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DracoDei
2009-07-16, 11:09 AM
BOOM! has a typo on the focus line. Also, it is fire, force, or untyped damage?

Bhu
2009-07-17, 05:07 AM
It's untyped. Thanks for the mention of the typo, it's fixed

Bhu
2009-07-18, 05:36 AM
All the Epic items are priced as per the DMG rules (except the Tank Collars), and I just need to revise them to be sure the price is alright. Soon as I do that and finish the War Kitteh spell the epic stuff will be done

Bhu
2009-07-19, 04:48 AM
Okay I got the War Kitteh spell done I think. Does everyone think its powerful nuff for a level 9 spell?

Also have small update to Bakeneko.


Including a new spookity kitty pic :smallbiggrin:

Bhu
2009-07-20, 05:57 AM
Human Form
You can pretend to be an infant or Toddler.
Prerequisites: Awakened Cat, Kitty Form
Benefits: At will you can become a Tiny sized Humanoid (in other words a baby) at will as a Standard Action. This has no effect on your stats, and you lose your Low Light Vision, but you do gain hands.

Improved Human Form
You can pretend to be a child or teenager
Prerequisites: Awakened Cat, Kitty Form, Human Form
Benefits: At will you can also become a Small sized Humanoid (in other words a child) at will as a Standard Action. You gain +4 Strength and -2 Dexterity while in Improved Human Form.

Greater Human Form
You can pretend to be an adult humanoid.
Prerequisites: Awakened Cat, Kitty Form, Improved Human Form
Benefits: At will you can also become a Medium sized Humanoid (in other words an adult) at will as a Standard Action. You gain +8 Strength and -4 Dexterity while in Greater Human Form.

Bhu
2009-07-20, 07:26 AM
I was gonna save this for later, but since Wizards has forced my hand:

Cat Burglar

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

”Meow!”

Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to
theft to support themselves. While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded. Many have become adventurers, scouts, and people of a thiefly
persuasion. There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades). This wealth of knowledge has created specialized Cat Burglars who choose their career path (Cute, Sneaky, Spooky, Scared Mischievous, Snuggly, or Curious) at 2nd level. See Mad Skillz below for details.

MAKING A CAT BURGLAR
You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).
Abilities: Dexterity and Charisma are of paramount importance to the
Cat Burglar. Much of their skills and abilities key off these
two stats. A decent Constitution and Wisdom wouldn’t hurt
either.
Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them. Dwarf and Half Orc Cat Burglars are virtually unknown.
Alignment: Cat Burglars may not be Lawful. Most tends towards Chaos
and Neutrality.
Starting Gold: Same as Rogue.
Starting Age: Same as Rogue.

Class Skills
The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trapfinding, Purr, Kitty Form(Kitties)
2. +1 +0 +3 +0 Mad Kitty Skillz I
3. +2 +1 +3 +1 Kitty Form I
4. +3 +1 +4 +1 Mad Kitty Skillz II
5. +3 +1 +4 +1 Kitty Form II
6. +4 +2 +5 +2 Mad Kitty Skillz III
7. +5 +2 +5 +2 Kitty Form III
8. +6/+1 +2 +6 +2 Mad Kitty Skillz IV
9. +6/+1 +3 +6 +3 Kitty Form IV
10. +7/+2 +3 +7 +3 Mad Kitty Skillz V
11. +8/+3 +3 +7 +3 Kitty Form V
12. +9/+4 +4 +8 +4 Mad Kitty Skillz VI
13. +9/+4 +4 +8 +4 Kitty Form VI
14. +10/+5 +4 +9 +4 Mad Kitty Skillz VII
15. +11/+6/+1 +5 +9 +5 Kitty Form VII
16. +12/+7/+2 +5 +10 +5 Mad Kitty Skillz VIII
17. +12/+7/+2 +5 +10 +5 Kitty Form VIII
18. +13/+8/+3 +6 +11 +6 Mad Kitty Skillz IX
19. +14/+9/+4 +6 +11 +6 Kitty Form IX
20. +15/+10/+5 +6 +12 +6 True Kitty

Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte. They are proficient with Light Armor but not with
Shields.

Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.

Purr: Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Small, Tiny, or Diminutive cat. Small cats are one of the larger breeds of housecat such as the Maine ****, or one of the very small feral cats such as the Fisher Cat. In Small Kitty Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus. If you make a Full Attack you get 2 Claw attacks and a Bite. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8. Your stats in this form are +4 Dex, -4 Str . When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. Otherwise you may remain in Kitty Form as long as you wish.

Tiny Kitty Form covers most breeds of housecats, or the kittens of some feral cats mentioned above. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1d2 and your bite 1d3. Stats are +6 Dex, -6 Str. Minimum Strength is 3.

Diminutive Kitty Form covers most breeds of domesticated kittens. Your abilities are the same as Small Kitty Form with the following exceptions: Your claws only do 1 point and your bite 1d2. Stats are +8 Dex, -8 Str. Minimum Strength is 2.

Unless mentioned otherwise all abilities gained after 1st due to Kitty Form are Supernatural Abilities, and may only be used in Kitty Form (unless otherwise noted).

Kitty Form I(Su): At 3rd level Tuff Kitties get Hard Fightin' Kitty. They no longer take Size Penalties to Grapple and Trip checks. If in Tiny or smaller Kity form they no longer provoke an attack of opportunity by entering the square of a foe with reach.

Sneaky Kitties get Paw At The Door. By making a pawing motion (like a cat scratching at a door) the Sneaky Kitty can make an Open Lock roll without tools, and using his Charisma Bonus instead of his Dexterity Bonus. You may also use this ability to open an unlocked door or window or cabinet by making a DC 5 check.

Cute Kitties get can cast Entice Gift 5/day.

Spooky Kitties can cast Scare 5/day.

Scared Kitties can cast Summon Feline II 5/day.

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

Snuggly Kitties can cast Cure Moderate Wounds 5/day

Curious Kitties can cast Chain of Eyes, Detect Secret Doors, Detect Thoughts, Locate Object, and See Invisibility 1/day.


Kitty Form II(Su): At 5th level Tuff Kitties can cast Haste 5/day.

Sneaky Kitties get Trap Resistance. If they would normally set off a trap they get to roll d20 plus half their Cat Burglar level, plus their Charisma modifier. If this total is higher than the Traps Save DC, the trap activates after they have passed through it's area of effect instead.

Cute Kitties can cast Suggestion 5/day.

Spooky Kitties can cast Mass Curse of Impending Blades 5/day.

Scared Kitties can cast Summon Felines III 5/day.

Mischievous Kitties get Goodies!: By looking at one creature within 60' you gain an immediate inventory of what is on his person. This will not go into specifics. For example if he has a dagger hidden in his boot, you will know that. You will not know it is a +2 Unholy Vorpal Dagger. This is a Standard Action

Snuggly Kittties can cast Remove Curse and Remove Blindness/Deafness 3/day.

Curious Kitties can cast Clairaudience/Clairvoyance 5/day.


Kitty Form III(Su): At 7th level Tuff Kitties get Rake (Ex). When grappling they gain 2 additional Rake Attacks. To hit and damage of Rake attacks are equal to it's claw attacks.

Sneaky Kitties can cast Greater Invisibility 5/day.

Cute Kitties can cast Charm Monster 5/day.

Spooky Kitties can cast Fear 5/day

Scared Kitties can cast Summon Feline IV 5/day.

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

Snuggly Kitties can cast Neutralize Poison and Cure Critical Wounds 3/day.

Curious Kitties can cast Arcane Eye, Detect Scrying, Locate Creature, Scrying, and Treasure Scent 1/day.


Kitty Form IV(Su): At 9th level Tuff Kitties can cast Nightstalker's Transformation 5/day.

Sneaky Kitties get Improved Trap Resistance. If they successfully make their Trap Resistance roll they may decide whether the trap goes off at all. If they let it activate they can delay activation up to 5 rounds after they leave it's area of effect.

Cute Kitties can cast Dominate Person 5/day

Spooky Kitties can cast Mass Curse of Ill Fortune 5/day

Scared Kitties can cast Summon Feline V 5/day.

Mischievous Kitties get I'm Out: If no one is looking at you, you may Dimension Door at will. You may only use it to teleport to locations you can see.

Snuggly Kitties can cast Mass Cure Light Wounds 5/day.

Curious Kitties can cast Prying Eyes 5/day.


Kitty Form V(Su): At 11th level Tuff Kitties can cast Tenser's Transformation 3/day.

Sneaky Kitties can cast Mislead 3/day.

Cute Kitties get Charming. You permanently receive the benefits of the Sanctuary Spell. The Save DC increases by +2 for every Size Class above yours your opponent is. If he succeeds in making a Save, you lose the benefits of this ability against him for the duration of the encounter only.

Spooky Kitties can cast Eyebite 3/day

Scared Kitties can cast Summon Feline VI 3/day.

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

Snuggly Kitties can cast Heal 3/day.

Curious Kitties can cast Legend Lore, Probe Thoughts, and True Seeing 1/day.


Kitty Form VI(Su): At 13th level Tuff Kitties get Magic Claws. All of their unarmed strikes, grapples, or natural weapons are considered to be magic for purposes of overcoming Damage Reduction. They may also affect incorporeal targets as magic weapons do (i.e. they have a 50% chance of hitting).

Sneaky Kitties get Comin Thru!. Movement while you are in Kitty Form does not provoke Attacks of Opportunity regardles of how far you move or what your opponents Reach is.

Cute Kitties can cast Hiss of Sleep 3/day.

Spooky Kitties can cast Evil Glare 3/day

Scared Kitties can cast Summon Feline VII 3/day.

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

Snuggly Kitties can cast Greater Restoration 3/day.

Curious Kitties can cast Greater Scrying 3/day.


Kitty Form VII(Su): At 15th level Tuff Kitties get Natural Born Anklebiter. While in Kitty Form and your opponent is at least 2 Size Classes bigger than you he must make a Reflex Save (Save DC is 10 plus half your Hit Dice plus Charisma Bonus) or he loses his Dexterity Bonus to AC against you.

Sneaky Kitties can cast Superior Invisibility 1/day.

Cute Kitties can cast Mass Charm Monster 1/day.

Spooky Kitties can cast Greater Bestow Curse 1/day

Scared Kitties can cast Summon Feline VIII 1/day.

Mischievous Kitties get The Daily Screwjob: Three times per day as a Supernatural Ability you can cast Limited Wish, but can only use it to mimic spells or undo harmful spells.

Snuggly Kitties can cast Mass Cure Critical Wounds 1/day.

Curious Kitties can cast Greater Prying Eyes 1/day.


Kitty Form VIII(Su): At 17th level Tuff Kitties get Paw of Rebuke. If your opponent is denied his Dexterity Bonus to AC or Flat-footed, you get a Circumstance Bonus to your damage rolls with your natural weapon attacks equal to your Cat Burglar Level.

Sneaky Kitties get Stelth Powah! All Supernatural Abilities you get from Kitty Form you may cast as though you had cast them with the Extend Spell Feat.

Cute Kitties can cast Dominate Monster 1/day.

Spooky Kitties can cast Wail of the Banshee 1/day.

Scared Kitties can cast Summon Feline IX 1/day.

Mischievous Kitties get The Fickle Paw of Fate: Once per day as a Supernatural Ability you can cast Wish, but can only use it to mimic spells, create non magical items for up to 24 hours, or remove injuries and afflictions.

Snuggly Kitties can cast Mass Heal 1/day.

Curious Kitties can cast Foresight 1/day.


Kitty Form IX(Su): At 19th level Tuff Kitties get Defensive Flurries (Su): As a Full Round action you make 6 Claw Attacks against one opponent. For every -1 to hit and damage you take you gain a +1 Circumstance Bonus to AC. You must take a minimum penalty of -3. If any of these Claw Attacks hit your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for 1d6 rounds.

Sneaky Kitties get Hardcore Sneakery. Supernatural abilities that you have from Kitty Form that mimic Invisibility spells may not be dispelled by Purge Invisibility. A number of times per day equal to your Charisma Modifier you may Take 10 on any Hide or Move Silently Check.

Cute Kitties get Putty in Mah Paws. A number of times per day equal to your Charisma modifier you may extend the duration of one of your Supernatural Abilities gained from Kitty Form that mimics a spell to 24 hours.

Spooky Kitties get Dark Assassin. If your opponent is denied his Dexterity Bonus to AC, or flat-footed, his Saving Throws against Supernatural Abilities you gain while in Kitty Form take a -4 Profane Penalty.

Scared Kitties can cast Fierce Pride of the Beastlands 1/day.

Mischievous Kitties get Lols: You may zap one opponent within 60’ (Save DC is 10 plus half Hit Dice plus Charisma modifier). If he makes the Save he is immune to this ability for 24 hours. If he fails, you may choose 1 Class Ability, and he doesn’t get it for 24 hours. If you choose spellcasting, the target loses the ability to cast their highest level spells for 24 hours (i.e. if they can cast up to 5th level spells, they lose their 5th level spells. If they can cast up to seventh, they lose their seventh level spells, etc

Snuggly Kitties get Smack Bad Guy. You gain a Sacred Bonus to damage rolls against any non-Good opponent.

Curious Kitties get Kitty Radar. You have Blindsight 60'.



Mad Kitty SKillz I: At 2nd level you will begin to decide which path your career as a Cat Burglar will go down. The 8 paths open are the Tuff Kitty (enforcers, skirmishers, etc), the Sneaky Kitty (burglars, watchcats, etc.), Spooky Kitties (crowd control), Scared Kitties (reinforcements summoners), Mischievous Kitties (trouble makers and spoilers), Snuggly Kities (Healers), CUrious Kitties (information gatherers and researchers), or the Cute Kitty (mind controllers, usually the most infamous of the Cat Burglars). At second level (and every even numbered level until 18) you will gain a specific power or ability related to the path you have chosen. Unless otherwise noted Mad Kitty SKillz are Extraordinary abilities, and may be used in or out of Kitty Form.

At 2nd level Tuff Kitties get Evasion (see page 50 of the PHB).

Sneaky Kitties get Woodland Stride and Trackless Step (see PHB page 36)

Cute Kitties get Surprise Zap. The Save DC of any Spell, Spell-Like Ability, or Supernatural Ability they use gains a +2 Enhancement Bonus to it's Save DC if the target is flat-footed, denied it's dexterity bonus to AC, or unaware of the kitty. This only works in Kitty Form.

Spooky Kitties get No!(Su). A number of times per day equal to their Charisma modifier (minimum 1)they can make one opponent within 60' reroll one skill or ability check roll.

Scared Kitties get Distraction (Su). They may attempt to Counterspell any Conjuration (Summoning) spell by using up 1 daily use of a Supernatural Ability that mimics a spell of the same level.

Mischievous Kitties get Born Fibber (Ex). They may always take 10 on a Bluff check.

Snuggly Kitties get Kiss the BooBoo. You may always Take 10 on Heal checks.

Curious Kitties get AHA!(Su) 3 times per day you may add an Insight Bonus equal to your Charisma modifier to any roll.


Mad Kitty SKillz II: At 4th level Tuff Kitties get Uncanny Dodge (see page 50 of the PHB).

Sneaky Kitties get Sticky Paws (Su). They can move at any speed without taking penalties on Balance and Climb checks.

Cute Kitties gain Innocence (Su). Their Alignment always detects as Neutral, even by magic items.

Spooky Kitties become Immune to Fear and Morale Penalties.

Scared Kitties get Telepathy 100' (Su). They may only use it to communicate with creatures they have summoned with their Summon Feline ability.

Mischievous Kitties get Deceive Item. They may always take 10 on Use Magic Item skill checks.

Snuggly Kitties get Cuddles. By casting one of your Supernatural Abilites that mimics a spell from the Healing subschool as a Full Round Action, you may heal additional damage equal to your Charisma Bonus.

Curious Kitties Uncanny Dodge (see page 50 of the PHB).


Mad Kitty SKillz III: At 6th level Tuff Kitties get Improved Uncanny Dodge (see page 50 of the PHB).

Sneaky Kitties get Sneaky Paws (Su). They can move at any speed without taking penalties on Hide or Move Silently checks. This may only be used in Kitty Form.

Cute Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. It only works on Charms and Compulsions.

Spooky Kitties get I Said No!! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll one attack roll (including a roll to confirm a critical hit).

Scared Kitties get Augment Kitteh (Su). Creatures summoned with their Summon Feline Supernatural Abilities gained from Kitty Form gain the benefit of the Augment Summoning Feat.

Mischievous Kitties get Wasn't Me (Su). A number of rounds per day equal to their Charisma modifier a Mischievous Kitty may appear to be simply doing nothing while actually performing another action. He could use this to appear to be sleeping by a door while he's actualy listening at it or using a device to open the lock. He could appear to be napping on the princesses lap while using a magic device to dominate her. This is a Free Action to turn on or off. Opponents with True Seeing or that can see through Illusions somehow are not affected by this. If an opponent interacts with or studies it carefully he can make a Will Save to disbelieve.

Snuggly Kitties get Bandaid Kitty. You may always Take 20 on Heal checks.

Curious Kitties Improved AHA! (Su). You may now give the Insight Bonus to an ally instead as a Free Action as long as he is within 60'. You may now use it 5 times per day.


Mad Kitty SKillz IV: At 8th level Cat Burglars get a bonus to their AC equal to their Charisma Modifier. The type of this bonus varies based and is listed on the following table:

Burglar Type|Bonus Type
Tuff Kitty|Luck
Sneaky Kitty|Dodge
Cute Kitty|Deflection
Spooky Kitty|Profane
Scared Kitty|Insight
Mischievous Kitty|Luck
Snuggly Kitty|Sacred
Curious Kitties|Insight





Mad Kitty SKillz V: At 10th level Tuff Kitties get Improved Evasion (see page 51 of the PHB).

Sneaky Kitties get Camouflage (see page 48 of the PHB).

Cute Kitties Spell Resistance extends to all Enchantment spells.

Spooky Kitties get Don't You Understand the Concept of NO! (Su). A number of times per day per day equal to their Charisma modifier (minimum 1) they can make one opponent within 60' reroll a Saving Throw roll.

Scared Kitties get Catnip Induced Haze (Su). Creatures summoned using their Summon Feline ability may be summoned with the Anarchic Template applied to them.

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

Snuggly Kitties get Adoption (Su). They may choose one ally of their choice, and for the next 24 hours all Supernatural Abilities they cast on the Adopted individual that mimic spells from the Healing Subschool heal the maximum (i.e. if the ability would normally heal 1d8+10 damage, it always heals 18 when used on this ally).

Curious Kitties get Improved Uncanny Dodge (See page 51 of the PHB).


Mad Kitty SKillz VI: At 12th level Tuff Kitties get Supreme Uncanny Dodge: When in Kitty Form, and your opponent is at least 2 Size Classes bigger than you, your Size Bonus to AC is doubled.

Sneaky Kitties get See Invisibility (Su). This functions like the spell but is constantly in effect.

Cute Kitties get the Enhancement Bonus from Surprise Zap increased to +4.

Spooky Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Necromancy spells.

Scared Kitties get Dog Free Zone (Su). Creatures may not be summoned within 10' of them, and if they enter this radius they disappear back to where they came from.

Mischievous Kitties get Spell Resistance equal to 10 plus half their Cat Burglar level plus their Charisma modifier. This only works against Transmutation spells (they may voluntarily lower this immunity as a Free Action to receive the benefits of a spell that would be beneficial).

Snuggly Kitties get Who Needs Hugs (Su). This ability mimics the Deathwatch spell except it is always on, and has a 60' radius of effect. You also know if they are suffering from a curse (as in the spell Bestow Curse), Paralysis, Disease, Poison, or Energy/Ability Drain.

Curious Kitties get Distraction (Su). Opponents within 50' subtract your Charisma Modifier from their Initiative rolls and Concentration checks.


Mad Kitty SKillz VII: At 14th level Tuff Kitties get Defensive Roll (see page 51 of the PHB).

Sneaky Kitties get Hide In Plain Sight (see page 48 of the PHB).

Cute Kitties Spell Resistance increases to cover Illusions as well.

Spooky Kitties get Puff Up (Su). You can make an Intimidate Check against 1 victim. If he is flat-footed you gain a +4 Circumstance Bonus to the roll. If successful the Save DC of Supernatural Abilities you gain from Kitty Form that mimic Fear based effects increases by however much you made the Intimidate check by. If you roll a Natural 20, the duration of the Supernatural Ability is doubled

Scared Kitties get Living In Denial. Effectively they have Spell Resistance equal to 10 plus their character level, but only against Conjuration spells (they may voluntarily lower this Resistance as a Free Action for beneficial effects such as Healing spells).

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

Snuggly Kitties get Ranged Snuggle (Su). Your Supernatural Abilities that mimic spells from the Healing subschool now have a Range of 60'.

Curious Kitties get Hmmm (Su). If your opponent is denied his Dexterity Bonus to AC, flat-footed, or totally unaware of you, he doesn't get his Spell Resistance against your Supernatural abilities gained from Kitty Form.


Mad Kitty SKillz VIII: At 16th level Tuff Kitties get Swift Paws (Su). If your opponent is flat footed you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

Sneaky Kitties get Fuzzy Mind (Su). Effectively they have Spell Resistance equal to 10 plus their character level, but only against Divination spells.

Cute Kitties Spell Resistance increases to cover Divination spells as well.

Spooky Kitties get Bad Kitty (Su). A number of times per day equal to your Charisma modifier you may gain a +4 Profane Bonus to a Saving Throw

Scared Kitties get Improved Dog Free Zone (Su). It increases to 20'.

Mischievous Kitties get My Toy! (Su). They may choose 1 magic item at the beginning of each day. For the next 24 hours they are not required to make Use Magic Device checks to use that item.

Snuggly Kitties get Leave My Friends Alone! (Su). All allies within 30' of you get a Sacred Bonus to Willpower Saves equal to your Charisma Modifier.

Curious Kitties get AHA! 2: The Wrath of AHA! (Su). You may now use your AHA ability 8 times per day. You also add your Charisma Bonus to all Listen, Search, and Spot checks as an Insight Bonus.


Mad Kitty SKillz IX: At 18th level Tuff Kitties get Kitty Powah! Any Transformation spells that would be beneficial to the Cat Burglar (i.e. Bull's Strength, Nightstalker's Transformation, etc) has it's duration doubled as if cast with the Extend Spell Feat. This includes spells from magic items as well.

Sneaky Kitties get Sneaky Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Balance, Climb, Hide, Listen, Move Silently, Spot

Cute Kitties get Wuv Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Bluff, Concentration, Diplomacy, Gather Information, Knowledge (Local), Listen, Sense Motive

Spooky Kitties get The Look. You can make an opponent Shaken for 2d6 rounds with a successful Intimidate check..

Scared Kitties get I Reject Your Reality, and Substitute My Own (Su). Any caster within 20' of you that tries to cast a spell from the Conjuration school must overcome your Spell Resistance, or the spell fails, even if it doesn't target you.

Mischievous Kitties get Improved Deceive Item. They may always Take 20 on a Use Magic Item skill check.

Snuggly Kitties get Improved Leave My Friends Alone! (Su). Allies get the Sacred Bonus to Fortitude Saves as well now.

Curious Kitties get Stalking Mastery. This effectively works like Skill Mastery (see PHB page 51), but may only be taken once, and it works on the following skills (i.e. instead of choosing 3 skills plus x more based on your Int, you get it with these skills instead): Forgery, Gather Information, Listen, Search, Sense Motive, Spot, Survival

True Kitty: Tuff Kitties gain the Shapechanger subtype. They are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth). If a Transformation spell is cast on you has it's variable numeric effects altered as if it had been cast with the Empower Spell Feat. This includes spells cast from magic items.

Sneaky Kitties are now immune to Divination spells

Cute Kitties are now become immune to mind-affecting effects.

Spooky Kitties are now immune to death effects and necromancy effects.

Scared Kitties make Summoned creatures that wish to attack them from outside their Dog Free Zone (i.e. with a ranged attack or spell) must make a Willpower Save (DC 10 plus half hit dice plus Charisma Modifier) to be able to do so. If they roll a 1 on their save they cast the spell or use the attack on their summoner instead. The Save must be rolled again for each attack or spell the Summoned opponent tries to make.

Mischievous Kitties know cause their opponents to be Confused (as per the spell of the same name) if said opponent casts a Divination spell that fails to pierce the Mischievous Kitties Spell Resistance.

Snuggly Kitties are now Immune to Energy Drain and Ability Drain.

Curious Kitties are immune to being blinded or deafened, and may now see fine even in glare, driving rain, or darkness normally (including magical darkness).

PLAYING A CAT BURGLAR
You are based on stealth and guile. The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid. Or other cats. If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans. When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat. And weird old ladies will give you free munchies and cuddle you. Lets not forget the weird old ladies y'all.
Religion: Cat Burglars are partial to feline deities or to gods protecting thieves. Many worship the Fluffy Pantheon.
Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes. Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars. Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)..
Combat: You’re a snuggler, not a fighter. Let other classes worry about combat. There are options if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are taught the same until second level when they take a specialty. There are Tuff Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tuffkitty.jpg

Sneaky Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sneakykitty.jpg

Cute Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/cutekitty.jpg

Spooky Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/spookykitty.jpg

Scared Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/scaredkitty.jpg

Mischievous Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/mischievouskitty.jpg

Snuggly Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/snugglykitty.jpg

and Curious Kitties:
http://i212.photobucket.com/albums/cc70/bhutastan/Cats/curiouskitty.jpg


CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
Cat Burglars are not well liked. They tend to foil a lot of schemes. They tend to scheme a lot themselves too. But telling them apart from your regular beloved pet kitty is kinda difficult. Some actually enjoy being a cat more than a person and spend much of their life in kitty form. After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
Daily Life: If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies). Or you may be a little kitten in the rich neighborhoods looking to be adopted. Or you’ve already been adopted, and are living the high life while probing the houses defenses. Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10). A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo ). He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others. Her race is ukown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA ).
Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them. Most are regional as the art has spread around the world, and most Cat Burglars are aloof and fey as the animals they portray. Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are. In some countries you can still be burned at the stake for being a practicing witch. In others you will immediately be assumed to be a spy or thief. It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
Cat Burglars will likely supersede Rogues as the best infiltrator class. They’re somewhat magical abilities make them different enough that the two should be able to co exist though. Rogues are better fighters.
Adaptation: This is ….a difficult class to adapt to a campaign. It’s meant purely for humorous campaigns, and as such will not fit in elsewhere. Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets. Or they might occasionally fall victim to theft or manipulation by them. If the Cat Burglars do it right the PC’s may never even realize they were there.

Sir Shadow
2009-07-20, 09:03 AM
berry berry interesting... I don't like the Scared Kitty path all that much, just because they focus so much on summoning... I dunno I would have expected some spells for escaping, running quickly, or being more aware of what's going on.

Mischievous kitties rock. Period. <_< also for I'm Out, the place you wish to teleport should also have no one looking at it.

Cieyrin
2009-07-20, 10:37 AM
Holy Wall of Text! @_@

Interesting, to say the least. The only thing off I see is the Cute Kitty's Putty in Mah Paws, which should say it grants Persistent Spell to a Cha bonus supernatural abilities per day.

Greater Human Form has a copy/paste typo.

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

DracoDei
2009-07-20, 11:17 AM
For clarity I would break Mad Kitty Skillz, and Kitty Form into components, so that it looks like this (also, you didn't do the interative attacks, so while I am at it I will fix that too):


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trapfinding, Purr, Kitty Form(Kitties)
2. +1 +0 +3 +0 Mad Kitty Skillz I
3. +2 +1 +3 +1 Kitty Form I
4. +3 +1 +4 +1 Mad Kitty Skillz II
5. +3 +1 +4 +1 Kitty Form II
6. +4 +2 +5 +2 Mad Kitty Skillz III
7. +5 +2 +5 +2 Kitty Form III
8. +6/+1 +2 +6 +2 Mad Kitty Skillz IV
9. +6/+1 +3 +6 +3 Kitty Form IV
10. +7/+2 +3 +7 +3 Mad Kitty Skillz V
11. +8/+3 +3 +7 +3 Kitty Form V
12. +9/+4 +4 +8 +4 Mad Kitty Skillz VI
13. +9/+4 +4 +8 +4 Kitty Form VI
14. +10/+5 +4 +9 +4 Mad Kitty Skillz VII
15. +11/+6/+1 +5 +9 +5 Kitty Form VII
16. +12/+7/+2 +5 +10 +5 Mad Kitty Skillz VIII
17. +12/+7/+2 +5 +10 +5 Kitty Form VIII
18. +13/+8/+3 +6 +11 +6 Mad Kitty Skillz IX
19. +14/+9/+4 +6 +11 +6 Kitty Form IX
20. +15/+10/+5 +6 +12 +6 True Kitty

Then split the walls-o-text into 9 sections each (for a total of 22 class abilities instead of 5). This will help break it up.

It will still leave the table very uninformative, because what you have here is almost 6 different class that happen to share the same "schrodinger's uncertainty" level for their first level where you don't have to decide which on you are in until you get to second level.

Dropping Sneak attack is a daring move... will have to actually read more to know if it is usable, especially at first level.

EDIT:
For the 8th level ability you could save a lot of words by changing it to the following (and maybe rename it AC bonus, and change the roman numerals accordingly):

At 8th level Cat Burglar get a bonus to their AC equal to their Charisma Modifier. The type of this bonus varies based and is listed on the following table:
Burglar Type|Bonus Type
Tuff Kitty|Luck
Sneaky Kitty|Dodge
Cute Kitty|Deflection
Spooky Kitty|Profane
Scared Kitty|Insight
Mischievous Kitty|Luck
Snuggly Kitty|Sacred
Curious Kitties|Insight

Owrtho
2009-07-20, 12:18 PM
Like the new cat burglar, but unsure about the lack of sneak attack. I'm also looking forward to the Bakeneko when its done. I also wondered if you're planning to do a sailor cat burglar PRC. Mainly as I recall reading that in some countries (I think China or Japan), cats were thought to be demons (or at least related to them), and as such if they were brought along on the boat the demons wouldn't attack and sink it as their kin were on board (or it was something like that).

Owrtho.

The Tygre
2009-07-21, 12:51 AM
I know you're in a bit of a hectic transition right now, bhu, but I was wondering... Have you made a keyboard-cat class yet? Maybe it could be something like a Cat Burglar Bard.

Bhu
2009-07-21, 06:55 AM
Thanks guys. I'll edit hte post shortly, it was made quicky like because Iwas pressed for time.

I've almost got the Wizards thread redone, so I'll be back soon.

Bhu
2009-07-22, 06:08 AM
Okay everything should be re-uploaded at Wizards. I need to skim through the old thread because when I made the .pdf I was going to thank everyone who had helped out, so I need to get the names before it disappears. After that it's back to business.

Bhu
2009-07-23, 05:52 AM
Okay the Bakeneko has a minor update, as well as the second version of the Cat Burglar Class (I should have all your recommendations up I think). The Human Form Feats are fixed. Anyone have any thoughts on the War Kitteh spell? I need to finish it and get some Racial Sub levels up for Shifters.

Bhu
2009-07-25, 06:25 AM
Fluff for the Bakeneko is done, and the Epic Items are finished (except possibly the War Kitteh). I also added the Grizzly APC Collar.

Bhu
2009-07-27, 04:18 AM
Bakeneko has been updated with it's first class abilities.

Owrtho
2009-07-27, 08:21 AM
Hmmm, looking at the Bakeneko, I can't help but notice it should have to jump over corpses to reanimate them.
Also, I can't help but think that the bakeneko shouldn't really be an epic class, but a base class or PRC. For one thing the myths have it as the cat gains supernatural abilities upon becoming a bakeneko (not gaining them to become one). That said, you could with some changes make it into a nekomata epic class and make a bakeneko PRC. The nekomata is like a more powerful bakeneko that has its tail split into two tails as a sign of its power (really the only change I could see you needing to make to the class to make it a nekomata). Also it is noted that it tends to gain its supernatural abilities along the way to becoming one (instead of after). Also, it doesn't require being a bakeneko before hand, but usually seems to have that be the case. Also, some info on the nekomata can be found here (http://touhou.wikia.com/wiki/Nekomata) (I'll note though that the links tend to lead to information specific to that series though that page is not).

Owrtho

Bhu
2009-07-28, 06:42 AM
Hmmm, looking at the Bakeneko, I can't help but notice it should have to jump over corpses to reanimate them.
Also, I can't help but think that the bakeneko shouldn't really be an epic class, but a base class or PRC. For one thing the myths have it as the cat gains supernatural abilities upon becoming a bakeneko (not gaining them to become one). That said, you could with some changes make it into a nekomata epic class and make a bakeneko PRC. The nekomata is like a more powerful bakeneko that has its tail split into two tails as a sign of its power (really the only change I could see you needing to make to the class to make it a nekomata). Also it is noted that it tends to gain its supernatural abilities along the way to becoming one (instead of after). Also, it doesn't require being a bakeneko before hand, but usually seems to have that be the case. Also, some info on the nekomata can be found here (http://touhou.wikia.com/wiki/Nekomata) (I'll note though that the links tend to lead to information specific to that series though that page is not).

Owrtho

It's more inspired by the Bakeneko myth than trying to represent it. Of course the Bakeneko could be the ones spreading those myths, and doing a bit of fibbing in the process.

Also, with all it's abilities, it couldn't have full caster levels as a regular non epic PrC.

Owrtho
2009-07-28, 08:13 AM
Also, with all it's abilities, it couldn't have full caster levels as a regular non epic PrC.

I realize that. I was saying you should change what you have into a nekomata epic PrC, and make a new bakeneko non-epic PrC (that likely would be weaker than the one you have). My point was that as far as the myths go, yours (requiring such high level supernatural powers), is more like a nekomata (aside from having its tails split), than a bakaneko (which actually is what give the cat its supernatural powers in the first place as per the myths).
Also, the two are rather similar with the nekomata being basically a more advanced and more powerful subset of the bakeneko.

Owrtho

Cieyrin
2009-07-28, 10:23 AM
There's a problem with the Bakaneko's Puppet Master ability, given that the undead type makes all undead immune to mind affecting effects, like Dominate Monster, so you need some other spell effect to carry out what you're attempting here, probably some version of Control Undead (http://www.d20srd.org/srd/spells/controlUndead.htm) or possibly a homebrewed, higher level version.

As for the bakaneko/nekomata argument, I wouldn't mind seeing a non-epic cat burglar/sorcerer PRC, though you should also add a clause to Bakaneko saying that your Caster level continues to rise, as currently the PRC just gets a bunch of supernatural abilities and stunts his continued spellcasting growth.

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

Bhu
2009-07-29, 05:32 AM
Okay I added the rest of the Bakeneko's abilities, and clarified Puppet Master a little.

Any ideas on how many if any caster levels it should give up?

I'll try splitting the Bakeneko/Nekomata after I do the .pdf. Right now I really just wanna finish the epic classes up so I can do the .pdf file. I've been promising it for almost 2 years, and I'm beginning to feel like a bit of a bastard fro dragging my feet on it.

Cieyrin
2009-07-29, 11:35 AM
Considering its an epic class, I don't see why they should lose any caster levels, considering all you gain w/o feats is Caster Level in Epic play. I'm not aware of any epic PRCs that do other than full casting and Bakaneko doesn't appear that out there, ability-wise, that it would necessarily lose any casting for it.

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

Bhu
2009-07-30, 05:13 AM
Okay Bakeneko is done except for the example NPC. Let me finish up the examples for all the Epic PrC's and other works in progress real quick, and it's .pdf time.

Bhu
2009-07-31, 06:22 AM
Does anyone know what the beginning wealth for level 25 PC's is? I cant seem to find it.

Cieyrin
2009-07-31, 09:46 AM
Does anyone know what the beginning wealth for level 25 PC's is? I cant seem to find it.

25th Level PCs have 2.1 mil to spend on epic craziness.

Bhu
2009-08-03, 04:55 AM
Thanks Cieyrin!

Where did you find that?

Bhu
2009-08-03, 05:29 AM
Sorry for the lack of updates my PC went phbbbbttttt this weekend. I have the Catzilla done, and hopefully the other Epic critters will be finished soon.

The Tygre
2009-08-03, 03:07 PM
I just realized; what's the BAB and saves on the Catzilla class?

Bhu
2009-08-04, 05:57 AM
Its an Epic Class. Saves and BAB for EPic levels are always the same, and on page 206 of the DMG. About 2 pages away from PC wealth for Epic PC's which I was apparently too blind to spot...

Cieyrin
2009-08-04, 01:38 PM
ehh, people miss all sorts of things that would seem otherwise obvious. The only reason I knew where it was was that a while back I extended table to determine NPC wealth by level at beyond 20th, which I couldn't find a table for. It was so I could make a 30th level commoner with appropriate equipment. <_<;;

Sir Shadow
2009-08-04, 03:59 PM
o_O a 30 level commoner is not so common...

Bhu
2009-08-05, 07:01 AM
Okay how much equipment do Cohorts get? I'm doing up Die Panzerkatzen and I need to figure out what his mousie partner gets.

Cieyrin
2009-08-05, 11:31 AM
Cohorts get NPC wealth of their level.

As for the 30th level commoner, Old Man Pender can plow a mean field with his Profession(Farmer) modifer of +65. :smalltongue:

Sir Shadow
2009-08-05, 03:40 PM
@_@ epic farming... there should be a book for that.

Bhu
2009-08-06, 07:07 AM
Thanks again Cieyrin. Got the Die Panzerkatzen done.

DracoDei
2009-08-06, 07:18 AM
The moral bonus from Blitzkreig needs a duration. 1 round I am assuming.

Bhu
2009-08-07, 06:20 AM
Bakeneko is done. Panzerkatzen has been edited again.

Bhu
2009-08-09, 06:19 AM
Cheshire Cat finished, just 3 more PrC's to go and it's .pdf time!

Bhu
2009-08-11, 06:13 AM
Child of Asmodeus done

Bhu
2009-08-12, 06:50 AM
All the Epic PrC's are done except the Fluffy Smiter of SMiting. I need to ask the creator of the Chozo Warrior a question before finishing it up.

Bhu
2009-08-13, 06:43 AM
I was peeking through things while waiting for an answer from Prime on the Chozo Warrior, and noticed I still need to to the monsters for the Summon Feline spells, and the Shifter Racial Variant Levels :smallfrown:

Shall they wait for the .pdf 2.0 or shall I get them done real quick before I start in?

Cieyrin
2009-08-13, 10:38 AM
The Shifter Racial Variant levels wouldn't be bad if you have the time for them.

Bhu
2009-08-14, 06:19 AM
Prime is slow replying so I suppose I do. I'm just drawing a blank though. Maybe letting them use their Shifter Feats in kitty form?

Cieyrin
2009-08-14, 01:48 PM
Shifter traits are supernatural abilities, so they wouldn't be lost due to a polymorph effect like Kitty Form, anyways. At least I believe so, given what I've heard about Shifter Druids shifting while Wildshaped, which is definitely similar.

Sir Shadow
2009-08-14, 02:52 PM
Tis true, Shifters can keep their bonuses when polymorphed, which is the whole basis of their race, considering they don't really "shift" into anything on their own.

Bhu
2009-08-15, 05:23 AM
Okay how about basing their Cat Burglar powers off of Constitution instead of Charisma?

DracoDei
2009-08-15, 02:47 PM
That could go along with a "feral alleycat" sort of vibe that says "Try to pet me, and you are losing a finger... more than one if I missed my last meal"

Bhu
2009-08-17, 04:45 AM
SHIFTER RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with variant Kitty Form

Kitty Form (Su): All powers and abilities gained from the Cat burglar Class or from Prestige Classes that have Cat Burglar Class Abilities as prerequisites are based on Constitution instead of Charisma.

Bhu
2009-08-18, 06:17 AM
http://en.wikipedia.org/wiki/List_of_PDF_software

Okay I'm gonna need some freeware software to make CB .pdf. Anyone have any experience with the above?

I remember someone made a recommendation here before but I'm skimming the thread and cant find it (prolly cause it's 7:30 am).

Cieyrin
2009-08-18, 10:55 AM
That would be my previous suggestion, which was using the open source program PDFCreator, which works through your print command to make your PDF. You'll need to use some other document finishing software to pretty it up, like Word or Open Office, but PDFCreator will create whatever you print with little to no fuss. You can get it from SourceForge, here: http://sourceforge.net/projects/pdfcreator/

Bhu
2009-08-19, 07:51 AM
Still waiting for answers from Prime. Whilst we wait I guess I can try figuring out the variant feline critters for the Help!! Domain:



1:Summon Monster I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk)
2:Summon Monster II (Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval, Grimalkin)
3:Summon Monster III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
4:Summon Monster IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Anarchic/Celestial/Fiendish Spectral Panther)
5:Summon Monster V (Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Wemic)
6:Summon Monster VI (Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
7:Summon Monster VII (Anarchic/Celestial/Fiendish Sea Cat, Ghirrash, Swamplight Lynx)
8:Summon Monster VIII (Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
9:Summon Monster IX (Leonal, Anarchic Good Kitty, Anarchic/Celestial/Legendary Tiger)


Looks like I'll have to make quite a few critters or figure out where existing ones can fit in.

DracoDei
2009-08-19, 08:49 AM
Well, Axiomatic/Celestial/Fiendish HOUSECAT should be on there somewhere I should think, even if as a "non-existent" level 0 selection, such that the first level one summons 1d3 of them and the second level one summons 1d4+1 of them.

Also, you could put one or more varieties of catfolk on their probably... perhaps as half-fiend/half-celestial variations. There have been... more than one variation posted on these boards I believe...

I believe Cheetah's are in the MM? If not they should be easy enough to reverse engineer from the standard "Cheetah Sprint" powers and your general monster making skill. Axiomatic/Celestial/Fiendish Cheetah then goes on the list somewhere.

Is the "housecat" entry supposed to cover bobcats, servals(sp?), and lynxes as well?

Someone made a puppy swarm, you could see about reworking that into a Axiomatic/Celestial/Fiendish kitten swarm.

Cieyrin
2009-08-19, 09:38 AM
I saw a kitten swarm statted based off of the rat swarm, as kittens are around the size of large rats. Just remove the disease on it and go from there.

Also, I'm curious why the summons have the Axiomatic template, as opposed Anarchic, given that Law is probably the one direction toward which Cat Burglars aren't likely to lean.

Bhu
2009-08-20, 06:22 AM
It should've said Anarchic. Typo on my part. So heres the spell breakdown as to what CR you can summon per each spell:


1:Summon Monster I CR 1/4-1/2
2:Summon Monster II CR 1-2
3:Summon Monster III CR 2-3
4:Summon Monster IV CR 2-4
5:Summon Monster V CR 3-5
6:Summon Monster VI CR 5-9
7:Summon Monster VII CR 5-10
8:Summon Monster VIII CR 7-12
9:Summon Monster IX CR 9-14

Im in the process of editing these in. Is it just me or are these spells a lil unbalanced in power level?

Cieyrin
2009-08-20, 10:46 AM
They only get worse when you throw in non-core critters to summon with 'em.

The Tygre
2009-08-20, 05:20 PM
You know what else I realized we don't have any of here? Longcat and Tacgnol! How can we survive the Catnarok without them?!

Sir Shadow
2009-08-20, 10:38 PM
not to mention cieling cat (spiderclimb as a Extraordinary Ability?) and endcat (epic fullspellcasting PrC of d00m?).

Bhu
2009-08-21, 06:48 AM
I do still need to make the Kitteh Gawds :smallwink:

However that will be included in .pdf 2, the revenge of the .pdf

Bhu
2009-08-23, 06:20 AM
Edited more Feline critters into the list. Let me know of any I missed. I may be adding some of my homebrew kitties too, or other template variants.

Bhu
2009-08-24, 06:00 AM
Hmm...well adding my homebrew stuff there still isnt much. It should have about what 6 options per spell or something like that? Maybe if I give some templates that allow fro flight there arent many flying critters on the list.

Cieyrin
2009-08-24, 11:28 AM
You could advance Tressym, if you can find 3.5 stats for the little boogers. Most likely in one of the FR source books, given it's their home world and all.

Bhu
2009-08-25, 06:19 AM
Any thoughts on what templates you'd like to see used? If not it might be critter making time. Still waiting for Wizards to reappear and fro an answer to my question elsewhere.

Cieyrin
2009-08-25, 09:48 AM
Feral from Savage Species would probably be appropriate for making some critters far more threatening. If we're wondering about alignment templates, I'd probably default to Anarchic over the Celestial or Fiendish, just b/c it's different and it's probably the alignment modifier that most Cat Burglars can agree to.

The Kaiju template from Dragon 289 would also be hilarious on house cats. =3

Bhu
2009-08-26, 05:02 AM
Well, Summon Monster has to Summon Extraplanar critters so if the template doesn't make them Extraplanar Ill have to add one of the Anarchic/Fiendish type templates to make it Extraplanar.

Cieyrin
2009-08-26, 09:36 AM
No, actually, you don't. Summoned critters via the Summon Monster chain just receive the (Extraplanar) type, just to show they're not native to this world and, in fact, extraplanar (funny thing, that). It doesn't have to do with the types they have, it's something they receive to show they can be banished to their home plane.

Bhu
2009-08-27, 05:29 AM
No I meant they all have the Extraplanar subtype. All of the monsters you can summon either have the Extraplanar subtype because they're a Fiend, or because the have a Template that grants them the Extraplanar subtype. So I assume I should carry on that tradition :D

Cieyrin
2009-08-27, 10:16 AM
I've seen alternate summons before that have neither and they tacked on Extraplanar, like St. Cuthbert for whatever reason granting his priests the ability to summon Animated Objects, which they through the Extraplanar subtype onto, despite not being an Outsider of any kind but a Construct.

Bhu
2009-08-30, 07:11 AM
I guess the Feral template only applies to Humanoids and Monstrous Humanoids. Looks like I may be making a few critters upo as the templates I'm looking at don't exactly thrill me.

Debihuman
2009-08-30, 07:54 AM
Bhu, what about cat-like beings too? Celestial sphinx or fiendish sea cat [aquatic only], dire cats.... Could you summon a wemic or a kzinti? The kzin were published in a Dragon Magazine but I'm not sure for which edition.

Debby

Cieyrin
2009-08-31, 12:49 PM
Bhu, what about cat-like beings too? Celestial sphinx or fiendish sea cat [aquatic only], dire cats.... Could you summon a wemic or a kzinti? The kzin were published in a Dragon Magazine but I'm not sure for which edition.

Debby

+1 for Wemics of a Celestial sort.

Bhu
2009-09-01, 08:12 AM
What book are Wemics in?

The Tygre
2009-09-01, 10:43 AM
I believe 'Monsters of Faerun' and/or 'Races of Faerun'.

Bhu
2009-09-02, 06:33 AM
Are there any cat headed sphinxes?

Wemic and Spectral Panther added to Summon list.

Cieyrin
2009-09-02, 10:10 AM
Are there any cat headed sphinxes?

Wemic and Spectral Panther added to Summon list.

Andro and Gynosphinxes are the closest you'll get felinedom among sphinxes. You could also do griffons and manticores for summons, as well.

Bhu
2009-09-03, 05:22 AM
I could stat up some mythological/cryptid kitties like the Splinter Cat to round out the list...

Cieyrin
2009-09-03, 10:17 AM
Strange coincidence that an April Fool's article can actually be useful, which I was linked in another thread: http://www.wizards.com/default.asp?x=dnd/fools/20030401c

Bhu
2009-09-04, 05:29 AM
I gotta work some of that in somehow...

Bhu
2009-09-05, 04:07 AM
OK guys my PC is getting old, and starting to crap out on me. I should have the money to make a new one this coming week, but I'm not sure how well it'll be working in the mean time. Until it stops (or I begin the switch over to the new one) I'll try posting what I can, but I may be off a few days.

Sir Shadow
2009-09-05, 08:14 AM
that's fine Bhu, I'm sure we all can understand that situation. Hope you're new PC is wickedawesome

Bhu
2009-09-07, 07:12 AM
It should be I'm spending enough money on the darn thing...

Bhu
2009-09-09, 05:15 AM
Some neat little tidbits I found while searching online for mythical kitty monsters to use in the summon spells:

http://wuzzle.org/cave/catbits.html

http://www.suite101.com/article.cfm/wild_cats/92510

http://www.messybeast.com/urbancat.htm

http://www.cats.com/article/cattales/folklore/cats-in-folklore-legend-and-mythology/

http://www.xmission.com/~emailbox/folklore.htm

http://www.hotspotsz.com/Legend_of_the_Wampus_Cat_%28Article-19835%29.html

Bhu
2009-09-10, 05:58 AM
Finished up the Fluffy Smiter

Bhu
2009-09-13, 07:27 AM
Okay the parts get ordered for my new PC today. Hopefully I should have them by next weekend and progress can resume in earnest once i get the new PC together and working.

Bhu
2009-09-15, 07:53 AM
Whilst I await my parts I would like to discuss the Cat Burglar Core Class. I see it as having some deficiencies as it was originally made. If you want to ever participate in combat you need to have Anklebiter and Weapon Finesse. You wont be able to get either until 3rd level, which means to get both you'll need to be at least 6th level. That's a flaw as I see it. And I'm not sure the original redesign I did a while back addresses that. Also Kitty Form gives you some hella bonuses despite your not being able to fight, and I feel I've badly front loaded the class. So I might like to redesign again.

Your thoughts?

Bhu
2009-09-17, 06:13 AM
Also, is there anyone who'd like to see this in a 4e version?

Sir Shadow
2009-09-17, 05:51 PM
No. Never taint Cat Burglars with 4e's evil.

As for the balance/usefullness thing. I understand where anklebiter comes in, but what what thief class doesn't get Weapon Finesse anyways? I think it's fine as it is. You're transforming into a freakin house cat, you're not supposed to be WTFpwn! in combat.

Bhu
2009-09-18, 05:24 AM
I know but the amount of private mail I get on "Dude, how can I make the kitties so totally pwn teh dragons" is unbelievable. People like the idea of the hard fightin' kitty more than the sneakery one it seems...

Sir Shadow
2009-09-18, 06:15 AM
then they can take the SoPinky PrC or take some fighter levels.

The basic progression is based of the Rogue right? Isn't being a sneaky cat the premise of this class? Don't let people (read: idiots) mess with you concept just because they want an unbalanced class, especially when you have already created so many PrC's that could make them "pwn teh dragon".

<_< All that to say, I think the Cat Burglar class is perfect (or nearly as perfect as any class can be w/o too many 'balance issues').

Cieyrin
2009-09-18, 02:51 PM
then they can take the SoPinky PrC or take some fighter levels.

The basic progression is based of the Rogue right? Isn't being a sneaky cat the premise of this class? Don't let people (read: idiots) mess with you concept just because they want an unbalanced class, especially when you have already created so many PrC's that could make them "pwn teh dragon".

<_< All that to say, I think the Cat Burglar class is perfect (or nearly as perfect as any class can be w/o too many 'balance issues').

I concur, screwing with the core Cat Burglar to make it more melee monster probably isn't the direction it should go for, as you have plenty of PRCs and multiclass feats to make it more meleeish if people want that and their Cat Burglar too.

Bhu
2009-09-19, 05:41 AM
Okies. A melee monster it shall not be (but I still think it's a lil off. Seriouslly try making a build with one).

I got the parts to rebuild the old PC. So i will return as soon as I can.

Sir Shadow
2009-09-19, 09:29 AM
Well what kind of builds are you trying to make? Regular thief builds?

Any builds you do with Cat Burglar will have to revolve around his kittyness and be going toward a specific PrC (if you don't intend to go full 20), but that's not a problem. There are already a ton of bonus feats in there.

If you think it's that big of an issue, I suggest start giving Kitty Bonus Feats at an earlier level.

Bhu
2009-09-20, 04:28 AM
On that will survive to reach 6th level. For the most part the best option the Cat Burglar has till then is to simply go kitty form, run, and hide till it's all over.

Sir Shadow
2009-09-20, 06:28 AM
isn't that most thieves' best option (sans kitty form)? Or to attack with ranged weapons?

Bhu
2009-09-22, 06:06 AM
Rogue's usually have more Sneak Attack available to them, and are usually capable of doing more damage. They can afford to tag team with other members of the group to whittle something down. Cat Burglars cant really do that in Kitty Form till level 6, and they're not as good as it in humanoid form as the Rogue is either.

Sir Shadow
2009-09-22, 07:02 AM
but what are the chance someone is going to hit them with their added DEX and Size bonus?

Bhu
2009-09-23, 06:05 AM
Keep in mind at 1st level they're Size Bonus amounts to +1, and t heir Dex in Kitty Form gets them another +2 Dex Bonus (for a probably total Dex Bonus of +4-5), and they can't wear armor of any kind in kitty form. So in human form they're prolly AC 14, and in kitty they're prolly AC 15-16. Not much of a difference. Your first level Orc Barbarian is still gonna hit that.

Sir Shadow
2009-09-23, 06:32 AM
Who starts at 1st levels anyways? <_<;;;

Cieyrin
2009-09-23, 10:26 AM
Who starts at 1st levels anyways? <_<;;;

All of my recent campaigns have started at 1st level. Unfortunately the DM is a tad too nurturing for my tastes, as I dislike my characters getting coddled to higher levels. *grumble*

Bhu
2009-09-24, 06:24 AM
Okay I'll be doing the .pdf this weekend (or at least the rough draft). Once I get it out and find out where to post it so people can download, try making some NPC's with the class and let me know what you think.

Bhu
2009-09-26, 09:15 PM
Any objections or preferences to my using either MegaUpload, Mediafire, or 4Shared for the .pdf?

Sir Shadow
2009-09-26, 10:26 PM
4shared is generally better.

Bhu
2009-09-27, 06:00 AM
4shared it is then

Bhu
2009-09-30, 05:13 AM
The .pdf work continues. I'm still getting it all together, and adding a thank you to all who have participated in the threads here and elsewhere. God willing I'll have it done soon.

Bhu
2009-10-01, 03:52 AM
Okay with a few tweaks theres a good chance I can have the rough draft of the .pddf up tomorrow. If not it will definitely be up by saturday morning.

Debihuman
2009-10-01, 05:37 AM
Well, this is looking very promising. Good luck with the pdf making.

Debby

Bhu
2009-10-01, 05:38 AM
Thanks Debby. I'm pretty much done I just have to edit in the list of names I'd like to thank, and maybe try to figure out how the heck I make a table of contents and tis done.

Sir Shadow
2009-10-01, 06:27 AM
I wish I could help, but I've never made a PDF :(

If you haven't already Bookmarked it, I could do that for you once you're done <<

Bhu
2009-10-02, 06:27 AM
Okay I think I have the .pdf ready (it's only 2.43 meg!). let me make an account at 4Shared and I'll put up the address for it.

Bhu
2009-10-03, 05:33 AM
http://dc144.4shared.com/img/137229129/889e80ce/PDF_CB.pdf (http://www.4shared.com/file/137229129/889e80ce/PDF_CB.html)


Okay this should be it. If you cant download it, or something is wrong, let me know immediately.

DracoDei
2009-10-03, 05:54 AM
Nothing to major that I noticed looking through it...

There are a few pages where the title of the class is on one page with a bunch of white space under it, and then the next page starts with a picture.

Also, some of the tables still have codes around them.

Lastly You has a flavor too seems to lack any language preventing you from targeting yourself, and thus is strictly superior to I has a flavor.

Further bulletins as events warrant.

Bhu
2009-10-03, 06:34 AM
Yeah I basically copy/pasted everything from the posts directly into a .doc file, and converted it to .pdf :smallredface:


With luck the 2.0 version shall fix that...

Bhu
2009-10-04, 05:41 AM
Man I post the announcement in all 3 forums, and only 7 downloads...looks like I'm not gonna be getting much feedback. Wizards killing my original thread prolly lost me all those subscribers too...

Owrtho
2009-10-04, 02:34 PM
Took a brief look at it. Looks mostly good so far, though the tables could likely use some better formatting, and the pages seem a little bland (though all I can think of to recommend is finding a decent page background such as one that looks like parchment or the like). Also, the issue with the titles and the blank spaces can be somewhat annoying. I'm not sure what you used to make the PDF, but I'd suggest minimizing your margins.

Owrtho

Bhu
2009-10-05, 05:51 AM
PDFCreator doesnt seem able to edit the .pdf. so it looks like i'll have to fiddle about with it as a .doc file and then convert it to a .pdf again.

Debihuman
2009-10-05, 07:58 AM
It's not really very pretty but it works. What word processor do you use? I've got MS Word and wouldn't mind helping out.

Debby

Bhu
2009-10-05, 05:51 PM
MS Word is all I have.

Cieyrin
2009-10-06, 10:49 AM
PDFCreator doesnt seem able to edit the .pdf. so it looks like i'll have to fiddle about with it as a .doc file and then convert it to a .pdf again.

Yeah, PDFCreator is just a quick and dirty method of creating stuff as PDFs. It doesn't edit what you print out to it, so you have to fiddle with it with other programs to get a desirable look. Print Preview is your friend.

Bhu
2009-10-07, 04:23 AM
Okay I'm trying to fix things in MS Word, but for some reason it's not happening. Anyone got any advice?

Bhu
2009-10-08, 04:06 AM
http://www.4shared.com/file/138456797/420d5702/PDF_CB.html

For anyone wishing to fool about with the .doc file version I uploaded it here.

Norr
2009-10-08, 04:19 AM
Keep in mind at 1st level they're Size Bonus amounts to +1, and t heir Dex in Kitty Form gets them another +2 Dex Bonus (for a probably total Dex Bonus of +4-5), and they can't wear armor of any kind in kitty form. So in human form they're prolly AC 14, and in kitty they're prolly AC 15-16. Not much of a difference. Your first level Orc Barbarian is still gonna hit that.

Yeah, small nonhuman armor is a tad expensive for a 1st level character, but could be possible to have a small suit of kitty-shaped leather or padded armor if you're willing to skimp out on some other equipment (you can get 36 javelins for the price of one light crossbow with 10 bolts). It still won't make you effective at 1st level though.

But then again, a kitty got three natural attacks, and each does 1 damage + 1d6 sneak attack damage, so damage output isn't too low compared to, say, a 1st level rouge.

Also, if you can't come up with another solution, I could throw together a pdf for you in my off-time. It's a bit easier when you got better tools than Word and PDFCreator.

Bhu
2009-10-08, 04:33 AM
Yay Norr is bacK!!

Might you have some suggestions on available software?

Norr
2009-10-08, 01:27 PM
Yeah, I've been a bit out of it since summer. Having two jobs isn't helping either (except with the monies :smallbiggrin:).

Anyway, I don't have much suggestions regarding free software, but I've been using Adobe InDesign for the last three years and throwing together a working PDF file wouldn't be too much of a challenge. I'll see if I got some time left tomorrow afternoon, otherwise I'll send you something during the weekend.

Bhu
2009-10-09, 05:27 AM
Woot!

Thanks Norr!

Bhu
2009-10-10, 04:37 AM
WHilst Norr and Debby are both tweaking away at the .pdf (cause god knows I'm failing at it), I'd like to discuss potential revisions.

How about I make Tiny Kitty Form the first level default? It gets a slightly better AC, and would be better able to sneak around stuff. After that each even odd level gains a Kitty Form power you choose from a list (said powers which can be used to gain the PrC's), and every even numbered level gains a Kitty Feat or a Kitty Magic ability of some sort.

Norr
2009-10-10, 06:28 AM
That wouldn't be a bad idea, since you could 'build' your character however you like within the parameters. You might want to further specify the prerequisites for some prestige classes though, since some abilities may become available earlier than before.

Also, regarding the PDF, that document was way longer than I expected ^^; so it might take another few days to get it in order.

Bhu
2009-10-11, 05:33 AM
That wouldn't be a bad idea, since you could 'build' your character however you like within the parameters. You might want to further specify the prerequisites for some prestige classes though, since some abilities may become available earlier than before.

Also, regarding the PDF, that document was way longer than I expected ^^; so it might take another few days to get it in order.

Debbie also is looking at it, and I thik she may be done so you don't have to if you don't wanna. I guess I'll wait a little bit longer to see if people give any more feedback and then I'll get started again...

Debihuman
2009-10-11, 10:39 AM
Actually the PDF was about the size I was expecting. Since there is so much on the site, I wasn't surprised it was long.

I've already sent my revisions to Bhu so Norr, you may want to wait on helping out until he sees what I've done.

In the meantime, I noticed that the Familiar is missing a capstone ability at level 10.

Debby

Norr
2009-10-12, 03:56 PM
I have no problem doing the PDF of course and, as Debbie says, a long document is to be expected. It's just a matter of fitting it into my regular work schedule.
However, if Debbie have been corretcing the word document it might be much more easy making something really nice out of it. I can layout a barebone and hold off the rest until the text is corrected. Also, if Debbie has the leeter skills there might not be any need to further improve her design. :smallsmile:

Debihuman
2009-10-12, 09:08 PM
Ohhh now it's a challenge to see how good at layout I am. Wait until I'm finished with this thing. It's gonna be a beaut!

Hey Bhu, you never finished the sample creature for Smiter of Smiting. And since I'm not familiar with it, what is Altform? Where can you find Chozo warrior?

Debby

Bhu
2009-10-13, 04:00 AM
The link to Chozo Warrior should be at the top. Altform is a CHozo Warrior ability.

I could've sworn I finished that darn thing...

Bhu
2009-10-14, 04:15 AM
Okay I peeked at the Fluffy Smiter. What am I missing? Also I got to see your formatting changes Debbi! Wow!

Debihuman
2009-10-14, 07:43 PM
I gather that meant that you liked it? Did you get the revised document? I tried to make it look more professional.

The Smiter is missing: a name and Armor Class. Your sample Foof Lord and Sample Familiar don't have names either. Also, my spacing was off on Dark Foofy [in Good Kitty] as I needed to add an extra line before the name. I also forgot to resize the picture for the Grasshopper Society. I'll do that on the next revision. Epic Bakeneko is missing spells [you didn't give him a list of spells].


Debby

Norr
2009-10-15, 03:53 AM
You know, I'm starting think I'm going about this the wrong way. I haven't seen Debbies layout, but judging from Bhu's reaction I take it it's good, and I think two people doing the same job is a bit of a waste of resources.
However, I would like to contribute in some way so I wonder, Debbie, do you have tables in your layout? I'm thinking like the feat overwiev table in the players handbook, since there are so many kitty feats in this thing. I already have the basic shell and feat trees put in, all that's left are putting in the prerequisites and feat effects.

I also have an image of a parchment that can be used as a background (very easy, use the watermark function and set size to 150%).

Does this sound interesting?

Bhu
2009-10-15, 04:01 AM
You two are my most favoritest persons right now :smallbiggrin:

I may have to have you adopted as kittehs :smallbiggrin:

Bhu
2009-10-15, 05:21 AM
Hey Debbie, did you want me to just edit the entries here on the forum and then let you know when they're done for the file?

Debihuman
2009-10-15, 12:37 PM
You know, I'm starting think I'm going about this the wrong way. I haven't seen Debbies layout, but judging from Bhu's reaction I take it it's good, and I think two people doing the same job is a bit of a waste of resources.
However, I would like to contribute in some way so I wonder, Debbie, do you have tables in your layout? I'm thinking like the feat overwiev table in the players handbook, since there are so many kitty feats in this thing. I already have the basic shell and feat trees put in, all that's left are putting in the prerequisites and feat effects.

I also have an image of a parchment that can be used as a background (very easy, use the watermark function and set size to 150%).

Does this sound interesting?

Since I'm working in Word format at the moment, no backgrounds show up in print view. A watermark might though.

I've got the tables all made. If you'd like to see what I've done I can send you a copy -- just PM me with an email address that can handle the attachment. Just a warning, it's pretty big.

Sure Bhu, edit the entries here: I'll copy the changes over once you're done and then send you the last revised copy. It should be finished after this.

Debby

Bhu
2009-10-16, 07:58 AM
Okay Debbie the edits you asked for are up.

Does anyone think te Familiar needs a capstone given it doesnt lose caster levels and has a fairly powerful familiar?

Sir Shadow
2009-10-16, 09:14 AM
Hrm, perhaps something that increases the familiar's durability would be in order...

My reasoning: Though they have full HD and HP equal to the master, they have no class skills to supplement their ability to survive other than not being able to be flanked and able to cast spells through them.

Bhu
2009-10-17, 06:54 AM
Hmm...how about the ability to access their masters skills?

Debihuman
2009-10-17, 01:01 PM
Bhu, what are you doing with the magic items? If all you are doing is putting them in alphabetical order, don't bother. However, if you are making edits, post them as new items [just call it a revised item]. Also, You have Price (Item Level) but no item levels are given. Is this an oversight?

Also, I think every prestige class needs a capstone at level 10. If not, there is no incentive to stay in the class. It already has access to its master's skills. Capstone: "At level 10, The Familiar can use either its own skill level or that of its master's, whichever is better." It's not a very potent ability but it is something. Call it something like: " I Like Your Paws Better Than My Own" or something like that. What do you think?


Edit: Cat from Saturn is also missing its spells. I missed that in the first couple of rounds.
Debby

Bhu
2009-10-18, 06:58 AM
Bhu, what are you doing with the magic items? If all you are doing is putting them in alphabetical order, don't bother. However, if you are making edits, post them as new items [just call it a revised item]. Also, You have Price (Item Level) but no item levels are given. Is this an oversight?

Edit: Cat from Saturn is also missing its spells. I missed that in the first couple of rounds.
Debby

What do you mean what am I doing with them? Is something missing?

I'll edit in the levels tonight. The items are on page 24.

I didn't add spells to the Cat from Saturn because it's a Wizard. Wizards can theoretically learn every spell in the game, so I'm never certain what to post.

Familiar has capstone

Sir Shadow
2009-10-18, 08:27 AM
For wizard, you just give them the amount of spells they would receive naturally by leveling up. You're also supposed to choose spells that they would likely have either due to synergy with their class skills or to fit a theme.

Debihuman
2009-10-18, 08:54 AM
Bhu, what changes did you make to the epic magic items? I saw that it had been revised but I didn't see any changes. Note: I can't just cut and paste the magic entry in as I alphabetized everything. I do see where you added the item levels to the regular magical items. Thanks.

[Edit] Just noticed that Burlap Guild Member is missing its section in Daily Life. You just have the generic text there.

[Edit 2] Did you see Norr's suggestion about adding additional prerequisites to feats? I like them and as soon a you let me know if they are approved I can edit them in & add the additional tables.

[Edit 3] I put a link to Chozo warrior in the Smiter of Smiting as a footnote in the document. It looks better there.

Debby

Sir Shadow
2009-10-18, 01:00 PM
Perhaps Debi wouldn't mind allowing you to use her latest GITP Monster Contest entry as a summonable feline <<

Debihuman
2009-10-18, 09:16 PM
Well, I don't mind if you want to use the caterwaul, but only if you want to add an appendix of summonable creatures. You could use my Schrödinger's cat too if you thought it was appropriate. Fluffy the Doomkitty is a paragon cat of legend and should only be summonable by a deity or something like that. I think I'm pretty much done with making cat critters.

It's a pretty big document already at 263 pages and I still have the feat tables to add.

http://www.giantitp.com/forums/showthread.php?p=7144100#post7144100 for the caterwaul.

http://www.giantitp.com/forums/showpost.php?p=6923561&postcount=141 for Schrödinger's Cat.

http://www.giantitp.com/forums/showpost.php?p=6650340&postcount=97 for Fluffy the Doomkitty

Debby

Bhu
2009-10-19, 03:27 AM
I added the daily life to Burlap, I agreed with Norr about the Feats, I like your kitties if you wish to include them (make sure you credit yourself), I removed the levels from the Epic items and touched up the spelling and such a lil. No real changes.

Sir Shadow
2009-10-19, 05:04 AM
Does the new capstone for The Familiar really do anything?

from the section familiar: "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."

Bhu
2009-10-20, 06:07 AM
Forgot about that. I'll work something out.

Debihuman
2009-10-20, 08:08 AM
Okey-dokey, I've added in the tables with all the corrections made and rechecked the document (again). Sheesh, no matter how many times I look at it, I still find something to correct.

The chart says: Under Practiced Kitty: "= CB" but it should be "=ECL". I've made that change. Not sure what CB stands for.

Sample Breathsucker, Catnipper, Cat from Staturn, and Crazy Cat Lady are also missing spells. There are probably others. I'll keep checking as I go along.

DELETED long rant about commas and the word "pretty." I feel much better now :smallbiggrin:

Debby

Cieyrin
2009-10-20, 11:08 AM
The chart says: Under Practiced Kitty: "= CB" but it should be "=ECL". I've made that change. Not sure what CB stands for.

Cat Burglar, perhaps?

Sir Shadow
2009-10-20, 11:14 AM
you can't keep it all bottled up Debi, it's good to rant sometimes <<;;; no matter how disturbing the subject matter is...

Norr
2009-10-20, 02:54 PM
Cat Burglar, perhaps?

Congratulations, you're a winner!
For Your prize may choose between a toaster and one Internets. :smallbiggrin:

Well, yeah. I never get my head around some abbreviations either, and of course it should say ECL, thank you for catching that.

Debby and Bhu, I'll send you tables for Epic feats once my workload lightens (not long now).

Debihuman
2009-10-20, 04:06 PM
I should have caught that CB = Cat Burglar. The word pretty just got my last nerve because everything was "pretty good", "pretty bad", "pretty evil", etc., so I just deleted it from the text. Also, there was a serious dearth of commas in that text. I think I added a whole page of commas. On the other hand, it was good for me to get back into proofreader/editor mode.

Once more into the breach: Boots the sample Professional Mouser is missing his melee attack and his spells and Sheeba the sample Vet is missing spells as well.

Once the changes are made and I get the epic feats table from Norr, the document should be done, unless you add an appendix of summonable creatures.

Debby

Bhu
2009-10-21, 05:50 AM
Okey-dokey, I've added in the tables with all the corrections made and rechecked the document (again). Sheesh, no matter how many times I look at it, I still find something to correct.

The chart says: Under Practiced Kitty: "= CB" but it should be "=ECL". I've made that change. Not sure what CB stands for.

Sample Breathsucker, Catnipper, Cat from Staturn, and Crazy Cat Lady are also missing spells. There are probably others. I'll keep checking as I go along.

DELETED long rant about commas and the word "pretty." I feel much better now :smallbiggrin:

Debby


Under the Practiced Kitty Feat it should say: Your caster level for the supernatural abilities you gain from your Kitty Feats is now equal to your effective character level.

My apologies for the commas and such I don't get much (any) time to proofread due to my schedule. usually I assume when I post it on the forum here someone will call me on my mistakes :smallbiggrin:

Bhu
2009-10-21, 06:11 AM
All of hte ones missing spells are for one of two reasons:

They have Druid/Cleric levels and therefore access to all the spells on their list.

They have Wizard levels, and therefore access to every spell they can find.


I fixed the Professional Mouser.

I kind of do have a list of summonable critters listed with the kitty magic. Let me figure out where your kitties would fit CR wise in it.

EDIT: you mean their stats...argh! I'll get on that tomorow.

The Familiar has new capstone.

Sir Shadow
2009-10-21, 06:34 AM
All of hte ones missing spells are for one of two reasons:

They have Druid/Cleric levels and therefore access to all the spells on their list.

They have Wizard levels, and therefore access to every spell they can find.:P You're still supposed to give "typical spells prepared"

Admit it Bhu, you're just lazy!</sarcasm>

Bhu
2009-10-21, 06:35 AM
:P You're still supposed to give "typical spells prepared"

Admit it Bhu, you're just lazy!</sarcasm>

More like 'pressed for time' :smalltongue:

Cieyrin
2009-10-21, 10:46 AM
Congratulations, you're a winner!
For Your prize may choose between a toaster and one Internets. :smallbiggrin:

I'll take an Internets. I don't need a second toaster at the moment.:smalltongue:

Bhu
2009-10-22, 05:10 AM
1:Summon Monster I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx)
2:Summon Monster II (Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval, Grimalkin)
3:Summon Monster III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
4:Summon Monster IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Anarchic/Celestial/Fiendish Spectral Panther, Schrodingers Cats)
5:Summon Monster V (Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Wemic, Caterwaul)
6:Summon Monster VI (Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
7:Summon Monster VII (Anarchic/Celestial/Fiendish Sea Tiger, Ghirrash, Swamplight Lynx)
8:Summon Monster VIII (Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
9:Summon Monster IX (Leonal, Anarchic Good Kitty, Anarchic/Celestial/Legendary Tiger)

Monsters may be found in the following books:

Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther, Wemic: Monsters of Faerun
Smilodon: Frostburn
Lynx: Races of Faerun
Sea Tiger: Monster Manual 3


The following are critters made by me:

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

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

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

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

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

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

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

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


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

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

Little Spookity Kitties are Big Spookity Kitty kittens.

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

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

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

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

Combat: Pretty much just like the Big Spookity Kitties.




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

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

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss..."

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


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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

1/day: Dominate Person

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


The following are critters made by Debby!:



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

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

Fog comes on little cat feet – Carl Sandburg

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

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

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

They can speak Common but rarely choose to do so.

Combat

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

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

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

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

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

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

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

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

Lore

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

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

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

26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]

Plot Hooks


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

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

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





Schrödinger's Cat
Tiny Undead
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2-4)
Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee (1d4-4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision, scent, undead traits
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 3, Dex 15, Con —, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10,
Listen +4, Move Silently +8, Spot +4
Feats: Stealthy, Weapon Finesse(B), Improved Natural Attack (bite)
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 3
Treasure: None
Alignment: Special (see Text)
Advancement: —

A Schrödinger's cat is spontaneously created when a wizard’s cat dies from being poisoned with cyanide. The same cyanide that caused its death now flows through its saliva.

During the day, a Schrödinger's cat appears as a normal living cat. Not even a true seeing spell will reveal its undead nature. A detect aura spell reveals it as a normal neutral cat. More importantly, a Schrödinger's cat is unaffected by a cleric’s turn or rebuke undead ability during the day.

Only at night does the Schrödinger's cat reveal its neutral evil alignment and undead status. As soon as the sun sets, the Schrödinger's cat undergoes a frightful transformation, becoming unnaturally thin with decaying flesh and missing tufts of fur. It will attack anyone other than its master.

Even in undeath, Schrödinger's cats are loyal to their masters, regardless of alignment, and will not harm them unless forced by magical or supernatural means.

Combat

Schrödinger's cats prefer to sneak up on their prey. They rely on their poisonous bite to kill prey and defend themselves.

Poison (Ex): Schrödinger's cats have a poisonous bite. Initial damage is 1d6 points of hit point loss; secondary damage of 1d6 Con. A successful save halves the damage (DC is 13 and includes a +2 racial bonus). The save is constitution-based.

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

Bhu
2009-10-22, 05:20 AM
Will that do for the Summoning Index Debby :smallbiggrin:

Debihuman
2009-10-22, 09:01 AM
It should. Have anarchic, fiendish or celetial cats been statted out anywhere? I think those might be nice to have in the appendix as well.

Debby

Sir Shadow
2009-10-22, 10:33 AM
I can be of assistance in that department, if needed. I'll stick with stating up celestial and fiendish creatures.

Bhu
2009-10-23, 05:09 AM
It should. Have anarchic, fiendish or celetial cats been statted out anywhere? I think those might be nice to have in the appendix as well.

Debby

Not that I'm aware of. I put up a lot of templated critters Shadow, so I don't know if you wanna slog through that much stuff.

Debihuman
2009-10-23, 05:49 AM
I think that was an offer to stat up the fiiendish and celestial critters. I would be delighted to take you up on your offer Sir Shadow. It would be great to see ready-to-go monsters rather than requiring the DMs to have to make them up on their own.

[edit]
Also, not one of the new spells in the pdf is useable by Druids. Perhaps you should add some druid spells or note which ones should be.

[Edit 2]
I'm working on the Appendix. I want to make the following changes:

It seems to me that Big Spookity Kitty should only be immune to magical fear and morale checks but I want to run that by you first. A Dragon's Frightful Presence hould still affect them because they only have 6 HD.

Little Spookity Kitties should probably only have a +4 bonus against magical fear checks and +2 bonus to morale effects.

[Edit 3]
Since dire kitty has a climb speed, it should have a +8 Racial bonus to Climb not +4. I've made the appropriate changes.

[Edit 4]
Good kitty should be summonable by Summon Monster IX not an anarchic one, since you only have a standard good kitty for the appendix. The text has been edited. Also, why doesn't good kitty have a Climb speed and a +8 racial bonus to climb checks?

[Edit 5]
Neither big spookity kitty nor little spookity kitty have Climb speeds. Shouldn't they have that and the standard +8 racial bonus to climb checks?

Debby

Sir Shadow
2009-10-23, 08:34 AM
Alright cool, I'll start with the ones in the MM

It's not that difficult, Bhu. Celestial and Fiendish templates aren't that complicated.

Sir Shadow
2009-10-23, 10:20 AM
I just noticed that under Summon Monster V the tiger is Axiomatic instead of Anarchic

Also, how would you like these sorted?

Debihuman
2009-10-23, 10:49 AM
Hmm On second thought, shouldn't it just be a fiendish tiger as per the spell?

Debby

Sir Shadow
2009-10-23, 11:23 AM
since we're going for more kitty-related options, I don't see why we can't expand on it.

Debihuman
2009-10-23, 01:45 PM
I think we need to reorganize the summoning lists so that they are a little more consistent. Progression should be Normal Animal then Dire Animal, then Anarchic/Axiomatic/Celestial/Fiendish Animal, and then Anarchic/Axiomatic/Celestial/Fiendish Dire Animal. The Anarchic/Axiomatic templates are from the Planar Handbook and have the same CR as Celestial/Fiendish Template.

I recommend that we use Tome of Horrors Dire Animal Template because that is pretty much what WotC does and it is entirely OGL so we won't run into any problems with it: http://www.necromancergames.com/pdf/ToHDire.pdf

Note that only Animals can have the "Dire Animal" template added. It is not approprite for Magical Beasts and Monstrous Humanoids like Wemics and Catfolk.

You list a Legendary Tiger but shouldn't you also have a Legendary Cat first? Legendary Animal template (not just Legendary Tiger) is from MM2.

Bhu is your Dire Kitty the same as Dire Cat? I wasn't sure. Multiple Dire Cats (1d4+1) could be availble as Summon Monster 2 as a choice.

Summon Monster III: should include the following Anarchic/Axiomatic/Celestial/Fiendish Dire Cheetah, Anarchic/Axiomatic/Celestial/Fiendish Dire Leopard, Lion.

Summon Monster IV: Should include Tiger, Dire Lion

Summon Monster V: Should include Dire Tiger

Here is the NEW list but I may have left off something:

1: Summon Monster I (Anarchic/Axiomatic/Celestial/Fiendish Cat, Catfolk, Cat Swarm [see below], Cheetah, Leopard, Little Spookity Kitty, Wemic)
2: Summon Monster II (Anarchic/Axiomatic/Celestial/Fiendish Dire Cat, 1d4+1 Dire Cats, Dire Cheetah; Dire Leopard, Serval, Grimalkin, Dire Puma)
3: Summon Monster III (Anarchic/Axiomatic/Celestial/Fiendish Dire Cheetah, Anarchic/Axiomatic/Celestial/Fiendish Dire Leopard, Lion)
4: Summon Monster IV (Big Spookity Kitty, Dire Lion, Spectral Panther, Schrödinger's Cat, Tiger)
5: Summon Monster V (Caterwaul, Anarchic/Axiomatic/Celestial/Fiendish Dire Lion, Sea Cat, Dire Tiger)
6: Summon Monster VI (Anarchic/Axiomatic/Celestial/Fiendish Dire Lion, Smilodon, Anarchic/Axiomatic/Celestial/Fiendish Tiger)
7: Summon Monster VII (Sea Tiger, Ghirrash, Swamplight Lynx, Anarchic/Axiomatic/Celestial/Fiendish Dire Tiger)
8: Summon Monster VIII (Hellcat, Legendary Cat, Anarchic/Axiomatic/Celestial/Fiendish Smildon)
9: Summon Monster IX (Leonal, Good Kitty, Legendary Tiger)

I don't think we should have a Dire Smilodon since it is a dire animal sort of. However, we could have a Anarchic/Axiomatic/Celestial/Fiendish Smildon, which I've added to Summon Monster VIII to help fill it out.

We could also make up a cat swarm or use this one: http://jrients.blogspot.com/2007/02/put-crazy-cat-lady-in-your-next-dungeon.html

Housecat Swarm
Tiny Animal (Swarm)
Hit Dice: 8d8 (36 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 15 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Improved Initiative, Stealthy, Weapon Finesse(B)
Environment: Temperate Plains
Organization: Domesticated, solitary, pack (1-4 swarms), or infestation (7-12 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat

A housecate swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: A housecat swarm has a +4 racial bonus on Climb, Hide and Move Silently checks, and a +8 racial bonus on Jump checks. A cat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Debby

Bhu
2009-10-23, 07:50 PM
Axiomatic was an oopsie. Cat Burglars cant be Lawful so they cant summon Axiomatic critters. They should all say Anarchic/Clestial/Fiendish.

Bhu
2009-10-23, 07:55 PM
I think that was an offer to stat up the fiiendish and celestial critters. I would be delighted to take you up on your offer Sir Shadow. It would be great to see ready-to-go monsters rather than requiring the DMs to have to make them up on their own.

[edit]
Also, not one of the new spells in the pdf is useable by Druids. Perhaps you should add some druid spells or note which ones should be.

[Edit 2]
I'm working on the Appendix. I want to make the following changes:

It seems to me that Big Spookity Kitty should only be immune to magical fear and morale checks but I want to run that by you first. A Dragon's Frightful Presence hould still affect them because they only have 6 HD.

Little Spookity Kitties should probably only have a +4 bonus against magical fear checks and +2 bonus to morale effects.

[Edit 3]
Since dire kitty has a climb speed, it should have a +8 Racial bonus to Climb not +4. I've made the appropriate changes.

[Edit 4]
Good kitty should be summonable by Summon Monster IX not an anarchic one, since you only have a standard good kitty for the appendix. The text has been edited. Also, why doesn't good kitty have a Climb speed and a +8 racial bonus to climb checks?

[Edit 5]
Neither big spookity kitty nor little spookity kitty have Climb speeds. Shouldn't they have that and the standard +8 racial bonus to climb checks?

Debby

Let me get a work project out of the way and I'll work on the spells.

Spookity Kitties are immune to fear because they are magical beasts.

thanks for noticing the Dire Kitty :smallredface:

I didnt think i listed an anarchic good kitty. If I did, it was to bump the CR up to the appropriate level. They dont have a climb speed for the same reason the spookity kitties didnt (and because they can have charmed minions carry them)

i didnt list a climb speed for the spookity kitties because, believe it or not, housecats dont have a climb speed in the MM. They should though.

Bhu
2009-10-23, 08:00 PM
Hi Debbie

I didnt include cat swarms, because you cant summon swarms with a summon monster spell. Eventually i was going to make a different spell for that.

I wasnt aware there was a legendary template. I cam across the tiger in the epic book, but was told it was also listed in MM II which more people have so I listed that as the source.


All of the monsters listed were arranged by CR. I checked the CR of each monster currently summonable by Summon Monster, and arranged them accordingly. I only used Wizards monsters instead of third party stuff, so all of the critters listed are in common books.

Also: all critters summoned via the Summon Monster spell have to have the Extraplanar subtype. Thats why everything is either an outsider or has a template or is a magical being in some way.

DracoDei
2009-10-23, 08:02 PM
Spookity Kitties are immune to fear because they are magical beasts.

Since when does the Magical Beast type grant any immunities except to spells with "person" in the name?

Bhu
2009-10-23, 08:06 PM
Since when does the Magical Beast type grant any immunities except to spells with "person" in the name?

It doesnt. They dont have any real magical abilities, but since they are magical beings crafted to be fearless guard kitties I gave them the immunity.

Sir Shadow
2009-10-23, 08:47 PM
Um, magical beasts aren't immune to fear.


Also: all critters summoned via the Summon Monster spell have to have the Extraplanar subtype. Thats why everything is either an outsider or has a template or is a magical being in some way.

That's not true... fiendish and celestial creatures aren't outsiders and they don't have an extraplanar subtype. They are extraplanar BECAUSE they are summoned by a spell, not the other way around.

Debihuman
2009-10-23, 10:46 PM
here's what I have now:


Summonable Creatues for the Help! Domain

1: Summon Monster I (Anarchic/Celestial/Fiendish Cat, Dire Cat [aka Dire Kitty], Catfolk, Cat Swarm, Cheetah, Leopard, Little Spookity Kitty, Wemic
2: Summon Monster II (Anarchic/Celestial/Fiendish Dire Cat, Dire Cheetah; Dire Leopard, Serval, Grimalkin, Dire Puma)
3: Summon Monster III (Anarchic/Celestial/Fiendish Dire Cheetah, Anarchic/Axiomatic/Celestial/Fiendish Dire Leopard, Lion, Anarchic/Celestial/Fiendish Dire Puma)
4: Summon Monster IV (Big Spookity Kitty, Dire Lion, Spectral Panther, Schrödinger's Cat, Tiger)
5: Summon Monster V (Caterwaul, Anarchic/Celestial/Fiendish Dire Lion, Sea Cat, Dire Tiger )
6: Summon Monster VI (Anarchic/Celestial/Fiendish Dire Lion, Smilodon)
7: Summon Monster VII (Sea Tiger, Ghirrash, Swamplight Lynx,)
8: Summon Monster VIII (Hellcat, Anarchic//Celestial/Fiendish Smilodon)
9: Summon Monster IX (Leonal, Good Kitty, Legendary Tiger)

Monsters may be found in the following books:
Anarchic Template: Planar Handbook
Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Animal Template, Swamplight Lynx: Monster Manual 2Spectral Panther, Wemic: Monsters of Faerûn
Smilodon: Frostburn
Lynx: Races of Faerûn
Sea Tiger: Monster Manual 3

See Appendix for new creatures

I took out the axiomatic creatures, legendary cat since it wasn't statted out, and the non-official dire aniimals.

Debby

Sir Shadow
2009-10-23, 10:50 PM
Well, here's what I got so far. Sorry I've only stated up these, I had to work today :S

Celestial Cat
Tiny Magical Beast
Hit Dice: ½d8 (2 hp) ½
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60’, low-light vision, resistance 5/acid, cold, and electricity, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon Finesse(b)
Challenge Rating: ¼
Alignment: Always good
Level Adjustment: +2
The Celestial Cat’s fur comes in an array of metallic colors (usually silver, gold, or platinum). Other than that, it looks very similar to ordinary cats.

Combat
The Fiendish Cat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Evil (Su)
Once per day, the fiendish cat can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against an evil foe.

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


Fiendish Cat
Tiny Magical Beast
Hit Dice: ½d8 (2 hp) ½
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Smite Good
Special Qualities: Darkvision 60’, low-light vision, resistance 5/cold and fire, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon Finesse(b)
Challenge Rating: ¼
Alignment: Always evil
Level Adjustment: +2
The Fiendish Cat looks similar to its earthly counterpart. However, there are odd streaks of rusty-red fur, and it looks generally more fearsome.

Combat
The Fiendish Cat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Good (Su)
Once per day, the fiendish cat can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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


Celestial Cheetah
Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d6+3)
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil, trip
Special Qualities: Darkvision 60’, low-light vision, resistance 5/acid, cold, and electricity, scent, sprint
Save: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Finesse
Challenge Rating:2
Alignment: Always good
Level Adjustment: +2
Celestial Cheetahs appear much like normal cheetahs, with the exception of their coloration. Their fur is often gold with deep bronze spots.

Combat
The Celestial Cheetah’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Evil (Su)
Once per day, the Celestial Cheetah can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against an evil foe.

Sprint (Ex)
Once per hour, a Celestial Cheetah can move ten times its normal speed (500 feet) when it makes a charge.

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


Fiendish Cheetah
Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d6+3)
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good, trip
Special Qualities: Darkvision 60’, low-light vision, resistance 5/cold and fire, scent, sprint
Save: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Finesse
Challenge Rating:2
Alignment: Always evil
Level Adjustment: +2
Fiendish Cheetahs appear much like normal cheetahs, but looks far more badass overall.

Combat
The Fiendish Cheetah’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Good (Su)
Once per day, the Fiendish Cheetah can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Sprint (Ex)
Once per hour, a Fiendish Cheetah can move ten times its normal speed (500 feet) when it makes a charge.

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

Celestial Dire Lion
Large Magical Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +8/+19
Attack: Claw +15 melee (1d6+7)
Full Attack: Claw +15 melee (1d6+7) and bite +9 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, smite evil, rake 1d6+3
Special Qualities: Darkvision 60’, DR 10/magic, low-light vision, resistance 10/acid, cold, and electricity, scent
Save: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (Claw)
Challenge Rating: 7
Alignment: Always good
Level Adjustment: +2
Celestial Dire Lions look much like normal Dire Lions, but with radiant gold fur.

Combat
The Celestial Dire Lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex)
To use this ability, a Celestial Dire Lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)
If a Celestial Dire Lion charges, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +12 melee, damage 1d6+3.

Smite Evil (Su)
Once per day, the Celestial Dire Lion can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against an evil foe.

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


Fiendish Dire Lion
Large Magical Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +8/+19
Attack: Claw +15 melee (1d6+7)
Full Attack: Claw +15 melee (1d6+7) and bite +9 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, smite good, rake 1d6+3
Special Qualities: Darkvision 60’, DR 10/magic, low-light vision, resistance 10/ cold and fire, scent
Save: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (Claw)
Challenge Rating: 7
Alignmen: Always evil
Level Adjustment: +2
Fiendish Dire Lions are difficult to distinguish from normal lions; the defining differences being their wild, frayed manes and gleaming red eyes.

Combat
The Fiendish Dire Lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex)
To use this ability, a Fiendish Dire Lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)
If a Fiendish Dire Lion charges, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +12 melee, damage 1d6+3.

Smite Good (Su)
Once per day, the Fiendish Dire Lion can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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


If you hadn't noticed, they're in Alphabetical order depending on the base creature

Debihuman
2009-10-23, 11:40 PM
No need to apologize. Thanks for these. Under Fiendish Dire Lion you have the description of the Celestial Dire Lion. Some size lines are missing reach and flat-footed AC is missing in a couple of entries. Otherwise, it looks good. I'm making correction on the Word document as I type them in so don't worry about anything other than fix the description at this point.

Debby

Bhu
2009-10-24, 12:25 AM
Um, magical beasts aren't immune to fear.



That's not true... fiendish and celestial creatures aren't outsiders and they don't have an extraplanar subtype. They are extraplanar BECAUSE they are summoned by a spell, not the other way around.


but it says in the entry that Fiendish/Celestial creatures encountered on the Material Plane have the extraplanar subtype.

Bhu
2009-10-24, 12:30 AM
Debby: I've been trying to reply to your PM asking about what was made by others that needed crediting. It wont let me reply, because the forum chokes on a certain word and gives a 403 error. Look for the feat '____ paws'. There might be one or two others.

Bhu
2009-10-24, 12:32 AM
here's what I have now:

[spoiler]
Summonable Creatues for the Help! Domain

I took out the axiomatic creatures, legendary cat since it wasn't statted out, and the non-official dire aniimals.

Debby

I'll be doing a spell for swarms. You cant summon swarms with Summon Monster. You cant summon regular animals either unless they have a template.

Bhu
2009-10-24, 06:00 AM
Big Kitty and War Kitteh are now Druid 9 as well, Norr's Death by overcuteness spell is Sor/Wiz 9.

I'll be making a druid spell for cat swarms.

Debihuman
2009-10-24, 10:17 AM
Anyone want to make some cat-like outsiders?

Debby

P.S. I've made a ton of corrections but every time I try to post, I get a "Forbidden" code. Not sure why.

P.P.S. Changed Copyright and updated all the summoning lists. I'll try posting new stuff when the forum is less wonky.

Bhu
2009-10-24, 07:13 PM
http://www.giantitp.com/forums/showthread.php?t=129318 this will explain

Bhu
2009-10-25, 06:11 AM
How many kitty outsiders are you wanting. I can zap some up.

And for which spell levels?

Debihuman
2009-10-25, 09:26 AM
so "linx" is the problem. That is the freaking goofiest thing I have ever heard of. It is an ANIMAL. I hate computers.

Here's my original rant and notice the carefully quoted and misspelled "linx" everywhere. How ridiculous is that?

-----------------------------------------------

AARGH! Stupid non-working forum!!! grumblemuchswearingandcursinggrumble.

Let me try this AGAIN!

Here is the updated copyright information.

Copyright 2009 by Bhu. Caterwaul and Schrödinger's Cat, by Debby used with permission. Detect Munchies by Draco Dei used with permission. Do Not Want originally by Norr. I Got Looks And Brains originally by Teshen. “Linx” Paws originally by Chemus. All photos and artwork were found uncredited on the Internet.


Feline Summon Spells

1: Summon Monster I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish “Linx”)
2: Summon Monster II (Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval, Anarchic/Celestial/Fiendish Grimalkin)
3: Summon Monster III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
4: Summon Monster IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Anarchic/Celestial/Fiendish Spectral Panther, Anarchic/Celestial/Fiendish Schrödinger’s Cat, Sea Cat (Water))
5: Summon Monster V (Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Caterwaul)
6: Summon Monster VI (Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Hierocosphinx, Anarchic/Celestial/Fiendish Smilodon, Sea Tiger (Water)), Vicious Cat)
7: Summon Monster VII (Anarchic/Celestial/Fiendish Sea Tiger, Ghirrash, Swamplight "Linx" (Water), Anarchic/Celestial/Fiendish Criosphinx )
8: Summon Monster VIII (Hellcat, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Fiendish Dire Tiger)
9: Summon Monster IX (Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Androsphinx, Anarchic/Celestial/Fiendish Legendary Tiger)

Monsters may be found in the following books:

Anarchic and Vicious Templates: Planar Handbook
Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Sphinxes, Tiger, Water subtype: Monster Manual
Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight "Linx": Monster Manual 2
Spectral Panther: Monsters of Faerun
Smilodon: Frostburn
"Linx": Races of Faerun
Sea Tiger: Monster Manual 3


Since Monstrous Humanoids are not appropriate for summoning, I removed the catfolk and wemic. I added the various sphinxes from the Monster Manual with the appropriate templates (Anarchic/Celestial/Fiendish) since they are Magical Beasts. I also added Vicious Template from Planar Handbook, which changes the base creature to an Outsider. I added the Water subtype to Sea Cat, Sea Tiger and Swamplight "Linx" to connect them to the Elemental Plane of Water. Technically, they still aren't Outsiders but it should be enough to pass muster. The Grimalkin was updated in the MM2 Update to a Magical Beast so it needed to be a Anarchic/Celestial/Fiendish Grimalkin.

I suspect that cats do not have climb speed because while they can climb up well, they climb down badly and often need rescuing. BTDT with my own cat.
---------------------------------------------

Dumbest thing I've ever heard.

Anyhow, I think we could use an outsider cat for levels 1 and 6. Should be easy enough.

Debby

P.S. So, Bhu -- did you like my revamped Word document. I think it looks rather nice.

Norr
2009-10-25, 05:28 PM
Hi, I just sent the last tables to Debby. I also think the new word document look really spiffy.


Do Not Want originally by Norr

I don't remember doing that one, but then again long term memory has been known to fail me. I do think I made Death by Overcuteness, and I really need to reword that spell. >_< Too many short sentences.

Will also be surfing from laptop on 56k modem during next week. Luckily GitP forums and word documents aren't that heavy.

Debihuman
2009-10-25, 06:12 PM
Bhu placed the attribution line between the two spells so it is possible that I attributed the wrong spell to you. It's been fixed on my master copy.

Since you mentioned it, I checked "Death By Overcuteness". I changed the spell's name from "Death From Overcuteness" to "Death By Overcuteness" on my master copy. The rest of the text seems fine to me, but I already proofread and edited it.

Anyone want to write up a Hairball spell that forces your opponent to upchuck a hairball in 1d4+1 rounds during which time he can take no other action? I think it should be called "Gag Me With A Hairball." A mass version of this spell is too gross to contemplate.

One more thing: I'm putting the feat charts in alphabetical order.

Debby

P.S. I'm glad you like the new document. I think it will make a nice pdf when it is finished. The table of contents is searchable too. I don't know if that feature will port over in the move to a pdf.

Bhu
2009-10-25, 08:49 PM
Ill' do the spells and critters.
The critters you added templates to: Did you change what spell level they could be summoned by? Cause the template might change CR, which makes tham a higher level summoning...

May I should dump SUmmon Monster and make a Set of Summon Feline spells...

Debihuman
2009-10-25, 10:02 PM
Actually, I didn't check the CRs. :smallredface:

Would you consider changing the Help Domain to Clowder Domain? It is specific to summoning cats and cat-like creatures rather then summoning general help. Just wanted to run this by you.


Bad Kitty PrC has some problems. First, you should cite PH2 next to Dark companion the first time it is mentioned. Second, I recommend that you delete the words requires "1 curse feat" or "requires 2 curse feats" Curse feats are from Dragon Magazine 339. I made that information a little more prominent. I recommend the following changes: Make Curse of Distraction the basis for Allergy Curse and delete other curse prerequisites. While the curse feats from Dragon Magazine are nice, this class is not useable without them. Did you really mean to restrict this that much?

Debby

Bhu
2009-10-26, 03:51 AM
Actually, I didn't check the CRs. :smallredface:

Would you consider changing the Help Domain to Clowder Domain? It is specific to summoning cats and cat-like creatures rather then summoning general help. Just wanted to run this by you.


Bad Kitty PrC has some problems. First, you should cite PH2 next to Dark companion the first time it is mentioned. Second, I recommend that you delete the words requires "1 curse feat" or "requires 2 curse feats" Curse feats are from Dragon Magazine 339. I made that information a little more prominent. I recommend the following changes: Make Curse of Distraction the basis for Allergy Curse and delete other curse prerequisites. While the curse feats from Dragon Magazine are nice, this class is not useable without them. Did you really mean to restrict this that much?

Debby


Clowder? What is that a reference to?

GO ahead and put the reference ro PHB II in for Dark COmpanion (can't believe I forgot that).

The class works okay without the Curse Feats. I just wanted some kitty inspires extensions of teh Curse Feats made in teh Dragon. You can find the Feats online if you google.

I'm working on some spells offline now. Hopefully I'll have them up soon.

Bhu
2009-10-26, 05:06 AM
Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Feline I
2:Summon Feline II
3:Summon Feline III
4:Summon Feline IV
5:Summon Feline V
6:Summon Feline VI
7:Summon Feline VII
8: Summon Feline VIII
9:Summon Feline IX

Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx)
Summon Feline II (Vivacious Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty, Anarchic/Celestial/Fiendish Serval)
Summon Feline III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)
Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty, Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther)
Summon Feline V (Caterwaul, Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Wemic)
Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul, Criosphinx, Anarchic/Celestial/Fiendish Hieracosphinx, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)
Summon Feline VII (Ghirrash, Gynosphinx, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)
Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)
Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty, Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)

Monsters may be found in the following books:

Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Tiger: Monster Manual
Catfolk, Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther, Wemic: Monsters of Faerun
Smilodon: Frostburn
Lynx: Races of Faerun
Sea Tiger: Monster Manual 3


The following are critters made by me:

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

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

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

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

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

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

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

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


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

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

Little Spookity Kitties are Big Spookity Kitty kittens.

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

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

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

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

Combat: Pretty much just like the Big Spookity Kitties.




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

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

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss..."

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


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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

1/day: Dominate Person

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


The following are critters made by Debby!:



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

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

Fog comes on little cat feet – Carl Sandburg

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

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

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

They can speak Common but rarely choose to do so.

Combat

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

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

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

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

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

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

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

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

Lore

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

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

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

26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]

Plot Hooks


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

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

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





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

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

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

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

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

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

Focus is a dingle ball.



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

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



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

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



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

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



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

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



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

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



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

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



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

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



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

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




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

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

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

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

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

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

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

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



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

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

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


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

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

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

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

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



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

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

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

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

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

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

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

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

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



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

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

work in progress

Bhu
2009-10-26, 05:27 AM
Okay the revised Help Me Domain is up along with the beginnings of the new spells, and part of the summoning list for them. I'll edit more in soon. Any humanoids in the list have templates making them outsiders so I'm assuming they're okay to use.

Oh and Debby, edit in yourself, Norr, and Sir Shadow an extra big thank you in the file for all the help your giving me

Debihuman
2009-10-26, 09:02 AM
Clowder? What is that a reference to?

GO ahead and put the reference ro PHB II in for Dark COmpanion (can't believe I forgot that).

The class works okay without the Curse Feats. I just wanted some kitty inspires extensions of teh Curse Feats made in teh Dragon. You can find the Feats online if you google.

I'm working on some spells offline now. Hopefully I'll have them up soon.

Clowder of cats = a group of cats. Clowder Domain would be that you could summon only cats and cat-like beings.

Do you want to keep catfolk and wemics summonable? Normally, you can't summon Humanoids or Monstrous Humanoids but this is a feline-related issue so I think it would be okay.

How about adding sphinxes since they are Magical Beasts?

(ACF=Anarchic/Celestial/Fiendish). Standard Androsphinx is CR 9 so ACF Androsphinx is CR 11, Standard Criosphinx is CR 7, so ACF Criosphinx is CR 9, Standard Gynosphinx is CR 8 so ACF Gynosphinx is CR 10, and Standard Hieracosphinx is CR 5 so ACF Hieracosphinx is CR 7.

I am not sure exactly where in the summon spell list that they belong. What is the max CR for the summon spell at each level?

I think you should drop the Schrödinger's Cat from this list as it is Undead, and therefore not subject to a summoning spell.

Last of all, you would have to summon an ACF Grimalkin and an ACF Swamplight "Linx" because they are not Outsiders and need a template to make them Outsiders. Ditto for my Caterwaul. You cannot summon a standard caterwaul because it is not an Outsider, so it needs a template. ACF works fine for this.

Also, what did you think of my idea of adding Water Subtype? To summon the Sea Cat, Sea Tiger and Swamplight "Linx" add (Extraplanar, Water) and that makes them from the Elemental Plane of Water. Otherwise you cannot summon these creatures because they are not Outsiders.

The Vicious Template from the Planar Handbook gives you access to creatures from the Positive Energy Plane. The challenge rating is base creature 3 or fewer HD gain +1 to CR, 4-7 HD gain +2 and 8 or more gain +3. So a Vicious Cat would be CR 1. The template changes the base creature's type to Outsider so it is fine.
Debby

Cieyrin
2009-10-26, 12:34 PM
Honestly if at this point we're making our own Summon Felines spell, I think we can take a page from Summon Nature's Ally and not have to bother with templating stuff just to make them fit criteria of beign summonable via Summon Monster.

Debihuman
2009-10-26, 01:05 PM
Except Summon Nature's Ally spells are only good if you are a Druid or Ranger and this is for a Clerical Domain.

I prefer to use the standard summon spells with "(felines only)" added. We just need to figure out which felines to use. I admit to being a tad bit stubborn here, but the idea is to make this as useful as possible and to still stay within the rules. I think it can be done.

A/C/F and Vicious Templates create Outsiders. The Subtype (Extraplanar, Water) means that the creature comes from the Elemenal Plane of Water so that creature could be summoned via the spell. Humanoids and Monstrous Humanoids generally cannot be summoned, but I'd make an exception for feline-based creatures such as catfolk and wemics.

I don't know how to figure out what CR goes with which level of Summon spell. That would help a lot.

Debby

Bhu
2009-10-27, 05:51 AM
Peek at the spell descriptions i edited in and that'll answer some of your questions. Ill revise the list so the humanoids have a template that lets them become a different type.

Im running late from work tonight, but tomorrow Ill have a list of what CR is available per spell level.

Adding elemental stuff would be okay

We can drop Schrodingers kitty if you want. You can sumon undead, its just all those spells are necromancy

Debihuman
2009-10-27, 07:45 AM
I like the Summon Felines Spells. If the Druid can use those spells so could a Ranger. That gives the spells more flexibility than standard summoning spells and Rangers cast nature's ally spells too at the same level as the Druid.

Please add the sphinxes to your list of summonable felines? How about adding a fire-themed cat too? I think that would be cool!

Debby

Bhu
2009-10-28, 06:23 AM
Here's the CR per spell level debbie

1:Summon Monster I CR 1/4-1/2
2:Summon Monster II CR 1-2
3:Summon Monster III CR 2-3
4:Summon Monster IV CR 2-4
5:Summon Monster V CR 3-5
6:Summon Monster VI CR 5-9
7:Summon Monster VII CR 5-10
8:Summon Monster VIII CR 7-12
9:Summon Monster IX CR 9-14

thats for Summon Monster, and Summon Natures Ally is prolly pretty close to that. As you can see WIzards was remarkable consistent.

Debihuman
2009-10-28, 04:54 PM
Updated Summon List with Sphinxes added and Schrodenger's Cat removed. Also, updated for alphabetical order.

[Edit] Fixed "vivacious" not viscious cat from Planar Handbook.

This is what is currently in the text box although the format in the text block has superscript for parentheses.


Summonable Feline Creatures

1. Summon Feline I (Anarchic/Celestial/Fiendish Cat, Anarchic/Celestial/Fiendish Catfolk, Anarchic/Celestial/Fiendish Lynx)

2. Summon Feline II (Vivacious Cat, Grimalkin, Anarchic/Celestial/Fiendish Little Spookity Kitty (NEW), Anarchic/Celestial/Fiendish Serval)

3. Summon Feline III (Anarchic/Celestial/Fiendish Cheetah, Anarchic/Celestial/Fiendish Dire Kitty, Anarchic/Celestial/Fiendish Leopard)

4. Summon Feline IV (Anarchic/Celestial/Fiendish Big Spookity Kitty(NEW), Anarchic/Celestial/Fiendish Lion, Sea Cat, Anarchic/Celestial/Fiendish Spectral Panther)

5. Summon Feline V (Caterwaul (NEW), Hieracosphinx, Anarchic/Celestial/Fiendish Dire Puma, Anarchic/Celestial/Fiendish Sea Cat, Axiomatic/Celestial/Fiendish Tiger, Anarchic/Celestial/Fiendish Wemic)

6. Summon Feline VI (Anarchic/Celestial/Fiendish Caterwaul (NEW), Criosphinx, Anarchic/Celestial/Fiendish Hieracosphinx, Anarchic/Celestial/Fiendish Dire Lion, Anarchic/Celestial/Fiendish Smilodon)

7. Summon Feline VII (Ghirrash, Gynosphinx, Anarchic/Celestial/Fiendish Sea Tiger, Swamplight Lynx)

8. Summon Feline VIII (Androsphinx, Anarchic/Celestial/Fiendish Criosphinx, Hellcat, Anarchic/Celestial/Fiendish Dire Tiger)

9. Summon Feline IX (Anarchic/Celestial/Fiendish Androsphinx, Leonal, Anarchic Good Kitty(NEW), Anarchic/Celestial/Fiendish Gynosphinx, Anarchic/Celestial/Legendary Tiger)

The aforementioned monsters may be found in the following books and new creatures can be found in the appendix. Creatures from the Elemental Planes (Air, Earth, Fire and Water) and creatures with the Shadow Creature Template from Manual of the Planes, can be added at the DM’s discretion.

Anarchic and Vivacious Templates: Planar Handbook
Cat, Celestial/Fiendish Templates, Cheetah, Dire Lion, Dire Tiger, Hellcat, Leonal, Leopard, Lion, Sea Cat, Sphinxes, Tiger, Water subtype: Monster Manual
Ghirrash: The Miniature's Handbook
Dire Puma, Serval: Sandstorm
Grimalkin, Legendary Tiger, Swamplight Lynx: Monster Manual 2
Spectral Panther: Monsters of Faerûn
Smilodon: Frostburn
Lynx: Races of Faerûn
Sea Tiger: Monster Manual 3

Debby

Bhu
2009-10-29, 03:37 AM
You did modify the CR cause of the templates this time yes?

Debihuman
2009-10-29, 04:42 AM
Yes I did. Thank you for noticing. Oops, left off Vicious Cat at level 2. It' s been added in.

Once you get the spells finished, I'll add them to the chapter on spells. By the way, I think "HWARF" albeit funny is a bit much. Could you simply call it "Hairball" or something slightly less onomatopoeiaic. For what it's worth, my cats never made that particular sound when they had a hairball.

In the meantime, the chapter on Domains is FINISHED. I also put the domains in alphabetical order.

Added a thank you in the Acknowledgment section. While I was at it, I moved the table of contents after the acknowledgments section. It looks better there.

Debby

Bhu
2009-10-30, 06:57 AM
Vicious? Is that the positive plane template? Isnt it called Vivacious?

Also: feel free to add the shadow plane template too (name escapes me). We also need fire, water, and air kitties. I was gonna go with tigers for fire. Water is obvious. Air..um...cheetah? maybe the SPhinxes?


HWARF is the sound made by Stimpy when coughing up a hairball :smallbiggrin:

kitteh likees the Ren and Stimpies :smallbiggrin:

I also edited my post to include your current list, removed the Schrodinger, and added the focus to the Summon Feline spell.

Bhu
2009-10-31, 06:48 AM
Got the spells edited and awaiting more feedback (still need to change name), began adding critters for the swarm spells, fixed some typos.

Debihuman
2009-10-31, 05:50 PM
Actually, it would help if you put the critters in your previous post in spoilers. It's a lot to scroll through when I'm trying to look at the new stuff.

You are right it is the "vivacous" Template from the Planar Handbook, turns your critter into an Outsider and a few other things. I thought it was a suitable template, so I added it to help round things out, but I can remove it if you don't think it is appropriate.

[edit] fixing my earlier post too.

[2nd edit] Well, I think we have enough critters for the list. I've added a note that creatures from the Elemental Planes (air, earth, fire and water) are also summonable creatures at the DM's discretion.

[Edit 3] Should Summon Feline also be on the Ranger's list of spells? It seems a shame to leave the Ranger out.

[Edit 4] Ohh, I'm am liking the new summon cat swarms. I think the cat swarms themselves should be in the appendix with the rest of the new creatures but the spells belong with section on spells.

I will make it all look good when I edit the document. (Former) Girl Scout's Honor!

Debby

Bhu
2009-11-01, 03:36 AM
Id like to add at least a couple critters with the Shadow Creature Template (+1 CR, Manual of Planes, is for critters living on the plane of Shadow)

Air/Fire/Water Element Creatures (Manual of Planes, critters living on elemental planes, up to 3 HD: Same CR, 4-7 HD: +1 CR, 8+HD: +2 CR.

I'll edit some of the summon spells to be available to Rangers

Former girls scout...

omg you can prolly make cookies....

:belkar::belkar:

Debihuman
2009-11-01, 09:20 AM
Okay, all the spells are in. I've made a few corrections and formatting changes but it seems like the spells are FINISHED.

I made a few edits to the summonable text block [see my earlier post] to reflect that elemental creatures and shadow creatures can also be added to the summonable list and am redirecting creatures to the appendix. Once you finish the creatures, I'll add them to the Appendix.

All cats should have the following section added:

Combat
Cats prefer to sneak up on their prey.

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

[edit] Thanks for changing the spell's name.


Debby

Bhu
2009-11-02, 06:30 AM
So basically the Cat Swarms just need finished and were done?

Debihuman
2009-11-02, 06:58 AM
It looks like once the swarms are done that we're finished. I think it looks great.

Debby

Bhu
2009-11-03, 07:02 AM
Kewl. I didn't get out of work till 6:30 am today, so I
ll try to have them up tomorrow night.

Bhu
2009-11-04, 06:53 AM
critters done!

lemme know what ya think Debbie!

Debihuman
2009-11-04, 03:31 PM
Looks like it's officially done to me! Whoo-hoo! Doing the happy dance now!!!

I'll finish up the editing and proofreading. FYI, I'm making a few changes, just to be a little more concise. With all the critters and everything the final page count is 287 pages. I think it looks really good.

It's been a fun project.

Debby

Bhu
2009-11-05, 05:13 AM
Is anyone here proficient with photoshop?

Specifically if I found a stock photo of a panther, could you make it pink? :smallbiggrin:

Debihuman
2009-11-05, 09:36 AM
You are statting out a pink panther, eh? You are so getting a raspberry* for that!

Debby

*PHHHBT!

p.s. you could always use the picture from Wikipedia.

Norr
2009-11-06, 03:28 AM
Is anyone here proficient with photoshop?

Specifically if I found a stock photo of a panther, could you make it pink? :smallbiggrin:

Can do. Difficulty depends on the picture, but I'm fairly confident. Which picture did you have in mind?

Bhu
2009-11-06, 06:14 AM
Would a pic of a black one or a normal colored one be preferable?

Norr
2009-11-06, 12:17 PM
Would a pic of a black one or a normal colored one be preferable?

That depends if you want it spotted or not. Just no black panther night shots or regular-panther-behind-lots-of-grass shots.

Bhu
2009-11-07, 06:23 AM
http://farm3.static.flickr.com/2395/2094338635_685dc264bb.jpg



how about one of this one?

Bhu
2009-11-07, 06:24 AM
http://media.photobucket.com/image/black%20panther/SongOfAFallenAngel/black_panther.jpg

or this one
Edit: I guess you cant see it as is, you'll have to click on quote

Norr
2009-11-07, 07:41 AM
Either works. Which one do you want?

EDIT:I tried my hands at both (http://i245.photobucket.com/albums/gg66/Squirrel_thing/GitP/Pink2094338635_685dc264bb.jpg) ones (http://i245.photobucket.com/albums/gg66/Squirrel_thing/GitP/pink_panther.jpg), use whichever you like. :smallsmile:

Bhu
2009-11-07, 01:12 PM
Omigod those look awesome!

They shall come in handy for the new Cat Burglar revision.

And one shall hopefully be the cover page for the current .pdf. I'm leaning towards the one facing right.

Bhu
2009-11-09, 06:21 AM
Whilst you all await the new .pdf, it's time I made the revised class I had in mind. Work in progress of course:

Cat Burglar

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/CB3.jpg

”Meow!”

Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to
theft to support themselves. While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded. Many have become adventurers, scouts, and people of a thiefly
persuasion. There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

MAKING A CAT BURGLAR
You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).
Abilities: Dexterity and Charisma are of paramount importance to the
Cat Burglar. Much of their skills and abilities key off these
two stats. A decent Constitution and Wisdom wouldn’t hurt
either.
Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them. Dwarf and Half Orc Cat Burglars are virtually unknown.
Alignment: Cat Burglars may not be Lawful. Most tends towards Chaos
and Neutrality.
Starting Gold: Same as Rogue.
Starting Age: Same as Rogue.

Class Skills
The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Purr, Kitty Form, Feline Empathy, Cat Powah
2. +1 +0 +3 +0 Kitty Magic
3. +2 +1 +3 +1 Burglaring, Enhanced Kitty Form
4. +3 +1 +4 +1 Kitty Form
5. +3 +1 +4 +1 Kitty Magic
6. +4 +2 +5 +2 Burglaring, Enhanced Kitty Form, Scamper Bonus
7. +5 +2 +5 +2 Kitty Form
8. +6 +2 +6 +2 Kitty Magic
9. +6 +3 +6 +3 Burglaring, Enhanced Kitty Form
10. +7 +3 +7 +3 Kitty Form
11. +8 +3 +7 +3 Kitty Magic
12. +9 +4 +8 +4 Burglaring, Enhanced Kitty Form, Sneaky Kitty
13. +9 +4 +8 +4 Kitty Form
14. +10 +4 +9 +4 Kitty Magic
15. +11 +5 +9 +5 Burglaring, Enhanced Kitty Form
16. +12 +5 +10 +5 Kitty Form
17. +12 +5 +10 +5 Kitty Magic
18. +13 +6 +11 +6 Burglaring, Enhanced Kitty Form
19. +14 +6 +11 +6 Kitty Form
20. +15 +6 +12 +6 True Kitty, Bonus Feat

Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte. They are proficient with Light Armor but not with
Shields.

Purr: Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Using Purr to speak to cats is a Supernatural Ability.

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

At levels 4, 7, 10, 13, 16, and 19 you gain an additional Kitty Forms from the following list if you meet the prerequisites (all of these forms count as Kitty Form for purposes of Feats, effects, etc.). Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

Big Cat Form: You may now become a Small Cat in Kitty Form, mimicking larger housecats such as the Maine ****, and smaller feral cats such as the Bobcat or Jaguarundi. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d3 plus Str Modifier), and a Secondary Bite Attack (1d4 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +4 Dex, -4 Str (minimum Str is 3). You become Size Class Tiny, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC, you occupy a 5' Space, and your effective Reach is 5'.

Bigger Cat Form (Prerequisite: Level 7+): You may now become a Medium Cat in Kitty Form, mimicking most wild cats such as Cheetahs, Cougars, Lions, etc. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +2 Str. You also gain a +2 Natural Armor Bonus

Cat Faced Baboon Form (Prerequisite: Cat Faced Monkey): You now become a Baboon sized creature with a cat's face. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d3 plus Str Modifier), and a Secondary Bite Attack (1d4 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +4 Dex, -4 Str (minimum Str is 3). You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You may also swing from tree to tree and move at your full land speed while doing so similar to the Brachiation Feat listed in Complete Adventurer.

Cat Faced Monkey Form (Prerequisite: 4th level): You become an odd little monkey creature with a catlike face. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3). You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal. You may now use Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope as normal, but with a -2 circumstance penalty do to misshapen pawlike hands. You may also swing from tree to tree and move at your full land speed while doing so similar to the Brachiation Feat listed in Complete Adventurer.

Cat Faced Yeti Form (Prerequisite: Level 7+): You may now become the dreaded Cat Faced Yeti. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +2 Str. You also gain a +2 Natural Armor Bonus and are Size Class Medium.

Catfolk Form (Prerequisite: Jibba Jabba Feat): You may now assume the form of one of the Catfolk. Usually this ability is only found among Cat Burglar guilds near a large Catfolk population (see The Miniatures Handbook or Races of the Wild for the Catfolk). You also gain the following abilities: Low Light Vision, and Scent. Your stats are modified as follows: +4 Dex. You also gain a +1 Natural Armor Bonus, and a +2 Circumstance Bonus on Listen and Move Silently Checks. Unlike other Kitty Forms you can cast spells normally.

Dire Kitty Form (Prerequisite: Level 10+): You may now become a Large Cat in Kitty Form, mimicking the biggest of feral cats such as Ligers or prehistoric monstrosities. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +4 Str, +4 Con, and you gain a +3 Natural Armor Bonus. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

Housecat Form (Prerequisite: Level 16+): You may now become a Huge Cat in Kitty Form, mimicking giant cats. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (2d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +8 Str, +8 Con, and you gain a +8 Natural Armor Bonus. You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'. You may remain in Housecat Form for (3 plus Charisma Modifier) rounds.

Katgrrl/Katboi Form (Prerequisite: 7th level or Catfolk Form): You may now become a Katgrrrl, essentially being a cuter version of your humanoid self with lil kitty ears, eyes, and a tail. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (1d4 plus Str Modifier), and a Secondary Bite Attack (1d6 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +2 Dex. Unlike other Kitty Forms, you are humanoid and have hands so have no difficulty using any skills you have, or wielding weapons, and may cast spells normally.

Kitten Form: You may now become a Diminutive Cat in Kitty Form, mimicking kittens. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Bite Attack (1d2 plus Str Modifier), and a Secondary Claw Attack (1 point plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +8 Dex, -8 Str (minimum Str is 2). You become Size Class Diminutive, giving you a +4 Size Modifier to AC and Attack rolls, a +12 Size Modifier to Hide Checks, and a -12 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one eighth those of a Medium Size PC, you occupy a 1' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

Pixie kitty Form (Prerequisite: Fey Heritage): You turn into a Fine Size kitten with little deely-bobber antennae. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, and a Primary Bite Attack (1 point plus Str Modifier). Your stats are modified as follows: +10 Dex, -10 Str (minimum Str is 1). You become Size Class Fine, giving you a +8 Size Modifier to AC and Attack rolls, a +16 Size Modifier to Hide Checks, and a -16 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one sixteenth those of a Medium Size PC, you occupy a 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.

Warcat Form (Prerequisite: Level 19+): You may now become a Gargantuan Cat in Kitty Form, mimicking giant cats. You also gain the following abilities: Low Light Vision, Scent, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +12 Str, +12 Con, and you gain a +12 Natural Armor Bonus. You become Size Class Huge, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 15'. You may remain in Warcat Form for (3 plus Charisma Modifier) rounds.

Feline Empathy (Ex): At 1st level Cat Burglars gain the Wild Empathy ability. This is identical to the Druid ability of the same name, except it may only be used on felines, does not take a -4 penalty if used on Felines who are not Magical Beasts, and you have a +4 Circumstance Bonus to the check.

Cat Powah (Su): At 1st level the Cat Burglar gets his first taste of Kitty Magic in the form of an untyped Bonus equal to his Charisma Modifier. Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his Natural Weapons in Kitty Form.

Kitty Magic (Su): Kitty Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor. The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites. These are considered Supernatural abilities unless it says otherwise:

A Cat Always Lands on His Feet: You may use Feather Fall at Will.

A Cats Ego (Prerequisite: level 5): You do not take size penalties while in Kitty Form.

A Cats Prowess: You may substitute your Dex Modifier for all rolls in which you would normally use your Str Modifier.

Bouncies: You may use Jump at will.

Cat Gravity (Prerequisites: Level 5): You may cast Cat Gravity 3/day.

Eat My Dander: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

HAHAHAHA!!(Prerequisite: Eat My Dander): You may use your Dander attack 3/day. It may be used in place of doing damage in a grapple check. The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

Hep Meeee! (Prerequisite: Level 5): You may cast Summon Swarm at will to summon a swarm of cats (use the stats for the Rat Swarm, without the Disease Bite). Unlike normal Summon Swarm spells you may direct the cat swarm as you wish.

Hep Meee! II: The Sequel (Prerequisite: Level 11): You may cast Summon Monster VI 3/day, except you can only summon an Anarchic, Celestial, or Fiendish Dire Lion.

Hey! Hey Over Here!!: You may cast Hypnotism at will by indulging in the normal catlike tomfoolery of chasing dingle balls, or being silly.

Hissing Fury: You may cast Cause Fear at will.

Innocence: You gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger. If the spell can’t get through your spell resistance you show up as Neutral.

I Must Shred This Couch (Prerequisites: I Must Shred This Paper): You may cast Greater Magic Fang 3/day.

I Must Shred This Hyoomin (Prerequisites: I Must Shred This Couch): You may cast Superior Magic Fang 3/day.

I Must Shred This Paper: You may cast Magic Fang at will.

I Wuv U: You may cast Charm Person at will.

Kitty Wuvs Dwagon (Prerequisite: Level 8): You may cast Charm Monster 3/day.

Let Sleeping Kitties Lie: While asleep you are under the effects of a Sanctuary spell.

Lick Your Wounds: You may cast Cure Moderate Wounds or Remove Disease 5/day. Note you get 5 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 5 times a day.

Missed Me!: You gain a Bonus to Armor Class equal to your Charisma Modifier. The type of Bonus depends on what Kitty Form you are using. It's a Sacred Bonus for Angel Kitties, and a Profane Bonus for Debbil Kitties and Black Cats. Katgrrl's, Pink Panthers and Pixie Kitties get a Luck Bonus. Catfolk, Cabbits, Non-Euclidean Kitties, and Dragon Kitties get an Insight Bonus. Cat Faced Yetis increase their Natural AC Bonus. Cheshire Cats, Ghost Kitties and Thundercats get a Deflection Bonus. All other Kitty Forms get a Dodge Bonus.

Mommie's Little Heating Pad (Prerequisite: Foofy Kitty Form): Anyone within 10' of you while you're in Foofy Kitty Form gains the benefits of Foofy Kitty Form (i.e. the Endure Elements spell).

Paw at the Door: You may caste Open/Close and Instant Locksmith at will.

Purrsnuggles (Prerequisite: 11th level): You may cast Heal 3/day.

Pwease: You may cast Entice Gift (see Spell Compendium) at will.

Pwetty Pwease wif Sugar on Top (Prerequisite: Pwease): When using your Pwease ability, your opponent no longer immediately snaps out of it after handing you whatever object is in your hand. Instead he gets another Willpower Save each round (DC is 10 plus 1/2 HD plus Charisma Modifier, with a cumulative -1 each round for each failed Save) to realize what he has done while you are scampering away. Many Cat Burglars use this as a way of getting free food.

Schrodingers Kitty (Prerequisite: Level 8): You may cast Dimension Door 3/day.

Spookity Glowing Eyes of Dooom (Prerequisite: Level 5): You may cast Scare at will.

Spookitty Pounce (Prerequisites: Bouncies, Hey! Hey Over Here!!, and one of the following: Hissing Fury, or Spookity Glowing Eyes of Dooom): When you perform a charge attack or Grapple Check in Kitty Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.
(Original concept by Dilvish of the BG boards)

Stubborn Kitty (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.

Super Scamper Powers: You may cast Expeditious Retreat at will.

Super Stubborn Kitty (Prerequisites: Stubborn Kitty): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.

Swift Paws: If your opponent is flat footed and you are in Kitty Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

The Power of Cute: As a Standard Action you may make a Perform (Kitty) check to Daze all opponents within 10' for 1 round. They get a Willpower Save to resist (DC is equal to your Perform check).

They were mean to me Daddy! :( (Prerequisite: Level 17): You may cast Summon Monster IX 1/day, but may only use it to summon a Leonal or 1d3 Anarchic, Celestial, or Fiendish Dire Tigers.

You Are My New Best Friend: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your dander attack). You don't know what his Save is, just that he has the lowest.

YOU MUST PET TEH KITTEH! (Prerequisite: I Wuv U): You may cast Suggestion 5/day.

Burglaring (Ex): Burglaring represents the Cat Burglars more mundane abilities learned in his career as a thief, con man, or all around scoundrel. They can choose one ability from the following list at levels 3, 6, 9, 12, 15, and 18 if they meet the prerequisites:

Always Underfoot (Prerequisites: Improved Trip): People are so used to you being underfoot that you can trip them and make it look accidental while looking at them and meowing innocently. Make a touch attack to trip an opponent of a Size Class 1-3 Size Classes larger than yourself. If the touch attack is successful you immediately get a Trip Attack against your opponent using your Dex Modifier instead of your Strength Modifier (with a +4 Circumstance Bonus). Unless your Opponent can Make an Opposed Sense Motive versus your Bluff Check, he assumes this wasn't on purpose (unless you do it more than once per encounter).

Uncanny Dodge: See PHB page 50.

Improved Uncanny Dodge (Prerequisite: Uncanny Dodge): See PHB page 50.

Evasion: See PHB page 50.

Improved Evasion (Prerequisite: Evasion): See PHB page 51.

Sneak Attack: See PHB page 50, can be taken multiple times. You gain +1d6 Sneak Attack initially, and increase this by +1d6 Sneak Attack each time this option is taken.

Defensive Roll (Prerequisite: Level 12+): See PHB page 51.

Opportunist (Prerequisite: Level 12+): See PHB page 51.

Skill Mastery (Prerequisite: Level 12+): See PHB page 51.

Slippery Mind (Prerequisite: Level 12+): See pHB page 51.

Skill Bonus: You gain a +4 Competence Bonus to any one skill you possess ranks in. This may be taken multiple times, but only once for each skill.

Trapfinding: See pHB page 50.


Enhanced Kitty Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Kitty Form from the list below (optionally they may take a Bonus Feat if they wish). These Enhancements can be used in any version of Kitty Form unless otherwise noted, and their benefits stack with the abilities gained from your various Kitty Forms (You may use more than one Enhanced Kitty Form at a time, but see restrictions below.):

Angel Kitty Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Kitty Form. 3 times per day any spell you cast in Angel Kitty Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Angel Kitty Form along with Black Cat Form, Debbil Kitty Form, or Non-Euclidean Kitty Form).

Black Cat Form (Prerequisite: Spell Focus: Necromancy): You are a very, very black cat. All Necromancy spells you cast with the word 'Curse' in the title are +2 caster level. You may not use Black Cat Form with Angel Kitty Form.

Cabbit Form: Your enhanced ears give you Cabbit radar. You effectively have Blindsight in a 30' radius as long as you aren't deafened.

Cheshire Cat Form (Prerequisite: Hide 8 ranks): You may use the spell Invisibility at will as a Supernatural ability.

Cute Kitty Form (Prerequisite: Kitten Form, and either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level. If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Cute Kitty Form in combination with Ghost Cat, Hairless Kitty, Mean, or Non-Euclidean Forms).

Debbil Kitty Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Kitty Form. 3 times per day any spell you cast in Debbil Kitty Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Debbil Kitty Form with Angel Kitty Form.

Dragon Kitty Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.

Exotic Bigger Cat Form (Prerequisite: Bigger Cat Form): You turn into rare and exotic (possibly extinct) big cats, such as spotted lions, or blue/black tigers, or albino jaguars. While in Bigger Kitty Form you permanently have the benefits of a Sanctuary spell unless you attack someone. They're more intent on capturing you as a rare animal to show off in their zoo than killing you.

Foofy Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to cold though, not heat. You may not use Foofy Kitty and Hairless Kitty at the same time.

Ghost Cat Form (Prerequisite: Necromantic Presence): You appear as a ghostly cat wreathed in illusionary flames. Any opponent you successfully strike in Kitty Form (even if it's just a touch attack) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter. You may not combine Ghost Cat and Cute Kitty Forms.

Hairless Kitty Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to heat though, not cold. You may not use Foofy Kitty and Hairless Kitty at the same time. You may not combine Hairless Kitty and Cute Kitty Forms.

Lnx Paws (Based on a Feat originally made by Chemus): While in Kitty Form you take no movement penalties and have no risk of falling in snow or ice, even if it's magically created.

Mean Kitty Form (Prerequisite: Spell Focus:Necromancy or Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level. If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not combine Mean Kitty and Cute Kitty Forms.

Non-Euclidean Kitty Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Kitty Form. You may not use Non-Euclidean Kitty Form with Angel Kitty or Cute Kitty Forms.

Pink Panther Form (Prerequisite: Bigger Cat Form): While in Bigger Cat Form you are constantly followed by your own Jazz soundtrack. Hide and Move Silently checks become impossible for you, but you automatically counter the effects of Bardic Music on your person, and gain Spell Resistance equal to 10 plus half your character level plus your Charisma modifier against any spell with the Sonic descriptor.

Sabre-Toothed Kitty Form (Prerequisite: Bigger Cat Form, Improved Natural Attack: Bite): While in Bigger Kitty Form, your Bite criticals on a 19-20 and does x3 damage on a successful critical.

Seacat Form: While in Kitty Form you may instead become a Seacat, with the back half of your body being a fishes tail. You gain a Swim speed equal to your Land speed.

Spidercat: While in Kitty Form you are permanently under the effects of a Spider Climb spell.

Strong Kitty Form (Prerequisite: Level 6): You gain +4 Str in Kitty Form, as long as that Kitty Form is Medium or bigger.

Swift Kitty Form: You gain a +10 ft. increase to Land Speed in Kitty Form.

Thundercat Form (Prerequisite: Level 6+): All your attacks in Kitty Form do +1d6 electrical damage, and you gain Energy Resistance 15 (Electricity). You may also do 1d6 electricity damage with a touch attack.

Watchcat Form: While in Kitty Form you gain Dark Vision 60'.

Winged Kitty Form: While in Kitty Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.

Scamper Bonus (Ex): At 6th level on any round in which you do nothing but move you may double your base movement rate.

Sneaky Kitty (Su): At 12th level you permanently gain the benefits of the Pass Without Trace spell.

True Kitty: At 20th level you become one with your inner cat, and now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals). For purposes of effects that would be detrimental to Cats/Animals, you are still of your original race. If knocked unconscious you no longer revert to your original form if you are in Kitty Form. You also gain the Shapechanger Subtype.

PLAYING A CAT BURGLAR
You are based on stealth and guile. The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid. Or other cats. If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans. When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat. And weird old ladies will give you free munchies and cuddle you. Lets not forget the weird old ladies y'all.
Religion: Cat Burglars are partial to feline deities or to gods protecting thieves. Many worship the Fluffy Pantheon.
Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes. Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars. Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)...
Combat: You’re a snuggler, not a fighter. Let other classes worry about combat. There are options for fighting if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are infamous for multiclassing on a whim. Usually because they wish to emphasize some ability cats are supposed to have (such as black cats ability to cause bad luck). Most Prestige Classes they take will be specific to their class.

CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
Cat Burglars are not well liked. They tend to foil a lot of schemes. They tend to scheme a lot themselves too. But telling them apart from your regular beloved pet kitty is kinda difficult. Some actually enjoy being a cat more than a person and spend much of their life in kitty form. After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
Daily Life: If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies). Or you may be a little kitten in the rich neighborhoods looking to be adopted. Or you’ve already been adopted, and are living the high life while probing the houses defenses. Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10). A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo ). He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others. Her race is uknown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA ).
Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them. Most are regional as the art has spread around the world, and Cat Burglars are as aloof and fey as the animals they portray. Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are. In some countries you can still be burned at the stake for being a practicing witch. In others you will immediately be assumed to be a spy or thief. It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
Cat Burglars will likely supersede Rogues as the best infiltrator class. Their somewhat magical abilities make them different enough that the two should be able to co exist though. Rogues are usually better fighters if it's any consolation to them.
Adaptation: This is ….a difficult class to adapt to a campaign. It’s meant purely for humorous campaigns, and as such will not fit in elsewhere. Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets. Or they might occasionally fall victim to theft or manipulation by them. If the Cat Burglars do it right the PC’s may never even realize they were there.



Epic Cat Burglar

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

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

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

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

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

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


Epic Kitty Forms

Catzilla Form:

Nekomata Form:

Epic Kitty Magic

Epic Burglaring

Owrtho
2009-11-09, 10:31 PM
So will the final PDF have all 3 cat burglar options? Also, just a thought since you seem to be not be giving sneak attack, maybe a somewhat weaker version like:
Ankle-biter: If you make an attack in a situation that would normally grant a sneak attack (since I'm lazy and don't feel like looking up the wording), you can deal 1d4 damage per ankle-biter die. If a die rolls a 4 the target takes no damage from it and instead has their max speed reduced by 5 feet for a number of rounds equal to twice the number of ankle-biter die you have (or possibly Dex mod). Multiple speed reductions stack up to their total speed. (Yes, I realize this is horribly worded but I'm in a hurry and out of practice).

Owrtho

Bhu
2009-11-10, 05:33 AM
The newer class will not be in the current .pdf. I will add it in someday though. There will be offensive/defensive abilities listed under Burglaring and Kitty Magic though.

Bhu
2009-11-11, 07:17 AM
Minor update. Changed the order of class abilities, and am setting up to expand the Burglaring options (and rolling Evasion/Uncanny Dodge into them)

Bhu
2009-11-12, 07:34 AM
Got the initial list of Kitty FOrms up. Lemme know if there's more you'd like to see.

Bhu
2009-11-14, 07:50 AM
Minor update to Cat Burglar. I'm sorry its taking so long, it's that time of year for me at work.

Bhu
2009-11-15, 06:52 AM
Debbie is on vacation, so the .pdf will be getting finished when she returns.

For now I have updated the newer version of the class and spelled out hte basic Kitty Form and True Kitty abilities. You will notice some definite differences...

Cieyrin
2009-11-16, 03:03 PM
Gaining Wild Empathy at the cap is really sorta bizarre. I mean, why can't you get it earlier on than 20th, when no one will give 2 flips that you can influence felines, since the druid, ranger and totemist have been doing it since level 1?

DracoDei
2009-11-16, 03:07 PM
i think it works to get it at a higher level... they are burglars... only when they have been doing it much longer do they really start connecting with the natural world. 20th might be a bit late, but it can make a certain amount of sense at any level, and sometimes you just need some filler.

Bhu
2009-11-17, 07:55 AM
Ill make it earlier somehow. But without it does the CB get enough at 20th level?

Cieyrin
2009-11-17, 02:24 PM
You get the benefits of being an Animal without being one, yet keep your original type, which is a plus in my book. Better than other Type transformations, I'll tell you that much.

Bhu
2009-11-18, 07:49 AM
Feline Empathy is now available at level 6, and i added Sneaky Kitty at level 12.

Bhu
2009-11-19, 07:29 AM
Okay the final version of the .pdf is almost done, and I must publicly thank Debby and Norr for their help. It has turned out looking better than I had hoped for so heap praise upon them.

Or the ninjas will come for you in the night...

dsmiles
2009-11-19, 08:22 AM
@OP:

Interesting stuff you have here, very well thought out and well executed. I personally wouldn't use it, but it is a very well implemented concept.

DracoDei
2009-11-19, 09:54 AM
Thank you Debby and Norr!

Bhu
2009-11-20, 07:47 AM
@OP:

Interesting stuff you have here, very well thought out and well executed. I personally wouldn't use it, but it is a very well implemented concept.

Thanks :smallbiggrin:

Bhu
2009-11-21, 07:42 AM
updated as many of the Kitty forms as time would allow.

I'll hopefully be posting the revised .pdf this weekend.

Bhu
2009-11-22, 03:27 AM
Those of you peeking at my sig will now see the new version of the cat burglar .pdf. Enjoy!

Cieyrin
2009-11-22, 03:55 PM
Those of you peeking at my sig will now see the new version of the cat burglar .pdf. Enjoy!

Bloody library blocks me from that file sharing site.:smallfurious:

Bhu
2009-11-23, 07:44 AM
Bloody library blocks me from that file sharing site.:smallfurious:

I can email you a copy if you want to PM me.

Bhu
2009-11-24, 07:19 AM
got a bunch of the kitty forms done and a chunk of the kitty magic up

Norr
2009-11-24, 12:01 PM
Hi again Bhu, I noticed some things when reading through the latest kitty forms:
The Cat-faced Yeti form does not mention the forms size.
The cat-faced Monkey sounds a lot like a lemur, no problem there it just have me a funny mental image.
The Catfolk are also found in Races of the Wild, for those who doesn't have the Miniatures Handbook.
Since Katgrrl is now gender neutral, it could be called Katgrrl/Katboi form, just a thought.

Also, how many sneak attack dice do you get each time you choose it as a burglaring ability?

I like this new variant you've put together, it allows for great variety within the class even if you don't want to take a PrC. Also gives it staying power if that's what a player looks for.

Cieyrin
2009-11-24, 02:41 PM
I can email you a copy if you want to PM me.

OOO, the new version is so pwetty! Thanks Debi and Norr! =D

Bhu
2009-11-25, 05:18 AM
hi Norr! I edited the Cat Burglar. Your questions should be answered now :smallbiggrin:

Glad you like the new version Cieyrin.

Anyone have any thoughts on Kitty Forms I havent mentioned, or do you think we have enough as is?

Bhu
2009-11-26, 05:26 AM
Got most of the Enhanced Kitty Forms done

Bhu
2009-11-27, 05:34 AM
Okay all of the current class abilities are up cept Cat Gravity. Once I get it worked out and the Epic stuff we can see if there are any more options ive missed, and then I can get to work on teh next bit.

Bhu
2009-11-28, 09:23 AM
All the abilities are done cept for Cat Gravity (I need to do the spell for it), and the Epic stuff. I'd like to have a few more Burglaring abilities to if I can.

Bhu
2009-12-01, 07:50 AM
And now to begin working on the Feats a bit whilst I finish up the base class. Cause I need to decide if some are remaining Feats or becoming Kitty Abilities. (Ive only got time to paste me in right now, Ill be revising the text tomorrow i hope).

Work in progress:


Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'. Prerequisites: Softee Paw Kung Fu
Benefits: You may use your Charisma modifier instead of your Wisdom modifier for the Chaos Monk's AC Bonus and instead of his Str modifier for Damage rolls.

For those who don't have the Dragon Magazine with the Chaos Monk, I am working on revising it for 3.5 here: http://brilliantgameologists.com/boards/index.php?topic=3372.0 Be warned some parts of it could be nsfw.

Alley Cat
Your brother Rogues have taught you where to bite so it hurts the most…….
Prerequisites: Trap Sense, Kitty Form
Benefits: Your Rogue and Cat Burglar levels stack for purposes of determining how many Kitty Magic abilities you get. Your Rogue and Cat Burglar levels also stack for purposes of determining your Sneak Attack dice.

Anonymous Kitty
You spend much time perfecting the forms of the Kitty.
Prerequisites: Kitty Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Kitty Form or Enhanced Kitty Form.

Bad Cattitude
Of course his efforts have failed. He's a Paladin, I'm a kitty. It was foreordained.
Prerequisites: Cat Burglar Level 12, Cattitude
Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once. You only get one reroll attempt per save.

Black Cat
You have studied hard to gain the Black Cat’s mythical ability of bad Luck. Prerequisites: Hexblade’s Curse, Kitty Form.
Benefits: Your Hexblade and Cat Burglar levels stack for purposes of determining how many Kitty Magic abilities you get. Your Hexblade and Cat Burglar levels also stack for purposes of determining the Save DC or your Hexblade’s Curse ability and the number of times per day it may be used.

Cattitude
I reject your reality, and substitute my own!
Prerequisites: Cat Burglar Level 6
Benefits: Once per day you may reroll one Saving Throw in Kitty Form.

Cheetah's Rage
You run with the fury of the wind. Or some crap like that. Prerequisites: Rage, Kitty Form.
Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Daring Fuzzball
You protect the innocent. Especially if the innocent are hawt and like the kittehs.
Prerequisites: Grace +1, Kitty Form.
Benefits: Your Swashbuckler and Cat Burglar levels stack for determining how many Kitty Magic abilities you get. Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.

I Got Looks and Brains
"No I don't have evil alien mind control powers. And I didn't just talk either."
Prerequisites: Kitty Form, Able to manifest second level powers Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining how many Burglaring Abilities you get. Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total Manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
Prerequisites: Bardic Music, Kitty Form.
Benefits: Your Bard and Cat Burglar levels stack for determining how many Kitty Form Enhancements you get. Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.


Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form. Prerequisites: Kitty Form
Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components. You also gain a +2 Circumstance Bonus on Intimidate checks the first time you met someone and use this ability.

Lazor Kitteh
"Watch me shoot that skwirl."
Prerequisites: Eldritch Blast, Kitty Form
Benefits: Your Warlock and Cat Burglar levels stack for determining how many Burglaring abilities you get. Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast. You may use Incantations while in Kitty Form as well.

Leopard's Rage
You have sharpened your claws for the daily fun...
Prerequisites: Rage, Kitty Form, BAB +4
Benefits: While using your Rage in Kitty Form your attack and damage rolls with your Natural weapons gain an Enhancement Bonus equal to your Charisma Modifier.

Lion's Rage
You become extra foofy while raging..
Prerequisites: Rage, Kitty Form, Cha 15+
Benefits: While raging and in Kitty Form you gain a +2 circumstance bonus when using any special attacks using your Charisma modifier for their DC (i.e. Kiai Shout and such).

Lolcat
"I has a flavor."
Prerequisites: Jesters Performance, Kitty Form
Benefits: Your Jester and Cat Burglar levels stack for determining how many Kitty Magic Abilites you get. Your Cat Burglar and Jester levels also stack for purposes of determining what abilities you can use with your Jesters Performance (if you also have the appropriate Perform Ranks).

Mouser
Running down mice has helped keep you fit, and developed an attack strategy even.
Prerequisites: Skirmish, Kitty Form
Benefits: Your Scout and Cat Burglar levels stack for determining how many different Kitty Forms you get. Your Scout and Cat Burglar levels also stack for purposes of determining your Skirmish Damage and Armor Class bonus.

Nekochan
Lo you have partied with the ninja.
Prerequisites: Ghost Step, Kitty Form
Benefits: Your Ninja and Cat Burglar levels stack for determining how many Kitty Magic abilities you get. Your Cat Burglar and Ninja levels also stack for purposes of the number of times per day you can use your Ki Power and determining your AC Bonus.

O I Dare U
Just try removing me from this kitchen pan.
Prerequisites: Cat Burglar Level 18, Bad Cattitude
Benefits: You may reroll any roll, not just Saving Throws. You still only get one reroll attempt for every roll though.

Pouncies!
You spend much time flinging yourself through the air at people... Prerequisites: Kitty Form, Spring Attack
Benefits: Whenever you do a charge in Kitty Form you may make a Full attack, including Rakes if you have them.

Practiced Kitty
You spend much time perfecting the arts of the Kitty.
Prerequisites: Kitty Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Burglaring or Kitty Magic ability.

Softee Paw Kung Fu
For a time you hid out in a monastery where they thought you were just an Awakened Cat on the run. Or perhaps you were a Monk to begin with and you survived the destruction of your temple by hiding out as a cat. Prerequisites: Improved Unarmed Strike, Kitty Form.
Benefits: Your Chaos Monk and Cat Burglar levels stack for determining how many Burglaring Abilities you get. Your Monk and Cat Burglar levels also stack for determining your Unarmed Strike Damage and AC Bonus.

Stop Hitting Yourself
People Leave you alone for good reason.
Prerequisites: Tiger Rage
Benefits: When grappling an opponent 2 size classes or more larger than you (i.e. your hanging onto a limb), and he makes a weapon strike to dislodge you, you can dodge it with a successful Reflex Save, and he takes the damage instead. DC of the Reflex Save is equal to 10 plus half the opponents level (or hit dice) plus his Strength modifier (or Dex modifier if he's using weapon finesse). By using this Feat you immediately end the Grapple.

Tiger's Rage
People Leave you alone for good reason.
Prerequisites: Rage, Kitty Form, Str 13+
Benefits: While using Rage in Kitty Form you gain a +3 Enhancement bonus to all grapple checks, and you may grapple an opponent of any size. If that opponent is 2 or more Size classes larger than you he may use any size weapon to attack you to get you to release the grapple.

Tomcat
You am one baaaaaad kitty.
Prerequisites: Rage, Kitty Form.
Benefits: Your Barbarian and Cat Burglar levels stack for determining how many different Kitty Forms you have access to. Your Barbarian and Cat Burglar levels also stack for purposes of determining how many times per day you can rage.

Debihuman
2009-12-01, 10:34 AM
OOO, the new version is so pwetty! Thanks Debi and Norr! =D

You are welcome. Bhu, the pdf didn't quite turn out as I imagined. Why doesn't the watermark cover the whole page? It isn't bad, just not what I was expecting.

Debby