulness of the lazor kitteh.
If you have sufficiant stats (such as good dex and weapon finesse with good cha), you can change to your smallest form and use hidious blow with beshadowed blast to blind foes, do eldritch blast damage, and sneak attack damage and end up blinding the opponent to do sneak attack next round as well.

Owrtho

Bhu
2008-09-15, 08:51 AM
How does the restriction inLazor Invocations: apply if the Lazor Kitty later (for instance after taking all 10 levels of this PrC) takes a level or three of plain-ol' Warlock?

It only applies to levels of Lazor Kitteh, fixed the text.


So anyone think it needs anything?

streakster
2008-09-15, 08:57 AM
Since you lose so much versatility, I'd give it a few bonus d6's. Maybe +1d6 blast damage at one or two of the dead levels? Eldritch Blast really starts to fall behind an archer or blasty mage at high level play...

Anyway, that's just a thought. It really looks great! I know I'd play one.

Owrtho
2008-09-15, 09:33 AM
Doese this count as levels in cat burglar for the kitty feats? Also, maby a feat that makes use of the fact people don't expect cats to shoot lazors (ie: Where'd that blast come from? Not sure, thought it was here, but there's nothin but a cat... Can I keep it? ......). Also, can the Eldritch blast be used for sneak attacks (aside from hideous blow which includes a melee attack)? If not I'd consider alowing them to do so with it.

Owrtho

D Knight
2008-09-15, 03:20 PM
Can you only use the ablities in Kitty Form or any time you what to? Also this is just pure gold and perrrfect.

sorry had to use the joke some how.

Bhu
2008-09-16, 05:25 AM
Since you lose so much versatility, I'd give it a few bonus d6's. Maybe +1d6 blast damage at one or two of the dead levels? Eldritch Blast really starts to fall behind an archer or blasty mage at high level play...

Anyway, that's just a thought. It really looks great! I know I'd play one.

Added some dice. Cant believe id forgotten that..

Bhu
2008-09-16, 05:27 AM
Doese this count as levels in cat burglar for the kitty feats? Also, maby a feat that makes use of the fact people don't expect cats to shoot lazors (ie: Where'd that blast come from? Not sure, thought it was here, but there's nothin but a cat... Can I keep it? ......). Also, can the Eldritch blast be used for sneak attacks (aside from hideous blow which includes a melee attack)? If not I'd consider alowing them to do so with it.

Owrtho

Nope. Unless hte PrC's specifically mention they count as Cat Burglar levels for Feat purposes, they dont. If a regular Warlock can use Eldritch Blast for Sneak Attacks (assuming he multiclassed as Rogue) so could this kitty.

Bhu
2008-09-16, 05:28 AM
Since you lose so much versatility, I'd give it a few bonus d6's. Maybe +1d6 blast damage at one or two of the dead levels? Eldritch Blast really starts to fall behind an archer or blasty mage at high level play...

Anyway, that's just a thought. It really looks great! I know I'd play one.

I hadn't tohught about that. I didn't specify so anytime I guess.

Debihuman
2008-09-16, 05:51 AM
Soooo, does Lazor Kitteh get a gaze attack? That would be perfect!

Debby

Owrtho
2008-09-16, 08:37 AM
Nope. Unless hte PrC's specifically mention they count as Cat Burglar levels for Feat purposes, they dont. If a regular Warlock can use Eldritch Blast for Sneak Attacks (assuming he multiclassed as Rogue) so could this kitty.

But soo many of them require hiigh levels of cat burgler (considering multiclassing to reach a prc that is). And there seems to be no particular reason for them to exclude the prc's. Examples would be Schrodingers Kitty
level 9, Monkey Gone to Heaven level 12, Asmodeus Was Mah Daddy! level 18, Whenever a Bell Rings level 12, and in general, all of the "heritage" feats.

I can understand some of the feats in the first part, but the haritage ones don't make sense to not include the prcs.

Owrtho

Bhu
2008-09-17, 05:54 AM
Soooo, does Lazor Kitteh get a gaze attack? That would be perfect!

Debby

Not currently, but I am thinking of tweaking it a lil, so all is possible,...

Bhu
2008-09-17, 05:55 AM
But soo many of them require hiigh levels of cat burgler (considering multiclassing to reach a prc that is). And there seems to be no particular reason for them to exclude the prc's. Examples would be Schrodingers Kitty
level 9, Monkey Gone to Heaven level 12, Asmodeus Was Mah Daddy! level 18, Whenever a Bell Rings level 12, and in general, all of the "heritage" feats.

I can understand some of the feats in the first part, but the haritage ones don't make sense to not include the prcs.

Owrtho


Originally they were done with levels as prereqs cause someone pointed out there was no reason to take straight Cat Burglas as opposed to the various PrC's. I'll have to fix the Heritage Feats though.

Bhu
2008-09-18, 04:50 AM
FOrum wont let me edit the Feats post (sigh). I'll have to repost em.


The Lazor Kitteh doesnt seem to work for me as is. The idea was giving up some versatility fro added firepower. It appears to give up more than a little versatility, for not much extra firepower. I need to fix this somehow.

Norr
2008-09-18, 06:06 PM
I found something relevant to this thread. (http://icanhascheezburger.com/2008/09/17/funny-pictures-burglar-haz-yur-wallet/)

Also on lazor kitty, despite the extra dice of damage it seems a little weak. I suspect something could be done by allowing you to 'charge your lazors' for extra dice of damage. With higher levels this could allow you to charge longer and for a further increased damage bonus (d6 or cha-based). Since eldritch blast only need a ranged touch attack (thus ignoring armor) a bonus to hit would be largely irrelevant due to cat burglars already high dexterity.
In fact, when the community got past the 'at will' nature of the warlocks blast, it was largely agreed that the warlocks eldritch blast is vastly underpowered as-is, since a guy with a magic bow or any primary caster can match and out-match the eldritch blast at almost every level.
Charging should also scale with time charged. If you can do more damage by shooting off one blast per round than you can by charging for one round and blast the next, the charging part will not be used by players (unless they are setting up an ambush and want extra damage for the first round of combat).

My tip is to allow the lazor kitty to make 'IMMA CHARGIN' MAH LAZOR!' the main class feature, adding 2d6 extra damage per round charged (Maximum = ½ lazor kitty level) at low level and 4d6 per round charged (maximum = lazor kitty level) at mid level and 6d6 per round charged (maximum twice lazor kitty level) at high level. At 10th level the lazor kitty may apply the 'empower supernatural ability' feat to the kitty lazor when fully charged.
Also make the eldritch blast damage progress the same in Lazor kitty as the warlock (+1d6 / 2 levels) to avoid falling behind that. Say +1d6 at second level and every other level beyond that, for a maximum at +5d6 at 10th level.

This means that a Cat burglar 1 / warlock 3 / Lazor kitty 10 (character level 14) will be able to deal 7d6 of damage uncharged, the same as a regular warlock.
The 14th level lazor kitty above charging for one round and blasting on the second would deal 13d6 damage, which is about 1d6 lower than two uncharged blasts.
Charging for two rounds would deal 19d6 damage, 2d6 lower than three uncharged blasts.
Charging for three rounds would deal 25d6 damage, 3d6 lower than four uncharged blasts.
Charging for four rounds would deal 27d6 damage, 8d6 lower than five uncharged blasts. The last round charged added only 2 additional dice because the lazor kittys damage/level cap. However, since the lazor kitty is at PrC level 10, its damage increases by 50% when fully charged, making it deal approximately 40d6 damage with a four round charge to fire off on the sixth round. Five uncharged blasts would deal a total of 35d6 damage, so the damage gain isn't as big as it looks. However, it would make the lazor kitty a devastating sniper if it can afford to spend five rounds of combat being idle, or hiding and chargin' before combat.

Now that I think on it, maybe it wasn't such a good idea. The point of this class was to be good with extra blast damage, which this variant clearly isn't.

However, it might work if it's put like this:

IMMA CHARGIN' MAH LAZOR!

You may spend full round actions to charge your lazors. For every full round action you spend charging your lazors, you add one multiple of your eldritch blast damage dice to your total damage dice (The formula is ((X+1)*YD6+X*M*Z) damage, where X is the number of rounds you charge, and Y is your normal amount of eldritch blast damage dice, M is your Charisma bonus multiplier and Z is your Charisma bonus).
Example: A warlock 3/Cat burglar 1/Lazor kitty 2 usually does 3d6 blast damage, charging for one round allows it to deal 2*3+1*1*CHA = 6d6 blast damage + CHA, compared to 6d6 damage for two uncharged blasts.
Example 2: A warlock 3/Cat burglar 1/Lazor kitty 7 usually does 5d6 blast damage, charging for two rounds allows it to deal 3*5+2*2*CHA = 15d6 + 4*CHA blast damage, compared to 15d6 damage for three uncharged blasts. Depending on your CHA bonus, that's 16 extra damage assuming Cha 17 and cloak of charisma +1.

Note that you may not move or take any other actions (except free and immediate actions) when charging your lazor.

At level 1 At level 1 you may charge your lazor for one round and gain bonus damage equal to your CHA bonus.
((1+1)*(2 to 3)D6+1*CHA) = 4 to 6 D6 +CHA (usually +4) damage for full charge (charge 1 round, fire on second) assuming 16 Charisma and a cloak of charisma +1.

At level 4 you may charge your lazor for one round and gain bonus damage equal to twice your CHA.
((1+1)*(4 to 5)D6+2*CHA) = 8 to 10 D6 +2*CHA (usually +10) damage for full charge (charge 1 round, fire on second) assuming 17 Charisma and a cloak of charisma +2.

At level 7 you may charge your lazor for two rounds and gain bonus damage equal to twice your CHA bonus for every round you spend charging.
((2+1)*(5 to 6)D6+2*2*CHA) = 15 to 18 D6 +4*CHA (usually +24) damage for full charge (charge 2 rounds, fire on third) assuming 17 Charisma and a cloak of charisma +3.

At level 10 you may charge your lazor for two rounds and gain bonus damage equal to three times your CHA bonus for every round you spend charging.
((2+1)*7D6+2*3*CHA) = 21 D6 +6*CHA (usually +48) damage for full charge (charge 2 rounds, fire on third) assuming 18 Charisma and a cloak of charisma +4.

Charging one round at level 10 would instead give you 14d6 + 3*CHA instead.

This can be worded more simply like this:

IMMA CHARGIN' MAH LAZOR!

You may spend full round actions to charge your lazors. For every full round action you spend charging your lazors, you add one multiple of your eldritch blast damage dice to your total damage dice (The formula is ((X+1)*YD6+X*M*Z) damage, where X is the number of rounds you charge, and Y is your normal amount of eldritch blast damage dice, M is your Charisma bonus multiplier and Z is your Charisma bonus).

When you have charged your lazor, you may fire it as a standard action the following round. (I also think you should be able to 'hold the charge' if you are fully charged, allowing you to move around if your target runs away).

Note that you may not move or take any other actions (except free and immediate actions) when charging your lazor.

At level 1 you may charge your lazor for one round and gain bonus damage equal to your CHA bonus (M=1).

At level 4 you may charge your lazor for one round and gain bonus damage equal to twice your CHA (M=2).

At level 7 you may charge your lazor for two rounds and gain bonus damage equal to twice your CHA bonus for every round you spend charging.

At level 10 you may charge your lazor for two rounds and gain bonus damage equal to three times your CHA bonus for every round you spend charging (M=3).

--

The 'target aquired' ability is cool, though maybe a bit bland. Also, hitting opponents with eldritch blast shouldn't be too hard (but its handy to have if you run into those pesky Dexterity dodgers).

'Eldrtich Blast' (should be 'Eldritch blast' btw, or better yet: Lazor blast) should be changed into what I outlined above, +1d6 at level 2 every even-numbered level after that (+5d6 at level 10) to keep it on par with single-classed warlocks. This makes a Cat burglar 1/ Warlock 9/ Lazor kitty 10 have 10d6 eldritch blast damage, as compared to 9d6 for a pure warlock.

'Lazor invocations' and 'Lazor feats' are all part of the class, the latter allowing a bit more customization.

'Oh hi...I upgraded MAH LAZOR!' is nice, though somehow it doesn't seem all that imposing. I ahve this feeling it could be something much cooler, but all the things I can think of can already be accomplished by blast invocations.

'Do not ---- with Lazor Kitteh' I love this one. It's perfect. Lazor kitty is not to be ----ed with.

Also, I wonder if there can be a capstone of some sort, like this (http://icanhascheezburger.com/2007/01/13/kitty-has-reached-critical-mass/)

Owrtho
2008-09-18, 06:40 PM
Norr, not sure if you realized this, but the required feat "Lazor Kitteh" makes cat burgler levels count as warlock levels for the purpose of how much damage your eldritch blast does. Also, a thought that might help this class is if it still got sneak attack upgrades, even if at a slower rat than the cat burgler. That might alow it to slightly offset the lack of power if it can occasionaly get a sneak attack.

Owrtho

Bhu
2008-09-19, 06:24 AM
WOw thats the biggest reply I've gotten in a while!!!

The Lazor Kitteh appears to be popular...

Norr
2008-09-19, 06:45 AM
Norr, not sure if you realized this, but the required feat "Lazor Kitteh" makes cat burgler levels count as warlock levels for the purpose of how much damage your eldritch blast does. Also, a thought that might help this class is if it still got sneak attack upgrades, even if at a slower rat than the cat burgler. That might alow it to slightly offset the lack of power if it can occasionaly get a sneak attack.

Owrtho

Okay, that probably means you would go cat burglar 7/ Warlock 3/ Lazor kitty 10, but Lazor kitty does not count as Cat burglar for the purpose of the Lazor kitty feat, NOT giving extra eldritch blast damage for Lazor kitty levels.
That's why I've put in the extra blasts at even-numbered levels.
However, if it would be specified under the lazor kitty Eldritch blast description that levels in Lazor kitty counts as levels in Cat burglar for the purpose of this feat, it would replace the Eldritch blast damage progression I suggested above, of course.
Though some extra dice of damage would be nice, since the lazor kitty miss out on all non-blast shape invocations.

Owrtho
2008-09-19, 08:29 AM
Realize that. What I ment was more that you could do just 1 level of warlock to qualify for the class as opposed to taking 3 and unless there is a good skill at lvl 3 for warlocks I'd likely just take the one (actualy 2, but thats cuz the detect magic could come in handy for stealth characters).

Owrtho

DracoDei
2008-09-19, 11:00 AM
Just be careful that it doesn't turn into a situation of "Players can detect incomming enemies, or otherwise lay in wait for 1 minute to 24 hours (no max on holding a charge, right?) then they autokill one enemy.

Sir Shadow
2008-09-19, 08:20 PM
Draco brings up a good point, it may be wise to put a cap on the "chargin", since 1 round = 6 seconds...

DracoDei
2008-09-20, 02:50 AM
He has a cap I think...
The issue is also long the charge can be held.
Look at the Soul-Knife for an SRD example of a class with a similar ability for charging an attack (its does very little extra, but can be reloaded outside combat, and held basically indefinitely) if I recall correctly.

Norr
2008-09-20, 08:03 AM
@Dracodei: Well, either you could hold the charge for two rounds, fire on third, or you could have to spend a standard action each round to keep the charge held. However, wizards and sorcerers can hold their charges indefinately.

@Sir shadow: I was kinda thinking aloud (or whatever the text-equivalent version is) and ended up suggesting the lazor could be charged no more than two rounds (fire on third or hold charge).

@Owrtho: Sorry, that's what I get for typing at 1 am. I get what you mean, you get one level of warlock, full warlock blast progression AND sneak attack. This in and of itself would give you a capable lazor kitty wothout giving much up. So, the point of the class should be to make the lazor kitty do something a Cat burglar X/ Warlock 1 (or 2) cannot.

@DracoDei (again): Soulkninfe psychic strike is interesting, very interesting (to me anyway). What if you could charge your lazor for 'psychic srike damage' (a number of D8s that increase with lazor kitty level) as a move action and release it with your next lazor blast? That means a lazor kitty in a sniping position could have the routine of Charge, blast, charge, blast and still get a shot off each round. If mobility is required, the kitty just blast and don't charge. Brilliant.

How about this:

IMMA CHARGIN' MAH LAZOR!

At second level you may spend a move action to charge your lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Lazor kitty syn... siner... works well togethar.

Your Lazor kitty level counts as levels in cat burglar for the purpose of the lazor kitty feat.

Maybe something can be done with these.

Bhu
2008-09-21, 07:32 AM
Ill be revising it shortly. A few things happened during the weekend to prevent me from being online, but sometime this evening I'll have time to sit down I hope.

Bhu
2008-09-23, 06:05 AM
Okay I rearranged it a bit, hows it look now?

Norr
2008-09-23, 07:46 AM
It looks nice and simple. One thing though, 10 levels of warlock give 5d6 blast damage. 10 levels of lazor kitty give 3d6 blast damage and another 3d6 if you spend an action charging. As it is now, a lazor kitty must take an extra move action prior to blasting to avoid a damage penalty compared to a pure warlock (or warlock 1/ cat burglar x with lazor kitty feat). A total extra of 2d6 blast damage from 'Oh hi...I upgraded MAH LAZOR!' would cover this.
Also, I think 'improved critical (eldritch blast)' should be under lazor feats.

Bhu
2008-09-24, 05:47 AM
I was thinking of giving them a Feat that allowed them to use two Eldritch Blasts, sort of like the Split Ray Feat. That might give them enough extra oomph.

Norr
2008-09-24, 09:16 AM
Ah, that... would be kinda scary... *grin*. After all, lazor kitties have TWO eyes. Ignore my previous post.

Bhu
2008-09-25, 04:49 AM
The only sticking point being do i make it a limited number of times per day and if so how many.

Owrtho
2008-09-25, 12:26 PM
I'd say no, but make it so they need to target the same spot (not necasarily use the same blast shape/envocation, though using different ones might be limited times per day or a feat, maby w/ the result of making your eyes different colours). The current lazor cat has less power on a regular use than just going strait worlock (or strait warlock/cat burgler with lazor kitteh). This would alow them to be powerful enough that it warnts changing if you want to focus on blasting (it currently could be argued to be more powerful to change go 1 warlock/13 cat burgler to get full eldritch blast progression and sneak attack). Thus I think it should be free to use both (though maby each looses like 3d6 damage or something similar, which could reduce each time you get chargin mah lazors or something similar).

Owrtho

Bhu
2008-09-27, 04:30 AM
Okay the Both Barrels Feat is up, lemme know what you think

Lorien077
2008-09-27, 02:08 PM
Yay for the both barrels feat. Though do you want it set so they can use it as much as they want? Just checking.

Sir Shadow
2008-09-28, 09:54 AM
<_<
>_>

how about a "Crossed Eyes" feat that allows you to have two different targets?

Just the thought of a Lazer Kitty crossing its eyes and blasting makes me laugh... of course that makes me think of "crossing the streams" from Ghostbusters.

Owrtho
2008-09-28, 06:09 PM
I'd think Both Barrels should be a class feature, and have feats to allow variations between the eyes. Also I'd think it should be unlimited use, but something like each does 2d6 less damage than your regular blast. Some possible feat ideas would be the crossed eyes one above, Different Focus (your pupils are different shapes allowing you to apply different blast shapes to the two beams), and Another Color (your eyes are different colors allowing you to apply different essences to the two beams).

Owrtho

Bhu
2008-09-29, 03:58 AM
Okay I edited the Feat a lil. Lemme know what you think

Bhu
2008-09-30, 06:26 AM
Oh, and I should mention as a surprise there's 2 halloween themed PrC's coming up after this one is done :smallbiggrin:

Norr
2008-09-30, 01:05 PM
Hi, I has been away for a bit. Is back now.

I think this class looks pretty good now as it is. One thing though, The 'Both barrels' feat is so good every lazor kitty will (and should) take it. However, the 'Do not ---- with Lazor Kitteh' ability doesn't increase blast damage all that much.
My suggestion is that these two swich places: Both barrels could be the Lazor kitty capstone and 'Do not ---- with Lazor Kitteh' could be a feat, because the former is really all about blast damage.

Cieyrin
2008-09-30, 02:32 PM
My question with Double Barrel is how does the feat and IMMA CHARGIN' MAH LAZOR! interact? Would both blasts be charged up or just one?

As for making it the capstone, i don't think that'd be the greatest idea, as, while it's good, that would limit the number of feats you could use to effect it, like the feats suggesting it.

Owrtho
2008-09-30, 03:33 PM
I still say it should be a lower level skill you get for the class (level 5 at the latest). Then there should be some feats to improve it. Also it should specify that both blasts must use the same blast shapes and essences (the ability to use different ones should be feats).

Owrtho

streakster
2008-09-30, 03:43 PM
Two Questions: If I use Both Barrels, I only lose Warlock dice, correct? Not the ones from upgrading my Lazor?

Also, are there any plans for a Dragonfire Adept Kitty?

Bhu
2008-10-01, 03:39 AM
Two Questions: If I use Both Barrels, I only lose Warlock dice, correct? Not the ones from upgrading my Lazor?

Also, are there any plans for a Dragonfire Adept Kitty?

the Upgrade Dice are basically +1d6 blast (I just gave it a fancy name).


I didn't curently have any plans for a DA Kitty, ut I can always make one if theres interest :D

Owrtho
2008-10-01, 04:00 AM
That would be entertaining (lol, fire-breathing cat terrorizing the town). Also, once you finninsh those your currently working on, I'd like to see one based on this picture:
http://i167.photobucket.com/albums/u152/Owrtho/Cat/catcoffee.gif
(not sure what it would do but it seems entertaining).

Owrtho

Bhu
2008-10-01, 04:37 AM
Peek back at the Watchcat PrC, it has coffee Feats :D

There is a giant cat PrC for Epic levels coming too.

DracoDei
2008-10-01, 12:01 PM
As in "merely" Gargantuan or Colossal or are we talking Kaiju (sp?)here?

Cieyrin
2008-10-01, 01:07 PM
As in "merely" Gargantuan or Colossal or are we talking Kaiju (sp?)here?

King Cat or Catzilla? rofls :smallbiggrin:

On a more serious note, i'd like to see more epic kittiness as well, whether it be the definition of all the epic cat feats that are at the beginning of the thread or epic Cat Burgler PRCs, so we can exemplars of Ceiling Cat and Basement Cat battling it out for planar supremacy! :smallamused:

Such as in the picture below:
http://icanhascheezburger.files.wordpress.com/2008/04/funny-pictures-basement-cat-vs-ceiling-cat.jpg

Bhu
2008-10-02, 03:55 AM
As in "merely" Gargantuan or Colossal or are we talking Kaiju (sp?)here?

Not quite Kaiju size :D

Bhu
2008-10-02, 04:48 AM
BAD KITTY

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

"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want. Screw being subtle like those other cats.

BECOMING A BAD KITTY
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

ENTRY REQUIREMENTS
Class Features: Kitty Form, Dark Companion
Feats: Black Cat
Skills: Intimidate 8 Ranks


Class Skills
The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Black Cat (Companion Merge)
2. +1 +0 +0 +3 Boo (Fear)
3. +1 +1 +1 +3 Don't Cross My Path (1 day)
4. +2 +1 +1 +4 Black Cat (Shadow Merge)
5. +2 +1 +1 +4 Boo (Eyebite)
6. +3 +2 +2 +5 Don't Cross My Path (1 year)
7. +3 +2 +2 +5 Boo (Evil Glare)
8. +4 +2 +2 +6 Black Cat (Shadow Walk)
9. +4 +3 +3 +6 Don't Cross My Path (permanent)
10.+5 +3 +3 +7 Baaaad Kitty

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

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own or has glowing eyes. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC.

At 4th level you can appear to merge with any shadow you enter and become as big as it. In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes. This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus. This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 8th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be. This means just about anywhere at night, or in dark areas during the day. Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 7th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su): At 3rd level the effects of your Hexblades curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent. In any case the effects can be removed by Remove Curse, Miracle, or Wish. You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do. You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse. The recipient does not get a Saving Throw or Magic Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life. Everyone thought you were evil from birth because of your powers. Fortunately you also have some nice abilities to make up for it. And you pretty much use them to take what you want, and get even with anyone who ticks you off.
Combat: Bad Kitties excel at causing fear and debuffing opponents. Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.
Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort. They aren't subtle or complex.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch. The Cat Burglar Guilds sometimes help out but even they find you spooky.

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades. Something about them spooks people. They spend their time keeping to themselves pretty much.
Daily Life: You get up, steal breakfast. Maybe rob a few people or do some stuff. Steal lunch. Nap. Scare a few more people before stealing dinner. When night comes then you have your real fun...
Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town. Believed to be the familiar of an Evil Witch he himself had a hand in putting down he uses the reputation to his benefit. Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
Organizations: Bad Kitties have no real organization. Even when they band together to help one another they pretty much fight as a mass of individuals.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you. Being confused with the Breathsuckers occasionally doesn't help.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive. Even their allies don't trust them completely.
Adaptation: With a little adaptation this could fit into a horror campaign. Many mythological witches or monsters turn into cats.
Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night. Or maybe the cat that is watching them every time they look out the window. Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares the crap out of them. And then curses them loudly in a human voice. And then sneaks into their room at night and wakes them up by staring at them while they are sleeping. And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin, Sylvan
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20 (+4 Size, +5 Dex, +6 Armor)
hp 58 (12 HD)
Fort +3, Ref +6 (+8 Small, +9 Tiny, +10 Diminutive), Will +11
Arcane Resistance +4, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Kukri +9/+4 (1d4+1/18-20)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4)and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -4 Tiny, -8 Diminutive)
Atk Options Hexblade's Curse 3/day (DC 19), Boo (Fear, Eyebite), Don't Cross My Path (1 year)
Combat Gear 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions
Spells Known (CL 2) 1st: Bloodletting, Catsfeet (1 spell per day)
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr. Kitty Form, Trapfinding, Black Cat
Feats Ability Focus (Curse), Anklebiter, Black Cat, Empower Curse, Extra Curse, Weapon Finesse (Curse Feats are from Dragon Magazine 339)
Skills Balance +4 (+14 Small, +15 Tiny, +16 Diminutive), Bluff +5, Climb +4 (+10 Small, +11 Tiny, +12 Diminutive), Concentration +4, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Knowledge (Arcana, Local) +4, Intimidate +14, Listen +5, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Search +4, Sense Motive +5, Spellcraft +4, Spot +5, Survival +13, Use Magic Device +5

Additional +4 Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Hexbands, +2 Vexing Hexburst Kukri, +4 Bladejinx Leather Armor, 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions, 1032 GP

Vexing and Hexburst weapon properties are from Dragon 339, Bladejinx Armor property is also from Dragon 339


EPIC BAD KITTY

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


Litter Box Curse
"FRAAAAAAAP!"
Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week. Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode. Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse.


LOLCurse
MWUHAHA!
Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability.


Allergy Curse
"ACHOOO!!!"
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats. They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave. Remove Curse will dispel this effect.


Scratching Post
Cats know you mean trouble...
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him. Nothing will convince them to befriend him unless they are magically forced to. Remove Curse will dispel this effect.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
Prerequisites: Kitty Form, Hexblade's Curse
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, incredibly beautiful women of any species except your own find you incredibly sexy. The further removed from your own species they are, the worse it is. For example if you are a human, a Frost Giant woman might take no for an answer. If you have been confronted with a female Aboleth however, there's trouble ahead. Your Charisma based skills have a -2 against all women not of your species as they don't view you as intelligent or worthwhile, just doable. This effect is permanent until removed by Remove Curse or a similar spell. Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339.

Norr
2008-10-02, 09:54 AM
I think the 'Baaad kitty' ability whould use greater bestow curse (complete divine/races of destiny) rather than a regular bestow curse. The ******* did kill you after all...

Also, to incite your opponent to do you favors, you should be able to remove your the penalties of your 'hexblades curse' from them if you wish to, especially when the curse becomes otherwise permanent.

All in all, this is a cool class. I would also say this class would be the only reason for me to ever play a hexblade in the first place. :smallsmile:

Bhu
2008-10-03, 05:07 AM
I luv the Hexblade flavor wise, but mechanically it needs a lil.

Will be revising shortly, especially the Blcak Cat abilities they seem a lil vaguely worded.

Owrtho
2008-10-04, 12:40 AM
Might just be me, but this (http://www.youtube.com/watch?v=muLIPWjks_M) somehow seems so apropriate for this thread.

Owrtho

Bhu
2008-10-04, 05:41 AM
I saw the Ninja Kitty. Luv them cat vids.

I made some revisements. Any thoughts? Think the ability to merge with shadow should give them reach?

Bhu
2008-10-05, 05:40 AM
Anyone think they could use a few new Hex Feats btw?

Norr
2008-10-05, 02:03 PM
You mean like 'Lolcurse', 'Hexblades hairball' and 'Kitty litter curse'? Hell yeah.

Also, kitty litter golem. :smallbiggrin:

Bhu
2008-10-06, 06:30 AM
Trying to figure out how to make the whole "bad luck if they cross oyur path" bi work as a Hex Feat...hmm.

Owrtho
2008-10-06, 10:09 AM
I know, how bout something like trail of sorrow.
trail of sorrow: A black cat can use expend two daily uses of its Hexblades Curse to activate trail of sorrow for one round. While acive, the black cat creates an invisible trail where it walks. All creatures that cross this trail other than the black cat itself (alies and enemies) are inflicted with the Hexblades Curse or any ability the blackcat has that is activated by using a daily use of the Hexblades Cures (effect must be chosen upon activating the ability). The trail lasts for a number of rounds equal to half you black cat level with a minimum of 1.

Well that at least seems like it would emulate the black cat crosses your path thing. Not sure how balanced it is though.

Owrtho

DracoDei
2008-10-06, 01:29 PM
No... that is YOU crossing the CATS path...
To be more true to the wording of the superstition: Have a curse target every creature whose movement since the Bad Kitties last turn it passes through....

Owrtho
2008-10-06, 02:50 PM
I'm really confused by your wording. However the first part leads me to think you mean the cat crossing the path of a creature who has moved since your last turn. That said, while it is truer to the wording, it is inaccurate to the meaning of the superstition. The superstition is not if the cat crosses the path you have traveled, but the one you are going to travel. I think it comes from something about the cats being evil spirits and by crossing infront of you temporarily cut you off from god. As such I think it would be truer to the superstition if it was the way I said it above.

Owrtho

DracoDei
2008-10-06, 03:26 PM
That said, while it is truer to the wording, it is inaccurate to the meaning of the superstition. The superstition is not if the cat crosses the path you have traveled, but the one you are going to travel. I think it comes from something about the cats being evil spirits and by crossing infront of you temporarily cut you off from god.
Very well then, carry on, jolly good show!

Bhu
2008-10-08, 04:29 AM
Theres also a superstition about a corpse becoming undead if a black cat walks over it. Think it would be neat to add it too, or is it to unrelated to the current abilities?

Owrtho
2008-10-08, 08:01 AM
Ah, that is a different superstition, but probably has similar origins (a lot of the bad stuff about cats seems to have come from the sorta a smear campaign against the Egyptian religion and their cat god). I think in a lot of cases it had to do with cats or dogs jumping over a yet to be buries body. It caused them to be kept away when they were having funerals and the period beforehand. Been awhile since I looked at that one though, so I can't remember the details. Though it actually makes the person a vampire (of some type, forget which, could probably just be made a normal undead to avoid brokenness).

Owrtho

Cieyrin
2008-10-08, 02:46 PM
Ah, that is a different superstition, but probably has similar origins (a lot of the bad stuff about cats seems to have come from the sorta a smear campaign against the Egyptian religion and their cat god). I think in a lot of cases it had to do with cats or dogs jumping over a yet to be buries body. It caused them to be kept away when they were having funerals and the period beforehand. Been awhile since I looked at that one though, so I can't remember the details. Though it actually makes the person a vampire (of some type, forget which, could probably just be made a normal undead to avoid brokenness).

Owrtho

Speaking of Bast, that would be a good idea for a PRC for a Cat Burgler/Cleric of Bast, which I would enjoy seeing. I'd have research Bast some to see what her domains and what a priest would gain from her blessing to give ideas for that, though.

Bhu
2008-10-09, 04:50 AM
I do have one Cat Burglar/Vet PrC upcoming soon as I get this one and the Breathsucker done.


I think I'll save the animating dead thing for a Necromancer kitty PrC.

Norr
2008-10-09, 05:24 AM
Actually there is a metamagic feat called 'fell animate' that creates a zombie lasting 1 round/caster level out of the stuff killed by the modified spell. It wouldn't be hard to make a similar feat for whatever PrC would use it (walk over a corpse and expend X to animate it as a zombie under your control for 1 round/ efective caster level kinda stuff).

Also, Since I saw this (http://drmcninja.com/mcdonalds.html) and this (http://drmcninja.com/page.php?pageNum=31&issue=3) coupled with endless Icanhascheezburger lols, I tought, Why not a Mime Kitteh?

Bhu
2008-10-09, 06:05 AM
Mime kitteh.....


But what would it do...

Norr
2008-10-09, 10:02 AM
Dunno really...

I have some vague thoughts about basing it on minor and major creation and some 'wall' spells, except they're wholly or partially invisible. Also some ability to see invisible things. Still a bit vaue though.

Bhu
2008-10-11, 06:32 AM
Well since hte Bad Kitty is basically done except for some Feats and tweaking the NPC, here's soemthing for you to peek at whilst I work on them:

BREATHSUCKER

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

"Yeah I killed your baby. You keep saying that like it's a bad thing."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life. They do this by stealing the breath of life from others. To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Arcane Spells: Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level.
Skills: Knowledge (Arcane): 8 Ranks
Alignment: Must be Evil


Class Skills
The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 6 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Steal Breath +1 Level of Arcane Spellcasting Class
2. +1 +0 +0 +3 +1 Level of Arcane Spellcasting Class
3. +1 +1 +1 +3 +1 Level of Arcane Spellcasting Class
4. +2 +1 +1 +4 Steal Breath +1 Level of Arcane Spellcasting Class
5. +2 +1 +1 +4 +1 Level of Arcane Spellcasting Class
6. +3 +2 +2 +5 +1 Level of Arcane Spellcasting Class
7. +3 +2 +2 +5 +1 Level of Arcane Spellcasting Class
8. +4 +2 +2 +6 Steal Breath +1 Level of Arcane Spellcasting Class
9. +4 +3 +3 +6 +1 Level of Arcane Spellcasting Class
10.+5 +3 +3 +7 Dark Soul Kitty +1 Level of Arcane Spellcasting Class

Weapon Proficiencies: Breathsuckers gain no new weapon or armor proficiencies.

Steal Breath (Su): You may attempt to steal the life force of a victim. Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents. Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used. At 1st level this power has the same effect if used on anyone. At higher levels the effects differ depending on the age/health of the victim it's used against. This power only works on living mortal beings capable of aging. To use it you place your mouth next to your victims and inhale deeply. this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well). The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernaural ability.

At 8th level your options increase again. If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day. Your minimum age is your races starting age minus 10%. If it would reduce you below this age, you may "pool" the remaining years. Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead. If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts. Your type changes to Outsider (Native). You also gain the Evil subtype. You no longer require food or water, and do not age. You are immune to poison, disease, death, sleep effects, and fear effects. To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do. Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality. In other words if you have spent 10 years as an Outsider, you lose 10 hp. This damage is healed only when you have killed another 'innocent'.

PLAYING A BREATHSUCKER
Your goal is to live forever. And be young forever. To this end you kill anyone unable to resist you. The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
Combat: Breathsuckers don't fight. They prey on the helpless only, and use spells to cover their escape if caught. They are really only suitable as PC's in an evil campaign.
Advancement: Breathsuckers usually concentrate on their ability to drain others above all else. Secondary obsessions are escaping if caught and survival. Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind. Even the Cat Burglar Guilds dislike them.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight. As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to. Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town. He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat. Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
Organizations: Breathsuckers are rarely organized so well. At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't.

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game. As well as causing serious paranoia.
Adaptation: This one is actually pretty okay for a horror campaign. As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits. It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill. The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+3 Small), Senses: Listen +6, Spot +6, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic, Infernal
------------------------------------------------
AC 21, touch 15, flat-footed (+1 Dex, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
hp 30 (12 HD)
Fort +3, Ref +6 (+8 Small), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee -
Melee Small 2 Claws +2 (1d3-3) and 1 Bite -3 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Familiar (Cat), Kitty Form, Purr, Trapfinding, Steal Breath
Feats Anklebiter, Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Climb +6 (+12 Small), Concentration +14, Decipher Script +13, Hide +11 (+21 Small), Intimidate +8, Knowledge (Arcane, Local, Religion) +17, Listen +6, Move Silently +6 (+12 Small), Sense Motive +6, Spellcraft +8, Spot +6, Survival +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Ring of Protection +4, Ring of the Ram, 4 Cure Serious Wounds Potions, 4 Haste Potions, 650 GP



EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 2 levels higher than 20th.

Bhu
2008-10-12, 08:03 AM
I know your prolly thinking "wtf", but the Breathsucker is the only serious/horror kitty PrC Ive done. Thought it would be a nice change of pace. Fixing it up a lil now too.

Norr
2008-10-12, 08:37 AM
There is a lot of dead levels in there, but since it is a full casting PrC even 8 dead levels would be okay (single class wizards only get a bonus feat every 5 levels after all, and sorcerers not even that).

I would recommend moving 8th level steal breath to 7th level though, to maintain symmetry.

Also, when you say steal breath can make you 30 years younger, what if you already are 30 years old? I would recommend having a minimum physical age of [insert starting age of your race here] and any stolen years beyond your minimum would give you a pool of stoloen time.
Example: You are a human with a starting age of 18. You are now 35 years old. You suck the breath of an innocent and reduce your physical age to 18, using up 17 stolen years. The other 13 years is added to your stolen years pool. At the time of your next birthday, instead of turning 19 physically, you subtract one year from your stolen years pool and remain 18 years of age.
Should you kill another innocent before your stolen years pool is empty, you simply add in those years to your pool. So if you had 4 years left in the stolen years pool and kill an innocent, you now have 34 years in the pool.

When you attain dark soul kitty status, you can subtract 30 years from your stolen years pool if you can't find an innocent to kill at this time (assuming you have enough years in the pool, of course). For this reason, you can only store stolen life force from innocents in your stolen years pool. Life force form non-innocent victims can reduce your current age, but excess years from non-innocent victims cannot be stored in the pool.
This is to prevent dark soul kitties from keeping their status by nomming only depraved people.

Just a thought.

Bhu
2008-10-13, 06:55 AM
Thanks Norr, shall update shortly.


Figured this one would cause more :smallyuk::smalleek: posts than it did..

Owrtho
2008-10-13, 10:05 AM
I like it. Only down side seems to be its reletive lack use in combat, but a few spells that make enemies sleep or paralized can help with that. Otherwise seems good.

Owrtho

Bhu
2008-10-14, 05:55 AM
I'll be back soon. II need to finish an online project, and my dayjob ticked everyone off so theyre all quitting. Promises to be a hard week or two.

lord of kobolds
2008-10-14, 08:36 PM
Ah, babyslaying: Nature's greatest pleasure!

Bhu
2008-10-16, 06:44 AM
Took some time off due to burnout. Modified text as per Norr's suggestions. ANy other thoughts?

DracoDei
2008-10-16, 07:13 AM
A static minimum age doesn't work... Elves at one end of the spectrum, half-orcs at the other. You need to fix that.

Norr
2008-10-17, 11:33 AM
I thik you should change the minimum age to "minimum starting age for the brathsuckers race". This way elves won't have to spend eternity in diapers.
I also notice that as long as you dn't take 10th level, you can live forever by breathing on one unfortunate innocent at least once every five years. But of course then you won't have all the nifty immunities from dark soul kitty.

Bhu
2008-10-20, 05:41 AM
Im back, didja miss me :smallbiggrin:


Made some alterations to the age. Its now starting age minus 10% as the minimum.

Norr
2008-10-20, 12:38 PM
Hehe... Imagine meeting a kiddie mage (16 years old for a human) and make camp, only to discover you got a high-level breathsucker on your hands.

Bhu
2008-10-21, 06:49 AM
FENCEPOST YOWLER

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

"REEEEEOOWOWOWOWOWOWOWOWW!!!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).

BECOMING A FENCEPOST YOWLER
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Tiny), Inspire Competence
Feats: Dodge, I Must Shout My Love From The Fencepost Wall
Skills: Perform (Yowling) 8 Ranks


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Yowling
2. +1 +0 +3 +3 Dodge Audience (+2)
3. +1 +1 +3 +3 Inspire Annoyance
4. +2 +1 +4 +4 Yowling
5. +2 +1 +4 +4 Dodge Audience (+4)
6. +3 +2 +5 +5 Inspire Hatred
7. +3 +2 +5 +5 Dodge Audience (+6)
8. +4 +2 +6 +6 Yowling
9. +4 +3 +6 +6 Inspire Death
10.+5 +3 +7 +7 Yowling Doom

Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.

Yowling (Su): You gain a limited number of spells that you can use as Supernatural Abilities. At 1st level you can cast Dirge of Discord 3 times per day. At 4th level you can cast Shout 3 times per day. At 8th level you can cast Song of Discord 3 times per day.

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire abilities. This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 7th level. This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler. If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours. Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred. Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury. They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc). It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier. During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death. The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days. Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes. Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 10d6 Sonic damage. If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else? Well you are that guy! If anyone messes with your kitties, his sleep is now optional.
Combat: Yowlers aren't really combatants so much as spoilers. You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
Advancement: Concentrate on the Performance (Yowling), and it shall reward you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them. Yowling is an art form lost on the ignorant masses.
Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions. Have noticed him beginning to crack. Can't wait to see how second shift does." Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city. Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
Organizations: Yowlers are an informal organization of sorts. They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways. keep this in mind if one of your players wishes to be one.
Adaptation: The Yowlers are definitely a silly campaigner.
Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Hi there. I'm told you guys are buttheads. I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
AC Tiny 21, touch 21, flat-footed 16 (+2 Size, +5 Dex, +4 Deflection)
AC Diminutive 24, touch 24, flat-footed 18 (+4 Size, +6 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +9/+4 (1d6+1d4 Sonic)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3)
Melee Tiny 2 Claws +13 (1d2-3) and 1 Bite +8 (1d3-3)
Melee Diminutive 2 Claws +16 (1 point) and 1 Bite +11 (1d2-4)
Base Atk +6, Grp +5 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6
Combat Gear 3 Cure Serious Wounds Potions
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day): Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Bardic Knowledge +7, Dodge Audience +4
Feats Anklebiter, Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Subsonics, Weapon Finesse
Skills Balance +12 (+22 Small, +23 Tiny, +24 Diminutive), Bluff +9, Climb +12 (+18 Small, +19 Tiny, +20 Diminutive), Concentration +10, Gather Information +7, Hide +12 (+22 Small, +29 Tiny, +34 Diminutive), Jump +5 (+10 Small/Tiny, +9 Diminutive), Knowledge (Local) +12, Listen +7, Move Silently +12 (+18 Small, +19 Tiny, +20 Diminutive), Perform (Yowling) +17, Sense Motive +7, Spellcraft +8, Tumble +12 (+14 Small, +15 Tiny, +16 Diminutive), Use Magic Device +13

+4 additional Bonus to Hide Checks in areas of undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Protection +4, Chime of Harmonic Agony, +1 Screaming Burst Short Sword, Robe of Scintillating Colors, 3 Cure Serious Wounds Potions, 590 GP



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th

Norr
2008-10-21, 11:00 AM
I think Inspire Death and Yowling Doom should use up two daily uses of bardic music since they are quite powerful.
Also, I love this class. I think it's one of the few classes individually more hated than the breathsuckers. Also yowling doom means at last you get a bardic class at least slightly suited for combat.

DracoDei
2008-10-21, 01:05 PM
Inspire death takes so much set up to use that whether it takes 1 or 2 uses of bardic music ONLY determines how much you can spam it to pull off the end... It seems to me to be more a flavor ability than anything else for actual game-play.
Speaking of which, "Remove Curse" should probably have some way of effecting "Inspire Annoyance"... but that shouldn't also include a loosening of the requirements for "Inspire Death" so that it doesn't further nerf that ability. Also, given the concept of shifts you MIGHt want to make it so that the target must have been effected by "Inspire Annoyance" for 3 days (same as you have right now), BUT those don't have to be from you per se...

lord of kobolds
2008-10-21, 06:22 PM
The phrasin on inspire annoyance, hatred, death, and yowling doom does not require the levels you set up. It merely requires them to have a certain character level.

Bhu
2008-10-23, 04:36 AM
The phrasin on inspire annoyance, hatred, death, and yowling doom does not require the levels you set up. It merely requires them to have a certain character level.

how so? What am I missing?

Owrtho
2008-10-23, 10:09 AM
In the ability description yow just say they need to have enough ranks in a specific skill. As you don't mention a level requirement, it reads as them just needing a high enough character level to have the minnimum number of ranks (and have those ranks).

Owrtho

Norr
2008-10-23, 11:54 AM
I think he means you should write "[Ability] (su): at X level, a Fencepost Yowler with Y ranks in Perform (Yowling) can..."

DracoDei
2008-10-23, 12:07 PM
Well, if the reader isn't paying attention to the tables, yes. So it would help improve clarity, but not STRICTLY necessary.

Bhu
2008-10-25, 07:26 AM
I edited the inspire abilities a lil. If there's no other thoughts I'll finish up real quick.

Bhu
2008-10-27, 05:51 AM
FERAL

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

"Meow."

Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life. They give up the material fast paced urban world to live permanently the life of a cat.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
Feats: At least 3 Kitty Feats


Class Skills
The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities KM Level KM Known Spell Points
1. +0 +2 +2 +0 Forever Kitty 1 3 3
2. +1 +3 +3 +0 1 4 5
3. +2 +3 +3 +1 2 5 8
4. +3 +4 +4 +1 2 9 14
5. +3 +4 +4 +1 3 10 19
6. +4 +5 +5 +2 3 14 29
7. +5 +5 +5 +2 4 16 37
8. +6 +6 +6 +2 4 20 51
9. +6 +6 +6 +3 5 22 63
10.+7 +7 +7 +3 Big Kitty Magic 5 26 81

Weapon Proficiencies: Ferals gain no new weapon or armor proficiencies.

Forever Kitty (Su): You are now permanently stuck in Tiny Kitty Form. You can't even switch between different types of cats. 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 Feral and Cat Burglar levels stack for purposes of qualifying for Kitty Feats (i.e. a 6th level Cat Burglar/6th level Feral is considered a 12th level Cat Burglar). 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.

Kitty Magic (Sp): Ferals study what they call "the secret magic of cats", which basically means they get a few more spell like abilities than usual. You may choose from the following spell list:

1st: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Detect Munchies *, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, 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, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism

2nd: 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, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind

3rd: Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Tremor Sense, Unluck

4th: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, Know Vulnerabilities, Locate Creature, Scrying, Shout, Superior Magic Fang

5th: Dominate Person, Feeblemind, Hold Monster, Mordenkainen's Private Sanctum, Nightsalkers Transformation, Passwall, Rary's Telepathic Bond, Sending, Shadow Form, Symbol of Sleep, Teleport,
* These are new spells

The KM Level table tells you the highest level of spell you can choose for your Supernatural Abilities. The KM Known table tells you how many Supernatural abilities you have per level. You may choose a new spell of any level you are allowed to access when you get new ones. Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells). The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it.

Big Kitty Magic (Su): A number of times per day equal to his Charisma modifier a Feral may Take 10 on any roll as a Free Action. He may also choose any 6th level spell from the Sorcerer spell list to cast as a Spell-Like Ability 3 times per day.

PLAYING A FERAL
Ferals are odd birds. They have given up human form permanently, and are forever a housecat. This is supposedly the only way to gain access to the "secret magic of cats". More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Ferals permanently have to give up humanoid form.
Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines. They do have a few options most Cat burglars don't, but not many.
Advancement: You are know permanently a cat. One specific cat. You can't change size or color or look like different breeds. If people find you out, your almost as individual as a humanoid. Stealth will be crucial to you.
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.

FERALS IN THE WORLD
"You know that blue grey cat down by the docks? I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat. And you certainly aren't giving away the joke. You live like a cat, except for studying your magical abilities.
Daily Life: "The young boy known as Matthias threw rocks at me again today. Plans have been made for his disposal. Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind. A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans as well.
Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat. A really smart, lucky, possibly fiendish cat. But a cat nonetheless.

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: A local merchant has been the victim of a great deal of theft. He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take. Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted. And they notice the cat watching them every day. It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +9, Senses: Listen +13, Spot +13, Low Light Vision, Scent
Languages Common
------------------------------------------------
AC 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 48 (12 HD)
Fort +7, Ref +15, Will +5
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Base Atk +8, Grp -4
Atk Options +2d6 Sneak Attack
Combat Gear 2 Potions of Cure Serious Wounds
Kitty Magic Known 1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Abilities Str 3, Dex 20, Con 10, Int 12, Wis 13, Cha 18
SQ Kitty Form, Purr, Trapfinding,
Feats Anklebiter, Bad Cattitude, Cattitude, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Balance +21, Bluff +8, Climb +17, Concentration +8, Escape Artist +9, Hide +29, Jump +13, Knowledge (Arcane, Local, Nature) +6, Listen +13, Move Silently +21, Search +7, Sense Motive +5, Spellcraft +6, Spot +13, Survival +9, Swim +0, Tumble +13, Use Magic Device +8
Possessions Collar of Holding, Cute Widdle Bowsies, Catnip Mousie, 3 Dead Fish Bombs, +6 Bracers of Armor, 2 Potions of Cure Serious Wounds, 486 GP


EPIC FERAL

Hit Die: d8
Skills Points at Each Level : 6 + int
Spellcasting Your Caster Level is equal to 10 plus your Epic Levels. You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level.
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.




Improved Kitty Magic
You have expanded your repertoire of Kitty Magic.
Prerequisites: Kitty Magic, Base Willpower Save +3
Benefits: Choose any 1 spell from the Sorcerer List to add to the Kitty Magic spells you know. The spell level must be a level he has access to (i.e. if you're a 3rd level Feral it must be a 1st level spell) and it must be from one of the following schools: Abjuration, Divination, Enchantment, or Illusion.

Bhu
2008-10-27, 05:53 AM
There are more spells I need to add, and there are some other tweaks that need done too. The Feral was kind of an eh moment...

Owrtho
2008-10-27, 07:58 AM
Looks fun, but it seems you should get to choose the size when you take first level (out of your available cat sizes). Also seems to me that it would be more physicaly combat oriented based on the name. Waiting for the rest of the spells though.

[edit] Also on another note, I just reallized it would probly be somewhat entertaining to have some type of Aberration cat heritage feats group based on having the Aberration blood feats in Lords of Madness.

Owrtho

Lorien077
2008-10-27, 12:22 PM
I like the idea for Feral but they seem to be a pretty empty class... maybe more specials to help out? If they're adapted to hanging out outdoors maybe trackless step and the like?

Norr
2008-10-28, 05:05 PM
I think the Feral have some potential. One thing you could do to make it seem less 'empty' would be to give it periodical enhancements, like 'Feral aptitude' at all even levels except 10th and 'Wild kitty' at every odd level except 1st.
Each level of Feral aptitude would allow the Feral to pick minor skill bonuses from a list appropriate for Feral cats (Jump, climb, hide, move silently, listen, spot, survival, swim...)
Each level of Wild kitty would allow the Feral to pick from a list of minor abilities appropriate for Feral cats (Trackless step, track, dodge, favored prey, rend etc), some of which have level prerequisites.

Since you get four of each there should be five or more abilities/skills to choose from, making sure each Feral are if not uniqe than at least customisable. Also make sure these abilities don't outweight the kitty magic. I think I smell a ranger kitty comin.

Bhu
2008-10-29, 04:28 AM
So you think it's a tad underpowered as is now?

Norr
2008-10-29, 02:36 PM
Well, 1st level ability basically robs you of the ability to use most items in exchange for anonymity. The 10th level ability is like a flexible but limited skill mastery. The spells do have utility, but you can get most of those by multiclassing in a casting kitty-class that doesn't remove opposable thumbs.

Basically, I think that for what you give up, there should be something to be gained over and above a small medium number of spell-like abilities.

Also, even though the class is playable as-is, it looks kinda empty in the middle of that stat block.

Bhu
2008-10-30, 05:32 AM
Gimme a lil bit to rethink it and I shall post something. I have an idea or two...

Bhu
2008-10-31, 07:00 AM
I may be adding some spells to the Feral List (and there are plenty of spells for a few upcoming PrC's that need done. So it looks like I'll need to do them up before finishing the Feral.

KITTY MAGIC

The Death Purr
Evocation (Sonic)
Level: 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.


Dander Blast
Evocation
Level: Dander 5
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 unleash a blast of wind and fur. This is in most ways identical to the lower level spell Gust of Wind but for area and duration. The wind also blows along bursts of cat dander that provoke an allergic reaction in those within the spells area of effect. If they fail the Save to resist the wind they are also Sickened for the duration of the spell and for 2d4 rounds after.


Dander Explosion
Evocation
Level: Dander 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

"FOOM"

There is an explosion of cat dander, centered on the hex you occupy. Everything in the Radius is Sickened and Exhausted for 5d10 rounds if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 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
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 negates, see text
Spell Resistance: Yes

"Git in tha root seller maw!"

You summon a tornado thats 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 Sickened and Exhausted 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 2d4 rounds. Material component is a hunk of Dire Tiger Fur.




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

"Ahem...meow."

You transform into a housecat thats 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.







Gimme A Break Here
Universal
Level: Begging 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.




Nappy Times
Enchantment
Level: 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: Will Negates
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. If the Saving Throw is successful the victims are Stunned for 1d4 rounds instead. material component is a pinch of chamomile and kava kava herbs.




It Was the Dog
Conjuration (Creation)/Enchantment
Level: 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.



I Has A Flavor
Enchantment
Level: Cat 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level
Saving Throw: Willpower negates
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.



You Has A Flavor Too
Transmutation
Level: Cat 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 also gain a +1 Morale Bonus on attack and damage rolls against him. Material component is a bit of tasty food.






Do Not Want
Enchantment (Mind-Affecting, Compulsion)
Level: 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
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 10' to you they must make a Willpower Save. Otherwise they feel compelled to get as far away from you as possible for hte 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).


I See What You Did There
Divination [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
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.




Pew Pew Pew
Evocation
Level: 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+10).




Aggressive Cat Is Aggressive
Transmutation
Level: 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).




Defensive Cat Is Defensive
Transmutation
Level: 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 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).


You Make Kitty Scared
Enchantment [Mind-Affecting, Compulsion]
Level: 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: Cat 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:
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 by Norr
Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close
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.
Puss-in-boots got nothing on you. As you finish casting this spell up to 1 creature per three caster levels within range must make a willpower save or succumb to your cuteness. Upon a failed save the targets brain suffers a terminal shut-down from cuteness overdose. The target immediately dies with a look of pure bliss on its face. Upon a successful save the target fails to grasp the universal force you represent. If it fails a fortitude save it suffers 2 points of damage to its Intelligence, Wisdom and Charisma scores and is 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 coloured ribbon, which must be worn at the time of casting.

Cieyrin
2008-10-31, 03:35 PM
are these supposed to be for Kitty cleric domains, cuz if so, i'm amused.

Norr
2008-11-01, 07:40 AM
For 'detect munchies', I would use the 'Detect Animals or Plants' spell from the SRD, just substitute som definition of munchies for 'animals or plants'. The spell also contains a way to telll the condition of the detected animal/plant, which can be converted to detect the palatability of the dtected munchies.

Big kittie could use 'giantshape' from complete mage (I think) in the same fashion.

Pew Pew Pew could be some variation of 'magic missile' or 'scorching ray'.

DracoDei
2008-11-01, 10:16 AM
Quick cut and paste of Detect Food from the Food Domain that I really should post one of these days...

Detect Food
Divination
Level: Food 1
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
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:
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.

Bhu
2008-11-01, 08:06 PM
I wouldnt mind seeing that at all Draco, my silly campaign has a Goblin God of Gourmet Cooking.

DracoDei
2008-11-01, 08:19 PM
Thank you for the encouragement... my main point of course is that you could feel free to shamelessly copy as much or as little of that as you liked for "Detect Munchies".

Bhu
2008-11-04, 06:54 AM
Thanks Draco. Edited in and credit to you given. Editing in the rest of the spells now.


And if anyone has ideas for more LOLcat related spells I can make them too.

Bhu
2008-11-06, 08:14 AM
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 afects 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:Distraction
2:Baleful Transposition
3:Glibness
4:It Was the Dog
5:Phantasmal Thief
6:Mislead
7:Transfix
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:Magic Fang, Greater
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 Monster I (Felines only)
2:Summon Monster II (Felines only)
3:Summon Monster III (Felines Only)
4:Summon Monster IV (Felines Only)
5:Summon Monster V (Felines Only)
6:Summon Monster VI (Felines Only)
7:Summon Monster VII (Felines Only)
8:Fierce Pride of the Beastlands
9:Summon Monster IX (Leonal)
Note: I will be making feline creatures for Summon spells that have none.


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


Curiousity 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:Prying Eyes
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

Bhu
2008-11-08, 05:17 AM
Almost got teh spells done just gotta edit in text.

Debihuman
2008-11-08, 05:03 PM
Kitty domains are purrfect! I've been keeping an eye on these even if I don't post much. While I may never use any of this stuff, it's been a sheer pleasure to read. Keep up the good work!

Debby

Bhu
2008-11-10, 11:13 PM
Okay Big Kitty, I See What You Did There, and It Was the Dog are ready fro review.

Bhu
2008-11-12, 04:58 AM
Nappy Times and Pew Pew Pew are also done

Cieyrin
2008-11-12, 03:49 PM
Zomg, Big Kitties Are Kaiju Kitties! @_@ Fear My Purr!

Bhu
2008-11-13, 06:01 AM
Gimme a Break Here and You Make Kitty Scared are done.

Bhu
2008-11-14, 04:34 AM
I Has a Flavor and You Has a Flavor too are up.

DracoDei
2008-11-14, 11:00 AM
Not quite Kaiju.... only Collossal, which doesn't quite cut it for that description.


In other news "You Has a Flavor Too" should probably only give the to-hit and damage bonuses to bite attacks...

Bhu
2008-11-15, 06:56 PM
Should I add Rake attacks and maybe DR/5 or so to the Big Kitty spell? It's really not much more powerful than GIantsize, which is a 7th level spell as is now.

DracoDei
2008-11-15, 10:01 PM
Eiher or both of those could work... the rake begs the quesion of why none of the other forms have it (or do some of them?), DR/magic would be almost useless, and DR/- seems a little out place... OTOH you could just bump up the STR and CON and MAYBE even DEX.

Bhu
2008-11-16, 06:21 AM
No cats listed in the MM below Medium size have it, though in real life housekitties do rake. I think I may have made it available as a kitty Feat (or will if i havent yet)

Norr
2008-11-16, 04:25 PM
In You Has A Flavor Too, does the 'you' in the spell description refer to the caster or the target? ie if you cast this spell on a dog, does the dog want to eat you or do you want to eat the dog?

Bhu
2008-11-17, 04:27 AM
fixed the text. sorry bout that.

Norr
2008-11-17, 03:31 PM
Suggestions for two of the spells:

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

You bring out your inner tomcat.
For the duration of the spell, you gain a bonus to attack and damage rolls equal to ½ your caster level. Your heavy focus on offence has its price, however, and you take a -2 penalty to AC and saving throws.

Material components: a predators claw (or your toenail clippings) and a tuft of fur.




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

Your innate kitty-ninja skills taken to extremes?
For the duration of the spell, you gain a enhancement bonus to AC and saving throws equal to ½ your caster level. Your heavy focus on defence has its price, however, and you take a -2 penalty to attack and damage rolls.

Material components: A cats whisker (don't worry, they grow back).


Also, new spell:

Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: 9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close
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.
Puss-in-boots got nothing on you. As you finish casting this spell up to 1 creature per three caster levels within range must make a willpower save or succumb to your cuteness. Upon a failed save the targets brain suffers a terminal shut-down from cuteness overdose. The target immediately dies with a look of pure bliss on its face. Upon a successful save the target fails to grasp the universal force you represent. If it fails a fortitude save it suffers 2 points of damage to its Intelligence, Wisdom and Charisma scores and is 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 coloured ribbon, which must be worn at the time of casting.



How about it? :smallbiggrin:

DracoDei
2008-11-17, 03:51 PM
I think the primary effect should be prevented by Death Ward, but not the secondary or tertiary... Compared to Wail of the Banshee it has the secondary and tertiary effects but is also weakened by the Mind Affecting descriptor since Mind Blank protected targets, undead, and constructs will all be immune IIRC.

Norr
2008-11-17, 04:46 PM
You are right about that... However undead and constructs are also immune to death effects anyway, so even if the mind affecting thingy is removed they are still not affected by the spell. Of course, there is the problem with mind blanked foes, should one spell really protect them from the be-all-end-all cute overload?

How about the spell itself doesn't need a focus, but the focus is optional. If the focus is used, the spell has a chance to dispel any effect that grants immunity to it, such as mind blank. How does that sound?

Of course, now we have to come up with an anti-undead/construct spell too.

Bhu
2008-11-18, 05:29 AM
I wish we had a lil debbil smiley.


I like the death by overcuteness

Bhu
2008-11-19, 05:31 AM
Defensive Cat is up. Its based on Nightsalkers Transformation.

Bhu
2008-11-20, 05:51 AM
got Dander Blast up

Bhu
2008-11-21, 07:10 AM
Peeked at some similar spells and realized Big Kitty and It Was the Dog were a tad underpowered. They have been revised, as has the Mischief Domain.

DracoDei
2008-11-21, 05:44 PM
HOW did you change each one? If you removed an XP cost from Gimme a Break Here you need to remove it from the components. If not, since it is listed in the header and it is lower powered than Limited Wish you should list it to confirm the value (which MIGHT be slightly lower due to the limited applications).

Bhu
2008-11-24, 06:15 AM
DIdnt change Gimme a Break Here yet. Just a few addtions to Big Kitty and It Was the Dog.

Bhu
2008-11-26, 05:59 AM
Aggressive cat is up

Bhu
2008-11-28, 06:35 AM
Dander Explosion is up.

Bhu
2008-11-29, 06:57 AM
Dander Tornado is done.

DracoDei
2008-11-29, 09:27 AM
You should do a PrC for Cat-burglar/fighters (and/or initiating classes) that specializes in weilding his kitty comrades in cat-form (although in a pinch any cat will do) as weapons... both melee and the "Fluff-ball Special"...

Bhu
2008-11-30, 07:00 AM
You mean like throwing them at people?

DracoDei
2008-11-30, 07:43 AM
YEah, or for melee use, just swing them by the back legs or put a harness on them and tie it on in place of the head of a heavy flail. Class Supernatural ability they don't take damage for hitting stuff, althought they can probably be targetted with a sunder...

Bhu
2008-12-01, 06:39 AM
As soon as I get the spells and the Feral done I'll give it a shot.

Only got 2 spells left to go, and they're the toughies.

Cieyrin
2008-12-01, 09:01 PM
YEah, or for melee use, just swing them by the back legs or put a harness on them and tie it on in place of the head of a heavy flail. Class Supernatural ability they don't take damage for hitting stuff, althought they can probably be targeted with a sunder...

I always wanted to make a monk with Exotic Weapon Proficiency(Halfling) and Unorthodox Flurry(Halfling) to whip halflings around to beat on people. I don't think kitties would be very appreciative of the same prospect but I'll see how it is phrased, i suppose (Not that halflings would be much happier but then you could more easily persuade them with charms and whatnot and wouldn't have PETA after your ass for animal mistreatment).

Bhu
2008-12-02, 06:15 AM
I believe I shall call it the Cat Fu Fighter...

DracoDei
2008-12-02, 07:43 AM
I always wanted to make a monk with Exotic Weapon Proficiency(Halfling) and Unorthodox Flurry(Halfling) to whip halflings around to beat on people. I don't think kitties would be very appreciative of the same prospect but I'll see how it is phrased, i suppose (Not that halflings would be much happier but then you could more easily persuade them with charms and whatnot and wouldn't have PETA after your ass for animal mistreatment).
Two points:
1.) Prefered weapon is another catburglar... not a real cat...
2.) Supernatural ability negating damage to cat for being used as a weapon means that PETA can go spray-paint their own dinners as far as I am concerned...

Cieyrin
2008-12-02, 01:10 PM
Two points:
1.) Prefered weapon is another catburglar... not a real cat...
2.) Supernatural ability negating damage to cat for being used as a weapon means that PETA can go spray-paint their own dinners as far as I am concerned...

For point 1, that sounds like sinking a feat into Leadership as a prereq (same for halfings, i suppose but *shrug*) to get cat burglars to whirl about, unless it's built into the PRC. Not necessarily a major burden but locking in one of your feat choices.

For point 2, unless PETA has been putting field offices in home campaigns (possible, i suppose), i don't see it as really that big an issue, unless if by PETA I mean "People for the Ethical Treatment of Adventurers," in which case Cat Burglars could fall under that and have issue w/ them, instead.

Either way, DM discretion, i suppose. Sentient weaponry has been around for a while, though they're generally designed for it, which kitties and halflings generally aren't. I suppose if the kitty was a Son of Pinky, it could definitely feasibly work well. Halflings as weapons also reminds me of the Throwing Gnome PRC (http://www.giantitp.com/forums/showthread.php?t=46162), which also amuses me, so some adaptation of that for the weaponry could be called for, with that author's permission, of course.

Bhu
2008-12-03, 05:01 AM
For the Feral: How about I switch to spell points for the Kitty Magic, and give him a spell list instead of how it currently is?


Oh and Death Purr is up

Cieyrin
2008-12-03, 01:01 PM
probably want to limit the number of rounds you can maintain the Death Purr, to like 1 round/CL or 2 CLs.

Bhu
2008-12-04, 05:10 AM
Yeah I was gonna switch it to 2 cl's

seem okay otherwise?

Cieyrin
2008-12-04, 04:48 PM
That was my chief concern with it; otherwise you have kitty wandering the city, killing people block by block as their eardrums bleed out and their brains liquefy.

Bhu
2008-12-05, 07:46 AM
Okay I tweaked some of the spells, and I need to figure out whats the effect for Don Not Want, and add Death by Overcuteness to the list. Then I can fix the feral and we're on our way.

Cat Fu FIghter under construction now as we speak.

Bhu
2008-12-06, 05:47 AM
Okay Do Not Want is up.

Bhu
2008-12-06, 10:24 PM
And with the last of the spells up i beleive tis time to finish the Feral. Hopefully it'll be done tonight.

DracoDei
2008-12-06, 10:42 PM
You know, from what I remember of "Do Not Want!!!" Lolcats, it is more disgust on the cats' parts... so MAYBE you could change it from Fear to Disgust, and raise the level by one since it gets around some immunities/bonuses that way... OTOH if you are disgusted by something then making that something scared of you is an effective solution.

Bhu
2008-12-07, 12:13 AM
The Feral is done other than the example NPC. If everyone likes I'll finish up and post some more stuff.

Bhu
2008-12-08, 05:41 AM
Well the Feral is done, and it seems a little weak. It's basically a "power behind the throne" manipulative class as written. I added a Feat that may help (should I add more spells?). Let me know what you think.

And while you're reviewing it and I work on finishing the Cat FU Fighter, here's this:


ARISTOCAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/funny-cat-picture-cat-king.jpg

It had been many months since Karsk had keft his Orcish tribe to find work in the city. Being a half breed had made life hard there for him. Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him. And now, here he was, in the form of a small cat in the bedroom of the King's daughter. King Leopold had been more ruthless than he had thought. It seemed he had a personal goal of killing 10 men a day. Even Karsks Orcish father hadn't been that bad. And now here he was being held by Leopold's innocent 8 year old daughter. A girl who had harmed no one. A girl who thought of him as her beloved pet and only friend in the world. A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came. It was a risk but Karsk had made a plan.

"Princess. Wake up."

"Snuggles? Are you really talking?"

"Yes Princess. I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good. Speak of this to no one, and be ready tomorrow night. You get some rest now."

As she went back to sleep Karsk hoped his plan would pull off. He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents. As he faded into sleep himself he thought "Mine is a lonely and twisted life" not for the first time.

Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage. Sometimes the Guilds overthrow evil monarchies, and reestablish embers who were unjustly deposed, or had their families killed, etc. This is good because then the Guild gets to be semi legitimate (i.e. the secret police). Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own. Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT
Aristocats begin as Aristocrats, and then become Cat Burglars.

ENTRY REQUIREMENTS
Special: Must have at least 1 level in the Aristocrat NPC class.
SKills: Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
Class Abilities: Kitty Form (Tiny)
Feats: Leadership, Force of Personality


Class Skills
The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Inspire +1
2. +1 +0 +3 +3 Intrigue +2
3. +2 +1 +3 +3 Improved Leadership +2
4. +3 +1 +4 +4 Inspire +2
5. +3 +1 +4 +4 Intrigue +4
6. +4 +2 +5 +5 Improved Leadership +4
7. +5 +2 +5 +5 Inspire +3
8. +6 +2 +6 +6 Intrigue +6
9. +6 +3 +6 +6 Improved Leadership +6
10.+7 +3 +7 +7 Aura of Nobility

Weapon Proficiencies: Aristocats gain no new weapon proficiencies.

Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'. The Bonus is +1 at level 1, +2 at level 4, and +3 at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks. This increases to +4 at level 5, and +6 at level 8. In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +2 at level 3, +4 at level 6, and +6 at level 9. See DMG page 106 for the effects of your Leadership Score. Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds. Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities. If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc. If they succeed in the Save, they are instead Shaken for 2 rounds. This ability cannot be used after fighting has begun. When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed). Along with their evil minions. And perhaps their evil pets as well. Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
Combat: You only fight when you have to, and always as part of a team. Stealth and misdirection are more important than brute force.
Advancement: Theoretically if your revolution is successful you could replace the government. Otherwise you may have to settle for heading the Guild.
Resources: Being former nobility there are always distant relatives you can cal upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently. They are either leading a revolution against the aristocracy, or involved in fleecing them. Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger. Well so to speak.
Daily Life: Much of your time is taken up by intrigue and plotting. You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do. The Duke of Paddington (CN Human Male Aristocrat 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild. The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you. Their subjects love you however. Maybe a little too much. Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies). You'll need to balance that out a little.
Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot. If they oppose it, small kitties may bring them the occasional potion or helpful gift...

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


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Draconian
------------------------------------------------
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Deflection)
AC Small 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
AC Tiny 20, touch 20, flat-footed 16 (+2 Size, +4 Dex, +4 Deflection)
AC Diminutive 23, touch 23, flat-footed 18 (+4 Size, +5 Dex, +4 Deflection)
hp 43 hp (12 HD)
Fort +3, Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +11
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7 (1d6/18-20)
Ranged +1 Light Crossbow +7 (1d8+1/19-20)
Melee Small 2 Claws +10 melee (1d3-3) and 1 Bite +5 melee (1d4-3)
Melee Tiny 2 Claws +11 melee (1d2-4) and 1 Bite +5 melee (1d3-4)
Melee Diminutive 2 Claws +12 melee (1 point) and 1 Bite +7 melee (1d2-4)
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +1d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 17 (20 w/cloak)
Abilities Small Str 4, Dex 16
Abilities Tiny Str 3, Dex 18
Abilities Diminutive Str 2, Dex 20
SQ Trapfinding, Purr, Kitty Form, Inspire +2, Intrigue +2, Improved Leadership +4
Feats Anklebiter, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +10, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +11 (+14 w/cloak), Diplomacy +13 (+16 w/cloak), Disable Device +6, Disguise +11 (+14 w/cloak), Forgery +10, Gather Information +11 (+14 w/cloak), Hide +9 (+19 Small, +24 Tiny, +29 Diminutive), Jump +3 (+8 Small, +7 Tiny/Diminutive), Knowledge (History, Local, Nobility) +10, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Open Lock +4, Search +10, Sense Motive +12, Spot +10, Survival +6, Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive), Use Magic Device +11 (+14 w/cloak)

Additional +4 Bonus to Hide Checks in high grass or undergrowth
Possessions +6 Cloak of Charisma, Collar of Holding, Cute Widdle Bowsies, Mask of Lies, +4 Ring of Protection, +1 Rapier, +1 Light Crossbow, 2 Potions of Cure Serious Wounds, 595 GP



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +1 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.

DracoDei
2008-12-08, 07:12 AM
In the VERY first paragraph, should be "Aristocat", not "Feral" I think...

Also, the entry requirements don't seem to need any cat-burglar levels...

Bhu
2008-12-09, 04:58 AM
No I was talking about the Feral. It's been revised.


Tweaked the requirements for Aristocat, thanks for catching that.

Bhu
2008-12-10, 02:37 AM
How about if I expand the Feral spell list to include up to 5th level spells, and raise the bonuses for the Aristocat?

Bhu
2008-12-11, 07:32 AM
Revised the Feral and Aristocat, work proceeds on the Cat FU FIghter.

And now while you wait:

CRAZY CAT LADY

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

"Oooh's Momma's Good Widdle Piddy?? Oooh's Momma's Good Widdle Piddy??"

Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined he Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister).

BECOMING A CRAZY CAT LADY
A level of Cat Burglar, and plenty of Druid levels fits you right in.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Kitty Form
Spells: Must be able to cast at least 3rd level Druid spells
Skills: Knowledge (Nature) 8 Ranks, Knowledge Local 4 Ranks
Feats: Animal Affinity


Class Skills
The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Behold Mah Fuzzy Minions
2. +1 +0 +0 +3 Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2 +1 +1 +3 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3 +1 +1 +4 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3 +1 +1 +4 Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4 +2 +2 +5 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5 +2 +2 +5 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6 +2 +2 +6 Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6 +3 +3 +6 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7 +3 +3 +7 Mommie's Here Pumpkin

Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.

Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats. Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc). Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about.

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy. Crazy old women are harmless. Spooky, determined old women are witches. You don't want to be mistaken for the second one. Cats are nature's most perfectest creatures as well. They're better than people, and you wish you were one full time. AHAHAHAHAHAHAHA!!!!!
Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can. They will only fight to protect their beloved kitties from harm.
Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization.
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today? She's talking to the trees now. Guess the hundred cats she has isn't enough to keep her company anymore."
You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here). Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
Daily Life: Your day is usually dominated by training new kitties, and running the Guild. Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want. And she's appears to be at least mildly insane. Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...
Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies. They usually see each other as competition.

NPC Reaction
NPC's think your out of your mind at worst, and mildly senile at best. Which is good. No one expects the crazy old lady at the end of the road to be a spymaster.

CRAZY CAT LADY'S IN THE GAME
Little old ladies everywhere will not thank you for ruining their good name.
Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such). Or maybe they're referred to one cause their pet kitty is hurt. Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+3 Small), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Druidic
------------------------------------------------
AC 19, touch 15, flat-footed 18 (+1 Dex, +4 Deflection, +4 Armor)
AC Small 22, touch 18, flat-footed 19 (+1 Size, +3 Dex, +4 Deflection, +4 Armor)
hp 47 (12 HD)
Fort +6, Ref +6 (+8 Small), Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff +7 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Ranged +1 Sling +9 (1d4+1)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Trapfinding, Resist nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +10, Concentration +5, Craft (Alchemy) +9, Gather Information +8, Handle Animal +10, Heal +8, Hide +6 (+16 Small), Knowledge (Local, Nature +9), Intimidate +5, Listen +8, Move Silently +6 (+14 Small), Ride +5 (+7 Small), Sense Motive +8, Spellcraft +6, Spot +8, Survival +8, Use Magic Device +8

Additional Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Vanisher Cloak, Silkslick Belt, Collar of Holding, Cute Widdle Bowsies, Dimension Stride Boots, Stunshot Sling, Rod of Cats, +4 Bracers of Armor, 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2, 150 GP


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +45

Life with Eleanor has made Fluffy an unusual horse. To be blunt, he believes he is a cat. Watching a horse try to meow is kinda spooky. Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells The Crazy Cat Lady's Caster Level is equal to her Druid plus her CCL Levels -2. You do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.

DracoDei
2008-12-11, 08:41 AM
CCL's fit Horror better than standard to me.

Lorien077
2008-12-11, 03:14 PM
Well the Crazy Cat Lady looks pretty sweet. You could run an animal companion progression with it (animal companion must be feline) which I think would be fairly balanced and pretty dang funny.

DracoDei
2008-12-11, 03:20 PM
Which reminds me... what is the example character doing with a HORSE... she should have a leopard or a a cheetah.

Bhu
2008-12-12, 03:07 AM
CCL's fit Horror better than standard to me.

True nuff. I shall revise that.


She has a horse as this is a class that runs on stealth and subtlety. Cheetahs aren't subtle. Plus a horse can go anywhere and will come in handy for other tasks.

That brings up a sticky point. If a Druid Awakens their animal companion, what happens? Cause the Crazy Cat Lady could Awaken feline companions.

Owrtho
2008-12-12, 05:03 AM
I dono, seems to me it should actualy require a feline animal companion (probably most with just normal cats). other than that it looks good. Also I would look forward to giving the cats the half-farspawn or psedonatural templates (from LoM).

Owrtho

DracoDei
2008-12-12, 07:33 AM
That brings up a sticky point. If a Druid Awakens their animal companion, what happens? Cause the Crazy Cat Lady could Awaken feline companions.

Check the rules for Awaken... I THINK there is a clause in there that they can't be an Animal Companion. On reading it myself it seems that it is equivalent to dismissing the animal.

Link (http://www.d20srd.org/srd/spells/awaken.htm)

Debihuman
2008-12-12, 08:07 AM
Bhu, I think you missed the mark t with the NPC. I love the crazy cat lady, but horses are such boring animal companions. Why not go all out and give her a ring of animal friendshp and a riding tiger? Think more Aunt Mame or red hat lady rather than creepy old lady who talks to cats. If she's selling potions, she's probably also giving advice and playing match-maker all at the same time. At least that's how I would play this NPC. She probably doesn't use her small kitty form much unless she wants to hear good gossip. Do her levels stack for purposes of animal companion? If not, she's not eligible for a tiger until she's a 7th level druid.

If you wanted more subtlety, she would be a recluse who avoided most contact with people unless she was asked to help with sick and injured animals. She'd be running an animal hospital that was probably overrun with cats. She'd use her small kitty form to avoid having to talk to her neighbors and by pretending she's not at home. A horse would make sense since this is a more practical animal. The cats are special but the horse is for "work".

Debby

Bhu
2008-12-13, 11:35 PM
Currently her Crazy Cat Lady levels don't stack with her Druid levels for purposes of her animal companion. With her awaken abilities she'll be creating a mini organization of awakened cat thieves so I thought it might be over the top to do a more powerful animal comapnion too.

Debihuman
2008-12-14, 01:12 PM
I don't think that her crazy cat lady levels should necessarily stack with her druid levels (it's a balance issue), but I thought I should ask since it wasn't mentioned.

Having a horse as a companion just didn't feel right to me. Although I'm slightly disappointed that she can't yet have a riding tiger, how about a leopard as an animal companion? At least this way she has something feline with her.

Her animal companion gains the following: +2 Bonus Hit Die, +2 Natural Armor Adjustment, +2 Str, +2 Dex, 2 bonus tricks and Link, share spells and evasion.

Any chance of seeing the animal companion statted up?

Debby

Bhu
2008-12-15, 04:40 AM
Fluffy the Horse is up :D

DracoDei
2008-12-15, 05:55 AM
I approve... but I don't quite see why the grooming would be worse than the meowing...

Debihuman
2008-12-15, 11:28 AM
Thanks Bhu! I like Fwuffy -- it's not a cat but it's just as crazy as its owner is.

Debby

kopout
2008-12-15, 01:16 PM
I'm sorry , Noob question. What dose PEACH mean?

DracoDei
2008-12-15, 05:10 PM
Please
Examine
And
Critique
Honestly

Basically a statement that you desire peer assistance in fine tuning (or even the rougher stages of development) the work in question, and aren't going to react badly if people point out flaws.

Bhu
2008-12-16, 05:02 AM
Work still proceeds apace on the Cat Fu Fighter I swear, and now another momentary distraction:

KATGRRL'S

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

"Behold mah sexay fuzzy mittens!"

Katgrrl's are solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.

BECOMING A KATGRRL
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's. Despite the name the class isn't limited to women, but Katboi's are pretty rare.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Saves: Base Reflex Save +5
Skills: Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
Feats: Any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
Special: Must be sponsored and accepted by a Katgrrl, and they're picky. You gotta be hawt to join.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Katgrrl Form (Medium Kitty)
2. +1 +0 +3 +0 Beware the Power of the Hypnobutt (Fascinate)
3. +2 +1 +3 +1 Jiggle Dodge +2
4. +3 +1 +4 +1 Katgrrl Form (Big Sexay)
5. +3 +1 +4 +1 Beware the Power of the Hypnobutt (Suggestion)
6. +4 +2 +5 +2 Jiggle Dodge +4
7. +5 +2 +5 +2 Katgrrl Form (Ah Gots the Powah)
8. +6 +2 +6 +2 Beware the Power of the Hypnobutt (Slavery)
9. +6 +3 +6 +3 Jiggle Dodge +6
10.+7 +3 +7 +3 Naked Fury

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

Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses).

At 1st level you gain Medium Kitty Form for all intents and purposes mechanically. Claws do 1d4 plus Strength Modifier, and Bite does 1d6 plus half Strength Modifier. Since you have hands you aren't restricted as to what skills you can use, and you can still speak normally. items do not merge with your body as your form doesn't change to become incompatible with them.

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items. Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being of the opposite gender (and same gender if homosexual) within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons). This is an enchantment (compulsion) mind-affecting ability. Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above). The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability. A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect. This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times. This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier). If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude. This is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form. As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him. For the next minute they will selflessly (but not suicidally) devote themselves to doing so. For example a room full of men would still assault the King because they know they can take him. However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning. This is a Mind-Affecting effect. It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well).

PLAYING A KATGRRL
You are hawt. And you know it. And you have no problem making sure other people know it. They should all bow to your extreme hawtness. Anyone who disagrees is jealous or lying. Fortunately you have a wide selection of boyfriends to make them all pay...
Combat: You're a lover, not a fighter. You make sure your boyfriends do the fighting. Thats what they're there for. Well that and money. And snuggles when you're down. Of course fights sometime lead to the opportunity to make newer, richer boyfriends.
Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive. How they choose to become the perfect femme fatale may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
Katgrrl's are thought of as harmless sex objects. Specifically everyone pays attention to their physical beauty to the point they don't really pay attention the the havoc their charms are wreaking. Mata Hari has nothing on the Katgrrl clan. Nations have fallen because one twitched disapprovingly at an offending court functionary.
Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread. After all you'll need new sources of money once the old ones get killed off by jealous rivals. You also spend time casing their homes for valuables and doing your best to undermine rivals for affection.
Notables: Kitten (CN Human Female Cat Burglar 6/Katgrrl 6) is the best exotic dancer in the country. People come from leagues away to see her perform. And somehow always leave slightly less wealthy... Christobel (CN Human Male Cat Burglar 6/Katgrrl 6) is infamous as being the only male to ever go the Katgrrl route to power. He is hated far and wide for his ability to seduce the wealthy, and their progeny. And by the other Katgrrl's for what they consider poaching their territory.
Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders. It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male. Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*.

KATGRRL'S IN THE GAME
Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see. The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
Adaptation: This one could probably go into semi serious campaigns as well as goofy ones. Especially role playing intensive ones.
Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc. They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city. There are a few problems. She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her. And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 6/Katgrrl 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +6, Spot +10, Scent and Low Ligth Vision in Kitty and Katgrrl Forms
Languages Common, Sylvan, Draconic
------------------------------------------------
AC 18, touch 15, flat-footed 17 (+1 Dex, +4 Deflection, +3 Armor)
AC Small 21, touch 18, flat-footed 18 (+1 Size, +3 Dex, +4 Deflection, +3 Armor)
AC Tiny 23, touch 20, flat-footed 19 (+2 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Diminutive 26, touch 23, flat-footed 21 (+4 Size, +5 Dex, +4 Deflection, +3 Armor)
hp 48 (12 HD)
Fort +4, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +6
Evasion, Uncanny Dodge, Jiggle Dodge +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Melee Katgrrl 2 Claws +9 (1d4-1) and 1 Bite +4 (1d6-1)
Base Atk +8, Grp +7 (+0 Small, -11 Tiny, -15 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr, Trapfinding, Kitty Form, Beware the Power of the Hypnobutt (Fascinate, Suggestion), Katgrrl Form
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, I Wuv U, Persuasive, Weapon Finesse
Skills Appraise +5, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Bluff +16, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive, +9 Katgrrl), Diplomacy +14, Disable Device +5, Escape Artist +5 (+7 Small, +8 Tiny, +9 Diminutive), Gather Information +8, Hide +9 (+19 Small, +24 Tiny, +29 Diminutive, +13 Katgrrl), Intimidate +6, Jump +3 (+8 Small, +7 Tiny/Diminutive, +11 Katgrrl), Knowledge (Local, Nobility) +5, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +10, Sleight of Hand +5, Spot +6, and Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive)

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Go Go Boots, Teeny Kini of Distraction, +4 Ring of Protection, +3 Bracers of Armor, 250 GP



EPIC KATGRRL

Hit Die: d8
Skills Points at Each Level : 6 + int
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.


Katgrrl Armor
Price (Item Level): 16,160 GP
Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC:19) Universal
Activation: -
Weight: -

This (extremely) form fitting, black, shiny leather armor acts as +3 Leather Armor. Additionally while wearing it, if you have the Class Ability Jiggle Dodge, you may use it while wearing this armor.

Prerequisites: Craft Magic Arms and Armor, Jiggle Dodge
Cost to Create: 8,080 GP, 8 days, 323 XP




Go Go Boots
Price (Item Level): 18,000 GP
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Universal
Activation: -
Weight: -

While wearing these shiny leather thigh high boots, the Save DC of any Mind Affecting Effects you can use whether from Supernatural Abilities or Spells is increased by +4. This stacks with Feats such as Spell Focus.

Prerequisites: Craft Wondrous Item, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Cost to Create: 9,000 GP, 9 days, 360 XP



Ring of Bling
Price (Item Level): 27000 GP
Body Slot: Ring
Caster Level: 5th
Aura: Faint; (DC:18) Enchantment
Activation: Swift (command)
Weight: -

This ring compels anyone who sees it to want it (except the wearer) if they fail a DC 14 Willpower Save once the wearer utters the command word. This is identical to the Miser's Envy spell. They are convinced it is of limitless value, and it does appear fairly flashy. Ironically the ring is made of copper painted to look like a more precious metal, and the stones in it are worthless fakes.

Prerequisites: Forge Ring, Miser's Envy
Cost to Create: 13500 GP, 14 days, 540 XP



Completely Inappropriate Dress
Price (Item Level): 2000 GP
Body Slot: Torso
Caster Level: 1st
Aura: Faint; (DC:16) Abjuration
Activation:
Weight: -

Perhaps this dress is scandalously short, or see through, or buttless, but it's considered very tacky to wear in public. However anyone attacking you must make a DC 13 Willpower Save, or they can't go through with it as they keep imagining better things the two of you could be doing. If you attack them this effect ends immediately, this is a Compulsion and a Mind-Affecting Effect.

Prerequisites: Craft Wondrous Item, Sanctuary, Spell Focus (Abjuration)
Cost to Create: 1000 GP, 1 day, 40 XP



Teeny Kini of Distraction
Price (Item Level): 24000 GP
Body Slot: Body
Caster Level: 3rd
Aura: Faint; (DC:17) Abjuration
Activation:
Weight: -

While wearing this incredibly small two piece thong bikini, any living creature within 60' that can see you takes a -8 Circumstance Penalty to all Concentration checks, and a -2 penalty to all other rolls.

Prerequisites: Craft Wondrous Item, Distracting Ray, Doom
Cost to Create: 12000 GP, 12 days, 480 XP



Gloves of Massage
Price (Item Level): 12000 GP
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC:17) Enchantment
Activation: - (use-activated)
Weight: -

These silky, full-arm gloves turn people to putty in your hands. While massaging them with these gloves they must make a DC 13 Willpower Save whenever you ask a question or answer truthfully.

Prerequisites: Craft Wondrous Item, Zone of Truth
Cost to Create: 6000 GP, 6 days, 240 XP




Lipstick o Sexay
Price (Item Level): 56000
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC:19) Enchantment
Activation: - (use-activated)
Weight: -

While wearing this bright, cherry red lipstick any living creature viewing your face (treat this as a gaze attack, 30', Willpower 16 Save negates) must Save or fall madly in lust with you. This is treated as a Lesser Geas, except the only quest they must be compelled to perform is seducing you.

Prerequisites: Craft Wondrous Item, Lesser Geas
Cost to Create: 28000 GP, 28 days, 112 XP

Cieyrin
2008-12-16, 12:30 PM
Y'know, I'd be a little disturbed what could be done w/ the Cat Grrrl PRC when content from the Book of Erotic Fantasy is available. I'm saying no more on that, for I don't need banning for corrupting the younger forum goers.

Bhu
2008-12-17, 03:42 AM
I like to think of it as my slightly risque tribute to also slightly risque anime :smallbiggrin:

But so long as there are no complaints bout mechanics I guess I shall finish up and move along.

Cieyrin
2008-12-17, 12:16 PM
A minute per usage actually seems a little short for the transformation. Maybe Charisma bonus in minutes would be appropriate?

Bhu
2008-12-18, 03:45 AM
Duration adjusted. Will have equipment up soon, I wanna make some new items for the katgrrl. So here's the long awaited Cat FU FIghter, already in progress:


CAT FU FIGHTER

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

"You dare insult a master of the art of Cat FU?"

Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons.

BECOMING A CAT FU FIGHTER
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything
Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
Base Attack Bonus: +5



Class Skills
The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Summon the Kittehs, Kitty Weapons
2. +2 +3 +3 +0 Improved Sleight of Hand (+2)
3. +3 +3 +3 +1 Show Off
4. +4 +4 +4 +1 Kitty Weapons
5. +5 +4 +4 +1 Improved Sleight of Hand (+4)
6. +6 +5 +5 +2 Show Off
7. +7 +5 +5 +2 Kitty Weapons
8. +8 +6 +6 +2 Improved Sleight of Hand (+6)
9. +9 +6 +6 +3 Show Off
10.+10 +7 +7 +3 Supahstah!

Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.

Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier). They will stay for the duration of the encounter. Where they've been hiding, and how they got where you are now is unimportant, they just show up. Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One handed Light weapons. Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your unarmed strike damage, whichever is higher. You may apply weapon Feats to wielding cats as you would any other weapon. You may also wield fellow Cat Burglars in Tiny Kitty Form as a weapon. They are similar to normal cats, but have an Enhancement Bonus equal to their Cat Burglar Level divided by 5.

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5. The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible.

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action. Make an Sleight of Hand check vs your opponents Spot check. If successful you add your check result to the damage done. If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex): Since your fighting style relies on hiding kitties in your clothing you become quite excellent at hiding them on your person. At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): You and your cats have trained to perform interesting combat tricks. At 3rd, 6th, and 9th levels you may choose 1 combat maneuver from the following list:

Kitty Makin' Biscuits: If you successfully hit your opponent with a Ranged Kitty Attack, he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or be Stunned 1 Round and Nauseated 1d3 rounds after. If the Save is successful he is merely Nauseated 1 Round.

Little Kitty Tripper Upper: If you successfully hit your opponent with a Ranged Kitty attack, you may immediately make a Trip Attempt (your Dex vs his Strength) as a Free Action without provoking an Attack of Opportunity (and if you fail they do not get an attempt to Trip you back). The Trip attempt uses your Size modifier, not the Kitties.

Facehugger: If you successfully hit your opponent with a Ranged Kitty Attack, they must make a Fortitude Save (DC is 10 plus half hit dice plus Dexterity modifier) or be Blinded for 1d3 rounds. If the Save is successful, he is Dazed 1 round instead. If a "1" is rolled on the Save, the victim is permanently Blinded.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d3 damage per Kitty you have on your person, and providing a +1 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: You have become an expert at hiding Kitties in your voluminous yet sturdy sleeves. Any round in which you make a successful Sleight of Hand vs your opponents Spot check you may increase your normal Sneak Attack damage by +2d6.

Sneaky Nibbles: You have become an expert at hiding Kitties on your person in general. If you make a successful Sleight of Hand check vs your opponents Spot check the critical threat range for your Kitty Weapons increases to 18-20 for the rest of the round (they never see it coming). You may Full Attack while using this ability.

Swarm Defense: Whenever an opponent attempts to Grapple you, you get an Attack of Opportunity (even if your opponent has Improved Grapple or Improved Grab) with your Kitty Weapon attack as your Kitties leap from your robes to defend you.

Presents for Daddy: You may make a Ranged Disarm attack to knock something from your opponents hand. This does not damage your Kitty, nor does it take an Attack of Opportunity. If the Disarm is successful whatever was in the opponents hands is now held by the Kitty, who will be returning to you postehaste.


Supahstah! (Ex): Choose any 1 Show Off Maneuver. The Save DC if it is Kitty Makin' Biscuits or Facehugger, increases by +4. If it requires an Opposed check you get +4 to the roll. If it gives you an Attack of Opportunity you are +4 on that attack roll. You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
Learn to be mysterious and use Bluff as much as possible. You always want people to believe you are capable of more things than you actually are. Never give a straight answer, never be straightforward, always take the long way to get to your point. Wear roomy clothes you can hide lots of stuff in.
Combat: You have learned to wield kitties as extensions of your own body. It confuses and disorients people, so concentrate on it just to mess with people. Besides flinging cats into peoples faces is damn funny.
Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town. Cause that gets the women in droves. Fighting is okay, but hot women are better. Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise.."
People luv the Cat Fu Fighters. They pretend to be arrogant, cool, and unreachable. It's all to get the local women to swoon when they show up of course. And of course they indulge in some fighting, but thats only for effect to increase their rep.
Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect. This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer. Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader. And the Town Elders. And the Governor. And several other people just for giggles.
Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
NPC's love you. You're like a local folk hero. Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight. This can make for problems if you let the player hog the limelight, as it may annoy the other players. Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign.
Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight. They may even be paid ahead of time to choreograph it to make the CFF look good. Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good. he claims it's to impress his girlfriends dad so he'll let them marry. It goes well, but soon they find that they've been scripted as the evil villains in his charade. There's also a rash of robberies and crimes laid at their door. Has he been framing the PC's? Will they make it out of town alive? Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated. Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+5 Small), Senses: Listen +6, Spot +6, Low Light Vision, also has Scent in Kitty Form
Languages Elf, Common
------------------------------------------------
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 Armor)
AC Small 22, touch 16, flat-footed 17 (+1 Size, +5 Dex, +6 Armor)
hp 56 (12 HD)
Fort +9, Ref +12 (+14 Small), Will +4
+2 vs Enchantment, Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Kitty +13/+8 (1d6+3)
Ranged Kitty +13 (1d6+3)
Melee Small 2 Claws +16 (1d3-2) and 1 Bite +11 (1d4-2)
Base Atk +10, Grp +10
Atk Options +1d6 Sneak Attack, Show Off (Kitty Makin' Biscuits, Facehugger), Kitty Weapons
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities Small Str 6, Dex 20
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form (Small), Trapfinding, Summon the Kittehs, Improved Sleight of Hand
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse
Skills Balance +5 (+15 Small), Bluff +13, Climb +5 (+11 Small), Concentration +6, Gather Information +6, Hide +6 (+16 Small), Jump +2 (+8 Small, +12 w/Sandals), Knowledge (Local, Nobility) +2, Listen +6, Move Silently +6 (+12 Small), Search +3, Sense Motive +4, Sleight of Hand +13 (+15 w/Kitties), Spot +6, Tumble +8 (+10 Small), Use Magic Device +5

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Silkslick Belt, Sandals of Springing, Robe of Scintillating Colors, +6 Bracers of Armor, Ring of Adamantine Touch, 2 Potions of Cure Serious Wounds, 750 GP


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each Level : 4 + int
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.

Sir Shadow
2008-12-18, 01:43 PM
I have been gone way too long...

Crazy Cat Lady: I love it, in fact, I would actually consider having this for a few NPCs in games. I don't know how a PC would be able to handle it, unless the Game were centered around one city and not much (read: any) travel is involved. I FRIGGIN LOVE THE HORSE THAT THINKS IT'S A CAT! I do believe it should be up to the player if they want to have a feline animal companion. Awakened Cat army ftw!

Katgrrl/Katboi: ... ... ... *wipes drool away* <__< why not just say that the Katgrrl form is a "hybrid" form like with werebeasts? anyways, It's fairly interesting, but I don't know how it would do as a PC. Definitely NPC worthy.

Cat Fu Fighter: At first glance, the thought of throwing cats slightly puts me off <_<;;; but on second glance I was liek: WOW. This guy is friggin awesome, especially that Presents for Daddy. Can't wait to see what Supahstah does!

Bhu
2008-12-19, 03:54 AM
Nice to see you back Shadow!

Havent quite decided on Supastah yet. I have a few options im trying to decide between.

Owrtho
2008-12-19, 03:59 AM
So, could he chuck a cat burglar at them? Also if using a cat burglar would their stats have any effect?

Owrtho

Bhu
2008-12-19, 04:32 AM
Well...I suppose he could chuck a Cat Burglar in Kitty Form...and thier stats would prolly influence damage and such yes.

Owrtho
2008-12-19, 04:55 AM
Well...I suppose he could chuck a Cat Burglar in Kitty Form...and thier stats would prolly influence damage and such yes.

Any crunch on how it would impact damage and such? Other than that look fun so far. Want to see what that last ability is.

Owrtho

Bhu
2008-12-19, 05:11 AM
Ill figure something up and edit it in for wielding Cat Burglars.

Bhu
2008-12-19, 11:56 PM
Added cat burglar weapons and the capstone. Whaddya think?

Bhu
2008-12-21, 06:37 AM
Whilst I finish up the NPC for the CFF:

TIBBIT JESTER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tibbitjester2.jpg

"My Gods you're fat. Are all kings this fat? How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters. This includes the Tibbits if they are frowned upon in some areas...

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Jesters Performance (Taunt)
Saves: Base Reflex Save +6
Race: Tibbit
Skills: Perform (Comedy) 6 Ranks
Feats: Lolcat, Jibba Jabba

Class Skills
The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (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 +0 +2 Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
2. +1 +0 +0 +3 +1 level of Arcane spellcasting class
3. +2 +1 +1 +3 +1 level of Arcane spellcasting class
4. +3 +1 +1 +4 +1 level of Arcane spellcasting class
5. +3 +1 +1 +4 +1 level of Arcane spellcasting class
6. +4 +2 +2 +5 +1 level of Arcane spellcasting class
7. +5 +2 +2 +5 +1 level of Arcane spellcasting class
8. +6 +2 +2 +6 +1 level of Arcane spellcasting class
9. +6 +3 +3 +6 +1 level of Arcane spellcasting class
10.+7 +3 +3 +7 Enrage Audience +1 level of Arcane spellcasting class

Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic: When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list. He may cast 1 extra spell per level per day from this list. For example Muffins can cast up to third level spells. He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast. He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
3rd: Flashburst, great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
Your a big dumb silly kitty. At least that's what you want your employers to think. You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
Combat: You aren't much of a fighter, but you are a talker. Hide behind your allies and insult your enemies into a distractive frenzy before running away. Your allies can use the exercise, you could use some fun, and your enemies need killing. Everyone gets a little something...
Advancement: Most Jester's advance down the same path, becoming ever more sarcastic. You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"I hate sarcastic cats!"
You don't think much of the rich and beautiful. You were raised to hate them, and since meeting them most of them haven't done much to change your mind. You feel little guilt about betraying them and stealing from them.
Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests. Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence.
Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king. He is used to humiliate the King's guests (and unbeknownst to all is also stealing from the King). Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also th Jester of an Evil King, but he works to bring about the Kings downfall.
Organizations: Tibbit Jesters have only the Cat Burglar Guilds. There are training schools in existence that they can sometimes rely upon as well. Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers. No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble). So unless the Jester's public employer travels a lot neither will the group.
Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world. Particularly if it's espionage oriented.
Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead. The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to people at a whim. And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +3 (+5 Tiny, +6 Diminutive), Senses: Listen +1, Spot +3, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed (+1 Size, +3 Dex, +2 Dodge, )
AC Tiny , touch , flat-footed (+2 Size, +5 Dex, +2 Dodge, )
AC Diminutive , touch , flat-footed (+4 Size, +6 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +10
------------------------------------------------
Speed 20 ft. (4 squares)
Ranged +1 Sling +9 (1d3+1)
Melee Small 2 Claws +9 (1d3-2) and 1 Bite +4 (1d4-2)
Melee Tiny 2 Claws +9 (1d2-4) and 1 Bite +4 (1d3-4)
Melee Diminutive 2 Claws +9 (1 point) and 1 Bite +4 (1d2-4)
Base Atk +6, Grp +4
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Haste, 1 Dead Fish Bomb, 1 Hairball Grenade
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18 (22 w/Hat)
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Anklebiter, Dogs Are Retarded..., Jibba Jabba, LOLcat, Weapon Finesse, Deflect Arrows (B), Let Sleeping Kitties Lie (B), Snatch Arrows (B)
Skills Balance +9 (+19 Tiny, +20 Diminutive), Bluff +9 (+11 w/hat), Climb +6 (+12 Tiny, +13 Diminutive), Disguise +6 (+8 w/hat), Escape Artist +8 (+10 Tiny, +11 Diminutive), Hide +12 (+22 Tiny, +27 Diminutive), Jump +6 (+12 Tiny/Diminutive), Knowledge (Local, Nobility) +3, Move Silently +8 (+14 Tiny, +15 Diminutive), Perform (Comedy) +16 (+18 w/hat), Search +3, Sense Motive +6, Sleight of Hand +8, Spot +3, Tumble +9 (+11 Tiny, +12 Diminutive), Use Magic Device +9 (+11 w/hat)

+4 additional Bonus to Hide Checks in undergrowth or high grass
Possessions Collar of Holding, 1 Dead Fish Bomb, 1 Hairball Grenade, Feathered Hat, +6 Bracers of Armor, +3 Ring of Protection, +1 Sling, 1 Potion of Haste, 600 GP


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th

DracoDei
2008-12-21, 09:12 AM
Shouldn't that have a racial and spell-casting requirement for entry?

Bhu
2008-12-22, 04:34 AM
Shouldn't that have a racial and spell-casting requirement for entry?

I added race, sorry bout that. I didnt see a need to add spellcasting as a prereq, because the only class that has Taunt as a class ability is Jester, and it's a spellcasting class.

Bhu
2008-12-23, 05:29 AM
Okay I got the Tibbit Jester spell list up. Im thinking as is theyre underpowered. I need to add some stuff.

DracoDei
2008-12-24, 01:22 PM
Why do they get Dander Blast but none of the other dander spells?

Bhu
2008-12-25, 03:52 AM
Cause Jesters only get up to level 6 spells, and the other dander spells are higher level. They can still get dander Feats though.

Bhu
2008-12-27, 06:03 AM
Okay what do you think of the Tibbit Jester now??

Debihuman
2008-12-27, 10:10 AM
I like the Tibbit Jester but if Jesters only get up to 6th level spells, shouldn't that be mentioned somewhere? If the only class (that you know of-- but you can't account for homebrews and such) that has taunt as a class ability is a Jester, perhaps you should limit this to Jesters.

Where is the Jester class?

Debby

Bhu
2008-12-29, 06:28 AM
it's in the Dragon Compendium. It's kind of Bard-ish.

Bhu
2008-12-30, 06:06 AM
Okay I tweaked the TJ a lil. Since no one seems to be familiar with the Jester Class perhaps I should just move on to the next one.

Bhu
2008-12-31, 04:31 AM
VET

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

Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance. What the hell have you done now?"
Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
Mow:"Ohmygod you pooped in the vampire lords coffin!"

Since many guilds have little religious representation, they needed Healers, and you fit the bill. Your also a good defense against those pesky undead....

BECOMING A VET
Levels in cat burglar and any class capable of healing will suffice.

ENTRY REQUIREMENTS
Class Features: Kitty Form, must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
Feats: Purrsnuggles
Skills: Heal 8 Ranks, Sense Motive 8 Ranks


Class Skills
The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Holy Kitty Aura +1 level of existing Divine spellcasting class
2. +1 +0 +0 +3 Divine Feat +1 level of existing Divine spellcasting class
3. +1 +1 +1 +3 +1 level of existing Divine spellcasting class
4. +2 +1 +1 +4 Holy Kitty Aura +1 level of existing Divine spellcasting class
5. +2 +1 +1 +4 Divine Feat +1 level of existing Divine spellcasting class
6. +3 +2 +2 +5 +1 level of existing Divine spellcasting class
7. +3 +2 +2 +5 Divine Feat +1 level of existing Divine spellcasting class
8. +4 +2 +2 +6 Holy Kitty Aura +1 level of existing Divine spellcasting class
9. +4 +3 +3 +6 +1 level of existing Divine spellcasting class
10.+5 +3 +3 +7 Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class

Weapon Proficiencies: Vets gain no new weapon or armor proficiencies.

Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier. Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier. The Aura has the effects of Daylight and Protection from Evil spells within its area.

At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).

At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.

Caster level for these effects is equal to your Effective Character Level.

Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter, Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, any Aura or Halo Feat.

Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed. If he succeeds he takes 1 point of positive energy damage per hit die you have. If he fails he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there. He is also stunned for 1d6 rounds. Intelligent undead really hate this. Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).

PLAYING A VET
YOU ARE HOLY KITTY!!!!!! Play it up for all your worth. You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura. After all you're a holy kitty. You aren't supposed to encourage fighting. Peace among all sentient beings and all that other crap.
Advancement: You are the traditional healer/buffer type. However you can probably use your powers to gain vast political power if you put your mind to it..
Resources: You can call on the Cat Burglars Guild of course, other Vets especially. And to some extent you can also count on other churches, and people you have helped.

VETS IN THE WORLD
"Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!"
You do quite well for yourself. Everyone likes the healer. Especially cuddly, fluffy ones. After all you take care of their kids when they get sick.
Daily Life: Much of your day is spent addressing peoples health issues. Sometimes you get to go on adventures and give the Undead huggies though..
Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise. Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor. They give free healing and ask for food donations. It's hard to resist the big brown eye look...

NPC Reaction
Most NPC's love vets. Some would elect them Pope if they could.

VETS IN THE GAME
Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
Adaptation: This one is definitely for the silly campaign....
Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage. They may also encounter them aiding the poor.

Sample Encounter
EL 12: The PC's limp into town wounded, when they notice a small crowd. A small cat is healing the local townsfolk of their afflictions. Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment. Really, they swear.

Sheba
CG Human Healer 3/Cat Burglar 3/Vet 6
Init +1 (+3 Small, +4 Tiny), Senses: Listen +3, Spot +3, Scent and Low Light Vision in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 Armor)
AC Small 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
AC Tiny 21, touch 16, flat-footed 17 (+2 Size, +4 Dex, +5 Armor)
hp 45 (12 HD)
Fort +4, Ref +5, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1/+1 Quarterstaff +7/+2 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Melee Tiny 2 Claws +6 (1d2-4) and 1 Bite +1 (1d3-4)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Spells Per Day 0: 6 (DC 13)
1st: 7 (DC 14)
2nd: 6 (DC 15)
3rd: 6 (DC 16)
4th: 4 (DC 17)
5th: 3 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Trapfinding, Purr, Evasion, Holy Kitty Aura (DC 19)
Feats Augment Healing, Combat Casting, Jibba Jabba, Lick Your Wounds, Purrsnuggles, Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +9, Gather Information +9, Concentration +10, Diplomacy +11, Handle Animal +10, Heal +13, Knowledge (Local, Religion) +11, Sense Motive +11, Spellcraft +11

Additional +4 Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, RIng of Mystic Healing, Imperious Vestment, Rod of Celestial Might, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 150 GP


Aura Feats

Aura Feats are only available as Divine Bonus Feats from he Prestige Class.

Strong Aura
"I'm the 60 minute man baby!"
Prerequisites: Holy Kitty Aura
Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times. It's effects stack.


Aura of Plenty
"You're wondering if I lit you guys up 3 times or 4? Well...do ya feel lucky?"
Prerequisites: Holy Kitty Aura
Benefits: You may use your Holy Kitty Aura 3 more times per day. You may take this Feat multiple times. It's effects stack.


Fiery Aura
"I'm on Fire!."
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.


Holay Trap
"Heheheheheheh!"
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to "trap" a square for 1 hour per point of Charisma Modifier. If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.


FLASH!
"Lookit me! I'm a lightbulb!."
Prerequisites: Any 2 Holy Kitty Aura Feats
Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light. All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell.

Halo Feats

Halo Feats are only available as Divine Bonus Feats from the Prestige Class.

Healing Ray
You can zap allies. In a good way of course
Prerequisites: Kitty Form and Healing Hands Class Abilities
Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray). If you can hit your target, it gets healed (or it gets a surprise if it's undead). Range is 25 feet.


Improved Healing Ray
"Watch me hit the Death Knight right in his eyeball."
Prerequisites: Healing Ray
Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.


Healing Cannon
"A gold piece says you can't put down the Lich from here."
Prerequisites: Improved Healing Ray
Benefits: Your Healing Ray is now a 50 foot Line.


Holy Paw of Smiting
"BAD!"
Prerequisites: Energy Resistance and Kitty Form as Class Features
Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to an attack and damage roll (you must declare you are using this ability before rolling the dice).


Improved Paw of Smiting
" I SAID BAD!!"
Prerequisites: Holy Paw of Smiting
Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier. For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20. You now threaten a critical on a 16-20. This does not stack with other effects that increase critical threat range.


Paw of Heathen Whoopin'
"AND STAY DOWN!"
Prerequisites: Improved Paw of Smiting
Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.


Holay Water
"I bless this water in the name of my foreign heathen Gawd."
Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water and convert it into a potion of Cure Light Wounds. If thrown on an undead it damages them as per the spell (their Save DC is +2).


Improved Holay Water
"I bless this water in the name of several of my foreign heathen Gawds."
Prerequisites: Holay Water
Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.


Holay Fountain
"I summon this fountain in the name of my foreign heathen Gawd."
Prerequisites: Improved Holay Water
Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius. Anything in this area gets the equivalent of a Cure Serious Wounds spell. Especially the Undead. Heheheheheh.


Summon the Snuggly Spirits
"Say hello to mah lil' friends!"
Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.


Summon the Not So Snuggly Spirits
"Say hello to mah not so lil' friends!"
Prerequisites: Summon the Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.

Summon the Twitchy Moose Spirit
"Say hi to Bob scum!"
Prerequisites: Summon the Not So Snuggly Spirits
Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier. You must announce this before casting the Summoning spell. Your summoned creature has the Anarchic Template from the Planar Handbook.


Halo of Light
"Ding!"
Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability.
Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell. This is a Supernatural Ability.


Halo of Power
"HMMMMMMMMMMMMMMMMMMMMMMMMM."
Prerequisites: Halo of Light
Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head. It lasts for 3 rounds plus 1 round per point of Charisma Modifier. For it's duration you are considered to be under the effects of a Divine Power spell. This is a Supernatural Ability.


Halo of Fiery Burnination
"MWUHAHAHA!"
Prerequisites: Halo of Power
Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head. The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).


Friend of the Aminals
"The Birds like me."
Prerequisites: Nature Sense and Kitty Form as a Class Ability.
Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack. They will do their best to help or defend you if you are attacked.


Friend to Usefully Big Aminals
"The Elk like me."
Prerequisites: Friend to Aminals
Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.


Friend to the Big Hairy Aminals
"This is my elephant companion Bork the Mad."
Prerequisites: Friend to Usefully Big Aminals
Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.


I Know What You Did Last Summer
"Do I need to say it out loud?"
Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).


I Saw You With The Mayor Last Night
"You know he's married right?"
Prerequisites: I Know What You Did Last Summer
Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent. If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter. If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.


Can You Go 2 Days Without Committing an Act of Immorality?
"You got issues lady."
Prerequisites: I Saw You With The Mayor Last Night
Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).



EPIC VET

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Vet gains a Bonus Feat every 2 levels higher than 20th.

Cieyrin
2008-12-31, 09:51 AM
rofls, Vets are awesome-sauce! i likes, i likes! :smallbiggrin:

DracoDei
2008-12-31, 04:46 PM
I like it!

Would the "anti-death power" from the 2nd and later Gauntlet games make a good basis for a Halo feat? Something along the lines of: Immune to energy drain and incorporeal touches from undead, and can damage undead by touch to heal self. Lasts 10 minutes or until you deal 50 points of damage with it.

Should there be an especially silly Halo feat based on something from the HALO video-game?

Bhu
2009-01-01, 04:23 AM
heheheh you'll see

Got a pic up for the Cat Fu Fighter. Not what I wanted, but it'll work for now.

DracoDei
2009-01-01, 06:05 AM
Both my Halo suggestions were intended to be silly.

As for the picture... he's tough, he's holding a cat... it works.

Bhu
2009-01-03, 12:20 AM
Is there a class other than cleric. healer, favored soul that could qualify for this? I was gonna base the Halo Feats off class abilities.

Cieyrin
2009-01-03, 09:52 AM
Druids and Shugenja also have access to spells from the Healing subschool, as well as Bards, Paladins, Rangers, Spirit Shamans and probably a couple others that I'm forgetting.

Basically anybody who can cast a Cure [Insert Wound Severity] Wounds spell can qualify for this class. Hell, maybe a Factotum could do so as well, if they really try. I don't have Dungeonscape on hand to check that particular angle out, but no big deal.

Sir Shadow
2009-01-03, 10:28 AM
Wizards (and any class that casts arcane spells) could also get healing spells if they take the Arcane Disciple feat and the appropriate domain, thus making it possible for them to take this class...

Lorien077
2009-01-04, 01:19 AM
...I want to play a vet, and I usually hate the bandaid box role (though it can clearly do other things)
Sorry its been so long and that the only think I have to say is "awesome!"

Bhu
2009-01-04, 10:20 PM
Okay I got several Aura and Halo feats, and several more on the way. I also amended it to say they have to cast healing spells as Divine Magic.

Cieyrin
2009-01-05, 10:25 AM
For the Holy Paw of Smiting feat chain, I'd either specify that the attacks are specifically smites or limit the effects to the smites given from the feat chain, as as it currently stands, the feat chain effects ALL smites, whether Paladin's, Destruction domain, etc.

Also, for the second feat of the tree, I'd specify that the crit range doesn't stack w/ other crit range changers, like Keen Edge and Improved Critical, as that'll rapidly get out of hand, especially since Charisma's one of the core stats for both Cat Burglars and Favored Souls and all.

Norr
2009-01-05, 03:12 PM
Hehe, love the vet. The Halo of Power reminds me of this image (http://icanhascheezburger.com/2007/01/13/kitty-has-reached-critical-mass). I think I have the unedited version of that pic somewhere...

Also, pooping in the vampire lords coffin while he is away and then killing him = major rude reawakening. I wonder if there is a way to infuse the stuff with positive energy...
EDIT: A halo feat called 'I poop rainbows', allowing you to make a hrm... 'trap' on a square that releases a cure spell on whatever steps on/in it. Dries up and becomes inert in 1 hour/vet level. The only healing ability your allies will hate you for. /EDIT

On a similar note, Halo of Light and -power could base off of or enhance the Searing Light spell while -Fiery Burnination would also extend to Flame Strike or something similar.

O Hai by the way, Bhu.

Bhu
2009-01-06, 05:02 AM
OMG Norr is back!
Yays!

ANd he has given me evil ideas...

celtois
2009-01-06, 05:39 AM
Continues to watch quietly..



Speaking of witch you are amazing Bhu :smallbiggrin:

Bhu
2009-01-07, 05:36 AM
Thanks Celtois! :smallbiggrin:


Got all the current Halo Feats done cept the Druid stuff. Think the Dark Knowledge ones are okay?

Cieyrin
2009-01-07, 10:52 AM
I don't know too much about the classes from Heroes of Horror, so I'm not sure really what to say about the Dark Knowledge Vet feats.

Bhu
2009-01-08, 04:48 AM
Quick magic item idea.

I also think th Vet may be done cept for the NPC

Furniture of Hiding
Price (Item Level): 10000 GP
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:16) Tranmutation
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

DracoDei
2009-01-08, 01:15 PM
What mitigation factors did you use for the fact that it is immobile and in-fact, must usually be custom designed to match the specific piece of furniture it is replacing (and some guidelines about what the modifiers for the Carpentry vs Spot rolls for pulling of the switch both short and long term would be nice)? I ask this because that price looks rather high... the ONE thing I can think of as an argument for having a higher than standardly calculated price is that more than one character can use it at a time.

Cieyrin
2009-01-08, 02:10 PM
The Druid feats seem a little underpowered, compared to the other Vet feats, unless you're going to whore out Diplomacy on animals to make your own menagerie of furry zealots. Then carry on. :smallbiggrin:

Bhu
2009-01-09, 03:13 AM
What mitigation factors did you use for the fact that it is immobile and in-fact, must usually be custom designed to match the specific piece of furniture it is replacing (and some guidelines about what the modifiers for the Carpentry vs Spot rolls for pulling of the switch both short and long term would be nice)? I ask this because that price looks rather high... the ONE thing I can think of as an argument for having a higher than standardly calculated price is that more than one character can use it at a time.

Thats what I came up with when using the formula in the DMG. I'm gonna be revising all the item prices soon anyway though.

Bhu
2009-01-09, 03:17 AM
I modified the Druid Feats. How do they look now?

Norr
2009-01-09, 11:47 AM
Heh, now the druid feats pack some punch. I can but imagine a would-be ambush party beset by a murder of crows. I think those feats just moved the vet a step closer to a viable choice in a horror campain (at least as a villain).

Bhu
2009-01-10, 06:09 AM
Vets done. And now:


SHORT PAW CLAN

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

"Softee Paw Kung Fu is for sissies! Short Paw Kung Fu rules!"

The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind. Screw blackmailing people they're out to beat them up.

BECOMING A SHORT PAW
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Sudden Strike +2d6
Feats: Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
Skills: Concentration 6 ranks, Tumble 6 ranks
Special: Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Short Paw Kung Fu (Paw of Horrifying Death)
2. +1 +0 +3 +0 Bad Reputation +2
3. +2 +1 +3 +1 The Fine Art of Kicking ___
4. +3 +1 +4 +1 Short Paw Kung Fu (Paw of Instructional Dismemberment)
5. +3 +1 +4 +1 Bad Reputation +4
6. +4 +2 +5 +2 The Fine Art of Kicking ___
7. +5 +2 +5 +2 Short Paw Kung Fu (Paw of Gentle Rebuke)
8. +6 +2 +6 +2 Bad Reputation +6
9. +6 +3 +6 +3 The Fine Art of Kicking ___
10.+7 +3 +7 +3 Paw of the Fluffy Kitten

Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.

Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death. In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks. By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and everyone within 10 feet who isn't an Ally must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment. As before this isn't as horrible as it sounds. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain. Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke. This one is actually kinda bad. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by. For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 25 feet. If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks. This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip. In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack. The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power). The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition. The strike does normal Unarmed Strike damage plus an additional 50 points of damage. If the opponent Charged this round it does +5 damage. If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage. If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage. If the opponents is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage. If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage. If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round.

PLAYING A SHORT PAW
You were born to beat people up. You relish being able to beat down lumbering, thuglike samurai with a single paw. And you let them know it to. Every day. In every way possible. Especially when they're sleeping...
Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu. Not much point in being a butt-kicker for hire if you can't actually kick butt.
Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans. they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
Short Paws are generally feared and mistrusted, mostly cause you make sure of it. You want the bad rep cause it makes the job easier. Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them. You have inherited the cat's laziness to a degree.
Daily Life: 5 am: rose for training in the garden. Sifu sent Brother Hanzo through a wall with one blow. It was awesome!!
7 am: Stole breakfast from local butthead who overcharges the locals.
9 am: More training. Sifu sent me through a wall. Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation. Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us. Then it's nappy times.
Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master. He hopes to have his own school someday. Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
Organizations: The Short Paw Clan pretty much is an organization unto itself. You gotta be family though, or well liked by them. And they're mighty picky about prospective members outside the family.

NPC Reaction
NPC's generally hold you in awe for your mighty kitty kung fu prowess. Plus you whoop the local nobles. That alone gets you kudos.

SHORT PAWS IN THE GAME
This class may tend to make the PC's a tad wary of cats. Which they should be. Darn sneaky critters them cats.
Adaptation: This one is definitely for silly campaigns. Kung Fu kitties just doesn't seem right in a serious one.
Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect. Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord. They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic. Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again. The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +12, Spot +12, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 24, touch 18, flat-footed 22 (+2 Dex, +6 Wisdom, +6 Armor)
AC Small 27, touch 21, flat-footed 23 (+1 Size, +4 Dex, +6 Wisdom, +6 Armor)
AC Tiny 29, touch 23, flat-footed 24 ( +2 Size, +5 Dex, +6 Wisdom, +6 Armor)
AC Diminutive 32, touch 26, flat-footed 26 (+4 Size, +6 Dex, +6 Wisdom, +6 Armor)
hp 48 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +8/+3 (1d10-1) or weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3) or Unarmed Strike +12/+7 (1d8-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4) or Unarmed Strike +14/+9 (1d6-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4) or Unarmed Strike +17/+12 (1d4-4)
Base Atk +7, Grp +6 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options +1d6 Sneak Attack, +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear 4 Potions of Haste, 2 Potions of Heroism
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Kitty Form, Purr, Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Anklebiter, Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Weapon Finesse
Skills Balance +9 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +8, Climb +9 (+11 Small, +12 Tiny, +13 Diminutive), Concentration +7, Gather Information +8, Hide +10 (+16 Small, +21 Tiny, +26 Diminutive), Intimidate +17, Knowledge (Local) +8, Listen +12, Move Silently +10 (+12 Small, +13 Tiny, +14 Diminutive), Spot +12, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive)
Possessions Collar of Holding, Cute Widdle Bowsies, Robe of Blending, +6 Bracers of Armor, Ring of Chameleon Power, 4 Potions of Haste, 2 Potions of Heroism, 50 GP




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.



The Look
Man that cat really makes me nervous...
Prerequisites: Black cat, Nekochan, or Tomcat
Benefits: Intimidate is always considered a class skill for you.

Bhu
2009-01-10, 06:21 AM
Added some stuff to Katgrrl too, and some Hex Feats to the Bad Kitty back on page 11.

Bhu
2009-01-11, 08:03 AM
Any thoughts on the Short Paws? I've got about 8 more ideas for PrC's if they're okay.

Bhu
2009-01-12, 07:54 AM
Welll the Short Paw Ninjas don't seem to attract too much attention, so I guess it's time for another PrC:

CATS FROM SATURN

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

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

There are even Cat Burglar Guilds in the Far Realms nowadays. God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can. They just have to figure out what the local Aberrations think is cute. Regular Cat Burglars suck. They just con people and take their money. You con strange alien artifacts out of disembodied, freaky brain creatures.

BECOMING A CAT FROM SATURN
You'll need to find some way of accessing the Far Realms, so you'll either be a spell caster or have access to one. Usually the Cult...uh Guild...has spellcasters to provide you with the ability to travel the Planes until you gain do it yourself.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to cast 2nd level Arcane Spells, and must know 1 Conjuration spell from each level OR must be able to Manifest 2nd level Powers, one of which must be from the Nomad List.
Skills: Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 4 ranks
Feats: Augment Summoning, Transdimensional Spell, Unnatural Will (see Complete Arcane and Heroes of Horror)
Special: Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
The Cat from Saturn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each Level : 4 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
2. +1 +0 +3 +3 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
3. +1 +1 +3 +3 Summon the Toadie Frogs
4. +2 +1 +4 +4 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
5. +2 +1 +4 +4 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
6. +3 +2 +5 +5 Summon the Toadie Frogs
7. +3 +2 +5 +5 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class
8. +4 +2 +6 +6 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
9. +4 +3 +6 +6 Summon the Toadie Frogs
10.+5 +3 +7 +7 Manipulate the Sphere's, +1 Level of Arcane/Psionic spellcasting class

Weapon Proficiencies: Cats from Saturn gain proficiency with one Exotic Weapon.

Spells/Psionics: Every level except 3, 6, and 9 the Cat from Saturn increase the level of their spellcasting or manifesting class. They have to be one or the other, not both.

Non-Euclidean Kitty Form (Su): At 1st level you gain the ability to use Non-Euclidean Kitty Form. While in Non-Euclidean Form you have the benefits of the Avoid Planar Effect spell. if you should change Planes it takes 1 round for this power to change to protect you from the new Plane.

At 4th level your Non-Euclidean Kitty form is quite appalling. You automatically fail all Charisma based skill checks (except Intimidate, Use Magic Device, or Use Psionic Device) against anything not an Outsider or an Aberration. You gain a Circumstance Bonus equal to your Cat from Saturn level on Intimidate checks against anything not an Aberration or Outsider. Aberrations and Outsiders find you soothing and pleasant however, and they automatically regard you as friendly unless you attack them. Even horrifying tentacle monsters from beyond space and time need some downtime snuggling with their lil' kitty to reduce stress.

At 7th level you are downright bizarre. Aberrations and Outsiders must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected by the Calm Emotions spell when you are within 30' of them. Their emotions are calmed only in regards to you, and only if you don't deliberately attack/anger them, and it affects even Outsiders and Aberrations immune to Mind-Affecting Effects. All other Types of beings must also make a Willpower Save if you are within 30', or be Frightened for 1d6 rounds. If the Save is successful they are immune to your Kitty Form for 24 hours.

Schrodinger's Scamper (Su): At 2nd level you may cast Dimension Door 3 times per day as a Supernatural Ability.

At 5th level you may cast Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you.

At 8th level you may cast Greater Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you.

Summon the Toadie Frogs (Su): Once per day you may summon evil toadlike critters at 3rd level (twice per day at level 6, 3 times per day at level 9). This is the equivalent of Lesser Planar Ally at level 3, Planar Ally at 6th level, and Greater Planar Ally at 9th level. However you may only summon Toadie Frogs. At level 3 this is a Mud Slaad (see Fiend Folio) with the Pseudonatural Template. At level 6 this is a 12 HD Gray Slaad with the Pseudonatural Template (or 2 Mud Slaad). At level 9 this is an 18 HD Death Slaad with the Pseudonatural Template (or 3 Mud Slaad).

Manipulate the Sphere's (Su): A number of times per day equal to your Charisma Modifier you may cast any Conjuration spell with a Metamagic Feat without increasing the spells level. If you have a Psionic class instead, you may Manifest powers from the Nomad list using Metapsionic Feats without increasing the power point cost. Your type now changes to Outsider with the Native Subtype.

PLAYING A CAT FROM SATURN
The Cats from Saturn have some sort of business arrangement with an entity or realm in the Far Realms known as Saturn. Coincidental perhaps, but screw it I'm running with it. They trade packages back and forth between the Realms and the Prime Material Plane. Whatever they're getting out of it must be pretty damn worth it, because they'd rather die than let anyone see whats in their packages.
Combat: Cats from Saturn avoid direct combat unless they outnumber opponents enough for the fight to be easy. They have summoned minions to do fighting for them.
Advancement: Cats from Saturn usually try to increase their magical powers, and their connections in the Far Realm. It's uncertain why, but they definitely have some sort of bidness enterprise there. Probably trading peoples brains for Space Mead or something weird like that.
Resources: The Cats from Saturn usually have only their own peculiar Guild to draw from. The other Cat Burglars are freaked out by them. Not to mention regular citizens.

CATS FROM SATURN IN THE WORLD
"For the cat is cryptic, and close to Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle's lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten."
Cats from Saturn interact with the Far Realms, not our world. They only spend time here fetching whatever the hell it is they sell to the weird gut-faced critters in the Realms for...whatever it is they get in return. Plus they spend time researching spells and new powers.
Daily Life: You like scaring the locals to prevent them from looking into your operations. And scaring the not-so-locals just because. And anyone else you can find. Sometimes you practice on small animals by making their hearts explode in front of people. It always helps to increase your bad reputation.
Notables: Shub (CE Male Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is an enforcer for the cult...er ...Guild. Shubawubbawub (CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is the local Mistress of the Toadie Frogs...god alone knows what that entails, and we ain't askin'.
Organizations: The Cats from Saturn are their own organization, one mostly devoted to smuggling god knows what back and forth from the Far Realms. They are closer knit than even the regular Cat Burglar Guilds due to the extreme danger of their business. Whatever it is.

NPC Reaction
NPC's tend to poop themselves if they see you in Non-Euclidean Kitty Form. They aren't very fond of you otherwise either come to think of it.

CATS FROM SATURN IN THE GAME
This is good for campaigns if you want good and evil Cat Burglar Guilds (guess which one is the evil one?). The Saturn Cats are pretty spooky, so they tend to scare the bejeezus out of people one way or the other.
Adaptation: This could go in either a silly or a spooky campaign. Preferable a mix of both.
Encounters: PC's are only likely to encounter the Cats from Saturn in their true forms in the Far Realm. Should they raid or stumble into a Saturnian Guild by accident however things will get weird quick...

Sample Encounter
EL 12: The PC's have been hired to investigate rumors about toadlike monsters that are haunting the local fens. After much searching they come across a cult in the midst of the wetlands. And apparently it is composed of weird little vaguely catlike creatures...


Shubawubbawub
CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6
Init +1 (+3 Small), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Aboleth, 2 Far Realms languages
------------------------------------------------
AC 20, touch 15, flat-footed 19 (+1 Dex, +4 Deflection, +5 Armor)
AC Small 23, touch 18, flat-footed 20 (+1 Size, +3 Dex, +4 Deflection, +5 Armor)
hp 31 (12 HD)
Fort +3 (+8 w/cloak), Ref +6 (+8 Small, +11 w/cloak, +13 Small w/cloak), Will +10 (+15 w/cloak)
+3 on Willpower Saves against Fear
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +2 (1d3-3) and 1 bite -3 (1d4-3)
Base Atk +5, Grp +4 (-3 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 4 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9th
Supernatural Abilities Schrodinger's Scamper (Dimension Door 3/day, Plane Shift 1/day), Summon the Toadie Frogs 2/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Kitty Form, Purr, Trapfinding, Non Euclidean Kitty Form
Feats Augment Summoning, Combat Casting, Jibba Jabba, Spell Focus (Conjuration), Transdimensional Spell, Unnatural Will
Skills Balance +1 (+9 Small), Bluff +11, Climb -1 (+7 Small), Concentration +9, Decipher Script +7, Hide +9 (+19 Small), Intimidate +3 (+11 in NE Kitty Form), Jump -1 (+5 Small), Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +9, Move Silently +9 (+15 Small), Search +11, Spellcraft +11, Spot +9, Survival +9, Use Magic Device +11

In areas of tall grass or heavy undergrowth the Hide raises to a +23
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +5 Cloak of Resistance, +5 Bracers of Armor, 1 Potion of Cure Serious Wounds, 500 GP




EPIC CAT FROM SATURN

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells or Psionics: Your caster or Manifester level continues to improve with Epic levels, and you gain 1 new spell or power of any level you can cast every other level stating at level 22.
Bonus Feats: The Epic Cat from Saturn gains a Bonus Feat every 3 levels higher than 20th.

Sir Shadow
2009-01-12, 02:43 PM
I actually like the Short Paw a lot... o.o tempting to get...

In his Paw of the Fluffy Kitty, you say he makes a touch attack and deals normal damage.... I assume you mean unarmed strike? Or do I just not know that melee touch attacks do damage <_<?

DracoDei
2009-01-12, 06:18 PM
Cats from Saturn get a giggle from me... I assume that fairly early in the process they become decidedly NOT cute to things not from the far realm? Or do they turn back and forth like the summoning psuedonatural template (not the Epic one)? In any case the idea of kittehs-that-should-not-be strikes me as interesting.

Bhu
2009-01-13, 03:34 AM
I actually like the Short Paw a lot... o.o tempting to get...

In his Paw of the Fluffy Kitty, you say he makes a touch attack and deals normal damage.... I assume you mean unarmed strike? Or do I just not know that melee touch attacks do damage <_<?

It's an unarmed strike. I edited it.

Bhu
2009-01-14, 06:00 AM
Minor update to teh Cats from Saturn. Those of you well versed in Lovecraft will giggle.

Norr
2009-01-14, 12:48 PM
Reminds me of this image (http://www.cthulhuland.net/wp-content/uploads/2008/08/cthulhu_kitty.jpg). Frankly, I know I'm gonna love this PrC.

One question though, are the 'cats from saturn' originally from the far realm or are they mortals who have gone there and... changed?
Because as far as I know the only mortals that have gone to the far realms and come back with some semblance of life are the kaorti, and they don't take too well to our corrosive reality. On the other hand, the half-farspawns seem to be doing pretty well for themselves, as does the pseudonatural creatures.

Owrtho
2009-01-14, 02:05 PM
This class looks like it will be win. Also, on the knowledge in the requirements, is it 6 ranks in one or 6 ranks in each?

Owrtho