PDA

View Full Version : Cat Fans Unite and PEACH



Pages : [1] 2 3 4 5 6

Bhu
2008-04-03, 01:25 AM
There's this odd little class idea I had a way back that mushroomed into something bigger on the wizards class board. Im doing a second version of it there now. Both versions have fans, so I intend to keep going on with the work on them. Since the base class and such is pretty much done I could use some PEACHing on the supplemental stuff like the dozen or so PrC's I've made for it. Which is why I'm here :smallbiggrin:

I'll start off by posting the first version and some of the stuff that goes with it, and see how you all like.


Cat Burglar

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

”Meow!”

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

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded. Many have become adventurers, scouts, and people of a thiefly
persuasion. There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

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

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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trapfinding, Purr, Kitty Form (Small), +1d6 Sneak Attack
2. +1 +0 +3 +0 Evasion
3. +2 +1 +3 +1 Kitty Form (Tiny)
4. +3 +1 +4 +1 Uncanny Dodge
5. +3 +1 +4 +1 Kitty Form (Diminutive)
6. +4 +2 +5 +2 +2d6 Sneak Attack
7. +5 +2 +5 +2 Kitty Form (SR vs Alignment/Shapechanger Detection)
8. +6 +2 +6 +2 Improved Uncanny Dodge
9. +6 +3 +6 +3 Kitty Form (Luck Bonus to AC)
10. +7 +3 +7 +3 +3d6 Sneak Attack
11. +8 +3 +7 +3 Kitty Form (Improved Evasion)
12. +9 +4 +8 +4 Bonus Feat
13. +9 +4 +8 +4 Kitty Form (Defensive Roll), Kitty Feat
14. +10 +4 +9 +4 +4d6 Sneak Attack
15. +11 +5 +9 +5 Kitty Form (Swift Paws)
16. +12 +5 +10 +5 Bonus Feat
17. +12 +5 +10 +5 Kitty Form (SR vs Charms/Compulsions)
18. +13 +6 +11 +6 +5d6 Sneak Attack
19. +14 +6 +11 +6 Kitty Form (SR vs Polymorph)
20. +15 +6 +12 +6 True Kitty, Bonus Feat

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

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

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

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

At third level you can assume the form of a Tiny Cat (which covers most breeds of housecats). Your claws only do 1d2 and your bite 1d3. Stats are +6 Dex, -6 Str. Minimum Strength is 3.

At fifth level you may assume the form of a Diminutive Cat (i.e. kittens). Your claws only do 1 point and your bite 1d2. Stats are +8 Dex, -8 Str. Minimum Strength is 2.

At 7th level you gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger. If the spell can’t get through your spell resistance you show up as Neutral. This only works while you are in Kitty Form.

At 9th level gain a Luck Bonus to your Armor Class equal to your Charisma modifier while in Kitty Form.

At 11th level you get Improved Evasion (see PHB page 51), while in Kitty Form.

At 13th level you get Defensive Roll (see PHB page 51), while in Kitty Form.

At 15th level you gain Swift Paws. If your opponent is flat footed and you are in Kitty Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

At 17th level your Spell Resistance extends to Charms and Compulsions.

At 19th level your Spell Resistance extends to Polymorph and similar spells that would involunarily change your form.

Sneak Attack(Ex): See PHB, page 50.

Evasion (Ex): See PHB, page 50.

Uncanny Dodge (Ex): See PHB, page 50.

Improved Uncanny Dodge (Ex): See PHB, page 50.

Bonus Feat: At 12th, 16th, and 20th level the Cat Burglar gains a Bonus Feat.

Kitty Feats: At 10th, 13th, 16th, an 19th level you may choose a Bonus Feat from the following list: A Cat Always Lands On His Feet, Acrobatic, Acrobatic Strike, Advanced Softee Paw Kung Fu, Agile, Alertness, Alley Cat, Anklebiter, ...And Persons Aren't Much Better, Black Cat, Blindfight, Brachiation, Close Quarters Fighting, Combat Acrobat, Combat Expertise, Confound the Big Folk, Cunning Evasion, Danger Sense, Daring Fuzzball, Dash, Deadly Defense, Distracting Attack, Dive for Cover, Dodge, Dogs Are Retarded, Elusive Target, Fleet of Foot, Fwuffy, Giant Bane, Hear the Unseen, Hey! Hey Over Here!, Hissing Fury, Improved Diversion, Improved Initiative, Improved Trip, I Must Shout My Love From The Fencepost Wall, I Wuv U, Jibba Jabba, Keen-Eared Scout, Kitty Wuvs Dwagon, Lazor Kitteh, Leap of the Heavens, Let Sleeping Kitties Lie, Lick Your Wounds, Lightning Reflexes, Lolcat, Lynx Paws, Melee Evasion, Mobility, Mommie's Little Heating Pad, Mouser, Nekochan, Pouncies, Purrsnuggles, Pwease, Quick Reconnoiter, Run, Self-Sufficient, Scramble, Shadow Striker, Softee Paw Kung Fu, Spookity Glowing Eyes of Doom, Spring Attack, Stealthy, Super Scamper Powers, Tomcat, Track, Underfoot Combat, Wolf Pack.

True Kitty: At 20th level you become immune to any spell you formerly had Spell Resistance to, and gain the Shapechanger subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

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

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

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

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



Epic Cat Burglar

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

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Kitty Form: The Epic Cat Burglars Luck Bonus to Armor Class improves by one at every odd numbered level.

Bonus Feats: The Epic Cat Burglar gains an additional Bonus Feat every 4th level after level 20 (i.e. level 24, level 28, etc).


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).




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

Perfect Kitty (Su): When in Kitty Form you do not gain the usual Circumstance Bonus to Move Silently chacks, and may choose one of the following skills instead: Bluff, Search, Sense Motive, or Survival. In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class.



AWAKENED CAT RACIAL SUBSTITUTION LEVELS
Level 1, 3, 5: Replace Kitty Form with Kitty Form (Feats)

Kitty Form (Su): Instead of variant sized Kitty Forms at levels 1, 3 and 5 the Awakened Cat gets a permanent inherent +1 Bonus to Dexterity or Charisma. It also immediately qualifies for any PrC or Feat requiring Kitty Form (Small, Tiny, or Diminutive). In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class. Awakened Cats also gain a Bonus Kitty Feat at 1st level.



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.

Bhu
2008-04-03, 01:33 AM
Kitty Feats

A Cat Alway Lands On His Feet
After falling out of trees a lot you have ensured it will not happen again.
Prerequisites: Jump 4 Ranks, Kitty Form.
Benefits: As a supernatural ability you may cast the spell Feather Fall 3 times per day. Your caster level is equal to half your Cat Burglar Level.

Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'.
Prerequisites: Softee Paw Kung Fu
Benefits: You may use your Charisma modifier instead of your Wisdom modifier for the Monk's AC Bonus and any abilities that normally use Wisdom (Stunning Fist, Quivering Palm) now use Cha for the Save DC.

Alley Cat
Your brother Rogues have taught you where to bite so it hurts the most…….
Prerequisites: +2 BAB, Kitty Form
Benefits: You gain Sneak Attack +1d6. This Feat may be taken multiple times, increasing your Sneak Attack damage by +1d6 each time. This stacks with any Sneak Attack damage you may have from class levels in Cat Burglar. The extra Sneak Attack Dice from this Feat are only available while in Kitty Form.

Always Underfoot
Somehow you always seem to be underfoot..
Prerequisites: Improved Trip, Bluff 4 Ranks
Benefits: You do not suffer size penalties to trip attacks. While in Kitty Form you may attempt to trip people and make it look accidental. Whenever you make a trip attack your victim can make a Sense Motive roll against your Bluff (you get a +4 Circumstance bonus to the roll). If he fails, he honestly believed 'kitty just wanted some attention'. You can only do this once per encounter (otherwise your pushing your luck).

Black Cat
You have studied hard to gain the Black Cat’s mythical ability of bad Luck.
Prerequisites: Hexblade’s Curse, Kitty Form.
Benefits: Your Hexblade and Cat Burglar levels stack for purposes of determining your size in Kitty Form. For example a 1st level hexblade/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Hexblade and Cat Burglar levels also stack for purposes of determing the Save DC or your Hexblade’s Curse ability and the number of times per day it may be used.

Bouncies
Your good at jumping, even for a cat.
Prerequisites: Kitty Form, Jump 4 Ranks.
Benefits: You may cast the spell Jump 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Fwuffy
Some people think it's because your fur is extra foofy....
Prerequisites: Kitty Form
Benefits: You may cast the spell Endure Elements once per day as a Supernatural ability while in Kitty Form. However it only protects against cold, not heat. Caster Level is considered to be half your Cat Burglar level.

Hep Meeee!
You may summon your furry brethren in time of need.
Prerequisites: Cat Burglar Level 6
Benefits: Once per day in Kitty Form you may let out a loud meow for help, summoning a swarm of kitties to help you. Effectively you cast Summon Swarm (use the stats for a Rat Swarm without the diseased attack). You may also direct the Swarm as you wish unlike the spell. Caster level is equal to half your Cat Burglar levels. This is a Supernatural ability.

Hissing Fury
You have practiced the intimidating kitty hiss into an art form.
Prerequisites: Kitty Form
Benefits: You may cast the spell Cause Fear 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

I Wuv U
You are expert in the ways of charming others.
Prerequisites: Diplomacy 4 Ranks, Kitty Form
Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day. This opponent is affected as by a Charm Person spell. Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a Supernatural ability, can only be used in Kitty Form.

Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form.
Prerequisites: Kitty Form
Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components. You also gain a +2 Circumstance Bonus on Intimdate checks the first time you met someone and use this ability. You can speak like a cat verbally, but lack the pheromones and body language in humanoid form (so cats must make a DC 12 Wisdom check to understand you).

Kitty Wuvs Dwagon
You are Truly an expert in the ways of charming others.
Prerequisites: I Wuv U Feat, Diplomacy 12 Ranks
Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day. This opponent is affected as by a Charm Monster spell. Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a supernatural ability, can only be used in Kitty Form.

Lazor Kitteh
"Watch me shoot that skwirl."
Prerequisites: Eldritch Blast, Kitty Form
Benefits: Your Warlock and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Warlock/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast. You may use Incantations while in Kitty Form as well.

Lick Your Wounds
Popular urban myth has it that cat saliva has healing abilities...
Prerequisites: Purrsnuggles Feat
Benefits: Once per day you may cast either Cure Serious Wounds or Remove Disease (you do not have to choose which at the beginning of the day) by licking your wounds. This is a Supernatural abiility only available in Kitty Form, caster level is equal to half your Cat Burglar Levels.

Lolcat
"I has a flavor."
Prerequisites: Jesters Performance, Kitty Form
Benefits: Your Jester and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Jester/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Jester levels also stack for purposes of determining what abilities you can use with your Jesters Performance (if you also have the appropriate Perform Ranks).

Mommie's Little Heating Pad
Your fur is definitely extra foofy.....
Prerequisites: Kitty Form, Fwuffy
Benefits: Once you use your Fwuffy Feat, anyone coming in contact with you gains the benefits of the spell as long as they remain in contact with you. You are popular on wilderness expeditions.

Mouser
Running down mice has helped keep you fit, and developed an attack strategy even.
Prerequisites: Skirmish, Kitty Form
Benefits: Your Scout and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Scout/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Scout and Cat Burglar levels also stack for purposes of determining your Skirmish Damage and Armor Class bonus.


Nekochan
Lo you have partied with the ninja.
Prerequisites: Ghost Step, Kitty Form
Benefits: Your Ninja and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Ninja/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Ninja levels also stack for purposes of the number of times per day you can use your Ki Power and determining your AC Bonus.

Pouncies!
You spend much time flinging yourself through the air at people...
Prerequisites: Kitty Form, Spring Attack
Benefits: Whenever you do a charge in Kitty Form you may make a Full attack, including Rakes if you have them.

Practiced Kitty
You spend much time perfecting the arts of the Kitty.
Prerequisites: Any 3 other Kitty Feats, Cat Burglar Level 12
Benefits: Your caster level for the supernatural abilities you gain from your Kitty Feats is now equal to your effective character level.

Purrsnuggles
You may heal others with the power of the Purr!
Prerequisites: Heal 4 Ranks, Kitty Form.
Benefits: By touching someone and purring you may heal 1 point of damage per round that they have taken. The maximum points of damage you can heal is equal to your Charisma modifier. This is a Supernatural ability only available in Kitty Form, and can be done 3 times per day

Pwease
You are an expert beggar, and enhance your skills with your magic.
Prerequisites: I Wuv U Feat, Cat Burglar Level 9
Benefits: As a standard action you may may look plaintively into someones eyes and meow up to 3 times per day. They must make a Willpower Save (DC: 10 plus 1/2 your Cat Burglar level, plus your Charisma Bonus) or hand you whatever they are currently holding. Once you scamper away they get another Willpower Save each round (with a cumulative +1 bonus for each failed save) to realize what they have done. Some Cat Burglars use it to beg for food. Others are..more sneaky. This is a Supernatural Ability and can only be used in Kitty Form. This is a mind affecting effect.

Schrodingers Kitty
You are an expert at avoiding your owners during vet day.
Prerequisites: Cat Burglar Level 9
Benefits: Once per day while in Kitty Form you may cast Dimension Door as a Supernatural Ability. Caster Level is equal to half your Cat Burglar levels.

Softee Paw Kung Fu
For a time you hid out in a monastery where they thought you were just an Awakened Cat on the run. Or perhaps you were a Monk to begin with and you survived the destruction of your temple by hiding out as a cat.
Prerequisites: Improved Unarmed Strike, Kitty Form.
Benefits: Your Monk and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Monk/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Monk and Cat Burglar levels also stack for determining your Unarmed Strike Damage and AC Bonus.

In addition you may multiclass freely between Monk and Cat Burglar, and do not need to be Lawful to retain your Monk abilities (perhaps you studied with the Chaos Monks listed in Dragon Magazine).

Spookity Glowing Eyes of Dooom
Your eyes shine during the day too sometimes...
Prerequisites: Hissing Fury
Benefits: You may cast the spell Scare 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Super Scamper Powers
You spend a lot of time running away from people for some reason...
Prerequisites: Dash or Run, Kitty Form.
Benefits: As a supernatural ability you may cast the spell Expeditious Retreat 3 times per day. Your caster level is equal to half your Cat Burglar Level.

Tomcat
You am one baaaaaad kitty.
Prerequisites: Rage, Kitty Form.
Benefits: Your Barbarian and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Barbarian/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Barbarian and Cat Burglar levels also stack for purposes of determining how many times per day you can rage.

In addition you do not suffer size penalties to Grapple checks



Pixie Kitty
Your mom was fond of the Pixies......
Prerequisites:Fey Heritage ( in Complete Mage), Cat Burglar Level 6
Benefits: You may assume the form of a Fine Cat when using kitty form. Your bite does 1 point of damage (your claws do no damage, your stuck with the bite only when doing a Full Attack). Stats are +10 Dex, -10 Str (minimum 1 Str). And you have the cutest little Deely-Bobber antennaes. You have a +2 circumstance bonus on all Diplomacy checks in this form.

Monkey Gone to Heaven
You can become invisimable.
Prerequisites: Cat Burglar Level 12, Pixie Kitty
Benefits: As a Supernatural ability you may cast Greater Invisibility while in Kitty Form a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar Levels.

Subbacultcha
:dancin: You can make the little kitties dance! :dancin:
Prerequisites: Cat Burglar Level 18, Monkey Gone to Heaven
Benefits: As Supernatural Ability you may Cast Otto's Irresistible Dance a number of times per day equal to your Charisma modifier. Caster Level is equal ot half your Cat Burglar Levels.

Little Devil
Your mom was fond of Fiends
Prerequisites: Fiendish Heritage ( in Complete Mage), Cat Burglar Level 6
Benefits: You can assume the form of a Debbil Kitty (i.e. you gain little horns in Kitty Form if you wish). While in Debbil Kitty Form you gain a +4 Circumstance bonus on Intimidate checks.

I...AM...BAT KITTY!
God help us all you can fly now
Prerequisites:Cat Burglar Level 12, Little Devil
Benefits: While in Debbil Kitty form you have little batlike wings that let you Fly 40 ft with Good Maneverability.

Asmodeus Was Mah Daddy!
No wonder you were always so misbehaved...
Prerequisites: Cat Burglar Level 18
Benefits: While in Debbil Kitty Form you can cast Unholy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability. Caster Level is equal to half your Cat Burglar Levels.

Little Angel
Your mom was fond of Solars...
Prerequisites: Purrsnuggles, Cat Burglar Level 6
Benefits: You can assume the form of an Angel Kitty (i.e. you gain a little halo in Kitty Form if you wish). While in Angel Kitty Form all spells you cast from the Healing subschool heal +2 points of damage.

Whenever a Bell Rings
Little Kitties get their wings.
Prerequisites: Cat Burglar Level 12
Benefits: While in Angel Kitty form you have little feathered wings that let you Fly 40 ft with Good Maneverability.

Holy Aura
You glow with the force of a thousand fireflies (snicker)
Prerequisites: Cat Burglar Level 18
Benefits: While in Angel Kitty Form you can cast Holy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability. Caster Level is equal to half your Cat Burglar Levels.

Cabbit
Your momma done something wrong son...
Prerequisites: Bouncies, Cat Burglar Level 6
Benefits: Instead of a cat you become a Cabbit in Kitty Form (the differences are cosmetic only). You may always take 10 on a Jump check, even if endangered or distracted.

Supah Boing!
You are better at jumping than some Kangaroos
Prerequisites: Cat Burglar Level 12, Cabbit
Benefits: Your Jump DC's are not doubled if you don't have a running start, and your maximum height isn't limited by your Size Class.

Ear Radar
Whats that sound?
Prerequisites: Cat Burglar Level 18
Benefits: You gain Blindsight 90'. If you are deafend this ability does not work.

Dragon Kitty
Your mom worked at the Burlap Throat-Wattle, the worlds most infamous Dragon's only bar...
Prerequisites:Spookity Glowing Eyes of Dooom, Cat Burglar Level 6
Benefits: You are immune to Fear and morale effects.

Tuff Kitty
You have inherited your dad's inherant tuffness.
Prerequisites: Cat Burglar Level 12, Dragon Kitty
Benefits: While in Kitty form you may cast the spell Draconic Might as a Supernatural ability a number of times per day equal to your Charisma modifier. You may cast it upon yourself only. Caster level is equal to half your Cat Burglar level.

Surprise
You have inherited Dad's "angry voice"
Prerequisites: Cat Burglar Level 18, Tuff Kitty
Benefits: While in Kitty form you may cast the spell Greater Shout as a Supernatural ability a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar level.

Sabre Toof
You are descended from the great imperial line of sabre toothed housecats. What, we thought it sounded good....
Prerequisites: Improved Natural Attack (Bite), Cat Burglar Level 9
Benefits: You may assume Sabre Toof Kitty Form a number of times per day equal to your Charisma modifier. You are a Medium size class cat with no changes in stats. Your claws do 1d4, and your Bite does 1d8 because of the Improved Natural Attack. You also gain a +2 Natural Armor Bonus to Armor Class. Unlike your other Kitty Forms your Bite is the primary natural attack, and your claws are secondary.

Cruncha Muncha
Whaddya mean I'm not supposed to kill livestock? What did I take the Sabre Toof Feat for then?
Prerequisites: Cat Burglar Level 18
Benefits: You may assume Sabre Toof Kitty Form at will instead of several times per day per day. When charging your Bite does 2d8 plus double your Strength bonus.

Hep Meee! II: The Sequel
Your friends from before have grown up now.
Prerequisites:Hep Meeee!, Cat Burglar Level 12
Benefits: Once per day you can summon 1d3 Celestial Dire Lions. This is the same as Summon Monster VII, except it's a Supernatural ability, and can only be used in Kitty Form. Caster level is equal to half Cat Burglar levels.

They were mean to me Daddy! :(
Uh oh...
Prerequisites:Hep Meeee! II: The Sequel, Cat Burglar Level 18
Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day. You may only use it to summon a Leonal. Caster level is equal to half Cat Burglar levels.

Eat My Dander
You may release a cloud of cat hair at will....
Prerequisites: Cat Burglar Level 6
Benefits: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

HAHAHAHA!!
Your dander cloud is particularly effective when used as part of a grapple..
Prerequisites: Cat Burglar Level 12, Eat My Dander
Benefits: You may use your Dander attack twice per day. It may be used in place of doing damage in a grapple check. The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

You Are My New Best Friend
You have become adept at realizing who is most vulnerable to your dander attack.
Prerequisites: Cat Burglar Level 18, HAHAHAHA!!
Benefits: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save. You don't know what his Save is, just that he has the lowest.

Swingin' Jungle Kitty
You are the truth behind the legend of....the cat faced monkey!
Prerequisites:Brachiation (in Complete Adventurer), Cat Burglar Level 6
Benefits:You may assume the Form of a Cat Faced Monkey if you wish. The stats are the same as your Kitty Form, but instead of finding the skill checks mentioned under Kitty Form impossible you merely have a -2 penalty.

AHAHAHAH!!
You are the king of the cat faced monkeys!
Prerequisites: Cat Burglar Level 12, Swingin' Jungle Kitty
Benefits: You take no skill penalties while in Cat Faced Monkey form. You also get a +2 Competence Bonus on Jump checks.

Alpha Monkey
You are a big cat faced monkey! You are a Cat Faced Baboon!
Prerequisites: Cat Burglar Level 18
Benefits: While in Cat Faced Monkey Form you may cast the spell Tensers Transformation a number of times per day equal to your Charisma modifer. Caster Level is equal to half your Cat Burglar levels.

Cattitude
I reject your reality, and substitute my own!
Prerequisites: Cat Burglar Level 6
Benefits: Once per day you may reroll one Saving Throw in Kitty Form.

Bad Cattitude
Of course his efforts have failed. He's a Paladin, I'm a kitty. It was foreordained.
Prerequisites: Cat Burglar Level 12, Cattitude
Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once. You only get one reroll attempt per save.

O I Dare U
Just try removing me from this kitchen pan.
Prerequisites: Cat Burglar Level 18, Bad Cattitude
Benefits: You may reroll any roll, not just Saving Throws. You still only get one reroll attempt for every roll though.


Anklebiter
You are well adjusted to attacking from below
Prerequisites: Kitty Form (Tiny)
Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square. But not in this case. You're a special kitty who breaks that rule due to training. You do not provoke an AoO from entering an opponents square.


Daring Fuzzball
You protect the innocent. Especially if the innocent are hawt and like the kittehs.
Prerequisites: Grace +1, Kitty Form.
Benefits: Your Swashbuckler and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Swashbuckler/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.


I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
Prerequisites: Bardic Music, Kitty Form.
Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

Hey! Hey Over Here!!
Look at the funny kitty!
Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
Benefits: By indulging in silly catlike tomfoolery such as chasing balls, or batting at moths you may captivate people. Effectively you may cast Hypnotism 3 times per day as a Supernatural ability while in Kitty Form. Caster level is half your Cat Burglar Level.

Let Sleeping Kitties Lie
Your so kyoooot when you sleep.
Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
Benefits: While asleep you are protected by a Sanctuary spell. This is a Supernatural ability, Caster Level is half your Cat Burglar levels.
more to come


Dogs Are Retarded...
Guard dogs are useless against you.
Prerequisites: Kitty Form, Move Silently 4 Ranks
Benefits: You may cast Invisibility 3 times per day as a Supernatural ability, however it only works on opponents with an intelligence of 2 or less. Caster level is equal to half your Cat Burglar level.


...And Persons Aren't Much Better
Guard persons too..
Prerequisites: Dogs Are Retarded
Benefits: Your invisibility now works against all opponents.


lynx paws
Prerequisites: Kitty Form, Fwuffy
Benefit: While in kitty form, you take no movement penalties for moving through snow or ice terrains, even magically created ones (such as from sleet storm). (Originally by Chemus of the Wizards forum).

I got looks and brains
Prerequisites: Kitty Form, Able to manifest second level powers
Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Wilder/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

Cheetah Rage
You run with the fury of the wind. Or some crap like that.
Prerequisites: Rage, Kitty Form.
Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Leopard Rage
You have sharpened your claws for the daily fun...
Prerequisites: Rage, Kitty Form, BAB +4
Benefits: While using your Rage in Kitty Form your Natural attacks are +1 to hit and +2 to damage.

Lion's Rage
You become extra foofy while raging..
Prerequisites: Rage, Kitty Form, Cha 15+
Benefits: While raging and in Kitty Form you gain a +2 circumstance bonus when using any special attacks using your Charisma modifier for their DC (i.e. Kiai Shout and such).

Stop Hitting Yourself
People Leave you alone for good reason.
Prerequisites: Tiger Rage
Benefits: When grappling an opponent 2 size classes or more larger than you (i.e. your hanging onto a limb), and he makes a weapon strike to dislodge you, you can dodge it with a successful Reflex Save, and he takes the damage instead. DC of the Reflex Save is equal to 10 plus half the opponents level (or hit dice) plus his Strength modifier (or Dex modifier if he's using weapon finesse). By using this Feat you immediately end the Grapple.

Tigers Rage
People Leave you alone for good reason.
Prerequisites: Rage, Kitty Form, Str 13+
Benefits: While using Rage in Kitty Form you gain a +3 Enhancement bonus to all grapple checks, and you may grapple an opponent of any size. If that opponent is 2 or more Size classes larger than you he may use any size weapon to attack you to get you to release the grapple.


Epic Kitty Feats


Epic Alley Cat
Even the humans realize Tinpan alley belongs to you.
Prerequisites: Alley Cat
Benefits:


Epic Angel
You are the worlds most perfectest widdle angel ever.
Prerequisites: Holy Aura
Benefits:


Epic Black Cat
People definitely avoid crossing your path now.
Prerequisites: Black Cat
Benefits:

Epic Boing
You never worry about falling again.
Prerequisites: A Cat Always Lands on His Feet, Bouncies
Benefits:

Epic Cabbit
Buuuunniiiiiiieeeessss...
Prerequisites:Ear Radar
Benefits:



Epic Cat Faced Monkey
You are now a Cat faced Mandrill...
Prerequisites: Alpha Monkey
Benefits:



Epic Cattitude
"You will give unto me...a salmon. Roasted. Of the highest quality."
Prerequisites: Oh I Dare U
Benefits:



Epic Dander
You are a shedding fiend...
Prerequisites: You are My New Best Friend
Benefits:


Epic Devil
"Wasn't me that stole Mrs. Jacksons pig. Nope. Nope. mm-mm"
Prerequisites: Asmodeus Was Mah Daddy
Benefits:


Epic Dragon Kitty
"Why do I have the sudden urge to kidnap Princesses?"
Prerequisites: Surprise
Benefits:



Epic Flatten
"Nobody gets up from the Masshinator! Nobody!"
Prerequisites: Any 2 Trademark Feats requiring Mah Daddy Was the Man as a Prerequisite.
Benefits:



Epic Fury
You hiss with the fury of a Thousand Kitties.
Prerequisites: Spoookity Glowing Eyes of Doom
Benefits:



Epic Fwuffy
You are the warmest lil kitty ever.
Prerequisites: Mommie's Little Heating Pad
Benefits:


Epic Java
"HAHAHAHAHAHAHAHAHAHAHAH!!!!!!!! WHATDOYOUMEANIMSCARINGPEOPLE?"
Prerequisites:
Benefits:


Epic Lazor Kitteh
"Eye lasers make fishing ever so much easier."
Prerequisites: Lazor Kitteh
Benefits:



Epic LOLcat
"Leave or I will spit a second hairball."
Prerequisites: LOcat
Benefits:


Epic Mouser
"Heeeere Orcie, Orcie, Orcie..."
Prerequisites: Mouser
Benefits:


Epic Nekochan
"I am a Ninja. You do not see me"
"But..."
"YOU DO NOT SEE ME!!"
Prerequisites: Nekochan
Benefits:



Epic Pixie
"Greetings fellow fairies. What? What did I say?"
Prerequisites: Subbacultcha
Benefits:


Epic Sabre Toof
"Milder bite my fanny."
Prerequisites: Cruncha Muncha
Benefits:




Epic Scamper
"Run away!!!!!"
Prerequisites: Super Scamper Powers
Benefits:



Epic Snuggle
"I think this cat likes me..."
Prerequisites: Lick Your Wounds
Benefits:



Epic Softee Paw Kung Fu
"I shall crush you with this paw."
"Uh sir..thats a rock..."
"Good you're paying attention."
Prerequisites:
Benefits:

Epic Squish
"Is he? Yes he's going for the Doom Squishins!!"
Prerequisites: Any 2 Trademark Feats requireing Mah Momma Knew How to Snuggle as a Prerequisite
Benefits:



Epic Tomcat
"The ladies luv a brute yessir. Quit laughin' you monkeys..."
Prerequisites: Tomcat
Benefits:



Epic Wuv
"Must....fetch...tuuuuuuuunaaaa..."
Prerequisites: Kitty Wuvs Dwagon
Benefits:


Hi Uncle Bob
Uncle Bob always bales you out of trouble.
Prerequisites: They Were Mean to Me Daddy!
Benefits:

Bhu
2008-04-03, 01:34 AM
Collar of Holding
Price (Item Level): 750 GP
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. It acts in all ways as a Bag of Holding with some exceptions. By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar. Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary. The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


Dead Fish Bomb
Price (Item Level): 9,100 GP
Body Slot:- (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Evocation
Activation: Swift (command)
Weight: -

This appears to be a dead fish or other small animal or piece of food that a feral cat might be carrying in it's mouth. It will not withstand close scrutiny if taken from the cat however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Delayed Blast Fireball and a Stinking Cloud as cast by a 13th level caster.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
Cost to Create: 4,550 GP, 5 days, 182 XP


Collar Armor
Price: +1 Bonus
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar.
http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx
Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies

Collar of Sneakery Blackmail
Price (Item Level): 17,964 GP (14th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Illusion and Divination
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and it will record events in front of the PC for 10 minutes. A second command word replays the recording at will. Think of it as a neat little video camera. The command word is a particular meow while in kitty form.

Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
Cost to Create: 8982 GP, 359 XP, 9 days


Flea Collar
Price (Item Level): 56,000 GP (18th)
Body Slot: Throat
Caster Level: 7th
Aura: moderate; (DC:17) Abjuration
Activation: -(continuous when worn)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. When worn, the wearer gains the benefit of a Repel Vermin spel as though cast by a 7th lvel Druid (however the duration is continuous while worn). Vermin are common in areas where Cat Burglars sneak into, and this keeps them away.

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create: 28000 GP, 1120 XP, 28 days


Fly Collar
Price (Item Level): 17, 964 GP (14th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: Swift (command) and Continuous (see description)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and gain the benefit of a Fly spell. He also gains the benefit of a Feather Fall spell for as long as he wears the collar. The command word is a particular meow while in kitty form. When activated a small red cape unfurls from the collar.

Prerequisites: Craft Wondrous Item, Feather Fall, Fly
Cost to Create: 8982 GP, 359 XP, 9 days


Scratching Post
Price (Item Level): 16168 GP (+1,14th), 25868 GP (+2,16th), 38802 GP (+3,17th), 51737 GP (+4,18th), 64671 GP (+5,19th)
Body Slot: - (Carried)
Caster Level: 5th/8th/12th/16th/20th
Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefit of Greater Magic Fang. Caster level depends on the bonus given, can be used 3 times per day.

Prerequisites: Craft Wondrous Item, Greater magic Fang
Cost to Create: +1: 8084 GP, 323 XP, 8 days; +2: 12934, 517 XP, 13 days; +3: 19401 GP, 776 XP, 19 days; +4: 25868 GP, 1034 XP, 26 days; +5: 32335 GP, 1293 XP, 32 days


Tent Collar
Price (Item Level): 6,000 GP (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Evocation
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere.


Prerequisites: Craft Wondrous Item, Leomund's Tiny Hut
Cost to Create: 3000 GP, 240 XP, 3 days


Catnip Mousie
Price (Item Level): 17,964 GP (14th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of a Haste spell.

Prerequisites: Craft Wondrous Item, Haste
Cost to Create: 8982 GP, 359 XP, 9 days


Bad Trip Catnip Mousie
Price (Item Level): 33,533 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of Frenzy (Complete Warrior page 34). Commonly used as a method of asassinating noblemen with a preference for cats.

Prerequisites: Craft Wondrous Item, Bestow Curse
Cost to Create: 16766 GP, 670 XP, 16 days


Hairball Grenade
Price (Item Level): 4,800 GP (9th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This one shot item appears to be a cat hairball. When the command word is given (a choking sound that may be done as a human of kitty), it explodes duplicating hte effects of a Cloud of bewilderment.

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 2400 GP, 192 XP, 2 days



Dander Bomb
Price (Item Level): 96,000 GP (20th)
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (command)
Weight: -

This appears to be a really, really big cat hairball. When the comman word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. Much like the Hairball Grenade it is a one use item.
Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 48000 GP, 1920 XP, 48 days


Breathing Collar
Price (Item Level): 30,000 GP (16th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: - (Use activated)
Weight: -

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

Prerequisites: Craft Wondrous Item, Water Breathing
Cost to Create: 15000 GP, 600 XP, 15 days


Mousie Collar
Price (Item Level): 1800 GP (5th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dire Rat once per day or a regular rat 3 times per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to help your disguise when someone wonders what a cat is doing in the treasury vault (just chase the rat). Or save the King's daughter from that mean ole Dire Rat.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 900 GP, 36 XP, 2 days


Tank Collar
Price: +1 Bonus (+50 GP)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Heavy armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar. The Armor has a seat and wand mounted on the back. This seat is usually occupied by an Awakened Mouse partner with the skill or power to use the wand who functions as a sort of Defensive gunner while the Cat Burglar goes about his business. Remember to include the cost of the Wand when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


The Collar of Furious Furry Furies
Price (Item Level): 6000 GP (10th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC: )
Activation: - (Use -Activated)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. While wearing this colar you are considered to have the Intimidating Rage and Instantaneous Rage Feats. If you have both Feats the collar is of no use to you.

Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
Cost to Create: 3000 GP, 120 XP, 3 days


Feathered Hat
Price (Item Level): 16000 GP (th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated)
Weight: -

This is a wide brimmed hat with a feather plume in the band. It sticks to your head when worn, never gets dirty, and mends itself if torn. While wearing it you gain +4 Cha. While the hat does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
Cost to Create: 8000 GP, 320 XP, 8 days


Dog Collar
Price (Item Level): 1800 GP (5th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dog once per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to get yourself adopted when the mean ole' doggie chases the poor little kitten into the princess' arms and the guards have to shoo the dog away.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 900 GP, 36 XP, 2 days



Cute Widdle Bowsies
Price (Item Level): 4000 GP (8th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: - (Use-activated)
Weight: -

These appear to be pretty little bows that can be attached to any magic item that is worn on the body. While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier. These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function. Switching items can only be done in human form, and is a Swift Action.

Prerequisites: Craft Wondrous Item, Kitty Form (Tiny)
Cost to Create: 2000 GP, 80 XP, 2 days


Smoked Fish Bomb
Price (Item Level): 600 GP
Body Slot:- (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This appears to be a smoked fish or piece of jerky that you've snitched from someone. It will not withstand close scrutiny if taken from the you however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Fog Cloud spell.

Prerequisites: Craft Wondrous Item, Fog Cloud
Cost to Create: 300 GP, 1 days, 12 XP


Dead Present
Price (Item Level): 480,000 GP (30th)
Body Slot:- (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Enchantment
Activation: Continuous
Weight: -

Some cats indulge in a bizarre behavior cat lovers refer to as 'paying the rent'. They kill small animals and bring them to their owners. You take advantage of this with this item, which appears to be the corpse of a small animal, typically a rodent, snake, or bird. A corpse that no one who fails their Willpower Save (DC:22) will approach. This is identical in effect to the Antipathy spell. It comes complete with a bow worn by you that renders you immune to it's effects.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create: 240,000 GP, 240 days, 9600 XP


Whoopin' Collar
Price (Item Level): 48,503 GP (18th)
Body Slot: Throat
Caster Level: 9th
Aura: Faint; (DC:24) Transformation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Nightstalker's Transformation 3 times per day.


Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 24,251 GP, 24 days, 970 XP


Jabba Collar
Price (Item Level): 6,467 GP (10th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Whispering Wind 3 times per day, and cast Message at will.


Prerequisites: Craft Wondrous Item, Message, WHispering Wind
Cost to Create: 3233 GP, 3 days, 129 XP


Punishment Collar
Price (Item Level): 132,000 GP (22nd)
Body Slot: Throat
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: -(use activated)
Weight: -

This appears to be a thick, black collar. When placed around an individuals neck it has the effect of a Geas spell, requiring him to shelter and feed all stray cats he sees for 1 year so long as they wish to stay. He must also protect them from harm. Should he refuse to do so, he will have to spend 1 year as a cat himself. Cat Burglars use this collar to punish individuals who are cruel to cats, and to ensure that someone has to put them up for the night so long as they are in kitty form. After the year is over the collar falls off. At which point it can be placed on the neck of someone else. The collar does not work for anyone who has worn it in the past.


Prerequisites: Craft Wondrous Item, Geas/Quest
Cost to Create: 66.000 GP, 66 days, 2640 XP



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

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

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

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

These appear to be perfectly ordinary gloves until an animal or being without functional hands slip them on. These gloves allow them to fnction as if they had hands.

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

DracoDei
2008-04-03, 02:18 AM
Correct me if I missed something, but at 1st and 2nd levels this looks like it is better than Rogue in nearly every way (weapon selection is SLIGHTLY worse)... consider reducing skill points to 6+Int. Mod. or even 4+Int. Mod. OR moving Trap-Finding and Evasion to later levels... another possiblity is to make it so Ranks in Listen, Hide, Move Silently, and Spot only apply while in cat form...

Also, typo: Bat-Cat should have bat-like wings rather than feathered.

Is it possible to combine Celestial, Demonic, and Draconic heritage into one kitteh?

Bhu
2008-04-03, 03:55 AM
Correct me if I missed something, but at 1st and 2nd levels this looks like it is better than Rogue in nearly every way (weapon selection is SLIGHTLY worse)... consider reducing skill points to 6+Int. Mod. or even 4+Int. Mod. OR moving Trap-Finding and Evasion to later levels... another possiblity is to make it so Ranks in Listen, Hide, Move Silently, and Spot only apply while in cat form...

Also, typo: Bat-Cat should have bat-like wings rather than feathered.

Is it possible to combine Celestial, Demonic, and Draconic heritage into one kitteh?

Nope. The prerequisite Heritage Feats all have to be taken at 1st level.

Originally I had intended this to be a pure stealth non combat class, but some lobbied for me to include Sneak Attack cause otherwise it would never do much of any damage. The Feats and PrC's don't take into account the many changes the class has gone through and I need to probably revise them.

Kitty Form has some problems. You'll have abysmal strength, and if you want the AC bonuses from size to make up for lack of armor, you'll need to be as small as you can get. Which means no reach, and you taking an attack of opportunity every time you enter someones square to attack. Both of those problems can be fixed with Feats, but that uses up your Feats at 1st and 3rd level. Your also Horribly vulnerable to Grapple. Others (such as excellent PEACHer DMan, and much thanks to him) accept that as okay, but I wanted to do better. I'm not sure the other version I'm working on is necessarily any better, and it'll take a heck of a lot longer to PEACH because it's vastly more complicated. But since there are fans of both version, and it'll be easier to get feedback here, I'm revising the first version here, while beginning the alternate freaky version at Wizards.

DracoDei
2008-04-03, 06:08 AM
What I was saying is...
Ok let us assume that kitty form is about the most useless ability ever (which it isn't, but just for the sake of argument)...
Let us say that it is SO useless that only 1% of play time would you ever want to use it...
So... 1st or 2nd level member of this class is going to stay in humanoid form 99% of the time... so what are they lacking compared to a regular rogue?
About the only think I can think of is that they have to use a quarterstaff instead of a short-sword or a rapier... and since neither rogues nor this class can use shields, what is the big deal anyway? Same damage die...
Ok... wait... I think I may have just talked myself into this maybe... because the quarterstaff has a smaller critical threat range than the rapier, or even the short-sword... so IF one considers that a fair trade off for being able to pass for a random alley cat and get a size bonus to hide checks, then this class is balanced.

Bhu
2008-04-03, 01:14 PM
Believe me I understand. It's why I'm working on a differnet version.


So just out of curiosity suggestions for fixing :smallbiggrin:

Oh, and i edited in the magic items.


INDEX

Base Classes Cat Burglar version 1 (Page 1), Version 2 (Page 26)

Epic Classes Epic versions of Base Classes and PrC's are listed with that class (as soon as I edit them in).
Catzilla, Cheshire Cat, Die Panzerkatzen (Page 22)
Fluffy Smiter of Smiting (Page 24)
Itty Bitty Pwitty Wun (Page 24)
Bakeneko, Child of Asmodeus (Page 25)

Magic Items Page 24, or listed with the class they are appropriate for.

Feats Page 1, or listed with the class they are appropriate for. Epic Feats are on page 23. Human Form Feats on Page 26.

Racial Substitution Levels Page 1 and 8 and 27

Kitty spells and Domains Page 13

Prestige Classes Son of Pinky, Tibbit Skirmisher (Page 2)
Bear Wrassler, The Grasshopper Society (Page 3)
Abominable Snow Kitty, Big Kitty, Darth Puddytatses, The Black Paws (Page 5)
Sanda's Little Helpers, Watchcat (Page 6)
Ninelifer, Pocket Kitty (Page 7)
Critter, Good Kitty (Page 8)
The Familiar (Page 9)
Lazor Kitteh (Page 10)
Bad Kitty (Page 11)
Breathsucker (Page 12)
Fencepost Yowler, Feral (Page 13)
Aristocat, Crazy Cat Lady, Katgrrl (Page 15)
Cat Fu Fighter, Tibbit Jester, Vet (Page 16)
Cats from Saturn, Short Paw Clan (Page 17)
Akaneko, Foof Lord (Page 18)
Burlap Guild, Professional Mouser (Page 19)
Mortician (Page 20)
Catnipper, Trickster (Page 21)

Cat Burglar 3.0
Base Class (Page 33)
Feats, Kitty Magic (Page 34)
Epic Kitty Magic (Page 36)
Kitty Domains (Page 36)
Mawm (Page 37)
The Great Kitteh in Da Sky (Page 38)
The Bad Kitteh in Da Night (Page 40)
Outside Cat (Page 40)
Goober, Housecat (Page 41)
Alley Kat (Page 42)
Blue Eyes, Mean Kitteh, The Feline Way (Page 43)
Charmaine Pussyfoot, Itty Bitty (Page 44)
Mrrow, The Mows (Page 45)
Cat Elves, Various Racial Substitution Levels (Page 46)
Temple Guardians of Mrrow (Page 47)
Abominable Snow Kitty, Akaneko, Aristocat (Page 48)
Bad Kitty, Bear Wrassler, Big Kitty, Breathsucker, Burlap Guild Member (Page 49)

DracoDei
2008-04-03, 01:33 PM
As I said... delay trap finding and/or evasion to later levels than the Rogues get them and/or cut back on the skill points... or say that certain skills are only available in feline form.

SilentNight
2008-04-03, 10:40 PM
THIS IS EPIC WIN!!!!!
I don't care if the class is better than pun-pun or sucks worse than the monk, I love it. Kittehs FTW.:smallbiggrin:

Bhu
2008-04-04, 02:40 AM
Gimme a sec to work on it. Just got hit by a car tonight. I seem okay so far. The car is pretty much ______ tho.

Norr
2008-04-04, 07:10 AM
Hi Bhu, came to these forums just for you :smalltongue:

To be frank, the only thing distinguishing the cat burglar from the rogue at levels 1-4 are the additional kitty form ability, lack of trap sense and reduced sneak attack dice. Delaying one or two abilities till later would be a way of fixing it though I (personally) wouldn't know where to put them. The kitty form ability gives you a dex boost at level 1, but you can't get weapon finesse until level 3 to offset the strength penalty and take advantage of dex to hit, so kitty form doesn't add anything in the way of offence until level 3 at the earliest.
Early levels in catburglar is more or less just 'Rogue with a twist', but at the levels where kitty form starts to matter the class deviates more from the rogue into a less combat-oriented class. The rogue and cat burglar are two similar classes that lean into different nisches. The Rogue is good in combat and can flank for tremendous damage. To get good bonuses, the cat burglar need to be as small as possible, which means they have sneak attack to make up for reduced damage die/strength penalty. The cat burglar is more of an infiltration class, and not designed to excel in combat as the rogue does.

DracoDei suggests that you cut back on skill points to make up for the fact that the CB has one more ability at 1st level compared to rogue, but that means making them 'less powerful' compared to the rogue at every single level, not just 1st. I think the class could do with some work, sure, but it has a good comparative power level as of now. Making it weaker won't solve anything (or much, anyway) and less skill points won't make it seem less like a rogue variant.

...Did I just write all that? Anyway, don't take me too seriously, but there might be something in there worth considering.

dman11235
2008-04-04, 09:14 AM
Hey Norr! Everyone is following me! Yay!

Well, I'd not care that it is 'better' than the rogue (it's not better in any noticable way) at early levels because it is played so differently. And skill points stay, as this class is even more skill focused than the rogue (infiltration wise).

Does it need work? Yeah. Is it much? Not really.

DracoDei
2008-04-04, 09:45 AM
Yeah... I was just brain-storming...

Norr
2008-04-05, 08:16 AM
Ya, we're all brainstorming. Don't take anything I say too seriously. :smallwink:

Bhu
2008-04-05, 08:20 PM
How about if I move Trapfinding to Level 3?

dman11235
2008-04-05, 10:16 PM
That's the sort of thing that needs to be at level 1. Since it defines your character, you can't be that character before you get it.

Bhu
2008-04-06, 02:22 AM
My thought was as a Kitty you won't need that immediately. You'll be sneaking your way in and getting adopted by them and spyng out how to pass the traps. At higher levels it'll be necessary to have soemthing like Trapfinding because you'll be playing htings alittle looser and quicker.

DracoDei
2008-04-06, 03:26 AM
I concur with Bhu.

Norr
2008-04-06, 06:32 AM
Actually, trapfinding is more or less essential even at level 1, I quote from the SRD:

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

This means you actually need trapfinding to find traps most at all (since most traps have a DC of 20 or more, you would only be able to find the DC 20 traps). If you can't find a trap, you can't bypass it. I think trapsinding will have to stay at level 1, but then what else is there to move? It's a hard nut to crack.

Edit: Of course, as an infiltrating kitty you could just follow your 'owner' around and watch him/her bypass the traps, which will let you know how to do it. I kinda missed that part.
In that case trapfinding might be moved without incident.

DracoDei
2008-04-06, 06:39 AM
Two different meanings of "bypass" in this case I am pretty sure...

The description you gave is for "hotwiring" something so you can get past it. What Bhu is probably thinking of is watching the owner do whatever is SUPPOSED to be done to turn off the trap and memorizing it so you or your comrades can repeat the procedure... not all traps will have such a mechanism (some are just supposed to stop everyone...) and some magical traps might be alignment based or whatever (but those would be beyond a low level CR anyway).

Bhu
2008-04-06, 07:39 PM
Sneak attack in Kitty Form only till a certain level ?

DracoDei
2008-04-06, 07:57 PM
Eh... I dunno... I think the major factor here is low levels, not later ones, and it is already a slowed sneak attack progression, so I don't see the problem really...

Bhu
2008-04-06, 08:00 PM
Well..al I got left then is move Evasion and leave second level dead, or move the first sneak attack die to 2nd level.

Norr
2008-04-07, 05:52 AM
Well..al I got left then is move Evasion and leave second level dead, or move the first sneak attack die to 2nd level.

I actually think it's a god idea to move sneak attack to second level, that would also mean it becomes a symmetrical progression. It also means that a 1st level catburglar will have to rely exclusively on kitty form and infiltration since they have very little combat potential until level 2. Not at all bad, because the CB is an infiltration class after all.

Bhu
2008-04-07, 05:02 PM
Well unless anyone has objections I'll go for that and then review the Feats before moving on to the mass of PrC's and such.

sigurd
2008-04-08, 06:40 AM
Why don't you leave it the way it is and make it a +1LA class? Seems the fairest thing to do if what you're really doing is adding a were-cat abilities and you don't want to nerf the rogue class.
If you want, you can spell out the LA buyout options.



Sigurd

dman11235
2008-04-08, 08:56 AM
Uh...classes don't have an LA.

I'm fine with just leaving it as is, I don't think it's any more powerful than the rogue. Kitty Form doesn't help them in combat much, as they can't qualify for Wp Finesse yet, so they have the option of either hitting or having a lot of natural attacks. You could up the penalty to str if you wanted to, that might help. Dex boost 2, str penalty 4.

Icewalker
2008-04-08, 09:16 AM
Oooh, there's a lot of stuff here, and I don't have the time right now to read through it, but it looks awesome. And kitten form should totally give a charisma bonus :smallbiggrin:

D Knight
2008-04-08, 09:26 PM
i must say this or i shall implode. I have got to play this now and have fun stealing the partys stuff also the BBG. do you mind if i do?

i shall be know as Iron Kitty!!(Iron Man song plays)

Bhu
2008-04-08, 10:27 PM
i must say this or i shall implode. I have got to play this now and have fun stealing the partys stuff also the BBG. do you mind if i do?

i shall be know as Iron Kitty!!(Iron Man song plays)

It was made with the intention of people using it :D

SilentNight
2008-04-09, 08:44 AM
It was made with the intention of people using it :D
Much obliged.:smallbiggrin: Once again, excellent job.

DracoDei
2008-04-09, 09:20 AM
Wrote a story fragment years ago that shares some thematic elements with this... would just link to it, but it is only one story fragment out of many on the thread on the forum on a completely different site it is on so...

Anyway here it is (Links at end) :

Ming's normally delightful pigtails were streaked with soot from the burning of the martial arts monastery as she stumbled towards the emergency rendezvous of her clan. She HATED being dirty in any way, but the situation was, of course, much too dire to find a stream to bath in. As she entered the cave Grand-Master Lung said: "I see we have a late-comer. Your survival shows great skill young one, you are to be congratulated. Are you injured?"
"Not really Sensei, a bath and new footwear will be all the attention my scrapes shall require."
"Then go to the back and tend to yourself, while the rest of us plan our retaking of our training grounds."
"If I might humbly beg a moment first, I have brought something that may aid those of greater power than I in defeating the dishonorable Cockroach clan." She reached into the sack slung at her back, and pulled out a box, the intricate enamal barely visible through the cobwebs that clung to it.
She approached Lung and knelt, holding out her precious cargo. Lung reached out, but his hand seemed to encounter resistance as it neared the box.
"How came you by this?"
"When the alarm was sounded I made my way towards the storage area of the items of great Ki, so I might try to bring them to someone worthy to wield them and keep them from the evil Cockroach clan. The battle was fierce and I took what I thought to be the path of wisdom when the combat reached the vault doors just before I could get there, hiding until I could escape. But by then the doors were broken open and I thought it could not hurt to see if some small trinket had been left behind before I made my own escape."
"This box contains one of the belts of power, that grant mastery over a particular combat style to one whose Ki is in tune with that particular path, and also transforming them into the form that that style is based on. If you have the power to be able to touch this box, then your Ki is strong indeed."
Focusing his will to overcome the resistance Lung took the box. He wiped the dust and cobwebs away to reveal a pattern of feline faces inscribed into the hundreds of coats of enamel that were over the wood. A look of dawning comprehension crossed his face. He gravelly returned the box to Ming. Sorrow and humor seemed to war in his eyes,as he said, "Go, and clean yourself. Prepare yourself, not as for battle, but as for wooing the heart of a boy, take anything you need from the emergency stores, silks, perfumes, whatever strikes your fancy, then don this belt... you may very well end up leading our assault to regain the monastery."
Confused, Ming did as she was instructed, taking a long bath, combing her hair and putting it up with the finest hair-pins, and making other preparations. Then she reverently opened the box.
"Tiger style?", she thought as she saw the belt, "that makes sense I guess... I am still but a very beginner, but that IS my strongest fighting style... for what it is worth... but that doesn't look like any Tiger motif I have ever seen... in any case... to pause for thought is a virtue, but hesitation is not."
She knotted the fighting belt around the waist of the embroidered silk gi she had selected. But was surprised when the room seemed to grow around her... she thought that she would grow when the belt transformed her, not shrink... She watched her finger-tips wrap around the top of her painted nails, even as they extended into claws (but still painted, in fact the designs grew even more intricate). Then she giggled cutely, a sweet, melodious sound... she couldn't help it, her fur growing in tickled so much!
She tested her new claws on the back of the hair-brush she had used, and found them to be quite sharp... "A little small though...", then it occurred to her to check her fur since it might need combing too... She needed a stool to look at her face in the mirror since she was now only as tall as the length of Grand-Master Lung's arm. She noticed two things. The first was that her markings didn't seem to be that of a normal tiger. The second was that not one hair was out of place.
Returning to the meeting chamber she bowed saying, "I have done as you have asked, although I suspect the Ki of this belt may be having a joke with me, since I do not feel very filled with the essence of the tiger. I thought the belt of the Tiger made one grow a little, not shrink..."
"Nor should you...", said Lung, donning his belt of the Dragon.
He swam through the air to a point above and in front of Ming, then snaked his neck down to look her in the eyes.
"Young Ming, beautiful Ming. You have not had the years of experience to be worthy to wear a belt of the Tiger. Yet your pure spirit and beauty, both inner and outer, your compassion tempered with growing fire DOES make you worthy to wear THAT belt. For that is the belt of the Domestic Kitten! With it your enemies shall be so entranced with your cuteness and so convinced of your harmlessness that they shall allow you to approach them and may even seek you out to rub between your ears, thus giving your razor claws the opportunity to find their throat."





Thread on new forums for the other site. (http://forums.ottercomics.us/index.php?showtopic=38)

Comics site that that is in the forums for. (http://www.taur.net/~ottercomics/)

Bhu
2008-04-09, 01:23 PM
OMG that so reminds me of one of the PrC's I made for this class :D

Speaking of which I should start posting them up for feedback. Since the favorie concept seems to be the hard-fightin' kitty I'll start with those

SON OF PINKY

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

"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds. When ankles need bitten they get called. When overly inquisitive locals need scared off, they do the scaring. When someone needs their butt handed to them, they do the handing.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living. The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them. They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

ENTRY REQUIREMENTS
Class Abilities: Rage, Kitty Form
Feats: Tomcat
Base Attack Bonus: +5


Son of Pinky Skills
The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Ragin' Kitty Feat
2. +2 +3 +3 +0 Magical Kitty
3. +3 +3 +3 +1 Strong Kitty (+2)
4. +4 +4 +4 +1 Ragin' Kitty Feat
5. +5 +4 +4 +1 Pouncies
6. +6 +5 +5 +2 Strong Kitty (+4)
7. +7 +5 +5 +2 Rippin' Fury
8. +8 +6 +6 +2 Ragin' Kitty Feat
9. +9 +6 +6 +3 Strong Kitty (+6)
10.+10 +7 +7 +3 Little Tiger

Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 8th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

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

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take. For example in Small Kitty Form you are now -2 Str, in Tiny Kitty Form you are -4 Str, and in Diminutive Kitty Form you are -6.

This increases to +4 at 6th level. You take no Str penalty in Small Kitty Form, -2 Str in Tiny Kitty Form, and -4 Str in Diminutive Kitty Form.

At 9th level it increases to +6, meaning you actually gain +2 Strength in Small Kitty Form, take no penalty in Tiny Kitty Form, and -2 Str in Diminutive Kitty Form.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 7th level you get the Improved Grab ability. If you succeed with a claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity. If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite! The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.

PLAYING A SON OF PINKY
You are truly one angry little furball. You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people. But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe. And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before. Now if only people would stop laughing at you. You wouldnt cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
Combat: As a Son of Pinky you are pretty straightforward. You run up to trouble and start munching. Eventually as you get better at grappling you grab hold before the munching attack and fang away. Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes. They never see it coming from a teensy lil kitty.
Advancement: Most Sons of Pinky are pretty content as they are. They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up. Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity. Neighbors will either love them or hate them depending on how they relate to them personally. Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
Daily Life: You spend much of your time lounging about the guilds various headquarters fuming or practicing for the daily hissing fit. Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them. Oh the glorious biting.... You are also sometimes loaned as a bodyguard.
Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6). A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sob. Has single handedly given the Sons of Pinky a bad name in most areas by despoiling all in his path. Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6). She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position. Spends much of her time looking after the cities elderly and vulnerable when not at work. Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part. Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky. A sudden, brutal attack at knee level. You therefore tend to make people nervous if they know what you are. Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight. Especially those who like to charge to get up close and personal.
Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions. Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been hired to guard a nobleman's house. A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes. The small cat looks at them disapprovingly. For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 Small, +5 Tiny, +6 Diminutive, Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 20, touch 15, flat-footed 18 (+2 Dex, +5 Armor, +3 Deflection)
AC Raging 18, touch 13, flat-footed 16 (-2 Rage, +2 Dex, +5 Armor, +3 Deflection)
AC Small 23, touch 18, flat-footed 19 (+1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Small Raging 21, touch 16, flat-footed 17 (-2 Rage, +1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny 24, touch 19, flat-footed 19 (+2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny Raging 21, touch 17, flat-footed 17 (-2 Rage, +2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive 26, touch 21, flat-footed 20 (+4 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive Raging 24, touch 19, flat-footed 18 (-2 Rage, +4 Size, +4 Dex, +5 Armor, +3 Deflection)
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +5
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Warhammer +15/+10/+5 (1d8+4/19-20)
Melee Raging +1 Warhammer +17/+12/+7 (1d8+6/19-20)
Melee Small Kitty Form 2 Claws +15 (1d3+3) and 1 Bite +10 (1d4+1)
Melee Small Kitty Form Raging 2 Claws +15 (1d3+5) and 1 Bite +10 (1d4+2)
Melee Tiny Kitty Form 2 Claws +16 (1d2+2) and 1 Bite +11 (1d3+1)
Melee Tiny Kitty Form Raging 2 Claws +16 (1d2+4) and 1 Bite +11 (1d3+2)
Melee Diminutive Kitty Form 2 Claws +18 (2 points) and 1 Bite +12 (1d2)
Melee Diminutive Kitty Form Raging 2 Claws +18 (4 points) and 1 Bite +12 (1d2+1)
Base Atk +11, Grp +14 (+16 Ragng), +13 Tiny (+15 Raging), +12 Diminutive (+14 Raging)
Atk Options Rage 2/day, Magical Kitty, Strong Kitty
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging, Int 8, Wis 10, Cha 15
Abilities Small Kitty Str 16 (20 Raging), Dex 18, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Tiny Kitty Str 14 (18 Raging), Dex 20, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Diminutive Kitty Str 12 (16 Raging), Dex 22, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
SQ Trap Sense +1, Fast Movement, Illiteracy, Purr, Trapfinding, Kitty Form
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B), Tomcat, Weapon Finesse
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +8 (+10 Rage, +12 Kitty, +14 Raging Kitty), Hide +7 (+17 Small, +22 Tiny, +27 Diminutive), Intimidate +7, Jump +8 (+10 Rage, +16 Kitty, +18 Raging Kitty), Knowledge (Local) +1, Listen +5, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Search +1, Spot +5, Survival +4, Tumble +3

Additional +4 to Hide checks in tall grass or undergrowth
Possessions +1 Balance Landing Shadow Silent Moves Slick Chain Shirt Collar Armor, Cute Widdle Bowsies, +1 Brutal Surge Impact Sundering Warhammer, +3 Ring of Protection, Boots of Speed, 4 Potions of Cure Moderate Wounds, 238 GP

EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22. This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th

dman11235
2008-04-09, 01:57 PM
You should remove the feats and items from the PrCs and move them to the first two posts.

Bhu
2008-04-09, 11:39 PM
Got em edited in, will alphabetize later. Also started example NPC for the Sons of Pinky so it can get proper PEACHing.

Norr
2008-04-10, 04:47 AM
What about the video of Pinky himself? As far as I can remember it really helped define the class :smallbiggrin:

dman11235
2008-04-10, 11:31 AM
It's on the first page, under CB notables.

Bhu
2008-04-10, 11:14 PM
Okay I edited in the example son of Pinky. All it needs now is the equipement and such. I'm going to do it initially assuming the Sneak Attack is at level 2. See how people like it.

Bhu
2008-04-12, 12:28 AM
Just remembered a magic item I've been meaning to do. Edited it in at the bottom fo the item post ion the 1st page. Will finish when I figure out what teh heck im gonna use as a prerequisite.

Bhu
2008-04-13, 01:40 AM
This one needs a lil work


TIBBIT SKIRMISHER

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

"Tibbit's Rule!"

Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher. The Cat Burglar Guilds provice the necessary training.

ENTRY REQUIREMENTS
Race: Tibbit
Class Features: Tibbit's Rule!, Skirmish +1d6
Feats: Combat Expertise, Improved Trip, Mouser


Class Skills
The Tibbit Skirmisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Skirmisher Feat
2. +1 +0 +3 +0 Dodger (+2)
3. +2 +1 +3 +1 Comin' Thru!
4. +3 +1 +4 +1 Skirmisher Feat
5. +3 +1 +4 +1 Dodger (+4)
6. +4 +2 +5 +2 Mine!!
7. +5 +2 +5 +2 Skirmisher Feat
8. +6 +2 +6 +2 Dodger (+6)
9. +6 +3 +6 +3 Scratch 'Em While Their Down
10.+7 +3 +7 +3 Master Skirmisher

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

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form. This stacks with all other Dodge bonuses such as the Dodge Feat. It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter. If a Trip attack fails you must stop where you are. You receive the benefits of your Improved Trip and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su): At 10th level the Tibbit Skirmisher masters the art of the scamper. When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity. There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers. Maybe you make people easier to flank, or easier to hit, or are distracting.
Combat: You are designed to be an annoyance. You are a tactical fighter who helps set up things for your buddies. You aren't a frontline combatant. You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take. Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course. The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
_______ Cats! Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
You are the most lovable cat in the world until it's business time. Then you are the least lovable cat in the world. But at least you get to have fun.
Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6). No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind. Even Kender are more loved than he. Known only by his pseudonym, even by his Guild.
Organizations: Every Cat Burglar Guild has Tibbit Skirmishers. Without exception. One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
People hate Tibbit Skirmishers. You trip them up, steal their stuff, and disappear before they can get to you. No one likes a winner baby. Expecially when they win as good as you do.

TIBBIT SKIRMISHER IN THE GAME
Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild. Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: You awaken in the night as a foul stench descends upon you. You see a small cat perched on your face. He has apparently broken wind. He calls you several names best left unprinted and bounds out the open window. Getting up you stumble about in confusion and find that your armor smells like cat pee. Eventually finding some decent clothes you run outside but he is gone. Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+9 Tiny, +10 Diminutive), additional + w/DaggerSenses: Listen +13, Spot +15, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Sylvan
------------------------------------------------
AC 21, touch 18, flat-footed 14 (+1 Size, +3 Dex, +4 Dodge, +3 Armor)
Tiny AC 24, touch 21, flat-footed 15 (+2 Size, +5 Dex, +4 Dodge, +3 Armor)
Diminutive AC 27, touch 24, flat-footed 17 (+4 Size, +6 Dex, +4 Dodge, +3 Armor)
hp 37 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +4
Battle Fortitude (+1 Fort Saves), Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +12/+7 (1d4-1)
Melee Small Kitty 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny Kitty 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Melee Diminutive Kitty 2 Claws +14 (1 point-4) and 1 Bite +9 (1d2-4)
Ranged +1 Sling +11 (1d3+1 plus possible Stun)
Base Atk +8, Grp +2 (-10 Tiny, -14 Diminutive)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine, +1d6 Sneak Attack
Combat Gear See below
-----------------------------------------------
Abilities Str 6 (3 in Tiny and 2 in Diminutive Kitty Form), Dex 16 (20 in Tiny Kitty Form, 22 in Diminutive Kitty Form), Con 10, Int 13, Wis 12, Cha 18
SQ Tibbit's Rule, Trapfinding, Fast Movement, Trackless Step, Purr
Feats Distracting Attack (B), Improved Initiative(B), Melee Evasion (B), Anklebiter, Combat Expertise, Improved Trip, Mobility, Mouser, Weapon Finesse
Skills Balance +9 (+17 Small Kitty, +19 Tiny, +20 Diminutive), Bluff +13, Climb +9 (+13 Small, +15 Tiny, +16 Diminutive), Diplomacy +7, Disable Device +4, Escape Artist +11, Gather Information +7, Hide +19 (+23 Small, +29 Tiny, +34 Diminutive), Jump +6 (+14 in Kitty Form), Knowledge (Local) +4, Listen +13, Move Silently +15 (+19 Small, +21 Tiny, +22 Diminutive), Open Lock +6, Search +7, Sense Motive +13, Spot +15, Tumble +15, Use Magic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
PossessionsCollar of Holding, Cute Widdle Bowsies, Bag of Boulders, 4 Blast Disks, Jumping Caltrops, 4 Smoked Fish Bombs, 1 Dead Fish Bomb, 2 Hairball Grenades, 1 Stunning Spike, 3 Tanglepatches, Arcane Thieves Tools, Stunshot Sling, +1 Warning Shortsword, +1 Vanishing Improved Silent Moves leather Armor, Dust of Disappearance, 1130 GP



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


EPIC TIBBITY FEATS

My Friends Think You Should Leave
Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


I Reject Your Embrace Kind Sir
Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


Behold My Objecting Paw
Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


HEY YOU!!
Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


Scamper Time
Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


BOO!
Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


Not On My Watch
Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


My Bite Actually IS Worse Than My Bark
Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


Your Hastily Thrown Shoe Affects Me Not
Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


Don't Make Me Use This
Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


Deep Scratching
Prerequisites: Deft Strike, Master SKirmisher Class Ability.
Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


Kitteh Not Liek Wallnuts
Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.

DracoDei
2008-04-13, 02:05 AM
I do not like abilities that remain static for a few levels and then jump up more than necessarily in one step.

Thus, if you ask me, give Dodger +3 at 3rd level, and +5 at 6th. (and actually the ability seems very powerful, but I could be wrong).

dman11235
2008-04-13, 08:40 AM
@Draco: note that the class does not gain skirmish advancement. Notice how the only advancement is the AC boost, and it's about in line with skirmishx2. However, I do agree that a more spread out advancement would be better.

EDIT: It also needs a capstone. It does need some work, but I don't have time right now, I'll come back tomorrow (I already promised bkdubs some help).

Bhu
2008-04-13, 08:44 PM
I do not like abilities that remain static for a few levels and then jump up more than necessarily in one step.

Thus, if you ask me, give Dodger +3 at 3rd level, and +5 at 6th. (and actually the ability seems very powerful, but I could be wrong).

In my defense I did say it needed work. It's one I started and sort of lost track of.

DracoDei
2008-04-13, 11:37 PM
Just trying to be helpful...
And my preference is something that WotC often violates.

Bhu
2008-04-14, 12:29 AM
Just trying to be helpful...
And my preference is something that WotC often violates.

They aren't on my buddy list right now either. Odds are when 4e arrives they'll bekilling the 3.5 forums and he Mature Boards which makes little sense to me.


And I always appreciate help Draco:smallbiggrin:

Norr
2008-04-14, 05:34 AM
The class abilities are slightly asymetrical. I would suggest you either switch the abilities for 7th and 8th level, or switch the abilities for 1st and 2nd and then again for 4th and 5th.

It would look something like this:

1: Skirmisher Feat
2: Dodger (+2)
3: Comin' Thru!
4: Skirmisher Feat
5: Dodger (+4)
6: Mine!!
7: Skirmisher Feat
8: Dodger (+6)
9: Scratch 'Em While Their Down
10: Skirmisher Feat

This means they get a Skirmisher Feat at first level and every 3 levels after, and dodge at 2nd level and every 3 levels after.

You might want to rule that the TS must move 10 ft before the Dodger bonus takes effet, but I don't mind either way.

Also, the Mine!! ability could do with more simple wording: This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. Whe using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at you Disarm attempt, you are now holding the target item in your mouth.

I also think you should also add Underfoot Combat and Confound the big folk (Races of the Wild p 152-153) to the TS bonus feat list.

Bhu
2008-04-15, 03:35 AM
Lemme see if I have Races of the Wild. If not I'll have to borrow a copy.

Bhu
2008-04-16, 01:29 AM
Okay redid the abilities per Norr's suggestions, redid the prerequisites, and will have a level 10 ability up soon.

DracoDei
2008-04-16, 01:29 PM
IMHO it might need need Dodger +3 at 4th level, and Dodger +5 at 7th level... the problem is that this implies Dodger +1 at 1st level which might make it too dipable, ... maybe push the first Skirmisher Feat to 2nd level? (and MAYBE push the others up a level too to maintain the pattern, replacing the one at 10th level with the capstone???)

Technically the above pattern ALSO implies Dodger +7 at 10th level...

Norr
2008-04-16, 05:11 PM
IMHO it might need need Dodger +3 at 4th level, and Dodger +5 at 7th level... the problem is that this implies Dodger +1 at 1st level which might make it too dipable, ... maybe push the first Skirmisher Feat to 2nd level? (and MAYBE push the others up a level too to maintain the pattern, replacing the one at 10th level with the capstone???)

Technically the above pattern ALSO implies Dodger +7 at 10th level...

Actually, it doesn't have to imbly anything. It does, however, imply a Dodger +8 at a hypothetical epic 11th level, which is one of the points with symmetrical progression. Sure, it's a +2/3 levels (starting at 2nd) instead of a +1/1,5 levels (starting at 2nd), but I don't see a problem with it, especially since they don't get any bonus to damage as per Skirmish.

Bhu
2008-04-17, 12:48 AM
Im thinking of making the cap be something like the Rogues special abilities: i.e. you choose 1 from a list. Maybe with some Feats as prereqs.

dman11235
2008-04-17, 09:13 AM
I'd suggest a set ability that is nice and flavorful.

Norr
2008-04-17, 05:39 PM
Why not something like 'groin bite' or 'castrate the humans' (pun on a cheat code from sacrifice), I mean, that's what the Original Pinky does in the movie right?

Forgive me for being gross :smalltongue:

dman11235
2008-04-17, 05:50 PM
Wait, I thought we were talking about the TSkirmisher?

Bhu
2008-04-18, 03:20 AM
We are discussing the tibbit. Groin Nibble might be one of the options tho...

Norr
2008-04-18, 10:56 AM
*sweatdrop* I was up very late last night...

I don't know why, but looking at the Tibbit skirmisher somehow make the phrase "Not the face! Not the face!" ring in my mind. Maybe as a addon to the 'Scratch them while they're down' (I mean, they're at the right height then, aren't they?) or some form of facehugger attack.

Corncracker
2008-04-18, 06:46 PM
Haven't read it all yet, but there is one thing that bothers me. The Alignment.

I don't mind that it restricts lawful, but it then goes to say "MOST" tend toward Chaos and Nuetrality.

Correct me if I'm wrong, but saying Most implies not all of them tend towards chaos or nuetrality.

Then WTF are the rest of them?

Sorry, just me being picky. I like the Idea though. :p

Bhu
2008-04-18, 08:10 PM
Well some of them are allowed to be Good kitties :smallbiggrin:

dman11235
2008-04-18, 08:26 PM
I think what he meant Bhu was that if most of them are either C or N (that is, C/x and N/x), what are the rest if they can't be L? He mis-understood that they are typically C/N, that you meant for the N to be on the morale axis rather than the ethical one.

Bhu
2008-04-19, 04:21 PM
Thanks for the Races of the Wild tip. I added Wolf Pack to teh feat list too. Should have potential 10th level abilities up later tonight.

Bhu
2008-04-21, 12:44 AM
Well, crap. I gotta be up 6 hours earlier than normal tomorrow to handle legal stuff. I'll have more up soon promise.

Bhu
2008-04-22, 04:02 AM
Possible Level 10 Abilities List

My Friends Think You Should Leave (Su): As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier. Prerequisites: You yourself must have Adaptable Flanker and Vexing Flanker as Feats.


I Reject Your Embrace Kind Sir (Su): When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result. Prerequisites: Clever Wrestling and Close Quarters Fighting.

Behold My Objecting Paw (Su): When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage. Prerequisites: Deadly Defense, Defensive Strike.

HEY YOU!! (Su): When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2. Prerequisites: Distracting Attack, Goad

Scamper Time (Su): When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.

BOO! (Su): If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw. Prerequisites: Kiai Shout, Greater Kiai Shout.

Not On My Watch (Su): 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier. Prerequisites: Hindering Opportunist, Stalwart Defense.

My Bite Actually IS Worse Than My Bark (Su): As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter. Prerequisites: Intimidating Strike and Lunging Strike.

Your Hastily Thrown Shoe Affects Me Not (Su): Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter. Prerequisites: One of the following Feats= Elusive Target, Improved Combat Expertise, Melee Evasion.

Dont Make Me Use This (Su): When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter. Prerequisites: Improved Feint, Tumbling Feint.

Deep Scratching (Su): Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. Prerequisites: Deft Strike.

Kitteh Not Liek Wallnuts:

WIll edit others in soon. THings took an unexpected turn again today.

Cieyrin
2008-04-22, 09:45 AM
what kind of usage limitation on My Friends Think You Should Leave? 1/encounter, 1/day, what? maybe i'm overreacting a little but i think it's a tad overpowering to give out a pair of feats like that; i'd just say give them additional attack and damage bonuses while flanking and be done with it, as i think giving out Adaptable Flanker like that is a little too good, as that isn't something you can just have people suddenly know without the proper training that the feat entails.

Bhu
2008-04-23, 01:55 AM
what kind of usage limitation on My Friends Think You Should Leave? 1/encounter, 1/day, what? maybe i'm overreacting a little but i think it's a tad overpowering to give out a pair of feats like that; i'd just say give them additional attack and damage bonuses while flanking and be done with it, as i think giving out Adaptable Flanker like that is a little too good, as that isn't something you can just have people suddenly know without the proper training that the feat entails.

Thats why its a Su ability. I edited it somewhat. Whaddya think now?

Cieyrin
2008-04-23, 02:07 PM
Looks alright now, I think. If you're going to make these like the high level Rogue Special abilities, i suppose that would fit the bill for power. If it's not too bold, may I coin them as Master Skirmisher abilities? I think that the Defense Roll, Improved Evasion and Oppurtunist abilities would fit as Master Skirmisher abilities.

lord of kobolds
2008-04-23, 07:23 PM
:smallwink: KITTIES ARE DELICIOUS!

Bhu
2008-04-24, 02:21 AM
:smallwink: KITTIES ARE DELICIOUS!

BAD KOBOLD!!!! BAD!!! PUT THAT KITTY DOWN!!

Bhu
2008-04-24, 02:23 AM
Master Skirmisher abilities it is kind sir :D

Bhu
2008-04-25, 04:06 AM
I'll have a few more PrC's up soon. I seem to have some problems accessing the boards at Wizards.

Bhu
2008-04-26, 07:45 PM
Okay Im editing the list of possible Master Skirmisher abilities now in post 62. Lemme know what you think

Cieyrin
2008-04-27, 11:43 AM
Possible Level 10 Abilities List
I Reject Your Embrace Kind Sir (Su): When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result. Prerequisites: Clever Wrestling and Close Quarters Fighting.


So, with this ability, you can't be grappled at all, since you negate the grab, irregardless of abilities the opponent has? Seems a little overpowering there but then it should be at this level, so I suppose that works fine.



HEY YOU!! (Su): When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2. Prerequisites: Distracting Attack, Goad


Where exactly is Distracting Attack from? I can't seem to find it anywhere, so I can't really say too much about this. Improving Goad seems to work fairly well, so Distracting Attack's bonus, whatever it may be, probably isn't too bad, either.



Deep Scratching (Su): Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. Prerequisites: Deft Strike.


This seems uber powerful. The way the feat exists now seems to work fine, since it's a preparatory action before making the strike. Making it permanent for the rest of the encounter seems to be a bit much, especially when you find that weak spot to ignore his armor and, after realizing you found it, better defends himself at that area, so you have to look again. This improvement to Deft Strike seems to fall into the fiasco that was Deep Impact back in the original Psionics Handbook, so I'd maybe stick a duration equal to your charisma bonus in rounds or something like that to bring back in line with everything else.

Just my two copper pieces. Take as you will.

Bhu
2008-04-27, 10:20 PM
Goad and Distracting Attack are in he Miniatures Handbook. Distracting attack is something to the effect that your allies get +1 to hit an opponent you have just hit.

Bhu
2008-04-29, 02:55 AM
So any other thoughts? Shall I start the example npc and set up the next PrC?

dman11235
2008-04-29, 03:06 PM
Give me a bit Bhu, I've sort of promised to do the Earthbender tonight, and I've got to get a little more done on my magic system. Maybe tomorrow I'll be able to go over what's been done so far. Not that much will need to be done, we already went over a bunch at WotC.

Bhu
2008-04-30, 12:08 AM
Give me a bit Bhu, I've sort of promised to do the Earthbender tonight, and I've got to get a little more done on my magic system. Maybe tomorrow I'll be able to go over what's been done so far. Not that much will need to be done, we already went over a bunch at WotC.

Kewl. I'll go ahead and start work on the example NPC and start picking out the next PrC.

Bhu
2008-05-01, 01:48 AM
Whilst I finish up the Tibbit Skirmisher, here's the next fightin' kitty


BEAR WRASSLER

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

"Come down outta that tree and take it like a man Smokey!"

Not all Cat Burglars Guilds are purely urban. Some disguise themselves as travelling 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.

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Rage
Feats: Tomcat, Improved Grapple
Skills: Perform (Carny) 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 Grinding Wishbone. 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 chacks, and to all damage rolls made by grapple attacks.

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...
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 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 nighte beating the more unfortunate ones senseless.
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 Kittie 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
Give an example of how one might encounter a member of this PrC.
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +1 (+2 Tiny, +3 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision, Scent in Kitty Form
Languages Common, Gnome
------------------------------------------------
AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +10 Armor)
AC Raging 20, touch 10, flat-footed 19 (-2 Rage, +1 Size, +1 Dex, +10 Armor)
AC Tiny 24, touch 14, flat-footed 22 (+2 Size, +2 Dex, +10 Armor)
AC Tiny Raging 22, touch 12, flat-footed 20 (-2 Rage, +2 Size, +2 Dex, +10 Armor)
AC Diminutive 27, touch 17, flat-footed 24 (+4 Size, +3 Dex, +10 Armor)
AC Diminutive Raging 25, touch 15, flat-footed 22 (-2 Rage, +4 Size, +3 Dex, +10 Armor)
+4 Dodge Bonus against Giants
hp 81 hp (12 HD), 105 hp Rage
Fort +11 (+13 Rage), Ref +10 (+11 Tiny, +12 Diminutive), Will +4 (+6 Rage)
+2 on Saves vs Illusions, Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee 2 Claws +13 melee (1d3+2) and 1 Bite +8 melee (1d4+1)
Melee Raging 2 Claws +15 melee (1d3+4) and 1 Bite +10 melee (1d4+2)
Melee Tiny 2 Claws +12 melee (1d2+1) and 1 Bite +7 melee (1d3)
Melee Tiny Raging 2 Claws +14 melee (1d2+3) and 1 Bite +9 melee (1d3+1)
Melee Diminutive 2 Claws +11 melee (1 point) and 1 Bite +6 melee (1d2)
Melee Diminutive Raging 2 Claws +13 melee (3 points) and 1 Bite +8 melee (1d2+1)
Melee Unarmed Strike +13/+8 melee (1d10+2)
Melee Raging Unarmed Strike +15/+10 melee (1d10+4)
Melee Tiny Unarmed Strike +12/+7 melee (1d8+1)
Melee Tiny Raging Unarmed Strike +14/+9 melee (1d8+3)
Melee Diminutive Unarmed Strike +11/+6 melee (1d6)
Melee Diminutive Raging Unarmed Strike +13/+8 melee (1d6+2)
Ranged: +1 Sling +13/+8 (1d3+1+2d6 Fire)
Base Atk +11, Grp +21 (+23 Raging, +20 Tiny, +22 Tiny Raging, +19 Diminutive, +21 Diminutive Raging)
Atk Options +1 on attack rolls vs Kobolds and Goblinoids, Rage 2/day, Mah Momma Knew How To Snuggle, Mah Daddy Was The Man, Lets Wrassle
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste
Spell-Like Abilities (CL 1,DC 13) Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals (Burrowing mammals only, duration 1 minute)
-----------------------------------------------
Abilities Str 14 (18 Rage), Dex 13, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Tiny Str 12 (16 Rage), Dex 15, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Diminutive Str 10 (14 Rage), Dex 17, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
SQ Fast Movement, Illiteracy, Trap Sense +1, Trapfinding, Purr, Kitty Form
Feats Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Anklebiter, Tomcat, Clever Wrestling (B), Close Quarters FIghting (B)
Skills Balance +5 (+13 Kitty, +14 Tiny, +1 Diminutive), Climb +9 (+13 Kitty, +14 Tiny, +15 Diminutive), Escape Artist +5 (+6 Kitty, +7 Tiny, +8 Diminutive), Hide +5(+9 Kitty, +10 Tiny, +11 Diminutive), Intimidate +7, Jump +6 (+14 Kitty, +15 Tiny, +16 Diminutive), Listen +4, Move Silently +4 (+9 Kitty, +10 Tiny, +11 Diminutive), Perform (Wrasslin) +6, Spot +4, Survival +3, Tumble +5 (+6 Kitty, +7 Tiny, +8 Diminutive)

Additional +4 to hide checks in heavy undergrowth, additional +2 to Str based skills when Raging
Possessions Collar of Holding, Cute Widdle Bowsies, +5 Breastplate, Daern's Instant Tent, Explosive Sling, Tan Bag of Tricks, 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste, 300 GP



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 incredible 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 modifer) 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.

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

Norr
2008-05-01, 08:15 AM
Hi, I've been without internetz for a bit.

Tibbit Skirmisher: looks really nice now, I don't know if the master abilities are balanced but the flavor is right there

Bear wrassler: How exactly do you use the 'Mah Daddy Was The MAN!' ability? Is it an option during grapple or an attack/standard action?
You might also want to point out that you must meet all the prerequisites for a 'Wrassling feat' to take it.
Also, 'Mah Momma Knew How To Snuggle' doesn't specify what that '1d10+strength' does (I know it's damage but it still looks a bit funny). A similar 'error' can be found in 'Mah Daddy Was The MAN!'.
Also, you can only perform an attack at the end of a charge, so the ability to grapple at the end of a charge should be added to 'The Flying Snuggle Attack' feat.
With the 'Dropping the Big Yak' feat, do you perform the grapple check counterattack before or after they hit you?

That's about it for this time.

DracoDei
2008-05-01, 01:06 PM
The energy feats should be optional so that they won't backfire when you run up against something with energy resistance.

Tabby Twister needs to specify the healing magic that will negate the penalty early... Regeneration should definitely do the trick.

DracoDei
2008-05-01, 01:32 PM
Just ran across this image that fits the Bear Wrestler pretty well (in addition to the one you already posted).

http://images.icanhascheezburger.com/completestore/2008/4/27/helostyurnex128538116049375000.jpg



Tell me when you get to the one that matches up with the story I posted thematically.

Bhu
2008-05-02, 02:12 AM
Just ran across this image that fits the Bear Wrestler pretty well (in addition to the one you already posted).

http://images.icanhascheezburger.com/completestore/2008/4/27/helostyurnex128538116049375000.jpg



Tell me when you get to the one that matches up with the story I posted thematically.

I'll have the rewrites up soon (its 3 am as I type this, and im beat). I believe the kitty/monk PrC was called the Grasshopper Society or something similar. If it isn't next it'll be soon.

Oh, and that pic was the best :smallsmile:

lord of kobolds
2008-05-02, 06:29 PM
Bear wrassler needs a good capstone

also, i wasn't sure, can you take these feats at regular times, or just from the levels f BW

dman11235
2008-05-02, 07:03 PM
Alright, as promised, here I go.

Cat Burglar: looks fine as is. I think we did a nice job over at WotC before you brought it here.

PrCs:
SoP and TS: in the prereqs section, class features go under the "special" section. And for the TS, specify that the requirement is 1d6 skirmish.

TS: I don't like the idea of the wandering capstone. I say set it in stone, and have it be a tibbit skirmisher ability. It's the capstone, it's supposed to scream "I am a tibbit skirmisher!", not "I am whatever I want!". I'm sure you can think of something.

BW: For the feats, you neglect to mention that they gain the feats at the indicated levels.

I'd switch Mah Grandaddy was Part Chupacabre and the last feat, giving the class a nice capstone.

Change th momma ability to +1d10, rather than a flat number. If you had higher unarmed damage, you'd deal more damage. Also, you can't crit on a grapple check. It's an opposed check, so no critting. Change it to a length of time that you maintain the pin, and have there be a save (cha based), so it meshes better with the cha based CB.

Daddy: Not very useful at all. Fix it somehow. You're a smart guy, you can do it.

Every thing else is fine for now.

GoC
2008-05-02, 11:14 PM
I know you already have a high priest but can I join your church?:cool:

btw: The reason you haven't got a swarm of love letters is that the thread title is a bit bland.

Bhu
2008-05-02, 11:52 PM
I know you already have a high priest but can I join your church?:cool:

btw: The reason you haven't got a swarm of love letters is that the thread title is a bit bland.

I cant seem to find a way to edit it though. I'll have some more stuff done soon. Right now I'm still upset over yesterday, and my blood sugar is waaaay off.

dman11235
2008-05-03, 10:07 AM
Edit the first post, that's how you do it.

Bhu
2008-05-04, 02:21 AM
Thanks guys. Massively edited the Bear Wrassler. SHould have alleviated most concerns (but it is almost 4 am). Still thinking about the Tibbit Skirmisher. Thery were meant to be specialty fighters of varying kinds. the capstone just feels right somehow.

Bhu
2008-05-05, 12:36 AM
So any more thoughts on BW?? If you like as is now, I can work on example NPC, and post next PrC.

Bhu
2008-05-06, 02:05 PM
THE GRASSHOPPER SOCIETY

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

Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw. Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH _____ GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore. You know that right?"

The Grasshopper Society are a group of Monks devoted ot the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it. Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar. Being a loon helps too... Since the Chaos Monk is 3.0 and hasn't ben revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (which is what I will be doing for purposes of this class).

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Flurry of Blows, Ki Strike (Magic)
Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
Alignment: Must be Chaotic.

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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Scratchum, Softee Paw Mastery
2. +1 +0 +3 +3 Fuzzy Mind
3. +2 +1 +3 +3 Missed Me
4. +3 +1 +4 +4 Greater Flurry
5. +3 +1 +4 +4 Fuzzy Mind
6. +4 +2 +5 +5 Missed Me Again
7. +5 +2 +5 +5 Fuzzy Mind
8. +6 +2 +6 +6 Supah Flurry
9. +6 +3 +6 +6 Your Kung Fu Is Weak
10.+7 +3 +7 +7 Fuzzy Master

Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls. Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state. At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 7th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws. Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.

Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex): This is identical to the Monk ability listed on page 40 of the PHB.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked. If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury. As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent. Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko. Wise one minute, raving the next, perhaps suicidal tomorrow. People should definitely not have a handle on how to deal with you.
Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms. It mostly consists of flailing claw strikes and maliciously biting anything within reach. Some think of it less of a martial art and more of a hissy fit.
Advancement: Advancement for the Grasshoppers is an odd road. Many multiclass a bit just for the experience. Some will do anything once. If you've ever wanted to play a build thats all over the lace you'd be almost justified doing it with one of these guys. They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon. They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby. Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be. Your a crotchety old eccentric and darn proud of it.
Daily Life: Your life has no rhyme or reason. You may spend it doing good deeds or committing sins. You may invent new philosophies, or do your business on peoples shoes. You do spend unusual amounts of time indulging yourself whatever your personal philosophy.
Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests. He spends most of his time in cat form stone drunk. But since no one knows he's a cat he's one of the bigest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow. No one understands how the temple is never robed since there are obly a few cats there.
Organizations: The Grasshopper Society is an odd bunch. Think of them sort of like Taoists. On really bad drugs. With a side order of mild insanity and freakish personal quirks. They're more of a loose affiliation than an organized force. Unless you make them angry enough. Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society. After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate. Plan for this when designing encounters.
Adaptation: Definitely a silly campaign only. Drunken Kung FU kitty monks pretty much don't adapt well to any other style.
Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Your sitting in the pub one day bragging about taking out some local mastermind. A small taby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance. Yessir looks like a normal weekend.



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
------------------------------------------------
AC 23, touch 23, flat-footed 19 (+2 Dex, +7 Cha, +4 Deflection)
AC Small 26, touch 26, flat-footed 22 (+1 Size, +4 Dex, +7 Cha,+4 Deflection)
AC Tiny 28, touch 28, flat-footed 24 (+2 Size, +5 Dex, +7 Cha, +4 Deflection)
AC Diminutive 31, touch 31, flat-footed 27 (+4 Size, +6 Dex, +7 Cha, +4 Deflection)
Increase Cha Bonus to +10 when wearing Cloak
Missed Me 2/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +14 (+15 Small, +17 Tiny, +19 Diminutive), Will +12
Evasion, Still Mind, Fuzzy Mind
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d8+3) or Flurry +8/+8/+3 (2d8+3)
Melee Small Unarmed Strike +12/+7 (2d6+3) or Flurry +10/+10/+5 (2d6+3)
Melee Tiny Unarmed Strike +14/+9 (2d4+3) or Flurry +12/+12/+7 (2d4+3)
Melee Diminutive Unarmed Strike +17/+12 (2d3+3) or Flurry +15/+15/+10 (2d3+3)
Add +3 to hit and damage when wearing Cloak
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options Ki Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5),
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Fast Movement
Feats Advanced Softee Paw Kung Fu, Anklebiter, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Stunning Fist (B)
Skills Balance +10 (+20 Small, +21 Tiny, +22 Diminutive), Bluff +10 (+13 Cloak), Climb +10 (+16 Small, +17 Tiny, +18 Diminutive), Escape Artist +10 (+12 Small, +13 Tiny, +14 Diminutive), Hide +10 (+20 Small, +23 Tiny, +27 Diminutive) , Knowledge (Local) +8, Listen +8, Move Silently +10 (+20 Small, +21 Tiny, +22 Diminutive), Sense Motive +7, Spot +8, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive), Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Cloak of Charisma, +4 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5), 250 GP


EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th

Cieyrin
2008-05-07, 12:18 AM
For the innocence ability, saying you don't auto-fail doesn't actually get you anything, since there isn't any critical successes or failures in skill checks. You don't tend to succeed if you roll a 1 on a skill check unless you have some obscene skill bonuses but you don't fumble it automatically.

As for Your Kung Fu is Weak, I'd just lift the text for Improved Uncanny Dodge, since I think a sufficiently high level rogue should be able to flank (and sneak) you. If you want it to be more powerful than that, allow your Cat Burglar and Grasshopper Society levels stack for determining the minimum Rogue level and maybe something else besides, like Charisma to AC or something, since that seems to fit the theme of the class. Maybe like up to your class level in bonus, like Duelist, Bladesinger and Invisible Blade have for Int to AC.

Just my 2 coppers. Take as you will.

Bhu
2008-05-07, 12:38 AM
This one was actually kind of unfinished. I'd thought I'd progressed on it further but apparently I had forgotten. Will be remedying that as soon as I can.

Bhu
2008-05-08, 02:38 AM
Hmm....Grasshopper is kinda iffy. I'm gona rethink it while I touch up the other PrC's.

Bhu
2008-05-10, 04:36 AM
Sorry bout the wait. Weekend is off to rocky start.

Bhu
2008-05-11, 08:37 PM
Cute Widdle Bowsies
Price (Item Level): GP ()
Body Slot:
Caster Level:
Aura: ; (DC: )
Activation: - (Use-activated)
Weight: -

These appear to be pretty little bows. While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier. These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function. Switching items can only be done in human form, and is a Swift Action.

Prerequisites: Craft Wondrous Item,
Cost to Create: GP, XP, days

Any thoughts on what I can use as a prerequisite for this?

dman11235
2008-05-11, 09:41 PM
You may be interested in the wilding clasp "re-write" I'm doing. Since they are only for wildshape, I am making a new item for Magic of Origins, specifically the Shifter, that allows the item it's attached to to remain while in any alternate form.

Bhu
2008-05-11, 09:47 PM
Cool. I'll take a peek.

IF I change the Tibbit SKirmishers capstone, what say I keep the current ones as Featss (Epic ones perhaps) :smallbiggrin:


oh and the sample npc for tb is almost done. He's a hidin' fool!!!

dman11235
2008-05-11, 09:57 PM
I don't have it posted yet. It's in a word file, I've got the items post started on. Let's see, I've got the shifter, originist, and genomancer done, the shifter skirmisher started, the seeds done, the items started, the new vestige is on the WotC boards for now, the intro is at least started, if not done, and the feats I have thought about starting. I still have a ways to go. grr. Start being creative again brain! I've got nine more PrCs to do, the entirety of the feats, and most of the items. I've still got a ways to go. Oh, and the monsters.

Bhu
2008-05-14, 02:12 AM
I reworded some of the Grasshopper SOciety abilities. Anyone think the 3 empty levels are bad? Im wondering what o put there other than maybe Feats.

Bhu
2008-05-15, 04:16 AM
Norr has kindly given me an idea on the wizards forum about the Bowsies magical item. As soon as I get it done and up the example NPC's will all be done.

Bhu
2008-05-16, 04:29 AM
some kitties to keep you amused whilst I work on the previous PrC's

http://www.youtube.com/watch?v=hzX98zu894s

http://www.youtube.com/watch?v=aIA4H24ZG4s

http://www.youtube.com/watch?v=6_vtM6qANiI

http://www.youtube.com/watch?v=c9k-iUH5Xlo

http://www.youtube.com/watch?v=Icg9JTSvL6M

http://www.youtube.com/watch?v=e5nJeUxAjmA

http://www.youtube.com/watch?v=mUUy_9idBG0

http://www.youtube.com/watch?v=7HnwA-HbCZg

Bhu
2008-05-17, 04:17 AM
Im slacking I know, but its been an awful week :smallfrown:

More kitties to entertain you whilst I get myself in gear

http://www.youtube.com/watch?v=mHXBL6bzAR4

http://www.youtube.com/watch?v=0ONJfp95yoE

http://www.youtube.com/watch?v=cbRljNwZ7yU

http://www.youtube.com/watch?v=vYPVzt3tD4Y

http://www.youtube.com/watch?v=ezLv_W79O3s

http://www.youtube.com/watch?v=mCXtX41oQeE

http://www.youtube.com/watch?v=smPXdjXPs_Y

http://www.youtube.com/watch?v=scieTI4n7lQ

http://www.youtube.com/watch?v=maOdIEaHZ5s

http://www.youtube.com/watch?v=TStoWrhgAQ8

Bhu
2008-05-18, 01:01 AM
Does anyone think Mah Daddy Was the Man would make the Bear Wrassler too powerful if I changed the situations to use it to be a simple grapple check?

dman11235
2008-05-18, 06:56 AM
Not really. I never thought it was that great a mechanic in the first place though.

Bhu
2008-05-19, 01:33 AM
Edited more magic items into the magic item post on page 1

Bhu
2008-05-20, 03:48 AM
Everyone think the price for the cute widdle bowsies is fair? Cause if so I'm finishing hte example NPC's.

Bhu
2008-05-21, 02:31 AM
Son of Pinky NPC is done

Bhu
2008-05-22, 03:42 AM
Reworded the Bear Wrassler. Will finish up soon.

Norr
2008-05-22, 02:38 PM
Hi again, even if the son of pinky is finished I'd like you to take a look at the 'strong kitty' ability. It seems the strength penalty for tiny and diminuitive kity forms are the same for both the +4 strength bonus and the +6 strength bonus.

Bear wrassler looks much better now.

Bhu
2008-05-23, 06:57 PM
Must e the pain meds Im on :smallbiggrin:

Thanks for seeing that one Norr

Bhu
2008-05-25, 03:42 AM
ALmost got the example Tibbit Skirmisher done. As soon as I finish editing the class abilities Ill get to work on the example for the Bear Wrassler, and then finish the Grasshoppers.

Copacetic
2008-05-25, 04:16 PM
Thank you so much, Bhu. This is awesome. I have a question though. You have some feats that mesh classes and CB together, like sofite paw goes with Grasshopper and so forth. I was wondering if you were going to make a meshing PrC for ninja. Just wondering. Still though, this is some awesome stuff. :smallbiggrin:

Bhu
2008-05-25, 04:42 PM
Thank you so much, Bhu. This is awesome. I have a question though. You have some feats that mesh classes and CB together, like sofite paw goes with Grasshopper and so forth. I was wondering if you were going to make a meshing PrC for ninja. Just wondering. Still though, this is some awesome stuff. :smallbiggrin:

The Black Paw Ninja Clan will eventually be making its debut :smallbiggrin:

Copacetic
2008-05-25, 04:47 PM
The Black Paw Ninja Clan will eventually be making its debut :smallbiggrin:

Exxxcelent. Here, have a cookie Fish. (http://www.alaskasmokedfish.com/images/plate_salmon.jpg)

Bhu
2008-05-25, 11:10 PM
Tibbit Skirmisher revisal done. Lemme know what you think Dman.

Bhu
2008-05-27, 03:09 AM
Exxxcelent. Here, have a cookie Fish. (http://www.alaskasmokedfish.com/images/plate_salmon.jpg)


Fiiiiiiishiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeesssssss. ..:smallsmile:

dman11235
2008-05-27, 10:39 AM
Might get to things later today, first off, I've promised someone I'd do theirs first. And also I'm hungry and want lunch.

Bhu
2008-05-28, 02:18 AM
Bear Wrassler done, beginning work on the Grasshopper Society finally.

Bhu
2008-05-29, 12:23 AM
Edited up the Grasshopper Society except for the capstone and Kung Fu is weak.

ANy thoughts so far? I hope to finish it this weekend

Norr
2008-05-29, 10:02 AM
I like the fuzzy mind abilities, they remind me of the drunken master. However, it seems like the table and the ability disagrees on which levels the abilities are gained on.

Bhu
2008-05-30, 04:10 AM
I like the fuzzy mind abilities, they remind me of the drunken master. However, it seems like the table and the ability disagrees on which levels the abilities are gained on.

Fixed. Should have the level 10 fixed soon.

Bhu
2008-05-31, 04:38 AM
Redid the level 10 ability for the Grasshopper Society. Lemme know what you think.

Norr
2008-05-31, 12:51 PM
I think it's rather good, but at the same time not too powerful. I don't have much else to say.

Bhu
2008-06-01, 12:02 AM
I think it's rather good, but at the same time not too powerful. I don't have much else to say.

How bout if I make it Highest BAB instead of lowest??

Norr
2008-06-01, 08:46 AM
How bout if I make it Highest BAB instead of lowest??

That would be... rather painful. I don't know how many will scream at that as a 3/day ability. However, I checked the SRD and I think it's not that bad. A 15th level twf rogue has 5 attacks at average +8 BAB and 8d6 sneak attack, and a 15th level wizard have empowered or split disintegrate rays. Both of these are more than 3/day, so I think your suggestion wouldn't be out of line since catburglars doesn't have too high a damage potential.

Bhu
2008-06-01, 11:29 PM
Raised it to highest BAB and added an effect. Filling in example now

Bhu
2008-06-04, 01:49 AM
Example Grasshopper is done. Looks..a tad powerful..

Bhu
2008-06-05, 02:34 AM
And while I await your thoughts on the new Grasshopper the last fightin kitty to PEACH befor the ninjas debut:

BIG KITTY

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

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

Sometimes the Cat Burglar Guilds extend into rural areas. Very rural areas. Or zoos.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (SR vs Alignment Detection)
Feats: Cattitude, Improved Toughness
Skills: Intimidate 4 Ranks, Open Locks 8 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 (Medium)
2. +1 +3 +0 +0 Multiattack
3. +2 +3 +1 +1 Pounce
4. +2 +4 +1 +1 Kitty Form (Large)
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 (Big Boned)
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): You gain new options when using your Kitty Form. At first level you may now assume Medium Kitty Form. Your stats remain unchanged. Your claw attacks now do 1d4, and your Bite does 1d6. You also gain a +1 Natural Armor Bonus in Kitty Form (or your Natural Armor Bonus is increased by 1). You may pretend to be the smaller big cats like Jaguars.

At 4th level you now gain Large Kitty Form. You get +4 Str, +4 Con, and the Natural Armor Bonus increases to +3. Your claw attack now do 1d6, and your Bite does 1d8. You also gain the usual bonuses and penalties for Large Form. Space/Reach is now 10'/5'. You may assume Large Kitty Form a number of times per day equal to your Charisma modifier. Large Kitty Form lasts 3 round s plus 1 round per point of Charisma modifier. Now you can pretend to be Lions or Tigers, etc.

At 8th level you gain Big Boned Kitty Form. You get +6 Str, +6 Con, and the Natural Armor Bonus increases to +5. You are still Size Class Large, but you now have the Powerful Build ability (see page 12 of the Expanded Psionics Handbook). This effectively replaces Large Kitty Form. It may be assumed as many times per day, and lasts as long. You now look like a very well fed Lion or Tiger. Or even a giant housecat.

Multiattack : 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 : You gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): 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 : You gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): When you successfully Grapple or Pounce you gain two secondary Rake attacks. Damage is the same as your claw attack.

Fat Cat (Ex): At 20th 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...
Combat: Try to set yourself up as a Grapple machine to take advantage of your eventual size and abilities.
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.
Resources: As usual you have the Cat Burglar Guilds to rely upon. In fact many Big Kitties are the heads of the Guilds...

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 picked up some decent lockpicking skills...
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 necessary.

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 god standing with the common man.

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.
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 hands you a slip of paper. It says "Why hello thar". Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +6 Armor, +4 Deflection)
AC Large 23, touch 14, flat-footed 22 (-1 Size, +1 Dex, +3 Natural, +6 Armor, +4 Deflection)
AC Medium 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
AC Tiny 26, touch 20, flat-footed 22 (+2 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Diminutive 29, touch 23, flat-footed 24 (+4 Size, +5 Dex, +6 Armor, +4 Deflection)
hp 76 hp (12 HD), 100 hp in Large Form
Fort +7, Ref +7, Will +3
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Short Sword +12/+7 melee (1d6+5)
Melee Large 2 Claws +11 (1d6+5) and 1 Bite +11 (1d8+2)
Melee Medium 2 Claws +10 (1d4+3) and 1 Bite +10 (1d6+1)
Melee Small 2 Claws +9 (1d3+1) and 1 Bite +9 (1d4+1)
Melee Tiny 2 Claws +9 (1d2) and 1 Bite +9 (1d3)
Melee Diminutive 2 Claws +10 (1 point) and 1 Bite +10 (1d2-1)
Base Atk +7, Grp +10 (+16 Large, +4 Small, -1 Tiny, -6 Diminutive)
Atk Options +2d6 Sneak Attack, Pounce
Combat Gear 2 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Abilities Large Str 20, Dex 12, Con 17
Abilities Small Str 12, Dex 16, Con 13
Abilities Tiny Str 10, Dex 18, Con 13
Abilities Diminutive Str 8, Dex 20, Con 13
SQ Trapfinding, Purr, Kitty Form, Spell Resistance 18 (Alignment/Shapechanger Detection)
Feats Big Paw, Cattitude, Combat Reflexes, Improved Initiative, Improved Toughness, Leadership, Multiattack (B), Improved Multiattack (B)
Skills Balance +9 (+12 Small, +13 Tiny, +14 Diminutive), Bluff +10, Climb +11 (+13 Large, +9 Small, +8 Tiny, +7 Diminutive), Diplomacy +10, Gather Information +10, Hide +4 (+15 Small, +20 Tiny, +25 Diminutive), Intimidate +10, Jump +11 (+13 large, +7 Small, +6 Tiny, +5 Diminutive), Knowledge (Local, Nobility) +8, Listen +4, Move Silently +4 (+8 Large, +10 Small, +11 Tiny, +12 Diminutive), Open Locks +9, Sense Motive +8, Spot +4, Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +4 Ring of Protection, +2 Short Sword, 2 Potions of Heroism, 2 Potions of Haste, 940 GP



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: Big 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: Big Kitty Form
Benefits: You do not take Size penalties to AC or attack rolls in Big Kitty Form.

Extra Biggie Sized
"Ahem...roar. Roar I say."
Prerequisites: Big Kitty Form
Benefits: You may use Kitty Form (Large or Big Boned) twice more per day.

Bhu
2008-06-06, 11:22 PM
Am I alone in thinking Big Kitty needs a lil "oomph"?

Rappy
2008-06-07, 04:20 AM
It might need a bit of Power Attack and Cleave or so. The Strength enhancement and added attack motions need some sort of "oomph" behind them.

Bhu
2008-06-09, 05:14 AM
It might need a bit of Power Attack and Cleave or so. The Strength enhancement and added attack motions need some sort of "oomph" behind them.

True. Hey Rap if you dont see me in a few days on Wizards, let everyone know Im over here. Ive been trying since early today to login and keep getting glitches. First it told me my password was wrong, then I reset it, then it still told me it was wrong and I reset it again. When i tried to contact customer help it said my account didnt exist.

Bhu
2008-06-11, 04:29 AM
Looks like it was some sort of glitch.

Rather than redo the class how about a few Big Kitty Feats? Something like a Smite Mousie Feat that gives you a damage bonus to opponents smaller than you.

Bhu
2008-06-13, 05:51 AM
Whilst I finish up the Big Kitty heres a sneak preview of that Ninja i promised


THE BLACK PAWS

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

Traditional theme song of the Black Paw Clan

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend. Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets. The other ninja clans call you lazy. They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Ghost Step
Feats: Nekochan, Jibba Jabba
Skills: Gather Information 8 Ranks, Listen 8 Ranks


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Ki Power (Mark)
2. +1 +0 +3 +0 Sneaky Ninja Bonus
3. +2 +1 +3 +1 Anonymous Kitty (+4)
4. +3 +1 +4 +1 Ki Power (Awareness)
5. +3 +1 +4 +1 Sneaky Ninja Bonus
6. +4 +2 +5 +2 Anonymous Kitty (Take 10)
7. +5 +2 +5 +2 Sneaky Ninja Bonus
8. +6 +2 +6 +2 Ki Power (Stealth)
9. +6 +3 +6 +3 Anonymous Kitty (Take 20)
10.+7 +3 +7 +3 Ninja Master

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

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways. The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less. The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first. You cant leave a message in this fashion but you can leave a trail. Detect Magic will show these marks just like Arcane Mark would show up.

At 4th level you gain the Awareness Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent). This bonus lasts 1 round.

At 8th level you gain the Stealth Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently. This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot. You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip. At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks. At 6th Level you may always Take 10 on Gather Information Checks. At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts. You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Invisibility, Greater a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known. You like being known. Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public. Including shouting the closet skeletons of people who have angered you from the rooftops.
Combat: Like most ninjas you'll rely on stealth and hit and run tactics. No frontline tanking for you. You do get to use Sleight of Hand to slip home made explosives into people's pants though.
Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar. Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles. So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them. You are the worlds first stalkerazzi!
Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip. Unlike real ninjas who are busting their butt killing people. Or so the other ninjas say...
Notables: Thum Vu (CN Femal Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva. Everyone goes to her for the latest news. Even the nobles she sometimes rats out. Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace. The Guild considers him a liability, and may be thinking of having him 'retired'.
Organizations: The Black Paws are a fairly wide ranging clan. They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you. The word hate needs to be triple underlined. Because if they have any embarrassing habits you know them. If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail. Commoners on the other hand love you. You embarrass the people they can't touch. You mock the aristocracy in full view in public and get away with it. And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers. They like causing chaos by airing peoples dirty laundry in public. Be assured if your BBEG has any secrets they'll find it and spread it around.
Adaptation: I'm not sure about this one. You might actually find a use for it in a non silly campaign.
Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy. You wanna know what your girlfriend is up to right now? Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
------------------------------------------------
AC 24, touch 19, flat-footed 21 (+2 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Small 27, touch 22, flat-footed 23 (+1 Size, +4 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Tiny 29, touch 24, flat-footed 24 (+2 Size, +5 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Diminutive 32, touch 27, flat-footed 26 (+4 Size, +6 Dex, +3 Wis, +5 Armor, +4 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +11/+6 (1d4+1)
Ranged +1 Dagger +11 (1d4+1)
Melee Small 2 Claws +13 (1d3-2) and 1 Bite +8 (1d4-2)
Melee Tiny 2 Claws +15 (1d3-3) and 1 Bite +10 (1d3-3)
Melee Diminutive 2 Claws +18 (1d3-4) and 1 Bite +13 (1d2-4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -6 Diminutive)
Atk Options Sudden Strike +2d6, Poison Use, Sneak Attack +4d6
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Small Str 6, Dex 18
Abilities Tiny Str 4, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Purr, Kitty Form, Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Alley Cat x2, Anklebiter, Jibba Jabba, Nekochan, Weapon Finesse
Skills Appraise +7, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +6 (+8 Small, +7 Tiny, +6 Diminutive), Concentration +6, Diplomacy +8, Gather Information +14, Hide +8 (+19 Small, +24 Tiny, +29 Diminutive), Jump +6 (+8 Small. +7 Tiny, +6 Diminutive), Knowledge (Local, Nobility) +7, Listen +10, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Search +7, Sense Motive +10, Spot +10, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Magic Device +8

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Cute Widdle Bowsies, Collar of Sneakery Blackmail, +4 Ring of Protection, +5 Bracers of Armor, Four +1 Daggers



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th

Norr
2008-06-13, 02:37 PM
I've always loved this one :smallbiggrin:

There are three dead levels in this class. I suggest creating a minor bonus to fill the gaps, like a +2 bonus to listen checks at 2nd level and an additional +2 at 5th and 7th levels. Or you could give them a +2 listen at 2nd level (for obvious reasons), +2 to spot at 5th (read lips) and +2 to search at5 7th level (finding the dirty laundry, literally). Just a suggestion from my side.
Also, would anyone be capable of 'seeing' the 'mark' from kitty-ki power by using the spell Detect Magic?

Bhu
2008-06-14, 05:43 AM
Edited Black paw to answer your question, and as per your suggestions. I also got most of the example NPC's done for Big Kitty and Black Paw, and added 3 Big Kitty Feats.

Bhu
2008-06-16, 03:03 AM
WHilst I work on the example NPC's, might as well get started on the next one:

DARTH PUDDYTATSES

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

Furby:"John the Fishers son must die. How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen. Someone has to have 10th level in this Prestige Class. How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the guild.

BECOMING A DARTH PUDDYTAT
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form and either Lurk Augments or the ability to manifest powers for the Psychic Warrior list
Skills: Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
Base Attack Bonus: +4 BAB
Feats: I Got Looks And Brains
Alignment: Can't be Good or Lawful.

Class Skills
The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 These are not the Kitties You're Looking For
2. +1 +1 +3 +3 Light Saber, +1 Manifester Level
3. +2 +1 +3 +3 Force Boing
4. +3 +1 +4 +4 Hairballs Will Be Fine, +1 Manifester Level
5. +3 +2 +4 +4 No Really It's a Light Saber
6. +4 +2 +5 +5 I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level
7. +5 +2 +5 +5 Please Don't Sue
8. +6 +3 +6 +6 Use The Force Snookums, +1 Manifester Level
9. +6 +3 +6 +6 Static Cling Is A Pain When You Have Fur
10.+7 +3 +7 +7 Make Them Poop Their Own Spleen, +1 Manifester Level

Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

Manifester Level: At each even numbered level you gain new power points and access to new Powers as if you had gained another level in your Manifesting class. You do not however gain any other class abilities of the class.

These Are Not The Kitties You Are Looking For (Ps): You may use Psionic Suggestion a number of times per day equal to their Charisma Modifier as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force. It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw). It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive). You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action. You may use weapon based Feats as though it were a Longsword.

Force Boing (Su): You may jump up to 50' without a Jump check as a Psilike ability a number of times per day equal to your Charisma Modifier.

Hairballs Will Be Fine (Ps): You may use False Sensory Input as a Psilike Ability a number of times per day equal to your Charisma Modifier. Manifester Level is equal to Hit Dice.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): A number of times per day you may Force Choke a victim within 30' as a Psilike Ability. They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304) and is also held immobile in her square (considered to be paralyzed). The victim gets another save each round to break the choke. If they do, another daily use must be used to restart it. The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration. Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed. Deflecting the attack doesn't count as an Action. If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action. You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): You may unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability. This works like the Energy Cone power, but it does Force damage, and Manifester Level is equal to your Hit Dice.

Make Them Poop Their Own Spleen (Su): A number of times per day equal to your Charisma Modifier you may use this ability. You must make a Touch Attack against an opponent. If you miss, the use of this ability is expended. If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). if he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen). If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.

PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin. Or at least you desperately want people to believe that. A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful you were.
Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice. Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats. Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on. If they're in the mood. And not hiding out from whoever they've ticked off now. Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group. In their own minds anyway. The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
Daily Life: Your life is training, training, training. When you aren't training you're going on assignments for the Master. When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood. he should be working for them. He may need...reminded. Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat. Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully. Obviously he must have the devils own luck. Or he's lying about being dumb.
Organizations: The Darth Puddytats are like a fraternity. They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats. They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it. If the cows wont milk, it had to be them. If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal. Like they should be. We're lookin' at you Steve.
Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture. Of course you can always rename it and just change the fluff to make it serious.
Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter

EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces. Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +4 (+6 Small, +7 Tiny, +8 Diminutive), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 22, touch 16, flat-footed 20 (+2 Dex, +4 Deflection, +6 Armor)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +4 Deflection, +6 Armor)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +4 Deflection, +6 Armor)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +4 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Light Saber +13/+8 (1d8+5/17-20)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3) or Light Saber +14/+9 (1d6+5/17-20)
Melee Tiny 2 Claws +12 (1d2-4) and 1 Bite +7 (1d3-4) or Light Saber +15/+10 (1d4+5/17-20)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4) or Light Saber +17/+12 (1d3+5/17-20)
Base Atk +8, Grp +7 (+1 Small, -3 Tiny, -8 Diminutive)
Atk Options +1d6 Sneak Attack, +1d6 Psionic Sneak Attack, Lurk Augments 9/day, Initiative Boost
Combat Gear 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22

Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs WIll Be Fine, Light Saber, I Find Your Lack of Faith...
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, 36 Power Points
Feats Anklebiter, Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Weapon Finesse
Skills Autohypnosis +11, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +7, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Concentration +10, Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+10 Small, +9 Tiny or Diminutive), Knowledge (Psionics) +12, Listen +7, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Psicraft +6, Search +8, Spot +7, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Psionic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion, 700 GP


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases by 1 every other level, but he does not gain new powers. He does gain an additional 3 power points per level.
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th

Norr
2008-06-17, 05:43 PM
I would suggest a bonus to bluff checks for 'These are not the Kitties You're Looking For',
ability to cast Suggestion for 'Hairballs Will Be Fine',
Somewhere they should be able to make their weapons 'Brilliant energy',
'Use The Force Snookums'... rerolls?
You need force choke somewhere (I find your lack of faith... disturrrbing).
Bonuses to the jump skill at any dead levels.
Also: Force lightning *BZZZT!*

With so many force options, maybe give a Darth puddytat two choices at certain levels. Not alignment based, just... well...
"Do I like to electro-fry people? No, Darth Mossie does that. I make boys into girls. You may wince now."

DracoDei
2008-06-18, 12:18 PM
To the traditional thinking, this should be limited to Evil alignments... of course there are arguements in the other direction as well (http://www.rhjunior.com/GH/00249.html)...

Bhu
2008-06-19, 03:49 AM
Ive got the basic ideas up now Norr. I might add class variants though once I get to peek at the Force list.

Hey Draco!! DIdja like the Grasshopeprs and Black Paws?

DracoDei
2008-06-19, 12:35 PM
Yes, I did... but the Grasshoppers don't STRONGLY match my story of the young Ming until higher levels (when they get access to the "innocence" power or whatever it was)... I like the idea of totally gonzo insane monks though.

Bhu
2008-06-21, 04:50 AM
Editing int the descriptions of abilities now. And I need to start thinking about how many Manifester levels they lose.

Bhu
2008-06-22, 04:40 AM
Darht Puddytats is almost done. All the abilities are up. Let me know if you think the text needs modifying. And how many Manifester levels he should give up.

Norr
2008-06-22, 01:45 PM
I think you should specify the lightsaber focus is held like a weapon or strapped to the paw or the wrist. It will help determine how it can be disarmed.

Force Boing doesn't need a manifester level since it doesn't have any level-dependent benefits.

the 'lack of faith' ability also doesn't need a manifester level. However, it needs a power-level equivalent to determine the concentration DC if the puddytat wants to manifest it defencively.

Make them poop their own spleen is basically finger of death, but the many times per day you can use it is balanced by the fact you can never benefit from this in a combat situation, so I think it's okay.

When thinking of lost manifester levels I could settle for anything between four and five, since psychic warrior (who's got the most manifesting power of the two entry classes) only get up to 6th level and ~120 PP it doesn't have to be a particularly heavy loss.
For 5-level lost, put +1 manifester level at each even level (2, 4, 6, 8, 10).
For 4 levels lost, put a +1 manifester level at level 9 too.
Since this is a rather powerful class I would set a 5-level loss.

Sir Shadow
2008-06-22, 04:33 PM
Bhu you are a genius... These are great! *applauds* can't wait to see more.

Bhu
2008-06-23, 03:19 AM
Bhu you are a genius... These are great! *applauds* can't wait to see more.

Thank you kind sir!

I made some revisements Norr. How does 5th level sound for the FOrce CHoke?

Bhu
2008-06-24, 05:34 AM
Soon as I can get teh forum to be stable for a few minues Ill finish teh DP, and then were on to the Abominable SNow Kitty.

Bhu
2008-06-25, 04:40 AM
THE ABOMINABLE SNOW KITTY

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

"My name is Nubbins, an' I'm a scorpio, an' my hobbies include collecting shiny stuff, and napping, and hurtling myself thru the air at peoples faces."

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
Feats: Lynx-Paws, 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 Yeti Form (Medium)
2. +2 +3 +0 +0 Improved Scent
3. +3 +3 +1 +1 Cold Resistance 5
4. +4 +4 +1 +1 Uncanny Scent
5. +5 +4 +1 +1 Yeti Form (Large)
6. +6 +5 +2 +2 Cold Resistance 10
7. +7 +5 +2 +2 Snow Swimmer
8. +8 +6 +2 +2 Dark Vision 30'
9. +9 +6 +3 +3 Cold Resistance 15
10.+10 +7 +3 +3 Yeti Form (Dire)

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

Yeti Form (Su): At 1st level you can become a Cat Faced Yeti once per day. This last 3 rounds plus 1 round per point of Charisma modifier. As a Cat Faced Yeti you are Medium sized and gain the following: +4 Dex, +2 Natural Armor Bonus, 2 claw attacks doing 1d4 plus Strength bonus. As with Kitty Form all equipment merges with your body and ceases to function.

At 5th level you can become a Large Cat-Faced Yeti, and you can use Yeti Form twice per day. You gain +4 Str, +2 Dex, +2 Constitution, +4 Natural Armor Bonus, Land speed increases +10 feet, 2 Claw Attacks doing 1d6 plus Strength Bonus, and Large Size.

At 10th level you can become a Dire Cat-Faced Yeti, and you can use Yeti Form 3 times per day. You gain +8 Strength, +4 Constitution, +6 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 1d8 plus your strength bonus, Large Size, and Improved Grab and Constrict.

Improved Grab (Ex): If you successfully hit a Medium or smaller creature with your claw attack you may make a Grapple Check as a Free Acton without provoking an attack or opportunity. If Successful you may constrict.

Constrict (Ex): A successful Grapple check does 2d6 (2d8 at level 10) plus your strength modifier for as long as you maintain the hold.

All Yeti Forms gain a Climb Speed equal to half your land speed, Immunity to Cold, Snowsight (as per the spell in Forstburn), and a +12 Circumstance bonus to Hide checks in snowy areas.

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

Cold Resistance (Su): 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 4th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): You can move through snow 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.

Dark Vision (Ex): At 8th Level you get Dark Vision 30'.

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.
Combat: Unless your in Yeti form, avoid combat you aren't made for it. Make sure to pimp out your Yeti form with some nice Grapple Feats tho...
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.
Resources: You have the Guild of course. And as one of their frontline operatives you have more than the usual access to equipment.

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. Unbenownst to all you are also charged with protecting the Guilds secret operations and are 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 (N Male Human Cat Burglar 2/Scout 4/Abominable Snow Kitty 6) is the head rescue cat of his division, and well loved by the local populace. Big Snuggle (CN Human Female Cat Burglar 2/Scout 4/Abominable Snow Kitty 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...



Big Snuggle
CN Human Female, Cat Burglar 2/Scout 4/Abominable Snow Kitty 6
Init +3 (+4 Large Yeti, +5 Medium Yeti/Small, +6 Tiny, +7 Diminutive) Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form, Snowsight in Yeti Form
Languages Common
------------------------------------------------
AC 18, touch , flat-footed (+2 Dex, +6 Armor)
AC Large Yeti 25, touch 15, flat-footed 22 (-1 Size, +3 Dex, +4 Natural, +6 Armor, +3 Deflection)
AC Medium Yeti 25, touch 17, flat-footed 21 (+4 Dex, +2 Natural, +6 Armor, +3 Deflection)
AC Small 24, touch 18, flat-footed 20 (+1 Size, +4 Dex, +6 Armor, +3 Deflection)
AC Tiny 26, touch 20, flat-footed 21 (+2 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Diminutive 29, touch 23, flat-footed 23 (+4 Size, +6 Dex, +6 Armor, +3 Deflection)
hp 72 (12 HD), 84 Large
Fort +11 (+13 Large), Ref +11 (+12 Large Yeti, +13 Medium Yeti/SMall, +14 Tiny, +15 Diminutive), Will +3
Evasion, Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares), 50 ft. in Yeti Form
Melee Large Yeti 2 Claws +13 (1d6+3)
Melee Medium Yeti 2 Claws +15 (1d4+1)
Melee Small 2 Claws +16 (1d3-1) and 1 Bite +11 (1d4-1)
Melee Tiny 2 Claws +18 (1d2-2) and 1 Bite +13 (1d3-2)
Melee Diminutive 2 Claws +21 (1 point) and 1 Bite +16 (1d2-3)
Base Atk +11, Grp +12 (+18 Large, +6 Small, +1 Tiny, -4 Diminutive)
Atk Options Yeti Form (Medium/Large, 2/day), Skirmish (+2d6, +1 AC)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Abilities (Large Yeti) Str 16, Dex 16, Con 16
Abilities (Medium Yeti) Str 12, Dex 18
Abilities (Small) Str 8, Dex 18
Abilities (Tiny) Str 6, Dex 20
Abilities (Diminutive) Str 4, Dex 22
SQ Purr, Trapfinding, Kitty Form, Trackless Step, Fast Movement, Cold Resistance 10
Feats Track, Lynx-Paws, Mouser, Weapon Finesse, Great Fortitude (B), Improved Scent (B), Uncanny Scent (B)
Skills Balance +6 (+11 Small, +12 Tiny, +13 Diminutive, +8 Medium, +7 Large), Bluff +10, Climb +10 (+17 Small, +18 Tiny, +19 Diminutive, +12 Medium, +11 Large), Heal +4, Hide +6 (+16 Small, +20 Tiny, +24 Diminutive), Intimidate +10, Jump +5 (+12 Small, +11 Tiny, +10 Diminutive, +12 Large), Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +6 (+13 Small, +14 Tiny, +15 Diminutive), Search +8, Sense Motive +6, Spot +4, Survival +8, Swim +5, Use Magic Device +6
Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, Ring of the Icy Soul, +3 Ring of Protection, Daern's Instant Tent, 3 Potions of Cure Serious Wounds


Mo Yeti Mo Betta
Permit me to roar at you again.
Prerequisites: yeti Form
Benefits: You may use Yeti Form one additional time per day.

Me Yeti Long Time
Okay it was bad but it's 8 am as I type this...
Prerequisites: Yeti Form
Benefits: When you use Yeti Form it lasts an additional 3 rounds.

Yeti Yodle
Arooooooooooooooooooooooooooo....
Prerequisites: Large Yeti Form
Benefits: Once per day you may let loose a mighty howl of fury. One creature within 30' must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds. If it succeeds the effect is negated.

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.

Yeti Munch
Nom nom nom...
Prerequisites: Dire Yeti Form
Benefits: While in Dire Yeti Form you gain a Bite doing 1d6 plus 1/2 your strength bonus as a Secondary attack.



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.
Yeti Form At level 23 and every 3 levels thereafter the Abominable Snow Kitty gains an additional daily use of Yeti Form.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 4 levels higher than 20th

Bhu
2008-06-26, 06:06 AM
I think this one may be okay. I'll have to do up the example, but I don't see anything glaringly bad with it so far.

Bhu
2008-06-27, 04:58 AM
Think it would still be okay if I upped the number of times per day it could use Yeti FOrm? Seems kinda limited right now...

Debihuman
2008-06-27, 02:41 PM
I think 3 times a day is probably sufficient but you might want to increase the amount of time that an abominable snow kitty can remain in yeti form. 3 rounds +1 for Cha bonus still isn't very long. You might want to increase it to minutes at higher levels.

Debby

Bhu
2008-06-28, 05:19 PM
Well i figured most people will put their highest stat in Charisma so teh Yeti Form should last for about 5 rounds on average.

I'll add some Yeti Feats.

Norr
2008-06-30, 05:00 AM
Hi Bhu, I've been deprived of access for the last week *glares at laptop-stealing dad* but now I should e able to comment again.

Darth Puddytatses looks good now, the lightsaber seems a little weak at higher levels, but then again, being a force sword it can harm things on the ethereal plane, ignores all damage reduction and is effectively ghost touch, so I think it makes up for it in sheer utility. :smallbiggrin:

I still think the 'does 1d6 plus strength' entries should mention damage, but thta's just me being picky. But as you say, I can't see any glaring mechanical errors with the class.
I also think the 3 rounds + cha duration of yeti form is okay, since it's slightly better than barbarian rage.

Bhu
2008-07-02, 03:27 AM
I had an idea or two that should fix your concerns with the Light Saber Norr.

You shall have to peek at the edits :D

Bhu
2008-07-04, 05:42 AM
Thats most of the fightin kitties. Whilst I touch up teh ABS, we now segue nicely into the skilled kitties:


SANDA'S LITTLE HELPERS

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

"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar guilds to act as his personal scouts and spies.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar. You could also take a few levels in Scout, Ninja, or Rogue.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
Feats: Track
Base Attack Bonus: +4 BAB

Class Skills
The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : d6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Swift Tracker, Sniffer
2. +1 +0 +3 +0 Camouflage
3. +2 +1 +3 +1 Trackless Step, Whiskers (+2)
4. +3 +1 +4 +1 Move Like the Wind
5. +3 +1 +4 +1 Track the Trackless
6. +4 +2 +5 +2 Improved Scent, Whiskers (+4)
7. +5 +2 +5 +2 Dark Vision 60'
8. +6 +2 +6 +2 Hide in Plain Sight
9. +6 +3 +6 +3 Uncanny Scent, Whiskers (+6)
10.+7 +3 +7 +3 Dark Vision 90', Specialty

Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks. The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'. At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Legend Lore, Veil, Probe Thoughts, or True Seeing. Once chosen your stuck with your spell of choice.

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc. Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.
Combat: You are not a combat monster. Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization. Military organizations with masses of supplies, hopefully not guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards. People tend to love or hate you with not much in between.
Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) curently works as a mercenary for the Elven host. Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper) is currently a sherrif in a small country village.
Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on. Many law enforcement and military organizations (and adventurers guilds) make use of your skills. You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat. If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily. But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
Encounters: PC's should never realize hey have encountered a Little Helper. After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us. He was in my tent when I woke up this morning just sitting there watching me sleep. Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +12, Spot +12, Scent, Low Light Vision in kitty Form
Languages Common
------------------------------------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 Deflection, +3 Armor)
AC Small 22, touch 19, flat-footed 18 (+1 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Tiny 24, touch 21, flat-footed 19 (+2 Size, +5 Dex, +4 Deflection, +3 Armor)
AC Diminutive 27, touch 24, flat-footed 21 (+4 Size, +6 Dex, +4 Deflection, +3 Armor)
hp 54 (12 HD)
Fort +5, Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +5
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +14 (1d3-2) and 1 Bite +9 (1d4-2)
Melee Tiny 2 Claws +16 (1d3-3) and 1 Bite +11 (1d3-2)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Ranged +2 Shortbow +11 (1d6)
Base Atk +9, Grp +9
Atk Options Skirmish (+2d6, +1 AC), +1d6 Sneak Atack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities Str 6, Dex 18
Abilities Str 4, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Anklebiter, Keen-Eared Scout, Mouser, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +14 (+25 Small, +26 Tiny, +27 Diminutive), Bluff +6, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +10 (+20 Small, +24 Tiny, +28 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Knowledge (Geography, Nature, Nobility) +5, Listen +12, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Search +4, Spot +12, Survival +10, Swim +4 (+2 Small, +1 Tiny, +0 Diminutive), Tumble +6 (+8 Small, +9 Tiny, +10 Diminutive), Use Magic Device +6

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +2 Shortbow, +2 Short Sword, +4 Ring of Protection, +3 Bracers of Armor, Magic Bedroll, Map of Unseen Lands, Sending Stones, Everlasting Rations, Decanter of Endless Water, 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1) 160 GP

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 2 levels higher than 20th

DracoDei
2008-07-04, 08:17 AM
Needs something additional at 10th level to provide a more flavorful capstone.

Norr
2008-07-04, 08:34 AM
Needs something additional at 10th level to provide a more flavorful capstone.

Maybe, since the Helpers sometimes might need to sneak into urban environments the capstone ability could be all their abilities that work only in natural environments (camo, HiPS, etc) also work in urban environments. Though that may be a bit powerful... or is it?

Debihuman
2008-07-04, 12:18 PM
Regarding Sanda's Little Helper:

If you want to give them a boost without overdoing it, give them a bonus to fear checks. Call it "Stand Their Ground." This prevents them from having to run away like sissy cats.

Also, why do they have Listen as a Requirement? They should have Survival as a Requirement instead, especially since Whiskers and Track the Trackless both require Survival skills to work. Not one special ability has Listen as a base.

Unless they already have Scent as a feat, they don't qualify for Improved Scent or Uncanny Scent. I think Scent should be a required feat along with Track.

Debby

DracoDei
2008-07-04, 02:30 PM
Maybe, since the Helpers sometimes might need to sneak into urban environments the capstone ability could be all their abilities that work only in natural environments (camo, HiPS, etc) also work in urban environments. Though that may be a bit powerful... or is it?
I LIKE this, but yes, it is powerful. In order to get this flavor it would be worth AT LEAST dropping the increase to Dark Vision range but even that MIGHT be considered overpowered. Eh... on second thought, maybe you won't even have to drop the D.V. extension... I am unsure about the balance, all I know is that I LIKE that ability for its flavor.

Bhu
2008-07-05, 04:32 AM
Hi Debi. Added Survival to Prereqs. Scent isn't a Feat, it's only available as an ability. They could use it in Kitty Form but I switched it so they can use it in human form now too.

Oh and I added some Feats to the ABS finally

Debihuman
2008-07-05, 07:42 AM
Re Sanda's Little Helpers

I forgot that Kitty Form gave them Scent. Nevermind.

40 ranks of feats is a lot to require (not hard for a Cat Burglar since they get 8 skills + Int bonus but quite difficult for anything else).


By the way, did you ever finish the Curious Kitty base class? I can't seem to find it and the last I remember it didn't have any skills section...

Debby

Bhu
2008-07-05, 06:18 PM
Re Sanda's Little Helpers

I forgot that Kitty Form gave them Scent. Nevermind.

40 ranks of feats is a lot to require (not hard for a Cat Burglar since they get 8 skills + Int bonus but quite difficult for anything else).


By the way, did you ever finish the Curious Kitty base class? I can't seem to find it and the last I remember it didn't have any skills section...

Debby

Its version 2 of the Cat Burglar. Peek at page 20 of the Wizards thread.

Bhu
2008-07-06, 12:26 AM
Made a goof Debbi. Its on page 26, post 775. I tried replying at Wizards but I keep getting Database errors (big surprise there huh).

Bhu
2008-07-07, 05:05 AM
Okay for the 10th level Sanda's ability how about some form of invisibility x times per day?

Bhu
2008-07-08, 05:46 AM
Hmm...silence...perhaps something else then...

Debihuman
2008-07-08, 06:58 AM
Actually, I like invisibilty as an ability, since it's a relatively low-low level spell, I think it should be 1/day at level 7 and 3/day at level 10. It's a nice addition to the extended ranges of the darkvision and gives both levels a little boost without being overpowering.

I've been having problems staying logged in recently because I keep getting "server is busy" messages. Otherwise, I would have posted sooner.

Debby

Bhu
2008-07-09, 05:07 AM
I know hte feeling about the server being busy. Work changed our hours and it's all I seem to see half the time now :smalleek:

Sir Shadow
2008-07-09, 08:14 AM
it does happen quite often at certain times of the day...

Bhu
2008-07-10, 04:40 AM
Okay I added the level 10. Bit different than what I initially had in mid but it fits with the fluff better.

Debihuman
2008-07-10, 09:56 PM
I think Sanda's Little Helper is looking good. I've just got a quick question regarding Specialty:

Can they choose any combination of Legend Lord, Veil, Probe Thought or True Seeing or can they only pick one to use 3 times a day?

Debby

Sir Shadow
2008-07-10, 10:03 PM
I think he meant, they choose one. and then three times a day they can use that one... o.o

Bhu
2008-07-11, 04:28 AM
WHat Shadow said.

Bhu
2008-07-20, 06:05 AM
And were back!!!

bowchika bowchika bowchika bowow!!

I fthere are no further comments on the Helpers I'll finish up and go to the next one.

Bhu
2008-07-21, 05:09 AM
And now on to teh Watchcat, which badly needs revised:

WATCHCAT

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/watchcat2.jpg

"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.

BECOMING A WATCHCAT
6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
Feats: Hep Meee!!


Class Skills
The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Watcher (Dark Vision 60')
2. +1 +0 +3 +3 Yowl (100'), Peekaboo (+2)
3. +2 +1 +3 +3 Sleep Optional (+4)
4. +3 +1 +4 +4 Watcher (See in Darkness), Peekaboo (+4)
5. +3 +1 +4 +4 Yowl (500')
6. +4 +2 +5 +5 Sleep Optional (+6), Peekaboo (+6)
7. +5 +2 +5 +5 Yowl (1 Mile)
8. +6 +2 +6 +6 Watcher (True Seeing), Peekaboo (+8)
9. +6 +3 +6 +6 Sleep Optional (Immunity)
10.+7 +3 +7 +7 I SEE ALL, Peekaboo (+10)

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

Watcher (Ex): At 1st level you gain Dark Vision out to a range of 60'. If you already have Dark Vision the range extends +30'.

At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

At 8th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

Yowl (Su):You may let out a screech for help as a Standard Action. Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'. This increases to 500' at 5th level, and 1 Mile at 7th level. You may also take the Feats Hep Meee!! 2: The Sequel, and
They Were Mean to Me Daddy as though your Watchcat levels were also Cat Burglar levels.

Peekaboo (Ex): You gain a +2 Competence bonus on Spot rolls at 2nd level. This increases to +4 at level 4, +6 at level 6, +8 at level 8, and +10 at level 10.

Sleep Optional (Ex): At 3rd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

At 6th level the bonus increases to +6, and you only need 2 hours of sleep a night.

At 9th level you are immune to sleep effects, and do not require sleep.

I SEE ALL (Su): You are now immune to flanking and Blindness. You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc.

PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner.
Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts. You aren't really made for it.
Advancement: You're really limited to one specific purpose. I originally considered making this an NPC class.
Resources: In a way you are a resource. You are the trusted early warning system of he Cat Burglar Guilds, and they make sure to pamper you.

WATCHCATS IN THE WORLD
Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
Ralph: "Well yeah, but everyone does that don't they?"
Your interaction with the world usually consists of "Halt, who goes there?"
Daily Life: You get up, make coffee, go to work, drink more cofee, at some point you may actually sleep. Then it's more coffee....
Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild. Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
NPC Reaction
You scare the crap out of most NPC's. Nothing says 'stay away' like a building with a dozen silently staring cats outside...

WATCHCATS IN THE GAME
This class will make Guilds pretty darn hard to ambush so be careful about using it.
Adaptation: Again, this one might fit into something other than a silly campaign with a little modification.
Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

Sample Encounter
EL 12: You spend the day preparing to enter a local house believed to be run by a Thieve's Guild. All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity. Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



Hellen Stovebottom
N Female Dwarf Cat Burglar 6/Watchcat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +15, Spot +21, Dark Vision 90', Low Light Vision and Scent in Kitty Form
Languages Dwarf, Common
------------------------------------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Deflection)
AC Small 17, touch 17, flat-footed 14 (+1 Size, +3 Dex, +3 Deflection)
AC Tiny 19, touch 19, flat-footed 15 (+2 Size, +4 Dex, +3 Deflection)
AC Diminutive 22, touch 22, flat-footed 17 (+4 Size, +5 Dex, +3 Deflection)
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +10
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Evasion, Uncanny Dodge, Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +1 Warhammer +9/+4 (1d8+1d4 Sonic/19-20, x3)
Ranged +1 Crossbow +11 (1d8+1d4 Sonic/19-20)
Melee Small 2 Claws +12 (1d3-2) and 1 Bite +7 (1d4-2)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2=4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -8 Diminutive)
Atk Options +1 to hit Orcs and Goblinoids, +2d6 Sneak Attack
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities Str 6, Dex 16
Abilities Str 4, Dex 18
Abilities Str 2, Dex 20
SQ Stonecunning, Stability, Trapfinding, Purr, Kitty Form, Yowl (500'), Watcher (See In Darkness),
Feats Hep Meee!!, Hep Meee!! II: The Sequel, Java, Jibba Jabba, Weapon Finesse
Skills Appraise +4 (+6 Stone or Metal), Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Bluff +5, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Gather Information +5, Hide +9 (+19 Small, +25 Tiny, +30 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Listen +15, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Search +8, Sense Motive +15, Spot +21, Use Magic Device +9

+2 Racial Bonus to Craft checks for stone or metal items, additional +4 to Hide checks in areas of undergrowth or tall grass
Possessions Collar of Holding, Cute Widdle Bowsies, +1 Impact Screaming Burst Warhammer, +1 Quick-Loading Screaming Burst Light Crossbow, +3 Ring of Protection, 603 GP


KITTY FEATS

Java
"Ilikecoffeecoffeisgoodyupyupyup."
Prerequisites: Watcher class ability
Benefit: Once per day you may drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) and it converts to a Potion of Haste inside you. This is a Supernatural ability.

Double Mocha Latte
"Javajavjavajavajavajava!"
Prerequisites: Java
Benefit: You may know use your Java Feat twice per day. In addition while hasted your base movement is increased +20 feet. This is a Supernatural ability.

Espresso
"WAAAAAAAARRRRRRRGGGGG!"
Prerequisites: Double Mocha Latte
Benefit: You may now use your Java Feat 3 times per day. In addition while Hasted you gain all attacks have a 20% chance to miss you.

Turkish Grog
"Is...is my heart still beating properly?"
Prerequisites: Espresso
Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack one opponent who must make a Reflex Save (DC is 10 plus half your Hit Dice plus Dexterity Modifier) or take 15d6 damage. A successful Save halves the damage, this is a Supernatural Ability.

Peekaboo
"Thought I was nappin' dintcha?"
Prerequisites: Kitty Form, Spot 4 Ranks
Benefit: Your eyelids are transparent to your own vision , and you may see even with your eyes closed. You also gain a +2 Enhancement Bonus to Spot Checks. this is a supernatural ability.



EPIC WATCHAT

Hit Die: d6
Skills Points at Each Level : 4 + int
Peekaboo: The Epic Watchcats bonus to Spot Checks increases by +2 at level 21, and every 2 levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th

D Knight
2008-07-21, 01:19 PM
Espresso
"WAAAAAAAARRRRRRRGGGGG!"
Prerequisites: Double Mocha Latte
Benefit: You may now use your Java Feat 3 times per day. In addition while Hasted you gain a +2 Dodge Bonus to Armor Class. this is a Supernatural Ability.

Turkish Grog
"Is...is my heart still beating properly?"
Prerequisites: Espresso
Benefit: You may use all 3 uses of your Java Feat as a Full Round Action to attack everyone within 20' of yourself once at your highest Base Attack Bonus. this is a supernatural ability.

hey both of here are great feats but i have a suggestion. The frist feat i would think when u are moveing that fast you would get a miss chance of 20% insted of a dodge bonus. second feat would be can be used with a spiked chain, cleave and great cleave to carve a 30 to 35 radius death zone. Also all classes and PrC you have made rock but more so the Lazor Kitteh feat.

DracoDei
2008-07-21, 04:48 PM
hey both of here are great feats but i have a suggestion. The frist feat i would think when u are moveing that fast you would get a miss chance of 20% insted of a dodge bonus. second feat would be can be used with a spiked chain, cleave and great cleave to carve a 30 to 35 radius death zone. Also all classes and PrC you have made rock but more so the Lazor Kitteh feat.
Yeah, but you are blowing 3 feats on one round of actions, and 3 more on stuff that you can make use of more than once per day... also I am not sure if reach stacks with the 20' radius in the first place...

Bhu
2008-07-22, 04:39 AM
I'll fix the Feats shortly. In the meantime, thoughts on the actual PrC? I've been told it's pretty weak.

Sir Shadow
2008-07-22, 07:19 AM
without its coffee based feats, it does seem fairly weak <_< though its ref and will saves are pretty nice...

DracoDei
2008-07-22, 10:02 AM
As it stands, at the very least is is a good NPC class as you said.
Ideas to power it up if you decide to:
-Blindsight at some level possibly in multiple stages.
-See In Darkness ability
-Give "True Seeing" earlier, make it the cleric version, and make the it continuous at 10th level.
-Uncanny Dodge, stacking with any other class that grants it.
-Bonuses to initiative
-Expeditious Retreat so as to be able to get away after making all that noise.


BTW, I wouldn't make their summoning ability unavoidable, at the very least it should only affect non-enemies...

Bhu
2008-07-23, 03:46 AM
Made some changes. Now I just need a new capstone

Bhu
2008-07-24, 04:41 AM
Example NPC for the Little Helper is done. I'm kinda stuck for what to give the Watchcat for level 10. Probably because work today was a living nightmare, but then it usually is...

Sir Shadow
2008-07-24, 07:10 AM
maybe give him 360' vision or some sort of X-ray vision?

Debihuman
2008-07-24, 05:14 PM
That's hard because you've given them True Seeing and See Invisibilty already. What could be better than than that? Maybe you could give them Arcane Sight as a Spell-like Ability.


Debby

Bhu
2008-07-25, 04:35 AM
How about an intimidation ability based on staring at people till they crack?

DracoDei
2008-07-25, 07:10 AM
How about an intimidation ability based on staring at people till they crack?
Doesn't match the utility flavor (although the fluff flavor matches reasonably well) of the other abilities... 360 vision or X-ray vision both sound like good possibilities to me... maybe both...

Carrion_Humanoid
2008-07-25, 12:25 PM
This is just made of Win

Sir Shadow
2008-07-25, 01:21 PM
Doesn't match the utility flavor (although the fluff flavor matches reasonably well) of the other abilities... 360 vision or X-ray vision both sound like good possibilities to me... maybe both...

yes mwuahaha XD let's give them the Byakugan*!

* for those of you that don't get my joke, it's from Naruto, so you're excused

Bhu
2008-07-26, 04:19 AM
Okay what do you think of the new version of I See All?

Debihuman
2008-07-26, 01:29 PM
I like that watchcats cannot be flanked, but I don't see why or how opponents don't get concealment benefits. I mean they already can detect concealed opponents with darkvision and low-light vision. Hidden opponents behind physical objects would still be hidden.

Perhaps they get a bonus to see in difficult environs (murky water, smoke, snowing, etc.) or do they already have that ability?

Debby

Sir Shadow
2008-07-26, 01:39 PM
I'm thinking that they see through the concealment. Maybe make it so: their target doesn't don't get a concealment bonus when the watchcat attacks with a melee weapon. I don't see how seeing through concealment might help with a ranged weapon since you can't really shoot around concealment. and objects don't effect their line of sight? (X-ray vision)

D Knight
2008-07-26, 09:08 PM
you can give it a sharpshooter ablity that lets it hit anything with out total cover with out the negatives to hit.by the way all classes and PrC look just beyond sweet.

Bhu
2008-07-27, 01:04 AM
Revised it again. Many thanks for the compliments guys.

Bhu
2008-07-28, 05:57 AM
Okay I modified the test on those FEats, and Im looking for a new prerequisite for peekaboo since currently it wouldnt be likely to take it since it would be impossible to take it and the coffee feats by level 20.

Bhu
2008-07-29, 03:56 AM
Okay I tried editing the Cat Burglar to include Peekaboo amon the kitty feats and got this:

You don't have permission to access /forums/editpost.php on this server.

What did I do?

Debihuman
2008-07-29, 04:34 PM
You might have gotten the error message because the site was going down or was doing a backup and wasn't available. Are you still having the problem?

Debby

Bhu
2008-07-30, 03:54 AM
Yup, still happening, but only with that post so far. Maybe it's reached it's character limit or something. If everyone likes the edits on the watchcat and hte feats, Ill be finishing the example npc and moving on.

Debihuman
2008-07-30, 04:01 PM
Well, I like the watchcat and its feats, so I vote for finishing up with the NPC at this point.

Good job there!

Debby

Bhu
2008-07-31, 05:18 AM
POCKET KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/pokcetkitty2.jpg

"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government. They disappeared and went underground to await revenge. Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced. And a little too proud for their own good. As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket. They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks


Class Skills
The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Cat Radar
2. +1 +0 +3 +0 Pocket Feat
3. +2 +1 +3 +1 Camouflage Kitty
4. +3 +1 +4 +1 Cat Radar
5. +3 +1 +4 +1 Pocket Feat
6. +4 +2 +5 +2 You can't see me
7. +5 +2 +5 +2 Pocket Feat
8. +6 +2 +6 +2 Cat Radar
9. +6 +3 +6 +3 Hide in Plain Sight
10.+7 +3 +7 +3 Master of the Unseen

Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing.

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius. If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, I Wuv U, Lightning Reflexes, Mobility, Pocket Dimension, Pwease, Quick Reconnoiter, Super Scamper Powers

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move. If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitty Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in humanoid form. Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in. Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy. You excel at hiding and squeezing into tight spaces to observe events.
Combat: Pocket Kitties aren't fighters, they're watchers. You're the advance team who finds things out before the fighting goes down.
Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon. And whatever you can steal from the nobility when they arent paying attention.

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair. Very rare. Cost me a lot of money."
Most people have no idea you exist. They think of you as a pet for rich fops.
Daily Life:You are a pampered pet of the pampered rich. You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes.
Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down. Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying. They will work best in a roleplay heavy campaign with little combat.
Adaptation: This one is kinda bizarre. Probably a silly campaign only thing.
Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion. They'll probably find a few in their clothing somewhere.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom. At times you'd almost swear the cats more intelligent than he is.

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +13, Spot +14, Scent and Low Light Vision in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 Armor, +3 Deflection)
AC Small 25, touch 19, flat-footed 20 (+1 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Tiny 27, touch 21, flat-footed 21 (+2 Size, +6 Dex, +6 Armor, +3 Deflection)
AC Diminutive 30, touch 24, flat-footed 23 (+4 Size, +7 Dex, +6 Armor, +3 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +11 (1d6)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -12 Tiny, -16 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Kitty Form, Purr, Trapfinding, Cat Radar, Camouflage Kitty, You Can't See Me
Feats ...And Persons Aren't Much Better, Dodge, Dogs Are Retarded, I Wuv U, Mobility, Pocket Dimension, Run, Weapon Finesse
Skills Appraise +5, Balance +9 (+19 Small, +20 Tiny, +21 Diminutive), Bluff +7, Climb +9 (+15 Small, +16 Tiny, +17 Diminutive), Disable Device +6, Escape Artist +7 (+9 Small, +10 Tiny, +11 Diminutive), Gather Information +6, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Jump -1 (+5 Small, +4 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +13, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Open Lock +13, Search +11, Sense Motive +8, Spot +13, Tumble +9 (+11 Small, +12 Tiny, +13 Diminutive)

Additional +4 to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Sneakery Blackmail, Cute Widdle Bowsies, Bracers of Armor +6, +3 Ring of Protection, +1 Defending Shortsword, 4 Potions of Cure Serious Wounds, 726 GP



Pocket Dimension
Kitty likes to play Peekaboo.
Prerequisites: Pocket Kitty Level 3
Benefits: You may use the spell Dimension Door 5 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another. Caster Level is equal to half character level.


EPIC POCKET KITTY

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

Debihuman
2008-07-31, 08:58 AM
POCKET KITTY

These are too darn cute!


Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move. If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed.

That is just such a "cat thing" hiding in laundry or in unmade beds or even under the bed. Hmm. If you Hide under a bed do you simply resemble an oversized dust bunny? That would be a neat trick.

Have you considered making magical cat kibble? Purina may have something to say about it...

Sir Shadow
2008-07-31, 09:02 AM
pfffft, forget Purina, it's all about Meow-Mix <_<

anyways, this one looks good as a pure spying PrC

EDIT: <_< what happened if they try to take human shape while in someone's shirt or in a backpack?

Bhu
2008-08-01, 04:38 AM
Tweaked Pocket Kitty a lil to answer your question kind sir, and added some fluff too.

Sir Shadow
2008-08-01, 08:51 AM
I just imagine this guy bursting out of a Delegate's shirt pocket and running away while everyone just stares after him and blinks. XD

Cieyrin
2008-08-01, 10:47 AM
Under Pocket Feats, where exactly is Pocket Dimension from? I didn't find it anywhere, so i have no idea what it actually does or even exists.

Bhu
2008-08-02, 04:51 AM
Sorry about that I forgot to edit it in. It's at the bottom of the post.

Bhu
2008-08-05, 04:47 AM
So any thoughts about the Pocket Dimension Feat or the edits to Pocket Kitty before I start wrapping up?

Sir Shadow
2008-08-05, 07:13 AM
For some reason, Pocket Dimensions seems like it should be at will... or 1/hour... I just think it should be able to be used more than once a day, but I'm crazy... <_<

Bhu
2008-08-06, 04:49 AM
It's 3 times per day. WHich at that level is about how many times a wizard could use the spell it's based on. I suppose I could make it more given it's limitations...

Sir Shadow
2008-08-06, 08:06 AM
I suppose I could make it more given it's limitations...
Right, that's what I was thinking. Plus, since these guys don't really have any combat ability other than sneak attack, I think they should be able to use this more than 3x a day

Bhu
2008-08-08, 05:10 AM
How bout if I make it 5 times per day, and give it another Feat that lets it be at will?

Bhu
2008-08-09, 05:10 AM
Soooo...any other thoughts?? If not I'm finishing up, and thinking of options for magic kitty nibbles. And here's a sneak preview of whats up next:

NINELIFER

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

"Just try and hit me. Go on just try."

Some cats get all the luck. You back yours up with magic.

BECOMING A NINELIFER
You can go into Ninelifer with virtually any class as long as it shares some class skills.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Any 2 Luck Feats
Skills: Any 2 Ninelifer Class Skills 8 Ranks


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Extra Life (x1)
2. +1 +0 +3 +3 Luck Feat
3. +2 +1 +3 +3 Extra Life (x3)
4. +3 +1 +4 +4 Luck Feat
5. +3 +1 +4 +4 Extra Life (x5)
6. +4 +2 +5 +5 Luck Feat
7. +5 +2 +5 +5 Extra Life (x7)
8. +6 +2 +6 +6 Luck Feat
9. +6 +3 +6 +6 Extra Life (x9)
10.+7 +3 +7 +7 The Universe Likes Mr. Cuddles

Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.

Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened. You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day. And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc. In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell. If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways. If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'. Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal thats caught up with him. Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, it must be worded in any way that could theoretically work. The opponent(s) do not get a Saving throw. Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action. If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 1d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want. Your seemingly infinite good luck makes you a lot of enemies though...
Combat: You aren't a fighter. But with luck your class abilities will keep you from being hurt let alone killed...
Advancement: Ninelifers mostly just try to accumulate luck. Kinda straightforward...
Resources: The Ninelifer has the Guilds of course but his best resource is his own luck. Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today. I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way. Most are confidence tricksters.
Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure. You have an edge when it comes to your luck though. In fact you rarely make plans at all, just waiting to see what drops into your lap.
Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies. Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
Organizations: Ninelifers rarely have any organized groups. They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth. Stuff always seems to go your way, you never seem to get caught, you always get the bling... On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card. Potentially they have the ability to really monkey wrench you.
Adaptation: Ninelifers are definitely for silly campaigns.
Encounters: Ninelifers seem to encounter people when its best or worst for them. So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander. If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife. After which the bar stares at him for several long moments before beating him senseless and chucking him back outside. The cat winks at you...


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 23, touch 17, flat-footed 20 (+3 Dex, +6 Armor, +4 Deflection)
AC Small 26, touch 20, flat-footed 21 (+1 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Tiny 28, touch 22, flat-footed 22 (+2 Size, +6 Dex, +6 Armor, +4 Deflection)
AC Diminutive 31, touch 25, flat-footed 24 (+4 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-3)
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Trapfinding, Purr, Kitty Form, Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Anklebiter, Dumb Luck, Tempting Fate, Lucky Start, Make Your Own Luck, Survivor's Luck, Unbelievable Luck, Weapon Finesse
Skills Appraise +7, Balance +6 (+16 Small, +17 Tiny. +18 Diminutive), Bluff +12, Climb +6 (+12 Small, +13 Tiny. +14 Diminutive), Diplomacy +11, Escape Artist +6 (+8 Small, +9 Tiny. +10 Diminutive), Gather Information +11, Hide +11 (+21 Small, +26 Tiny, +31 Diminutive), Jump +2 (+8 Small, +8 Tiny, +7 Diminutive), Knowledge (Local, Nobility) +5, Listen +9, Move Silently +11 (+17 Small, +18 Tiny, +19 Diminutive), Open Lock +11, Search +9, Sense Motive +9, Spot +9, Tumble +7 (+9 Small, +10 Tiny. +11 Diminutive), Use Magic Device +7

Gains an additional +4 to Hide CHecks in tall grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, Boots of Speed, +1 Short Sword, 940 GP


EPIC NINELIFER

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

Norr
2008-08-10, 08:23 AM
Extra life is pretty well done, but there are a few things I'm seeing here.
Extra life x1: Very nice, it's like defensive roll should have been.
Extra life x3: Also nice, since you can't avoid this kind of damage with x1.
Extra life x5: At first glance the same as X1, but I get what you mean. X3 is also a nice insurance to have if you miss the DC for this one.
Extra life x7: Also nice, just watch out for those dual-wielding rogues ;)
Extra life x9: Also nice. I wonder, however, what you mean by "Regardless of how many uses of this ability you have you may only use 1 of them against any attack/spell/etc." Does this mean that if you negated the wizards finger of death the first round you can't negate it on the second round when he uses it again? Or is it that you can't go "omigosh I didn't beat the DC, I use another extra life!" until your lives are out for the day?

Oh, and hi again. I'm finally home with a reliable internet connection so I'll probably be more active now. :)

Bhu
2008-08-11, 02:39 AM
Your back!! It is a happy day indeed ! :smallbiggrin:


Yeah I meant you basically couldn't spam extra life attempts to keep re-rolling a Save over and over. You get to use it once per each spell. I'll reword that a lil.

Owrtho
2008-08-11, 01:42 PM
I find these to be rather entertaining classes (and have infact decided to npc one in a campaign I'm running), but wondered, shouldn't cat Hengeyokai have something similar to the tibbit, awakened cats, and catfolk. In any event good job.

Owrtho

Bhu
2008-08-12, 04:22 AM
I find these to be rather entertaining classes (and have infact decided to npc one in a campaign I'm running), but wondered, shouldn't cat Hengeyokai have something similar to the tibbit, awakened cats, and catfolk. In any event good job.

Owrtho

What book are they in and I'll do them up some reacial levels :smallbiggrin:

Norr
2008-08-12, 05:35 AM
I think you have racial substitution levels for tibbits, catfolk and possibly awakened cats already, but they are for the first version of the class.
Catfolk are in Races of the wild.
Tibbits are in Dragon compendium vol 1.
awakened cats are Monster manual (housecat) + Players handbook (awaken spell) or simply the srd.

Cieyrin
2008-08-12, 04:57 PM
I likes the Ninelifer and would love to see it rolled with somebody w/ levels in Fortune's Friend from Complete Scoundrel XD

Owrtho
2008-08-12, 09:12 PM
What book are they in and I'll do them up some reacial levels :smallbiggrin:

The Hengeyokai are in Oriental Adventure. Also, when Dragon Magazine updated it to 3.5 they made their creature type Humanoid with the shapeshifter sub type (instead of just shapeshifter) and removed the +1 level adjustment.

Owrtho

Bhu
2008-08-13, 03:45 AM
Lemme dig OA out and I'll edit the Hengeyokai in on page 1.

Bhu
2008-08-13, 04:09 AM
I likes the Ninelifer and would love to see it rolled with somebody w/ levels in Fortune's Friend from Complete Scoundrel XD

Your wish is currently in the process of being edited in :smallbiggrin:

Bhu
2008-08-14, 05:10 AM
Having a Luck feat as the level 10 ability seems a little anticlimactic for the Ninelifer. I need to think up something nifty...

Owrtho
2008-08-14, 05:48 AM
Maby something like the ability to take a 20 on a saving roll once or twice a day.

Owrtho

Norr
2008-08-14, 02:57 PM
If I recall correctly, the luckstealer PrC (races of the wild) have a capstone allowing them to live through an event and then saying "holy crap, I died. err... That last fatal mauling, y'know with those three natural 20s? It didn't happen."
I think you spent a heck of a lot of luck points on it, but for a ninelifer it would be pretty nifty.

Also, for something more annoying that requires less paperwork, you could have a sort of dimension swap ability:
Mr Universe lieks Mr cuddles
As an immediate action when you would be hit by a damaging attack, you may swap places with another creature (of medium size or smaller) within 30 ft of you.
The swapped creature becomes the target of the attack instead of you. If you are within the area of an area of effect spell (like fireball) the swapped creature takes damage (and makes any necessary saves) instead of you.
This ability may be used on an unwilling creature, which can resist the ability with a successful will save vs a DC of (1/2 your character level + your charisma bonus).
You may use this ability once per day per two points of charisma bonus.

The above ability is a modified version of the Dimension swap power, found here: http://www.d20srd.org/srd/psionic/powers/dimensionSwap.htm

Just a few ideas.

Sir Shadow
2008-08-14, 03:12 PM
ehh... I don't know if that Dimension Swap ability really fits the feel and fluff of the ninelifer

Bhu
2008-08-15, 05:17 AM
Whether or not it fits it has inspired an evil idea....:smallcool:


I edited it in, lemme know what you think.

Sir Shadow
2008-08-15, 06:03 AM
I like it! :D

Norr
2008-08-15, 08:28 AM
Hehe, that's even better than my idea.

Bhu
2008-08-16, 04:10 AM
kewl. I shall finish up and move on to the next critter.

Bhu
2008-08-17, 04:24 AM
CRITTER

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

"I'm a chikin! Yup. Yup. Chikin. BAAAAWWKK BAWK BUCUCCK!"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER
Most Critters are Cat Burglars who prestige out after being caught.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Skills: Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Survival 4 ranks, and Swim 4 ranks.


Class Skills
The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Im a Chikin LOL
2. +1 +0 +3 +0 Im a Badger LOL
3. +2 +1 +3 +1 Im a Tertle LOL
4. +2 +1 +4 +1 Im a Frawg LOL
5. +3 +1 +4 +1 Im a Skwirl LOL
6. +4 +2 +5 +2 Im a Skawnk LOL
7. +5 +2 +5 +2 Im a Mole LOL
8. +5 +2 +6 +2 Im a Buzzerd LOL
9. +6 +3 +6 +3 Im a Snayk LOL
10.+7 +3 +7 +3 Im a Sumthin LOL

Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

Im a Chikin LOL(Su): Your Kitty Form is expanded. You may now imitate ANY animal of Small, Tiny, or Diminutive Size. Stats are the same as your Kitty Form. If it doesn't have the same attacks as a kitty, relax the claws are retractable or something.

Im a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace. Stats in Small Kitty Form are +4 Strength, -4 Dex. Stats in Tiny Kitty Form are +2 Str, -2 Dex. Stats in Diminutive Kitty Form are unchanged. You may choose either the normal set of stat changes in Kitty Form, or this set when you transform. Switching between stat changes is a Move equivalent action.

Im a Tertle LOL(Su): Your Kitty Form can now be designed for protection instead of grace. Stats in Small Kitty Form are -2 Strength, +4 Natural Armor Bonus. Stats in Tiny Kitty Form are -4 Str, -2 Dex, +8 Natural Armor Bonus. Stats in Diminutive Kitty Form are -6 Str, -4 Dex, +12 natural Armor Bonus. You may choose either the normal set of stat changes in Kitty Form, or this set when you transform. Switching between stat sets is a Move equivalent action.

Im a Frawg LOL(Su): You may now imitate fish and frogs more fully. While in Kitty Form you gain the Aquatic subtype and the Amphibious ability. You also have a Swim Speed equal to your land speed, and may use the Run action while swimming in a straight line. You gain a +8 Racial Bonus to Swim checks, and can always take 10 on a Swim Check (even if threatened or endangered) while in Kitty Form.

Im a Skwirl LOL(Su): While in Kitty Form you gain the use of the Brachiation Feat (see Complete Adventurer), and have a Climb Speed equal to your Base Land Speed.

Im a Skawnk LOL(Su): While in Kitty Form you may now spray foes to your rear as a Standard Action. This is a 10' long Line attack that only effects living creatures with a sense of smell. Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds. In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks.

Im a Mole LOL(Su): You may now imitate burrowing animals more fully. While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

Im a Buzzerd LOL(Su): You may now imitate birds more fully. While in Kitty Form you gain a Flight Speed equal to double your Land Speed, with Good maneuverability.

Im a Snayk LOL(Su): You may now imitate snakes and poison critters more fully. In Kitty Form your Bite Attack is now venomous. Initial and Secondary Damage depends on your Size (Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength). Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

Im a Sumthin LOL(Su): At 10th level you gain the Shapeshifter Subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets, and have to deal with a lot of superstitious easily terrified yahoos.
Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant. At higher levels you do get some options though...
Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes.
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there. After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...
Daily Life: You get up. Become a chicken. Spy on farmers. Shapechange into cat while unknowingly being observed. Causing rumor that the local chickens are evil shapeshifting devil beasts and must die. You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel. You get adopted by a crazed old woman who "rescues you from a tree". Despite the fact that squirrels live in trees. She dresses you in doll clothes. You suddenly realize that this is what hell must be like. Eminent escape is planned...
Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge. The Pine Woods Chikin (CN Male Human Cat Burglar 3/Scout 3/Critter 6) appears a chicken haunting the local pine Woods Forest. For some reason the locals are completely terrified of him.
Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats. So obviously you're some insidious monster from another Plane of existence hellbent on their destruction. You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught. Beyond that they'll inspire lots of funny incidents.
Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Lookie here mister...you can't go inta thet thar forest. There's a Chikin in thet forest. It'll gitcha!!! Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar/Scout 3/Critter 6
Init +4 (+6 Sm, +2 Sm Ba, +4 Sm, Te, +7 Ti, +3 Ti Ba, +3 Ti Te, +8 Di, +4 Di Ba, +2 Di Te), Senses: Listen +7, Spot +7, Scent and Lowlight Vision in Kitty Form
Languages Common
------------------------------------------------
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 Armor, +2 Deflection)
AC Small 21, touch 18, flat-footed 16 (+1 Size, +5 Dex, +3 Armor, +2 Deflection)
AC Small Badger 17, touch 14, flat-footed 16 (+1 Size, +1 Dex, +3 Armor, +2 Deflection)
AC Small Tertle 23, touch 16, flat-footed 20 (+1 Size, +3 Dex, +4 Natural, +3 Armor, +2 Deflection)
AC Tiny 23, touch 20, flat-footed 17 (+2 Size, +6 Dex, +3 Armor, +2 Deflection)
AC Tiny Badger 19, touch 16, flat-footed 17 (+2 Size, +2 Dex, +3 Armor, +2 Deflection)
AC Tiny Tertle 27, touch 16, flat-footed 25 (+2 Size, +2 Dex, +8 Natural, +3 Armor, +2 Deflection)
AC Diminutive 26, touch 23, flat-footed 19 (+4 Size, +7 Dex, +3 Armor, +2 Deflection)
AC Siminutive Badger 22, touch 19, flat-footed 19 (+4 Size, +3 Dex, +3 Armor, +2 Deflection)
AC Diminutive Tertle 32, touch 17, flat-footed 31 (+4 Size, +1 Dex, +12 Natural, +3 Armor, +2 Deflection)
hp 69 (12 HD)
Fort +7, Ref +14 (+16 Sm, +12 Sm Ba, +14 Sm Te, +17 Ti, +13 Ti Ba, +13 Ti Te, +18 Di, +14 Di Ba, +12 Di te), Will +5
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), Also has Climb 30', Swim 30', and Brachiation in Kitty Form.
Melee +2 Short Sword +13/+8 (1d6+1)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Small Badger 2 Claws +9 (1d3+1) and 1 Bite +4 (1d4)
Melee Small Tertle 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-4)
Melee Tiny Badger 2 Claws +12 (1d2) and 1 Bite +7 (1d3)
Melee Tiny Tertle 2 Claws +12 (1d2-3) and 1 Bite +7 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Melee Diminutive Badger 2 Claws +15 (1 point) and 1 Bite +10 (1d2-1)
Melee Diminutive Tertle 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Ranged +2 Short Bow +13 (1d6+2)
Base Atk +8, Grp +7 (+5 Sm, +10 Sm Ba, +6 Sm Te, +4 Ti, +8 Ti Ba, +5 Ti Te, +4 Di, +7 Di Ba, +4 Di Te)
Atk Options +1d6 Sneak Attack, Skirmish (+2d6, +1 AC), I'm a Skawnk LOL
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 9, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Abilities Small Str 5, Dex 20
Abilities Small Badger Str 13, Dex 12
Abilities Small Tertle Str 7, Dex 16
Abilities Tiny Str 3, Dex 22
Abilities Tiny Badger Str 11, Dex 14
Abilities Tiny Tertle Str 5, Dex 14
Abilities Diminutive Str 2, Dex 24
Abilities Diminutive Badger Str 9, Dex 16
Abilities Diminutive Tertle Str 3, Dex 12
SQ Purr, trapfinding, Kitty Form, Trackless Step, Fast Movement, I'm a Chikin/Badger/Tertle/Frawg/Skwirl LOL
Feats Anklebiter, Bouncies, Fwuffy, Jibba, Jabba, Mouser, Weapon Finesse
Skills Balance +9 (+19 Sm, +20 Ti, +21 Di), Climb +9 (+15 Sm, +16 Ti, +17 Di), Escape Artist +9 (+11 Sm, +12 Ti, +13 Di), Hide +9 (+19 Sm, +24 Ti, +29 Di), Jump +5 (+11 Sm, +9 Ti/Di), Knowledge (Local, geography, Nature) +4, Listen +7, Move Silently +9 (+15 Sm, +16 Ti, +17 Di), Search +6, Sense Motive +7, Spot +7, Survival +7, Swim +5 (+3 Sm, +1 Ti/Di), Tumble +9 (+11 Sm, +12 Ti, +13 Di), Use Magic Device +8
Editors Note: Ill let you do the math for the Badger/Tertle forms. Otherwise I think I'm gonna hit the space limits.

+4 additional Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bag of Endless Caltrops, Survival Pouch, +1 Menacing Leather Armor, Luck Blade (0 wishes), +2 Shortbow, +2 Ring of Protection, Tan Bag of Tricks, 4 Cure Serious Wounds Potions, 250 GP


EPIC CRITTER

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

Norr
2008-08-18, 04:59 PM
One question, does all those abilities stack? Like when you have five levels of critter, do you have both swim and climb speed whenever you go into kitty form?
If so, it can set up for some silly situations like a hen flying around, then diving down and burrowing into the ground before popping up beneath the enemies feet to poison him with a toxic peck. Of course, if it's silliness they want, let 'em have it. ;)

Bhu
2008-08-19, 04:41 AM
Technically you have the abilities to help make your disguise better. You could use thme but that might blow your cover. Of course if your cover is already gone...

Sir Shadow
2008-08-19, 06:51 AM
<_<
>_>
I don't see a problem as Norr XD... it would be hilarious to see a chicken do that

Norr
2008-08-19, 07:15 AM
Who's saying there's a problem? :smallbiggrin:

The shapechanging also sets up for some marvelous 'Dundee' escapes, like running into the river, making a big splash while morphing into a fish. Your pursuers will think you got eaten.

Bhu
2008-08-20, 03:57 AM
I have most of the example NPC up if you want to see how the stat changes ended up working out.

Bhu
2008-08-21, 04:29 AM
Okay the Criter is done except for a few Feats and possesions. If no one has any thoughts on changes I'll finish up and get the next one ready.

Debihuman
2008-08-21, 10:01 AM
Okay that stat block is just too painful.... and you left out AC. You should have simply made just one form (it's an example) and then you could have simply listed the changes for each form underneath: as a condensed stat block.


Debby

Cieyrin
2008-08-21, 12:46 PM
I'd like to see the Good Kitty, please, as mentioned in the notable Cat Burglars section.

Lorien077
2008-08-22, 04:38 AM
Your thread is killing my ribcage: no need to go for the spleen here. XD
Now I want someone to run a kitty campaign.
I do have a somewhat stupid request though: any way of making a more or less full caster kitty? Thanks in advance if you do, and completely understand if you don't. :)

Bhu
2008-08-22, 05:21 AM
Your thread is killing my ribcage: no need to go for the spleen here. XD
Now I want someone to run a kitty campaign.
I do have a somewhat stupid request though: any way of making a more or less full caster kitty? Thanks in advance if you do, and completely understand if you don't. :)

Caster Kitty PrC's are up and coming :D

As a matter of fact the Good Kitty is a caster, and since it's been requested it's next.


To Debbie: Yeah the stat block sucks. I'll make it neater when I do it for the PDF.

Lorien077
2008-08-23, 02:36 AM
Yaaaaaay, thanks a ton! I can't wait to put these in action! Especially the feats. XD

Bhu
2008-08-23, 05:47 AM
GOOD KITTY

http://i212.photobucket.com/albums/cc70/bhutastan/Cats/goodkitty2.jpg

Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin. Healing potions are for kitties. Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."

Most Cat Burglars are content to simply be spies and thieves. You want to be the power behind the throne, and your willing to use your magic powers to get there.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Arcane Caster: Must be able to cast Arcane Spells without preparation, at least one of which must be Enchantment
Skills: Bluff 8 Ranks
Feats: I Wuv U


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

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Just A Kitty
2. +1 +0 +0 +3 Kitty Bonus (+1) +1 level of existing Arcane spellcasting class
3. +1 +1 +1 +3 Kitty Magic +1 level of existing Arcane spellcasting class
4. +2 +1 +1 +4 Just A Kitty +1 level of existing Arcane spellcasting class
5. +2 +1 +1 +4 Kitty Bonus (+2) +1 level of existing Arcane spellcasting class
6. +3 +2 +2 +5 Kitty Magic +1 level of existing Arcane spellcasting class
7. +3 +2 +2 +5 Just A Kitty +1 level of existing Arcane spellcasting class
8. +4 +2 +2 +6 Kitty Bonus (+4) +1 level of existing Arcane spellcasting class
9. +4 +3 +3 +6 Kitty Magic
10.+5 +3 +3 +7 Just A Kitty +1 level of existing Arcane spellcasting class

Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): You gain Spell Resistance equal to 5 plus your character level. At 1st level this applies to all Divination spells.

At 4th level your Spell Resistance applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it applies to all Illusion (Glamer and Pattern) spells.

At 10th level it applies to all Illusion spells.

Kitty Bonus (Ex): At second level the Saving Throw DC's of the spells on your preferred list (see below) are increased by +1 if you know them. At 5th level this increases to +2. At 8th level this increases to +4. This stacks with Feats like Spell Focus.

Preferred Spell List:

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


Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful. They are your greatest resource.
Combat: You most definitely aren't a combatant. You will use mind controlled minions to do that for you.....
Advancement: Concentrate on making it harder to detect your magical powers and their use. You want the whole world to think you're just a cat.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do. Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this. I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet. I'm not going back in there."
Most people have no idea you exist. There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian. Constantly in mental contact with him he is the ultimate power behind the throne. If anyone wrests power from his puppet tyrant he simply mind controls the new subject. Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants. At least 3 kingdoms have had their dictators deposed because of her efforts.
Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal). Then you'll likely be the head of your own little organization...

NPC Reaction
Most people think your the bosses pet fluffy. They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
Be careful of this one. Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
Adaptation: If you need a very unique BBEG this will do. Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy. You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics. He's also never without his much beloved cat, which you have been hired to kidnap for ransom. This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+4 Small), Senses: Listen +6, Spot +6, Scent and Low Light Vision in Kitty Form
Languages Common, Draconic
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
hp 31 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10
+3 on Saves vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +10 (1d3-3) and 1 Bite +5 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options Sneak Attack +1d6
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10, +3 to Save DC's while wearing Cloak
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18 (24 w/Cloak)
Abilities Str 4, Dex 18
SQ Purr, Trapfinding, Kitty Form, Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Kitty Bonus (+2), Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, I Wuv U, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment)
Skills Bluff +12 (+15 w/cloak), Climb +4 (+10 Small), Concentration +8, Diplomacy +12 (+15 w/Cloak), Gather Information +9 (+12 w/Cloak), Hide +7 (+17 Small, +21/+27 with Ring), Knowledge (Arcana, Local, Nobility) +4, Listen +6, Move Silently +7 (+13 Small), Search +3, Sense Motive +9, Spellcraft +6, Spot +6, Use Magic Device +6 (+9 w/Cloak)

Has an additional +4 to Hide checks in high grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Cloak of Charisma +6, Ring of Protection +4, Ring of Chameleon Power, 3 Potions of Cure Serious Wounds, 300 GP


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.

Bhu
2008-08-23, 05:48 AM
So how many full caster levels do you think the Good Kitty should lose?

EDIT: I'm still trying to edit in the racial substitution levels for the cat hengeeyokai into the front page.. The forum wont let me for some reason. I may just have to post them here.

Bhu
2008-08-24, 06:03 AM
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).

Sir Shadow
2008-08-24, 12:32 PM
ooo, most interesting...

Bhu
2008-08-25, 06:43 AM
Im thinking of taking off 4 caster levels (sorry Lorien, but there are otehr caster kitties who will have better progrssion, promise), or weakening their class abilities a litle. Its over the top as is.

Sir Shadow
2008-08-25, 12:03 PM
eh... I'd say 2 or 3 would probably be better... since he's already behind because of the Cat Burglar...

Bhu
2008-08-25, 04:23 PM
Practiced Caster gets those back though...

Thats why I was thinking of toning it down a lil.

Sir Shadow
2008-08-25, 06:21 PM
oh lol, missed that.

Lorien077
2008-08-25, 09:04 PM
Aww, that's too bad on the caster levels. It happens though. And keep in mind practiced caster doesn't make up for spells known and whatnot.

Bhu
2008-08-26, 05:15 AM
Aww, that's too bad on the caster levels. It happens though. And keep in mind practiced caster doesn't make up for spells known and whatnot.

D'oh!! What I get for posting when I've been awake for 5 minutes and haven't had my tea.

As it stands though between taking the right Feats and the Kitty Bonus, all spells on the preferred list can get a +8 or more to their Save DC. And they only have to give up one caster level if they want to take just Small Kitty Form. I edited the example NPC in a lil, I'm going through Feats to se how abusive he is.

Norr
2008-08-26, 06:50 AM
Just one thing, caster level doesn't affect DC for spells, only duration, damage and range and stuff. taking off caster levels wonts affect charm spells and the like except for duration and range, which can be rectified with practiced caster but aren't that much of a deal.

Maybe take some of those DC-increasing abilities and turn them into stealth-casting (cast enchantments with still and silent spell (gained at different levels) cha bonus times per day) and duration enhancers (extent spell on enchantments without increasing slot level cha bonus times per day)

Also under stelth-casting, if a person succeeds on a save against a charm or similar spell he feels a 'hostile force' being repelled and knows he's been a target of a spell. An ability that don't trigger this feeling would be good to have if you try enchnting someone in a noncombat situation, which would allow you to cast again and again (up to your limit) without arousing suspicion.

Bhu
2008-08-27, 05:52 AM
Hmmm...has possibilities. I originally did it this way cause no one can resist the charms of kittehs :D

But perhaps I can fiddle with it a lil.

Norr
2008-08-27, 07:43 AM
Well, I didn't say you had to get rid of all the DC increases. Many things have resistance to mind-affecting anyway.

Bhu
2008-08-28, 04:49 AM
My only real concern is that I don't want playing a straight Sorcerer to be an obviously worse option than playing sorcerer/cat burglar 1/Good Kitty. I'm thinking I'll replace the cast spell as a Supernatural ability with the stealth thingie somehow.