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  1. - Top - End - #151
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Perhaps an Iron Floof Kung Fu class...

    Okay much of the crunch is up, I'm awaiting Lappy9000's review to proceed.
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  2. - Top - End - #152
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    The first time the term "Engineer" comes up, you should probably make it a link to the Engineer class. (and Lappy might want to edit in a link to this PrC to his Engineer class, since that doesn't violate the thread necromancy rules since it doesn't bump the thread).
    Craft (Armorsmithing, Bowmaking, Weaponsmithing) 4 ranks
    Is this an OR thing or an AND thing?
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  3. - Top - End - #153
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    There's a link to the class at teh top of the post, but I see what you mean, I'll fix that.

    It's an 'and' thing.
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    furious Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I have a pet cat that wants to devour us out of house and home! I command you to write a class about him!
    Last edited by Squiggly-Thing; 2010-10-13 at 07:43 PM.

  5. - Top - End - #155
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    That sounds like it could fall under a bakeneko.

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  6. - Top - End - #156
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Fluff is now done. I just need to work out the vehicles wif Lappy.
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  7. - Top - End - #157
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    For the Vehicles:

    Should I make them operate something like the Apparatus of Kwalish (but not so limited), make driving rules, or what?


    this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

    GUNNER KITTY



    "Happiness is a big gun!"

    Occasionally Support Kitties need better weapons for their vehicles than they can make. They are vehicle specialists after all. On that day they turn to their fellow technicians, the Gunner Kitties.

    BECOMING A GUNNER KITTY
    Most begin as a Cat Burglar for the disguise opportunities it presents, and then swiftly switch to Engineer (see link above for the Engineer class).

    ENTRY REQUIREMENTS
    Class Abilities: Vocation (Dynamo Cannon, Mounted Artillery), Kitty Form
    Skills: Craft (Bowmaking, Weaponsmithing) 8 ranks, Knowledge (Arcane, Architecture/Engineering) 4 ranks, Use Magic Device 8 ranks


    Class Skills
    The Gunner Kitty's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Guns!, Innovation
    2. +1    +0     +0     +3    Grenades!
    3. +2    +1     +1     +3    Gazookas!
    4. +3    +1     +1     +4    Guns!
    5. +3    +1     +1     +4    Grenades!
    6. +4    +2     +2     +5    Gazookas!
    7. +5    +2     +2     +5    Guns!
    8. +6    +2     +2     +6    Grenades!
    9. +6    +3     +3     +6    Gazookas!
    10.+7    +3     +3     +7    Nukes!
    Weapon Proficiencies: A Gunner Kitty is proficient with all Weapons he can make via his Class Abilities.

    Innovation: Your Engineer and Gunner Kitty Levels stack for purposes of how many Innovation Points you have.

    Guns! (Su): You begin to get more powerful weapons with this class. At 1st Level you can make Guns. At 4th Level you can now make Heavy Guns, and at 7th Level you can make Cannons. These will be detailed below.

    Grenades! (Su): You get hand held throwing weapons beginning at 2nd Level. At 2nd Level you can make Anti-Personnel Grenades. At 5th Level you get Explosive Grenades, and at 8th Level you get Grenade Launchers. These will be detailed below.

    Gazookas! (Su): At 3rd level you can make Rockets. At 6th Level you can make Missiles, and at 9th level you get Big Missiles. These will be detailed below.

    Nukes! (Su): At 10th Level you can make Nukes. These will be detailed below.

    PLAYING A GUNNER KITTY
    You make people nervous. Or more particularly the huge implement of destruction you carry makes them nervous. And your predilection for using it at every given opportunity as a means of solving all your problems.
    Combat: You prefer combat to be while your at range, hidden behind cover, and well fortified defense between you and the guys you're sniping at.
    Advancement: Most Gunner Kitties are obsessed with making newer and ever bigger weapons. And then testing them as soon as possible...
    Resources: Much like the Support Kittehs, the Gunners belong to both an Engineer school and a Guild.

    GUNNER KITTIES IN THE WORLD
    "Run! He has a gun and he's happy to see us!"
    You generally interact with the world from atop water towers or high castle walls, or occasionally in the safety of a Cat Carrier. The disguise abilities the Guild taught you allow you to test weapons in the open with everyone believing you're a cat, and their Collars of Holding make smuggling them most easy.
    Daily Life: Much of your life is spent maintaining your weapons cache, and inventing new ones. And of course the occasional 'mission' (Gunner Cats call them 'trips to happy fun land') where you get to shoot off your latest device.
    Notables: Katlashnikov (NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6) is a famous arms designer. No one has ever seen his face, however. Natasha (NE Dwarf Female Cat Burglar 1/Engineer 8/Gunner Cat 3) rips off many of his designs, and sells the inferior results to unsuspecting fools.
    Organizations: Like the Support Kittehs you divide your time between two organizations, but you also quite possibly belong to an informal one known as "The Brotherhood of the Fuzzy Burnination". It's basically a club for gun nuts.

    NPC Reaction
    NPC's who have seen your kind before usually run. They know whats coming. Those who haven't usually get the hint pretty quick.

    GUNNER KITTIES IN THE GAME
    If any of your players are military gun enthusiasts how them this.
    Adaptation: Definitely a silly campaign idea.
    Encounters: Pretty much the same as Support Kittehs, although they can also be found at club meetings and on occasional shooting sprees.

    Sample Encounter
    EL 12: The PC's are dining at their favorite cafe around noon, when a cat appears at each end of the street. The two cats stare silently at one another while everyone about the PC's run for their lives. As the cats whip out the weapons of mass destruction it all suddenly becomes clear to the players...


    Katlashnikov
    NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6
    Init +2 (+5 KF), Senses: Listen +5, Spot +13
    Languages Human
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, )
    AC KF , touch , flat-footed (+2 Size, +2 Dex, )
    hp 42 (12 HD)
    Fort +5, Ref +7 (+10 KF), Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +6 (-5 KF)
    Atk Options Makeshift Prowess, Precision +2
    Combat Gear
    -----------------------------------------------
    Abilities Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 14
    Abilities KF Str 3, Dex 21
    SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, Crafter Extraordinaire, Minor Forging, Vocation (Dynamo Cannon, Mounted Artillery), Guns!, Grenades!, Gazookas!
    Feats Able Sniper, Far Shot, Jibba Jabba, Kitty Sniper, Point Blank Shot, Precise Shot
    Skills Appraise +9, Bluff +9, Craft (Bowmaking, Weaponsmithing) +17, Diplomacy +6, Disable Device +7, Gather Information +6, Hide +6, Intimidate +8, Knowledge (Local, Nobility) +11, Knowledge (Arcana, Architecture/Engineering) +11, Listen +5, Move Silently +6, Profession (Gunsmith) +10, Spot +13, Use Magic Device +18
    Possessions



    EPIC GUNNER KITTY

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Gunner Kitty gains a Bonus Feat every x levels higher than 20th



    New Kitty Feats

    Kitty Sniper
    You are adept at sniping targets from hidden locations.
    Prerequisites: Able Sniper, Far Shot, Precise Shot, Spot 9 ranks
    Benefits: If your target is unaware of you (i.e. you are sniping from concealment at a distance usually), the Critical Threat range of the first ranged attack you make is doubled. If for some criticals are not applicable to this ranged attack, you do extra dice in damage equal to your Wisdom Modifier (i.e. if your Wisdom Modifier is +2, you do +2d6 damage).


    Guns Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 6 pounds, and range depends on the spell effect they are created to replicate. Once a Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Guns may duplicate the following spells: Battering Ram, Blast of Force, Force Missiles, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Melf's Acid Arrow, Orb of Acid/Electricity/Fire/Force/Sound, Rainbow Beam, Ray of Flame, Ray of Ice, Rust Ray, Scorching Ray, Sonic Blast, Sound Lance, Sting Ray, Thunderlance.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Heavy Guns Heavy Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Heavy Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Heavy Guns may duplicate the following spells: Acid Breath, Blast of Flame, Cone of Cold, Cyclonic Blast, Dander Blast, Lightning Bolt, Pew Pew Pew, Prismatic Ray, Rainbow Blast, Resonating Bolt, Scorch.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Cannons Cannons are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Cannon runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Cannons may duplicate the following spells: Antimagic Ray, Chain Lightning, Disintegrate, Fleshshiver, Prismatic Spray, Ruby Ray of Reversal,
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Anti-Personnel Grenades Anti-Personnel Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Anti-Personnel Grenades may duplicate the following spells: Blacklight, Blindness/Deafness, Cloud of Bewilderment, Contagious Fog, Daze, Daze Monster, Deep Slumber, Dispel Magic, Evard's Black Tentacles, Flare, Flashburst, Fog Cloud, Glitterdust, Grease, Great Thunderclap, Hold Person, Malevolent Miasma, Obscuring Mist, Sensory Deprivation, Stinking Cloud, Solid Fog, Wall of Smoke, Web.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

    Explosive Grenades Explosive Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Explosive Grenades may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Mine, Force Mine, Ice Storm, Lightning Mine, Thunder Mine.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

    Grenade Launchers Grenade Launchers are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Grenade Launcher runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Grenade Launchers may duplicate the following spells: Delayed Blast Fireball, Force Artillery, Fort Cracker, Love Bomb, Magic Grenade, Radiant Assault.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Rockets Rockets are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Rocket runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Rockets may duplicate the following spells: Blistering Radiance, Cacophonic Burst, Cloudkill, Defenestrating Sphere, Explosive Cascade, Fireball, Firebrand, Scintillating Sphere, Shard Storm, Viscid Glob, Vitriolic Sphere, Vortex of Teeth.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Missiles Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Missiles may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Missile, Ice Storm, Lightning Missile, Otiluke's Freezing Sphere, Thunder Missile.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Big Missiles Big Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Big Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Big Missiles may duplicate the following spells: Dander Explosion, Electromagnetic Pulse, Gawd's Iron Fist, Incendiary Cloud, Sunburst, Tick Bomb.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
    Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.

    Nukes Nukes are one use weapons that are basically bombs. To use one a PC requires both magical ability (the appropriate number of levels in Engineer count, since that's how you made the thing), and e must take an uninterrupted Full Round Action to arm it. When arming it he decides if it will detonate on impact, or after a specific period of time (the maximum the timer can be set for is 24 hours). Anyone who qualifies to arm it can also disarm the bomb as a Full Round Action. Nukes may duplicate the following spells: Dander Tornado, Four LOLcats of the Apocalypse, Meteor Swarm, Reality Maelstrom, Wail of the Banshee.
    Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.

    Spells not in the PHB may be found in the Spell Compendium, or in the Kitty Magic section of this thread (or in the posts below).
    Last edited by Bhu; 2010-10-25 at 12:28 AM.
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  8. - Top - End - #158
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    You might want to look at this for vehicular combat. Some terms and stats may have to be converted to DnD standards of course.
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  9. - Top - End - #159
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Updated the Support and Gunner Kitties. Let me know what you think about the vehicle stats, and I will revise before finishing up their prerequisites/and costs.
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  10. - Top - End - #160
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    For Attach in the Feline Way, You said: "If he is more than one Size Class bigger than you you may be attacked via a one handed weapon.". I think it might help if you said what the other possibilities are for sizes (including just that, like a normal grapple, you can't grapple something more than one size class larger than yourself).

    Also, Bite the Hand is basically auto-disarm on a hit (well... except that opposed checks are more unpredictable than set DCs), since skills pump somewhere around twice the rate of saves. I would make it 17 +(Dex/Str) or halve the total BONUS to your tumble check (so not the d20 roll itself).
    Last edited by DracoDei; 2010-10-16 at 05:38 PM.
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  11. - Top - End - #161
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Attach is based off the Stirge ability of the same name. I'll have to peek at the other maneuver. Since they're in the old thread if I wanna modify them I'll have to repost here.
    Last edited by Bhu; 2010-10-16 at 01:24 PM.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Might be wise for you to wait until I have more comments then... then again, maybe not. Also, the Attach thing makes more sense than I first thought it did... must have been the sleeping pill kicking in.
    Last edited by DracoDei; 2010-10-16 at 05:39 PM.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    How about HUGE cats? Maybe KITTYZILLA!!!!

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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Squiggly-Thing View Post
    How about HUGE cats? Maybe KITTYZILLA!!!!
    He actually did that as an epic PRC in the original thread. Bhu'll eventually get to retooling the PRC to work with the current incarnation of the Cat Burglar.
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    {Scrubbed}
    Last edited by averagejoe; 2010-11-27 at 11:25 PM.

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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Any chance we can get a list of upcoming works?
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by togapika View Post
    Any chance we can get a list of upcoming works?
    Post 134 on page 5 has a list of possible non epic PrC's I will probably be doing. Epic stuff will come once I finish that.

    I've had a chance to peek at Vehicle Rules in the Arms and Equipment Guide, and have incorporated some of them in the Support Kitteh. The vehicles just need costs and its done unless I wanna make Feats/rules for extra car bling.

    Descriptions for weapons are up in Gunner Kitty. I just need to decide what spell effects they'll be copying and then i can lists costs.
    Last edited by Bhu; 2010-10-19 at 12:45 AM.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I knew you had those as ideas, I was just wondering if the list was in order...
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    aaah

    Well no it's in no real order, it's just kinda what do I have the most requests for next, and what have I already promised to do.
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    Crap. I did the spell lists for the weapons, and some of the levels get jack. It looks like I may have to make new spells or comb through the books for other stuff.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I can Haz Thundercat next...?
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I'll give it a shot yes. I just need to work out prices and Innovation cost for the last 2, and maybe make some new spells to flesh out the list.
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    biggrin Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Thanks! I Wuv You!!
    Hmmmm, Vote for Bhu for Kitteh in teh Playground....
    Last edited by togapika; 2010-10-20 at 04:48 PM.
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by togapika View Post
    Thanks! I Wuv You!!
    Hmmmm, Vote for Bhu for Kitteh in teh Playground....
    He would win that hands down.

    Anyways, I like the Engineer PrC's.
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  25. - Top - End - #175
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay how does this sound: It only costs time and GP to make vehicles,
    but guns cost innovation to recharge equal to their spell level, and perhaps to make as well.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    While I await reply from Lappy on my ideas, I can start on some new spells:


    Fire Mine
    Evocation [Fire]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 60 ft. Line that explodes from the ground and covers a 5' square.
    Duration: Instantaneous (but see below)
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "The Church of Hextor makes a lovely fire."

    Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 fire damage per caster Level (max 20d6). The square catches fire and burns for 1d6 rounds doing 1d6 fire damage, as does anything within the Area of Effect not making a Saving Throw. Opponents who are on fire must make a Concentration Check to cast spells or perform other actions requiring Concentration (Save DC is 10 plus the spells initial damage).
    Material Component: A small pinch of gunpowder.


    Force Mine
    Evocation [Force]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 60 ft. Line that explodes from the ground and covers a 5' square.
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "Damn, look at that Orc fly."

    Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 Force damage per caster Level (max 20d6) in addition to being Checked, and is moved upwards to the end of the spells range (i.e. 60') if it fails the Save, and falls the next round.
    Material Component: A small glass miniature of a bomb.


    Lightning Mine
    Evocation [Electricity]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 60 ft. Line that explodes from the ground and covers a 5' square.
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "And boom goes the dynamite."

    Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 electricity damage per caster Level (max 20d6), and is Stunned for 1d6 rounds if it fails the Saving Throw.
    Material Component: A small iron rod about 2" long.


    Thunder Mine
    Evocation [Sonic]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 60 ft. Line that explodes from the ground and covers a 5' square.
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage, but see below
    Spell Resistance: Yes

    "I hate that spell."

    "WHAT?"

    Choose any one square within range, and a bolt of fire 60' high shoots up from it. Anything within that square takes 1d6 sonic damage per caster Level (max 20d6), and is permanently Deafened. Anything in adjacent squares must make a Fortitude Save or be permanently Deafened as well.
    Material Component: A small glass horn.


    Fire Missile
    Evocation [Fire]
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "I love the smell of burning Mindflayer."

    You unleash a fiery missile that explodes doing 1d6 fire damage per caster level to everything in a 20' Radius (max 20d6), as well as setting that area on fire for 1d6 rounds (everything in or moving through the area takes 1d6 fire damage).
    Focus: A small metal missile.


    Lightning Missile
    Evocation [Electricity]
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "Hey Bob! Lightning does strike twice! HAHAHAHA!"

    The area you point at explodes doing 1d6 electricity damage per caster level (max 20d6), and stunning anyone in the area for 1d6 rounds if they fail the Saving Throw.
    Focus: A small metal missile.


    Thunder Missile
    Evocation [Sonic]
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "Man, I bet they hate this spell."

    "WHAT?"

    The area you point at echoes with thunder doing 1d6 points of Sonic damage per caster level (max 20d6), and permanently deafening anyone in the Area of Effect that fails the Saving Throw.
    Focus: A small metal missile.


    Force Artillery
    Evocation [Force]
    Level: Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Reflex Save for half damage
    Spell Resistance: Yes

    "The little whistling noise it make as it comes in just makes this so much sweeter."

    You project a blast of energy doing 1d6 Force damage per Caster Level (max 20d6), and throwing opponents who fail the Saving Throw back 40 ft. If the opponent impacts a wall or other solid object it takes 1d6 damage per10' it traveled.
    Focus: A small metal cannon.


    Fort Cracker
    Evocation
    Level: Sor/Wiz 7
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: See below
    Spell Resistance: No

    "Nuthin' makes this spell more fun than Giant Ants. Gotta love blowin' their hills to bits."

    The blast you unleash automatically destroys all objects within range. Magical objects get a Willpower Save to negate this effect. Constructs take 1d6 untyped damage per Caster Level (max 20d6), but can make a Fortitude Save for half damage.



    Magic Grenade
    Universal [Chaos]
    Level: Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. plus 10 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous, but see text.
    Saving Throw: See text
    Spell Resistance: Yes

    "OK, Jim, we are not using this spell again unless you can throw it in a room that we can spike the door shut on."

    You conjure a magical hand grenade that can be thrown like a grenade like weapon up to the spells range. When it hits roll a d20 to figure out the result:

    1: BEEEEEEES!: All Enemies within 20' are attacked by a sudden swarm of bees that stings them. Injury, Fortitude Save, Initial and Secondary Damage is 1d8 Str.
    2: Poison Gas: All opponents within a 20' Radius with 100 hp or less dies immediately. Opponents with more than 10 hit points are Stunned for 1d3 rounds.
    3: It's Mr. Snakey!: An eight headed Hydra is summoned for 1 round per caster Level.
    4: Magic Bomb: A 20' area is subjected to a Greater Dispel Magic.
    5: Epic Boobs: All opponents within a 20' Radius suffer explosive bosom growth. If they fail a Willpower Save they fall Prone and can't get up for 1 round per caster level due to the sudden crushing wight on their chest.
    6: DWARF RAGE!: All opponents within a 20' Radius take 1d6 bludgeoning damage per caster level as really unhappy Dwarves hammer their toes. A successful Reflex Save halves damage.
    7: This...is not Albuquerque...: All opponents within a 20' Radius are Teleported (as per the spell) up to 1d6 mile in any direction.
    8: Night of the Bear Traps!: All opponents within a 20' Radius must make a Reflex Save, or take 3d8 damage (plus one per caster level), and be unable to walk until the Bear Trap is removed (DC 25 Str Check). Once it is removed the opponent is -10 to all Movement speeds until the damage done by the trap is healed.
    9: The Trees are Hungry!: All plants in a 20' Radius become sentient and hunger for the blood of non-plantkind! This works like Animate Plants in all other respects.
    10: It's Raining Whales! Hallelujah!: A Cetacean of some sort falls from the sky, doing 1d6 damage per level to everything in a 20' Area. A Reflex Save halves the damage.
    11: Where Did Everyone Go?: All opponents within a 20' Area lose the ability to see anything outside of that area for 1 round/level. Effectively everything outside of their area becomes Invisible as per the Greater Invisibility spell. A Willpower Save negates.
    12: Hi Satan!: A portal to hell opens, and everything in a 20' Radius takes 1d6 untyped damage per Caster Level as the flames burst forth. The area burns with hellfire for 1d6 rounds doing 1d6 untyped damage each round. A Reflex Save halves the damage.
    13: Suddenly Nymphs, Thousands of them!: A 20' Radius is filled with nude Nymphs for 1 round. They have just enough time to realize you are staring before they disappear, and wrath is to be suffered! Anyone capable of seeing them must make a Willpower Save or be permanently Blinded, and Stunned for 2d4 Rounds.
    14: The Halflings are Angry!: You are subjected to a sudden brutal stabbing at knee level as a 20' Radius floods with insane Hobbits. Take 1d6 piercing damage per Caster Level, a successful Reflex Save halves damage.
    15: Miniature Hurricane: The weather in a 20' Radius turns bad with 150 mph winds (see DMG page 95), for 1 minute per caster level.
    16: Axe Magnet: All opponents within a 20 ' Radius take 1d6 slashing damage per caster level as the air suddenly swarms with axes. A successful Reflex Save halves the damage.
    17: Monkey on Everyone's Back: A Fiendish Girallon is summoned for 1 round per caster level.
    18: Explosive Flatulence: All opponents within a 20' Radius are Nauseated for 1 round per caster Level unless they make a successful Fortitude Save. They are still Nauseated for 1 round even on a successful Saving throw.
    19: Teleporting Grenade: One random opponent within a 20' Radius must make a Willpower Save or die. If the save is successful he takes 3d6 damage instead.
    20: Death by Diarrhea: All opponents within a 20' Radius take 1 point of temporary Con damage per 5 caster Levels as they spontaneously poop blood. A successful Fortitude Save negates.
    Focus: A small metal hand grenade.


    Love Bomb
    Enchantment (Compulsion)[Mind-Affecting]
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. plus 10 ft./level)
    Target 20' Radius
    Duration: 1 Round/Level
    Saving Throw: Willpower Save to negate
    Spell Resistance: Yes

    "The Goblins are kissing. It must be Friday."

    As you chant the words a love song begins to play lightly in the background and rose petals fall within the spells area. All opponents within that area fall in love with the first member of the opposite sex they see (assuming they're heterosexual), and decide that the time has come for them to begin a life together and perhaps make some children and settle down. In other words they sneak off to 'romance' until the spell wears off. If there are no members of the opposite sex available (or whatever they find attractive) they abandon whatever they are doing to obsessively seek one out. In other words it's a great spell for ticking off the BBEG by co-opting his henchmen.
    Focus: A Potion of Mating (will explain below).


    Tick Bomb
    Conjuration (Summoning)
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400 ft. plus 40 ft./level)
    Area: 20' Radius (See below)
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    "AAAAAAAAAAHHHHHHHHHHHH!!"

    As you intone the words of this spell you throw a handful of dead ticks which quickly enlarge into actual Giant Ticks. This spell works in most ways similar to Summon Monster VII, except you can only summon 2d4 Giant Ticks.
    Material Component: A handful of dead ticks.

    Giant Ticks
    Huge Vermin
    Hit Dice: 8d8
    Initiative: +0
    Speed: 50’ (10 squares), Climb 30’
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +6/+24
    Attack: Bite +10 melee (2d6+6)
    Full Attack: Bite +10 melee (2d6+6)
    Space/Reach: 15’/ 10’
    Special Attacks: Blood Drain, Improved Grab, Disease
    Special Qualities: Dark Vision 60’, Scent, Vermin Traits
    Saves: Fort +9, Ref +2, Will +5
    Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
    Skills: Hide +4 , Spot +4
    Feats: -
    Organization: Solitary, Colony (2-5), or Swarm (6-11)
    Challenge Rating: 5
    Advancement: 9-16 HD (Huge)

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

    I'd add a description here but lets face it you all know what Ticks are.

    Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Ticks also have a +4 Racial Bonus to Grapple checks.

    Improved Grapple (Ex): Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

    Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per round it successfully maintains a Grapple. Once a Tick drains 19 Constitution it drops off and leaves the area.

    Disease (Ex): Any living creature successfully bitten by the Tick must make a DC 17 Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is Constitution based.

    Combat: Grapple and suck, pretty much like real life Ticks.


    Electromagnetic Pulse
    Evocation
    Level: Sor/Wiz 8
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. plus 10 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Willpower Save for half damage
    Spell Resistance: Yes

    "Why aren't the damn Golems working?"

    All Constructs and Clockwork devices within range of the spell take 1d6 electricity damage per Caster Level (clockwork devices that are equipment as opposed to monsters or races get no Saving Throw unless magical). Any Construct that fails the Save is also Paralyzed for 2d4 rounds.
    Focus: A small magnet.


    Gawd's Iron Fist
    Conjuration
    Level: Clr 8, Sor/Wiz 8
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. plus 10 ft./level)
    Area: 20 ft. Radius
    Duration: Instantaneous
    Saving Throw: Fortitude Save for half damage
    Spell Resistance: Yes

    "Or as we prefer to call it, Ceiling Cats Iron Paw."

    A gigantic iron fist (or foot, or other manifestation of your Gawd) shoots down from the sky and smashes down, crushing flat a 20' Radius. It does 2d6 damage per caster Level (to a maximum of 40d6) to everything in the Area.
    Focus: A small metal fist.
    Last edited by Bhu; 2011-01-15 at 03:08 AM.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Tweaked the spell list a little, and build/recharge costs for weapons are up. Just need descriptions for spells and costs for vehicles and the new kitty starts.
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I think Spreading The Love should be basicly a Love Potion bomb!

  29. - Top - End - #179
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Quote Originally Posted by Squiggly-Thing View Post
    I think Spreading The Love should be basicly a Love Potion bomb!
    Quote Originally Posted by Squiggly-Thing View Post
    Spreading The Love should be basicly a Love Potion bomb!
    Quote Originally Posted by Squiggly-Thing View Post
    Love Potion bomb!
    I need these.
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  30. - Top - End - #180
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay I don't know why it took so long to notice this, but the weapon recharge ability was way off balance. Ive tripled the recharge costs, and may make a maximum number of times per day the weapons can be reloaded. Otherwise you'll be tossing around 6th-8th level blasting spells like candy.

    Kitty Sniper Feat is done

    Spell List has been slightly modified.
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