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Bhu
2010-04-09, 10:48 PM
Okay I'm considering running a game in which someone wishes to playtest the CB, so I added a first level ability called Cat Powah to the Core Class similar to an ability we were discussing a bit ago. More Feats and such will follow.

Sir Shadow
2010-04-10, 01:44 PM
I admit, I would be interested in such a game...

Bhu
2010-04-10, 04:12 PM
I admit, I would be interested in such a game...

Are you familiar with the BG Forums?

Sir Shadow
2010-04-10, 10:46 PM
BG? apparently not.

Bhu
2010-04-11, 11:41 AM
BG? apparently not.

http://brilliantgameologists.com/

click boards and scroll down towards the bottom to find the PbP stuff. I still post there as Bhu.

Edit: http://brilliantgameologists.com/boards/index.php?topic=7752.0

Bhu
2010-04-11, 11:33 PM
Hey Draco: Are you done revising Falling Anvil? If so I'm gonna finish up Goober.

Bhu
2010-04-13, 12:13 AM
hadda work over and do taxes tonight so I didnt quite finish goober, but he will be done tomorrow i swear. I did get the maneuvers up though, so if anyone more knowledgeable bout swordsages than I (and here are many of you) wishes to peek and make sure I didnt fubar it please do so.

Sir Shadow
2010-04-13, 07:37 PM
Something i just noticed when attempting to come up with a build for Bakeneko: It's requirements are INCREDIBLY feat intensive... I mean, that's 6 feats that you have to take. I can understand the Human Forms being necessary, but I'm not so sure Eschew Materials should be mandatory. Still and Silent spell is pushing it, IMO...

Then again, it is a fairly powerful Epic PrC... hmmm... but really, feats mean options, and some of the ones you have to take just don't give enough I think...

I'm also beginning to question the usefulness of Human form when you have take 3 feats before you can become "Adult" sized.

Bhu
2010-04-14, 12:13 AM
goober is now done:

The Alley Kat
Intermediate God
Symbol: Intimidating Cats Face
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Neutral
Portfolio: Street people, fighting, courage, divine revenge, strength
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually the poor, the disenfranchised, or the criminal)
Cleric Alignments: CG, CN, CE
Domains: Big Kitty, Courage, Retribution, Strength, War
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Dagger.

Alley Kat is Goobers older brother, and the enforcer of the Kitteh Gawds. When butts need kicked, he does the kicking. He and the Bad Kitteh have quarreled many times, and somehow the Alley Kat has always survived. The Alley Kat also watches over the street people, and despises the rich and softly affluent. He appears as a large, fluffy grey tomcat.

Dogma
Trust no one. Always verify what people are telling you. Crush your enemies. Get revenge for those who are to weak to get it for themselves, protect the feeble and the homeless. Kill the rich.

Clergy and Temples
Temples to Alley Kat are usually makeshift affairs that are propped up in dark alleys to perform rights before being taken down. Not having a temple stuck in one place all the time lessens the vulnerability of his clergy.

The Alley Kat
Barbarian 20, Warblade 20
Tiny Outsider (Chaotic)
Divine Rank: 15
Hit Dice: 20d8+260 plus 20d12+260 plus 20d12+260 (1420 hp, 1720 Raging)
Initiative: +16
Speed: 90 ft. (18 squares)
Armor Class: 77 (+2 Size, +12 Dex, +28 Natural, +15 Divine, +10 Deflection), touch 49, flat-footed 65
Armor Class(Rage): 72 (-5 Rage, +2 Size, +12 Dex, +28 Natural, +15 Divine, +10 Deflection), touch 44, flat-footed 60
Base Attack/Grapple: +60/+80 (+85 Raging)
Attack: Claw +90 melee (1d3+28) or spell +90/+89 melee/ranged touch
Attack (Rage): Claw +95 melee (1d3+33) or spell +95/+94 melee/ranged touch
Full Attack: 2 Claws +90 melee (1d3+28) and 1 Bite +85 melee (1d2+21) or spell +90/+89 melee/ranged touch
Full Attack Raging): 2 Claws +95 melee (1d3+33) and 1 Bite +90 melee (1d2+24) or spell +95/+94 melee/ranged touch
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Divine Rage 15/day, Weapon Aptitude, Battle Ardor +10, Battle Cunning +10, Battle Skill +10, Battle Mastery +10
Special Qualities: Divine Immunities, DR 30/Epic and Lawful, Fire Resistance 20 (30 when Raging), Spell Resistance 47 (57 when Raging), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 35), Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, DR 5/-, Battle Clarity +10, Stance Mastery
Saves: Fort +64 (+69 Raging), Ref +51, Will +46 (+51 Raging)
Abilities: Str 36 (46 Raging), Dex 34, Con 36 (46 Raging), Int 30, Wis 24, Cha 30
Skills: Balance +65, Climb +84 (+89 Raging), Concentration +61 (+66 Raging), Craft (any 2) +61, Craft (any 2) +45, Diplomacy +67, Handle Animal +61, Hide +38, Intimidate +88, Jump +65 (+70 Raging), Knowledge (History, Local) +61, Listen +61, Martial Lore +61, Move Silently +38, Ride +65, Search +38, Sense Motive +38, Spot +38, Survival +61, Swim +61 (+66 Raging), Tumble +65
Feats: Dodge, Mad Foam Rager, Rapid Assault, Sudden Recovery, Vital Recovery, 16 Blade Meditation (The Feline Way)(B), Combat Reflexes (B), Improved Initiative (B), Tiger Blooded (B), Weapon Focus (Claws)(B)
Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Divine Celerity, Divine Dodge, Divine Rage, Divine Warblade (See below), Extra Domains (Strength, War), Free Move, Increased Damage Reduction, Sunder and Disjoin, Supreme Initiative, Wound Enemy (Claws and Bite)
Domain Powers: Aura of Courage, Strike of Vengeance 1/day, Feat of Strength 1/day, Powerful Build
Spell-Like Abilities: The Alley Kat can cast the following spells at will as Spell-Like abilities: Aid, Banishment, Bear's Endurance, Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Big Kitty, Bite of the Were Tiger, Blade Barrier, Bull's Strength, Cloak of Bravery, Discern Location, Divine Favor, Divine Power, Enlarge Person, Fire Shield, Flame Strike, Giant Size, Greater Cloak of Bravery, Greater Heroism, Heroes' Feast, Heroism, Leonal's Roar, Lion's Roar, Longcat, Magic Vestment, Magic Weapon, Mark of Justice, Power Meow Blind/Kill/Stun, Remove Fear, Righteous Might, Shield of Faith, Speak with the Dead, Spell Immunity, Spell Turning, Spiritual Weapon, Stoneskin, Storm of Vengeance, Tenser's Transformation, Valiant Fury. Save DC is 35 plus the spell level. Caster Level is 25.
Stances Known: 1st: Pounce!, Raised Fur
3rd: Huggin' Stance
7th: Takin' Advantage
Maneuvers Known: 1st: Rowr!
2nd: Noms!,
3rd: Flesh Ripper, Flying Tackle
4th: Ambush
5th: Flurry, Pouncing Charge
6th: Attach
7th: From the Skies, Swooping Dragon Strike
8th: Rakin' Fool, You Have Unleashed the Fury!
9th: Neck Bite
Possessions:
Create Magic Items: The Alley Kat can create any magic item dealing with combat, strength, courage or the street life.


Other Divine Powers
As an Intermediate deity, The Alley Kat automatically receives a result of 20 on any check. He treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure. He is immortal.
Senses: The Alley Kat can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: The Alley Kat sense any act involving his portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens.
Automatic Actions: The Alley Kat can use Intimidate as a Free Action if the DC for the task is 25 or lower. He can perform up to 10 Free Actions each round.




Divine Warblade
Truly you are a Master of the Sublime Way.
Prerequisites: Warblade 20
Benefits: The Bonus you gain from Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, or Battle Mastery is equal to your Intelligence Bonus or Divine Rank, whichever is higher.

Lix Lorn
2010-04-14, 09:53 AM
Hmm... are there going to be lion gods or similar?

Cieyrin
2010-04-14, 02:42 PM
Something i just noticed when attempting to come up with a build for Bakeneko: It's requirements are INCREDIBLY feat intensive... I mean, that's 6 feats that you have to take. I can understand the Human Forms being necessary, but I'm not so sure Eschew Materials should be mandatory. Still and Silent spell is pushing it, IMO...

Then again, it is a fairly powerful Epic PrC... hmmm... but really, feats mean options, and some of the ones you have to take just don't give enough I think...

I'm also beginning to question the usefulness of Human form when you have take 3 feats before you can become "Adult" sized.

Have you considered entering as a Cat Burglar/Beguiler? It'd fit fairly well, plus you get Silent and Still for free.

Bhu
2010-04-14, 09:12 PM
Hmm... are there going to be lion gods or similar?

Alley Kat, BLue Eyes, and the Mean Kitteh are the only warlike kitteh gawds. Currently. I may do a big cat gawd.

Lix Lorn
2010-04-15, 05:53 AM
(nods)
Kay.

druid91
2010-04-15, 06:46 AM
I have been watching for a long time, this is a hilarious project, like I think most of your stuff that I can find is.:smallsmile:

Bhu
2010-04-15, 04:42 PM
Lol, this is AWESOME and cute, I wub da wittle sheedims SOOO much! :smallsmile:
However my stupid DM won't let me play one! :smallfurious:

Bring him to the forum so we may have out way with him...I mean convince him he's wrong. Yes...wrong...:smallbiggrin:

Bhu
2010-04-15, 06:34 PM
Alley Kat and the Base Cat Burglar Class are both updated. As Alley Kat is a Warblade now is the time to introduce The Feline Way, a new Tome of Battle School for Swordsages and Warblades. The current rough idea looks soemthing like this:

1st level: Pounce! (Stance): Bonus to attack and damage rolls after moving
Raised Fur (Stance): Bonus to Intimidate and Initiative Rolls
Rowr! (Strike): Make Grapple Check is Strike is successful
Testing the Waters (Strike): Defensive Strike of some kind.

2nd level: Noms! (Boost): Enhanced damage with Grapples.
Underfoot (Strike): Make trip attack with strike

3rd level: Anklebite (Strike): Hampers movement
Flying Tackle (Strike): Charge for extra damage and knock opponent prone
Flurry Stance (Stance): Flurry when fighting defensively?
Huggin' Stance (Stance): Grappling bonuses

4th level: Ambush (Strike): Attack foe denied Dex Bonus to AC for extra damage
Threat Display (Boost): Fear effect

5th level: Flurry (Boost): extra attacks
Flying Cuisinart (Strike): charge w/extra attacks/bonuses?

6th level: Attach (Strike): Grapple, extra damage
Bitin' the Berries (Strike): extra damage and stun

7th level: Bite the Hand (Strike): Bite, disarm, possible penalties
From the Skies (Strike): extra damage from height, knocks opponent prone
Takin' Advantage (Stance): Bonuses against prone or weakened foes

8th level: Charming Stance (Stance): Cause opponent to lower defenses
Rakin' Fool (Boost): extra damage during grapples
You Have Unleashed the Fury! (Strike): massive damage

9th level: Neck Bite (Strike): Death Effect

Sir Shadow
2010-04-15, 07:04 PM
9th level: Neck Nibble (Strike): Death EffectBite is such a harsh word :3

Bhu
2010-04-16, 10:29 PM
Alley Kat is as done as he can get until I finish the Feline Way, so without further ado:

The Feline Way

The Feline Way is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with The Feline Way (usually not Tiger Claw). The Key Skill for the Feline Way is Tumble, and the associated weapons are the Kukri, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Dagger.

1st Level
Pounce! (Stance): You gain a Bonus to Attack and Damage rolls as long as you keep moving.
Raised Fur (Stance): You gain a +2 Bonus on Intimidate Rolls, Enemies gain a -2 Penalty on Initiative Checks.
Rowr! (Strike): If this Strike succeeds you get a Free Grapple Check against your opponent.
Testing the Waters (Strike): When fighting Defensively this Strike can be made without penalty.

2nd Level
Noms! (Boost): If you are Grappling an opponent, gain a +2 Bonus to Grapple Checks and Damage Rolls until he escapes the Grapple.
Underfoot (Strike): if this Strike is successful you get a Free Trip Attack against your opponent.

3rd Level
Anklebite (Strike): If this Strike is successful some of your opponents Movement is lowered by 10' per round.
Flying Tackle (Strike): Charge Attack does +4d6 damage and knocks opponent prone.
Flurry Stance (Stance): Make multiple attacks at penalties.
Huggin' Stance (Stance): You gain +10 on Grapple Checks, and Dr 2/-.

4th Level
Ambush (Strike): If you use this Strike on a Flat-footed opponent, or one who is Denied his Dex Bonus to AC you do +6d6 Damage and Daze Opponent.
Threat Display (Boost): Opponent must make Willpower Save or be Frghtened.

5th Level
Flurry (Counter): Do +8d6 damage on Attack of Opportunity.
Flying Cuisinart (Strike): Charge Attack does damage against multiple foes.

6th Level
Attach (Counter): Make Free Grapple Check against opponent attacking you in melee.
Bitin' the Berries (Strike): Larger opponent struck must make a Fort Save or be Paralyzed and knocked prone.

7th Level
Bite the Hand (Strike): Strike Disarms opponent and he takes -4 Penalty to Attack and Damage rolls when using that limb.
From the Skies (Strike): Jump onto foe doing +10d6 damage and knocking him Prone.
Takin' Advantage (Stance): Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level.

8th Level
Charming Stance (Stance): Opponents take -6 Penalty to Initiative rolls, and are considered Flat-footed if they Fail a Save.
Rakin' Fool (Boost): Grapples do +10d6 damage.
You Have Unleashed the Fury! (Strike): Strike all opponents within 10' for +6d6 damage.

9th Level
Neck Bite (Strike): Kill opponent outright if he fails Save.



Kitty Dodge
Larger foes have extreme difficulty hitting you.
Prerequisites: Any Feline Way Maneuver, Dodge
Benefits: The Bonus you gain from your Dodge Feat increases an additional +1 for each Size Class larger than you your opponent is.

Strike from Below
You can get underneath the defenses of larger foes.
Prerequisites: Any Feline Way Strike, Dex 15, Size Class Small or smaller (or the ability to gain it via class ability or spell)
Benefits: When making melee attacks against an opponent who is larger than you from within a square he threatens, the critical threat range of your attack increases by +1 for each Size Class larger than you your opponent is.

Eye of the Housecat (Tactical Feat)
You have perfected the Art of the Feline Way.
Prerequisites: Kitty Dodge, +6 BAB, any two Feline Way maneuvers
Benefits: This Feat grants you three tactical options:
Lurking Below: You gain a +2 Bonus per Size Class larger than you your opponent is to all Trip Attacks, and if your opponent is larger than you he does not get to make a Trip attempt in return if yours fails. You may Trip any Size Clas opponent.
A Cornered Kitty is a Dangerous Kitty: When fighting using the Total Defense option, you gain your BAB as a Dodge Bonus to AC.
Surprise! If you attack an opponent who is unaware of you successfully, add +2 damage for each Size Class larger than you he is.

Lix Lorn
2010-04-17, 11:14 AM
Have you ever heard of Varjak Paw? It included a fighting style known as The Way of Jalal.

DracoDei
2010-04-17, 11:43 AM
Bite is such a harsh word :3

Seconded...

DracoDei
2010-04-17, 11:55 AM
Thought up a maneuver/stance yesterday that MIGHT fit in here... basically it trades away to-hit at some ratio for increasing your threat range (and which DOES stack with keen etc). Strike, boost, or stance, I am not sure... might fit Tiger Claw better than this, but I thought I would mention it.

Bhu
2010-04-19, 12:02 AM
Ambush
The Feline Way (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
As a Standard Action you can attack any opponent who is Flat-Footed, or Denied his Dexterity Bonus to AC. If the attack is successful it does +6d6 damage and the opponent is Dazed for 1 round.

Anklebite
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Minute
Saving Throw: Fortitude Negates
As part of this maneuver you make a melee attack against a single opponent. If you hit he must make a Fortitude Save (DC 13 plus Strength or Dexterity Modifier, whichever is higher), or his Climb and Land speed movements are -10 ft for (Initiator Level divided by 5) rounds. If the Save is successful the opponent still takes damage. This attack doesn't work on creatures immune to critical hits.

Attach
The Feline Way (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Feline Way Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
When you initiate this Maneuver you must be in the square of an opponent who is attacking you and make an Opposed Tumble Check vs your opponents Attack Roll. If you succeed his attack fails and you are considered to be grappling him. If he is more than one Size Class bigger than you you may be attacked via a one handed weapon. Your opponent must Pin you in a Grapple to remove you, and you get a Bonus to Grapple Checks equal to your Initiator level divided by 5 until your opponent escapes the Grapple or you let it go.

Bite the Hand
The Feline Way (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 2 Feline Way Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Reflex Negates
Duration: 1 Minute
As part of this maneuver you make a Tumble Check. If you succeed in hitting your opponent drops whatever is holding in the hand you bite with this attack (which you must declare when making the attack roll), and he is -4 on all Attack and Damage rolls with that limb for 1 minute. He can negate the penalty with a successful Reflex Save (Save DC is equal to your Tumble Check), but he takes damage regardless of whether he makes the Save or not. Opponents immune to critical hits are immune to the Attack penalty, but still drop what they are holding if they fail the save.

Bitin' the Berries
The Feline Way (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Feline Way Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Minute
Saving Throw: Fortitude Partial
As part of this Maneuver you enter the space of an opponent at least 1 Size Class larger than yourself, and do not suffer an Attack of Opportunity for doing so. If your attack is successful your opponent falls prone and is Paralyzed for 1 round, and takes a -4 Penalty on all d20 rolls for 1 minute if he fails a Fortitude Save (DC is 16 plus Strength or Dexterity modifier whichever is higher). If the Save is successful he does not suffer the -4 Penalty and is Stunned instead of Paralyzed.

Charming Stance
The Feline Way (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Feline Way Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Willpower Negates
While you are in this Stance choose 1 opponent within 60' to target as an Immediate Action. He must make a Willpower Save (DC is 18 plus Charisma Modifier) or be considered Flat Footed until you target another opponent or switch Stance. Cause you're just soooooo kyooot...If he succeeds he is immune to your cuteness for 24 hours.

Flurry
The Feline Way (Counter)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Feline Way Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
You may initiate this Maneuver whenever an opponent provokes an Attack of Opportunity from you. Your AoO does +8d6 damage as you swarm him with blows.

Flurry Stance
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this stance you can make two attacks as a Standard Action. Each attack is -1 to Attack rolls.

Flying Cuisinart
The Feline Way (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Feline Way Maneuvers
Initiation Action: 1 Full Round Action
Range: Melee Attack
Target: One or more creatures
To initiate this Maneuver you make a Charge attack in a straight line, and get one attack against each opponent adjacent to you as you pass. Each attack gets the bonuses for the charge, but you gain a cumulative -2 to Attack rolls for each opponent past the first. You do +1d6 damage to each foe you successfully hit.

Flying Tackle
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Full Round Action
Range: Melee Attack
Target: One creature
You initiate this Maneuver as part of a Charge Attack. If you successfully hit your opponent you do +4d6 damage and you both end up Prone.

From the Skies
The Feline Way (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Feline Way Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
To initiate this Maneuver you must leap from a vantage point above your opponents head. If your attack is successful, you do +10d6 damage and you both end Prone. If you make a successful Tumble Check (DC is equal to half the damage you do ) you land on your feet instead.

Huggin' Stance
The Feline Way (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you gain a +10 Circumstance Bonus to Grapple Checks, and DR 2/-.

Neck Bite
The Feline Way (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Feline Way Maneuvers
Initiation Action: 1 Full Round Action
Range: Melee Attack
Target: One creature
Saving Throw: Fortitude Partial
To initiate this Maneuver you must make a Tumble Check (DC is equal to opponents AC) while adjacent to your opponent. If you succeed he is considered Flat-Footed against your Attack and must make a Fortitude Save (DC 19 plus Strength Modifier) if it does damage to him. If he fails he dies immediately. If not he takes +20d6 damage. Creatures immune to Critical hits are immune to this ability. If the Tumble Check fails the Maneuver is still considered expended, and you only make a normal attack.

Noms!
The Feline Way (Boost)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Until Grapple ends
To initiate this Maneuver you must have successfully Grappled an opponent. You gain a +2 Bonus to Grapple Checks and Damage Rolls until your opponent escapes the Grapple or you let him go.

Pounce!
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Feline Way Maneuver
Initiation Action:
Range: Personal
Target: You
Duration: Stance
As long as you move at least 10' on your Turn while in this Stance, you gain a Bonus to Attack and Damage Rolls equal to your Initiator Level divided by 5.

Raised Fur
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
As long as you are in this Stance you gain a +2 Bonus on Intimidate Checks, and your Enemies within 60' gain a -2 Penalty on Initiative Checks.

Rakin' Fool
The Feline Way (Boost)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Feline Way Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Until end of Grapple
To initiate this Maneuver you must have Successfully Grappled an Opponent. Until your opponent escapes or you let him go, your successful Grapple Checks do +10d6 damage.

Rowr!
The Feline Way (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
If you successfully hit your opponent with a Natural Weapon Attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Takin' Advantage
The Feline Way (Stance)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Feline Way Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
While in this Stance you gain a Bonus to Attack and Damage rolls equal to your Initiator Level against Prone opponents.

Testing the Waters
The Feline Way (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
To Initiate this Maneuver you must be Fighting Defensively. This Maneuver is a single attack that does not take the normal Attack Penalties for Fighting Defensively.

Threat Display
The Feline Way (Boost)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Minute
Saving Throw: Willpower negates
When you Initiate this Maneuver choose one opponent adjacent to you. He must make a Willpower Save (DC is 14 plus Charisma Modifier) or be Shaken for 1 minute.

Underfoot
The Feline Way (Strike)
Level: Swordsage 2, Warblade 2
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
To initiate this Maneuver you make a regular melee attack. If the attack is successful you get an immediate Trip Attack as a Free Action. If the Trip fails your opponent does not get to try to Trip you back.

You Have Unleashed the Fury!
The Feline Way (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Feline Way Maneuvers
Initiation Action: 1 Full Round Action
Range: Melee Attack
Target: One creature
As a Full Round Action you get to make one melee attack against all opponents within 10'. Successful hits do +6d6 damage.

Bhu
2010-04-19, 12:03 AM
Have you ever heard of Varjak Paw? It included a fighting style known as The Way of Jalal.

I have not. Where is it?

Bhu
2010-04-19, 12:04 AM
Thought up a maneuver/stance yesterday that MIGHT fit in here... basically it trades away to-hit at some ratio for increasing your threat range (and which DOES stack with keen etc). Strike, boost, or stance, I am not sure... might fit Tiger Claw better than this, but I thought I would mention it.

I shall try to fit it in somewhere. Just gotta figure out level

Lix Lorn
2010-04-19, 03:38 AM
I have not. Where is it?
It's a book about a cat. XD
Here. (http://en.wikipedia.org/wiki/Varjak_Paw)

Bhu
2010-04-19, 09:52 PM
I finished the first two feats for the feline way and edited in initial descriptions of the Maneuvers into the preliminary list. If you think they're okay balance wise I'll wrap up the Feline way. Also:

The Mean Kitteh aka Endcat
Intermediate God
Symbol: Evil fluffy cat face
Home Plane: The Bad Godrealm (will differ in your campaign)
Alignment: Chaotic Evil
Portfolio: Destruction, combat, murder, end times, allergies
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually evil and destructive)
Cleric Alignments: CN, CE, NE
Domains: Dander, Destruction, Evil, Hissing Fury, Purr
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Short Sword.

The Mean Kitteh appears as a large brownish short hair Persian, and is the son of The Bad Kitteh in Da Night. He has little self control, and even less patience or regard for others spending most of his existence destroying things in fits of pique. Fortunately like many bullies he intimidates easily, and The Great kitten in Da Sky keeps him in line with the occasional stern look if he gets obviously out of line.

Dogma
Followers of the Mean Kitteh are expected to use intimidation to get what they want and to prove their ability to dominate others. They are also expected to have a temper and indulge it.

Clergy and Temples
Temples to the Mean Kitteh are usually built in bars, training centers for fighters, gang houses, etc.

The Mean Kitteh
Barbarian 20, Hexblade 20
Tiny Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+260 plus 20d12+260 plus 20d10+260 (1380 hp, 1680 Raging)
Initiative: +14
Speed: 90 ft. (18 squares)
Armor Class: 78 (+2 Size, +10 Dex, +28 Natural, +15 Divine, +13 Deflection), touch 50, flat-footed 68
Armor Class(Rage): 73 (-5 Rage, +2 Size, +10 Dex, +33 Natural, +20 Divine, +13 Deflection), touch 45, flat-footed 63
Base Attack/Grapple: +60/+80
Attack: Claw +90 melee (1d3+28) or spell +90/+87 melee/ranged touch
Attack (Raging): Claw +95 melee (1d3+33) or spell +95/+92 melee/ranged touch
Full Attack: 2 Claws +90 melee (1d3+28) and 1 Bite +85 melee (1d2+21) or spell +90/+87 melee/ranged touch
Full Attack (Raging): 2 Claws +95 melee (1d3+33) and 1 Bite +90 melee (1d2+24) or spell +95/+92 melee/ranged touch
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Divine Rage 15/day, Divine Hexblade's Curse 15/day, Spells
Special Qualities: Divine Immunities, DR 30/Epic and Good, Fire Resistance 20 (30 when Raging), Spell Resistance 47 (57 when Raging), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 38), Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, DR 5/-, Arcane Resistance +13, Mettle, Aura of Unluck 3/day
Saves: Fort +58 (+63 Raging), Ref +49, Will +54 (+60 Raging)
Abilities: Str 36 (46 Raging), Dex 30, Con 36 (46 Raging), Int 24, Wis 28, Cha 36
Skills: Bluff +46, Climb +23, Concentration +46, Hide +46, Intimidate +94, Jump +46, Knowledge (Arcana) +46, Knowledge (Local) +23, Listen +46, Move Silently +46, Profession (Thug) +46, Spellcraft +46, Spot +32, Survival +46, Swim +46, Tumble +41
Feats: Corrupt Spell, Delay Spell, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Eyes in the Back of Your Head, Greater Powerful Charge, Heighten Spell, Improved Initiative, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, Maximize Spell, Mobility, Quicken Spell, Powerful Charge, Retributive Spell, Silent Spell, Spell Focus (Evil), Still Spell, Combat Casting (B), Greater Spell Focus (Necromancy)(B), Greater Spell Penetration (B), Spell Focus (Necromancy (B), Spell Penetration (B)
Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Divine Aura of Unluck (See below), Divine Blast, Divine Hexblade's Curse (See below), Divine Rage, Divine Skill Focus (Intimidate), Divine Spellcasting, Extra Domains (Hissing Fury, Purr), Frightful Presence, Improved Counterspell, Increased Damage Reduction, Sunder and Disjoin
Domain Powers: Increased Spell Radius, +2 Save DC on spells from Dander Domain, Smite 1/day, Evil Spells Cast at +1 Caster Level
Spell-Like Abilities: The Mean Kitteh can cast the following spells at will as Spell-Like abilities: Aura of Terror, Battle Hymn, Blasphemy, Cause Fear, Choking Dander, Cloud of Bewilderment, Contagion, Create Undead, Dander Blast, Dander Explosion, Dander Tornado, Desecrate, Disintegrate, Dispel Good, Dissonant Chant, Earthquake, Evil Eye, Evil Glare, Fear, Greater Shout, Harm, Implosion, Inflict Critical/Light/Mass Light Wounds, Insidious Rhythm, Magic Circle Against Good, Mass Whelm, Overwhelm, Power Meow Kill, Prickling Torment, Protection from Good, Resonating Agony, Scare, Shatter, Summon Monster IX (Evil only), Sympathetic Vibration, The Death Purr, Tremor, unholy Aura, Unholy Blight, Wail of Doom, Wall of Dander. Save DC is 38 plus the spell level. Caster Level is 25.
Spells Per Day: 1st: 7 (DC 24)
2nd: 6 (DC 25)
3rd: 6 (DC 26)
4th: 6 (DC 27)
Spells Known: 1st: Bloodletting, Death's Call, Karmic Aura, Phantom Threat, Reaving Aura
2nd: Blindness/Deafness, Bull's Strength, Invisibility, Karmic Backlash, Rage
3rd: Nightmare Terrain, Nondetection, Poison, Slow, Vampiric Touch
4th: Cursed Blade, Finger of Agony, Greater Invisibility, Karmic Retribution, Unseen Strike
Possessions:
Create Magic Items: The Mean Kitteh can create any magic item dealing with anger or fighting.


Other Divine Powers
As an Intermediate deity, The Mean Kitteh automatically receives a result of 20 on any check. He treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure. He is immortal.
Senses: The Mean Kitteh can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: The mean Kitteh sense any act involving his portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens.
Automatic Actions: The Mean Kitteh can use Intimidate as a Free Action if the DC for the task is 25 or lower. He can perform up to 10 Free Actions each round.



Divine Aura of Unluck
Your hard to shoot.
Prerequisites: Hexblade 20
Benefits: You permanently gain the benefits of the Hexblades Aura of Unluck.

Divine Hexblades Curse
Your gaze can be an icky thing...
Prerequisites: Hexblade 20
Benefits: You may now use your Hexblade's Curse a number of times per day equal to your Divine Rank (or 5/day if Rank is 5 or less), and the range increases to 240'. The penalty increases to -10, and mortal creatures with no Divine Rank receive no save. Other deities get a Willpower Save (Save DC is 10 plus Divine Rank plus Charisma Modifier).

Lix Lorn
2010-04-20, 03:39 AM
Is that meant to say Alley Kat before the stats?

Bhu
2010-04-20, 11:48 PM
No, its fixed.


Prerequisites fro the Feline Way are up, Endcat is updated and just needs Feats/Skills, added Practiced Kitty Form Feat to the Feats list.

Cieyrin
2010-04-21, 01:30 PM
Hmm, Kitty Dodge could get pretty ridiculous on a Gnome Cat Burglar with Titan Fighting (http://realmshelps.dandello.net/cgi-bin/feats.pl?Titan_Fighting), as that's +5 against Medium creatures and gets worse from there.

Also, this is a pretty awesome variation on a Cat Burglar/Warlock: http://xkcd.com/729/ >=3

Sir Shadow
2010-04-21, 03:36 PM
Hmm, Kitty Dodge could get pretty ridiculous on a Gnome Cat Burglar with Titan Fighting (http://realmshelps.dandello.net/cgi-bin/feats.pl?Titan_Fighting), as that's +5 against Medium creatures and gets worse from there.That's why his fellow Cat Burglars would put him down for the sake of all.

Also, imagine using that in diminutive kitty mode. Nothing larger than yourself would be able to touch you.

Bhu
2010-04-21, 05:18 PM
Hmm, Kitty Dodge could get pretty ridiculous on a Gnome Cat Burglar with Titan Fighting (http://realmshelps.dandello.net/cgi-bin/feats.pl?Titan_Fighting), as that's +5 against Medium creatures and gets worse from there.

Also, this is a pretty awesome variation on a Cat Burglar/Warlock: http://xkcd.com/729/ >=3

Titan FIghting only works against Giant Type oppnents.

OMG I love that comic...

Sir Shadow
2010-04-21, 07:50 PM
designate a creature at least one size category larger than youIt works on anything that's larger than you, and that can change based on your size.

Bhu
2010-04-21, 09:34 PM
QUick Opinions:

Should Kitty Magic be available in Kitty Form only?

Should he level prerequisite be Cat Burglar levels only or just ECL?


Blue Eyes
Intermediate God
Symbol: Pair of Blue Eyes
Home Plane: The Bad Godrealm (will differ in your campaign)
Alignment: Chaotic Evil
Portfolio: Death, assassination, evil, stealth
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually assassins or killers or necromancers)
Cleric Alignments: CE, CN, NE
Domains: Death, Evil, Hissing Fury, Sneakie Sneakies
Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Kukri.

Blue Eyes appears as a slinky female blue-eyed Siamese cat. She is the Bad Kitteh in Da Nights only daughter, and his personal assassin. He uses the threat of her to keep the fragile truce between himself and the Good Kitteh Gawds. They aren't willing to risk permanent death coming after her, and he isn't willing to risk losing her as a deterrent.

Dogma


Clergy and Temples
Temples to Blue Eyes are rare, and usually disguised to avoid the notice of common people. Potential worshipers must be invited and know where they are (and not be killed after the initial invitation/initiation).

Blue Eyes
Rogue 20, Assassin 10, Nightsong Enforcer 10
Tiny Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+160 plus 20d6+160 plus 10d6+80 plus 10d8+80 (900 hp)
Initiative: +23
Speed: 80 ft. (16 squares)
Armor Class: 91 (+2 Size, +15 Dex, +28 Natural, +15 Divine, +11 Deflection), touch 63, flat-footed 76
Base Attack/Grapple: +52/+67
Attack: Claw +84 melee (1d3+23) or spell +84 melee/ranged touch
Full Attack: 2 Claws +84 melee (1d3+23) and 1 Bite +79 melee (1d2+19) or spell +84 melee/ranged touch
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +22d6, Poison Use, Spells, Flanking Teamwork, Opportunist, Crippling Strike, Death Attack (DC 38)
Special Qualities: Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 36), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, +5 Saves Vs Poison, Hide in Plain Sight, Trapfinding, Teamwork, Skill Teamwork, Agility Training, Improved Evasion, Defensive Roll, Slippery Mind, Skill Mastery (marked with *)
Saves: Fort +47, Ref +68, Will +52
Abilities: Str 26, Dex 40, Con 26, Int 36, Wis 36, Cha 32
Skills: Appraise +51, Balance +84, *Bluff +95, Climb +69, Craft (Bowmaking, Trapmaking, Weaponsmithing) +59, Craft (Armorsmithing)+34, Decipher Script +51, Diplomacy +82, *Disable Device +74, Disguise +78, Forgery +74, *Gather Information +76, *Hide +122, *Intimidate +124, Jump +54, *Knowledge (Local) +74, *Listen +107, *Move Silently +122, *Open Lock +76, Search +120, *Sense Motive +61, Sleight of Hand +82, *Spot +100, Swim +46, *Tumble +124, *Use Magic Device +72
Feats: Battlecaster Defense, Combat Casting, Combat Expertise, Combat Reflexes, Confound the Big Folk, Deft Opportunist, Deft Strike, Dodge, Elusive target, Giantbane, Improved Feint, Improved Initiative, Improved Trip, Melee Evasion, Mobility, Silent Spell, Still Spell, Superior Initiative, Telling Blow, Underfoot Combat, Weapon Finesse
Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Clearsight, Divine Assassin (See Below), Divine Celerity, Divine Dodge, Divine Rogue, Divine Sneak Attack, Extra Domain (Sneakie Sneakies), Free Move, Hand of Death, Instant Move, Know Death, Supreme Initiative
Domain Powers: Auto Success on one Hide or Move Silently roll per day, Death Touch 1/day, Evil Spells cast at +1 caster level
Spell-Like Abilities: Blue Eyes can cast the following spells at will as Spell-Like abilities: Animate Dead, Aura of Terror, Blasphemy, Cause Fear, Create Greater Undead, Create Undead, Death Knell, Death Ward, Desecrate, Destruction, Disguise Self, Dispel Good, Evil Eye, Evil Glare, False Vision, Fear, Greater Invisibility, Greater Shout, Invisibility, Invisibility Sphere, Magic Circle Against Good, Mass Invisibility, Mislead, Power Meow Kill, Protection From Good, Scare, Screen, Slay Living, Summon Monster IX (evil only), Superior Invisibility, Unholy Aura, Unholy Blight, Wail of Doom, Wail of The Banshee. Save DC is 36 plus the spell level. Caster Level is 25.
Assassin Spells Per Day 1st: 6 (DC 24)
2nd: 6 (DC 25)
3rd: 6 (DC 26)
4th: 6 (DC 27)
Assassin Spells Known 1st: Bloodletting, Critical Strike, Obscuring Mist, Reaving Aura
2nd: Animate Weapon, Fell the Greatest Foe, Pass Without Trace, Undetectable Alignment
3rd: Find the Gap, Misdirection, Nondetection, Vital Strike
4th: Freedom of Movement, Greater Invisibility, Modify Memory, Shadow Form
Possessions:
Create Magic Items: Blue Eyes can create any magic item involved in stealth, assassination, or death.


Other Divine Powers
As an Intermediate deity, Blue Eyes automatically receives a result of 20 on any check. She treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure. She is immortal.
Senses: Blue Eyes can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action she can perceive anything within 15 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: Blue Eyes sense any act involving her portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens.
Automatic Actions: Blue Eyes can use Hide or Move Silently as a Free Action if the DC for the task is 25 or lower. She can perform up to 10 Free Actions each round.



Divine Assassin
It's not wise to be in your vicinity.
Prerequisites: Assassin 10, Sneak Attack +15d6
Benefits: Mortal opponents do not get a Save DC versus your Death Attack (which can be done once per round without having to observe them). Deities must be observed one round per point of Divine Rank they possess, and they get a Fortitude Save (10 plus your Divine Rank plus your Intelligence Modifier).

Bhu
2010-04-22, 09:04 PM
Blue Eyes updated. Man her skills were a pain.

Bhu
2010-04-24, 12:01 AM
OK Blue Eyes is done. All thats left is Itty Bitty and two surprise Gawds to come


Itty Bitty
Lesser God
Symbol: Small Kitten
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Neutral
Portfolio: Curiosity, aid, children and the elderly, mischief
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (mostly kids)
Cleric Alignments: CG, CN, CE
Domains: Curiosity, Help!, Mischief, Scamper
Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Orc Shotput (he loves to play with balls)

Itty Bitty is the youngest son of Da Great Kitteh in Da Sky. he spends most of his time with Goober, Housecat, or Mawm after the incident that permanently injured Goober. If he goes outside Mawm ensures Alley Kat is with him. She probably needn't bother as she has decreed that the seas will boil and the skies will fall if Itty Bitty is ever hurt. He appears as a playful young kitten whose fur is patterned much like his fathers.

Dogma
Follow your impulses and curiosity. Make sure you have a big guy to hide behind when these impulses lead you astray. or at least a really mean and dedicated woman if a psychotic combat brute isn't available.

Clergy and Temples
Temples are usually in places where kittens are safe and welcome. The homes of little old ladies, cat sanctuaries, etc.

Itty Bitty
Rogue 10
Diminutive Outsider (Chaotic)
Divine Rank: 6
Hit Dice: 20d8+140 plus 10d6+70 (430 hp)
Initiative: +21
Speed: 70 ft. (14 squares)
Armor Class: 65 (+4 Size, +13 Dex, +19 Natural, +6 Divine, +13 Deflection), touch 46, flat-footed 52
Base Attack/Grapple: +27/+32
Attack: Claw +50 melee (1d2+13) or spell +50 ranged/melee touch
Full Attack: 2 Claws +50 melee (1d2+13) and 1 Bite +45 melee (9 points) or spell +50 ranged/melee touch
Space/Reach: 1 ft./0 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +5d6 Sneak Attack
Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 29), Trapfinding, Trap Sense +3, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion
Saves: Fort +28, Ref +38, Will +30
Abilities: Str 24, Dex 37, Con 24, Int 24, Wis 28, Cha 36
Skills: Balance +54, Bluff +52, Climb +46, Diplomacy +54, Escape Artist +42, Gather Information +44, Hide +67, Jump +46, Knowledge (Local) +46, Listen +48, Move Silently +55, Search +46, Spot +48, Tumble +57, Use Magic Device +53
Feats: Anklebite, Combat Expertise, Dodge, Elusive Target, Eyes in the Back of Your Head, Improved Initiative, Melee Evasion, Mobility, Run, Superior Initiative, Weapon Finesse
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Cast Divination Spells at +1 Caster Level, Cast Conjuration (Summon) Spells at +2 Caster Level
Domain Powers: Divine Celerity, Divine Skill Focus (Hide, Move Silently), Extra Domains (Scamper), Instant Move, Supreme Initiative
Spell-Like Abilities: Itty Bitty can cast the following spells at will as Spell-Like abilities: A Cats Revenge, Air Walk, Baleful Transposition, Ceiling Cat, Clairvoyance/Clairaudience, Detect Secret Doors, Detect Thoughts, Expeditious Retreat, Foresight, Gimme A Break here, Greater Celerity, Greater Dimension Jumper, Greater Prying Eyes, Greater Scrying, Haste, It Was the Dog, Otto's Irresistible Dance, Phantasmal Thief, Primal Speed, Scrying, Spider Climb, Summon Feline I to IX, Time Stop, True Seeing, Unicorn Heart, You Has a Flavor Too. Save DC is 29 plus the spell level. Caster Level is 6.
Possessions:
Create Magic Items: Itty Bitty can create any magic item dealing with his portfolio.


Other Divine Powers
As a Lesser deity, Itty Bitty can take 10 on any Check. He is immortal.
Senses: Itty Bitty can see, hear, touch, and smell at a distance of 6 miles. As a Standard Action he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 6 hours.
Portfolio Powers: Itty Bitty can sense any act involving his portfolio and 500 or more people up to 6 weeks before it occurs, and will retain the knowledge up to 6 weeks after it happens.
Automatic Actions: Itty Bitty can use any Dexterity based Skill as a Free Action if the DC for the task is 20 or lower. He can perform up to 5 Free Actions each round.

Bhu
2010-04-25, 10:51 PM
Itty Bitty and The Feline Way have been updated

DracoDei
2010-04-25, 11:41 PM
I had printed out the shorter versions of the Feline Way stuff for easier comparison to my copy of ToB a few days ago, but have not gotten around to doing so.

Anklebite looks underpowered actually... make it HALVE each movement speed, or reduce it by 10, whichever is more? Drpp it to first level? The Desert Wind Boost that increases your speed by 10 feet is 1st level, so that would seem balanced to me.

Bhu
2010-04-26, 09:33 PM
I was basing it off the 7th level Tiger Claw maneuver 'hamstring Attack', and trying to make it appropriately less powerful.

Debihuman
2010-04-26, 11:45 PM
OMG! There is just too much stuff here. How am I suppose to keep track of all these changes? AAAAAARGH!!!

When do you sleep?

Debby

Sir Shadow
2010-04-27, 07:20 AM
<_<
>_>
sleep is so overrated!

Asta Kask
2010-04-27, 07:33 AM
<_<
>_>
sleep is so overrated!

You tell that to a cat! They sleep 14-16 hours a day. An cat with insomnia is one who can manage no more than 10...

Lix Lorn
2010-04-27, 09:58 AM
Seconded! XD

Sir Shadow
2010-04-27, 11:28 AM
Cat's do not sleep, the lounge or nap <__<;;;

Lix Lorn
2010-04-27, 12:57 PM
No, they wait for an opening.

Bhu
2010-04-27, 04:26 PM
OMG! There is just too much stuff here. How am I suppose to keep track of all these changes? AAAAAARGH!!!

When do you sleep?

Debby

I had a week off before starting the census cause i got let go again.

Bhu
2010-04-28, 06:47 PM
Itty Bitty is done, and now it's time for our first surprise deity:

Charmaine Pussyfoot
Lesser God
Symbol: Her face, smiling
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Chaotic Good
Portfolio: Cat Burglars, thieves
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (mostly Cat Burglars)
Cleric Alignments: CG, CN, NG
Domains: Celerity, Liberation, Trickery
Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Dagger.

Formerly known by her title "Worlds Sexayest Halfling", Charmaine was a rising star in the Cat Burglar world. Kidnapped by the Jester and brought to his realm she fought her way to Godhood in an effort to escape and return home. Offering her a chance at remaining and becoming the God of the Cat Burglars, she accepted once she realized she had more fame and friends in her new place than she did among the old home (where they had likely robbed her of all her stuff in the years she'd been missing). Eventually she met the Kitteh Gawds, and was adopted by Mawm who figured the extra worshipers she brought would be good for the pantheon, and it would help the Good Kitteh Gawds get a jump start ahead of the Bad Kitteh in Da Night from making offers to them.

Dogma
Charmaine prefers her worshipers steal from the evil people of the world, and give to the poor and unfortunate. She also demands they watch over Cat Burglars and protect them (and to an extent all felines).

Clergy and Temples
Temples to Charmaine are usually found in Cat Burglar Guilds.

Charmaine Pussyfoot
Cat Burglar 20
Small Outsider (Chaotic)
Divine Rank: 6
Hit Dice: 20d8+140 plus 20d6+140 (560 hp)
Initiative: +17
Speed: 60 ft. (12 squares)
Armor Class: 72 (+1 Size, +13 Dex, +19 Natural, +6 Divine, +13 Deflection, +10 Armor), touch 46, flat-footed 59
Base Attack/Grapple: +35/+44
Attack: +5 Dagger +53 (1d3+18)
Full Attack: +5 Dagger +53/+48/+43/+38 (1d3+18)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities,
Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 29), Purr, Feline Empathy, Cat Powah (+13), Scamper Bonus, Sneaky Kitty, True Kitty, Kitty Magic (Hey! Hey Over Here!!, I Wuv U, Kitty Wuvs Dwagon, Pwease, Pwetty Pwease wif Sugar on Top, YOU MUST PET TEH KITTEH!), Burglaring (Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Defensive Roll, Trapfinding), Kitty Form (Big Cat Form, Bigger Cat Form, Catfolk Form, Dire Kitty Form, Katgrrl Form, Kitten Form), Enhanced Kitty Form (Cute Kitty Form, Exotic Bigger Cat Form, Foofy Kitty Form, Pink Panther Form, Spidercat, Watchcat Form)
Saves: Fort +31, Ref +43, Will +33
Abilities: Str 24, Dex 36, Con 24, Int 28, Wis 28, Cha 36
Skills: Appraise +54, Balance +58, Bluff +64, Diplomacy +60, Disable Device +54, Escape Artist +60, Gather Information +63, Hide +65, Jump +52, Knowledge (Local) +54, Listen +55, Move Silently +60, Open Lock +58, Search +54, Sense Motive +54, Spot +54, Tumble +60, Use Magic Device +58
Feats: Acrobatic Strike, Bad Cattitude, Cattitude, Combat Panache, Combat Reflexes, Cunning Evasion, Dodge, Improved Initiative, Master Manipulator, Melee Evasion, Mobility, Oh I Dare U, Wanderer's Diplomacy, Weapon Finesse
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Divine Cat Burglar (See Below), Divine Celerity, Free Move, Instant Move, Know Secrets, Supreme Initiative
Domain Powers: Get second save against Charm/Compulsion/Fear affects, +10' Land Movement if in Light Armor with no more than Light Load,
Spell-Like Abilities: Charmaine Pussyfoot can cast the following spells at will as Spell-Like abilities: Blur, Break Enchantment, Cat's Grace, Confusion, Disguise Self, Expeditious Retreat, False Vision, Freedom of Movement, Greater Dispel Magic, Haste, Improved Blink, Invisibility, Mass Cat's Grace, Mind Blank, Mislead, Nondetection, Omen of Peril, Polymorph Any Object, Rage, Refuge, Screen, Time Stop, Tree Stride, Unbinding, Undetectable Alignment, Wind Walk. Save DC is 29 plus the spell level. Caster Level is 6.
Possessions: Charmaine's Kitty Booties: Charmaines shoes give her the benefits of a Freedom of Movement spell as long as they are worn.
Charmaine's Pokity Dagger: This is a +5 Defending Defensive Surge Dagger.
Charmaine's Corset of Protectifying: This is effectively +8 Leather Armor with no chance of spell failure.
Create Magic Items: Charmaine Pussyfoot can create any magic item dealing with her portfolio.


Other Divine Powers
As a Lesser deity, Charmaine Pussyfoot can take 10 on any Check. She is immortal.
Senses: Charmaine Pussyfoot can see, hear, touch, and smell at a distance of 6 miles. As a Standard Action she can perceive anything within 6 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend his senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 6 hours.
Portfolio Powers: Charmaine Pussyfoot can sense any act involving her portfolio and 500 or more people up to 6 weeks before it occurs, and will retain the knowledge up to 6 weeks after it happens.
Automatic Actions: Charmaine Pussyfoot can use any Charisma based Skill as a Free Action if the DC for the task is 20 or lower. She can perform up to 5 Free Actions each round.

Lix Lorn
2010-04-29, 04:01 AM
Oooooh. New! 8D

Bhu
2010-04-29, 04:06 PM
Somehow there was an abuse complaint at the 4shared account, so the Cat Burglar .pdf is temporarily down. I'm going to try to edit it, and put it back up. It's probably one of the pics that got it tagged somehow.

Bhu
2010-04-29, 05:51 PM
Apparently the abuse complaint was from Lionsgate!

Wtf?

Debihuman
2010-04-29, 06:07 PM
Apparently the abuse complaint was from Lionsgate!

Wtf?

You got me. It sounds like an error of some sort.

Debby

Bhu
2010-04-29, 07:09 PM
They do have a 2010 film coming out with a character called Fat Cat Burglar.

Debihuman
2010-04-29, 09:00 PM
Well it's not like they own the words "Cat Burglar."

Debby

Sir Shadow
2010-04-30, 07:19 AM
http://img688.imageshack.us/img688/235/ticklekitten.gif
... that is all <__<

Bhu
2010-04-30, 11:41 AM
It may be an oopsie. Apparently someone did a search for 'cat burglar' and found my file, and they may have mistaken it for something related to the film. I'm trying to work it out now.

Bhu
2010-04-30, 11:23 PM
Charmaine updated. Will tackle the Feline Way again soon as I can slow my heartbeat down (met my first crazy today on the Census job!).

Sir Shadow
2010-05-01, 07:43 AM
my grandmother is always working for the census o.o;;; it worries me, b/c she lives out in the boondocks (Georgia)

Cieyrin
2010-05-01, 01:54 PM
Charmaine seems like she should have levels of KatGrrl, don't you think? Seems like she should be the poster child of that.:smallwink:

Bhu
2010-05-03, 12:17 AM
Hmm...I may have goofed myslef up as finishing Charmaine will be difficult until I get the core class done...

I'm still getting used to my new schedule so gimme a few days to adjust and I'll get her and the Feline Way done.

DracoDei
2010-05-04, 08:54 AM
Comments on selected Feline Way maneuvers.

Rowr! - Limit to Natural and Unarmed?

Testing the Waters - Should apply to Expertise as well... maybe even "any effect that grants AC in exchange for a to-hit penalty" to cover any obscure maneuvers etc we are forgetting.

Noms! - At least in long version bonuses need to be limited to against that creature, so some joker doesn't go into battle with a mouse in their off-hand (grappled at -20) and claim the bonuses.

Flying Tackle - Auto-prone on a hit seems bad... make it so you are prone regardless of if it hits or not, or resolve it as a free trip attempt.

Threat Display - Should be a Strike, even if it is a Swift of Immediate action, since it is its own effect, rather than modifying other effects.

Huggin' Stance - DR while grappling is.. Odd... not bad, just interesting.

Flurry - Harsh... I LIKE it!

Bhu
2010-05-05, 01:23 AM
No worries Draco. those were the short form descriptions initially, I'm still working on the longer ones. I'm just having a tough time getting to set down to work o nthem.

Bhu
2010-05-07, 12:21 AM
Crap. May lose job tomorrow for a bit dependng on how things go. If I keep it I'll be back to updating tomorrow. RIght now im too depressed.

Lix Lorn
2010-05-07, 03:44 AM
(hugs)
DX
Good luck!

Bhu
2010-05-07, 10:24 PM
Feline Way updated

Bhu
2010-05-10, 12:14 AM
Feline Way updated and revised

Bhu
2010-05-10, 11:26 PM
Okay the Feline Way is done along with its Feats and awaits review!

Bhu
2010-05-12, 12:45 AM
Still havent heard anything regarding the .pdf at 4shared. How long does this take I wonder?

Anyone have any thoughts regarding the Feline Way?

Anyone at all?

Lix Lorn
2010-05-12, 03:43 AM
I would, but I don't know ToB.

Debihuman
2010-05-12, 08:52 AM
I never could wrap my head around ToB I hope things are getting better for you.

Debby

Bhu
2010-05-13, 12:30 AM
Not really. The Census tried hiring and doing background checks on 66000 people in one day, and as a result there were a lot of mistakes and confused identities, mine being one of them. I'm on suspension this week after sending them requested info to prove I haven't committed any crimes and I'm waiting to be reinstated. It'll take at least all this week, and possibly part of next week. I am not happy to say the least. The email the 4shared response team gave to me responded and said they'd get back to me a week and a half (maybe 2 weeks now) ago, and I still haven't heard from them whats up about the .pdf. The only thing good from all this is that I'm still getting plenty of work from my online job.

Cieyrin
2010-05-13, 02:59 PM
Well, you could spam them with emails. The squeaky wheel gets the oil, as it were. :smallwink:

As for Feline Way, I'll take a gander and get back to you. =3

Bhu
2010-05-14, 01:13 AM
Charmaine updated whilst I await reviews of the Feline Way.

Bhu
2010-05-15, 12:26 AM
Charmaine is done. Whilst I await feedback on The Feline Way we'll finish the last surprise Kitteh Gawd

MRROW
Greater God
Symbol: A stylized cats face
Home Plane: The Godrealm (will differ in your campaign)
Alignment: Neutral
Portfolio: Cats and feline being whether partial or whole
Worshipers: Cats, Cat Burglars, some Catfolk, the Mows, virtually anything feline
Cleric Alignments: CN, LN, N, NE, NG
Domains: Cat, Celerity, Charm, Trickery
Favored Weapon: Claw Bracers

Mrrow was a Cat-Elf who ascended to Goddesshood when the appropriate position was opening. The only thing available was Cat Goddess, so she took it. Originally this made her quite unhappy, but she found her attitude fit in tolerably well with cats (and most Felines), and over the years she softened considerably (she was originally Neutral Evil).

Then came the Kitteh Gawds. Of course she immediately saw them as intruders. After all they actually were cats, and would more likely appeal to many of her worshipers. She was considering simply assassinating them all when Mawm made a truce, and she now shares power with them. She appears as a tall dark skinned Cat Elf, or a coal black siamese cat.

Dogma
Trust no one, particularly the non kitty races. Always verify, always get what you want. Use your cuteness to your advantage. Destroy those who would harm cats.

Clergy and Temples
Mrrow prefers grandiose temples with lots of bling. She also staffs them heavily with predatory feline guardians, and her temples wealth serves as a rainy day fund for her chosen people.

MRROW
Rogue 20, Assassin 10, Tempest 5, Thief Acrobat 5
Medium Outsider
Divine Rank: 20
Hit Dice: 20d8+140 plus 20d6+140 plus 10d6+70 plus 5d10+35 plus 5d6+35 (840 hp)
Initiative: +23 (+28 w/swords)
Speed: 70 ft. (14 squares)
Armor Class: 106 (+2 Size, +15 Dex, +33 Natural, +20 Divine, +13 Deflection, +10 Armor, +3 Tempest), touch 63, flat-footed 91
Base Attack/Grapple: +51/+78
Attack: +5 Short Swords +83/+81/+78/+73 melee (1d6+27/17-20)
Full Attack: +5 Short Swords +83/+81/+78/+78/+73/+73/+68 melee (1d6+27/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Crippling Strike, +18d6 Sneak Attack, Death Attack (DC 45), Poison Use, Ambidexterity, Two Weapon Versatility, Two Weapon Spring Attack, Acrobatic Charge
Special Qualities: Divine Immunities, DR 30/Epic, Fire Resistance 25, Spell Resistance 52, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 53), Evasion, Improved Evasion, Defensive Roll, Trapfinding, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Opportunist, Hide in Plain Sight, Tempest Defense +3, Fast Acrobatics, Kip Up, Steady Stance, Agile Fighting, Skill Mastery (Balance, Climb, Jump, Tumble
Saves: Fort +41, Ref +59, Will +41
Abilities: Str 25, Dex 40, Con 24, Int 40, Wis 30, Cha 36
Skills: Balance +98, Bluff +96, Climb +90, Concentration +50, Craft (Weaponsmithing) +98, Disable Device +98, Escape Artist +103, Gather Information +96, Hide +98, Intimidate +96, Jump +90, Knowledge (Local) +88, Knowledge (Arcana, Geography, Religion, The Planes) +56, Listen +93, Move Silently +98, Open Lock +98, Search +98, Sense Motive +93, Sleight of Hand +98, Spot +108, Tumble +98, Use Magic Device +96
Feats: Combat Acrobat, Combat Expertise, Cunning Evasion, Deft Strike, Dodge, Greater Two Weapon Defense, Greater Two Weapon Fighting, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two Weapon Defense, Improved Two Weapon Fighting, Leap Attack, Mobility, Oversized Two Weapon Fighting, Savvy Rogue, Shadow Striker, Spring Attack, Superior Initiative, Two Weapon Defense, Two Weapon Fighting, Two Weapon Pounce, Two Weapon Rend, Tumbling Feint
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Size, Alter Form, Annihilating Strike, Anonymity, Avatar, Battlesense, Clear Sight, Control Creatures, Divine Assassin, Divine Celerity, Divine Dodge, Divine Rogue, Divine Sneak Attack, Instant Move, Shapechange, Shift Form, Speak with Creatures, Supreme Initiative, True Shapechange, Wound Enemy
Domain Powers: Fast Movement, +4 Charisma for 1 minute 1/day,
Spell-Like Abilities: Mrrow can cast the following spells at will as Spell-Like abilities: Blur, Calm Emotions, Cat's Grace, Charm Monster, Charm Person, Confusion, Demand, Disguise Self, Dominate Monster, Expeditious Retreat, False Vision, Geas/Quest, Good Hope, Greater Blink, Haste, Insanity, Invisibility, Mass Cat's Grave, Mislead, Non-detection, Polymorph Any Object, Screen, Suggestion, Time Stop, Tree Stride, Wind Walk Caster Level is xx. Save DC is 53 plus the spell level. Caster Level is 30.
Assassin Spells Known: 1st: Critical Strike, Distract Assailant, Lightfoot, True Strike,
2nd: Absorb Weapon, Iron Silence, Pass Without Trace, Undetectable Alignment,
3rd: Fangs of the Vampire King, Find the Gap, Misdirection, Nondetection,
4th: Dimension Door, Freedom of Movement, Greater Invisibility, Modify Memory
Assassin Spells Per Day: 1st: 7 (DC 26)
2nd: 7 (DC 27)
3rd: 7 (DC 28)
4th: 6 (DC 29)
Possessions: Whisper and Shadow (two +5 Deadly Precision Eager Keen Maiming Warning Short Swords
Corset of Armor +10 (works like Bracers of Armor but also provides the sexay).
Create Magic Items: Mroww can create any magic item dealing with cats (and to a lesser extent thievery and assassination).


Other Divine Powers
As a Greater deity, Mroww automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and Saves). She is immortal.
Senses: Mroww can see, hear, touch, and smell at a distance of 20 miles. As a Standard Action she can perceive anything within 20 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 20 hours.
Portfolio Powers: Mroww sense any act involving motherhood, family, community, or healing up to 20 weeks before it occurs, and will retain the knowledge up to 20 weeks after it happens.
Automatic Actions: Mrrow can use any Dexterity based Skill as a Free Action if the DC for the task is 30 or lower. She can perform up to 20 Free Actions each round.

Lix Lorn
2010-05-15, 04:56 PM
Oooh, nice.

Bhu
2010-05-16, 02:25 AM
Before anyone asks about mrrows fluff, Cat-Elves are an upcoming race

Owrtho
2010-05-16, 02:48 AM
Before anyone asks about mrrows fluff, Cat-Elves are an upcoming race

I'll await it exuberantly.

Owrtho

Bhu
2010-05-17, 01:57 AM
Well I've received no more feedback from anywhere on teh Feline Way so I guess all is good. I'll finish up Alley Kat and Mrrow and we're on to races and racial sub levels.

DracoDei
2010-05-17, 10:19 AM
Well I've received no more feedback from anywhere on teh Feline Way so I guess all is good. I'll finish up Alley Kat and Mrrow and we're on to races and racial sub levels.

Still trying to get to the Feline Way...

Bhu
2010-05-18, 01:01 AM
Minor update to Mrrow, shes gonna take a while cause of the skills.

No hurries Draco it will give me time to get stuff done whilst you review.

Cieyrin
2010-05-18, 01:12 PM
Well I've received no more feedback from anywhere on teh Feline Way so I guess all is good. I'll finish up Alley Kat and Mrrow and we're on to races and racial sub levels.

Got your Feline Way feedback right here!

Eye of the Housecat's Lurking Below isn't very strong and could stand to be increased, as your opponent's size bonus is still considerable.
Bitin' the Berries in summary and in full are quite different. The full version is much nicer and hilarious.
Flying Cuisinart mentions +2d6 damage in the summary version but not in the full version.
Neck Bite is Feral Death Blow refluffed with Tumble. Something unique would have been nice, considering Feline Way and Tiger Claw go fairly well paw-in-paw. :smalltongue:
Pounce! would be better if it scaled with Initiator level.

Also, the style in general would fit fairly well in a melee Killer Gnome build, so that sounds fairly fun, methinks.

Bhu
2010-05-19, 10:37 PM
Got your Feline Way feedback right here!

Eye of the Housecat's Lurking Below isn't very strong and could stand to be increased, as your opponent's size bonus is still considerable.
Bitin' the Berries in summary and in full are quite different. The full version is much nicer and hilarious.
Flying Cuisinart mentions +2d6 damage in the summary version but not in the full version.
Neck Bite is Feral Death Blow refluffed with Tumble. Something unique would have been nice, considering Feline Way and Tiger Claw go fairly well paw-in-paw. :smalltongue:
Pounce! would be better if it scaled with Initiator level.

Also, the style in general would fit fairly well in a melee Killer Gnome build, so that sounds fairly fun, methinks.

I never quite fixed the summaries, Ill need to do that. Flying Cuisinart seemed powerful enough for the level without the extra damage but I can add it back in if people think it's weak.

If you can mix and match enough Feline Way/Tiger Claw moves you can now have two death moves prepped :smallbiggrin:

For pounce: maybe a bonus of initiator level divided by 5?

Bhu
2010-05-20, 11:05 PM
Feline Way edited, Divine Warblade and Alley Kat are done

Debihuman
2010-05-21, 01:30 AM
Where is Alley Kat? I can't seem to find it.

Debby

Cieyrin
2010-05-21, 01:38 PM
Feline Way edited, Divine Warblade and Alley Kat are done

What changes were made to Feline Way? I checked Flying Cuisinart and Pounce and they seem the same to me...

I don't think it would hurt for Flying Cuisinart to do bonus damage, considering I see many Feline Way initiates being in cat form and thus needing any bonus damage they can get.

Sir Shadow
2010-05-21, 11:45 PM
I am completely in the dark when it comes to maneuvers, so I can't really say on balance or anything,

But I still say Neck Bite should be Neck Nibble, they die from teh cute, not the fact you just nibbled half their neck away.

Bhu
2010-05-22, 12:22 AM
What changes were made to Feline Way? I checked Flying Cuisinart and Pounce and they seem the same to me...

I don't think it would hurt for Flying Cuisinart to do bonus damage, considering I see many Feline Way initiates being in cat form and thus needing any bonus damage they can get.

You'd be surprised. I'm running a 6th level PbP campaign and the Cat Burglar is more than holding his own.

Bhu
2010-05-23, 11:08 PM
What changes were made to Feline Way? I checked Flying Cuisinart and Pounce and they seem the same to me...


I redid eye of the housecat, made the summary and actual entries the same. i think i tweaked one or two somewhere.

That Cat Powah Bonus i gave the CB at 1st level has made them surprisingly potent.

Bhu
2010-05-23, 11:09 PM
Where is Alley Kat? I can't seem to find it.

Debby
Alley Kat is towards the bottom pf page 42

Debihuman
2010-05-24, 05:19 AM
Thanks. I've seen it [alley Kat] now. Looks good.

Bhu
2010-05-24, 11:56 PM
More minor edits to Feline Way and Mrrow

Bhu
2010-05-26, 10:34 PM
Mrrow just needs some items and she's done. Then I can finally do the Cat Elves, the Mows, and the Temple Guardians of Mrrow.

Bhu
2010-05-27, 10:24 PM
MOWS

Picture URL if you have one

"Meow!"

The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children. They enjoy their reputation for being no end of trouble.

MOWS RACIAL TRAITS
· -8 Str (Minimum 3), +4 Dex, +2 Wis
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 30 feet
· Scent (Ex): Identical to the ability listed in the Monster Manual.
· Mows have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Mows aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious (and teensy) predators they also can't make Handle Animal checks as animals are terrified of (or ignore) them. Most equipment will be one tenth the weight for them. They cannot wield weapons unless they are specifically made for them, usually as an extension of armor they are wearing. If someone is willing to help them in and out of it they can wear armor.
. Mows are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Racial skill bonuses: Mows receive a +4 Racial Bonus on Climb, Hide, Listen, and Move Silently Checks. They also get a +8 Racial Bonus of Balance and Jump checks. They may use their Dexterity Modifier instead of their Strength Modifier for Climb and Jump Checks. In areas of tall grass or undergrowth their Hide Bonus increases to +8.
· Automatic and Bonus languages: Mows automatically speak Common and Purr. Bonus Languages depend on where they live and are usually that of their neighbor, but many speak Sylvan
· Level Adjustment: +0
· Favored Class: Cat Burglar, Rogue, or Scout

STARTING AGE
Adulthood: 14 years
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.

MOWS CHARACTERS
If you want to play a small stealthy PC who can go about unnoticed due to the fact everyone assumes you're a common animal, the Mows are perfect. Plus you get to be an adorable lil' kitteh. What more could you want than that?
Adventuring Race: Mows often go on adventures for money, fame, and power. The usual reasons. But being fey and whimsical like all cats some do it just for the hell of it.
Character Development: Make sure to take Feats or class abilities that will allow you to overcome your Reach limitations. Your size does have a few disadvantages.
Character Names: Mows tend to use whatever names are common to the other races living in their area.

ROLEPLAYING A MOWS
You can pretend to be a normal cat and sponge off the other races while secretly living among them. All the Mows do it at some point. It allows you to learn lots of nifty blackmail material. Not that you're the sort of kitty to use blackmail to get fed a better class of salmon than table scraps. No sir not you.
Personality: The Mows are still cats for the most part, with all the typical behaviors attributed to kitties.
Behaviors: You've all seen the various cat videos on Youtube. Give them some human level intelligence and imagine the trouble they can start now...
Language: The Mows speak Purr, which has no written form (and is effectively the same language used by the Cat Burglars Guilds).

MOWS SOCIETY
Cats are highly social and prize competitions of stealth and athletic ability. They are also fans of singing and acting. The women do all the child rearing, and the men do much of the hunting and fooling of humans. In other words the women are mothers and teachers and the men are thieves.
Alignment : Mows have a strong tendency towards Chaos as they dislike rules, and most also have a strong tendency towards Neutrality. They like their privacy.
Lands : The Mows are pretty omnipresent. Wherever you can find cats, you can find them.
Settlements : Mows prefer urban areas since it allows them to pretend to be pets and blend in better.
Beliefs : The Mows worship the Kitteh Gawds exclusively.
Relations: Mows get along fine with Humans and other humanoids who have cats as pets because they can take advantage of them. The rest of the world they don't like so much.

MOWS ADVENTURES
· There has been a rash of murders in the town, and the humans are clueless. Every cat in the city knows there is an Undead monster living down by the old mill that's responsible. You just have to figure out how to get the humans there without revealing who you really are. Or failing that end it yourself.
· A local powerful Wizard has had his beloved Familiar slain and is inconsolable until he sees the perfect replica of him: you. Adopted by a psychopathic madman with incredible power you must find a way to convince him not to kill the locals out of paranoia, find a way to get him to let go of his friend, and all without driving him any crazier.
· The local humans have figured out cats are intelligent and have declared war. You must broker peace with them, or failing that find a way to sabotage their extermination efforts.



MOWS RACIAL SUBSTITUTION LEVELS


ROGUE
Levels 10, 13, 16, 19: The Mows Rogue has new options for his Rogues Special Abilities.
Special Ability (Ex):


SCOUT
Levels 4, 8, 12, 16, and 20: The Mows loses access to some Bonus feats, but gains access to others.
Bonus Feats (Ex): Instead of having access to Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run the Mows Scout can choose from Defensive Strike, Lunging Strike, Mouser, and Prone Attack.


CAT BURGLAR
Level 1: Replace Purr with Polyglot
Polyglot (Ex): Speak Language is always a Class Skill for you.
Level 1: Cat Powah with Man Powah
Man Powah (Su): At 1st level the Cat Burglar gets his first taste of Humanoid Magic in the form of an untyped Bonus equal to his Charisma Modifier. Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his unarmed strikes in Humanoid Form.
Levels 1, 4, 7, 10, 13, 16, and 19: Replace Kitty Form with Humanoid Form
Humanoid Form (Su): At will as a standard action you may transform into a humanoid (or from a humanoid back to your normal form). At first level you can assume the form of a Medium humanoid. This allows you to pretend to be any species of the more common humanoids, or perhaps a very young Giant. When transforming all equipment that isn’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Humanoid Form you lose your Scent ability along with your natural attacks, non humanoid form limitations, and racial skill bonuses. If you are killed or knocked unconscious in Humanoid Form you revert to a cat next round. You also gain the following abilities: An unarmed strike attack like normal humanoids, the ability to manipulate objects with hands, and your stats are modified as follows: +8 Str, -4 Dex. You also gain the subtype (Human, Elf, Orc) of whatever Humanoid you are mimicking and count as a member of that race for purposes of spells, items, etc.

At levels 4, 7, 10, 13, 16, and 19 you gain an additional Humanoid Forms from the following list if you meet the prerequisites (all of these forms count as Humanoid Form for purposes of Feats, effects, etc.). Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

Small Humanoid Form: You may now take the form of a Humanoid child or smaller Humanoids such as halflings.

Tiny Humanoid Form: You may now take the form of a Humanoid infant or really small Humanoids.

Big Humanoid Form: You may take the form of a Large Humanoid or Giant.

Giant Form: You may take the form of a Huge Giant.

xxx Form:

xxx Form:

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xxx Form:

Levels 2, 5, 8, 11, 14, and 17: Replace Kitty Magic with Humanoid Magic
Humanoid Magic(Su): Humanoid Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor. The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites. These are considered Supernatural abilities unless it says otherwise:

xxx:

xxx:

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xxx:

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xxx:

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Levels 3, 6, 9, 12, 15, and 18: Replace Enhanced Kitty Form with Enhanced Humanoid Form
Enhanced Humanoid Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Humanoid Form from the list below (optionally they may take a Bonus Feat if they wish). These Enhancements can be used in any version of Humanoid Form unless otherwise noted, and their benefits stack with the abilities gained from your various Humanoid Forms (You may use more than one Enhanced Humanoid Form at a time, but see restrictions below.):

Alien Form (Prerequisite: Aberration Blood):

Aquatic Form:

Celestial Form (Prerequisite: Celestial Heritage):

Climbing Form:

Fey Form (Prerequisite: Fey Heritage):

Fiendish Form (Prerequisite: Fiendish Heritage):

Fierce Humanoid (Prerequisite: Intimidate 6 ranks):

Half Dragon Form (Prerequisite: Draconic Heritage):

Hawt Form (Prerequisite: Char 15+, and either Diplomacy 6 ranks or Spell Focus: Enchantment):

Strong Form:

Swift Form:

Winged Form:

xxx Form

xxx Form

xxx Form

xxx Form

xxx Form

xxx Form

xxx Form

xxx Form

xxx Form

Level 20: Replace True Kitty with True Humanoid
True Humanoid(Ex): At 20th level you become one with your inner human, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to them temporarily without being vulnerable to spells that target them specifically(this includes spells specific to Humanoids such as Charm Person). If knocked unconscious you no longer revert to your original form if you are in Humanoid Form. You also gain the Shapechanger Subtype.



MOWS FEATS


Anonymous Humanoid
You spend much time perfecting the forms of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Humanoid Form or Enhanced Humanoid Form.

Practiced Humanoid
You spend much time perfecting the arts of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Burglaring or Humanoid Magic ability.

Anklebiter
You is one sneaky kitty
Prerequisites: Tiny Size or the ability to gain it somehow
Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Catfall
You really always do land on your feet.
Prerequisites: Mows, Jump 4 ranks
Benefits: This Feat may be taken multiple times. The first time it subtracts 20' of distance from any falls you take, plus an additional 20' each time you take the Feat again.

Evade Notice
Just a cat passing by, nuthin' to see here...
Prerequisites: Mows, Bluff 4 ranks
Benefits: If you can make a successful Bluff vs Sense Motive Check against opponents, they don't really notice you if you don't do anything out of order. In other words if you, as a cat, walk past them and it's normal for cats to be in the area, they don't even remember you (and you get +4 on the Check). If you walk into an area where it might be odd (say the King's treasure chamber) they may wonder "How did that cat get in here?", but the worst they'll do is shoo you. If you're hanging out somewhere odd (in a herd of Rhinos), you get at least a -4 on the Check. Obviously you end up screwing yourself if you do something like make an attack or cast a spell.

Improved Evade Notice
Just a cat, stealing your keys, nuthin' to see here...
Prerequisites: Mows, Bluff 8 ranks, Evade Notice
Benefits: You no longer take the Check penalty for performing odd actions, but you still can't attack anyone.

Fussiness
You are picky about what you eat.
Prerequisites: Mows, Improved Scent
Benefits: You can detect if food or drink within 10' of you is poisonous or not with a DC 15 Wisdom check.

The Paw from Nowhere
You just love to whack people from hiding
Prerequisites: Mows, Sneak Attack, Hide 6 ranks
Benefits: If you successfully Sneak Attack an opponent who is unaware of your presence, he must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.

Bhu
2010-05-28, 11:27 PM
Thin LA 0 is okay for the mows?

Owrtho
2010-05-28, 11:37 PM
It seems like it would be fine.

Owrtho

Cieyrin
2010-05-29, 02:08 PM
Being vicious predators they also can't make Handle Animal checks as animals are terrified of them.

I lol'd at this, considering they otherwise appear like kitties, which aren't exactly the most intimidating things to large animals, like cows and horses. :smallbiggrin:


Most equipment will be double the weight and anywhere from double to quadruple the cost for them. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.

This, I didn't entirely agree with. Going by the Armor for Unusual Creatures section of the PHB and the foot notes to the various tables, armor would cost normal and weigh 1/10th of the normal, weapons would probably cost at least double and weigh 1/10th and other items would probably cost half and weigh an 1/8th. This isn't to say you could get it off the rack, as you'll probably have to special order the majority of it, but making smaller equipment weigh double makes no sense, since you use less material. As for weapons, while most aren't usable, some custom weapons could be, like bladed gauntlets and such.

Bhu
2010-05-30, 12:37 AM
That was a copy paste error. Ill fix that

Norr
2010-05-30, 05:34 AM
Some armours come with gauntlets, which would give the MOW manufactured weapons if the armour is made to fit them, this might allow them to use spiked or clawed gauntlets as well.

Lords of Madness has the Mouthpick Weapon, allowing a MOW to replace its bite attack with a manufactured weapon attack.

Bhu
2010-05-30, 11:14 PM
Mows are edited. THey look better now?

Norr
2010-05-31, 09:42 AM
They look a lot better.

The carrying capacity doesn't follow the values in SRD: Carrying capacity (http://www.d20srd.org/srd/carryingCapacity.htm), MOWS should have 3/4ths the carrying capacity of a medium humanoid (or the same as a halfling).
Their generally low strength should compensate for this though.

While there are no numbers for tiny weapons and items weight, the "armor for unusual creatures" table says one-tenth the weight (and half AC) for tiny armours, so assuming this is the case for weapons and items isn't too far-fetched. Weapons and items COULD be 1/4th medium weight though, but it's probably easier to assume 1/10 weight for all tiny gear. Most of it will have to be custom-made, since orcs, highwaymen and cultists never drop tiny gear (unless they are Grig highwaymen of course).

Some of the drawbacks of nonhumanoid form can be bypassed by Boots- and Gloves of Man, at a price. Completely fair if you ask me.

Bhu
2010-06-02, 12:05 AM
Finally got a chance to do a lil work, so the Mows are updated.

Owrtho
2010-06-02, 02:14 AM
Looks good, but as tiny creatures they should actually have 1/2 carrying capacity of a medium creature (according to the table).

Owrtho

gokol
2010-06-02, 08:23 AM
Phantom Thief!
http://tvtropes.org/pmwiki/pmwiki.php/Main/PhantomThief

Bhu
2010-06-02, 10:10 AM
Looks good, but as tiny creatures they should actually have 1/2 carrying capacity of a medium creature (according to the table).

Owrtho

They have 4 legs

Bhu
2010-06-02, 10:11 AM
Phantom Thief!
http://tvtropes.org/pmwiki/pmwiki.php/Main/PhantomThief

Why does this look familiar...

Norr
2010-06-02, 10:15 AM
And also, Classy Catburglar. (http://tvtropes.org/pmwiki/pmwiki.php/Main/ClassyCatBurglar)

Bhu
2010-06-03, 11:01 PM
Phantom Thief!
http://tvtropes.org/pmwiki/pmwiki.php/Main/PhantomThief

Would be a nice PrC for Beguilers or rogues

Bhu
2010-06-03, 11:11 PM
Mows are updated. Does anyone know if their is a size difference in housecats based on gender?

Owrtho
2010-06-04, 12:30 AM
I don't think there is a notable size difference, but I may be wrong.

Owrtho

Norr
2010-06-04, 02:59 AM
Males are slightly larger than females, but not by much. It depends on the breed.

Bhu
2010-06-04, 11:55 PM
Think it would push the Mows into +1LA if i gave them a bonus to listen rolls?

Debihuman
2010-06-05, 03:54 AM
The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children. They enjoy their reputation for being no end of trouble.

Why do awakened housecats live so much longer than normal housecats?

From Wikipedia: "In captivity, an average life expectancy for male indoor cats at birth is 12 to 14 years, with females usually living a year or two longer. However, there have been records of cats reaching into their 20s and 30s, with the oldest known cat, Creme Puff, dying at a verified age of 38."

Debby

Owrtho
2010-06-05, 12:50 PM
Why do awakened housecats live so much longer than normal housecats?

From Wikipedia: "In captivity, an average life expectancy for male indoor cats at birth is 12 to 14 years, with females usually living a year or two longer. However, there have been records of cats reaching into their 20s and 30s, with the oldest known cat, Creme Puff, dying at a verified age of 38."

Debby

Magic?

Owrtho

Bhu
2010-06-05, 04:50 PM
Yuppers. Magic :smallbiggrin:

Sir Shadow
2010-06-05, 11:26 PM
Because with intelligence, they can watch their eating habits and lifestyles better?
<_<
>_>
ok... Magic.

Bhu
2010-06-08, 12:04 AM
Anything you guys would like to see feat or class substitution level wise before I begin?

DracoDei
2010-06-08, 08:28 AM
When you do the next thread in this series (since we are getting near the 50 page limit), you might want to consider quoting all the actual classes and such so it can be found more easily without digging through the comments of us and you. I also recommend that the last post of this thread be a link to the new thread, and if you can edit in a link from the FIRST post of this thread(probably right at the top) to the new thread, that would be good too. A link from the first post of the new thread to this thread for those who want to study old discussion would be good.

Basically, see how I did it with my two Falling Anvil threads (although that was for a different reason and I might not have put the end-of-first-thread-to-first-post-of-new-thread link in).

Bhu
2010-06-08, 11:39 PM
Crap that means 4 pages to get the race stuf done before we move on...

SInce I'm in the midst of revising the CB, maybe I should repost some of the stuff in the new thread. It'd take up maybe the 1st page.

Bhu
2010-06-11, 12:21 AM
Mows are updated

Bhu
2010-06-14, 11:08 PM
getting a little head start on the next race whilst I finish up the racial Feats/levels for the Mows

CAT-ELVES

Picture URL if you have one

"I'm hawt. I know this cause everyone I know says so."

Cat Elves appear to be elflike humanoids with kitty ears and a tail. Many also have catlike eyes and whiskers. Skin color is usually quite bronzed, and hair and eye color varies depending on what parent they take after most.

CAT-ELF RACIAL TRAITS
· +2 Dex, +2 Cha
· Medium
· Humanoid
· Base Land speed 40 ft.
· Low Light Vision
· Mixed Blooded: Cat Elves are considered both Catfolk and Elves for purposes of spells, magic items, abilities, etc. You may also take Feats only available to Elves and Catfolk.
· Cat Elves gain a +2 Racial Bonus on Listen, Move Silently, Search, and Spot Checks
· Automatic and Bonus Languages: Cat-Elves automatically speak Common, Elven, and Feline. Bonus languages: Draconic, Gnoll, Gnome, and Sylvan.
· Level Adjustment: +1
· Favored Class: Duskblade

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger: +2d6
Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
Middle Age: 62
Old: 93
Venerable: 123
Maximum Age: +3d20 years

HEIGHT AND WEIGHT
Base Height: Male: 4'7" Female: 4'5"
Height Modifier: +2d8"
Base Weight: Male: 100 lbs. Female: 80 lbs.
Weight Modifier: x2d4 lbs.

CAT-ELF CHARACTERS
If you need a swashbuckling dexterity based type the Cat-Elf is perfect for you. They also make pretty good fighter/casters of a certain type.
Adventuring Race: Cat-Elves go on adventures to have fun, see the world, learn new things, and find/steal neat stuff. That way you can really brag about it when you go back home, and make everyone else jealous. Plus the whole money thing is appealing.
Character Development: Cat-Elves are natural born gishes. Most seem to be multiclassed in some manner as they never commit to any one class for too long, other than classes that allow them some flexibility. Although some also become obsessed with perfecting a certain skill or ability and follow a class to the end.
Character Names: Cat-Elves usually use some mix of Catfolk and Elven names.

ROLEPLAYING A CAT-ELF
If you insist on playing an attractive catgirl/boy, this is perfect for you. Yeah you'll have to put up with a lot of jokes, but screw those people you have a cute, fwuffy tail. And you have spookity kitty powers (at least you tell everyone you have spookity kitty powers).
Personality: Much like housecats you tend to be playful, curious, and love a good nap. New things are good and always require your presence as you must investigate. If there's a fight you must be involved. If there are attractive people you must hit on them. Well not 'must', but you are a bit hormonally whacko.
Behaviors: People telling you what to do tend to get tuned out if there's something interesting going on. This is not to say you can't work well with others or in groups, just that you feel the need to maintain a sense of your own independence. You also tend to be flirty, speak thoughtlessly, and be somewhat mood-swingy in accordance with the usual stereotypes about your kind.
Language: Cat Elves grow up learning the languages of their two parent races.

CAT-ELF SOCIETY
Many years in the Past the Jester (a God known for kidnapping beings from various points of the multiverse to populate his own demiplane) swiped an entire doomed nation of catfolk. With nowhere to place them on his plane other than a large grasslands next to the Elven forests, he plunked them down right next to Alfheim (i.e. the Elven homeland).

The Elves objected. It had taken them long to found their very own nations where all Elvenkind could be accepted without any snide gay jokes at their expense, and now these scruffy barbarian Catfolk had been dumped in their lap. The Catfolk weren't exactly happy about their new snooty neighbors who seemed to be born with sticks up their behinds either. So the Jester cursed them with an uncontrollable sexual attraction for each other. Ideally this was supposed to lead to a reduction of tensions between the races. What it led to was rampant adultery and children born into illegitimacy. And an entire new race of Cat Elves that seemed to breed true, creating more Cat Elves. And a new generation of racist elf jokes revolving around bestiality as opposed to their being gay. Fortunately they now have clawed offspring willing to give attitude adjustments to would be comedians.

Alignment : Cat Elves tend to be whimsical and self indulgent, musch like actual cats (and, some would say, actual Elves). They have strong tendencies towards Chaotic Neutral.
Lands : The Cat Elves mostly live in Alfheim.
Settlements : Cat Elves prefer to settle in open grassy areas. In a pinch they'll take hills or forest to fuss around in but they really like savanna.
Beliefs : Cat Elves generally prefer a mix of the Elven and Cat Gawds.
Relations: Cat Elves get along well with Elves, Catfolk, most feline races, Fey, and Gnomes. Sometimes they find humans a little overbearing, and Dwarves are too stuffy. Orcs are good for rough play if they could get over the whole religious zealot/slave monger thingie.

CAT-ELF ADVENTURES
· A group of Dopplegangers is taking advantage of the local curse to pursue Elves and Catfolk for 'extramarital adventures'. As the Elders do not wish there to be a bunch of Half Doppleganger children running about, you have been assigned to find and escort them from the area. Or shoot them. Whatever works.
· A thief has been stealing the local finery, jewelry, clothes, etc. The Cat-Elves are being blamed due to their love of shiny things. You must find the true culprit (or hide him if it's a Cat Elf while returning the stuff).
· The evil spookity Orc persons are out for slaves again and their after some Elf meat. And mom has been missing a day or two. You could go look for her, but why not jump to conclusions and assault the Orcs village instead?




CAT-ELF RACIAL SUBSTITUTION LEVELS

DUSKBLADE
Level 4: Replace Armored Mage with Poke
Poke (Ex): If the Duskblade successfully attacks an opponent with any weapon that can be used with the Weapon Finesse Feat that opponents turn ends and it may no longer take any actions if it fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Dexterity Modifier). This lasts for the round, the victim may act normally next round unless he is successfully poked again.
Level 7: Replace Armored Mage with Improved Poke
Improved Poke (Ex): The Duskblade may now Poke with any weapon.

SWORDSAGE
Level 7: Replace Sense Magic with Whiskers
Whiskers (Su): You may reroll any Initiative rolls or Reflex Saving Throws that roll a '1'.

RANGER
Levels 2, 6, and 11: Cat Elves have new options with Combat Style
Combat Style (Ex): Cat Elves can choose Poker or Sniper Style.
Sniper Style gets the following Feats: 2nd: Far Shot, 6th: Precise Shot, and 11th: Improved Precise Shot. Poker Style gets the following Feats: 2nd: Combat Reflexes, 6th: Power Critical, 11th: Improved Critical.



CAT-ELF FEATS

The Hawtness
Elves and Cafolk find you oddly attractive...
Prerequisites: Cat-Elf, Cha 13+
Benefits: You may always take 10 on Bluff, Diplomacy, and Gather Information rolls against Elves and Catfolk.

Nyao
Men (or women if you're male) also, not surprisingly, find you attractive...
Prerequisites: Cat-Elf, Cha 13+
Benefits: You gain a +2 on all Bluff, Diplomacy, and Gather Information rolls against members of the opposite sex or gay members of your own sex.

Atavistic
You're somewhat more catlike than even your parent.
Prerequisites: Cat-Elf, Con 13+, Must be taken at 1st level
Benefits: You gain a primary Claw attack doing 1d4 plus Strength damage. You get two Claw attacks with a Full Attack.

Carnivorous
You're definitely more catlike than usual.
Prerequisites: Cat-Elf, Con 15+, Atavistic
Benefits: You gain a Secondary Bite attack doing 1d4 plus half Strength Modifier. You get two Claw attacks and a Bite with a Full Attack.

Huntress
You has abandoned the civilized way...
Prerequisites: Cat-Elf, Con 15+, Carnivorous
Benefits: You gain two Rake Attacks with the same attack and damage rolls as your Claw attacks that can be used in Grapples.

Curious Kitteh
You never seem to leave well enough alone.
Prerequisites: Cat-Elf, Wis 13+
Benefits: You gain the Elf racial ability to sense hidden doors from the PHB.

Elf School
You trained with dad at the academy.
Prerequisites: Cat-Elf, must be taken at 1st Level, Dex 15+
Benefits: You gain the Elven racial weapon proficiencies listed in the PHB. You also cast spells of whatever Arcane casting class you take at +1 caster level.

Pounce
You take after mom.
Prerequisites: Cat-Elf, Dex 15+
Benefits: You may make a Full Attack at the end of a Charge, including Rakes if you have them.

Norr
2010-06-15, 08:29 AM
Are these a take on the Deverry elves? or something else entirely?

Bhu
2010-06-15, 03:03 PM
In my silly campaign a bunch of Catfolk got put next to a nation of high elves, and the elves were a bit snooty, so the local Jester God cursed them with a compulsive sexual attraction to the Catfolk. Hence, Cat Elves.

Norr
2010-06-16, 02:38 PM
That's one mean kitty! The elves had it coming though.

I do hope the cat-elves get more love than the human/elf hybrids out there though.

Bhu
2010-06-16, 11:00 PM
Minor updates to Mows and Cat Elves

Bhu
2010-06-17, 07:10 PM
Any objections to making the favored class for Cat Elves Factotum, Duskblade, or Swordsage?

Bhu
2010-06-20, 10:21 PM
Cat Elves updated. Fair to give them a +1 LA?

Mows also got an update

Sir Shadow
2010-06-20, 11:56 PM
I don't think what they have is worth a +1

I'd actually want to play one and follow the huntress tree of feats. Pouncing + Rakes might be fun :3

Lix Lorn
2010-06-21, 04:24 AM
I would play one of these. (nodnodnod)
Cat-elven Archer Sorceress, yesplease! (nodnod)

Bhu
2010-06-22, 11:53 PM
TIBBIT RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Tibbits Rule!

Tibbit's Rule! (Su): Tibbits natural abilities mesh well with the Cat Burglars powers. A Tibbit gains all the Abilities of Kitty Form (since they are actually better than his racial abilities) with one exception: His equipment molds to fit his Kitty Form as is mentioned in the Tibbit's entry(the one advantage Tibbit's natural powers have over the Cat Burglars). Please note this means the Tibbit can change into and out of Kitty Form at will, and doesn't have to wait an hour. Tibbit's also gain a Bonus Kitty Feat at 1st level. In campaigns where Cat Burglar is available Tibbit's may choose it as their Favored Class. Tibbit's also gain the same stat adjustments as other Small races (see below). A Tibbit is considered to have the Kitty Form ability for purposes of Feats and Class Prerequisites.



CATFOLK RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Ability (Su): Instead of Charisma the Catfolks class abilities key off of Wisdom.



CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Neko Form.

Neko Form (Su): Cat Hengeyokai's natural powers and class abilities mesh well. Neko Form gives them all the abilities of Kitty Form, and they may assume Hybrid Form at will as well. Their Cat Burglar Level is considered to be 1 higher than normal for purposes of qualifying for Kitty Feats (i.e. a 4th level Cat Burglar Hengeyokai is considered 5th level for purposes of qualifying for Feats only). Neko Form is identical to Kitty Form for purposes of qualifying for Feats.



SMALL RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form your stats do not change. In Tiny Kitty Form you gain +4 Dex, -4 Str. In Diminutive Kitty Form you gain +6 Dex, -6 Str.



TINY RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +2 Str. In Tiny Kitty Form your stats do not change. In Diminutive Kitty Form you gain +4 Dex, -4 Str.



LARGE RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +6 Dex, -6 Str. In Tiny Kitty Form you gain +8 Dex, -8 Str. In Diminutive Kitty Form you gain +10 Dex, -10 Str.



SHIFTER RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

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

Bhu
2010-06-24, 06:41 PM
Any thoughts on the Racial Substitution Levels? I got the Catfolk edited in

Debihuman
2010-06-24, 06:47 PM
Tibbit's now RAWK!

Debby

Bhu
2010-06-25, 09:11 PM
So you guys still think the Cat Elves deserve LA +0?? They have two stat bonuses...

Owrtho
2010-06-25, 10:08 PM
Hard to say. Can't tell if they're low for LA+1 or high for LA+0. If not for the net +4 stats they'd easily be LA+0, but that makes it uncertain.

Owrtho

Debihuman
2010-06-26, 12:12 PM
So you guys still think the Cat Elves deserve LA +0?? They have two stat bonuses...

I recommend that you balance the bonus with an Aversion to Water. Whenever a Catfolk is wet (such as immersed in water or soaked by rain), he takes a -2 penalty on all attack rolls, saving throws, and skill checks.

Debby

Bhu
2010-06-26, 12:33 PM
Neither parent race has an aversion though

Sir Shadow
2010-06-26, 12:48 PM
<_<;;; I just don't want to give them an LA...

They do deserve a +1... but not b/c of the bonuses. The main reasons they deserve a +1 is from the 40 ft base movement.

Lix Lorn
2010-06-26, 01:09 PM
Give them -2 Wis.
HOW often are Catgirls the kind of people who go 'Anyway, the point is-Ooh, butterfly!'
Possibly -2 Con as well.

Debihuman
2010-06-26, 01:15 PM
Neither parent race has an aversion though

Just blame The Jester. :-)

Bhu
2010-06-26, 06:31 PM
I'll give them +1 for now. I just need to finish the racial sub levels for them and the Mows, and we'll move on to a few critters.

Bhu
2010-06-28, 09:26 PM
Cat Elves done

Cieyrin
2010-06-30, 09:04 AM
Finally back and able to do things again! =D

Cat-Elves aren't that different from Catfolk at all. The only thing that makes them different at all mechanically is the Mixed Blood ability. If you want to step up the differences and possibly remove the LA, I'd definitely throw on the -2 Con, emphasizing their elven heritage.

The Duskblade substitution levels are really strong. Tack a save onto Poke or something, as denying someone a chance to act, no save, is ridiculous at level 4. It's basically a free Daze on attack.

Elf School is pretty weak, as getting 4 martial weapons for a feat isn't that great, as anyone who cares will just pick up a level in a class that grants all martials, anyways. Yeah, it's more efficient than taking Martial Weapon Proficiency 4 times but it's not Improved Weapon Familiarity by any stretch.

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

Bhu
2010-06-30, 06:13 PM
Cat-Elf upgraded!

Cieyrin
2010-07-01, 07:31 AM
I just noticed Poke lacks a duration as well. I assume it ends the following round but it currently is permanent in their inaction.

Bhu
2010-07-02, 10:03 PM
Hows it look now?

Cieyrin
2010-07-03, 09:15 AM
Better. Still a powerful ability, though not a broken one like it was.

Debihuman
2010-07-03, 04:04 PM
Are the cat-elves still getting +2 to Dex and Cha but no penalty to Con? I think that they should get a -2 Con like elves.

Also being Humanoid doesn't give you low-light vision; See Humanoid traits. Cat-folk should low-light vision as a Special Ability due to their Elf traits or to their Cat traits.

Here are the Elf traits (not Humanoid traits):

Elf Traits (Ex)

Elves possess the following racial traits.

* +2 Dexterity, -2 Constitution.
* Medium size.
* An elf’s base land speed is 30 feet.
* Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
* Low-light vision.
* Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
* Favored Class: Wizard.


Debby

Bhu
2010-07-04, 08:40 PM
updated the Cat Elf again

Temple Guardians of Mrrow
Medium Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +11
Speed: 50 ft. (10 squares)
Armor Class: 23 (+7 Dex, +3 Deflection, +3 Natural), touch 20, flat-footed 16
Base Attack/Grapple: +6/+11
Attack: Claw +13 melee (1d6+5/18-20)
Full Attack: 2 Claws +13 melee (1d6+5/18-20) and 1 Bite +8 melee (1d6+3/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake (1d6+5), Claws of Sharpness, Hissing Fit
Special Qualities: Dark Vision 60', Scamperer
Saves: Fort +9, Ref +12, Will +5
Abilities: Str 20, Dex 24, Con 18, Int 12, Wis 16, Cha 16
Skills: Balance +15, Bluff +9, Climb +15, Hide +14, Intimidate +6, Jump +15, Knowledge (Local, Religion) +4, Listen +10, Move Silently +14, Spot +10
Feats: Danger Sense, Improved Initiative, Weapon Finesse
Environment: Any (usually live in Temples)
Organization: Group (10-30)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"Abner! Lookit the size a' these cats!"

"Man our cousin would love this place."

"There a reason you two buttheads are sneaking in after hours?"

"Drunken bet."

"Yup."

"Y'know we're required to leave you in pieces if you try to take stuff or get out of line?"

"We just made a bet we could get into this room without being caught."

"Well then. Proceed. To the door out. That way."

The Temple Guardians of Mrrow are enormous man sized Siamese Cats. They may look cute and fluffy, but would be thieves who have survived their attentions will assure you this is an act. They can be pure evil in a jar according to most robbers. Granted this is coming from thieves....

Temple Guardian speak Common and one other local language.

Improved Grab (Ex): If the Temple Guardian successfully hits with a Claw Attack it can make an immediate Grapple Check as a Free Action without provoking an Attack of Opportunity.

Pounce (Ex): Temple Guardians may perform a Full Attack at the end of a Charge, including Rake attacks.

Rake (Ex): The Temple Guardian gains two Rake Attacks during Grapples (attack rolls and damage are same as Claw attacks).

Claws of Sharpness(Ex): The Temple Guardians Natural Attacks threaten a critical on an 18-20.

Hissing Fit (Ex): When making a Full attack you get two additional claw attacks at your Full BAB, yes this can be combined with Pounce.

Scamperer (Ex): You permanently have the effects of a Spider Climb spell in effect on your person. You may pass through Difficult Terrain at full speed. Once per hour you can move 10 times your normal speed when making a charge.

Skills: Temple Guardians get a +8 Racial Bonus to Balance, Climb, and Jump Checks, and may always take 10 on any of these Checks. They may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks. They also gain a +4 Racial Bonus to Hide,Listen, Move Silently, and Spot Checks.

Combat: Charge, hissing fit, grapple, maul with rakes. These are the things a Temple Guardians assault is made of.

grimbold
2010-07-04, 10:13 PM
i love cats next campaign im tottaly playing one of these bad boys, THIS IS GREAT,
THANKYOU FOR MAKING THE BEST CLASS EVER!

Owrtho
2010-07-04, 10:33 PM
Somewhat random, but I might suggest changing the name of the new Cat Burglar class as it isn't really much focused on being a burglar and then have the original one be the cat burglar. They'd still likely work together in guilds, but it would make more sense from a naming perspective as cat burglar implies some focus on stealth and/or theft, while you yourself said the latter version of the class was made upon noting that most people didn't want to play an über stealth kitty so much as a mini cuisinart. Just a thought.

Owrtho

Bhu
2010-07-05, 05:37 PM
i love cats next campaign im tottaly playing one of these bad boys, THIS IS GREAT,
THANKYOU FOR MAKING THE BEST CLASS EVER!

Always nice to meet a fellow cat fan :smallbiggrin:

Bhu
2010-07-05, 05:38 PM
Somewhat random, but I might suggest changing the name of the new Cat Burglar class as it isn't really much focused on being a burglar and then have the original one be the cat burglar. They'd still likely work together in guilds, but it would make more sense from a naming perspective as cat burglar implies some focus on stealth and/or theft, while you yourself said the latter version of the class was made upon noting that most people didn't want to play an über stealth kitty so much as a mini cuisinart. Just a thought.

Owrtho
You could do either with the new version depending on how you use the Kitty Bonus. Its still more of a Rogue style combatant than a Fighter (at least till I get some of the PrC's and odd stuff done).

Snowfire
2010-07-06, 06:02 PM
Just for the concept, this class is epic. And hilarious - but that's probably the point.

Anyway, just dropped this to say that the PDF link you give is throwing the following error at me.

"The file link that you requested is not valid. "

Please, fix the linky. I want this class soo bad.

Bhu
2010-07-07, 05:51 PM
The class got taken down by 4 shared due to a complaint. Apparently a mvoie company thought the name and concept was too close to a cartoon character they made recently. I can email it to you if you want.

Snowfire
2010-07-08, 03:32 AM
Please do, I'll pm you my e-mail address.

Debihuman
2010-07-08, 06:36 AM
What do you think of this image for the cat-elf?

http://images.elfwood.com/art/r/o/rochell16/cat_tongue.jpg

Debby

Snowfire
2010-07-08, 02:18 PM
Meow.

Sorry, had to be said regardless of the bad taste.

Very nice drawing.

Bhu
2010-07-08, 07:45 PM
What do you think of this image for the cat-elf?

http://images.elfwood.com/art/r/o/rochell16/cat_tongue.jpg

Debby

Nice. But who did it?

Debihuman
2010-07-08, 10:09 PM
I have no idea who the artist is. Hence I only linked to the image and didn't upload it here.

Debby

Bhu
2010-07-09, 09:10 PM
Got the cat Burglar Racial substitution levels for the Mows started. Im trying to think of as many options for them in humanoid form as the regular class gets in kitty form, but im coming up short for the moment

Ranger Mattos
2010-07-09, 10:35 PM
Cat Elves look nice :smallsmile:

Bhu
2010-07-12, 08:00 PM
Updated the Temple Guardians, still trying to think of stuff for the Mows.

Bhu
2010-07-14, 06:45 PM
Got the Temple Guardian done. If you like it as is I'll CR and move on.

Lord Loss
2010-07-15, 08:31 AM
The temple Guard seems well balanced...

Mind, I,ve no Idea what the CR would be...

Bhu
2010-07-16, 11:10 PM
Kewl. I'll have CR shortly. Anyone have any idea for extra human forms for the Mows racial sub levels?

Danzig
2010-07-18, 12:06 PM
I know the Feline Way is wayyy back about 5 pages, but I have to congratulate you on a job well done!

I don't know if you ever have read "The Cats of Ulthar" and "The Dream-Quest of Unknown Kadath" by H.P. Lovecraft, but the character I created is the reincarnated Prince of Ulthar, and the idea of a cat discipline is a perfect fit for a martial adept who is the prince of a domain heavily populated by cats.

At the risk of ripping off "Contact"...

"No words... Should have sent... A poet... So beautiful".

Bhu
2010-07-19, 10:57 PM
I do have the Cats from Saturn as a PrC...perhaps I should do an Ultharian Guild as rivals...

lord pringle
2010-07-21, 04:00 PM
Bhu are we twins? Because this class is so me.
Don't look if you are in the lands of un-life:
Could I have a cat burglars guild show up?

Bhu
2010-07-21, 07:33 PM
Bhu are we twins? Because this class is so me.
Don't look if you are in the lands of un-life:
Could I have a cat burglars guild show up?

be my guest. Lemme know how it turns out

lord pringle
2010-07-21, 07:57 PM
be my guest. Lemme know how it turns out

Thanks dude! Should the leader be named bhu...?

Bhu
2010-07-21, 08:06 PM
Thanks dude! Should the leader be named bhu...?

Fluffy would be appropriate :smallwink:

lord pringle
2010-07-21, 11:22 PM
Fluffy would be appropriate :smallwink:

HeHeHeHe
he'll be an foof lord:smallbiggrin:! srsly dood.

Bhu
2010-07-22, 11:35 PM
If no one objects to CR 7, it's time to start work on tidying up the Core Class and revising the PrC's to fit the new version.

lord pringle
2010-07-24, 11:50 PM
If no one objects to CR 7, it's time to start work on tidying up the Core Class and revising the PrC's to fit the new version.

7 looks good.

Kurtmuran
2010-07-25, 01:39 AM
there any cat same as monster hunter kittens?

Bhu
2010-07-25, 02:39 AM
do you mean the cat people? The catfolk are prolly closest in terms of looks.

Bhu
2010-07-25, 11:58 PM
THE ABOMINABLE SNOW KITTY

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

"Bob, I'd like to take this opportunity to lecture you on the perils of skiing naked down a mountain side while stone drunk."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches? Yeah that's you. Except your a 'lil kitty, and you also scare people away from the Guilds by pretending to be the fearsome Cat-faced Yeti.

BECOMING AN ABOMINABLE SNOW KITTY
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

ENTRY REQUIREMENTS
Class Features: Kitty Form (Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, L*nx Paws
Feats: Track
Skill Ranks: Knowledge (Nature) 4 Ranks, Survival 8 Ranks


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Large Cat Faced Yeti
2. +2 +3 +0 +0 Improved Scent
3. +3 +3 +1 +1 Cold Resistance 5
4. +4 +4 +1 +1 Dire Cat Faced Yeti
5. +5 +4 +1 +1 Uncanny Scent
6. +6 +5 +2 +2 Cold Resistance 10
7. +7 +5 +2 +2 Snow Swimmer
8. +8 +6 +2 +2 Unnatural Scent
9. +9 +6 +3 +3 Cold Resistance 15
10.+10 +7 +3 +3 Supah Cat Faced Yeti

Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Improved Yeti Form (Su): At 1st level you may now become a Large Cat Faced Yeti. You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier). You get 2 Claws and 1 Bite attack 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 10'.

At 4th level you may now become a Dire Cat Faced Yeti. You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (2d6 plus 1/2 Str Modifier). You get 2 Claws and 1 Bite attack 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 15'.

At 10th level you may now become a Supah Cat Faced Yeti. You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier). You get 1 Claw and 2 Bite 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 Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'.

Improved Scent (Ex): At 2nd level you gain the Improved Scent Feat.

Cold Resistance (Ex): At 3rd level you get Cold Resistance 5. This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 5th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): At 7th level you can move through snow and like a fish swims through water, and you can see through snow and ice up to 60'. Effectively it allows you to dive into a snowbank and pull out avalanche victims easily. You move at your normal land speed.

Unnatural Scent(Su): At 8th level you gain the Unnatural Scent Feat (see below).

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people. This gives you an important release, as the drunken schmucks you have to take crap from during the day are the same guys you make poop themselves in fear at night. Truly, yours is a rewarding job. And the best part is, no one suspects you of getting revenge by performing these little capers. It's always the evil "Cat Faced Yeti". Snickerlols.
Combat: Unless your in Yeti form avoid combat, you aren't optimized for it. Make sure to pimp out your Yeti form with some nice Grapple Feats tho. Hugging people to death is both fun and profitable.
Advancement: Your double life usually means you'll be kind of restricted in what you do. After all people will have all those expectations of you. The hero of the mountain. Their savior. The guys who's robbing them blind on the side.
Resources: You have the Guild of course. And as one of their frontline operatives you have more than the usual access to equipment because you'll need it to pull off all sorts of ruses. Plus since drunk people barf on you a lot you honestly think yu deserve the extra bling.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry. Unknown to all you are also charged with protecting the Guilds secret operations hidden in the mountains and double as the feared Cat-faced Yeti.
Daily Life: During the day you are a rescue operations kitty. You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc. After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
Notables: Little Samson (CG Male Human Cat Burglar 7/Abominable Snow Kitty 5) is the head rescue cat of his division, and well loved by the local populace. Big Snuggle (CN Human Female Cat Burglar 7/Abominable Snow Kitty 5) is the head Yeti. She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall. The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people. You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring.
Adaptation: This one might be adaptable to a non silly campaign, but...
Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by the local legend: A Cat Faced Yeti. It flees eventually but the player should be a little nervous as she can hear more of them...


Little Samson
CG Male Human Cat Burglar 7/Abominable Snow Kitty 5
Init +2 (+5 KF, +4 BC), Senses: Listen +, Spot +,
Languages Common
------------------------------------------------
AC , touch , flat-footed ()
AC (KF) , touch , flat-footed (+2 Size, +3 Dex, )
AC (BC) , touch , flat-footed (+1 Size, +2 Dex, )
AC (CFY) , touch , flat-footed (+2 Natural, )
AC (Large CFY) , touch , flat-footed (-1 Size, +3 Natural, )
AC (Dire CFY) , touch , flat-footed (-2 Size, +8 Natural, )
hp 59 (12 HD), 83 in Large CFY, 107 in Dire CFY
Fort +7 (+9 Large CFY, +11 Dire CFY), Ref +6 (+9 KF, +8 BC), Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +10, Grp +11 (+1 Kitty, +6 BC, +13 CFY, ++18 Large CFY, +24 Dire CFY)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Abilities (Kitty Form) Str 7, Dex 16, Con 12, Int 10, Wis 14, Cha 16
Abilities (Big Cat) Str 9, Dex 14, Con 12, Int 10, Wis 14, Cha 16
Abilities (CFY) Str 15, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Abilities (Large CFY) Str 17, Dex 10, Con 16, Int 10, Wis 14, Cha 16
Abilities (Dire CFY) Str 21, Dex 10, Con 20, Int 10, Wis 14, Cha 16
SQ Purr, Kitty Form (Big Cat, Cat Faced Yeti, Large Cat Faced Yeti, Dire Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, L*nx Paws), Cat Powah +3, Kitty Magic (Innocence, Mommie's Little Heating Pad), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Cold Resistance 5
Feats Alertness, Quick Reconnoiter,Track, Weapon Finesse, Yeteh Hug, Yeteh Squoosh, Improved Scent (B), Uncanny Scent (B)
Skills Balance +4, Bluff +15, Climb +5, Hide +8, Intimidate +7, Knowledge (Geography, Local, Nature) +4, Listen +14, Move Silently +8, Search +10, Spot +12, Survival +10, Swim +5, Tumble +4
Possessions

New Kitty Feats

Spookity Yeteh
Arooooooooooooooooooooooooooo....
Prerequisites: Large Yeti Form
Benefits: While in Large or Bigger Yeti Form you gain Frightening Presence. When you charge or attack all living opponents within 30' of you must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the Encounter.

Spreading the Legend
Don't go out there Bob. There's Yetis in them there hills.
Prerequisites: Large Yeti Form
Benefits: You may use the spell Major Image 3 times per day as a Supernatural Ability. You may only create images involving Cat Faced Yetis. For example you couldn't make an illusion of a fire by itself, but you could make an illusion of a Yeti starting one.

Yeteh Hug
"Rawr!"
Prerequisites: Large Yeti Form
Benefits: You now gain the Improved Grab ability when you successfully hit with a Claw Attack while in Large or bigger Cat Faced Yeti Form (See MM page 310 for Improved Grab details).

Yeteh Squoosh
"Dubba Rawr!"
Prerequisites: Large Yeti Form
Benefits: You now gain the Constrict ability when you successfully hit with a Claw Attack while in Large or bigger Cat Faced Yeti Form (See MM page 307 for Constrict details). Damage is double normal claw damage plus double Str Modifier.


EPIC ABOMINABLE SNOW KITTY

Hit Die: d8
Skills Points at Each Level : 4 + int
Cold Resistance At level 22 and every 3 levels thereafter the Abominable Snow Kitties Cold Resistance increases by 5.
Improved Cat-Faced Yet Form At level 23 you gain Epic Cat Faced Yeti Form. You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d8 plus Str Modifier), and a Secondary Bite Attack (4d6 plus 1/2 Str Modifier). You get 1 Claw and 2 Bite attacks with a Full Attack Action. Your stats are modified as follows: +18 Str, +18 Con, and you gain a +18 Natural Armor Bonus. You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are 16 times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 3 levels higher than 20th

DracoDei
2010-07-26, 09:13 AM
The guys whose robbing them blind on the side.
Should be "who's" I believe.

Sir Shadow
2010-07-27, 09:44 PM
didn't you... already do an abominable snow kitty?

Bhu
2010-07-30, 11:46 PM
didn't you... already do an abominable snow kitty?

Yes I did do one for the older version of the class. Since I changed the class I need to add revised PrC's that work with the new class. Fortunately it should be easier as I already have the fluff and such done :smallbiggrin:

Also, updated kitteh again. It just needs an example NPC and the New Kitty Feasts and its on to the next one.

Bhu
2010-08-02, 12:57 AM
Okay all thats left is teh example NPC so I guess I can get a head start on the next one:


AKANEKO CLAN

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

"The samurai killed your family? Yeah we can get revenge. It'll cost ya, but since you've touched our hearts we'll let you pay in installments."

The Akaneko (“Red Cat”) Ninja clan has devoted itself to revenge by arson. And sometimes extortion via the threat of arson. And sometimes they just burn stuff cause it makes them giggle. Darn cats.

BECOMING AN AKANEKO
The Akaneko normally begin as fire obsessed Ninjas with a level or so in Cat Burglar. The cat disguise makes it easier to get around guards looking for bad guys.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Blinding Flash (See Dragon magazine 354, page 86, it's a Ninja variant class ability), Enhanced Kitty Form (Spidercat), Kitty Magic (Bouncies)
Skills: Balance 4 ranks, Craft (Alchemy) 4 ranks, Disable Device 4 ranks, Open Lock 4 ranks
Feats: Nimble Fingers, Skill Focus: Craft (Alchemy)
Saving Throws: Base Reflex Save +6
Special: Must be born to or sponsored by a member of the Akaneko Ninja Clan


Class Skills
The Akaneko's class skills (and the key ability for each skill) are Balance, Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Fire Flash, Ki Power
2. +1 +0 +3 +0 Fire Resistance 5
3. +2 +1 +3 +1 Fiery Craftsman +2
4. +3 +1 +4 +1 Fire Flash
5. +3 +1 +4 +1 Fire Resistance 10
6. +4 +2 +5 +2 Fiery Craftsman +4
7. +5 +2 +5 +2 Fire Flash
8. +6 +2 +6 +2 Fire Resistance 15
9. +6 +3 +6 +3 Fiery Craftsman +6
10.+7 +3 +7 +3 Red Cat

Weapon Proficiencies: Akaneko gain no new armor or weapon proficiencies

Ki Power: Your Akaneko and Ninja levels stack for purposes of determining how many times per day you may use your Ki Power.

Fire Flash (Su): At 1st level the Akaneko can expend 1 daily use of his Ki Power to seemingly explode in a burst of fire and light. This does 2d6 fire damage in a 10' area centered on the Akaneko, and all victims in this range must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be blinded for 1d6 rounds. Anything flammable must make a save or catch on fire. The Akaneko is immune to this effect.

At 4th level your fire flash damage and the area of the explosion is enhanced. You may either do 6d6 fire damage in a 10' area, or 4d6 fire damage in a 20' area (choose when using this power).

At 7th level this increases to 8d6 fire damage in a 20' area.

Fire Resistance (Ex): The Akaneko gains Fire Resistance 5 at level 2, and this increases to 10 at level 5, and increases again to 15 at level 8.

Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs. He may create these items despite not technically being a spellcaster. At 6th level the bonus increases to +4. At 9th level the bonus increases to +6.

Red Cat (Su): At 10th level you may change into Fiery Kitty Form. While in Fiery Kitty Form you become an Elemental with the Fire subtype. You get an additional +2 to Dexterity, Immunity to Fire, Dark Vision 60', a +3 natural Armor Bonus to AC, and all your Natural Weapons do an additional 1d4 fire damage and the opponent must make a Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or catch fire and burn for 1d4 rounds (does 1d4 damage per round). This is still considered Kitty Form for purposes of Feats/effects.

PLAYING AN AKANEKO
Akaneko's are skilled specialists. You are part of a tradition going back a long time. A very hated tradition, but a tradition nonetheless. You can take some pride in perfecting a difficult skill. Just don't act too proud when you get caught by the Lynch mob.
Combat: You are not a fighter. You get in, do the job, and get out. Other people do fighting, that isn't your profession. You set fire to flammable entities and laugh maniacally while screaming "Burn, baby, burn!"
Advancement: Concentrate on stealth, because you definitely don't want to be caught. Not by anyone. And make sure you have something to effect your escape if you do get caught. Cause your headed for the gallows if they catch you. Assuming they have a fireproof gallows. Otherwise they just cut your head off.
Resources: The Akaneko's have their clan to rely on unless they reaaally screw up bad in a public way. Arsonists tend to be pretty hated when most buildings are made of wood, and fire is hard to put out. Sometimes they simply have to go on the run if they get caught.

AKANEKO’S IN THE WORLD
"Sudo-san, I'd like to discuss the insurance policy on my business..."
The Akaneko seem like ordinary merchants until someone needs something burned down. But beyond their day job they don't really interact with people much at all.
Daily Life: The Akaneko's spend their time scrounging for the necessary materials for their trade while awaiting business. They also have regular jobs, usually fireworks makers or chemists or such.
Notables: Daizu Fukuhara (CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4) is a local fireworks salesman who subsidizes his business in the off seasons by gaining revenge for the peasantry via arson. Enko Takamatsu (CE Female Human Cat Burglar 3/Ninja 5/Akaneko 4) became an Akaneko because it was the family business, but mostly to gain revenge on the Emperor for killing her grandfather.
Organizations: The Akaneko's themselves are a Ninja Clan, so they pretty much are an organization.

NPC Reaction
NPC's dislike the Akaneko's by reputation. The fires they set often do unintended collateral damage and cause deaths and needless harm.

AKANEKO’S IN THE GAME
Arson is a pretty twitchy revenge method for a comedy campaign, but arson can be used for other things like insurance scams. Putting an insurance scam in a feudal oriental setting outta mess with the PC's.
Adaptation: This class assumes that your campaign is at least mildly mean in that there are people willing to hire arsonists often enough that one can make a living at it.
Encounters: PC's usually be hired to find how who is committing arson in a district when they meet an Akaneko, or blunder into them performing the act.

Sample Encounter
EL 12: The PC's are sleeping when one is awoken by a small cat that leaps on his bed. The cat politely asks the PC's to leave town and never come back. When the PC declines the cat explodes into flame, setting the hotel room on fire. Damn spontaneously combusting local housecats...

And then there's the "mysterious accident" at the fireworks show...

And their horses suddenly exploding...


Daizu Fukuhara
CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4
Init +2 (+5 KF), Senses: Listen +6, Spot +6,
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Kitty Form x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 54 (12 HD)
Fort +4, Ref +13 (+16 KF), Will +5
Trapfinding
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 Kitty Form)
Atk Options Ki Power 12/day, Blinding Flash, Sudden Strike +3d6, Poison Use, Fire Flash (6d6/4d6)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 16
Abilities (KF) Str 3, Dex 20
SQ Kitty Form, Enhanced Kitty Form (Spidercat), Kitty Magic (Bouncies), Purr, Feline Empathy, Cat Powah (+3), Great Leap, Fiery Craftsman +2, Fire Resistance +5
Feats Dodge, Jibba Jabba, Nekochan, Nimble Fingers, Skill Focus: Craft (Alchemy), Weapon Finesse
Skills Balance +8 (+10 KF), Craft (Alchemy) +15, Disable Device +8, Escape Artist +6 (+8 KF), Gather Information +6, Hide +10 (+22 KF), Jump +3 (+0 KF), Knowledge (Local, Royalty) +4, Listen +6, Move Silently +10 (+13 KF), Open Lock +10, Search +4, Sense Motive +6, Spot +6, Tumble +10 (+13 KF), Use Magic Device +11
Possessions



EPIC AKANEKO

Hit Die: d6
Skills Points at Each Level : 6 + int
Ki Power Your Ki Power continues to increase with one additional daily use per level.
Fire Flash At level 21 and every 3 levels thereafter your Fire Flash does an additional +2d6.
Fire Resistance At level 22 and every 3 levels thereafter your Fire Resistance continues to increase by +5.
Fiery Craftsman At level 23 and every 3 levels thereafter your Bonus continues to increase by +2.
Bonus Feats: The Epic Akaneko gains a Bonus Feat every 4 levels higher than 20th.

Lix Lorn
2010-08-02, 10:18 AM
...I LIKE. So far.

Bhu
2010-08-05, 12:44 AM
ARISTOCAT

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

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

"Princess. Wake up."

"Snuggles? Are you really talking?"

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

"YEAH!"

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

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

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

BECOMING AN ARISTOCAT
Aristocats begin as nobles of whatever class, and then become Cat Burglars.

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


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

Hit Dice: d6


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

Weapon Proficiencies: Aristocats gain no new weapon proficiencies.

Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'. The Bonus is +2 at level 1, +4 at level 4, and +6 at level 7. The range increases to 60' at level 4, and 90' at level 7.

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

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

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

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed). Along with their evil minions. And perhaps their evil pets as well. Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
Combat: You only fight when you have to, and always as part of a team. Stealth and misdirection are more important than brute force. Plus if things go bad you have meat shields. Always important them meat shields. Never go anywhere without them.
Advancement: Theoretically if your revolution is successful you could replace the government. Otherwise you may have to settle for heading the Guild, or dying in jail.
Resources: Being former nobility there are always distant relatives you can call upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member). This is assuming of course all your relatives aren't blocked from taking the throne by your existence placing you in line ahead of them.

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

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

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

Sample Encounter
EL 12: The PC's have been hired to smuggle a fancy cat out of the country because for some reason the various nobles squabbling over the throne want it because it was the Princesses favorite pet, and they hope to use it to lure her out of hiding to murder her quietly. But there are two cats when they arrive for the pickup...


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +6, Spot +6
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC (KF) x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC (KiF) x, touch x, flat-footed x (+4 Size, +6 Dex, )
hp 43 hp (12 HD)
Fort +3, Ref +11 (+14 KF, +15 KiF), Will +10
Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF, -10 KiF)
Atk Options Inspire +4
Combat Gear
-----------------------------------------------
Abilities Str 9, Dex 14, Con 10, Int 12, Wis 14, Cha 16
Abilities(KF) Str 3, Dex 20
Abilities(KiF) Str 2, Dex 22
SQ Intrigue +4, Improved Leadership +4, Purr, Feline Empathy, Cat Powah (+3), Kitty Form (Kitten Form), Enhanced Kitty Form (Cute Kitty), Kitty Magic (Innocence, I Wuv U), Burglaring (Uncanny Dodge)
Feats Cattitude, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +8, Balance +6, Bluff +15, Climb +3, Diplomacy +15, Disable Device +5, Disguise +7, Forgery +5, Gather Information +15, Hide +6, Jump +3, Knowledge (History, Local, Nobility) +5, Listen +6, Move Silently +6, Open Lock +6, Search +5, Sense Motive +14, Spot +6, Survival +6, Tumble +6, Use Magic Device +11
Possessions



EPIC ARISTOCAT

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

Lix Lorn
2010-08-05, 09:47 AM
Why do you not have a disney picture for that class? XD

Snowfire
2010-08-05, 06:53 PM
*laughs*

I agree with Lix :smalltongue:

Liking it so far and I absolutely love the Akaneko pic :smallbiggrin:

Firefirefire!

Bhu
2010-08-05, 11:00 PM
Why do you not have a disney picture for that class? XD

Disney has lawyers.

mean lawyers.


with knives....

lord pringle
2010-08-07, 09:31 AM
Disney has lawyers.

mean lawyers.


with knives....

but
http://disney-clipart.com/aristocats/kittens/Aristocat-Marie2.jpg
it is worth it.

Sir Shadow
2010-08-07, 12:41 PM
Mmmm... it doesn't really fit the theme or fluff of the class actually...

Lix Lorn
2010-08-07, 03:37 PM
The picture is from a film called the Aristocats.
So Yeah.

Sir Shadow
2010-08-07, 08:36 PM
except... the animal in question is an ordinary pampered feline... not a noble saved from an unjust death and trained to take over the thrown of a country by a pack of cat-based thieves.

Lix Lorn
2010-08-08, 09:04 AM
Ah, but she COULD have been.

Bhu
2010-08-08, 09:28 PM
But the current one looks so kewl with his furry robe and lil kitty scepter :smallsmile:

Sir Shadow
2010-08-09, 01:10 PM
Aristocats was a terrible movie anyways...

Lix Lorn
2010-08-09, 03:34 PM
Aristocats was a terrible movie anyways...
SHUN THE NONBELIEVER, CHAAAARLIE!

Bhu
2010-08-11, 01:12 AM
Should I revise the Aristocats abilities while I have the chance now? As I recall it wasnt one of the more enthusiastically received PrC's originally...

Sir Shadow
2010-08-11, 09:09 AM
The original Aristocat is a very nice class, it's just that it's main focus is leadership and providing bonuses for allies, which aren't usually very popular classes.

In short: it doesn't shoot lazers out of its eyes or blow **** up so that's why it wasn't wildly received.

However, as far as class concept, it is probably my favorite PrC. I mean, you're a noble child that was saved by cat thieves? awesome.

Bhu
2010-08-12, 12:52 AM
well with that praise I guess I can do the next kitteh :smallbiggrin:

BAD KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/black-cat-moon.jpg

"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want. Screw being subtle like those other cats. Why spend all that time sneaking about when you can just make them void their bowel, and then snatch the bling while they try to cover their embarrassment.

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

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


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

Hit Dice: d8

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

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

Hexbalde's Curse: Your bad Kitty levels stack with your Hexblade Levels for purposes of your Hexblade's Curse DC.

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

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

At 7th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be. This means just about anywhere at night, or in dark areas during the day. Any source of bright light (such as a torch) whose range you are in negates this effect.

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

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

At 8th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

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

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

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

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

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

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

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you. Being confused with the Breathsuckers occasionally doesn't help. But your also a butthead, so lets face it you wouldn't be terribly popular anyway.

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

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


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +2 (+5 KF), Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC x, touch x, flat-footed x (+2 Size, +2 Dex, )
hp 70 (12 HD)
Fort +7, Ref +7 (+10 KF), Will +10
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Hexblade's Curse 6/day (Swift Action, Save DC is 22), Boo (Fear, Eyebite), Don't Cross My Path (1 Year)
Combat Gear
Spells Known 1st (DC 15, 1/day): Protection from Good/Law
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 18
Abilities (KF) Str 3, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+4), Kitty Magic (Innocence, Let Sleeping Kitties Lie), Dark Companion, Armored Mage (Medium), Black Cat (Shadow Merge)
Feats Ability Focus (Curse), Black Cat, Empower Curse, Extra Curse, Jibba Jabba, Weapon Finesse, Spell Penetration (B) (Curse Feats are from Dragon Magazine 339)
Skills Bluff +6, Climb +3, Hide +6, Intimidate +12, Knowledge (Arcana) +4, Listen +5, Move Silently +6, Spellcraft +4, Spot +5
Possessions




EPIC BAD KITTY

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


Litter Box Curse
"FRAAAAAAAP!"
Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week. Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode. Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse. If you have Greater Hexblade's Curse this increases the Penalty to -2/-4. Once you get the Dire Hexblade's Curse this increases to -4/-6.


LOLCurse
MWUHAHA!
Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability. Once you get Greater Hexblade's Curse the Save DC fro this ability is +2 (+4 once you get Dire Hexblade's Curse).


Allergy Curse
"ACHOOO!!!"
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats. They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave. Remove Curse will dispel this effect. Once you get Greater Hexblade's Curse the Save DC is 17 (19 once you get Dire Hexblade's Curse).


Scratching Post
Cats know you mean trouble...
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him. Nothing will convince them to befriend him unless they are magically forced to. Remove Curse will dispel this effect. If you have the Greater Hexblade's Curse the Bonus is +6 (+8 if you have the Dire Hexblade's Curse).


Cross Not the Kitteh
"Toldja not to cross me pinky."
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: You may expend one daily use of your Hexblade's Curse Feat to create a path as you move this turn. Each square you step on this turn is magically booby trapped invisibly for a number of rounds equal to your Charisma Modifier. Anyone stepping on or through one of these squares must make a Willpower Save (Same DC as normal Hexblade's Curse), or lose any Luck Bonuses they may have. If you have a Greater Hexblade's Curse they lose all Luck Bonuses they currently have as well as being unable to gain any Luck Bonuses from any other source until their curse ends (and the path is now 'trapped' for a number of hours equal to your Charisma Modifier). If you have the Dire Hexblade's Curse you can negate any one type of Bonus, not just Luck (and the path remains trapped for 24 hours). Once the path has successfully curse someone it is safe to walk through again.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
Prerequisites: Kitty Form, Hexblade's Curse
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, beautiful women of any species except his own find your victim incredibly sexy. The further removed from your own species they are, the worse it is. For example if you are a human, a Frost Giant woman might take no for an answer. If you have been confronted with a female Aboleth however, there's trouble ahead. Your Charisma based skills have a -2 Penalty (-4 if you have Greater Hexblade's Curse, -6 if you have Dire Hexblade's Curse) against all women not of your species as they don't view you as intelligent or worthwhile, just doable. Until they bed you their alignment is effectively Neutral Evil as they will consider any act to get you. This effect is permanent until removed by Remove Curse or a similar spell. Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339. The Hexblade here is using the creators suggested fixes. http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?p ost_id=332210466#332210466

Sir Shadow
2010-08-12, 05:50 PM
If you wanted to make the Aristocat better, I'd say just increase the range of Inspire. Giving it full BAB wouldn't be a terrible idea either since it lacks any full-offensive class abilities.

Bhu
2010-08-13, 01:18 AM
If you wanted to make the Aristocat better, I'd say just increase the range of Inspire. Giving it full BAB wouldn't be a terrible idea either since it lacks any full-offensive class abilities.

I extended the range :smallsmile:

Norr
2010-08-13, 10:05 AM
Before you use the 'Interspecies atractiveness' curse, you should make sure your target isn't into that kind of thing first. Otherwise the target might ask you to renew it.
Of course, that gives you a whole new kind of leverage AND blackmail material.

Bhu
2010-08-15, 03:34 AM
The Bad Kitty and it's Feats are revised

BEAR WRASSLER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BearWrassler2.jpg

"Heeeeeere bearsie bearsie bearsie..."

Not all Cat Burglars Guilds are purely urban. Some disguise themselves as traveling actors or circuses. The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters. He's also cheap muscle for the Guild. You wrestle bears and other animals for the public's amusement (usually an Awakened Animal who is your partner).

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class. Or at least certain anger management issues. It helps being friends with a bear too.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Rage, Kitty Magic (A Cat's Ego)
Feats: Tomcat, Improved Grapple
Skills: Perform (Wrasslin) 6 Ranks


Bear Wrassler Skills
The Bear Wrassler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8

BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Let's Wrassle! (+4)
2. +2 +3 +3 +0 Wrasslin Feat
3. +3 +3 +3 +1 Mah Momma Knew How To Snuggle
4. +4 +4 +4 +1 Let's Wrasle! (+6)
5. +5 +4 +4 +1 Wrasslin Feat
6. +6 +5 +5 +2 Mah Daddy Was The MAN!
7. +7 +5 +5 +2 Wrasslin Feat
8. +8 +6 +6 +2 Let's Wrassle! (+8)
9. +9 +6 +6 +3 Wrasslin Feat
10.+10 +7 +7 +3 Mah Grandaddy Was Part Chupacabra

Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Let's Wrassle(Ex): At first level you get a +4 Competence Bonus to all Grapple checks. This increases to +6 at level 4, and to +8 at level 8.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, 7th, and 9th levels: Baatorian Basher, Calico Bomb, Cheetah Rage, Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Dropping the Big Yak, Eberronian Pomegranate Masacree, Faerunian Eel Lock, Fold/Spindle/Mutilate, Glom, Improved Initiative, Improved Trip, Leopard Rage, Lion Rage, Mexican Hairless Jamboree, No One Escapes the Monkey Lock, Prone Attack, Siamese Thunder Buster, Stop Hitting Yourself, Tabby Twister, The Dutch Oven Hold, The Flying Snuggle Attack, The Plastic Surgery Face Hold, The Pudding Hold, Tiger Rage, Touch of the Yeti

Mah Momma Knew How To Snuggle(Ex): You are taught the many small secret holds of your profession. The Ankle Cracker, the Stomach Lock, the Pooping Spleen. Call the attack what you will, it's darned effective. Whenever you successfully Pin an opponent in a grapple, you do +1d10 damage per round the Pin is maintained.. If you roll a 20 on the opposed Grapple check your opponent is also Sickened for 1d4 rounds. This attack can only be made against living creatures who have a discernable anatomy.

Mah Daddy Was The MAN!(Ex): You are taught the secret throws and takedowns of your profession. The Grovenian Troutbuster, the Tiger Suplex, the Halfback Brain Squishie. Whatever it is, and however you do it, after the maneuver is performed both you and your opponent are prone, and he's the worse for wear. To do this you must make a successful Grapple check. They take 2d6 damage plus your Strength modifier, and you are both prone. If you succeed by 10 or more on the grapple check he is also Stunned 1d3 rounds and you still maintain the Grapple after the attack is made.

Mah Grandaddy Was Part Chupacabra (Su): You add your Charisma modifier to all grapple checks, and to all damage rolls made by grapple attacks as an untyped Bonus.

PLAYING A BEAR WRASSLER
Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin' will decide to get uppity). At the appropriate level you may wish to take the Leadership Feat so you can have an Awakened Bear Cohort.....Or maybe you'll wish to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin' interview in style..
Combat: Your a grapple monkey pure and simple. You find a target, latch on, and do some damage. If you have the Bear Cohort you even get to double team (cheatin' is good!).
Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely. After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own. When traveling you can rely on your brother Bear Wrasslers (or fans) to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
Most people believe your a magical carnival animal that performs tricks and wrestles larger creatures for their amusement. The unlucky few who owe your Guild money know what the backside of your paw looks like though.
Daily Life: You spend your days performing tricks for the rubes, and your nights beating the more unfortunate ones senseless. You also party as hard as a poor carny can.
Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit. She has wowed many an audience of late, and may compete in the World Championship Kitty Wrasslin' circuit this year.
Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals. They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe. On the other hand you're loved by the crowds. You may even have a small measure of fame.
BEAR WRASSLERS IN THE GAME
Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name. Other than that you shouldn't be too disruptive to add to a campaign.
Adaptation: Personally I think this class is a little more out there than the others. This is definitely a humor campaign only.
Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
EL 12: The PC's are stunned watching a small cat apparently wrestling a black bear into submission. They're even more stunned when a carny hands the party rogue a paper saying "Pay Big John the money you owe him, or tonight the cat comes for you".


Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +3, Spot +4, Low Light Vision
Languages Common, Gnome
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch 10, flat-footed 19 (-2 Rage, +2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC KF Raging x, touch x, flat-footed x (-2 Rage, +2 Size, +5 Dex, )
+4 Dodge Bonus against Giants
AC KiF x, touch x, flat-footed x (+4 Size, +6 Dex, )
AC KiF Raging x, touch x, flat-footed x (-2 Rage, +4 Size, +6 Dex, )
+4 Dodge Bonus against Giants
hp 63 hp (12 HD), 87 hp Rage
Fort +11 (+13 Raging), Ref +11 (+14 KF, +15 KF), Will +4 (+6 Raging)
+2 on Saves vs Illusions, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee
Base Atk +11, Grp +18 (+15 KF, +14 KiF, additional +2 during Rage)
Atk Options +1 on Attack rolls vs Kobolds/Goblinoids, Rage 2/day, Let's Wrassle +4, Mah Momma Knew How to Snuggle, Mah Daddy Was the Man
Combat Gear
Spell-Like Abilities Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals 1/day, Caster Level 1st
-----------------------------------------------
Abilities Str 13 (17 Rage), Dex 14, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities KF Str 7 (11 Rage), Dex 20
Abilities KiF Str 5 (9 Rage), Dex 22
SQ Purr, Kitty Form (Kitten Form), Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Fast Movement
Feats Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike, Tomcat, Clever Wrestling (B), Close Quarters Fighting (B)
Skills Balance +6, Bluff +7, Climb +5, Craft (Alchemy) +1, Hide +6, Intimidate +7, Jump +5, Listen +3, Move Silently +6, Perform (Wrasslin) +9, Spot +4, Survival +4, Tumble +6, Use Magic Device +7
Possessions



Trademark Feats

No One Escapes the Monkey Lock! (Trademark)
It is unwise to grapple you....
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

Fold, Spindle, Mutilate (Trademark)
Your finishing maneuver is incredibly gruesome..
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: When using your Mah Momma Knew How to Snuggle attack, your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or take 1 point of Constitution damage. This is a Supernatural ability.

The Flying Snuggle Attack (Trademark)
Banzai!!
Prerequisites: Mah Momma Knew How to Snuggle, Glom
Benefits: When you perform a Grapple after a Bull Rush or Charge, you get a cumulative +1 bonus to the Grapple check for each 5' you traveled. This allows you to make a Grapple Attack at the end of a Charge as well.

The Plastic Surgery Face Hold (Trademark)
Not in the face!!!!!!!!!!!!
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: You wrap yourself around your victims face blinding him. When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Blinded for as long as you maintain the hold. This is a Supernatural ability.

The Dutch Oven Hold (Trademark)
Bad Kitty!!!!!!!!!!
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifier) or be Sickened for as long as you maintain the hold. This is a Supernatural ability.


Touch of the Yeti (Trademark)
Soooooo cooold....
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Cold damage instead of physical. This is a Supernatural ability.

Faerunian Eel Lock (Trademark)
It's quite shocking....
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Electricity damage instead of physical. This is a Supernatural ability.

The Pudding Hold (Trademark)
Eeeeewwwwww...
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Acid damage instead of physical. This is a Supernatural ability.

Tabby Twister (Trademark)
He's gonna walk with a limp from now on...
Prerequisites: Mah Daddy Was the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or his movement is halved for 1 day. This is a supernatural ability. A Heal or Regeneration Spell or similar magic will cure this immediately.

Calico Bomb (Trademark)
Is his neck supposed to be at that angle???
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Dexterity Damage as well. This is a Supernatural ability.

Mexican Hairless Jamboree (Trademark)
Nothing says fear like a hairless cat wearing a Luchadore mask performing this maneuver...
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack you may move your opponent to any square bordering the one you are in, and he is Stunned 1 additional round.

Dropping the Big Yak (Trademark)
Ow....
Prerequisites: Mah Daddy is the Man, Defensive Throw
Benefits: If your foe charges you and you may attempt a grapple check as a free action without provoking an attack of opportunity. If successful you may use your Mah Daddy Was the Man class feature. In addition to the regular damage he also takes +1d6 damage for each Size Class he is bigger than you. You get to do this before he attacks, and he loses his attack this round.

Eberronian Pomegranate Masacree (Trademark)
Hope he didn't need to use that brain...
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Intelligence Damage as well. This is a Supernatural ability.

Baatorian Basher (Trademark)
He's on fire!!!
Prerequisites:Any 2 other Trademark Feats
Benefits: When using your Mah Daddy is the Man attack it does Fire damage instead of physical. This is a Supernatural ability.

Siamese Thunder Buster (Trademark)
Darn those Siamese...
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Daddy is the Man attack it does Sonic damage instead of physical. This is a Supernatural ability.

Glom
It's easier to grab people when you barrel into them...
Prerequisites: Improved Bull Rush, Improved Grapple
Benefits: If you make a successful Bull Rush attack you may immediately make a Grapple check as a free action without provoking an attack of opportunity. Your grapple check gets a +2 Competence Bonus for every 5 feet you push your opponent back.


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each Level : 4 + int
Let's Wrassle The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-08-16, 08:30 PM
http://www.youtube.com/watch?v=hMDhyDFqtz8

omg I think I found my avatar!

Bhu
2010-08-18, 02:53 AM
Bear wrassler fully revised:

BIG KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bigkitty2.jpg

"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas. Very rural areas. Or zoos. You'd be surprised how many of them are on open display, right in front of people.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche, and a great deal of them are the leaders of less conventional Guilds.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Bigger Cat Form), Kitty Magic (Innocence, Paw at the Door), Enhanced Kitty Form (Strong Kitty Form)
Feats: Cattitude, Improved Toughness
Skills: Intimidate 4 Ranks, Knowledge (Local) 6 ranks


Class Skills
The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

BAB Fort Ref Will Abilities
1. +0 +2 +0 +0 Kitty Form (Dire Kitty)
2. +1 +3 +0 +0 Multiattack
3. +2 +3 +1 +1 Pounce
4. +2 +4 +1 +1 Enhanced Kitty Form (Big Boned)
5. +3 +4 +1 +1 Improved Multiattack
6. +4 +5 +2 +2 Improved Grab
7. +5 +5 +2 +2 Mighty Roar
8. +5 +6 +2 +2 Kitty Form (Housecat)
9. +6 +6 +3 +3 Rake
10.+7 +7 +3 +3 Fat Cat

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

Kitty Form (Su): At 1st level you gain Dire Kitty Form (see Cat Burglar Base Class).

At 4th level you gain a new Enhanced Kitty Form called Big Boned. You now gain the Powerful Build ability while in Kitty Form, as well as a +2 Circumstance Bonus to Grapple Checks.

At 7th level you gain Housecat Form (see Cat Burglar Base Class).

Multiattack : At 2nd level you gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : At 5th level you gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): At 6th level if you successfully hit with your claw or bite attack in Kitty Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity. If you succeed you may do your bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : At 7th level you gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): At 9th level when you successfully Grapple or Pounce you gain two secondary Rake attacks. Damage is the same as your claw attack.

Fat Cat (Ex): At 10th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth). You now also have the Powerful Build ability all the time, not just in Kitty Form.


PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy. And the craziest rich people want the most exotic pets. That's where you come in. Abnormally large housecat's (or just wild cats) are fairly exotic. And crazies tend to like cats anyway... And so you as leader of a powerful criminal organization find yourself on display as "Baby Foo Foo". Tragic.
Combat: Try to set yourself up as a Charge and Grapple machine to take advantage of your eventual size and abilities. You've got plenty of weight, learn to throw it about.
Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open. Many don't have the patience for the second option.
Resources: As usual you have the Cat Burglar Guilds to rely upon. In fact many Big Kitties are the heads of some Guilds. So you get first choice of bling!

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all. You are the pampered pet/prisoner of some noble. Unless you head your organization, in which case you have a lot of teeny cats dropping by...
Daily Life: Your daily life isn't all that different from most Cat Burglars. However since you have more of a likelihood of being caged you have more urge to destroy things than usual...
Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo. He uses it as his headquarters. It's a small guild, but he hopes to expand it by seducing the wealthy visitors to the zoo. Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo. The Guild lets him out when they need people to be disappeared.
Organizations: Big Kitties usually take the Leadership Feat. They need a little extra help to pull off the impersonation of a caged lion and make it look good.

NPC Reaction
NPC's are generally stupified by you. You have fools who think your some sort of monster on the one hand, and people who assume your just a big kitten on the other. But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in good standing with the common man. Now if it were just easier to smuggle out.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare. Regular cats are in far more demand as pets, so only Guilds based in a Nobleman's private zoo or in rural areas usually have them.
Adaptation: This one is pretty silly. Probably only good for equally silly campaigns.
Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo. One of which is a very large cat. Which winks at you. And then the teeny cats around his cage mosey over. And one of them sits down a slip of paper. It begins with "Why hello thar". Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+8 KF, +7 BC, +5 BiC/DK), Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex,)
AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
AC BiC x, touch x, flat-footed x (+1 Dex, +2 Natural, )
AC DK x, touch x, flat-footed x (+1 Dex, +3 Natural, )
hp 61 hp (12 HD), 95 as DK
Fort +7 (+9 DK), Ref +7 (+10 KF, +9 BC, +7BiC/DK), Will +3
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +11 (+5 KF, +9 BC, +16 BiC, +21 DK)
Atk Options Pounce
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Abilities KF Str 10, Dex 18
Abilities BC Str 12, Dex 16
Abilities BiC Str 22, Dex 12
Abilities DK Str 24, Dex 12, Con 17
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat, Bigger Cat, Dire Kitty), Kitty Magic (Innocence, Paw at the Door), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Enhanced Kitty Form (Big-Boned, Mean Kitty, Strong Kitty)
Feats Big Cat on the Block, Big Paw, Cattitude, Improved Initiative, Improved Toughness, Leadership, Improved Multiattack (B), Multiattack (B)
Skills Bluff +11, Climb +5, Diplomacy +7, Gather Information +7, Hide +5, Intimidate +12, Jump +7, Knowledge (Local, Nobility) +5, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +4, Tumble +5, Use Magic Device +6
Possessions



EPIC BIG KITTY

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

Big Paw
You are adept at smooshing those smaller than you.
Prerequisites: Dire Kitty Form
Benefits: You gain a cumulative +1 bonus to attack and damage rolls for each Size Class smaller than you your opponent is.

Smite Mousie
Hehehehehehehe
Prerequisites: Big Paw
Benefits: 3 times per day you can Smite any creature smaller than you are. You gain a Bonus to attack and damage rolls equal to your Charisma Modifier. You must declare you are using the Smite before rolling.

Big Cat on the Block
"You talkin' to me??"
Prerequisites: Dire Kitty Form
Benefits: You do not take Size penalties to AC or attack rolls in Dire Kitty Form (or any larger Kitty Form).

Lix Lorn
2010-08-18, 09:32 AM
That's adorably badass. XD

DracoDei
2010-08-18, 12:29 PM
Should Glom be a (Trademark) feat?

Bhu
2010-08-19, 12:58 AM
Trademark Feats are sort of like Finishing Moves in Pro Wrasslin'. Glom could be one, but I wanted it to be a more general use Feat.

Owrtho
2010-08-19, 03:16 AM
I like the Bad Kitty, but still think it should have an affect similar to:

As a standard action you may expend one of your daily uses of your Hexblades Curse to make it unlucky for those who's path you cross. Until the beginning of your next turn, anyone who enters a square you moved through during this round is affected by your Hexblades Curse.

Then possibly have it improve to last longer.
Why did it take me so long to notice Bad Kitty was up?
Owrtho

DracoDei
2010-08-19, 09:38 AM
I like the Bad Kitty, but still think it should have an affect similar to:

As a standard action you may expend one of your daily uses of your Hexblades Curse to make it unlucky for those who's path you cross. Until the beginning of your next turn, anyone who enters a square you moved through during this round is affected by your Hexblades Curse.

Then possibly have it improve to last longer.
I concur, but I think you have the mechanics backwards at least for the original superstition. It was based, on the cat bringing the Devil's influence into your course through life, thus cutting you of from communion (the relationship, not the thing with the wine and the bread) with God... or something like that. Anyway, it should be you moving through a square they moved through within the last round(I think).

Owrtho
2010-08-19, 02:39 PM
Actually with the original superstition it has to do with the cat cutting you off, rather than it going where you've been. Something along the lines of that you're moving toward god, so when the cat cuts across in front of you' it's cutting you off with the devil's influence, and then you either need to find a way to move around where it went (possibly going a fair bit out of your way) to avoid it or suffer the bad luck that will befall you.

Owrtho

Bhu
2010-08-20, 01:11 AM
So what would this curses penalty be?

Owrtho
2010-08-20, 01:32 AM
Would be your normal curse, or any variant you have. Disadvantage is people can avoid it. Advantage is you can get more than one person.

Owrtho

Bhu
2010-08-20, 01:48 AM
let me think about it I need to work out the Feats abilities in my head

Big Kitty is done. Since it received more changes than the others I await feedback on it.

Sir Shadow
2010-08-20, 10:46 AM
Mmm... It's ok. I'm not sure if it's written down somewhere, but can Enhanced Kitty Forms be applied to any kitty form?

Norr
2010-08-20, 10:50 AM
I think the Big Kitty looks good, it can easily become the party wrassler instead of that confused monk.

Also, I keep having this vision of a 'normal' zoo in a big city with a lion or tiger and monkeys and stuff. Thing is the entire zoo, keepers included, are a catburglar guild, leaning heavily towards the Critter PrC with a few Big Kitties. The keepers just stay humanoid during opening hours.

After the zoo closes for the day it's the citys thieves guild, boosted by the proceeds of its cover business.

Regarding the Bad Kitty, I like the idea of a 'Don't cross my path' component to the general 'Don't cross me' attitude. If timed right, a stealthy hexblade (heck, they're all but invisible in poor lighting) could really mess up a massed group of pursuers, alternately set up their allies for a good bull-rush.

Bhu
2010-08-21, 01:47 AM
Bad Kitty has a new Curse Feat you should check out


BREATHSUCKER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/breathsucker2.jpg

"Yeah I killed your baby. You keep saying that like it's a bad thing. He poos everywhere. Everywhere. You should thank me."

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

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

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


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

Hit Dice: d4

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

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

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

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

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

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

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

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

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

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

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

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+4 KF), Senses: Listen +x, Spot +x
Languages Common
------------------------------------------------
AC x, touch x, flat-footed (+1 Dex, )
AC KF 24, touch 18, flat-footed 21 (+2 Size, +4 Dex, )
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Abilities KF Str 2, Dex 18
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2
Feats Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Evil, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Concentration +8, Craft (Alchemy) +10, Diplomacy +8, Disable Device +8, Gather Information +8, Hide +8, Intimidate +8, Knowledge (Local, Nobility) +8, Knowledge (Arcana) +8, Move Silently +8, Open Lock +8, Search +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions

EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each Level : 6 + int
Spells The Breathsuckers caster level continues to increase but he does not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 3 levels higher than 20th.

Sir Shadow
2010-08-21, 11:01 AM
Um... there is no such thing as a spell focus (evil) feat.

DracoDei
2010-08-21, 12:24 PM
"Interspecies Attractiveness" Should probably allow the ones who would become attracted to the person a save... for one thing, otherwise a real sicko could maybe use it on themselves to vamp their way through some adventures and for another, certain parties might find it... problematic to RP enough even if it DOES have a save for the secondary targets. Believe me, I have played in some very mixed species parties (wereskunk, werelion, half-dragon, elf, human, and a silver dragon as a major NPC).

Bhu
2010-08-21, 12:56 PM
Um... there is no such thing as a spell focus (evil) feat.

It's in COmplete Divine

Dencero
2010-08-21, 07:15 PM
Okay, I see this thing up every saturday and it keeps confusing me. I like some of the things in here and I do laugh, but is this GitP's form of Caturday or something? I feel like I'm back at 4chan. >.>

Bhu
2010-08-21, 09:52 PM
Actually I post to it every day (or evry other day). At least until I finish the revision and the project is done.

Sir Shadow
2010-08-21, 10:42 PM
um... what? this is nothing like 4chan. These are real classes.

Bhu
2010-08-21, 11:38 PM
BURLAP GUILD MEMBER

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/my-dragon-cat.jpg

"You keep this up and I'll tell daddy on you."

The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar. It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on. It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies). The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization. Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

BECOMING A BURLAP GUILD MEMBER
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars. You're really sort of born into the Guild more than becoming a member of it.

ENTRY REQUIREMENTS
Feats: Dragon Kitty
Class Abilities: Breath Weapon, Kitty Form
Feats: Dragon Kitty, Dragontouched
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
Special: Must have been born into the Guild. They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle. Snobbish yes, but it works.


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 Hisssss, Spit
2. +1 +3 +3 +0 Family Inheritance
3. +1 +3 +3 +1 Tuffer Than the Average Kitteh
4. +2 +4 +4 +1 Hisssss
5. +2 +4 +4 +1 Family Inheritance
6. +3 +5 +5 +2 Tuffer Than the Average Kitteh
7. +3 +5 +5 +2 Hisssss
8. +4 +6 +6 +2 Family Inheritance
9. +4 +6 +6 +3 Tuffer Than the Average Kitteh
10.+5 +7 +7 +3 Death From Above

Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.

Hisssss (Su): You are particularly intimidating in Kitty Form for some reason. When hissing or yowling at someone within 30' that person must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds if you are in Kitty Form.

At 4th level when using this ability it affects all living things in 45', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you charge. Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day. At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon. At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter. At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3. This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average). The Wings may be hidden or not at your option. Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
You are teh awesomes, and you know it. Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally. Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting. Now if only you can find a way to exploit this...
Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon. Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully. And if that doesn't work they fire people up and run for the hills (assuming Dad lives in the hills).
Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament. Plus they have to hide what they're up to from mom and dad occasionally. Parents can be so disapproving when you intend to rob a powerful crime lord just for weekend giggles.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats. Cats all over the place in that dragon bar..."
Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all. They tend to be mildly famous in human form just because of their name. As kitties they have blessed anonymity though.
Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame. Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls. So it ain't all bad. At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Dragon, and spends much of his time trying to seduce the local women. Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject). She cares not for Roland.
Organizations: The Burlap Guild is an organization. It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
NPC's assume you're a cat till you spew fire or acid or some such. At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
This PrC kind of implies it's members are famous, or at least their parents are. Which may be a headache for some DM's.
Adaptation: This is definitely a silly campaign PrC. Dragon bars don't exactly scream seriousness.
Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there. Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl. When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other. Then they notice the PC's. Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +x, Senses: Listen +x, Spot +x
Languages Common, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+x)
hp x (12 HD)
Fort +x, Ref +x, Will +x
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +x, Grp +x
Atk Options
Combat Gear
Invocations
-----------------------------------------------
Abilities Str x, Dex x, Con x, Int x, Wis x, Cha x
SQ
Feats
Skills
Possessions



EPIC BURLAP GUILD MEMBER

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

Lix Lorn
2010-08-22, 08:31 AM
....I love you. Marry me.
I think that gives me about four partners on this forum...
Still.

DracoDei
2010-08-22, 10:48 AM
That picture for the redone Burlap Guild Member is PURRFECT.

Who knew that long ear-hair could be badass?

Bhu
2010-08-22, 01:05 PM
....I love you. Marry me.
I think that gives me about four partners on this forum...
Still.

:smallbiggrin: I'm prolly a lil too old for you...

Lix Lorn
2010-08-22, 01:53 PM
:smallbiggrin: I'm prolly a lil too old for you...
You made CAT-DRAGONS. I don't care unless you're over forty, and even then you have a chance.

Bhu
2010-08-23, 02:51 AM
By startling chance I turn 39 next month. Alas I am not as pretty as my avatar.

Besides what would the harem say? :smallwink:

Sir Shadow
2010-08-23, 08:49 AM
*pokes* Bhu, you're so ooooold! you're like my dad's age :P

Lix Lorn
2010-08-23, 01:00 PM
39 is young enough for me when you're awesome enough to make cat dragons.
And the harem is irrelevant. I've already married at least one person on this forum.

Bhu
2010-08-23, 11:44 PM
So Raz won't punish me by sending a frothing horde? :smallsmile:

Oh and remind me guys when this page starts to get full I gotta start a new page and link to it as the new thread.

Lix Lorn
2010-08-24, 05:56 PM
Hey, if my actual boyfriend lets me have a harem, no member of that harem is allowed to stop me marrying. Again. XP

Sure, i'll remind you!

Cieyrin
2010-08-24, 06:05 PM
Oh and remind me guys when this page starts to get full I gotta start a new page and link to it as the new thread.

You're right up next to the thread page limit as-is, so you may want to consider setting up the new thread now rather than later.

Bhu
2010-08-25, 12:31 AM
http://www.giantitp.com/forums/showthread.php?p=9218230#post9218230

New thread is now up!

I would like at this point to thank all the posters who have given feedback and help thus far, especially Debby, Sir Shadow and Norr for their help with the pdf file (which will be returning soon)!

Roland St. Jude
2010-08-25, 09:13 AM
Sheriff of Moddingham: This thread has reached the 50 page mark and is being retired for technical reasons. Please check out the new thread linked above.