Author Topic: Kitty Magic  (Read 24995 times)

Offline PlzBreakMyCampaign

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Re: Kitty Magic
« Reply #20 on: December 27, 2011, 10:37:15 PM »
... whoa

This is awesome and overwhelming at the same time.



How did you get one of these spiffy child boards all to yourself??? I want one! (for me to archive more or less finished 3.5 resources tho)

Offline bhu

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Re: Kitty Magic
« Reply #21 on: December 28, 2011, 12:19:48 AM »
I was asked if I wanted one to fit my larger projects in and basically said OMGYES!

Offline bhu

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Re: Kitty Magic
« Reply #22 on: July 28, 2012, 11:08:24 AM »
Kitty Magic Items: Accessories



Boots of Man
Price (Item Level): 12,000 GP (13th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

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

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


Breathing Collar
Price (Item Level): 6,000 GP (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Swift (Command Word)
Weight: -

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

Prerequisites: Craft Wondrous Item, Water Breathing
Cost to Create: 3000 GP, 120 XP, 3 days


Cat's Eye Gem

Price (Item Level): 22000 GP (15th)
Body Slot: Choose Face, Head or Throat
Caster Level: 17th
Aura: Strong; (DC:24) Divination
Activation: Standard (Mental)
Weight: -

The wearer of the Cat's Eye Gem can cast Eye of Power (see Spell Compendium) once per day.  It can be made into one of various forms of jewelry.

Prerequisites: Craft Wondrous Item, Eye of Power
Cost to Create: 11000 GP, 440 XP, 11 days


Collar Armor
Price: +1 Bonus (6th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

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

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


Collar Charms
Price: Double that of the Collar whose effects it mimics.
Body Slot: Throat as a Collar, Body when in use
Caster Level: Identical to Collar whose effects it mimics
Aura: Identical to Collar whose effects it mimics
Activation: Varies (see text)

Collar Charms appear to be medals, baubles or other attachments to collars.  They are effectively another magical collar, allowing the Cat Burglar to wear multiple collars (assuming he can afford the massive expense).  Only one Collar Charm may be worn, effectively allowing you to wear two magical items on the Throat location.

Prerequisites: Identical to the Collar whose effects it mimics
Cost to Create: Double that of the Collar whose effects it mimics.


The Collar of Furious Furry Furies
Price (Item Level): 4000 GP (8th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use -Activated)
Weight: -

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

Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
Cost to Create: 2000 GP, 80 XP, 2 days


Collar of Holding
Price (Item Level): 750 GP (3rd)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (command)
Weight: -

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

Prerequisites
: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


Collar of Sneakery Blackmail
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Illusion and Divination
Activation: Swift (command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
Cost to Create: 500 GP, 20 XP, 1 day


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

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

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


Darth Robes

Price (Item Level): 70000 GP (19th)
Body Slot: Body
Manifester Level: 11th
Aura: Moderate; (DC:21) Telepathy
Activation: Swift (Mental)
Weight: -

The wearer of Darth Robes can Manifest the Mass Cloud Minds power 3/day.

Prerequisites: Craft Universal Item, Mass Cloud Minds
Cost to Create: 35000 GP, 1400 XP, 35 days


Dog Collar
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


Feathered Hat
Price (Item Level): 16000 GP (14th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated)
Weight: -

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

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


Flea Collar
Price (Item Level): 16,000 GP (14th)
Body Slot: Throat
Caster Level: 7th
Aura: moderate; (DC:17) Abjuration
Activation: -(continuous when worn)
Weight: -

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

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create: 8000 GP, 320 XP, 8 days


Fly Collar
Price (Item Level): 17,000 GP (14th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: Swift (command) and Continuous (see description)
Weight: -

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

Prerequisites: Craft Wondrous Item, Feather Fall, Fly
Cost to Create: 8500 GP, 340 XP, 9 days


The Fruit Helmet of Mighty Justice
Price (Item Level): 90000 GP (20th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Abjuration
Activation: - (Use -Activated)
Weight: -

At some point in civilization the rich and perpetually stoned had a neat idea of carving fruit into little helmets and putting them on their cats for the purposes of comedy.  As cats (and Cat Burglars) were forced to endure this crap it was decided to turn this to their advantage by enchanting actual fruitlike headgear so as to be able to wear even more magic items openly.  While wearing the Fruit Helm you gain the benefits of the spell Contingent Energy Resistance.

Prerequisites: Craft Wondrous Item, Contingent Energy Resistance
Cost to Create: 45000 GP, 90 days, 3600 XP


Gloves of Man
Price (Item Level): 12,000 GP (13th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

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

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


Hoodie
Price (Item Level): 500 GP (3rd)
Body Slot: Torso
Caster Level: 1st
Aura: Faint; (DC:16) Illusion
Activation: Swift (Command Word)
Weight: -

While wearing the Hoodie you may cast the following spells 1/day: Catsfeet (Complete Mage), Secret Weapon (see Cityscape).

Prerequisites: Craft Wondrous Item
Cost to Create: 250 GP, 10 XP, 1 day


Jabba Collar
Price (Item Level): 2000 GP (6th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: Swift (Command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Message, Whispering Wind
Cost to Create: 1000 GP, 1 days, 40 XP


Kitty Costumes
Price (Item Level): 22000 (15th)
Body Slot: Body
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy (Bestow Curse, Poison), Evocation (Ice Storm, Shout), Enchantment (Charm Monster), Conjuration (Call Lemure Horde, It Was the Dog, Summon Feline IV), Transmutation (Catapult, Dancing Blade, Polymorph, Primal Speed), Abjuration (Break Enchantment, Freedom of Movement, Stoneskin)
Activation: - (Use-Activated)
Weight: 5 lbs.

Your 'owner' insists on dressing you up in goofy little costumes because it's cute.  So you've had some of them enchanted to take advantage of this.  Each one gives you a specific buff depending on it's appearance:

Bee: While wearing this Costume you may cast Poison 2/day as a 7th Level Caster.
Chicken: While wearing this Costume you may cast Shout 2/day as a 7th Level Caster.
Cute: While wearing this Costume you may cast Charm Monster 2/day as a 7th Level Caster.
Devil: While wearing this Costume you may cast Call Lemure Horde 2/day as a 7th Level Caster.
Frog: While wearing this Costume you may cast Primal Speed 2/day as a 7th Level Caster.
Goat: While wearing this Costume you may cast Catapult 2/day as a 7th Level Caster.
Jester: While wearing this Costume you may cast It Was the Dog 2/day as a 7th Level Caster.
Lion: While wearing this Costume you may cast Summon Feline IV 2/day as a 7th Level Caster.
Lobster: While wearing this Costume you may cast Stoneskin IV 2/day as a 7th Level Caster.
Musketeer: While wearing this Costume you may cast Freedom of Movement 2/day as a 7th Level Caster.
Pirate: While wearing this Costume you may cast Dancing Blade 2/day as a 7th Level Caster.
Reindeer: While wearing this Costume you may cast Ice Storm 2/day as a 7th Level Caster.
Shark: While wearing this Costume you may cast Polymorph 2/day as a 7th Level Caster.  You may cast it on yourself only, and can only become Sharks.
Witch: While wearing this Costume you may cast Bestow Curse 2/day as a 7th Level Caster.
Wizard: While wearing this Costume you may cast Break Enchantment 2/day as a 7th Level Caster.

Prerequisites: Craft Wondrous Item plus the spell it allows you to cast.
Cost to Create: 11000 GP, 880 XP, 2 days


Lucky Cat Charms

Price (Item Level): 2500 GP (7th) for a +1, 10000 GP (12th) for a +2
Body Slot: Throat
Caster Level: 3 (+1) or 6 (+2)
Aura: Faint (Moderate for +2); (DC:17 for +1, 18  for +2) Transmutation
Activation: -
Weight: -

Lucky Cat Charms are minor talismans that prevent either a +1 or +2 Luck Bonus.  At the beginning of the day when you awaken you make a brief prayer to the Cat Gawds and set what the Bonus is for.  You may choose to make it a Luck Bonus to a specific skill, Reflex Saving throws, or Armor Class.

Prerequisites: Craft Wondrous Item, Lucky Streak
Cost to Create: 1250 GP, 5 XP, 2 days (+1) 5000 GP, 200 XP, 5 days (+2)


Masque
Price (Item Level): 65000 GP (19th)
Body Slot: Face
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: Swift (Mental)
Weight: -

This is a white porcelain mask with a stylized representation of one of various cats.  It allows the wearer to cast one of the following spells 3/day: Aggressive Cat Is Aggressive, Basement Cat, Cat Burglaring, Ceiling Cat, Defensive Cat is Defensive, Happycat, Hover Cat, Pussywillow, Serious Cat or Velcro Cat.

Prerequisites: Craft Wondrous Item, whichever of the above spells the item allows you to cast
Cost to Create: 32500 GP, 1300 XP, 33 days


Monocle

Price (Item Level): 100000 GP (20th)
Body Slot: Face
Caster Level: 11th
Aura: Moderate; (DC:21) Divination
Activation: - (Continuous)
Weight: -

While wearing this monocle the owner has the benefits of an I See What You Did There spell.

Prerequisites: Craft Wondrous Item, I See What You Did There
Cost to Create: 50000 GP, 2000 XP, 50 days


Mousie Collar
Price (Item Level): 1000 GP (4th)
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


The Official Catfort Seal of Approval
Price (Item Level): 112500 GP (21st)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:20) Evocation/Transmutation
Activation: - (Use Activated)
Weight: -

Assuming one of your Allies possesses the Catfort magic item this allows you to communicate with anyone inside it at will as per the Sending spell cast by a 9th Level Wizard.  It also allows you to pass through the walls of the Catfort as if they were immaterial.  All Seals work with one specific Catfort, which is created at the same time they are (a maximum of 40 Seals can be made per Catfort).  If a Seal is destroyed a new one can be made, but must be done so in the Catfort's presence.  Seals only work for the Catfort they were made to function for.

Prerequisites: Craft Wondrous Item, Passwall, Sending
Cost to Create: 56250 GP, 113 days, 4500 XP


Pointy Witch Hat
Price (Item Level): 36000 GP (17th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC:22) Transmutation
Activation: - (Continuous)
Weight: -

Favored by Catwitches everywhere, they may add their Cat Powah Bonus to the Save DC of spells they cast that do direct damage while wearing it.

Prerequisites: Craft Wondrous Item, Ejo's Extemporaneous Enhancement
Cost to Create: 18000 GP, 18 days, 720 XP


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

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

Prerequisites: Craft Wondrous Item, Geas/Quest
Cost to Create: 66000 GP, 66 days, 2640 XP


Shades

Price (Item Level): 128000 GP (13th)
Body Slot: Face
Caster Level: 15th
Aura: Strong; (DC:23) Abjuration
Activation: -(use activated)
Weight: -

The wearer of these dark glasses enjoys the benefits of a Protection from Spells spell.

Prerequisites: Craft Wondrous Item, Protection from Spells
Cost to Create: 64000 GP, 64 days, 2560 XP


Tank Collar
Price: +1 Bonus (+ an additional 50 GP, 6th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

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

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


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

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere. There is also a one person collar sized for a single cat. It retails for 500 GP.

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


Whoopin' Collar
Price (Item Level): 24,000 GP (15th)
Body Slot: Throat
Caster Level: 9th
Aura: Faint; (DC:24) Transformation
Activation: Swift (Command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 12,000 GP, 12 days, 480 XP





« Last Edit: March 06, 2022, 07:06:22 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #23 on: July 28, 2012, 11:22:35 AM »
KITTY MAGIC ITEMS: WEAPONS

Anti-Canine Defense Unit

Price (Item Level): 116000 (21st)
Body Slot: Body
Caster Level: 12th
Aura: Strong; (DC:20) Evocation/Transmutation
Activation: Swift (Mental or Verbal)
Weight: 75 lbs.

This item unfolds with the proper command word/meow into a giant metal backpack, complete with jets and weaponry.  When unfolded it goes from being the size of a large fish to an oversized backpack, providing the wearer with the ability to cast the following spells 3/day: Greater Mage Armor, Machinegun, and Overland Flight.  It is often hidden in a Collar of Holding.

Prerequisites: Craft Wondrous Item, Craft Wondrous Item, Craft Wands, Craft Guns, Machinegun, Overland Flight, Greater Mage Armor, Shrink Item
Cost to Create: 58000 GP, 2320 XP, 58 days




Machinegun
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 50 ft.
Area of Effect: 50 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When cast Machinegun floods the area of effect with a spray of bullets doing 1d6 damage per caster level (max 15d6).


Cat Launcher

Price (Item Level): 93600 (20th)
Body Slot: Shoulders
Caster Level: 13th
Aura: Strong; (DC:19) Transmutation
Activation: Standard (Manipulation)
Weight: 50 lbs.

As a Standard Action you fire a cat or similar Tiny entity up to 160 ft.  If you wish to attack someone with them you must make a ranged attack roll, and if successful the target takes 1d6 damage per 10 ft. your 'ammo' traveled.  The ammunition itself takes no damage but may be quit e terrified.  'Loading' the ammunition requires one round per shot, with a maximum of 7 shots.  Possibly more if the kitties have been through this process before and do not wish to endure it again.  Often used by Cat Burglar Guilds to go over walls, land on roofs, or close the gap in fights.

Prerequisites: Craft Magic Arms and Armor, Catapult
Cost to Create: 46800 GP, 1872 XP, 47 days


Catnip Bomb
Price (Item Level): 2100 (6th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Enchantment
Activation: Swift (command)
Weight: -

This appears to be a small packet of dried herbs.  When the command word is given (whether in normal speech or purr), it explodes duplicating the effects of a Confusion spell within a 10' Radius.  This is a one use item.

Prerequisites: Craft Wondrous Item, Confusion
Cost to Create: 1050 GP, 84 XP, 2 days


Cat's Claw Sword
Price (Item Level): 32308 GP (16th)
Body Slot: - (Carried)
Caster Level: 10th
Aura: Faint; (DC:18) Transmutation
Activation: -
Weight: 1 lb.

This exotic curved dagger is effectively a +1 Deadly Precision, Keen, Warning Kukri, though anyone proficient with Daggers can use it.  In addition as a Free Action once per round you may change it's size so that it is effectively a Scimitar (you still only need to be proficient with a Dagger to use it).

Prerequisites: Craft Magic Arms and Armor, Keen Edge, Cat's Grace
Cost to Create: 16154 GP, 646 XP, 16 days


Dander Bomb
Price (Item Level): 6,000 GP (10th)
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (command)
Weight: -

This appears to be a really, really big cat hairball. When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. This is a one use item.

Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 3000 GP, 120 XP, 3 days


Dead Fish Bomb
Price (Item Level): 9,000 GP (12th)
Body Slot:- (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Evocation
Activation: Swift (command)
Weight: -

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

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
Cost to Create: 4,500 GP, 5 days, 180 XP


Dead Present
Price (Item Level): 200,000 GP (25th)
Body Slot:- (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Enchantment
Activation: Use-Activated
Weight: -

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

Prerequisites
: Craft Wondrous Item, Antipathy
Cost to Create:100,000 GP, 100 days, 4000 XP


Festivally Disturbing Cat Poo
Price (Item Level): 100 (1st)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift (command)
Weight: -

This appears to be a dried bit of cat poo.  When the command word is spoken it moistens and explodes, duplicating the effects or a really nasty Grease spell.  Also it makes others hate you for free.  This is a one use item.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create:50 GP, 1 day, 2 XP


Hairball Grenade
Price (Item Level): 300 GP (2nd)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

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

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 150 GP, 6 XP, 1 day


Just a Simple Walking Stick

Price (Item Level): 32300 (16th)
Body Slot: - (held)
Caster Level: 6th
Aura: Moderate; (DC:18) Illusion 
Activation: - (Swift: Command for the blur effect)
Weight: 3 lbs.

This simple cats-head walking stick functions as a +1 Blurstrike, Deadly Precision Club.

Prerequisites: Craft Magic Arms and Armor, Blur, Keen Edge
Cost to Create: 16150 GP, 646 XP, 16 days


Lion's Buckler

Price (Item Level): 24665 (15th)
Body Slot: - (held)
Caster Level: 9th
Aura: Strong; (DC:22) Transmutation
Activation: - (Swift: Command for Daylight Ability)
Weight: 5 lbs.

This golden shield has a Lion's face formed into it.  It functions as a +2 Anchoring, Greater Stamina Buckler.

Prerequisites: Craft Magic Arms and Armor, Daylight, Bear's Endurance, Resistance
Cost to Create: 12333 GP, 493 XP, 12 days


Price (Item Level): 32310 (16th)
Body Slot: - (held)
Caster Level: 7th
Aura: Moderate; (DC:18) Enchantment
Activation: -
Weight: 2 lbs

The companion gladius is a +2 Berserker, Brash Short Sword.

Prerequisites: Craft Magic Arms and Armor, Rage, Remove Fear
Cost to Create: 16155 GP, 646 XP, 16 days


Smoked Fish Bomb
Price (Item Level): 300 GP (2nd)
Body Slot:- (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

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

Prerequisites
: Craft Wondrous Item, Fog Cloud
Cost to Create: 150 GP, 1 days, 6 XP
« Last Edit: March 06, 2022, 07:10:41 PM by bhu »

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Re: Kitty Magic
« Reply #24 on: October 14, 2012, 08:13:46 PM »
KITTY MAGIC ITEMS: TOYS & FURNITURE


Catfort
Price (Item Level): 140000 GP (22nd)
Body Slot: - (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Conjuration
Activation: Swift (command)
Weight: 1 lb.

This is a small bit of trash that, when the command word is given, expands into a makeshift 'fort' made of pillows, or blankets or boxes.  Regular crap people have lying around in other words.  It is in most ways identical to the Instant Fortress magic item with a few exceptions: it has no means of entry to anything larger than Size Class Tiny, it appears to only be 5 ft. square on the outside (but is full size on the inside).  In addition the owner of Catfort can communicate with anyone who is wearing the Official Catfort Seal of Approval as per the Sending spell at will.  Seals are generally crafted along with the Catfort, and it can accommodate up to 40 at a time (Seals only work with the Catfort they were made for).  New one's may be constructed if one is destroyed, but must be done so in the Catfort's presence.

Prerequisites: Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Sending
Cost to Create: 70000 GP, 5600 XP, 140 days


Catnip Mousie
Price (Item Level): 16000 GP (14th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

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

Prerequisites: Craft Wondrous Item, Haste
Cost to Create: 8000 GP, 320 XP, 8 days


Dingle Ball
Price (Item Level): 132000 GP (22nd)
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: - (Use-Activated)
Weight: -

This appears to be a common cat toy, a small hollow ball with a bell inside.  It can be thrown as a Grenade-like Weapon, and makes a dingling sound when it lands.  Anything in the square where it lands (or adjacent squares) that can hear, must make a DC 19 Willpower Save or be compelled to chase the Dingle Ball and swat it.  When it lands again, another save is required by potential new victims.  Every 1d4 rounds victims get a new Save to escape the spells effects as they become all Dingled out.  The owner is immune to this effect, as are any beings who are deaf.

Prerequisites: Craft Wondrous Item, Mass Suggestion
Cost to Create: 66000 GP, 5280 XP, 132 days


Fishing Pole
Price (Item Level): 2000 GP (6th)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Enchantment
Activation: Standard (Manipulation)
Weight: -

This appears to be a fishing pole with feathers or other fluffy objects at the end of the line.  When the line is cast (it has up to a 30 ft. range), whatever beings who are in the square it lands in that can see must make a DC 11 Willpower Save or be Fascinated as long as you continue wiggling it in front of them (this takes a Swift Action each round).

Prerequisites: Craft Wondrous Item, Hypnotism
Cost to Create: 1000 GP, 40 XP, 2 days


Furniture of Hiding
Price (Item Level): 10000 GP (12th)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:16) Transmutation
Activation: - (Use-activated)
Weight: -

Some Cat Burglars replace their "owners" furniture with Furniture of Hiding if they are spying on them long term. Anything in Kitty Form gains a +10 Competence Bonus to Hide checks while on or under this furniture (couches are particularly favored). Small Guilds can hideout in plain sight relatively easy in their own enemies house.

Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
Cost to Create: 5000 GP, 5 days, 200 XP


The Red Dot
Price (Item Level): 90000 GP (20th)
Body Slot: - (Carried)
Caster Level: 9th
Aura: Moderate; (DC:20) Enchantment
Activation: Swift (Manipulation)
Weight: -

The Red Dot is a small metal pen shaped object that emits a beam of red light from one end.  As a Swift Action the wielder can make a ranged touch attack to place the red dot on any object or creature within 100 ft.  Any creature able to see the red dot other than you must make a DC 19 Willpower Save or viciously attack the object or creature it appears on to the exclusion of all else (unless something attacks them, then the effect is dispelled).  It's a great way of testing whether artifacts are dangerous, discouraging pursuit, starting riots, and breaking down doors.

Prerequisites: Craft Wondrous Item, Greater Command
Cost to Create: 45000 GP, 3600 XP, 90 days


Roomba
Price (Item Level): 10000 GP (12th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:16) Evocation
Activation: Swift (Command)
Weight: 5 lbs

This appears to be some sort of clockwork disc about a foot in diameter.  It looks identical to a device invented by Gnomes for rich fools.  It cleans floors.  Cats seem to love riding them, and this inspired the idea to make magical ones for use as transports.  The Roomba has an effective Land Speed of 30 ft., and can carry up to 300 pounds.  It is controlled by the mental impulse of the owner.

Prerequisites: Craft Wondrous Item, Tenser's Floating Disc
Cost to Create: 5000 GP, 400 XP, 10 days


Scratching Post
Price (Item Level): 2000 GP (+1, 6th), 8000 GP (+2, 11th), 18000 GP (+3, 14th), 32000 GP (+4, 16th), 50000 GP (+5, 18th)
Body Slot: - (Carried)
Caster Level: 5th/8th/12th/16th/20th
Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

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

Prerequisites
: Craft Wondrous Item, Greater magic Fang
Cost to Create: +1: 1000 GP, 40 XP, 1 day; +2: 4000, 160 XP, 4 days; +3: 9000 GP, 360 XP, 9 days; +4: 16000 GP, 640 XP, 16 days; +5: 25000 GP, 1000 XP, 25 days


Squeaky Plush
Price (Item Level): 24000 GP (15th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Enchantment
Activation: - (Use-Activated)
Weight: -

This is a stuffed animal of some kind.  As long as you have your precious binky, you are immune to Fear, and Morale or Circumstance Penalties.

Prerequisites: Craft Wondrous Item, Calm Emotions
Cost to Create: 12000 GP, 960 XP, 24 days

« Last Edit: December 25, 2013, 08:31:52 PM by bhu »

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Re: Kitty Magic
« Reply #25 on: November 04, 2012, 09:51:31 PM »
NEW KITTY MAGIC SPELLS


A Herd of Wildebeests Thunders Across the Plains of the Serengeti
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: 10 Minutes/Level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Any sound your victim makes is amplified so loudly that it can be heard for miles.  If he fails his Saving Throw, he fails all Hide and Move Silently Checks for the Duration of the spell.  Best cast in dungeons that have lots of wandering monsters attracted by sound.  Listen rolls made within 30' of the victim take a -4 Penalty unless they are made to hear him in which case they gain a +30 Bonus.

Bug Bomb
Evocation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 30' Radius
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You unleash a burst of poisonous white chemical fog, causing anything in the Area of Effect to make a Fortitude Save to avoid being poisoned.  For those who fail their Save initial and secondary damage is 2d4 Str, unless they are Vermin or have the Swarm Subtype in which case the damage is 2d4 Constitution.


Cataclysm
Transmutation (Water)
Level: Kitty 9, Sor/Wiz 9, Druid 9
Components: V, S, XP
Casting Time: 10 Minutes (see text)
Range: 1 Mile/Level
Area: 1 Mile/Level Radius centered on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

Cataclysm takes 10 minutes to cast, and another 10 minutes to take effect.  After that for the duration of the spell the winds in the area of effect increase to Moderate (11+ MPH, see DMG) and there is 1d8 inches of rain per day.  Ostensibly this has no immediate effect, but very soon it causes massive flooding.  Costs 100 xp.

Catalepsy
Transmutation
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/Level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The victim goes rigid and cannot move, and can be posed to hold any position.  This is identical to Hold Monster except the Paralysis lasts until the end of the spell without the victim getting a save each round to shake it off.  Focus is an iron rod. 

Catamount
Conjuration (Calling)
Level: Kitty 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 Minute
Range: 150 ft.
Effect: One mount
Duration: 1 week
Saving Throw: None
Spell Resistance: No

You summon a Swamplight Lynx (see MMII) to serve as a mount for 1 week.  If it ever gets more than 150' from you it leaves. 

Cataplexy
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/Level
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes

The victim becomes extremely weak and his speech and vision are impaired.  If he fails the Save he is Dazzled and takes a -4 Penalty to Strength for the duration of the spell in addition to falling prone and dropping any items he is holding. If the Save is successful he falls prone and drops whatever he is holding and is considered Dazzled for 1 round.  In both cases he cannot cast spells with Verbal components during the duration of being Dazzled.

Catapult
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

Your victim is flung into the air 30 feet plus 10 feet per caster Level, and takes subsequent falling damage when he comes back down.  If he encounters an object on the way up he takes 1d6 damage per 10 feet he did travel, and then takes falling damage as normal on the way back down.

Cataract
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One corporeal Creature
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Your victim suddenly goes blind while being hit with several hundred pounds of water.  If he fails his Save he is permanently blinded.  Whether or not he fails the Save he is struck by water falling from the sky which knocks him prone and does 1d6 damage per caster level (maximum 10d6).


Cat Burglaring
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level (D)

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Balance, Climb, Disable Device, and Open Lock checks.  You also gain the Trapfinding, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51).  You gain a Climb Speed equal to your Land speed, and can always Take 10 on a Climb Check.  You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items.  Material component is a Potion of Invisibility which is consumed by the casting of the spell).

Catcall
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20' Area centered on the primary target
Duration: 1 round/Level
Saving Throw: Willpower negates
Spell Resistance: Yes

As you jeer your primary target, anyone within the area of this spells effect must make a Willpower Save of their attitude towards him turns Hostile for the duration of the spell.  If the primary target fails his Save, he does not become Hostile towards himself, but does take a -8 Penalty to Bluff and Diplomacy rolls against other victims of the spell for it's duration.

Catfight
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two beings, who must be no further than 30' apart
Duration: 1 round/Level
Saving Throw: Willpower negates
Spell Resistance: Yes

By yelling the mystical word "CATFIGHT!" you cause two being to make a Willpower Save.  Whichever of them fails the Save sees the other one as their mortal enemy.  It's best if they both fail, but even if only one fails it will still pursue the other to the exclusion of all else.  They will do their best to ignore everything else and attempt to get into melee combat with one another for the duration of the spell.  Cat Burglars like to pretend it only works on females, but it can target anyone.

Catnap
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: 1 round
Saving Throw: Willpower negates
Spell Resistance: Yes

Your opponent must make a Willpower Saving Throw or become Unconscious for 1 round.

Cat Scratch Fevah
Transmutation
Level: Kitty 1, Ranger 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 round/Level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

For the duration of the spell your claws are coated with a mild venom, and if they damage an opponent he must make a Fortitude Save to avoid being poisoned.  Initial damage is a -1 to attacks, saves, ability checks, skill checks, and weapon damage rolls.  Secondary damage increases the Penalty to -2.  Penalties from the poison effect last 2d6 hours.

Catsplosion
Conjuration (Summoning)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Round
Range: Close (25 ft + 5 ft/2 levels)
Effect: Multiple Cat Swarms
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: No

"FOOM!"

This spell summons 2d4 Cat Swarms per round.

Catsuit
Illusion (Glamer)
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower disbelief
Spell Resistance: Yes

Any creature seeing your victim must make a Willpower Save or believe he is an appropriately sized cat.  He can't even speak to them as all they hear are meows, and the illusion fools all five senses with a failed save.  This lasts until Remove Curse or a similar spell is cast upon him, but once a being successfully Saves to disbelieve that individual no longer sees you as a cat.


Catwalk
Transmutation
Level: Kitty 2, Ranger 2
Components: S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This is identical to the Accelerated Movement spell (see Spell Compendium), except that you also gain a +4 Enhancement Bonus on Balance and Move Silently Checks. 

Flea and Tick Spray
Evocation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: 60'
Area: Cone-Shaped Burst
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You unleash a burst of poisonous white chemical fog, causing anything in the Area of Effect to make a Fortitude Save to avoid being poisoned.  For those who fail their Save initial and secondary damage is 2d4 Str, unless they are Vermin in which case the damage is 2d4 Constitution.

Foof Ninja
Transmutation
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell can choose one opponent per round as a Free Action.  He gets an Enhancement Bonus on all rolls and a Deflection Bonus to AC equal to the difference in Size Class between himself and this opponent.  For example if you are Tiny and your opponent is Large the Bonus is +3.  If you are Fine and the opponent is Colossal the Bonus is +8.  If all your opponents are the same size class or smaller as yourself, I would suggest you cast a different spell.

Greater Jagged Tooth
Transmutation
Level: Druid 5, Kitty 5, Ranger 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature per 3 Caster Levels
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The critical threat range of all natural weapons doubles for the spells recipients.

Power Nap
Transmutation
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous (see text)

You cast this spell as you are laying down to sleep.  You receive a full 8 hour's rest in 1 minute.  You do not however recover spells cast in the last 8 hours or recover per day abilities.

Pussywillow
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level (D)

You gain a +4 Enhancement Bonus to Constitution, a +3 Luck Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Climb, Heal, Hide, and Survival checks.  Your Type changes to Plant for the duration of the spell.  You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items.  Material component is a piece of Willow bark (which is consumed by the casting of the spell).

Slice and Dice
Transmutation
Level: Druid 5, Kitty 5, Ranger 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature per 3 Caster Levels
Duration: 10 min./level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The damage of each of the recipients Natural Weapons increases by 1 die.  For example if they have an attack doing 1d3+Str, it is now 2d3+Str.  If it normally does 2d6+Str, it now does 3d6+Str, etc.

Walk With Purpose Kitty
Transmutation
Level: Kitty 2, Ranger 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level (D)

While this spell is in effect, you can move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check (this includes running or charging).  Your movement is not impeded by difficult terrain, nor does it provoke Attacks of Opportunity.

NEW EPIC KITTY MAGIC SPELLS


Nuclear Catsplosion
Conjuration (Summoning)(Chaotic)
Spellcraft DC: 240
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect : 20 Planar Cat Swarms
Duration: 20 rounds (D)
Saving Throw: Will Negates
Spell Resistance:  Yes
To Develop: 216,000 GP, 4 days, 8640 XP

You Summon 1 Planar Cat Swarm each round for 20 rounds.



The Ultimate Cat-Fu Technique
Conjuration (Teleportation)
Spellcraft DC: 55
Components: V, S
Casting Time: 1 Round
Range: Personal
Target : Self
Duration: 20 rounds
Saving Throw: None
Spell Resistance:  No
To Develop: 495,000 GP, 10 days, 19800 XP

This is identical to the Haste spell, except instead that when making a Full Attack Action you gain 4 extra attacks per weapon instead of 1.


« Last Edit: August 30, 2013, 06:33:41 PM by bhu »

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Re: Kitty Magic
« Reply #26 on: May 28, 2013, 12:35:17 AM »
                      Winged Cat (Jana-Nimr) (Al-Qadim)
                      Large Magical Beast
Hit Dice:             5d10+25 (52 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +5/+13
Attack:               Claw +7 melee (1d4+4)
Full Attack:          2 Claws +7 melee (1d4+4) and 1 Bite +2 melee (1d8+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Darkvision 60', Scent
Saves:                Fort +9, Ref +7, Will +2
Abilities:            Str 18, Dex 16, Con 20, Int 8, Wis 12, Cha 10
Skills:               Balance +7, Climb +4, Hide +7, Listen +4, Move Silently +7, Spot +4
Feats:                Alertness, Fly-By Attack
Environment:          Temperate Hills and Plains
Organization:         Solitary, pair, or pride (6-10)
Challenge Rating:     4
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     +3

The Jana-Nimr vaguely resemble pumas with bird wings.  Fur color ranges from sandy, grey, or black to yellow or grey with black stripes or white underbellies.  With a lifespan of 50 years they have large territories and are coveted by zookeepers.  They are very loyal, and can theoretically be trained as a mount.  Theoretically.  The Jana-Nimr speak their own language, and a few speak Sphinx or Common as well.

Pounce (Ex): If a Jana-Nimr charges a foe, it can make a full attack, including two rake attacks.

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

Rake (Ex): In a Grapple or with a successful Pounce the Jana-Nimr gains 2 extra Claw attacks at it's highest BAB.

Skills: Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks

Combat:  Jana-Nimr go directly for the pounce and grapple.
« Last Edit: June 04, 2013, 03:59:22 PM by bhu »

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Re: Kitty Magic
« Reply #27 on: May 28, 2013, 12:35:55 AM »
                      Winged Cat (Jana-Qitat)  (Al-Qadim)
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 50 ft. (Good)
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-11
Attack:               Claw +5 melee (1d2-4)
Full Attack:          2 Claws +5 melee (1d2-4) and 1 Bite +0 melee (1d3-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Darkvision 60', Scent
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 12, Int 8, Wis 12, Cha 11
Skills:               Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats:                Hover, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:    1/2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +1

Also known as Fluttercats, the Jana-Qitat look like winged housecats,  They are prized as pets for their anti vermin abilities, and by Wizards with the Improved Familiar Feat.

Pounce (Ex): If a Jana-Qitat charges a foe, it can make a full attack, including two rake attacks.

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

Rake (Ex): In a Grapple or with a successful Pounce the Jana-Qitat gains 2 extra Claw attacks at it's highest BAB.

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

Combat: Jana-Qitat are pretty much like any other housecat.
« Last Edit: June 04, 2013, 04:01:43 PM by bhu »

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Re: Kitty Magic
« Reply #28 on: May 28, 2013, 12:37:09 AM »
                      Snow Tiger (Forgotten Realms)
                      Large Magical Beast
Hit Dice:             6d10+18 (51 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +6/+17
Attack:               Claw +11 melee (1d8+7)
Full Attack:          2 Claws +11 melee (1d8+7) and 1 Bite +6 melee (2d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Darkvision 60', Scent, Camouflage, Burst of Speed, Uncanny Dodge
Saves:                Fort +8, Ref +8, Will +3
Abilities:            Str 24, Dex 16, Con 17, Int 3, Wis 12, Cha 11
Skills:               Balance +7, Hide +8, Listen +6, Move Silently +9, Spot +6, Swim +7
Feats:                Alertness, Improved Initiative, Stealthy
Environment:          Cold Forests
Organization:         Solitary
Challenge Rating:    5
Treasure:             None
Alignment:            Usually Neutral
Advancement:          7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment:     ---

Snow Tigers are green and brown in the summer, fading into black and white in the winter, giving them the perfect color for camouflage in their native environments.  While they are more intelligent than animals, legends of their cunning are often exaggerated wildly.  They are most common in Northeastern Faerun.

Pounce (Ex): If a Snow Tiger charges a foe, it can make a full attack, including two rake attacks.

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

Rake (Ex): In a Grapple or with a successful Pounce the Snow Tiger gains 2 extra Claw attacks at it's highest BAB.

Camouflage (Ex): This is identical to the Ranger ability of the same name listed in the PHB.

Burst of Speed (Ex): Once per hour the Snow Tiger can double it's movement rate for 1d4 rounds as a Swift Action.

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed in the PHB.

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

Combat: Snow Tigers are ambush predators who hide until prey is in reach before pouncing.
« Last Edit: June 04, 2013, 04:04:11 PM by bhu »

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Re: Kitty Magic
« Reply #29 on: May 28, 2013, 12:43:12 AM »
                      Luck Eater (Forgotten Realms)
                      Tiny Magical Beast
Hit Dice:             4d10 (22 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +4/-8
Attack:               n/a
Full Attack:          n/a
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Purr, Cursed Luck
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +4, Ref +6, Will +3
Abilities:            Str 3, Dex 15, Con 10, Int 6, Wis 15, Cha 15
Skills:               Balance +10, Climb +6, Hide +14, Jump +10, Listen +6, Move Silently +6, Spot +5
Feats:                Ability Focus (Cursed Luck, Purr)
Environment:          Any Warm or Temperate Land
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-8 HD (Tiny)
Level Adjustment:     ---

Luck Eaters look like common housecats with short gold or black fur.  They cause minor shifts in probability that they somehow feed on, and are attracted to conflict, or groups of adventurers (who also seem to always be involved in conflict).

Purr (Su): When Luck Eaters encounter a party they begin to purr (this is a Sonic Mind-Affecting Effect), and as long as anyone remains within 30' of them they must make a DC 16 Willpower Save (Save DC is Cha based) or feel protective towards the Luck Eater and bring it with them.  If the Luck Eater's new companions do not make any Attack rolls, Ability Checks, Skill Checks or Saving Throws (Saves against the Luck Eater don't count) that would trigger it's Cursed Luck within 1 Minute, it alters it's purr slightly.  Victims must make a second Willpower Save or attack the next creature they encounter.  If no rolls are made within 30 minutes, the Luck Eater alters it's purr again, and all Victims must make another Save or attack the nearest being regardless if it's friend or foe.  In either case the combat lasts for no more than 10 rounds or until something dies whichever happens first, and the Luck Eater slips away during the combat or after a few hours.

Cursed Luck (Su): Anything within 30' of the Luck Eater takes a -2 Penalty on all Attack rolls, Ability Checks, Skill Checks or Saving Throws.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 
Combat: Luck Eaters don't attack.  They purr to attract potential victims and then hope for an opportunity to feed, but they're pretty much incapable of fighting themselves.
« Last Edit: June 04, 2013, 04:08:38 PM by bhu »

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Re: Kitty Magic
« Reply #30 on: May 28, 2013, 12:43:36 AM »
                      Change Cat (Forgotten Realms)
                      Small Magical Beast
Hit Dice:             4d10 (22 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +4/-2
Attack:               Claw +7 melee (1d3-2)
Full Attack:          2 Claws +7 melee (1d3-2) and 1 Bite +2 melee (1d4-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Darkvision 60 ft., Alternate Form, Scent, Sprint
Saves:                Fort +4, Ref +6, Will +2
Abilities:            Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:               Balance +10, Climb +6, Hide +11, Jump +10, Listen +6, Move Silently +6, Spot +6
Feats:                Alertness, Weapon Finesse
Environment:          Temperate Forest and Plains
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-8 HD (Small)
Level Adjustment:     ---

Change Cats look like large domestic cats (Maine Coons, Bengals, etc).  They frequently adopt humanoids as they were magically bred to be companions to them.  They don't always reveal their abilities to said humanoid though.  At least not until the adopted 'fud guy' is attacked or put in harms way.

Pounce (Ex): If a Change Cat charges a foe, it can make a full attack, including two rake attacks.

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

Rake (Ex): In a Grapple or with a successful Pounce the Change Cat gains 2 extra Claw attacks at it's highest BAB.

Alternate Form (Su):  At will a Change Cat can turn into a Cheetah as a Swift Action once per round.  Stats for Cheetah form are given below.

Sprint (Ex): Once per hour, a Change Cat can move ten times its normal speed (500 feet) for up to 2 rounds, after which it is Fatigued for 2 rounds after.

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

Combat: Change Cats usually shift into Cheetah Form and plow into opponents tripping them to the ground.



Change Cat (biggie sized)
                      Medium Magical Beast
Hit Dice:             4d10 (22 hp)
Initiative:           +4
Speed:                50 ft. (8 squares)
Armor Class:          15 (+4 Dex, +1 Natural), touch 14, flat-footed 11
Base Attack/Grapple:  +4/+7
Attack:               Bite +12 melee (1d6+3)
Full Attack:          Bite +12 melee (1d6+3) and 2 Claws +7 melee (1d2+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trip
Special Qualities:    Darkvision 60 ft., Scent, Sprint
Saves:                Fort +6, Ref +8, Will +2
Abilities:            Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 7
Skills:               Balance +12, Climb +8, Hide +13, Jump +12, Listen +6, Move Silently +8, Spot +6

Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
« Last Edit: June 04, 2013, 04:19:58 PM by bhu »

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Re: Kitty Magic
« Reply #31 on: May 28, 2013, 12:47:40 AM »
                      Caterwaul
                      Medium Magical Beast
Hit Dice:             4d10+8 (30 hp)
Initiative:           +4
Speed:                60 ft. (12 squares), Climb 30 ft.
Armor Class:          14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple:  +4/+7
Attack:               Claw +8 melee (1d4+3)
Full Attack:          2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rend, Screech, Haste
Special Qualities:    Darkvision 60 ft., Partial Biped, Scent
Saves:                Fort +6, Ref +8, Will +2
Abilities:            Str 16, Dex 18, Con 14, Int 6, Wis 12, Cha 8
Skills:               Balance +12, Climb +12, Hide +8, Jump +11, Listen +4, Move Silently +8, Spot +4
Feats:                Ability Focus (Screech), Weapon Finesse
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          5-10 HD (Medium)
Level Adjustment:     ---

Caterwauls are short furred felines with yellow eyes and prehensile tails.  Fur is usually midnight blue.  Their faces are curiously elvish looking.  Militantly solitary they only mingle when mating, and are very territorial.  Once established they remain within 8 miles of it, terrorizing herds and people alike, and collecting shiny objects.  It's tail isn't particularly strong but with training it can be used for simple tasks.

Pounce (Ex): If a Caterwaul charges a foe, it can make a full attack, including two rake attacks

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

Rend (Ex): If the Caterwaul hits with both Claw attacks it Rends for an additional 2d4+4 damage.

Screech (Ex): As a Standard Action the Caterwaul can unleash an ear-piercing keening doing 1d8 Sonic damage to everything in 60' unless they make a DC 16 Fortitude Save (Save DC is Constitution based).

Haste (Sp: The Caterwaul may cast Haste at will as a Full Round Action.  Caster Level is 7th.

Partial Biped (Ex): Caterwauls can walk on their hind legs, but their speed drops to 40.

Skills: Caterwauls have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Caterwauls have a +8 racial bonus on Balance and Climb checks. A Caterwaul can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat: Caterwauls usually hide and activate Haste when prey comes in range.  They then open with a screech and charge in.
« Last Edit: June 04, 2013, 04:23:13 PM by bhu »

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Re: Kitty Magic
« Reply #32 on: May 28, 2013, 12:49:09 AM »
                      Cat, Elven
                      Tiny Magical Beast
Hit Dice:             3d10+9 (25 hp)
Initiative:           +3
Speed:                45 ft. (9 squares), Climb 25 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +3/+-8
Attack:               Claw +8 melee (1d2-3)
Full Attack:          2 Claws +8 melee (1d2-3) and 1 Bite +3 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spell-Like Abilities, Rake
Special Qualities:    Dark Vision 60 ft., SR 17
Saves:                Fort +6, Ref +6, Will +3
Abilities:            Str 5, Dex 16, Con 16, Int 5, Wis 15, Cha 16
Skills:               Balance +11, Climb +9, Hide +15, Jump +11, Listen +4, Move Silently +7, Spot +4, Swim +2
Feats:                Athletic, Weapon Finesse
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Domestic cats raised by Elves have evolved or been magically uplifted into intelligent beings.  Most speak Elven, as well of the language of their 'owner'.  Given their intelligence and abilities keeping them as 'pets' is a tricky proposition.

Spell-Like Abilities (Sp): At will: Detect Thoughts

2/day: Reduce Animal, Reduce Person, Tree Shape

1/day: Animal Growth (self only, despite it being a Magical Beast), Telekinesis (can be used to Trip only)  Caster Level is 9th.

Pounce (Ex): If an Elven Cat charges a foe, it can make a full attack, including two rake attacks

Rake (Ex): In a Grapple or with a successful Pounce the Elven Cat gains 2 extra Claw attacks at it's highest BAB.

Spell Resistance (Ex): Elven Cats have Spell Resistance equal to 15+CR.

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

Combat: Elven Cats rarely attack big folk.  They generally use Tree Shape to hide, and Detect Thoughts to determine what intruders are up to.  After that they can use Telekinesis to Trip them before scampering off, or Animal Growth if cornered and they have to fight.
« Last Edit: July 24, 2014, 03:41:40 AM by bhu »

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Re: Kitty Magic
« Reply #33 on: May 28, 2013, 12:49:44 AM »
                      Tagster (Athas)
                      Medium Magical Beast (Psionic)
Hit Dice:             4d10+8 (30 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +4/+7
Attack:               Claw +7 melee (1d3+3)
Full Attack:          2 Claws +7 melee (1d3+3) and 1 Bite +2 melee (2d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake, Psionics
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +6, Ref +6, Will +4
Abilities:            Str 16, Dex 16, Con 15, Int 2, Wis 14, Cha 14
Skills:               Balance +4, Climb +4, Hide +7, Jump +4, Listen +4, Move Silently +7, Spot +4
Feats:                Combat Manifestation, Speed of Thought
Environment:          Sandy Wastes and the Tablelands
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-10 HD (Medium)
Level Adjustment:     +2

Tagsters look vaguely like 4' long lynxes with yellow-brown fur and a white underbelly.  Many also have dark spots or some sort of dark marking.  They roam the desert trade routes and the Tablelands using their psionic abilities to hunt prey.

Pounce (Ex): If a Tagster charges a foe, it can make a full attack, including two rake attacks

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

Rake (Ex): In a Grapple or with a successful Pounce the Tagster gains 2 extra Claw attacks at it's highest BAB.

Psionics: Tagsters can Manifest Psionic powers as a 4th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Tagsters have a +4 racial bonus on Hide, and Move Silently checks.

Combat: Tagsters use their Psionic Ability to find prey, after which they either use them to buff themselves or weaken prey as a precursor to their physical attack.
« Last Edit: June 04, 2013, 04:41:15 PM by bhu »

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Re: Kitty Magic
« Reply #34 on: May 28, 2013, 12:50:07 AM »
                      Tigone  (Athas)
                      Medium Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +5/+10
Attack:               Claw +10 melee (1d4+5)
Full Attack:          2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (2d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake, Psionics
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +6, Ref +7, Will +4
Abilities:            Str 20, Dex 16, Con 14, Int 2, Wis 14, Cha 14
Skills:               Balance +3, Climb +7, Hide +7, Jump +7, Listen +4, Move Silently +7, Spot +4
Feats:                Psionic Fist, Speed of Thought
Environment:          Warm Mountains, the Hinterlands
Organization:         Solitary, pair, or pride (6-10)
Challenge Rating:    5
Treasure:             None
Alignment:            Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     +2

Tigones are native to the Hinterlands and resemble green and black tigers.  They are highly sought after as gladiatorial combatants.

Pounce (Ex): If a Tigone charges a foe, it can make a full attack, including two rake attacks

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

Rake (Ex): In a Grapple or with a successful Pounce the Tigone gains 2 extra Claw attacks at it's highest BAB.

Psionics: Tigone can Manifest Psionic powers as a 5th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Clairsentience and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Tigones have a +4 racial bonus on Hide, and Move Silently checks.

Combat: Tigones are similar to Tagsters, using Psionics to find and muddle with prey before attacking.
« Last Edit: November 26, 2013, 11:41:07 PM by bhu »

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Re: Kitty Magic
« Reply #35 on: May 28, 2013, 12:52:00 AM »
                      Sand Cat (Forgotten Realms)
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-6
Attack:               Claw +3 melee (1d3-2)
Full Attack:          2 Claws +3 melee (1d3-2) and 1 Bite -2 melee (1d4-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Low Light Vision, Leap, Scent
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 7, Dex 14, Con 12, Int 2, Wis 12, Cha 7
Skills:               Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats:                Weapon Finesse
Environment:          Warm Plains
Organization:         Solitary, pair, or den (6-10)
Challenge Rating:    1/3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Sand Cats are sandy brown desert felines with long pointed ears and tails ending in a dark tuft.  On rare occasion the people of the steppe trap and train their kittens as pets.

Pounce (Ex): If a Sand Cat charges a foe, it can make a full attack, including two rake attacks

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

Rake (Ex): In a Grapple or with a successful Pounce the Sand Cat gains 2 extra Claw attacks at it's highest BAB.

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

Combat: Sand Cats generally pounce from hiding.
« Last Edit: June 04, 2013, 04:48:48 PM by bhu »

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Re: Kitty Magic
« Reply #36 on: May 28, 2013, 12:52:41 AM »
                      Marine Cat (Red Steel)
                      Tiny Magical Beast
Hit Dice:             2d10+2 (12 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +2/-10
Attack:               Claw +6 melee (1d2-4)
Full Attack:          2 Claws +6 melee (1d2-4) and 1 Bite +1 melee (1d3-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Pounce, Improved Grab, Rake
Special Qualities:    Darkvision 60 ft., Scent, Possible Legacy
Saves:                Fort +4, Ref +5, Will +1
Abilities:            Str 3, Dex 15, Con 12, Int 3, Wis 12, Cha 11
Skills:               Balance +10, Climb +6, Hide +10, Jump +10, Listen +3, Move Silently +6, Spot +3, Swim +5
Feats:                Weapon Finesse
Environment:          Shipboard
Organization:         Solitary
Challenge Rating:     1/3 (1 if it has a Legacy)
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2-4 HD (Small)
Level Adjustment:     ---

Marine cats are a longer lived breed of domestic cats that live primarily on board sailing vessels.  Considered good luck by most sailors (particularly if they have Legacies), most captains would rather give up one of their men than the ship cats.

Pounce (Ex): If a Marine Cat charges a foe, it can make a full attack, including two rake attacks

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

Rake (Ex): In a Grapple or with a successful Pounce the Marine Cat gains 2 extra Claw attacks at it's highest BAB.

Possible Legacy (Su): Roughly 10% of Marine Cats have a Legacy but show no deformities and do not require Cinnabryl.  Apparently the Gods who cursed the lands favor cats...  Usually the Legacy is either breathing water or a swim move or a similar aquatic Legacy.

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

Combat: Marine Cats are pretty much like smarter housecats unless they have a legacy.
« Last Edit: June 04, 2013, 04:51:31 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #37 on: May 28, 2013, 12:53:24 AM »
                      Cath Shee (Forgotten Realms)
                      Medium Magical Beast
Hit Dice:             4d10+12 (34 hp)
Initiative:           +7
Speed:                50 ft. (10 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               1 Bite +9 melee (1d8+4)
Full Attack:          1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Rend, Dimension Door, Rage
Special Qualities:    Darkvision 60', SR 18
Saves:                Fort +7, Ref +7, Will +3
Abilities:            Str 18, Dex 16, Con 16, Int 6, Wis 14, Cha 11
Skills:               Balance +7, Climb +6, Hide +7, Jump +5, Listen +4, Move Silently +7, Spot +4
Feats:                Improved Initiative, Multiattack
Environment:          Any Forest
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Chaotic Neutral or Good
Advancement:          5-10 HD (Medium)
Level Adjustment:     +3

Cath Shee are enormous shaggy cats with yellow eyes weighing about 400 pounds.  Thy have greenish-gray fur and tufted ears, and are usually found on the Isle of Evermeet.  Rangers often seek them as companions if they can find the means.

Pounce (Ex): If a Cath Shee charges a foe, it can make a full attack.

Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6+6 damage.

Rage (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting.  Unlike usual the range is 300 ft.

Spell Resistance (Ex): Cath Shee have Spell Resistance equal to 15+CR.

Skills: Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Cath Shee generally teleport in on a surprise round, and pop in and out of combat based on how well they are doing, and if their rage takes them.
« Last Edit: July 24, 2014, 03:44:48 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #38 on: May 28, 2013, 01:07:42 AM »
                      Sabu Lord (Al Qadim)
                      Large Magical Beast
Hit Dice:             8d10+56 (100 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +8/+19
Attack:               Claw +14 melee (1d6+7)
Full Attack:          2 Claws +14 melee (1d6+7) and 1 Bite +9 melee (2d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Summoning Roar
Special Qualities:    Darkvision 60 ft., Leap
Saves:                Fort +13, Ref +8, Will +4
Abilities:            Str 24, Dex 14, Con 24, Int 12, Wis 14, Cha 18
Skills:               Balance +9, Climb +7, Hide +6, Jump +9, Knowledge (Local Nature) +6, Listen +9, Move Silently +10, Spot +9
Feats:                Ability Focus (Summoning Roar), Alertness, Run
Environment:          Warm Plains
Organization:         Solitary, usually accompanied by 2-12 Lions
Challenge Rating:     8 (plus lions if present)
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     +4

Sabu Lords live in the Plains and Savannahs of Zakhara and resemble lions with golden fur and red-gold manes.  They can speak Midani.

Summoning Roar (Su): 3/day the Sabu Lord can cast Greater Shout as a Supernatural Ability.  In addition to the usual effects it can be heard for roughly 15 miles.  Out in the plains this means 1d4 Cheetahs and 2d6 Lions will arrive the next round and fight to the death for the Sabu Lord.  In the forests it summons 1d2 Jaguars, 1d2 Leopards, and 1d4 Tigers will respond in 1d4+1 rounds.

Cat Speech (Ex): Sabu Lords permanently have the benefits of the Speak with Animals spell, but can only use it to talk to felines.

Leap (Ex): Th Sabu Lord may leap up to 60' across or up with a DC 10 Jump Check.

Skills: Sabu Lords have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Sabu Lords generally open with their roar before they and their posse descend on the party.
« Last Edit: November 27, 2013, 11:42:39 PM by bhu »

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Re: Kitty Magic
« Reply #39 on: May 28, 2013, 01:30:37 AM »
                      Kamatlan (Maztica)
                      Medium Magical Beast
Hit Dice:             5d10+10
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +5/+8
Attack:               Claw +9 melee (1d3+3)
Full Attack:          2 Claws +9 melee (1d3+3) and 1 Bite +7 melee (1d8+1) and 4 Snakes +7 melee (1d4+1 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +6, Ref +8, Will +3
Abilities:            Str 16, Dex 19, Con 15, Int 3, Wis 14, Cha 8
Skills:               Balance +12, Climb +8, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6, Swim +11
Feats:                Multiattack, Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Usually Chaotic Evil
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

Kamatlan resemble large Jaguars with two snakes growing from each shoulder, and a rattle at the end of it's tail.  They appeared in Maztica after the Night of Wailing, and unlike other felines lay eggs as opposed to giving live birth.

Poison (Ex): Injury, DC 14, Initial and Secondary Damage is 1d6 Con.

Skills: Kamatlan have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Swim checks. Kamatlan have a +8 racial bonus on Balance checks.  *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Kamatlan will attempt a surprise ambush, hoping to poison foes.
« Last Edit: June 04, 2013, 05:04:40 PM by bhu »