Author Topic: The Cat Burglar Prestige Clases  (Read 93073 times)

Offline bhu

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Re: The Cat Burglar
« Reply #40 on: November 07, 2011, 04:20:22 AM »
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 (Humanoid Form if using the Mows Alternate Class Features)
   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: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
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
Innovation You get an additional 2 Innovation points per Level.
Big Nukes At Level 23 and above you may construct Big Nukes (see below).
Bonus Feats: The Epic Gunner Kitty gains a Bonus Feat every 3 levels higher than 20th


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 he 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.

Big Nukes  Big Nukes are one use weapons that are biggerer 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 he must take an uninterrupted 1 Minute 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.  Big Nukes may duplicate the following spells:  Catnarok, Gretaer Ruin, Hellball, Nuclear Catsplosion, Ruin, Vengeful Gaze of God.
Cost: Weapons cost 10 points of Innovation and 500 GP to create, and require 10 days.

Spells not in the PHB may be found in the Spell Compendium, the Epic Level Handbook, or in the Kitty Magic section of this thread (or in the posts below).
« Last Edit: March 06, 2022, 08:02:17 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #41 on: November 07, 2011, 04:20:59 AM »
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: 1 hour/Level or until discharged
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 the next time any creature passes through that square (or immediately if the square is occupied).  Anything within that square (and up to 50 ft above it) 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: 1 hour/Level or until discharged
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 force 60' high shoots up from it the next time any creature passes through that square (or immediately if the square is occupied).   Anything within that square (and up to 60 ft. above it) 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: 1 hour/Level or until discharged
Saving Throw: Reflex Save for half damage
Spell Resistance: Yes

"Aaaand boom goes the dynamite."

Choose any one square within range, and a bolt of lightning 60' high shoots up from it the next time any creature passes through that square (or immediately if the square is occupied).   Anything within that square (and up yo 60 ft above it) 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: 1 hour/Level or until discharged
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 blast of sound 60' high shoots up from it the next time any creature passes through that square (or immediately if the square is occupied).   Anything within that square (and up to 60 ft above it) 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. from the Area of Effect.  If the opponent impacts a wall or other solid object it takes 1d6 damage per 10' 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 non-magical objects within range (unattended or not).  Magical objects get a Willpower Save to negate this effect.  Constructs and buildings take 1d6 untyped damage per Caster Level (max 20d6) instead, but can make a Fortitude Save for half damage.  Wall spells or spells that create barriers such as Prismatic Sphere may also be disrupted.  Both Casters roll 1d20 plus 1/2 Caster Level plus casting stat Modifier.  If the user of Fort Cracker wins the other spell is dispelled as per Dispel Magic.  Otherwise the spell remains unaffected.



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 causing them to save or be poisoned.  Injury, Fortitude Save, Initial and Secondary Damage is 1d8 Str.
2: Poison Gas: All opponents within a 20' Radius with 10 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 (area effect version). 
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 (max 20d6) 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 random 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!  They set about attacking the nearest creature to them, ignoring those with the Plant Type. 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 (max 20d6) 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 (max 20d6) 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 (max 20d6), 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 (max 20d6) 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)
Area of Effect 20' Radius
Duration: 1 Round/Level
Saving Throw: Willpower Save for partial
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.  If they succeed in saving they take a -4 Penalty to Skill Checks for the duration of the spell instead as they are distracted.  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: No

"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 (normally Constructs are immune to paralysis, but this effect specifically only targets them).
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 Edit: November 06, 2016, 12:51:26 AM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #42 on: November 07, 2011, 04:21:29 AM »
THUNDERCAT


   
"Lightning makes the world go round."

 Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.

BECOMING A THUNDERCAT
Most entrants have studied Arcane Magic (Wizard, Sorcerer, Warmage) or Psionics (Psion, Wilder).

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Spells or Psionics:  Must be able to cast 3rd Level Arcane Spells or Manifest 3rd Level Powers, and must have one spell (or power if psionic) apiece that can do Electricity or Sonic damage.
   Feats:  Specialist (see Kitty Feats)
   Skills:  Either Knowledge (Arcane) or Knowledge (Psionics) 8 ranks, and either Spellcraft or Psicraft 8 ranks


Class Skills
 The Thundercat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable Device (Int), Intimidate (Wis), Knowledge (Arcane or Psionics)(Int), Knowledge (Local, Nature)(Int), Psicraft or Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
2. +1    +0     +0     +3    Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
3. +1    +1     +1     +3    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
4. +2    +1     +1     +4    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
5. +2    +1     +1     +4    Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
6. +3    +2     +2     +5    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
7. +3    +2     +2     +5    THUNDER!, +1 Level of Arcane Caster or Psionic Manifester Class
8. +4    +2     +2     +6    Lightning Rod, +1 Level of Arcane Caster or Psionic Manifester Class
9. +4    +3     +3     +6    Can You hear Me Now?, +1 Level of Arcane Caster or Psionic Manifester Class
10.+5    +3     +3     +7    THUNDERCATS!, +1 Level of Arcane Caster or Psionic Manifester Class

Weapon Proficiencies: Thundercats gain no new weapon or armor proficiencies.
 
THUNDER! (Su): At 1st level, whenever you cast or prepare any spell granting you Energy Resistance, you may cast/prepare it in a spell slot of one level higher.  If you do, all Allies within 30' gain the benefits of the spell too. If you are Psionic instead, whenever you use an Power that would give you Energy Resistance you can spend an additional 4 power points (these power points are considered separate from your power limit. i.e. if you are fifth level, and can only spend a max of 5 pp on a power, you can spend that 5 pp on the power to max its effects, and still spend the extra to get this effect).
This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic/metapsionics.

At 4th level whenever you cast or prepare any spell doing electrical damage, you may cast/prepare it in a spell slot of one level higher.  If you do, and use it to target an Ally, instead of doing electrical damage you do positive energy damage (i.e. healing) instead.  If you are psionic you instead spend an additional 4 power points to gain the same effect.  This ability does not increase the casting time for spontaneous casters, nor require the expenditure of your psionic focus, but otherwise counts as metamagic/metapsionics.

At 7th level you can 'lose' any spell you have memorized (or 1 slot if you are a spontaneous caster) with the Electricity or Sonic descriptor.  The melee attacks of all Allies within 30' do additional Electrical or Sonic damage equal to the spells Level in six sided dice for a number or rounds equal to your caster level plus 1d6.  If you are psionic you may pay the full cost of any power doing Electrical or Sonic damage instead to get this effect.  For example if you 'lose' Lightning Bolt and are a 5th Level caster, then your Allies melee attacks do an additional 3d6 electricity damage for (5+1d6) rounds.

Lightning Rod (Su): At 2nd Level choose one of the following two abilities:  Whenever you successfully damage an opponent with a spell/power doing Electrical damage he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he loses his footwear as it explodes.  He gets a Bonus to the Save if his footwear is magical.  The exact Bonus depends on the caster level requires to create the item: 5 or less gets you a +1, 6-11 nets you a +2, 12-20 gets you a +4.  Or you can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Dazed or Dazzled for 1 round per point of Charisma Modifier.

At 5th Level choose one of the following two abilities: Make an opposed Level Check against an Opponent casting a spell/using a power with the Electricity descriptor to gain control of the spell/power and redirect it to a new target.  In the case of area of effects you can decide to redirect them in whatever manner suits you, so long as it's within the rules (i.e. you can make a Cone point in a different direction, you can't make it originate from a point other than it's caster).  Or all spells you cast (or powers you Manifest) doing Electrical damage have their Save DC increased by +2 (this stacks with Feats like Spell Focus and such).

At 8th Level choose one of the following two abilities: If you successfully damage an opponent with spell or power doing Electrical damage, he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or he is Feebleminded for a number of days equal to your Charisma Modifier.  Or, if any Ally within 60' is damaged by electricity, you can choose to redirect the damage to yourself.

Can You hear Me Now? (Su): At 3rd Level choose one of the following two abilities: You can lose a 1st level spell (or 1 power point if psionic) to prevent all Allies within 30' from being Deafened for 1 round per point of Charisma Modifier.  Or you can choose to make any opponent make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Mod) or become permanently Deafened whenever you successfully damage them with a spell (or power) doing Sonic damage.

At 6th Level choose one of the following two abilities: You may choose to  cast/prepare a spell with the Sonic descriptor in a spell slot of one level higher (or spend x power points if psionic), and your opponent gets no Saving Throw to avoid any extra effects (though he can still make one to halve damage).  Or if your opponent casts a spell/uses a power with the Sonic descriptor (you don't need to make a Spellcraft/Psicraft Check to know this for purposes of this ability), as a Swift Action you may 'lose' any spell or spell slot (or spend the base power points for a power of equal level) to immediately counter that spell.  It is lost, has no effect, and the opponent still has to lose the spell/spend pp.

At 9th Level choose one of the following two abilities: A number of times per day equal to your Charisma Modifier, you can cast a spell with the Sonic descriptor, or Manifest a Power that does Sonic damage with a Metamagic (or Metapsionic) Feat without increasing the spells level (or the power point cost in the case of Psionics).  Or you can prematurely 'cast' (or Manifest) a spell/power doing Sonic damage, and store it in one Ally you are touching.  The next time he successfully strikes an enemy in melee, the enemy is affected by that spell as well.  You may only store one spell in an Ally at a time, and if it isn't used within 24 hours it dissipates.

THUNDERCATS! (Su):  Your body becomes a big electrical sponge.  If you are Psionic, you convert Electrical damage into temporary power points (1 power point per two points of damage absorbed).  If you are an Arcane caster you convert it to spell points.  If not spent within 24 hours they dissipate.  Electrical damage you take is absorbed harmlessly and converted into spells/powers.  You may substitute use these points to cast additional spells per day, but the points fade within 24 hours if not used (see Unearthed Arcana pages 153-157 for the amount of spell points needed to cast a spell of any Level, you get 1 spell point per 2 points of electrical damage absorbed).  You may not hit yourself with your own Electricity spells/powers to gain power in this manner.

PLAYING A THUNDERCAT
 You are the stuff.  Not only can you blast stuff with your super kitteh powers, you can make your companions able to blast stuff.  No one sees that part coming the first time.  Plus it ensures your buddies don't want the baddies to get to you.
 Combat: Thundercats are a Blaster PrC.  Obviously they intend to concentrate on blasting to the detriment of their other spells/powers.  But with luck you can optimize to still make them a lil effective.  Plus you have some neat options against armored opponents.
 Advancement: Thundercats tend to either specialize in blasting, or in buffing.  Some occasionally try both but it's not common.
Resources: Thundercats are valued members of the Guilds, and as such they can often ask for favors.  After all they've probably juiced up all of the Guilds members at one time or another resulting in their life being saved.

THUNDERCATS IN THE WORLD
"You will rue this day!"
 Sometimes you bring people out of potential death by zapping them in the heart.  And then sometimes you kill them by zapping them in the heart.  Kinda fun either way. 
 Daily Life: You spend the day studying your powers and honing them for the day you get to blow stuff up and wreak havoc.  Blowing stuff up is just the bestest.  Nothing compares.  Except maybe blowing up people...
 Notables: Tabby-O (CG Human Cat Burglar 1/Psion 5/Thundercat 6) is a local merc for hire for Guilds needing someone to act as a troop commander and buffer.
 Organizations:  Brother Thundercats always help each other out when asked, and the requirements for entering assure identifying a member is easy.

NPC Reaction
 NPC's react to you in pretty much the same way they react to any other cat who can shoot lightning from their paws: abject terror.

THUNDERCATS IN THE GAME
 This shouldn't make too much of a dent in the campaign since it's just a Blaster PrC.  It will of course mean the BBEG will need some Energy Resistance....
 Adaptation: This is definitely meant for silly campaigns.
 Encounters: Thundercats are generally encountered defending Guild offices, or blowing up hard targets (like the buildings of opposing Guilds).  Plus their abilities to enhance their fellow Guild members make them quite popular.

Sample Encounter
EL 12: "Awright men, today you assault the Stronghold of Bob Lazarus.  A dangerous man.  A powerful man.  But we have a kitty on our side..."


Tabby-O
CG Human Cat Burglar 1/Psion 5/Thundercat 6
Init +1 (+4 KF), Senses: Listen +5, Spot +5
Languages Common, Elven, Sylvan, Feline
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex)
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 14
Abilities Kitty Form Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, THUNDER!, Lightning Rod, Can You Hear Me Now?
Feats Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment, Specialist (Claw of Energy),
Skills Autohypnosis +7, Balance +5, Bluff +6, Climb +3, Concentration +8, Disable Device +12, Hide +5, Intimidate +14, Jump +3, Knowledge (Local, Nature) +8, Knowledge (Psionics) +16, Listen +5, Move Silently +5, Psicraft +16, Sense Motive +5, Spot +5, Tumble +5
Possessions



EPIC THUNDERCATS

Hit Die: d4
Skills Points at Each  Level : 2 + int
Spells/Powers Your Caster/Manifester Level increases with Epic Levels but you do not gain additional spells/power points per day, and do not learn new spells or powers.
Bonus Feats: The Epic Thundercat gains a Bonus Feat every 3 levels higher than 20th




« Last Edit: March 06, 2022, 08:03:16 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #43 on: November 07, 2011, 04:22:10 AM »
Taking this PrC requires levels in Owrtho's Wisp Fire Guide class, which can be found here:
https://forums.giantitp.com/showthread.php?106072-Beware-of-lights-not-your-own-lest-you-never-return-home-3-0-Class-PEACH

RANPU


   
"You know there are haunted lights in the swamps that lead to death and treasure right?"

 Originally the Ranpu were a group of Celtic Cat Burglars who fled their native land, and ended up far away in a strange place.  Luckily for them they were adopted by the Akeneko Ninja Clan, and made honorary Ninja brothers.  Returning to their native land they combined their knowledge local magics and superstition with foreign Ninja skills.  And thus they have never looked back on their former disgrace of being hounded out at sword point, and are now content to bask in the fear of the local populace.

BECOMING A RANPU
A level in Cat Burglar and several Levels in Wisp Fire Guide will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Glowing Lure
   Skills:  Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks
   Feats:  Hazard Maker, Spell Focus (Color)


Class Skills
 The Ranpu's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcane, Dungeoneering, Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Alternate Wisp Form, Wisp Light Cloak, +1 Level of Arcane Casting Class
2. +1    +0     +3     +3    Wispfire, +1 Level of Arcane Casting Class
3. +2    +1     +3     +3    Shadowcat, +1 Level of Arcane Casting Class
4. +3    +1     +4     +4    Alternate Wisp Form, +1 Level of Arcane Casting Class
5. +3    +1     +4     +4    Wispfire
6. +4    +2     +5     +5    Shadowcat, +1 Level of Arcane Casting Class
7. +5    +2     +5     +5    Alternate Wisp Form, +1 Level of Arcane Casting Class
8. +6    +2     +6     +6    Wispfire, +1 Level of Arcane Casting Class
9. +6    +3     +6     +6    Shadowcat, +1 Level of Arcane Casting Class
10.+7    +3     +7     +7    Scottish Ninja

Weapon Proficiencies: Ranpu gain no new weapon or armor proficiencies.
 
Wisp Light Cloak (Su): Your Wisp Light Cloak melds with your Kitty Forms, and you may still use it's abilities.

Alternate Wisp Form (Su): At 1st level you gain the effects of Freedom of Movement and Pass Without Trace spells while in Wisp Form. 

At 4th level you no longer need to make a Concentration Check to douse your flame in Wisp Form.  You effectively have the Greater Invisibility spell in shadow or dark environments while in this state. 

At 7th Level you may cast Eyebite a number of times per day equal to your Charisma Modifier while in Wisp Form as a Spell-Like Ability.

Wispfire (Su): Your Ranpu and Wisp Fire Guide levels stack for purposes of determining the range of your Wispfire, and it's damage increases by 1d3 at levels 2, 5, and 8.  Also, opponents struck by your Wispfire must make a Willpower Save or be Confused for 1 round (Save DC is 10 plus 1/2 HD plus Charisma Modifier).

Shadowcat (Su): At 3rd Level you can now use Freedom of Movement and Pass Without Trace while in Kitty Form as well, so long as you have at least 6 Levels in Wisp Fire Guide. 

At 6th Level you gain some immunity to traps in Kitty and Wisp forms.  When you would normally trigger a trap (including those made by the Hazard Spawn ability) you can make a d20 roll plus 1/2 HD plus your Charisma Modifier.  If this equals or exceeds the Save DC for the trap/hazard, it does not activate until after you have passed.

At 9th Level if you make the roll for your 6th level ability you can decide if the trap goes off at all, and can delay it's activation to up to 5 rounds after you are out of it's area of effect.

Scottish Ninja (Su):  While in either Wisp or Kitty Form you may acquire or lose the Incorporeal Subtype at will once per round as a Swift Action.  In both forms your movement no longer provokes Attacks of Opportunity, and you are considered weightless for purposes of setting off traps.

PLAYING A RANPU
You are Scottish kitty ninja fire kitties.  And you are proud.  Damn proud.  Your traditions are long and noble.  Well in your eyes at least.  The rest of the world frowns on drunken arson and scaring the bejeezus out of people, and losing people in the swamps.  Granted you usually fetch them back out again if they're okay guys but still...
 Combat: Ranpu are not meant to be toe to toe frontline fighters just like any other ninja.  They prefer stealth and trickerinesses.
 Advancement: Advancement generally depends on what your clan needs, and what you happen to be good at.  Your family and job are the same after all, and you need to be put to use at what you do best.
Resources: Your clan has decent resources available to it.  And if you're carrying out a mission that benefits them as a whole you get to have a little taste of the bling.

RANPU IN THE WORLD
"There's cats in them thar swamps."
 The Ranpu are feared by all, and a topic of local obsession.  They're like celebrities among the local swamp dwellers except no one knows their names or what they look like.  Which has to make for a weird life.
 Daily Life: Life is all about training and missions.  You're more loose than traditional ninja clans, but you still have a strict hierarchy. 
 Notables: The Swamp Flickerer (CG Female Human Cat Burglar 1/Wisp Fire Guide 5/Ranpu 6) is a local legend who lures bad guys (i.e. the local government) to their death in the swamp.  You think they'd stop going in to hunt her.
 Organizations: You belong to the clan organization, which is your job, your family, your whole existence pretty much.

NPC Reaction
 NPC's tend to poop themselves before fainting in terror around you, or they go insane waving swords and screaming about revenge.  You're pretty much used to it by now.

RANPU IN THE GAME
 This is a bit of a bizarre class, and it's ties to a clan may put it's taker at odds with the rest of the group.
 Adaptation: Definitely meant for silly campaigns, but could be adapted for serious ones.
 Encounters: Ranpu are generally encountered in lonely places, and then only if the PC's have something they want.

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


The Swamp Flickerer
CG Female Human Cat Burglar 1/Wisp Fire Guide 5/Ranpu 6
Init +5 (+8 Wisp or KF), Senses: Listen +10, Spot +10
Languages Common, Auran
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
AC Wisp , touch , flat-footed   (+4 Size, +4 Dex, )
hp 42 (12 HD)
Fort +3 (+2 Wisp), Ref +12 (+15 KF or Wisp), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF, -10 Wisp)
Atk Options Wisp Fire 3d3 (DC 20)
Combat Gear
Spells Per Day 1st: 10 (DC 15)
2nd: 8 (DC 16)
3rd: 7 (DC 17)
4th: 4 (DC 18)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
Abilities Wisp Str 2, Dex 19, Con 8
SQ Wisp Light Cloak, Wisp Form (Diminutive), Guiding Light, Danger Sense, Trapfinding, Wisp Presence, Focused Light, Hazard Spawn 10', Glowing Lure (Move), Purr, Kitty Form, Feline Empathy, Cat Powah +4. Alternate Wisp Form, Shadowcat
Feats Greater Spell Focus (Clear), Hazard Maker, Improved Initiative, Jibba Jabba, Silent Spell, Spell Focus (Clear)
Skills Bluff +12, Concentration +8, Craft (Gemcutting, Trapmaking, Weaving) +5, Diplomacy +12, Escape Artist +9, Gather Information +12, Hide +9, Knowledge (Local) +5, Knowledge (Geography, Nature) +8, Listen +10, Move Silently +9, Search +9, Sense Motive +4, Sleight of Hand +4, Spellcraft +4, Spot +10, Survival +10, Tumble +9
Possessions



EPIC RANPU

Hit Die: d6
Skills Points at Each  Level : 6 + int
Wispfire At Level 21 and every 3 levels thereafter the Ranpu's Wispfire does an additional 1d3 damage.
Spells Your caster Level continues to increase, but you do not gain additional spells per day.
Bonus Feats: The Epic Ranpu gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:11:22 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #44 on: November 07, 2011, 04:22:37 AM »
CABBIT

   
"Nibble nibble nibble nibble."

 As Cabbits became more popular as domesticated pets, the Guilds decided they needed to take advantage of this.  They also took advantage of the new occupational specialty to specialize part of their training.  Cabbits are meant more for scouting and finding things out than helping outright theft.  They are the Guilds early warning system in the community.

BECOMING A CABBIT
Most Cat Burglars simply have to have the Cabbit Form and the necessary training.

 ENTRY REQUIREMENTS
   Class Abilities:  Enhanced Kitty Form (Cabbit Form), Burglaring (Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers)
   Skills:  Hide 8 ranks, Jump 8 ranks, Listen 8 ranks, Spot 8 ranks
   Feats:  Any 2 Luck Feats (see Complete Scoundrel)


Class Skills
 The Cabbit's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nature, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Cabbit Magic
2. +1    +0     +3     +0    Lucky Cabbit's Foot
3. +2    +1     +3     +1    Feets Don't Fail Me Now!
4. +3    +1     +4     +1    Cabbit Magic
5. +3    +1     +4     +1    Lucky Cabbit's Foot
6. +4    +2     +5     +2    Feets Don't Fail Me Now!
7. +5    +2     +5     +2    Cabbit Magic
8. +6    +2     +6     +2    Lucky Cabbit's Foot
9. +6    +3     +6     +3    Feets Don't Fail Me Now!
10.+7    +3     +7     +3    I Am All That Is Bunneh!

Weapon Proficiencies: A Cabbit gains no new weapon or armor proficiencies.
 
Cabbit Magic (Sp): At Levels 1, 4, and 7 you get a spell from the following list that you can cast as a Spell-Like Ability. 

At Level One you can choose one of the following to cast 5 times per day: Charm Monster, Detect Scrying, Freedom of Movement, Scrying.

At Level 4 you can choose one of the following to cast 3 times per day: Commune with Nature, Passwall, Prying Eyes, Rary's Telepathic Bond.

At Level 7 you can choose one of the following to cast once per day: Greater Arcane Sight, Greater Scrying, Greater Teleport, Phase Door.

Lucky Cabbit's Foot (Su): At Level 2 you get a Luck Bonus to AC equal to your Wisdom Modifier.

At Level 5 you get a Luck Bonus to any 3 skills of  your choice equal to your Wisdom Modifier.

At Level 8 you get a Luck Bonus to any one Saving Throw (decide which one at the beginning of each day) equal to your Wisdom Modifier.

Feets Don't Fail Me Now! (Ex): At Levels 3, 6, and 9 you gain a cumulative +10' to your base land speed as well as a cumulative +2 Luck Bonus to AC on any round in which you move 10' or more.  This stacks with other Luck Bonuses to AC.

I Am All That Is Bunneh! (Su): When in Kitty Form you may now appear as a bunny as opposed to a kitty.  This means you may now be a giant bunny, a Sabre Toofed Bunny, a Bunnygirl, or even a Bunny Faced Monkey.   Stats remain the same, and your Purr and Feline Empathy abilities now work on bunnies too.  The Blindsight gained from your Cabbit Form now extends to 120'.  You now also automatically succeed on any Jump roll as long as  the distance of the jump is 15' or less.

PLAYING A CABBIT
 You are just the cutest thing ever, and your exoticness just makes it that much worse.  People can't resist adopting you, and thus spreads the information network of the Guilds.  MWUHAHA!
 Combat: Cabbits aren't meant for combat, and tend to rely on speed and luck if forced into a fight.  They defeat their opponents with wit and guile, not brawn.
 Advancement: Cabbits are usually more interested in magical abilities than most Guild members, probably because of the urban legends of various weird magical abilities attributed to the Cabbit species.
Resources: As usual most Cabbits can fall back on the Guild.  As they also tend to network a lot they may even have some resources available outside the Guild.

CABBIT IN THE WORLD
"The wise woman says they can turn goat pee into wine!"
 You lead a fun life.  Cabbits are an obsession with the various humanoid species, and they have so many myths and urban legends about them pretending to be one can sometimes be a double edged sword as you could be perceived as too valuable.
 Daily Life: You lounge about soaking up affection and info.  You also look out for the Guild and whoever has adopted you.  They give you free room and board it's the least you  can do to make sure they don't come to harm..
 Notables: Hoppy (CG Human Female Cat Burglar 6/Cabbit 6) is a local messenger.  She relays news and supplies for the Guild.
 Organizations: As per usual, all Cabbits belong to a Cat Burglar Guild.

NPC Reaction
 NPC's luv you.  They also have weird and unusual expectations of you that you will have to learn to deal with.

CABBIT IN THE GAME
 This is an odd little class meant more for a roleplaying heavy campaign as opposed to hardcore fighting.
 Adaptation: This is most definitely a silly campaign PrC.
 Encounters: Cabbits are usually encountered as pampered pets and good luck charms, and even temple guardians.

Sample Encounter
EL 12: The PC's have been hired to escort the Princesses prize Cabbit to her new castle in the East.  Apparently there's some stupid rumor they can poop gold, so everyone is out to get teh poor critter.


Hoppy
CG Human Female Cat Burglar 6/Cabbit 6
Init +1 (+4 KF, +5 KiF), Senses: Listen +11, Spot +11
Languages Common, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, +3 Wis, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, +3 Wis, )
AC Kif , touch , flat-footed   (+4 Size, +5 Dex, +3 Wis, )
+4 Lucky Cabbit's Foot
hp 42 (12 HD)
Fort +4, Ref +11 (+14 KF, +15 KiF), Will +7 
------------------------------------------------
Speed 50 ft. (10 squares)
Melee
Base Atk +8, Grp +7 (-4 KF, -8 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
Abilities KiF Str 2, Dex 21
SQ Purr, Feline Empathy, Cat Powah +3, Enhanced Kitty Form (Cabbit Form, Swift Kitty), Burglaring (Evasion, Uncanny Dodge), Kitty Magic (Bouncies, Super Scamper Powers), Kitty Form (Kitten Form), Scamper Bonus, Cabbit Magic (Charm Monster, Passwall), Lucky Cabbit's Foot, Feets Don't Fail Me Now!, Lucky Cabbit's Foot
Feats Advantageous Avoidance, Dodge, Lucky Catch, Lucky Start, Mobility, Sly Fortune
Skills Balance +9, Bluff +11, Climb +7, Diplomacy +11, Gather Information +11, Hide +9, Jump +7, Knowledge (Local, Nature, Nobility) +9, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Tumble +9, Use Magic Device +10
Possessions

EPIC CABBIT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Cabbit Magic At Level 21 and every three levels thereafter, you gain a new Cabbit Magic Ability, and may choose one you have not yet chosen from any Level.
Feets Don't Fail Me Now! At Level 23 and every 3 levels thereafter you get an additional +10' to your Base Land Speed and an Additional +2 Luck Bonus to AC on any round in which you move 10' or more.
Bonus Feats: The Epic Cabbit gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 06, 2022, 08:12:18 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #45 on: November 07, 2011, 04:23:06 AM »
OM NOM NOM FU


   
"MOWS!" (translation: *Kitty is hungry!!! Feed Kitty!*)

 This one is a little bizarre even for the Guild.  At one point ranks of the Guilds defending muscle had grown rather thin, and the Guild began to look into non traditional methods of protecting itself.  Someone suggested extra-dimensional holding spaces, and thus the idea for a mobile prison was born.  They're still working out some of the bugs.

BECOMING AN OM NOM NOM 
You just need to be a Cat Burglar with some minimal combat training, and a willingness to experiment with odd new things.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Kitty Magic (Swift Paws) (Humanoid Form and Humanoid Magic: Sucker Punch if using the Mows Alternate Class Features)
   Skills:  Hide 8 ranks, Move Silently 8 ranks
   Feats:  Improved Grapple, Improved Unarmed Strike


Class Skills
 The Om Nom Nom's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Improved Grab
2. +2    +3     +3     +0    Swallow Whole
3. +3    +3     +3     +1    Storage Space
4. +4    +4     +4     +1    Improved Grab
5. +5    +4     +4     +1    Swallow Whole
6. +6    +5     +5     +2    The Regurgitator
7. +7    +5     +5     +2    Improved Grab
8. +8    +6     +6     +2    Swallow Whole
9. +9    +6     +6     +3    Improved Storage Space
10.+10   +7     +7     +3    Extradimensional Prison

Weapon Proficiencies: The Om Nom Nom gains no new weapon or armor proficiencies.
 
Improved Grab (Su): At 1st Level if you succeed in making a Bite Attack in Kitty Form against an opponent your Size Class or smaller, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful you may do your bite damage.  At 2nd Level you may use Swallow Whole. 

At 4th Level you no longer take Size Penalties to Grapple Checks, and can Grapple an opponent up to 2 Size Classes above your own.

At 7th Level you can Grapple an opponent of any Size Class.

Swallow Whole (Su): At 2nd Level in Kitty Form you can Swallow Whole an opponent up to your own Size Class with a successful Grapple Check.  It takes (1d6+Charisma Modifier) bludgeoning damage, and (Charisma Modifier) Acid damage per round.  An opponent can cut it's way out by doing 15 points of damage with a light slashing or piercing weapon against AC (10+ 1/2 Natural AC Bonus if any).  Once the creature exits muscular action closes the hole, and other victims must cut their own way out.  In Kitty Form your stomach can hold 1 Tiny, or 4 Diminutive or Smaller opponents.  This ability scales with different sized Kitty Forms, as does the bludgeoning damage (acid damage increases plus or minus one per difference in Size Class, with a minimum of 1 point).

At 5th Level you can Swallow Whole any opponent up to 1 Size Class bigger than you are.  In Kitty Form your Stomach can hold 1 Small, 4 Tiny, or 8 Diminutive or smaller opponents. 

At 8th Level you can swallow any opponent up to 3 Size Classes bigger than yourself.  In Kitty Form your stomach can hold 1 Large, 4 Medium, 8 Tiny, or 16 Diminutive or Smaller opponents.

Storage Space (Su):  At 3rd Level your stomach contains an extradimensional pocket space and effectively functions as a Type 1 Bag of Holding.  When swallowing something, non living items go to this space, living items (as well as undead and constructs) go to the usual stomach.  You may hwarf up one item of your choice as a Standard Action.

The Regurgitator (Su): At 6th Level as an Immediate Action you may make an opposed Level Check to 'swallow' a damaging spell that specifically targets you, and shunt it to your internal Storage Space.  Note that if you have any items held here they take the full effect of the spell.  As a Standard Action you can spit the spell back up on the next round or up to 24 hours later, and your target takes the full effects.  Caster Level is equal to the original caster.

Improved Storage Space (Su): At 9th Level you may now hold as much as a Type II Bag of Holding.  You may now cough up stuff as a Swift Action.

Extradimensional Prison (Su): At 10th Level creatures you swallow may be redirected to your Storage Space.  If you can breath, so can whatever is in your Storage Space.  In other words you can carry living beings in it, unlike a Bag of Holding.  There are downsides.  If you inhale poison, or begin to suffocate or drown, so do they.  If you swallow a damaging spell, they take the effects.  You may cough up one person as a Swift Action, 2 as a Standard Action, or everyone as a Full Round Action.  In Kitty Form your Prison can hold as many people as would fit in a Type III Bag of Holding.  Once swallowed, a being needs to be coughed up voluntarily by you to escape, or a Freedom, Miracle, or Wish spell must be cast.  If your opponent has anything like a Bag of Holding or Portable hole, it's left outside your body.

PLAYING AN OM NOM NOM 
 You have an expedient way of dealing with problems: your ever hungry maw.  If something needs taken care of you just eat it.  Eventually once you're practiced enough if something needs hidden you just eat it.  Eating is basically how you solve most of life's problems.   And best of all you never gain a pound.
 Combat: Om Noms grapple and devour opponents.  Eventually they poop them out assuming they aren't just imprisoning them. 
 Advancement: Om Noms are specialists, and they all tend to advance in pretty much the same manner.  They need to for their job.
Resources: Unless on a mission, Om Nom Noms are on their own.  Their Guild missions tend to be super important though, so they get whatever is needed to get them done.

OM NOM NOMS IN THE WORLD
"That cats gonna eat us out of house and home!"
 As far as the world is concerned you're an ordinary cat until the Guild activates you.  Then things (and sometimes people ) disappear near you.  It's kinda creepy that no one ever connects you to it.
 Daily Life: You pretty much have life to yourself until something needs hidden or kidnapped or stolen. 
 Notables: Stonybutt (N Male Dwarf Cat Burglar 2/Fighter 4/Om Nom Nom 6) is a promising Om Nom in his Guild.  Ginger (NE Female Human Cat Burglar 2/Monk 4/Om Nom Nom 6) is a renegade the Guild is seeking to put down.
 Organizations: As with all Guild members you belong to the Guild itself.  You also belong to an elite unit of of munchers.

NPC Reaction
 NPC's tend to think you're just a hungry kitty.  Awww, poor lil' kitty....

OM NOM NOMS IN THE GAME
 This class can cause problems due to it's odd abilities.  Make sure you want to allow it in your campaign.
 Adaptation: This is most definitely for silly campaigns.
 Encounters: Om Nom Noms can be found anywhere Guilds can be found.  They are often scattered throughout the city posing as cats until needed.

Sample Encounter
EL 12: Local food supplies are being stolen.  Initially the main suspects were rats, but after turning cats loose to get rid of them the problem has gotten worse.  The PC's are asked to find out whats up.


Stonybutt
N Male Dwarf Cat Burglar 2/Fighter 4/Om Nom Nom 6
Init +1 (+4 KF), Senses: Listen +4, Spot +4, Dark Vision 60'
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
hp 92 (12 HD)
Fort +12, Ref +9 (+12 KF), Will +2 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +11, Grp +13 (+10 KF)
Atk Options Improved Grab, Swallow Whole, The Regurgitator
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 12, Con 16, Int 9, Wis 10, Cha 14
Abilities KF Str 8, Dex 18
SQ Stonecunning, Stability, Other Dwarf traits, Purr, Feline Empathy, Cat Powah +2, Kitty Form, Kitty Magic (Swift Paws), Storage Space
Feats Improve Unarmed Strike, Improved Grapple (B), Weapon Focus (Bite)(B), Weapon Specialization (Bite)(B)
Skills Bluff +6, Climb +6, Gather Information +7, Hide +9, Intimidate +6, Knowledge (Local) +3, Listen +4, Move Silently +9, Search +3, Spot +4, Tumble +5, Use Magic Device +6
Possessions



EPIC OM NOM NOM 

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Om Nom Nom gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 06, 2022, 08:13:07 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #46 on: November 07, 2011, 04:23:35 AM »
IRON FLOOF KUNG FU


   
"I am merely a statue.  I am not the kitty you are looking for."

 Aside from being responsible for Pocket Kitties the city of Le Gevaudan is also responsible for this little pocket of weirdness.  Iron Floof practitioners study magic that allows them to turn into metal cats.  When standing still they look like statues, and coincidentally that's what the city has an abundance of: metal cat statues.  This allowed them to hide in plain sight again, and provided them a means of revenge by allowing them a replacement for the legendary Sons of Pinky who are less able to travel about in public..

BECOMING AN IRON FLOOF
Becoming an Iron Floof requires a certain inner rage, so most of them have a Barbarian Level or so

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), Rage
   Skills:  Balance 4 ranks, Bluff 4 ranks, Climb 4 ranks, Perform (Statue) 4 ranks
   Feats:  Any Feat requiring Rage as a prerequisite


Class Skills
 The Iron Floof's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis, and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Transformation
2. +2    +3     +0     +0    Iron Strength +2
3. +3    +3     +1     +1    Iron Fortress
4. +4    +4     +1     +1    Iron Transformation
5. +5    +4     +1     +1    Iron Strength +4
6. +6    +5     +2     +2    Iron Fortress
7. +7    +5     +2     +2    Iron Transformation
8. +8    +6     +2     +2    Iron Strength +6
9. +9    +6     +3     +3    Iron Fortress
10.+10   +7     +3     +3    I...AM...IRON KITTEH!

Weapon Proficiencies: Iron Floof's gain no new weapon or armor proficiencies.

Iron Transformation (Su): At 1st Level as a Move Action you can change your body into magical metal while in Kitty (or Humanoid) Form.  Your weight quadruples, and your Natural Attacks are considered to be cold iron for purposes of bypassing DR.  Your Natural Bonus to AC increases by an amount equal to your Iron Floof Level.  This metal does not rust and is not subject to magnetism.

At 4th level while in your metal body DR x/-, where x is equal to half your Iron Floof level (round down).

At 7th Level your Natural Attacks in metal form are considered both Cold Iron and Adamantine for purposes of overcoming DR.

Iron Strength (Su): At second level while in your metal body your Strength score increases by +2.  This increases to +4 at 5th Level, and +6 at 8th Level.

Iron Fortress (Su): At 3rd level while in your metal body you are immune to disease and poison, and you have a 25% chance of changing a critical hit into a normal one.

At 6th Level you are immune to petrification and do not require air while in your metal body.  Your chance to convert criticals to regular hits increases to 50%.

At 9th level you are immune to non lethal damage from physical attacks while in your metal body, and your chance to convert criticals to regular hits increases to 75%.

I...AM...IRON KITTEH! (Su): At 10th level while in your metal body you gain Energy Resistance 10 to Acid, Cold, Electricity, Fire, and Sonic damage.  You are also now immune to critical hits.


PLAYING AN IRON FLOOF
 Your job is awesome.  You get to spend long, boring hours gazing into nothingness pretending to be a stature in key points of the city where you may be needed at a moments notice with only the idiotic chatter of passers by to keep you from going mad.  Thankfully you get to let off steam by beating someone down every so often.
 Combat: Generally you go metal (if you haven't already), go Rage, and then charge heedlessly into the enemy regardless of size or logical decision making.  Life is fun this way.
 Advancement: Most Iron Floofs choose similar paths.  They're paid quite well to be adept at mooshing the bad guys.
Resources: As a typical member of the Guild you have access to what is necessary to complete Guild missions (which usually mean butt kickin' or spying in your case).

IRON FLOOF IN THE WORLD
"Man...it might be the pipeweed...but I would freakin' SWEAR those statues change every day."
 Most people think you are decorative ornaments.  They'd poop themselves if they knew you were alive.
 Daily Life: Much of your day is spent in training your powers, or endless boredom perfecting your ability to be a statue via the Perform (Statue) skill.
 Notables: Britain (N Male Dwarf Cat Burglar 3/Barbarian 3/Iron Floof 6) is a very odd Dwarf who likes standing still for hours on end so this was a dream job.  Chelsea (CE Human Female Cat Burglar 3/Barbarian 3.Iron Floof 6) took this job to get revenge on high society for casting her out.
 Organizations: Since the Sons of Pinky can't  fully do their job in a city state that expects cats to be thieves, you needed to take up the challenge, and therefore replace them in the usual Guild hierarchy.

NPC Reaction
 NPC's assume you're a statue cause they haven't twigged on to what you can do yet.  And you'll be keeping it that way by silencing anyone who does.

IRON FLOOF IN THE GAME
 This class is an odd one because it assumes all the players will be Iron Floofs in a hit squad, or that you're on loan to someone.  And since hit squads face long moments of boredom followed by spastic flailing, your campaign will be unfit for some possibly.
 Adaptation: This could be used for serious campaigns too.
 Encounters: Iron Floofs are usually encountered in public as statuary, or in alleys or lonely places preferred for ambushes if they're hunting you.

Sample Encounter
EL 12: The PC's are waiting to ambush something in the hall making loud clanging sounds.  When the door opens a small kitty comes in and meows.  It isn't until the Rogue picks it up and falls to the ground as the cat turns into solid steel that things get twitchy.


Britain
N Male Dwarf Cat Burglar 3/Barbarian 3/Iron Floof 6
Init +1 (+3 BC, +4 KF), Senses: Listen +7, Spot +5, Dark Vision 60'
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC Raging , touch , flat-footed   (-2 Rage, +1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
AC KF Raging , touch , flat-footed   (-2 Rage, +2 Size, +4 Dex, )
AC BC , touch , flat-footed   (+1 Size, +3 Dex, )
AC BC Raging , touch , flat-footed   (-2 Rage, +1 Size, +3 Dex, )
AC Metal KF , touch , flat-footed   (+2 Size, +4 Dex, +6 Natural, )
AC Metal KF Raging , touch , flat-footed   (-2 Rage, +2 Size, +4 Dex, +6 Natural, )
AC Metal BC , touch , flat-footed   (+1 Size, +3 Dex, +6 Natural, )
AC Metal BC Raging , touch , flat-footed   (-2 Rage, +1 Size, +3 Dex, +6 Natural, )
hp 111 (12 HD), 135 Raging
Fort +13 (+15 Raging), Ref +7 (+10 KF, +9 BC), Will +3
Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +13
Atk Options Sneak Attack +1d6, Rage 4/day
Combat Gear
-----------------------------------------------
Abilities Str 14 (18 Raging), Dex 12, Con 18 (22 Raging), Int 10, Wis 9, Cha 12
Abilities KF Str 8 (12 Raging), Dex 18
Abilities BC Str 10 (14 Raging), Dex 16
Abilities Metal KF Str 12 (16 Raging), Dex 18
SQ Purr, Feline Empathy, Cat Powah +1, Kitty Form, Kitty Magic (Innocence), Enhanced Kitty Form (Foofy Kitty), Trap Sense +1, Fast Movement, Stonecunning, Stability, Dwarf traits, Iron Transformation (DR/3-), Iron Strength, Iron Fortress
Feats Extra Rage, Instantaneous Rage, Leopard's Rage, Mad Foam Rager, Tomcat
Skills Balance +5, Bluff +5, Climb +8, Gather Information +5, Hide +5, Jump +8, Knowledge (Local, Nobility) +4, Listen +7, Move Silently +5, Perform (Statue) +3, Spot +5, Survival +3, Tumble +7, Use Magic Device +5
Possessions


EPIC IRON FLOOF

Hit Die: d10
Skills Points at Each  Level : 2 + int
Iron Transformation Your Natural Armor Bonus and DR increase with Epic Levels.
Iron Strength Your Bonus to Strength increases an additional +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Iron Floof gains a Bonus Feat every 4 levels higher than 20th

« Last Edit: March 06, 2022, 08:13:52 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #47 on: November 07, 2011, 04:24:03 AM »
MEOWCENARY


   
"Gentlemen, war is Hell."

 Meowcenary's are just that: cat mercenaries.  No job is too hard, or too expensive for them to take on.  They'll fight pretty much anybody, and they love doing it. 

BECOMING A MEOWCENARY
Kitty FOrm and plenty of levels in Warblade or Swordsage will pretty much do it for you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), Battle Clarity
   Maneuvers Known:  Must know 2 Maneuvers each from Tiger Claw and the Feline Way OR Diamond Mind and the Feline Way
   Feats:  Dodge, Kitty Dodge, Eye of the Housecat (new Feats listed with the Feline Way) OR Point Blank Shot, Unnerving Calm, and Perfect Clarity of Body and Mind
   Skills:  Jump 8 ranks (if going for Gun Fu replace this with Concentration 8 ranks), Tumble 8 ranks, Use Magic Device 4 ranks


Class Skills
 The Meowcenary's class skills (and the key ability for each skill) are Balance (Dex, Climb (Dex), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Combat Style, Maneuvers, Stances
2. +2    +3     +0     +0    Unique Maneuver
3. +3    +3     +1     +1   
4. +4    +4     +1     +1    Combat Style
5. +5    +4     +1     +1    Unique Maneuver
6. +6    +5     +2     +2   
7. +7    +5     +2     +2    Combat Style
8. +8    +6     +2     +2    Unique Maneuver
9. +9    +6     +3     +3   
10.+10   +7     +3     +3    Veteran

Weapon Proficiencies: Meowcenary's gain proficiency with Dynamo Cannons (see The Engineer Core Class) and Guns (magical weapons I will eventually be making.  Think of them as rechargeable wands with limited shots that anyone can use even without Use Magic Device).
 
Maneuvers: At each even numbered Level you can learn a new Maneuver from the Diamond Mind, Feline Way, Tiger Claw, or White Raven styles if you meet the Maneuvers prerequisites.  At 3rd, 6th, and 9th Levels you gain an additional Maneuver readied per day.  Your Warblade and Meowcenary Levels stack for purposes of determining you Initiator level. 

Stances: At 5th level you learn a new Stance from the Diamond Mind, Feline Way, Tiger Claw, or White Raven styles if you meet the prerequisites

Combat Style:  At 1st Level you must choose between two styles of combat: The Way of the Cat (Melee), or Gun Fu (ranged).

The Way of the Cat: At 1st Level the Save DC of all Maneuvers you perform from the Feline Way or Tiger Claw are +2.

At 4th Level your Initiator Level is +2 when using Maneuvers from the Feline Way or Tiger Claw styles.

At 7th Level you do an additional +1d6 damage with any successful melee attack while in a Feline Way or Tiger Claw Stance.

Gun Fu: At 1st Level you may now use certain Maneuvers with Ranged as well as Melee Weapons.  You may use the following once you get them: Diamond Nightmare Blade, Disrupting Blow, Emerald Razor, Greater Insightful Strike, Insightful Strike, Ruby Nightmare Blade, Sapphire Nightmare Blade, Time Stands Still.  You may also wield Guns or Dynamo Cannon despite not having opposable thumbs.  Do not question this.

At 4th Level l you may 'reload' a Gun as a Full Round Action a number of times per day equal to your Charisma Modifier.

At 7th Level you may 'reload' a Gun as a Move Action.

Unique Maneuver: At levels 3, 6, and 9 you get to learn a Maneuver from the Way of the Cat or Gun Fu subschools if you have access to Maneuvers of that Level (See Kitty Magic).  The list you can choose from depends on which Combat Style you took at 1st Level.

The Stink Eye (Ex): You gain a +1 Competence Bonus on Intimidation Checks at 3rd Level.  This increases to +2 at 6th Level, and +3 at 9th Level.

Veteran: At 10th Level the three special Maneuvers you have learned from this PrC are always considered Readied.

PLAYING A MEOWCENARY
 Meowcenary's are professional bad asses.  You have a butt needs kickin' they can be hired for the right price.  And that doesn't mean for cheeseburgers neither...
 Combat: Meowcenary's are unique in that they train heavily in both gunnery and the Feline Way, so it's never good to assume they're just limited to melee combat. 
 Advancement: Meowcenary's have a certain flexibility on their development unless their Guild requires certain skills or abilities.  Many tend to either specialize in hand to paw combat or as gunners.
Resources: Resources depend on how big your Guild is and how rich the people paying you are.  Sometimes you have the heavy guns, sometimes you just scrape bye.

MEOWCENARIES IN THE WORLD
"We have a problem Dogfort."
 Meowcenary's are hidden specialists.  If you have a problem, if no one else can help, and if you can find them, maybe you can hire the Meowcenary's.  Just make sure to keep them out of your liquor cabinet.
 Daily Life: Training, combat, booze, women, and fine cigars are what occupies your time.  And occasionally screaming and explosions as well.  Kinda sad you even have the explosions in your life outside of fighting in wars...
 Notables: Patton (N Human Male Cat Burglar 1/Warblade 5/Meowcenary 6) is a well known Meowcenary Guild Leader who takes no prisoners.
 Organizations: Almost all Meowcenary's belong to a mercenary Guild of some kind, the largest organization being the legendary Catfort.

NPC Reaction
 Gun toting cats don't exactly scream "reasonable well adjusted members of society" so you may have some problems fitting in...

MEOWCENARIES IN THE GAME
 This assumes you are or were a part of a mercenary Guild, which means your character likely has some enemies to bring to the group.
 Adaptation: This is for silly campaigns.  It'll be hard to keep a straight face playing this.
 Encounters: Meowcenary's are generally found on one side or the other in wars or conflicts, or in bars if they're between jobs.

Sample Encounter
EL 12: The PC's are calmly playing poker and drinking when a group of cats walk in and begin getting drunk and shooting guns off.  One of the barmaids begins swatting them with a broom, and they tell her off which makes the bartender feel as if he has to defend her.  You just know things are about to go bad when the door is kicked open by a Drow who points at either the cats or the tender and screams "YOU!"


Patton
N Human Male Cat Burglar 1/Warblade 5/Meowcenary 6
Init +2 (+5 KF), Senses: Listen +4, Spot +4
Languages Common, Dwarven
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, )
hp 76 (12 HD)
Fort +10, Ref +8 (+11 KF), Will +3 
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +11 (+4 KF)
Atk Options Weapon Aptitude, Battle Ardor +2, Combat Style (Gun Fu)
Combat Gear
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Testing the Waters, Wolf Fang Strike
2nd: Emerald Razor
3rd: Insightful Strike
4th: Marked Bullet, Ruby Nightmare Blade
5th: Disrupting Blow, Trigger Happy
6th: Greater Insightful Strike

Stances Known 1st: Blood in the Water, Raised Fur
3rd: Pearl of Black Doubt

Initiator Level: 11th
-----------------------------------------------
Abilities Str 10, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Abilities KF Str 4, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+3)
Feats Adaptive Style, Dodge, Kitty Dodge, Eye of the Housecat, Strike from Below, Sudden Recovery, Blade Meditation: Feline Way (B)
Skills Bluff +7, Climb +4, Concentrate +16, Hide +6, Intimidate +18, Knowledge (Local) +5, Listen +4, Martial Lore +5, Move Silently +6, Spot +4, Survival +4, Tumble +17, Use Magic Device +13
Possessions



EPIC MEOWCENARY

Hit Die: d10
Skills Points at Each  Level : 4 + int
Initiator Level Your Initiator Level continues to go up but you learn no new Maneuvers or Stances.
Bonus Feats: The Epic Meowcenary gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 06, 2022, 08:15:02 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #48 on: November 07, 2011, 04:24:33 AM »
Craft Gun
Y'all can make Guns now.
Prerequisites: Craft Wand
Benefits: A Gun is basically a Wand, with a few important differences.  The first is that it only has 6 charges.  The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation).  Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.

GP Cost: Half Base Price
XP Cost: Base Price divided by 25
Base Price: 187.5 x Level of Spell x Level of Caster
Crafting Time: 1 day per 1000 GP


Beezooka
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

You hold a giant wooden tube that shoots beehives at opponents.  Needless to say, everyone wants you on their side.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, BEES!
Cost to Create: 1407 GP, 3 days, 115 XP



BEES!
Conjuration (Summoning)
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25' plus 5'/2 Levels)
Effect: 1 Swarm of Big Bees
Duration: 1 round/Level
Saving Throw: None
Spell Resistance: No

This is pretty much identical to Summon Swarm except that you do have mental control over what the Swarm does, and it summons 1 Big Bee Swarm (see below).

Big Bee Swarm
                      Tiny Vermin (Swarm)
Hit Dice:             6d8 (27 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6 plus poison)
Full Attack:          Swarm (2d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     4
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas.  It helps if you don't try making your campfire underneath their nest.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution. 

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.



Caltrop Gun
 Price (Item Level): 5250 GP
 Body Slot: - (Held)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

You spray opponents with a cloud of caltrops for 7d8 damage, which then litter the ground causing additional trouble.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Cloud of Caltrops
Cost to Create: 2625 GP, 5 days, 210 XP



Cloud of Caltrops
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30'
Area: 30' Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage).  After this spell is cast the ground underneath the Are of Effect is covered in caltrops.  Material component is a caltrop.



Charger
 Price (Item Level): 1500 GP (Level 1), 3000 GP (Level 2), 4500 GP (Level 3), 6000 GP (Level 4), 8438 GP (Level 5), 12375 GP (Level 6), 17063 GP (Level 7), 22500 GP (Level 8), 28688 GP (Level 9)
 Body Slot: - (Held)
 Caster Level: 8 if the spell is Level 1-4, 9 if the spell is Level 5, 11 if the spell is Level 6, 13 if the spell is Level 7, 15 if the spell is Level 8, and 17 if the spell is Level 9
 Aura: Varies depending on level of spell it recharges (see Detect Magic in PHB); (DC:15 plus Level of the Spell it recharges) Universal
 Activation: Swift (Manipulation)
 Weight: -

As a Swift Action when attached to a Gun this item recharges it.  The Charger may be used once per day, and can recharge any Gun whose spell Level is similar or lower.  For example a Charger made to recharge 4th Level Spells can recharge any Gun that produces the effects of a 0-4th Level spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Repeat Spell
Cost to Create: Level 1 Spell: 750 GP, 2 days, 60 XP
 Level 2 Spell: 1500 GP, 3 days, 120 XP
 Level 3 Spell: 2250 GP, 5 days, 180 XP
 Level 4 Spell: 3000 GP, 6 days, 240 XP
 Level 5 Spell: 4219 GP, 8 days, 338 XP
 Level 6 Spell: 6188 GP, 12 days, 495 XP
 Level 7 Spell: 8532 GP, 17 days, 683 XP
 Level 8 Spell: 11250 GP,23 days, 900 XP
 Level 9 Spell: 14344 GP, 29 days, 1148 XP



Fart Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

Instead of the usual area, the Stinking Cloud produced by this gun is a 15' Cone instead of the usual cloud.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Stinking Cloud, Widen Spell
Cost to Create: 1407 GP, 3 days, 115 XP



Fireball Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Evocation
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol shoots fireballs doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Fireball
Cost to Create: 1407 GP, 3 days, 115 XP



Freeze Ray
 Price (Item Level): 22500 GP
 Body Slot: - (Held)
 Caster Level: 15th
 Aura: Strong; (DC:23) Evocation
 Activation: Swift (Manipulation)
 Weight: 8 lbs.

This rifle shoots beams of freezing cold doing 15d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Polar Ray
Cost to Create: 11250 GP, 23 days, 900 XP



Gunsight
 Price (Item Level): 375 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation: -
 Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Guided Shot
Cost to Create: 188 GP, 1 day, 15 XP



Hand-Cranked Runcible Gun
 Price (Item Level): 5250 GP
 Body Slot: - (Held)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This gun shoots dozens of sporks per second doing 7d8 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Death By Spork
Cost to Create: 2625 GP, 5 days, 210 XP



Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 120'
Area: 120' Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

All opponents in a 120' Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage.  Material component is a spork.



Lightning Cannon
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Evocation
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This rifle shoots lightning bolts doing 6d6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Lightning Bolt
Cost to Create: 1407 GP, 3 days, 115 XP



Mage Killer
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Enchantment
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This small gun shoots a ray that drains intelligence.  Most useful against Mages if they fail the Save, but also good for taking out morons.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ray of Stupidity
Cost to Create: 563 GP, 1 day, 45 XP



Mage Killer II
 Price (Item Level): 17063 GP
 Body Slot: - (Held)
 Caster Level: 13th
 Aura: Strong; (DC:22) Abjuration
 Activation: Swift (Manipulation)
 Weight: 8 lbs.

This rifle projects an Antimagic Ray.  Perfect for royally screwing over anyone's day.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Antimagic Ray
Cost to Create: 8532 GP, 17 days, 683 XP



Mercenary Killer
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Transmutation
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol projects a Rust Ray doing 2d6+6 damage to metallic objects.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Rust Ray
Cost to Create: 1407 GP, 3 days, 115 XP



Piranha Gun
 Price (Item Level): 188 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Conjuration
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This heavy pistol shoots Fiendish Pirhanas who have been modified to breath air. 

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Monster I
Cost to Create: 94 GP, 1 day,8 XP



                      Fiendish Pirhana
                      Tiny Magical Beast (Amphibious, Aquatic, Extraplanar)
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +6
Speed:                0 ft. (0 squares), Swim 40'
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-11
Attack:               Bite +2 melee (1d3-3)
Full Attack:          Bite +2 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Smite Good
Special Qualities:    Low Light Vision, Scent, Dark Vision 60', Energy Resistance 5 (Cold and Fire), SR 5
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 4, Dex 15, Con 12, Int 3, Wis 12, Cha 2
Skills:               Hide +10, Listen +1, Spot +1, Swim +5
Feats:                Improved Initiative, Weapon Finesse (B)
Environment:          Any Evil Plane
Organization:         Solitary or Swarm (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Evil (usually Chaotic or Neutral)
Advancement:          ---
Level Adjustment:     ---



Remover
 Price (Item Level): 12375 GP
 Body Slot: - (Held)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Abjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

A Very odd weapon this heavy rifle fires the Ruby Ray of Reversal.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ruby Ray of Reversal
Cost to Create: 6188 GP, 12 days, 495 XP



Snooze Gun
 Price (Item Level): 2813 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:18) Enchantment
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This gun shoots a ray that is a Ranged Touch Attack, and the target is affected as if by a Deep Slumber spell if it hits successfully.  Range is the same as the normal spell.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Deep Slumber
Cost to Create: 1407 GP, 3 days, 115 XP



Spike Gun
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This gun fires iron spikes doing 1d8+6 damage.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Launch Spikes
Cost to Create: 563 GP, 1 day, 45 XP



Launch Spikes
Conjuration (Creation)
Level: 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400' plus 40' per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon and iron spike and fire it at an opponent as a Ranged Touch Attack, doing 2d8 plus 1 per level (max +10) in piercing damage.



Squid Gun
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Conjuration
 Activation: Swift (Manipulation)
 Weight: 12 lbs.

This gun favored by aquatic themed Meowcenaries fires squid.  Rumor has it it was conceived by someone on serious nip.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Nature's Ally II
Cost to Create: 563 GP, 1 day, 45 XP



Red Dot
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation: Swift (Thought)
 Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a Targeting Ray that gives a +2 Bonus to attack rolls (you still have to hit with the Targeting Ray to get the Bonus as usual).

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Targeting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Taser
 Price (Item Level): 1125 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:17) Enchantment
 Activation: Swift (Manipulation)
 Weight: 6 lbs.

This small gun projects a Sting Ray.  The origin of the name is unknown.  Really we swear.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Sting Ray
Cost to Create: 563 GP, 1 day, 45 XP



Thief-Killer
 Price (Item Level): 938 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Evocation
 Activation: Swift (Manipulation)
 Weight: 2 lbs.

This pistol projects 3 Magic Missiles per shot.

Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
Cost to Create: 469 GP, 1 day, 38 XP
« Last Edit: February 10, 2014, 07:20:41 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #49 on: November 07, 2011, 04:25:02 AM »
This PrC requires Levels in teh Harrowed PrC by Lord Gareth which can be found here:

http://www.giantitp.com/forums/showthread.php?t=188148

PHANTOM CAT


   
"After scolding one's cat one looks into its face and is seized by the ugly suspicion that it understood every word. And has filed it for reference."

 Rural Cat Burglar Guilds prefer to use fear and superstition to brute force as a means of defending their property and homes.  The lucky (?) rare Guild encounters a Harrowed or two, and research ways to give their newfound partner a means of controlling his inner monster, or at least getting along with it.  The more successful Harrowed graduate from spooky guardians to assassins.

BECOMING A PHANTOM CAT
Most Phantom Cats begin as Harrowed and add a level or two of Cat Burglar.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Harrowing (any 3)
   Skills:  Intimidate 6 ranks, Knowledge (Arcane, Nature, Religion) 4 ranks, Survival 6 ranks
   Feats: Dark Deal


Class Skills
 The Phantom Cat's class skills (and the key ability for each skill) are BLuff (Cha), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Unleash the Beast
2. +1    +0     +3     +0    Unleash the Voices
3. +2    +1     +3     +1    Enhanced Kitty Form
4. +3    +1     +4     +1    Unleash the Beast
5. +3    +1     +4     +1    Unleash the Voices
6. +4    +2     +5     +2    Enhanced Kitty Form
7. +5    +2     +5     +2    Unleash the Beast
8. +6    +2     +6     +2    Unleash the Voices
9. +6    +3     +6     +3    Enhanced Kitty Form
10.+7    +3     +7     +3    Terror in the Night

Weapon Proficiencies: A Phantom Cat gains no new weapon or armor proficiencies.
 
Unleash the Beast (Su): At 1st Level the Harrowed and its inner monster have achieved a form of detente. The Harrowed knows from many unwilling rampages the Beast can never be completely contained, and the Beast, ever hungry for power and freedom, knows a dead or incarcerated host is more trouble than it's worth. From now on when the Phantom Cat is in Kitty Form, the Beast is in control, and when in Humanoid form the Harrowed is in control. However the Phantom Cat gains certain new abilities in Kitty Form they can choose from the following list at Levels 1, 4, and 7:

Armor Class: You gain a Natural Armor Bonus equal to half your Phantom Cat Level (round down) plus your Charisma Modifier.

Blindsight: You gain Blindsight equal to 10" plus 5' per point of Charisma Modifier.

Breath Weapon: you can unleash a Breath Weapon doing 6d6 energy damage in a 15' Cone or a 30' Line once every 1d4 rounds.  You may use it a number of times per day equal to your Charisma modifier, and the damage type is the same as your Tenebrous Touch (choose which one when using your breath if you have multiple damage types).  Opponents get a Reflex Save for half damage (Save DC is Charisma based).

Damage Reduction: You gain DR x/Good and Magic, where x is equal to 5 plus your Charisma Modifier.

Energy Drain; Either your claw or bite attack (choose one when getting this ability) requires victims to make a Fortitude Save (Save DC is Charisma based) or gain 1 Negative Level.  If the opponent gains Negative Levels equal to his Hit Dice, he dies.

Energy Resistance: You gain Energy Resistance to one type of Energy equal to 10 plus your Charisma Modifier. 

Fear: Living opponents able to see you must make a Willpower Save or be Paralyzed with Fear for 1d4 rounds (Save DC is Charisma Based).  Opponents who make the Save are immune to your Fear ability for 24 hours.

Improved Grab: You can make Grapple Checks without provoking an Attack of Opportunity, and get a Bonus on Grapple Checks equal to your Charisma Modifier.

Poison: Either your Bite or Claw attack (choose one when gaining this ability) has a magical poison.  Injury, Save DC is Charisma Based, Initial and Secondary damage is 2d4 Charisma.

Pounce: You may perform a full attack when making a Charge, and gain a Bonus to damage rolls when making a Charge attack equal to your Charisma Modifier.

Regeneration: You regenerate a number of hit points per round equal to your Charisma Modifier (fire and acid still do normal damage).

Spell Resistance: You gain Spell Resistance equal to 15 plus half your Phantom Cat Level (round down) plus your Charisma Modifier.

Unleash the Voices (Su): At 2nd Level you gain the the Harrowed's Dark Whispers Ability, except your victim is Shaken instead of the usual effects.

At 5th Level you may choose to make your victim Confused as opposed to Shaken.

At 8th Level you may choose to inflict the normal Wisdom Penalty caused by Dark Whispers.

Enhanced Kitty Form (Su): At Levels 3, 6, and 9 you can choose one additional Kitty Form from the Kitty Form or Enhanced Kitty Form List, except the following: Angel Kitty Form, Cabbit Form, Cute Kitty Form, Katgrrl Form, Kitten Form, or Pixie Kitty Form.

Terror in the Night (Su): The Save DC's of all of your Class Abilities increase by +2 at night or in deep shadow.  You also receive a +2 Profane Bonus to AC and Saving Throws in Kitty Form in night or shadow.

PLAYING A PHANTOM CAT
 You're an odd bird, even among the Cat Burglars.  Even they find you a lil spooky what with your tendency to argue with yourself and all.  Especially sometimes when another voice answers back...
 Combat: Phantom Cats tend to enjoy 'unleashing the beast' on their opponents.  Unlike many Harrowed they may actually get involved in messy up close fights.
 Advancement: Advancement for Harrowed varies wildly from one individual to the other depending on the needs of their inner beast and their Guild.
Resources: Being top notch trackers, assassins, and spook technicians most Phantom Cats are fairly elite members of their Guilds.  So they have access to some stuff.

PHANTOM CATS IN THE WORLD
"He's screaming about dead people again..."
 Harrowed often tend to be loners, even among the Guilds.  After all possessed people find friendships difficult unless people can somehow get along with both personalities. 
 Daily Life: Many Harrowed spend their days in between training, official duties, and indulging possible neuroses due to their condition.  Ignore the cat meowing to itself in the corner.  He's normal we swear.
 Notables:
 Organizations: Most Phantom Cats belong to a Cat Burglar Guild initially.  They need to for the appropriate training.  Their persnickety natures make associations with groups difficult though.

NPC Reaction
 NPC reaction to you can be summed up as incoherent screaming, flailing their arms, and voiding of fluidy organs.

PHANTOM CATS IN THE GAME
 Phantom Cats are expected to kill and terrorize for the Guild.  Even if they didn't have a somewhat antisocial job, they're former dead people who are still possessed by monsters.  That can make them cranky.
 Adaptation: This is adaptable to silly campaigns with a spooky theme along with the more serious stuff.
 Encounters: Phantom Cats are usually encountered in lonely, haunted looking places near rural Cat Burglar Guilds.

Sample Encounter
EL 12: The PC's are wandering through some woods trying to find a village when a small cat tells them they must be lost.  When the party Elf makes a sarcastic comment about knowing that the cat explodes into a gigantic monstrosity.  Apparently the cat meant lost as it 'turn around you fools'.


Name
CN Female Human Harrowed 5/Cat Burglar 1/Phantom Cat 6
Init +6 (+9 KF), Senses: Listen +2, Spot +2, Dark Vision 120'
Languages Common, Abyssal, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, )
AC Bigger KF , touch , flat-footed   (+2 Dex, +2 Natural, )
hp 65 (12 HD)
Fort +4, Ref +20 (+23 KF), Will +8 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options Tenebrous Touch (3d6, Death's Grasp), Two World Eyes, Death Sight, Tenebrous Mantle
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Abilities KF Str 3, Dex 20
Abilities Bigger KF Str 10, Dex 14
SQ The Monster Within, Harrowings (Bestial Lunge, Phantom Blur, Shadowed Soul), Purr, Kitty Form, Feline Empathy, Cat Powah (+3). Enhanced Kitty Form (Bigger Cat Form, Sabre Toothed Kitty Form), Unleash the Beast (Fear, Regeneration)
Feats Alertness, Butchery Pact, Dark Deal, Improved Initiative, Improved Natural Attack (Bite), Jibba Jabba
Skills Hide +6, Intimidate +9, Knowledge (Arcane, Nature, Religion) +6, Listen +2, Move Silently +6, Sense Motive +4, Spot +2, Survival +6, Use Magic Device +7
Possessions



EPIC PHANTOM CAT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Enhanced Kitty Form At Level 23 and every 3 Levels thereafter you gain an additional Kitty Form or Enhanced Kitty Form.
Bonus Feats: The Epic Phantom Cat gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 08:15:54 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #50 on: November 07, 2011, 04:25:32 AM »
SEA TIGER


   
"ARR!! Um...I mean myow..."

 Since many sea going vessels use cats as a means of rat extermination it was inevitable a few Cat Burglars on the run would sneak on board ship.  It was also inevitable a few thought the pirate lifestyle was schweet.  So eventually Cat Burglar Guilds took to privateering.

BECOMING A SEA TIGER
Any Cat Burglar with the appropriate skills can join, as long as they swear the usual Pirate's Oath.

 ENTRY REQUIREMENTS
   Class Abilities:  Enhanced Kitty Form (Seacat Form, Spidercat Form, Watchcat Form)
     if using the Mows Alternate Class Features use Enhanced Humanoid Form (Climbing Form, Aquatic Form, Nocturnal Form) instead
   Skills:  Balance 4 ranks, Climb 4 ranks, Diplomacy +4, Knowledge (Geography, Local, Nature) 4 ranks, Profession (Sailor) 4 ranks, Survival 4 ranks, Swim 8 ranks


Class Skills
 The Sea Tiger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Parrot Familiar
2. +1    +0     +3     +0    Parley?
3. +2    +1     +3     +1    Okay Screw Parley
4. +3    +1     +4     +1    Parrot Familiar
5. +3    +1     +4     +1    Parley?
6. +4    +2     +5     +2    Okay Screw Parley
7. +5    +2     +5     +2    Parrot Familiar
8. +6    +2     +6     +2    Parley?
9. +6    +3     +6     +3    Okay Screw Parley
10.+7    +3     +7     +3    Professional Treasure Hunter

Weapon Proficiencies: Sea Tigers gain proficiency with Martial Weapons and Personal Firearms.
 
Parrot Familiar: At 1st Level you gain a parrot as a Familiar (Stats are identical to a Raven).  This is identical to the PHB ability listed under Sorcerers, except the Familiar cannot deliver touch spells or share spells.  Instead starting at 1st Level it can speak Common.

At 4th Level you can decide that any Supernatural or Spell-Like Ability you use can be shared by your Familiar if you use it when the Familiar is within 5 ft.

At 7th Level your Familiar gains access to your Exceptional Class Abilities as well.  You can choose one at the beginning of each day, and your Parrot may use it for the next 24 hours.

Parley? (Ex): Seeing as you tend to get into loads of trouble, you often need to bs your way back out of it.  Beginning at 2nd Level you get a +2 Bonus to Bluff and Diplomacy Checks.

At 5th Level you may always take 10 on Bluff or Diplomacy checks.

At 8th Level you don't take the -10 Penalty on Diplomacy Checks for performing one as a Full Round Action instead of 1 minute.  You also don't take Penalties to Bluff Checks when feinting against nonhumanoids.

Okay Screw Parley (Ex: Parley often fails, so for those times you've learned various backup skills.  These are Exceptional Abilities unless they say otherwise.  At Levels 3, 6, and 9 you can choose one ability from the following list (Save DC if applicable is 10 plus 1/2 HD plus Char Modifier):

Talk Like A Pirate: (Prerequisite: Level 6) You speak gibberish and nonsense.  Effectively you can cast Confusion at will as long as you are able to speak to the individual and he can hear you.  This is a Supernatural Ability.

Swear like a sailor:  (Prerequisite: Level 6) Your speech can literally peel paint.  If you wish when you speak everyone within 60' must make a Willpower Save or be Fascinated for as long as you continue talking.  Attacks or spells/abilities used on them break the Fascination.  Opponents also receive an additional Saving Throw each round you take any Standard Action (using this ability is a Free Action each round), but if you're willing to take the risk you can perform other actions while ripping someone a new one.  This is a Supernatural Ability.

Rum Runner:  (Prerequisite: Level 6) You can drink with the best of them. While drunk you gain a Circumstance Bonus on all Saving Throws equal to half your Sea Tiger Level.  You also take no ill effects from alcohol, and can taste test potions with no ill effects.

Professional Courtesy:
(Prerequisite: Level 6) Sharks like you, and you can talk to them (along with most sea critters). You can cast Charm Monster a number of times per day equal to your Charisma Modifier as a Spell-Like Ability, but only against creature with the Aquatic Subtype (you can speak to them as well).

Damn All Ninjas: You have a professional rivalry with Ninjas and such. You get a Competence Bonus equal to half your Sea Tiger Level on all attack and damage rolls against anyone belonging to or employed by a Ninja Clan, or who has levels in Ninja.

Good Luck Charm: (Prerequisite: Level 6) Things seem to go well when you're on board.  You can declare you are using this ability as a Free Action at any time 3 times per day.  You get a Luck Bonus equal to half your Sea Tiger Level on any 1 roll, and do not have to declare you are using this before making the roll.  This is a Supernatural Ability.

Weather Witch: (Prerequisite: Level 9) You can change the weather in favor of your boat.  You can cast Control Weather once per day as a Spell-Like Ability.

Rope Swinger: You fancy yourself a romantic swashbuckler, whatever the truth may be.  You can always take 10 on Balance, Climb, Dexterity, and Jump Checks.

Treasure Hunter: (Prerequisite: Level 6)You have a knack for finding valuables.  You may cast Treasure Scent at will (see Spell Compendium) as a Spell-Like Ability, and gain a Bonus on Sleight of Hand Checks equal to half your Sea Tiger Level.

Pirate Wench: (Prerequisite: Level 6) Somehow you remain in the company of all male thieves, rapists and murderers while barely clothed.  Obviously you are the daughter (or son)  of Asmodeus.  You gain a Bonus on all Charisma based skill checks equal to half your Sea Tiger Level, but only against those interested in your gender.

Lord of the Thunder: You are well versed at fighting with a pistol in each hand, and have about 8 or so backup guns on you at all times. You may draw and fire a pistol as a Standard Action, you ignore any chances of misfire, and a number of times per day equal to your Dexterity Modifier you may elect to do maximum damage instead of rolling.

Blood and Thunder: You fight with sword and pistol to great effect.  If you successfully damage an opponent with a firearm, he gets a -3 Penalty to AC against all sword attacks you make for the rest of the encounter.  This does not stack with multiple hits.

Tattoos: You are quite intimidating.  You may use the Demoralize Opponent ability of the Intimidate Skill as a Swift Action.

Roughneck: You have many scars, and perhaps a peg leg or eyepatch, and yet seem to suffer no ill effects from this at all.  you gain a Bonus on Fortitude Saves equal to half your Sea Tiger Level, and are immune to any abilities causing hit point damage due to excess bleeding such as wounding.

Fancy Yerself a Captain: (Prerequisite: Level 6) Your goal is to own a fleet of ships one day really.  You gain a Bonus to your Leadership Score equal to half your Sea Tiger level.

Big Daddy Voodoo: Skeletons and zombies are common in your culture and you have learned how to deal with them.  You may perform critical hits on the Undead as well as perform Sneak Attack or Sudden Strike.

Deathbeard: You have a beard, and there's just something evil about that.  You gain Frightful Presence, and any living creature within 30' of you when you attack (and that has less Hit Dice than you), must make a Willpower Save or be Shaken for the duration of the encounter.  This is a Supernatural Ability.

Bosun: You are a sailor's sailor, and can always Take 10 on Drive (Boat), Knowledge (Geography), Profession (Sailor), and Survival Checks.


Professional Treasure Hunter (Su): You gain complete immunity to any spell with the word 'curse' in the title, along with any power or effect that mimics the effects of said spells.  You also get a Bonus on all Saving Throws against Traps equal to your Sea Tiger Level, and are now immune to poison and disease.

PLAYING A SEA TIGER
 You are a Pirate, and life is good.  Except when you have to flee Krakens.  Or get shipwrecked.  Or have to talk various entities out of killing you.  Or get cursed while treasure snatching.  Or get chased by naval armadas.  Except for those moments your life is AWESOME!
 Combat: Generally you sneak on board ships and reserve fighting for when you absolutely have to.  Granted you have to far more than you'd like, but thankfully you're pretty good at ambushing, cheating, and various other forms of dirty fighting.
 Advancement: This kind of depends on what you hope to accomplish by becoming a pirate.  Training varies depending on what you're really good at, what the captain wants you to do, and your personal ambitions whether they be your own ship, generally being rich, or getting your curses removed.
Resources: Resources kind of depend on how successful the ship captain has been, but in general you will pretty often go through some pretty poor times, followed by brief periods of hellish panic, and then a short span of luxury before the cycle repeats itself.

SEA TIGERS IN THE WORLD
“Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.”
 Pirates are not well liked to say the least.  Not at all.  Even the nicer ones (the ones that don't automatically kill and rape everyone).  Mind you, your being a kitty grants you some slack, especially if they don't know you're a pirate kitty.  They'll still lock you up after finding out though.
 Daily Life: Daily Life involves running from various formal navies and vengeful nobles/merchants while planning the next heist.  Then it's running to and from the heist, and dividing the loot without causing a mutiny.
 Notables: Cinnamon (CN Female Human Cat Burglar 6/Sea Tiger 6) is a former merchant gaining vengeance on her corrupt colleagues.  Pinkbeard (CE Female Human Cat Burglar 6/Sea Tiger 6) is a former bearded lady from a local circus who claims to be visiting vengeance on all men for a wrong of some kind visited upon her.
 Organizations: Most Sea Tigers are the crew of a Pirate ship or at least members of a Guild.

NPC Reaction
 NPC's thank the Gawds for your appearance as it will help rid them of the meddlesome rats, and then curse the Gawds once it's revealed your a thief.

SEA TIGERS IN THE GAME
 This class kind of assumes you have a seagoing campaign, and may feel out of place on dry land.
 Adaptation: This is meant for silly campaigns but with effort could be used in a more serious one.
 Encounters: Sea Tigers are generally found as stowaways hiding in kitty form, marooning victims, or during pirate raids.

Sample Encounter
EL 12: The PC's ask to meet the captain of the ship they need to book passage on, and are shown to a cabin whose only occupant is a cat.  Obviously there's been a mistake or they're all deep in the poo again.


Cinnamon
CN Female Human Cat Burglar 6/Sea Tiger 6
Init +2 (+5 KF, +4 BC), Senses: Listen +9, Spot +9Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, )
AC BC , touch , flat-footed   (+1 Size, +4 Dex, )
hp  (12 HD)
Fort +5, Ref +12, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF, +2 BC)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 16
Abilities KF Str 4, Dex 20
Abilities BC Str 6, Dex 18
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat Form), Enhanced Kitty Form (Seacat Form, Spidercat Form), Burglaring (Sneak Attack +2d6), Kitty Magic (Innocence, Swift Paws), Parrot Familiar, Parley?, Okay Screw Parley (Pirate Wench, Treasure Hunter)
Feats Anonymous Kitty (Watchcat),
Skills Balance +10, Bluff +11, Climb +8, Diplomacy +11, Gather Information +11, Hide +10, Knowledge (Geography, Local, Nature) +6, Listen +9, Move Silently +10, Profession (Sailor) +5, Spot +9, Survival +9, Swim +10
Possessions



EPIC SEA TIGER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Okay, Screw Parley At Level 23 you may choose one of the following: Cast either Doom of the Seas, Megalodon Empowerment, Mordenkainen's Capable Caravel, Maelstrom or Tunsami 1/day as a Spell-Like Ability.  Cast either Rapture of the Deep, Submerge Ship or Waterspout 2/day as a Spell-Like Ability. 
Bonus Feats: The Epic Sea Tiger gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:16:38 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #51 on: November 07, 2011, 04:26:06 AM »
SAND CATS


   
"Don't unnastand why you Army guys sweatin' it.  I'm in fur and I'm perfectly cool out here in the sun.  Wimps."

 Sand Cats are Cat Burglar Guilds adapted to desert areas that have Desert Cats, Sand Cats, and other warm area living species with fur. 

BECOMING A SAND CAT
A Cat Burglar with a few desert appropriate Feats will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Big Cat), Burglaring (Sneak Attack)
   Feats:  Heat Endurance, Sandskimmer (see Sandstorm)
   Skills:  Hide 6 ranks, Knowledge (Geography) 4 ranks, Move Silently 6 ranks, Listen 4 ranks, Spot 4 ranks, Survival 8 ranks

Class Skills
 The Sand Cat's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Sandskimmer
2. +1    +0     +3     +0    Sand Camouflage
3. +2    +1     +3     +1    Fire Resistance 5
4. +3    +1     +4     +1    Sandswimmer
5. +3    +1     +4     +1    Sand Ambush
6. +4    +2     +5     +2    Fire Resistance 10
7. +5    +2     +5     +2    Tremorsense Camouflage
8. +6    +2     +6     +2    The Paw from Below
9. +6    +3     +6     +3    Fire Resistance 20
10.+7    +3     +7     +3    Sand Whirlpool

Weapon Proficiencies: Sand Cats gain no new weapon or armor proficiencies.
 
Sandskimmer: At 1st Level you get the Sandskimmer Feat (see Sandstorm pg 52).

Sand Camouflage: At 2nd Level you gain the Sand Camouflage Feat as a Bonus Feat (see Sandstorm pg 51).

Fire Resistance (Ex): At Level 3 you gain Fire Resistance 5.  This increases to 10 at Level 6, and 20 at Level 9.

Sandswimmer (Su):  You can swim through sand, dust ash and even softsand (but not hard packed dirt, slipsand or rock). Consider it a burrow speed equal to your land speed but only in sand.  You can sandswim through such materials at your base land speed while wearing light armor or carrying a light load. Your speed drops to 5 ft if wearing heavier armor or carrying a medium load. You cannot make headway through sand with a heavy load. You breathe normally while under the sand. This supernatural ability does not allow you to breathe in mediums other than sand or hold their breath to avoid dangerous gases or fumes. You may see through sand at a distance of up to 60'.

Sand Ambush (Ex): A Sand Cat who has used Sand Camouflage or the Sandswimmer ability to Conceal itself under the sand can burst forth from the ground and make a Full Attack Action, and the opponent is Flat-Footed for that round.

Tremorsense Camouflage (Su):  At 7th level you can move on or through sand and be invisible to Tremor Sense so long as you do not attack on that round.  If you can move out of any squares your opponents threaten the round after you attack, without attacking, you resume invisibility so long as you do no re-enter a square they threaten that same round.

The Paw from Below (Ex): If buried beneath the ground you may attack an opponent with your claw attack while remaining hidden.  You effectively have Total Concealment, and gain +2d6 Sneak Attack for that round.  After that they know you're there underground and you will need to make an opposed Move Silently vs Listen Check to sneak back up on them.

Sand Whirlpool (Sp): You may cast Maelstrom (see Stormwrack page 118) 3/day as a Spell-Likel ability with a few differences.  The obvious one is that it has to be cast in a sandy area of appropriate size as opposed to water.  Damage done is slashing as opposed to bludgeoning.  All opponents on the sand within 50' must make a Reflex Save or be sucked in (the caster is immune to this).  Any creature who can Sandswim (or has a Burrow speed) can make a Swimming Check instead if their Bonus to Swim Checks is higher than their Bonus to Reflex Saves.  Creatures Medium or smaller will be buried under the sand 5' down  within 1d4 rounds, and an additional 5' every round they spend in it thereafter.  It takes 1d6 rounds to bury a Large creature, 2d4 for Huge, and Gargantuan or bigger can simply stand back up once it's over.

PLAYING A SAND CAT
 Deserts with indigenous wildcat populations tend to produce shy, reclusive animals who kill vermin.  On the one hand this means you get left to your own business and no one bothers you.  On the other you can't move as freely because of this, nor can you leave witnesses.
 Combat: Sand Cats are masters of the ambush, striking from hiding whenever possible.  They truly enjoy hamstringing opponents from underneath the sand.
 Advancement: Sand Cats have certain necessities their survivalist lifestyle demands, so they tend to advance along strict lines that improve their needed skills.
Resources: Resources are scarce in the desert, but the Guild will help you IF their survival is also threatened.  Or they owe you one.

SAND CATS  IN THE WORLD
"You will always be lucky if you know how to make friends with strange cats."
 Sand Cats live a bit of a harsh existence as desert bandits, but they wouldn't have it any other way.  They are quite proud of their survival skills.  They are also quite proud of their ability to take on much more powerful forces through the creative use of traps and ambushes.
 Daily Life: Much of the Sand Cats daily life is taken up by the search for food, water, and essentials.  Good scroungers are prized among the Sand Cats. 
 Notables: Sheba (Chaotic Neutral Female Human Cat Burglar 6/Sand Cat 6) is the traditional Robin Hood type burglar (perhaps slightly less giving due to the harshness of the desert).  Cerval (Neutral Evil Male Human Cat Burglar 6/Sand Cat 6) is your traditional murderous desert bandit.
 Organizations: Most Sand Cat Guilds are small bandit families.  Very few get large, as large Guilds require large amounts of resources, and squabbles for power erupt when times are thin.

NPC Reaction
 NPC's will generally have a great variety of rumors and folklore based on cats if there are Sand Cats nearby.  Many will find them terrifying.

SAND CATS IN THE GAME
 This assumes the PC has led some pretty hard times, and may be a bit more hard-hearted than other PC's.  Try to avoid this leading to conflict.
 Adaptation: This could be adapted to horror campaigns as well as silly ones.
 Encounters: PC's will generally encounter Sand Cats when they try robbing caravans, or when they blunder into a nest.

Sample Encounter
EL 12: The PC's have been followed for days by a lone wildcat in teh desert.  The party scout took pity on it and has been giving it food and water from her rations.  It has killed a number of small animals in return, which have been added to the cooking pots.  Almost like it was paying for it's keep...


Sheba
Chaotic Neutral Female Human Cat Burglar 6/Sand Cat 6
Init +7 (+9 BC, +10 KF), Senses: Listen +10, Spot +10
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, )
AC KF , touch , flat-footed   (+2 Size, +6 Dex, )
AC BC , touch , flat-footed   (+1 Size, +5 Dex, )
hp 54 (12 HD)
Fort +5, Ref +13 (+15 BC, +16 KF), Will +6 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (+0 BC, -5 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 13, Int 10, Wis 14, Cha 14
Abilities (KF) Str 3, Dex 22
Abilities (BC) Str 4, Dex 20
SQ Purr, Feline Empathy, Cat Powah +2, Scamper Bonus, Burglaring (+2d6 Sneak Attack), Kitty Form (Big Cat), Kitty Magic (Lick Your Wounds, Swift Paws), Sandswimmer, Fire Resistance 10, Sand Ambush
Feats Combat Reflexes, Hamstring, Heat Endurance, Improved Initiative, Sandskimmer x2, Sand Camouflage (B)
Skills Bluff +10, Climb +3, Diplomacy +6, Gather Information +10, Hide +13, Jump +7, Knowledge (Geography, Local, Nature) +4, Move Silently +13, Listen +10, Search +8, Sense Motive +10, Spot +10, Survival +10, Tumble +11, Use Magic Device +10
Possessions



EPIC SAND CAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Fire Resistance At Level 23 and every 3 levels thereafter your Fire Resistance increases by 5 points.
Bonus Feats: The Epic Sand Cat gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:17:19 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #52 on: November 07, 2011, 04:26:35 AM »
LIBRARY CAT


Please note this will require levels in Amechra's Librarian class, which can be found here


   
"Are you old enough to be in this section of the library kid?"

 Library Cats are an odd development.  At some point Librarians decided they needed guardians for knowledge that could be hidden in plain sight, or used as an information gathering service.  And then they discovered the Cat Burglar Guilds.  The two had much in common, and a pact of sorts was made for mutual protection.  Libraries already used cats to get rid of vermin, so the Guilds hanging about wouldn't really draw any attention.

BECOMING A LIBRARY CAT
A few levels in Librarian and Cat Burglar will do.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form (Humanoid Form if using the Mows Alternate Class Features), Master Scribe
   Skills:  Decipher Script 6 ranks, Hide 6 ranks, Knowledge (any) 6 ranks, Listen 6 ranks, Martial Lore 6 ranks, Spellcraft 6 ranks


Class Skills
 The Library's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Any)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Occupational Specialty, Living Library, Rote Erudition
2. +1    +0     +3     +3    Hide Knowledge
3. +1    +1     +3     +3    Burglaring
4. +2    +1     +4     +4    Occupational Specialty
5. +2    +1     +4     +4    Hide Knowledge
6. +3    +2     +5     +5    Burglaring
7. +3    +2     +5     +5    Occupational Specialty
8. +4    +2     +6     +6    Hide Knowledge
9. +4    +3     +6     +6    Burglaring
10.+5    +3     +7     +7    Library Steps

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

Occupational Specialty(Su): At 1st Level the Library Cat chooses one of the Occupational Specialties from the following list, and at levels 1,4, and 7 gains a power based on that Specialty:

Lurker: Lurkers specialize in moving about the Libraries, hiding books and themselves. At 1st Level you can teleport any book/scroll/etc. within the confines of the Library to your location as a Swift Action at will.

At 4th Level you can cast Dimension Door at will as a Supernatural ability (Caster level is equal to half Hit Dice).  It may only be used within the Library, or to teleport outside it's walls up to 30'. 

At 7th Level the number of books/scrolls/spellbooks you can hide via Hidden Knowledge increases by an amount equal to your Int Score, and you no longer need to touch them if they are inside the Library.

Magi: Magi specialize in Arcane Rotes and knowledge.  At 1st Level their caster level when using Arcane Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Arcane Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Arcane Rotes equal to their Int Modifier.

At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation.  You may switch out this Rote at every odd numbered Level.

Sage: Sages specialize in learning as much as they can.  At 1st Level you gain Know It All, which is basically the same as the Bardic Knowledge ability from page 28 of the PHB, except that the Bonus to the roll is equal to your Int Modifier plus your Hit Dice.

At 4th Level all Intelligence based skills are considered Class Skills from now on, and you can always Take 10 with one specific Knowledge Skill.

At 7th Level you may automatically pass any Check based on your Int modifier a number of times per day equal to your Int Modifier.

Sifu: Sifu specialize in Martial Rotes and knowledge.  At 1st Level their initiator level when using Martial Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Martial Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Martial Rotes equal to their Int Modifier.

At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation.  You may switch out this Rote at every odd numbered Level.

Theologian: Theologians specialize in Divine Rotes and knowledge.  At 1st Level their caster level when using Divine Rotes is equal to their Hit Dice.

At 4th Level they no longer have a component cost for Divine Rotes, and gain a Competence Bonus on all checks meant to avoid degradation of their Divine Rotes equal to their Int Modifier.

At 7th Level you may choose one Rote and use it at will as a Supernatural Ability without rolling for degradation.  You may switch out this Rote at every odd numbered Level.

Living Library: Your Librarian and Library Cat Levels stack for determining the number of books you can remember as recorded in the Liber Mentat column of the Librarian class.

Rote Erudition: Your Librarian and Library Cat Levels stack for determining the number of Rotes you can remember as recorded in the Rote Erudition column of the Librarian class.

Hide Knowledge (Su): At 2nd Level as a Swift Action the Library Cat can touch any book, and it disappears into an  extradimensional space inside himself.  He may hide a number of books equal to the books he can memorize in his Liber Mentat Column.  At 5th Level he can also hide Martial Scripts and Arcane/Divine spell Scrolls in this manner.   At 8th Level he can hide spellbooks.
 
Burglaring (Ex): At Levels 3, 6, and 9 you may choose one Burglaring ability from the Cat Burglar class ability of the same name.

Library Steps (Ex): 3 times per day you may cast Greater Teleport as a Supernatural ability, but it may only move you to the location of a Library (whether public or private).  If you do not know of any Library within range it will teleport you to the closest one.

PLAYING A LIBRARY CAT
 Life is dull.  At least it's dull until populist uprisings or political switchovers, then suddenly everyone wants to go book burning.  Your job is to find out about these little soirees, and prevent them from occurring.  And of course back up the Librarians if they do. 
 Combat: Combat for you varies depending on what books you have memorized.  And ambushes.  No one expects the sudden paw of doom from the dusty bookshelf.
 Advancement: This kind of depends on your job.  The street network that listens for trouble will be looking to enhance their spying and stealth.  Those helping memorize the books will of course concentrate on their mystical abilities, and those helping guard the books will do a little of both.
Resources: You have what are effectively two Guilds to draw upon.  Granted neither one is horribly rich, but still...

LIBRARY CATS IN THE WORLD
"Man this place must have TONS of rats!  Look at all the friggin' cats..."
 Library cats have long, tranquil, boring times punctuated by brief episodes of death, destruction, and fleeing for their lives.It tends to make you paranoid, especially of political or religious movements, who are your chief tormentors.
 Daily Life: Much of the time your lying about local gossip markets pretending to sleep, or lying on bookshelves pretending to sleep, or furiously practicing your skills for the days they will be needed.
 Notables: Ethel (NG Female Human Cat Burglar 1/Librarian 5/Library Cat 6) appears to be the average librarian.  Sharday (N Female Human Cat Burglar 1/Librarian 5/Library Cat 6) goes for the sexay Librarian look.  It isn't advised to turn books in late to either one.
 Organizations: The Librarians (and the associated Library Cats) are a loose organization who try to gain as much temporal power as they can to protect books from the public, and from nobles who often don't understand how powerful knowledge can be.

NPC Reaction
 NPC's think your just mousing cats.  Some of you may have spoken, and act as talking mascots to entertain patrons to get their financial and political backing, but mostly you are the sneaky paw of vengeance in the night.

LIBRARY CATS IN THE GAME
 This kind of assumes you will be mostly stationed in one area, which could limit traveling unless you can find a reason you would do so, such as for rare scrolls/books.
 Adaptation: This is mostly for silly campaigns.
 Encounters: Library Cats are most likely to be found in libraries, or the homes of rich eccentrics with lots of books.

Sample Encounter
EL 12: The PC's are hired as extra help to prevent a library being burned by a new religious cult.  It's kind of a boring job except every now and then some psycho tries to immolate himself in the name of some heathen God.  Plus at night it's kinda creeping with all those cats staring at you...


Ethel
NG Female Human Cat Burglar 1/Librarian 5/Library Cat 6
Init +1 (+4 KF), Senses: Listen +7, Spot +9
Languages Common, Draconic, Dwarven, Elven
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+4 Dex, )
hp 31 (12 HD)
Fort +4, Ref +9 (+12 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 16
Abilities KF Str 2, Dex 18
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Living Library, Knowledge Devotion, Librarian's Vow, Devoted to Learning, Rote Erudition (1), Supported Learning , Master Scribe, Occupational Specialty (Lurker), Hide Knowledge, Burglaring (Evasion, Improved Evasion)
Feats Jibba Jabba,
Skills Balance +5, Climb +3, Decipher Script +15, Gather Information +11, Hide +7, Knowledge (History, Local) +13, Listen +7, Martial Lore +15, Move Silently +9, Search +11, Sense Motive +8, Spellcraft +11, Spot +9, Use Magic Device +11
Possessions



EPIC LIBRARY CAT

Hit Die: d4
Skills Points at Each  Level : 8 + int
Liber Mentat The maximum number of books you can memorize via your Liber Mentat ability increases by 1 per Level.
Rote Erudition The number of Rotes you can use increases by one every other level.
Bonus Feats: The Epic Library Cat gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 08:18:06 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #53 on: November 07, 2011, 04:27:02 AM »
BURGER CHEF  * New recipes courtesy of Psysama


   
 "YOU CALL THIS A CHEEZBURGER!?!"

 Burger Chefs are casters who joined the Cat Burgler Guilds and had a talent for cookery.  Eventually they turned this talent into a specialty creating magical foodstuffs for their comrades.

BECOMING A BURGER CHEF
A Level or so of Cat Burglar and several levels in any spontaneously casting arcane or divine class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features)
   Casting:  Must be able to spontaneously cast Arcane or Divine spells.
   Feats:  Craft Cheezburger, Jibba Jabba (see Kitty Feats)
   Skills:  Craft (Cooking) 3 ranks, Knowledge (Arcana or Religion) 4 ranks, Profession (Chef) 3 ranks, Spellcraft 3 ranks


Class Skills
 The Burger Chef's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Cooking), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Knowledge (either Arcana or Religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Chef)(Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 6 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Recipes, Fryin', +1 Level of Arcane/Divine Casting Class
2. +1    +0     +0     +3    Recipes, +1 Level of Arcane/Divine Casting Class
3. +2    +1     +1     +3    Recipes, +1 Level of Arcane/Divine Casting Class
4. +3    +1     +1     +4    Recipes, +1 Level of Arcane/Divine Casting Class
5. +3    +1     +1     +4    Recipes, +1 Level of Arcane/Divine Casting Class
6. +4    +2     +2     +5    Recipes, +1 Level of Arcane/Divine Casting Class
7. +5    +2     +2     +5    Recipes, +1 Level of Arcane/Divine Casting Class
8. +6    +2     +2     +6    Recipes, +1 Level of Arcane/Divine Casting Class
9. +6    +3     +3     +6    Recipes, +1 Level of Arcane/Divine Casting Class
10.+7    +3     +3     +7    Recipes, +1 Level of Arcane/Divine Casting Class

Weapon Proficiencies: Burger Chefs gain no new weapon or armor proficiencies.
 
Fryin': All Burger Chefs have a Fryin' Pool representing their Recipes (i.e their other class abilities such as Sliders, Patty Melt, etc.) equal to their PrC Level plus their Cha Modifier.  They may expend one daily use of their Fryin' Pool to use any of their Recipes.  Expending a use of your Frtin' Pool is a Free Action.

Recipes (Su):When using your Craft Cheezburger Feat to make Cheezburgers, you may opt to use a Recipe as well.  Recipes are sort of like Metamagic, but unless mentioned in the description they don't affect crafting time or the Level of spell used, just the results.  A Burger Chef learns one Recipe ber Burger Chef Level she meets the prerequisites for.

Bob's Burgers Recipe : You have an ever changing daily special.  When crafting a Cheezburger the spell you imbue it with may take on one additional descriptor of  your choice (or optionally lose 1 descriptor of your choice).

Bun Kebab Recipe : Bun Kebab is a frightening combo of some form of meat or potato, ground lentils, cumin seeds, and egg fried and served on a bun with chutney or raita.  Opponents are unused to such exotic fare, and the Cheezburger gets a +2 to Save DC (this stacks with Feats such as Spell Focus).

Colossal Colon Clogger Recipe: You jazz up a pound and a half burger served with a quarter pound of cheese, a quarter pound of bacon, and 2 fried eggs.  Targets who fail the spells Saving throw (this must be used in conjunction with spells that allow a Save) are Exhausted due to lapsing into a food coma

Curry Burger Recipe: You has infused your Cheezburgers wif the power of curry!  Your Cheezburger is considered to have been cast with the Explosive Spell Feat (Complete Arcane).

Disgusting Burger: (Prerequisite: Must know at least one other recipe) Your burgers are more than non-traditional, and so insane in their scope they take out more than their unlucky chewer.  Your Cheezburger is considered to have been cast with the Chain Spell Feat (Complete Arcane).

Double Decker Recipe: (Prerequisite: Must know at least one other recipe) Double the burger, double the fun.  Your Cheezburger is considered to have been cast with the Twin Spell Feat (Complete Arcane).

50/50 Burger Recipe: (Prerequisite: Must know at least two other recipes) You grind up a mix of steak and sweet, nummery bacon to make your burgers.   Your Cheezburger is considered to have been cast with the Energy Admixture Feat (Complete Arcane).  You choose one Energy Type to use when learning this recipe.

Fowl Burger: (Prerequisite: Must know at least one other recipe) Your chicken or turkey burgers sneak up on people.  Your Cheezburger is considered to have been cast with the Delay Spell Feat (Complete Arcane).

Freak Burgers : (Prerequisite: Level 10 Burger Chef) 3 times per day you can expend one use of your Fryin' Pool to apply any three Recipes to one Cheezburger simultaneously.  For example you could make a Giant, Luther, Garden Burger. 

Garden Burger Recipe:  You may now cook abominations made without meat.  Being as it's good for you though, anyone eating this Cheezburger is healed hit points equal to twice your caster level, along with the normal effect.

Giant Burgers Recipe: Your Cheezburger is considered to have been cast with the Extend Spell Feat.  Bigger burgers for longer effect,

Grilled Cheese Burger: Your burger is served between a par of grilled cheese sandwiches.  And damn that cheese is hot! Your Cheezburger is considered to have been cast with the Searing Spell Feat (Sandstorm).

Hamberger with the Lot Recipe: A huge bacon cheeseburger topped with an egg and all the fixin's, plus the addition of a giant slab of pickled beet.  Unfortunately the warm beetery goodness give it's eater heartburn.  .Your Cheezburger is considered to have been cast with the Lingering Spell Feat (Champions of Ruin).

Hamburguesas: Your Cheezburgers now have a Mexican flair! Your Cheezburger is considered to have been cast with the Blistering Spell Feat (PHB2).

Hawaiian Burger Recipe: Your Cheezburger comes with nice, juicy slices of pineapple.  Allies who munch one can remove one negative status condition (Blinded, Deafened, Paralyzed, etc).

Hellfire Burger Recipe: A hamburger made of ground beef and pain, topped with a relish and sauce made from more pain, before being splashed with alcohol, lit in fire and served.  Any numerical penalties cause by this burger are increased by -2.  For example if someone ate one of your Cheezburgers containing the Doom spell, he would take a -4 to the pertinent rolls as opposed to the usual -2.

Juicy Lucy Recipe: The burning hot cheese at the core of this Cheezburger scalds eaters and renders them incapable of speech for 1d6 minutes, doing hit point damage equal to your Caster Level in addition to it's normal effects.

Kubie Burger: (Prerequisite: Must be Evil) Opponents who eat your ground sausage burgers find it will come back to haunt them in the form of clogged arteries.  Your Cheezburger is considered to have been cast with the Reaping Spell Feat (Champions of Ruin).

Low Carb Burger: (Prerequisite: Must be Good) Your Burgers are served as lettuce wraps.  Your Cheezburger is considered to have been cast with the Consecrate Spell Feat (Complete Divine).

Luther Burgers Recipe: Those donuts pack a punch.  Your Cheezburger is considered to have been cast with the Maximize Spell Feat.

Mac N/ Cheese Burger:  Your Cheezburger is topped with a slice of fried Mac N' Cheese.  Unfortunately the cheese is past it's sell-by date, and munchers are Dazed for 1 round in addition to normal effects

Naan Burger Recipe: Your burgers are served on grilled Naan bread instead of a roll.  Your Cheezburger is considered to have been cast with the Radiant Spell Feat (Dragon #314).

Non Traditional Burger Recipe:  (Prerequisite: Must know at least one other recipe) You have created an abomination.  Something people should know better than to eat but they do anyway (or mebbe you're foreign).  Living Enemies who see the burger must make a Willpower Save  (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier) or willingly eat the burger.  Generally use for cursed burgers obviously.  Anyone who makes the Saving Throw does not have to Save again versus this particular burger.

Patty Melt Recipe: Your Cheezburger is considered to have been cast with the Empower Spell Feat.  Everyone loves a good Patty Melt.

Ramen Burger: (Prerequisite: Must know at least one other recipe) Your hamburger buns are fried Ramen.  Darn versatile that Ramen.  Your Cheezburger is considered to have been cast with the Sculpt Spell Feat Complete Arcane). 

Rice Burger: Your burgers are served on compressed rice cakes, which, unfortunately, are heavily contaminated with arsenic (as is most rice).  Your Cheezburger is considered to have been cast with the Fell Weaken Feat (Libris Mortis).

Sliders Recipe: (Prerequisite: Must know at least one other recipe) You may Craft 3 Cheezburgers at the same time, but their effects are at -3 Caster Level.  Lil' dinky burgers make lil' dinky effects.

Sloppers Recipe: A Slopper is a Cheezburger topped with onions, fries, and a mound of chili peppers.  In addition to the normal spell effect the eater gains a +1 Circumstance Bonus to all rolls for the duration of the spell, as the pain from the chilis makes him insane.

Steak Burger Recipe: Your Burgers are ground from only the finest cuts of steak!  Your Cheezburger is considered to have a +2 Bonus on rolls to overcome Spell Resistance (this stacks with the Spell Penetration Feat).

Unmentionable Burger Recipe: (Prerequisite: Must know at least one other recipe) Your recipe is truly one of a kind.  Your Cheezburger is considered to have been cast with the Corrupt Spell Feat (Complete Divine).

PLAYING A BURGER CHEF
 Every organization has it's grunt level employees.  The guys who do all the unskilled basic labor that no one else wants to do that keeps things running, like cooking and cleaning and paperwork.  But when you belong to a Guild based on all it's members knowing some magic, that gets a little dicey.  Because grunt level employees have dull, boring jobs they need to liven up.  Eventually some of the cooks begin with experimenting on their food with their powers, and things get weird.  And so this is how the Cat Burglar Guilds developed the Burger Chef.   By day you are a restaurant owner, by night you buff raiding parties with magical Cheezburgers.
 Combat: You aren't much of one for fighting, being relegated to more of a support role for those who do.  Your pre-packaged magical noms keep the boys on the front lines going.
 Advancement: Truly you just want to perfect your magical cookery, but you keep getting requests for burgers that make you invulnerable to this that or the other, burgers to attract women, burgers to kill people by spontaneously en-fattening them, etc.  Where the hell does the brass keep coming up with this stuff?
Resources: The Guild throws lots of experimental ingredients and what not your way hoping you'll come up with some new work of genius that will lead them to world domination.  You keep trying to tell them you're just a chef, but when your last burger toppled a king (he choked on it) they have unreasonably high levels of faith in you.

BURGER CHEFS IN THE WORLD
"Mittens Place has the best food evar!"
 By day the world luvs you as you happen to make some really awesome grub.  By night they deal with the fury of your coworkers who are enhanced (suffering from) whatever concoction of the day you've decided upon.
 Daily Life: Your days are spent cooking, experimenting with new combinations, feeding it to colleagues (suckers), and seeing what happens before making notes and trying again.
 Notables:
 Organizations: You will belong to a Cat Burglar Guild as with everyone else, and you may also belong to a school for spellcraft of some sort, as well as any professional organizations in the area for chefs.

NPC Reaction
 NPC's like you as you either appear to be a cook or a kitty, neither of which are hated except by the truly mean.

BURGER CHEFS IN THE GAME
 This assumes you have bot a public identity and a secret identity, which can be stressful on some to pull off.  Your secret ID being a cat helps you out some, granted, but not as much as you'd like.
 Adaptation: This is definitely meant for silly campaigns.
 Encounters: Burger Chefs are usually found in restaurants, or accompanying mass raids with foodstuffs.

Sample Encounter
EL 12: The PC's are hired to guard a burger stand.  They're a lil grumpy considering this is beneath the skills of people who have professionally fought Beholders and such, but the pay was to good to pass up, and so was the food. 


And then the ninjas came from every where...it's like they were raining from the sky...


Name
N Human Male Cat Burglar 1/Sorcerer 5/Burger Chef 6
Init +1 (+4 KF), Senses: Listen +, Spot +
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
hp 31 (12 HD)
Fort +2, Ref +5 (+8 KF), Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+4), Cat Familiar
Spells Per Day
Feats Brew Potion (Sodas), Craft Cheezburger, Eschew Materials, Exceptional Artisan, Extraordinary Artisan, Jibba Jabba
Skills Bluff +12, Concentration +6, Craft (Cooking) +8, Diplomacy +12, Gather Information +12, Knowledge (Arcane, Local, Nobility) +9, Listen +10, Profession (Chef) +9, Sense Motive +6, Spellcraft +6, Spot +6, Use Magic Device +8
Possessions


EPIC BURGER CHEF

Hit Die: d4
Skills Points at Each  Level : 6 + int
Spells The Burger Chef caster level continues to increase but he does not gain extra spells per day or learn new spells.
Fryin' Pool You continue to get daily uses of your Fryin' Pool with Epic Levels.
Epic Recipes You continue to learn one Recipe per Level and may now learn Epic Recipes
  Absolutely Ridiculous Burger (Prerequisite: Must know the Luther Burger and Patty Melt recipes) Your burger tops the scale at over 400 pounds  Your Cheezburger is considered to have been cast with the Intensify Spell Feat (Epic Level Handbook).
  Pizza Burger (Prerequisite: Must know the Luther Burger recipe) You serve a pizza sized ring of burger meat on a bun with tomato sauce, pepperoni and mozzarella.  Your Cheezburger is considered to have been cast with the Enhance Spell Feat (Epic Level Handbook).
Bonus Feats: The Epic Burger Chef gains a Bonus Feat every 3 levels higher than 20th



« Last Edit: March 06, 2022, 08:18:53 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #54 on: November 07, 2011, 04:40:07 AM »
SISTERS OF THE SPHINX


   
“Crowds are somewhat like the sphinx of ancient fable: It is necessary to arrive at a solution of the problems offered by their psychology or to resign ourselves to being devoured by them.”

 The Sisters are an evil cult specializing in manipulating the masses and intimidation through fear (like there's any other kind.  Who wrote that cliche anyway?).

BECOMING A SISTER
The Sisters are a cult open to female Cat Burglars who worship Basement Cat.

 ENTRY REQUIREMENTS
   Enhanced Kitty Form:  Hairless Kitty Form
   Spellcasting:  Must be able to cast 1st Level Divine spells, must have Da Bad Kitteh in Da Night as a Patron
   Alignment:  Neutral or Chaotic Evil
   Feats:  Jibba Jabba
   Skills:  Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
   Gender: Female


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

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    New Domain: Fear
2. +1    +0     +0     +3    Crowd Control, +1 Level of Divine Casting Class
3. +1    +1     +1     +3    Sphinx Form, +1 Level of Divine Casting Class
4. +2    +1     +1     +4    +1 Level of Divine Casting Class
5. +2    +1     +1     +4    Crowd Control, +1 Level of Divine Casting Class
6. +3    +2     +2     +5    Sphinx Form, +1 Level of Divine Casting Class
7. +3    +2     +2     +5    +1 Level of Divine Casting Class
8. +4    +2     +2     +6    Crowd Control, +1 Level of Divine Casting Class
9. +4    +3     +3     +6    Sphinx Form, +1 Level of Divine Casting Class
10.+5    +3     +3     +7    Greater Sphinx Form, +1 Level of Divine Casting Class

Weapon Proficiencies: Sisters get no new weapon or armor proficiencies.
 
Fear Domain: At 1st Level you gain the Fear Domain as an extra third Domain.

Crowd Control: At 2nd Level all spells you cast with the Compulsion or Fear descriptors are considered to be cast with the Extend Spell Feat.

At 5th Level you may choose to substitute the Enlarge Spell Feat.

At 8th Level you may choose to substitute the Sculpt Spell Feat.

Sphinx Form (Su): At 3rd Level you gain Enhanced Kitty Form (Mean Kitty, Winged Kitty).

At 6th Level you gain Kitty Form (Dire Kitty), and your Flight Speed in Kitty Form doubles.

At 9th Level you gain Frightful Presence in Kitty Form, and any time you fly overhead, charge, or cast a spell all living Opponents within 30' who have less Hit Dice than you must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for 2d6 rounds.

Greater Sphinx Form (Su): Your Frightful Presence now Frightens opponents for 1d6 rounds as opposed to making them Shaken.  You also gain Kitty Form (Housecat).

PLAYING A SISTER
 Crowds are a weapon.  If you don't use them as such, someone else will, and most likely they'll use them against you.   Plus the idea of being able to make people crap themselves in unison is somehow just appealing.
 Combat: You rely on reputation and fear to avoid fights and try to use it to your advantage in them.  You rely on spellcasting against opponents immune to fear.  Damn Paladins.  Why can't they get framed for burning orphanages like the rest of your opponents instead of ruining your day?
 Advancement: Advancement is pretty similar for most of the Sisters.  They don't like deviation within the ranks.
Resources: You always have the resources of the Church to rely on if it's in their best interests.

SISTERS IN THE WORLD
"That cat is the ugliest..URK!!.."
 People are there to serve your best interests, be entertainment, and be cannon fodder when necessary.  Especially men.  Men are big dumb goobers best used as meat shields.
 Daily Life: Your daily life is filled with religious study and ritual.  Your night life is pretty much terrorizing the innocent.
 Notables:
 Organizations: All members of the Sisterhood belong to the same Church.  They're sort of like nuns in the Church of Basement Cat.

NPC Reaction
 NPC's treat you like any other super secret homicidal cult, with sheer abject terror and the occasional pig sacrifice.

SISTERS IN THE GAME
 This presumes one of your PC's is a homicidal devil worshiper for lack of a better phrase.  Be careful with this.
 Adaptation: This is meant for horror comedy campaigns but is adaptable.
 Encounters: PC's are only likely to encounter you if they oppose your cult, which tends to quickly attempt to become the dominant religion in whatever territory it possesses.

Sample Encounter
EL 12: The PC's are hired to rob a local cult set up in an old tomb outside of town.  You just know this is gonna go wrong.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SISTER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells You continue to gain Caster Levels, but you do not gain more spells per day..
Bonus Feats: The Epic Sister gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 08:21:10 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #55 on: November 08, 2011, 04:50:42 AM »
Everything is edited in, I just need to fix the front page list

Also the sphinx is pretty much done except for caster levels so anyone wishing to weigh in on that is welcome

Offline radmelon

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Re: The Cat Burglar
« Reply #56 on: November 10, 2011, 09:04:38 PM »
Five.

Five pages of cats. Jegus.  :o

Offline bhu

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Re: The Cat Burglar Prestige Clases
« Reply #57 on: November 15, 2011, 03:29:53 AM »
YARN KENSAI


   
"Appearances are deceiving my friend."

 The catfolk have had surprisingly little influence on the development of the Cat Burglar Guilds, but one of their Guilds do produce some unique warriors: The Yarn Kensai.  Dedicated martial artist who practice the use of chain and rope weapons, they carry enchanted balls of yarn with them.  After all who suspects the little kitty playing wif yarn to be a serious assassin.

BECOMING A YARN KENSAI
Being a hardcore martial arts type and a Catfolk usually works.

 ENTRY REQUIREMENTS
   Race:  Catfolk
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), any one 2nd Level Yarn Fu Maneuver
   Skills:  Martial Lore 4 ranks, Sense Motive 4 ranks, Use Rope 4 rnaks
   Feats:  Combat Expertise and one of the following: Improved Disarm, Improved Feint, or Improved Trip


Class Skills
 The Yarn Kensai's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con). Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +0    Enchanted Yarn
2. +2    +0     +3     +0    Yarn Fu
3. +3    +1     +3     +1    Battle Readiness +1
4. +4    +1     +4     +1    Enchanted Yarn
5. +5    +1     +4     +1    Yarn Fu
6. +6    +2     +5     +2    Battle Readiness +2
7. +7    +2     +5     +2    Enchanted Yarn
8. +8    +2     +6     +2    Yarn Fu
9. +9    +3     +6     +3    Battle Readiness +3
10.+10   +3     +7     +3    Yarn Fu Master

Weapon Proficiencies: You become proficient with Yarn Weapons.

Maneuvers:
At each odd numbered level you gain a new Maneuver from the Yarn Fu, Setting Sun, or Shadow Hand discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Yarn Kensai Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known.  At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day. 

Stances Known: At 5th level you learn a new Stance from the Yarn Fu, Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.
 
Enchanted Yarn (Su): At Level 1 you may spend 300 GP during a 4 hour ritual to attune yourself to a ball of yarn, which thereafter becomes a magical weapon in your hands.  You always know the location of the ball of yarn, and if it is within 30' you may teleport it into your hand as a Swift Action.  It is considered an associated weapon regardless of what discipline you are using.  As a Free Action you may decide once per round what kind of weapon it becomes.  It is considered a +1 Flail.

At 4th Level it can become a Sweeping or Chargebreaker Weapon (see Magic Item Compendium).

At 7th Level it can become a Disarming Weapon (see Magic Item Compendium).

Yarn Fu (Ex): At Level 2 you can now recover Counters from the Yarn Fu discipline as a Standard Action.

At 5th Level you can recover Counters from any discipline as a Standard Action.

At 8th Level you may encounter one Counter from the Yarn Fu discipline as a Swift Action.

Battle Readiness (Ex): At Level 3 you get a +1 Bonus to all Opposed Checks on the first round of combat, and a +1 Bonus to Initiative Checks.  This increases to +2 at Level 6, and +3 at Level 9.

Yarn Fu Master (Ex): You may now always Take 20 on all Use Rope Checks, and you gain two additional Yarn Fu Maneuvers/Stances of any Level you can Initiate.

PLAYING A YARN KENSAI
 You are one with the yarn.  Okay so some of the more traditional warrior types giggle at you and make jokes about knitting, but after you whoop them bad a few times they give that stuff up.  Nobody wants to get beat with yarn. 
 Combat: You are sadly somewhat reliant on weapons, and without yours fleeing is generally good advice.  It's the price of studying furiously to specialize in one style.
 Advancement: You're a buttkicker.  This is your purpose in life.  Your reason for existence.  Hence you do what is necessary to enhance your abilities at said buttkicking.
Resources: Your temples are well known among the catfolk.  They aren't rich by any means, but you do better than some monks.

YARN KENSAI IN THE WORLD
"Awwww...Mr. Piddums wuvs his yarn!! Yes he do!!"
 You spend a lot of time hanging out with little old ladies who unwittingly give you the materials to create weapons of mass destruction.  If only they knew.  Then again you often defend them from bandits, so maybe they do know...
 Daily Life: Practice, practice, practice.  That's all you do is practice.  Just once you wish you'd go on a mission lasting more than a few hours so you could end the boring daily grind of practice.
 Notables:
 Organizations: As with all Cat Burglars you belong to a Guild (and in your case a martial arts school/temple).

NPC Reaction
 NPC's don't take stories of you seriously, which is just the way you want it.

YARN KENSAI IN THE GAME
 This is a little weird as concepts go, but then so is the core class it's based on.
 Adaptation: This is most definitely intended for silly campaigns.
 Encounters: PC's will generally encounter you if they attend martial arts schools, or by chance during one of your missions.  Or maybe even in a random street fight.

Sample Encounter
EL 12: The PC's are having tea with an old woman who is said to be quite knowledgeable of the area when Orcs burst through the door and begin tearing up the place.  All of a sudden the little kittens who were playing with yarn turn into towering catlike kung fu warriors who kick the Orcs a new one.  The PC's feel left out to say the least.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC YARN KENSAI

Hit Die: d8
Skills Points at Each  Level : 6 + int
Yarn Fu Your Initiator Level increases with Epic Levels.  You learn one more Yarn Fu, Setting Sun, or Shadow Hand Maneuver at Level 22 and every 3 Levels thereafter.
Battle Readiness Your Battle Readiness Bonus increases by +1 at Level 23 and every 3 Levels thereafter.
Bonus Feats: The Epic Yarn Kensai gains a Bonus Feat every 4 levels higher than 20th

« Last Edit: March 06, 2022, 08:21:53 PM by bhu »

Offline bhu

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Re: The Cat Burglar Prestige Clases
« Reply #58 on: November 18, 2011, 03:52:49 AM »
Yarn Kensai now has fluff

Offline bhu

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Re: The Cat Burglar Prestige Clases
« Reply #59 on: November 20, 2011, 02:46:37 AM »
yarn kensai now has crunch