Author Topic: Kitty Magic  (Read 25037 times)

Offline bhu

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Re: Kitty Magic
« Reply #40 on: May 28, 2013, 01:31:16 AM »
                      Kamadan (Maztica)
                       Medium Magical Beast
Hit Dice:             4d10+8 (30 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +4/+7
Attack:               Claw +8 melee (1d3+3)
Full Attack:          2 Claws +8 melee (1d3+3) and 1 Bite +6 melee (1d8+1) and 6 Snakes +6 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +6, Ref +8, Will +3
Abilities:            Str 16, Dex 19, Con 15, Int 6, Wis 14, Cha 8
Skills:               Balance +12, Climb +7, Hide +8, Jump +12, Listen +5, Move Silently +8, Spot +5
Feats:                Multiattack, Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

Kamadan are relatives of the Kamatlan, resembling Leopards with three snakes sprouting from each shoulder.  They aren;t found in Maztica, but do appear elsewhere throughout Toril.

Breath Weapon (Su): The Kamadan can use it's Breath Weapon once every 3/day as a Standard Action, and it takes the form of a 20' cone of gas.  Opponents in it's area of effect with 4 pr less Hit Dice must make a DC 14 Fortitude Save (Save DC is Constitution based) or fall asleep as per a Sleep spell for 4 minutes.

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

Combat: Kamadan attack from surprise with their breath weapon before charging into prey.
« Last Edit: June 04, 2013, 05:05:57 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #41 on: May 28, 2013, 01:35:49 AM »
                      Ebon Tiger (Mystara)
                      Large Magical Beast (Incorporeal)
Hit Dice:             6d10+18 (51 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Large, +3 Natural, +3 Deflection), touch 15, flat-footed 12
Base Attack/Grapple:  +6/+16
Attack:               Claw +11 melee (1d6+6)
Full Attack:          2 Claws +11 melee (1d6+6) and 1 Bite +9 melee (2d4+3 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Blinding Bite
Special Qualities:    Darkvision 60 ft., Separated from Nature, Shadow Invisibility, Out of Phase
Saves:                Fort +8, Ref +8, Will +4
Abilities:            Str 22, Dex 16, Con 16, Int 2, Wis 14, Cha 7
Skills:                Balance +8, Climb +8, Hide +7, Jump +8, Listen +10, Move Silently +11, Spot +10
Feats:               Ability Focus (Blinding Bite), Improved Initiative, Multiattack
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

Ebon Tigers appear to be large tigers composed entirely of black flame.  Their origin is uncertain, but given that Rakasta priests commonly use them as guardians they may be magical in origin.

Blinding Bite (Su): Ebon Tiger bites are poisonous.  Injury, DC 18 (Save DC is Constitution based), Initial damage is Dazzled 1 Minute, Secondary damage is permanent Blindness.

Separated from Nature: Ebon Tigers do not require water or sleep, and can go (Constitution Modifier) months without eating before they risk starvation.

Shadow Invisibility (Ex): Ebon Tigers are invisible in complete darkness.

Out of Phase (Ex): Ebon Tigers co-exist on the Material and Ethereal Planes simultaneously.  They are considered corporeal versus Ethereal or incorporeal beings and vice versa.

Skills: Ebon Tigers have a +8 racial bonus on Hide, Listen, Move Silently and Spot checks.

Combat: Ebon Tigers are pretty much like regular great cats, ambushing prey from hiding.
« Last Edit: June 04, 2013, 08:55:45 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #42 on: May 28, 2013, 01:38:32 AM »
                      Cantobele (Forgotten Realms)
                      Large Magical Beast
Hit Dice:             4d10+12 (34 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (-1 Large, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +4/+14
Attack:               Claw +9 melee (1d8+6)
Full Attack:          4 Claws +9 melee (1d8+6) and 1 Bite +9 melee (2d8+3) and 1 Tail Lash +9 melee (1d10+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pounce, Improved Grab, Rake, Trip, Spell-Like Abilities
Special Qualities:    Darkvision 110 ft., Immune to Cold, Glare-resistant Eyes, Sure-Footed
Saves:                Fort +7, Ref +6, Will +3
Abilities:            Str 23, Dex 15, Con 16, Int 12, Wis 14, Cha 16
Skills:               Balance +6, Bluff +9, Climb +6, Diplomacy +9, Hide +6, Jump +6, Listen +8, Move Silently +6, Spot +7, Swim +6
Feats:                Improved Multiattack, Multiattack
Environment:          Any Swamp or Forest
Organization:         Solitary
Challenge Rating:    5
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:        By Character Class 
Level Adjustment:     +4

Cantobeles are 6 legged lions with fur ranging from grey-white to tawny depending on the season.  They have longer tails than usual, and musical voices which they use to attempt to sooth potential prey/enemies.

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

Improved Grab (Ex): To use this ability, a Cantobele 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 Cantobele gains 2 extra Claw attacks at it's highest BAB.

Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 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 Cantobele.

Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues
 2/day: Ice Storm
 1/day: Misdirection

Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.

Sure-Footed (Ex) Cantobeles are immune to effects that slow them down by putting them off balance such as difficult terrain, or spells like Grease and Ice Storm.

Skills: Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks.  They have a +8 Racial Bonus on Climb Checks, and may always take 10 on a Climb Check.   *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat: Cantobeles will use Spell-Like Abilities to hamper or hobble prey before bursting from hiding and knocking them to the ground to finish them.
« Last Edit: August 21, 2014, 03:03:12 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #43 on: May 28, 2013, 01:47:54 AM »
                      Kirre (Athas)
                      Large Magical Beast (Psionic)
Hit Dice:             6d10+36 (69 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Large, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +6/+15
Attack:               Claw +9 melee (1d4+5)
Full Attack:          4 Claws +9 melee (1d4+5) and 1 Bite +9 melee (1d6+2) and 1 Gore +9 melee (1d8+2) and 1 Tail Lash +9 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pounce, Psionics
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +11, Ref +8, Will +4
Abilities:            Str 20, Dex 16, Con 22, Int 6, Wis 14, Cha 14
Skills:               Balance +7, Climb +5, Hide +6, Jump +5, Listen +5, Move Silently +7, Spot +5
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Forest ridge
Organization:         Solitary, pair, or pride (6-10)
Challenge Rating:    6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Kirre resemble 8 legged tigers with horns and a long spiked tail.  Fur tends to be grey with brown stripes.

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

Psionics: Kirre can Manifest Psionic powers as a 6th Level Psion with 2 exceptions: It may choose from 2 Domains instead of 1 (Psychokinesis and Telepathy), and it's Manifesting stat is Wisdom instead of Intelligence.

Skills: Kirre 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: Kirre usually use their Psionics for protective buffing with maybe the occasional attack.  For the most part they're much like any other tiger.
« Last Edit: June 04, 2013, 05:46:05 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #44 on: June 04, 2013, 08:56:30 PM »
Anyone know of any critters i missed?
« Last Edit: July 24, 2014, 04:13:51 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #45 on: October 24, 2013, 04:45:34 PM »
Debi's Doofus Maker
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Standard Action
Area: 20' Area, centered on you
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a stupidification field that makes those around you dumber the closer they get to you.  Any creature entering the spell's Area of Effect becomes dumber, taking an Int Penalty based on their distance form you.  Opponents sharing your square or adjacent to you take an Int Penalty of -4.  Opponents 10' out take an Int Penalty of -3, 15' out take -2 Int, and 20' out they take -1 Int.  They are also known for making very obvious statements such as "OMG, you're a kitty!"  Focus is a small cat statuette.

Doctor Kethrian's All Purpose Solution
Evocation (Fire, Chaos, Evil)
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Round
Range: Long (400 ft. + 40 ft./level)
Effect: One or more flamin' Debbil Kitties
Duration: 1 Min./Level
Saving Throw: No
Spell Resistance: Yes

You create a swarm of energy that looks like little flaming little debbil kitties that hunt down your foes.  Upon completion of the spell you summon a number of flaming debbil kitties equal to your Caster Level (maximum of 15).  Each round the caster may direct one of the Debbil Kitties at a target as a Standard Action (debbil kitties not used before the spells duration expires disappear harmlessly).  Once directed at a target the debbil kitty flies towards it unerringly and explodes doing 5d6 fire damage in a 10' area.  If cast at night, or within areas of strong evil (such as the Area of Effect of a Desecrate or Evil Weather Spell) it does Vile damage instead.



Curse a La Chemus
Transmutation
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your curse renders your opponent vulnerable to catnip.  If the victim fails his Save he experiences a surge of unexplained euphoria whenever he touches or ingests catnip, suffering a  -2 penalty on attack rolls, saving throws, skill checks, and ability checks for as long as he maintains contact (which he will not willingly break) with the evil weed, plus 1d6 rounds after (if he ingests it it lasts for 1d6 hours).  Your victim will have to make a Willpower Save (same DC) to not roll about in catnip and suffer these ill effects if he finds some.  This can be removed by Wish, Miracle, Remove Curse or any other spell that would remove Bestow Curse.

Draco's Night Time Shenanigans
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your curse causes effects similar to what cat 'owners' refer to as 'crazy hour', with a dash of scizophrenia thrown in.  In most ways this works like the Confusion Spell if your victim fails his Save, with the exception of it only affecting a single target and some enhanced effects: 01-10: Attack caster with melee or ranged weapons (or close with caster if attack is not possible), with a -2 Penalty to the roll for not bothering to aim properly.  11-20: Act normally.  21-50: Stare fixedly into the nothingness, daring it to stare back (i.e. you do nothing).  51-70: Run in any random direction at top speed.  71-00: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self), with a -2 Penalty to the roll for not bothering to aim properly.  Material component is a large nut.

Unca Maat's Fond Embrace
Enchantment (Compulsion, Mind Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature
Duration: Concentration
Saving Throw: Yes
Spell Resistance: No

Your spell causes your opponent to ignore everything in order to spend time cuddling you.  The creature you touch must make a Saving Throw or spend it's rounds cuddling you so long as you maintain concentration, during which time it loses it's Dexterity Bonus to AC.  If it is attacked or has another spell cast on it that isn't beneficial, it receives another Save to break the effect.

Ejo's Extemporaneous Enhancement
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: Self or 1 Creature Touched
Duration: 1 round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

For the duration of the spell, you (or a creature you touch) may use your Cat Powah Bonus in additional ways. When this spell is cast choose one of the following options to apply your Cat Powah Bonus to for the spells duration (at which point it switches back to what you already had it set to):

It may be used to increase the Save DC of a Class Ability

It may be used to increase the Bonus from a Class Ability

If you (or the spells recipient) do not have the Cat Powah Class Ability you may instead gain 1 additional Daily Use of a Class Ability (which must be used before the spell expires), or if you have a Class Ability such as Eldritch Blast or Sneak Attack that provides damage dice you gain 1 extra die.  Note that if you have the I Is Kitteh, Hear Me Roar Feat you still use your Charisma Modifier, not your Charisma Score).  The Focus is a small cat statuette.

Norr's Nifty Rebuke
Enchantment (Compulsion, Mind-Affecting)
Level: Kitty 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Willpower Negates
Spell Resistance: Yes

You approach your victim and scritch behind his ears or under his chin (aka you make a melee touch attack) while muttering cutesy witticisms like "Whose Mama's widdle baby?" or "Whose got a furry little mustache?".  If he fails his Save, one of two things generally happen.  Roll a die.  On an even result his will is crushed by the combined shame felt by pets everywhere after being exposed to their 'owners' affections, and he takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.  On an odd result he flips out and screams gibberish ("THERE IS NO FURRY LITTLE MUSTACHE, THERE IS ONLY ZUUL!") and attacks everyone within reach.  For the duration of the spell he is subject to Frenzy (see Complete Warrior), except that he refuses to attack the caster.

Veekie's Sage Advice
Divination
Level: Kitty 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: 1 round/Level

In most ways this is fairly similar to Divination with a few exceptions.  The base chance for a correct divination is 75% + 1% per caster level, to a maximum of 95%, and you may aski 1 question per caster Level so long as it is not about the same subject.  Focus is a small cat statuette.

Lix Lorn's Patented Cat Scan
Divination
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Willpower Negates
Spell Resistance: No

By casting this spell and then glancing at another creature you immediately learn the following: Any negative Status conditions it is suffering, the presence of any magical effects upon it (though not what those effects are), whether or not one of it's Attributes or Hit Points are below normal, it's Alignment, and which of it's Saving Throws is the lowest.  Focus is a small cat statuette.

Sir Shadow's Sneaky Serf of Sneakinesses
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Target: Your Familiar
Duration: 1 hour/level
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)

This spell turns your Familiar into an exotic, somewhat unidentifiable Humanoid (well it looks Humanoid any way, it's Type doesn't change).  This Humanoid acts as your servant, lackey, and if truly unlucky your token mook as well.  It's changes are as follows:

Size and Type: Size increases to Medium, Type remains Unchanged.

Hit Dice: Unchanged.

Speed: Base land speed increases to 30 ft unless it's already 30 ft. or better.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: As the Familiar is now humanoid in shape and has hands it may now wield weapons. 

Damage: Adjust the damage of the base creatures Natural Attacks due to size increase.

Special Attacks: Retains any Special Attacks of the base creature, and becomes proficient with any Weapons, Shields or Armor that can be used by it's master.

Special Qualities: Retains any Special Qualities of the base creature.

Saves: May need to be recalculated due to Ability changes.

Abilities: +8 Str if originally Tiny (+10 if Diminutive), +6 Con, -4 Dex if originally Tiny (-6 if Diminutive), +4 Int

Skills: Unchanged.

Feats: Unchanged.


You're Not Fat, You're Fluffy
Transmutation
Level: Kitty 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range Touch
Target: One Creature
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your opponent temporarily gains a -4 Penalty to Dexterity, a -4 Circumstance Penalty to Armor Class, a -4 Circumstance Penalty to Reflex Saving Throws, and a -5 Penalty on Balance, Escape Artist, Move Silently and Tumble Checks.  In addition the Check Penalty and Arcane Spell Failure percentage of any Armor he is wearing temporarily doubles for the duration of this spell.
« Last Edit: March 06, 2022, 07:12:16 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #46 on: November 01, 2013, 06:25:47 PM »
EPIC KITTY MAGIC ITEMS


Atomic Fish Bomb
Price: 6000 GP (xth)
Body Slot: - (Carried)
Caster Level: 24
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a particularly large and tasty looking Dead Fish Bomb. At least until it's set off....Then it duplicates the effects of a BOOM!* spell cast with the Maximize Spell Feat doing 216 Untyped damage. This is a one use item.

Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, BOOM!*, Sudden Maximize
Cost to Create: 3000 GP, 120 XP, 3 days
* New spell detailed below


Boeing Tank Collar
Price: 120,000 GP (21st)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/Adamantine. A second meowed command extends metallic wings which allow the wearer to fly (as per the Overland Flight Spell, but duration lasts as long as you have the armor on). When the command is meowed again the armor retreats into the collar, or the wings retract. The Armor has a 4 seats (turrets really) and wands (or scepters) mounted on the back and sides. These seats are usually occupied by Awakened Mice with the skill or power to use the wands who function as Defensive gunners while the Cat Burglar goes about his business (they also provide the Mouse with Partial Cover). Remember to include the cost of the Wands/Scepters when making the collar. When the Wand/Scepter is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites
: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Overland Flight
Cost to Create: 60,000 GP, 60 days, 10,600 XP


CatBot 5000

Price: 135000 GP (xth)
Body Slot: -
Caster Level: 21st
Aura: Overwhelming; (DC:24) Transmutation
Activation: -
Weight: 1000 lbs.

This rather odd, feline inspired Golem acts as a personal servitor.  They are quite expensive, and usually come as gifts from the Kitteh Gawds who commission them as gifts for servants who have been particularly successful.  Stats are listed below.  It requires 1000 pounds of rare metals and a DC 30 Craft (clockworks) Check.


Prerequisites
: Craft Construct, Geas/Quest, Wish, Haste, Polymorph any Object
Cost to Create: 67500 GP, 68 days, 2700 XP

                      Catbot 5000
                      Large Construct
Hit Dice:             30d10+30 (195 hp)
Initiative:           +18
Speed:                70 ft. (14 squares)
Armor Class:          46 (-1 Size, +1 Dodge, +10 Dex, +26 Natural), touch 20, flat-footed 35
Base Attack/Grapple:  +20/+29
Attack:               Slam +25 melee (1d4+5) or Falchion +25 melee (2d6+7/15-20)
Full Attack:         3 Slams +25 melee (1d4+5) or Falchion +25/+25/+20/+15/+10 melee (2d6+7/15-20)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Hissy Fit, Permanent Haste
Special Qualities:    Low Light Vision, Darkvision 60 ft., Construct Traits, SR 35, DR 15/Epic and Adamantine
Saves:                Fort +10, Ref +21, Will +14
Abilities:            Str 20, Dex 30, Con -, Int 12, Wis 18, Cha 20
Skills:               Balance +25, Climb +25, Hide +25, Jump +25, Listen +9, Move Silently +25, Spot +8, Tumble +25
Feats:               Bounding Assault, Combat Reflexes, Deft Opportunist, Dire Charge, Dodge, Improved Initiative, Mobility, Powerful Charge, Rapid Blitz, Spring Attack, Superior Initiative
Environment:          Any
Organization:         Solitary
Challenge Rating:     20
Treasure:             Standard
Alignment:            Usually Chaotic Good
Advancement:          31+ HD (Large)
Level Adjustment:     ---

Spell-Like Abilities (Sp): You may cast the following at will as Spell Like Abilities: Catwalk, Feather Fall, Walk With Purpose Kitty.

Hissy Fit (Ex): 10 rounds per day the Catbot 500 may enter an altered state of mind known as a 'hissy fit'.  These rounds do not need to be consecutive.  While in the Hissy Fit it gains an additional melee attack at it's highest BAB, and the critical threat range of it's weapons double.  This stacks in the case of the Catbot 5000 Godslayin' Sharp Thingie, meaning it threatens a Critical on a 9+.

Permanent Haste (Su): The Catbot 5000 permanently has the benefits of a Haste spell.

Skills: The Catbot 5000 can use it's Dex Modifier instead of it's Str Modifier for Climb and Jump Checks.

Combat: Catbots reserve Hissy Fits for appropriate moments.  Generally they do as ordered, and if no order is given they charge directly into the fray and begin swinging.

Catbot 5000 Godslayin' Sharp Thingie
Price (Item Level): 2000375 GP (xth)
Body Slot: - (Carried)
Caster Level: 13th
Aura: Moderate; (DC:22) Evocation
Activation: - and Free (Command)
Weight:  16 lbs. 

All Catbots are armed with this +2 Bloodfeeding, Implacable, Vampiric, Keen, Vorpal Falchion built for  a Large creature.

Prerequisites: Craft Magic Arms and Armor, Vampiric Touch, Keen Edge, Mordenkainen's Sword, Circle of Death
Cost to Create: 1000188 GP, 40007 XP, 1000 days


Collar of Emotionally Disturbing Fun
Price: 276,000 GP (29th)
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:21) Divination
Activation: -(use activated)
Weight: -

This appears to be a festive well decorated cats collar. Normally it has no effect, even when worn by a Cat Burglar. But Tibbit Jesters can make use of it's arcane properties in conjunction with their Jester's Performance ability. Whenever you successfully use your Jester's Performance ability to insult someone, (i.e. the abilities like Taunt, Vexing Dialogue, Scathing Wit, etc) you may choose another being within 60', and the victim of your performance believes they are the one who insulted him, and he will attempt to kill them with all due haste (In other words he will pursue them just like the Taunt ability describes). He also gains the benefits of Frenzy (Complete Warrior page 34) while attempting to kill his imaginary abuser, but the Frenzy lasts until one of them dies (or the encounter is over).

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Enrage Audience, I See What You Did There.
Cost to Create: 138,000 GP, 138 days, 11,380 XP


Comfy Kitty Cushion
Price: 74,520 GP (19th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a normal bed or cushion made for cats, and is a popular accessory for uber wealthy Cat Burglars. Once per day any Cat Burglar sleeping on this cushion for at least 4 hours receives the benefit of any one spell from the Healing subschool of 8th level or less.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Miracle
Cost to Create: 32,760 GP, 10,328 XP, 33 days


Epic Catnip Mousie
Price: 223,113 GP (27th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary Catnip Mousie item, however it is much more potent. 3 times per day when munched on by a feline (or someone in Kitty Form) it allows the muncher to perform a Full Attack and a Full Move each round for 9 rounds.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Haste, Time Stop
Cost to Create: 111,557 GP, 11,115 XP, 112 days


Epic Collar of Holding
Price: 372,600 GP (34th)
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary Collar of Holding, and functions identically to one. However it can hold much more volume than normal. The weight limit is 1 metric ton, and volume is up to 1000 square feet. The collar weighs no more than normal.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Leomund's Secret Chest, Gate
Cost to Create: 186,300 GP, 186 days, 11,863 XP


Epic Scratching Post
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

Once again, 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 benefits of a War Kitteh spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, War Kitteh
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Fake Cat Poo 
Price: 553500 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Enchantment
Activation: Swift (Command)
Weight: -

This appears to be an enormous mound of cat poo. God alone knows what kind of cat it came from (Dire perhaps?), but nobody wants to touch it let alone clean it up. Initially appearing as an item of jewelry, when dropped upon the ground and the command word is spoken (or meowed) it covers a 5' area in a great mound of what appears to be poo. There is a Stinking Cloud Effect centered on the Fake Cat Poo, and anyone wishing to attempt to touch it to clean it up must make a DC 27 Willpower Save to do so. Anyone wishing to approach within 10' of it must make a similar Willpower Save, and if this Save is successful they must still make a second save to clean it up. The owner of the item is immune to these effects. By speaking the command word again it returns to jewelry form.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Stinking Cloud, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Cost to Create: 276750 GP, 554 days, 22140 XP


Force Cannon
Price: 64,687 GP (19th)
Body Slot: -
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)

This appears to be a short staff made from some sort of highly polished steel. It allows you to make use of the following spells: Orb of Force (1 charge), Force Beam* (2 charges). Both spells may be used 3 times per day as though cast with the Maximize Spell Feat.

Prerequisites: Craft Staff, Craft Epic Staff, Craft Staff, Orb of Force, Force Beam*, Sudden Maximize
Cost to Create: 32,343 GP, 33 days, 10,324 XP
* New spell detailed below


Grizzly Tank Collar
Price: 100,000 (20th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Conjuration
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor also has a small extradimensional space capable of holding up to 16 Awakened Mouse Commandos. So long as they remain in the space they are unavailable and are totally concealed. Entering or leaving the Armor is a Swift Action. If the owner of the collar is killed the troops may remain within in indefinitely if necessary.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Mordenkainen's Magnificent Mansion
Cost to Create: 50,000 GP, 50 days, 10,500 XP


Kitty Hut
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: 3 lbs.

This appears to be a normal plush kitty enclosure, the kind you see that are basically a little fluffy house with a cat bed inside. Or at least that's what you're supposed to think. On the inside it actually is a full size Mordenkainen's Magnificent Mansion along with the effects of a Mordenkainen's Private Sanctum spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Must be able to cast 9th level Conjuration spells
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Pointy Viking Hat

Price (Item Level): 100000 GP (xth)
Body Slot: Head
Caster Level: 24th
Aura: Overwhelming; (DC:19) Transmutation
Activation: - (Continuous)
Weight: 4 lbs.

The wearer of this helm gains a +6 Resistance Bonus to all Saving Throws, and a +8 Enhancement Bonus to Constitution

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Bear's Endurance, creator’s caster level must be three times the hat's bonus
Cost to Create: 50000 GP, 50 days, 2000 XP


Sherman Tank Collar
Price: 100,000 (20th)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor has a seat and a Force Cannon (See below) mounted on the back (the Force Cannon magically resizes to fit the mount on your armor). This seat is usually occupied by an Awakened Mouse with the skill or power to use the wands who function as a Defensive gunner while the Cat Burglar goes about his business (the seat also provides the Mouse with Partial Concealment). Remember to include the cost of the Force Cannon when figuring the cost of the armor.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin
Cost to Create: 60,000 GP, 60 days, 10,600 XP


Viking Axe
Price: 6480350 GP (xth)
Body Slot: - (Carried)
Caster Level: 21st
Aura: Overwhelming; (DC:22) Evocation
Activation: -
Weight: 12 lbs.

This is a +6 Charging, Collision, Keen, Anarchic Power Greataxe.  Perfect for making ouchies.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spirited Charge, Keen Edge, Weapon of Impact, Word of Chaos
Cost to Create: 3240175 GP, 129607 XP, 3240 days


Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).

Focus: A small metal wand.


BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

Focus: A small mushroom carving.




GoLion Armor and Sword



Lord GoLion's Helm
Price: 1562525 GP (xth)
Body Slot: Head
Caster Level: 21st
Aura: Overwhelming; (DC:23) Evocation
Activation: Standard (Mental)
Weight: 4 lbs

The wearer of this helm can cast the following as a Spell-Like Ability 3/day: Lion's Roar, Sunbeam.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Lion's Roar, Sunbeam
Cost to Create: 381263 GP, 31251 XP, 381 days

Lord GoLion's Armor
Price: 3286000 GP (xth)
Body Slot: Body
Caster Level: 24th
Aura: Overwhelming; (DC:17) Abjuration
Activation: -
Weight: 50 lbs.

This +8 Full Plate Armor grants Energy Resistance 20 to all 5 types of energy and Spell Resistance 19.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Resist Energy
Cost to Create: 1643000 GP, 65720 XP, 1643 days

Lord GoLion's Gauntlets
Price: 1589700 GP (xth)
Body Slot: Hands
Caster Level: 21st
Aura: Overwhelming; (DC:19) Evocation
Activation: Standard (Mental)
Weight: 2 lbs.

The wearer of these gauntlets can cast the following as a Spell-Like Ability 3/day: Blast of Flame, Boreal Wind, Force Missiles.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Blast of Flame, Boreal Wind, Force Missiles
Cost to Create: 794850 GP, 31794 XP, 795 days

Lord GoLion's Boots
Price: 1584000 GP (xth)
Body Slot: Feet
Caster Level: 21st
Aura: Overwhelming; (DC:20) Evocation
Activation: Mental (Standard)
Weight: 2 lbs.

The wearer of these boots can cast the following as a Spell-Like Ability 3/day: Inferno, Machinegun.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Inferno, Machinegun
Cost to Create: 792000 GP, 31680 XP, 792 days

Lord GoLion's Sword
Price: 4766000 GP (xth)
Body Slot: - (Carried)
Caster Level: 21st
Aura: Overwhelming; (DC:18) Evocation
Activation: -
Weight: 8 lbs.

This is a +3 Keen, Shock, Shocking Burst, Lightning Blast Bastard Sword.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Keen Edge, Call Lightning, Lightning Bolt
Cost to Create: 2383000 GP, 95320 XP, 2383 days


Collection Benefits
2 Pieces Lord GoLion's Sword gains the Throwing Ability
3 Pieces Lord GoLion's Sword gains the Returning Ability
4 Pieces Gain DR 15/Adamantine
5 Pieces Lord GoLion's Sword gains the Vorpal Ability
« Last Edit: March 06, 2022, 07:15:58 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #47 on: November 01, 2013, 06:42:26 PM »
KITTY MAGIC ITEMS: ANTI-KITTY ITEMS


Bad Trip Catnip Mousie
Price (Item Level): 10000 GP (12th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Transmutation
Activation: Standard (manipulation)
Weight: -

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

Prerequisites: Craft Wondrous Item, Bestow Curse
Cost to Create: 200 GP, 670 XP, 5 days


Doberman Alarm
Price (Item Level): 112000 GP (xth)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: - (Use-Activated)
Weight: -

This appears as a normal Beware of Dog sign that can be put on any fence or door.  If anything walks through the entry marked by the sign (or crosses over the fence/wall it is hanging upon) a Fiendish Dire Wolf appears and immediately attacks the perpetrator.

Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 56000 GP, 4480 XP, 112 days


Flea Trap
Price (Item Level): 700 GP (xth)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: - (Use-Activated)
Weight: -

This appears as a moist, nummery Cheezeburger.  When bitten however, it explodes summoning a huge cloud of Fleas.  Effectively it summons a Flea Swarm (see below for stats) who set about attacking the would be nommer.  This is a one use item.

Prerequisites: Craft Wondrous Item, Summon Swarm
Cost to Create: 350 GP, 28 XP, 1 day


Flea Trap, Biggie Size
Price (Item Level): 100 GP (xth)
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: - (Use-Activated)
Weight: -

This is a double cheeseburger, and seems similar to the regular Flea Trap, but instead of a Flea Swarm it Summons a Dire Flea to assault the hungry kitty.  This is a one use item.

Prerequisites: Craft Wondrous Item, Summon Monster I
Cost to Create: 50 GP, 4 XP, 1 day


Furniture of Holding
Price (Item Level): 612000 GP (xth)
Body Slot: -
Caster Level: 17th
Aura: Strong; (DC:24) Abjuration
Activation: - (Use-activated)
Weight: -

This appears as any form of cushiony furniture such as chairs, couches, beds, etc.  When any being Size Category Tiny or smaller sets upon it they must make a DC 23 Willpower Save or be drawn inside the extradimensional space between the cushions.  The prisoner can be released via a spoken command word, and this is otherwise identical to the Imprisonment spell

Prerequisites: Craft Wondrous Item, Imprisonment
Cost to Create: 306000 GP, 24480 XP, 612 days


Sticky Scratching Post
Price (Item Level): 24000 GP (xth)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: - (Use-Activated)
Weight: -

This looks like the standard magic Scratching Post, however anything touching it is stuck fast unless it makes a DC 13 Reflex Save.  If the victim fails they must make a DC 20 Str Check to pull free.

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


Flea Swarm
                      Fine Vermin (Swarm)
Hit Dice:             1d8 (4 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple:  +0/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Blood Drain, Infection
Special Qualities:    Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits, Scent, Immune to Non-Magical Disease, Powerful Leaper, Hardy
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
Skills:              Climb +3, Hide +24, Jump +3, Move Silently +8
Feats:                ---
Environment:          Any
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          None
Level Adjustment:     ---

This appears to be a few pounds worth of Fleas, sure to set off anything with a buglike phobia.

Distraction (Ex): Any living creature that begins its turn with a Flea Swarm in its space must succeed on a DC 10 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Blood Drain (Ex): Each round an opponent is damaged by the Swarm he takes 1 point of temporary Constitution damage.

Infection (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness.  Anyone taking damage from their Swarm Attack must make a DC 10 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.

Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check.  They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce,  If things go bad they...flee.




Dire Flea
                      Small Vermin
Hit Dice:             1d8+2 (6 hp)
Initiative:           +3
Speed:                50 ft. (10 squares), Climb 30 ft.
Armor Class:          17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +0/-4 (+8 when Attached)
Attack:               Bite +4 melee (1d4)
Full Attack:          Bite +4 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Blood Drain, Infectious Bite
Special Qualities:    Dark Vision 50 ft. Vermin traits, Powerful Leaper, DR 10/Slashing or Piercing, Tremorsense 30 ft., Scent, Immune to Non-Magical Disease, Hardy
Saves:                Fort +4, Ref +3, Will +2
Abilities:            Str 10, Dex 16, Con 14, Int -, Wis 14, Cha 2
Skills:               Climb +8, Hide +11, Jump +8, Move Silently +7
Feats:                Weapon Finesse (B)
Environment:          Any
Organization:         Solitary or Pack (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---


Dire Fleas weigh up to 30 pounds.

Attach (Ex):  If a Flea hits with a Bite attack, it uses its claws to latch onto the opponent’s body. An attached Flea is effectively grappling its prey. The Flea loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Fleas have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Flea can be struck with a weapon or grappled itself. To remove an attached Flea through grappling, the opponent must achieve a pin against the Flea.

Blood Drain (Ex): A Flea drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn Attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and hops off to digest the meal. If its victim dies before the Fleas appetite has been sated, the Flea detaches and seeks a new target.

Infectious Bite (Ex): Due to their variety of prey and immunity to disease, Fleas tend to be carriers of illness.  Anyone taking damage from their bite must make a DC 12 Fortitude Save (Save DC is Con Based) or risk contracting any disease from the DMG that can be transmitted via injury.

Powerful Leaper (Ex): A Fleas Jump DC does not double if it does not have a running start, nor is the maximum height of their Jumps limited by Size Category.

Hardy (Ex): Fleas can go 3 months before risking starvation, as opposed to the 3 day limit for most races.
 
Skills: Fleas gain a +8 Racial Bonus to Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check.  They also gain a +4 Racial Bonus on Hide and Move Silently Checks.

Combat: Fleas wait in hiding until something sets off their Tremorsense, then they pounce,  If things go bad they...flee.
« Last Edit: November 29, 2013, 11:10:30 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #48 on: November 13, 2014, 09:15:32 PM »
Yeah I said I was done.  Guess I had a few more ideas.

Delay In-fur-mities by Awaken DM Golem  :D
Conjuration (Healing)
Level: Cleric 6, Kitty 6
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (Harmless)
Spell Resistance: Yes (Harmless)

The recipient of the spell temporarily becomes immune to the following for the spells duration:
  • Any sort of Petrification, Polymorph or shapeshifting effect may be suppressed for the duration of the spell as a Free Action by the recipient.  This also includes Were Templates.
  • Your movement cannot be impeded (effects are similar to the Freedom of Movement spell).
  • If using the optional Taint or Sanity rules, you may suppress their effects as well.

Furbearer
Enchantment (Compulsion, Mind-Affecting)
Level: Druid 7, Kitty 7
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature (but see text)
Duration: 1 round/level or until victims "fur" has been removed
Saving Throw: Will negates, but see text
Spell Resistance: Yes

For the duration of the spell, any creature approaching within 30 ft. of the victim must make a Willpower save or become convinced that he is a mutant example of a species commonly hunted for their fur, and his pelt is horribly valuable.  All protestations aside, they will not stop until they have removed his non-existent fur.  Normally this curse is saved for use against pretty nasty people, given it's outcome.  Some people just get beaten up, but some can be skinned.

Furbish
Transmutation
Level: Kitty 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 weapon, shield, or suit of armor
Duration: 1 hour/level (see text)
Saving Throw: Will negates (harmless, object), but see text
Spell Resistance: Yes (harmless, object)

Your spell polishes metal weapons and armor until they are all sparkly like chrome.  For the duration of the spell, if the holder/wearer of the item is struck by a spell with the Light descriptor (or by any kind of bright light), the opponent casting the spell/effect must make a Willpower Save or be Blinded 1d4 rounds.  If the Save is successful he is Dazzled one round instead.  Material component is a bit of fur from a valuable animal.

Furby
Conjuration (Creation)
Level: Kitty 2, Sor/Wiz 2
Components: V, S, M, XP
Casting Time: 1 Standard Action
Range: Touch
Effect: Tiny Construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You give life to a creepy, clockwork children's toy that can talk and move.  In most ways this is exactly like a more powerful version of the Beget Bobun spell, but it creates a Furby.  Costs 25 XP, and the material component is the clockwork that becomes a Furby.  See below for Furby stats.

Furcate
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You divide an opponent into two or more smaller, weaker targets if it fails it's Save.  The victim is split into a number of small duplicates depending on your caster Level: 1-6 (splits in two), 7-10 (splits in three), 11+ (splits in four).  The size of the duplicates are 1 Size Category smaller if there are two or three duplicates, 2 Size Categories smaller if there are 4 duplicates.  Hit Dice are split as evenly as possible among them, for example a 5th Level Barbarian would become two 2nd Level Barbarians and one 1st Level Barbarian.  Hit points, saves, skills, BAB, etc are recalculated.  Ability Scores of each duplicate are dropped by 2 for each duplicate (i.e. for two duplicates, all their stats are -2.  For three duplicates their stats are -4.  In addition the victim is Dazed for 1 round as he splits apart.  Material component is a small tuning fork.

Furlough
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 4, Sor/Wiz 4
Components: V, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his save, he fires or suspends an employee of your choice from their job, and refuses to rehire or compensate them in any way until the spell is done.  Often used to get rid of troublesome officials that stand in the Guilds way.  Material component is a slip of pink paper.

Furment
Transmutation
Level: Kitty 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: Up to 1 cubic foot of any liquid
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can change any liquid into a like volume of alcohol.  Potency can be anything from very weak beer to whiskey.  Good for bribing guards who are drunkards.  Material component is a drop of alcohol.

Furn
Conjuration (Creation)
Level: Druid 1, Kitty 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Effect: 1 5 foot square of plant matter
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You may conjure a bush or other leafy plant you use to hide in.  The square you designate becomes filled with tall grass and heavy undergrowth.  For most this does nothing, but for those who can fit in this area, and receive a bonus to hide in such areas (Cats, Leopards, some Cat Burglars etc), they find it to be a nice hiding spot.  Material component s a seed.

Furnace
Transmutation
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level (but see text)
Saving Throw: None (see text)
Spell Resistance: No (see text)

Your hugs can be devastatingly warm, especially if your fellow cats pile on as well.  You can Grapple any Size creature as a Free Action without provoking an Attack of Opportunity.  You also gain a +4 Bonus to Grapple Checks (+8 if you are 9th Level or higher), and any creature ending it's Turn in a Grapple with you takes 1d8 dessication damage and becomes Dehydrated (see Sandstorm, a Fortitude Save prevents the Dehydration).  Allies who assist you in the Grapple increase the dessication damage by +1 to a maximum of +15).

Furnish
Conjuration (Creation)/Divination
Level: Kitty 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action, see text
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature, and see text
Duration: see text
Saving Throw: Will negates
Spell Resistance: Yes

Your spell reads the mind of your victim before crafting an item they want or need for you.  You cast this spell before engaging a target in conversation, and the spell tells you what item your opponent wants if he fails a Save.  Typically this is used when the caster has nothing but needs something to bargain with, and needs it to be what his opponent/victim wants.  The spell then crafts said item as per the Major Creation spell, which takes about 1 Minute, and the item lasts as long as it would for the aforementioned spell.  Material component is a Silver piece.

Further
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When casting this spell choose any one Ability or effect on the creature touched that has a duration.  It's effective duration doubles.  This includes Class Abilities (Rage), a Spell/Spell-Like Ability/Supernatural affect cast by or used upon that person, or any effect produced by a magic item that person is wearing or holding that is currently in effect.  Note this does not need to be applied to a beneficial effect ;).

Furtive
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell temporarily lets you become adept at avoiding notice, as well as making it easier for you to get away with lying.  You gain a +4 Enhancement Bonus to Dexterity and Charisma, a +4 Resistance Bonus to Willpower Saving throws, and a +5 Competence Bonus on Bluff, Diplomacy, Hide, and Move Silently checks.  In addition you may Feint as a Move Action, and take no penalty to the Bluff Check due to your opponent being alien or animal.  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 black kerchief.

Furvor
Enchantment (Charm)(Mind-Affecting)
Level: Cleric 4, Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Ally/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You really know how to fire up a crowd.  For the duration of the spell your Allies within range gain a +4 Bonus to Initiative Checks.

Purrblind
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: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Your victims IQ and vision both grow quite dim.  Effectively it works exactly the same as Feeblemind, but it reduces Intelligence and Wisdom instead of Charisma.

Purrceive
Divination
Level: Cleric 6, Kitty 7
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 min./level (D)

The Kitteh Gawds grant you divine perception.  This is fairly identical to the True Seeing spell with one or two differences: you also know the exact location and type of any coins, gems, or weapons in the field of vision.  Additionally you can name 1 specific item, and if it is present you know it's location as well.

Purrcussion
Evocation
Level: Bard 6, Kitty 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: 50 ft.
Target: All enemies within a 50-ft.-radius burst centered on you
Duration: Concentration
Saving Throw: Reflex partial, see text
Spell Resistance: Yes

Letting you play the drums is like unleashing a force of nature.  To maintain this spell you must continue playing the drums, but so long as you play any Opponents (note this does not affect Allies) within range must make a Save.  Failing the Save means they cannot move toward you, are knocked prone, and are Deafened for the duration of this spell plus one round after.  Rolling a Natural 1 on the Save means they are also Stunned for 1d3 rounds.  If the Save succeeds, then each square they move towards you counts as two squares, effectively halving their movement.  Focus is, of course, some kind of drum.

Purrfidy
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 5, Sor/Wiz 5
Components: V, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes

You convince someone to participate in an act of betrayal.  This can be as simple as an emotional betrayal with some lying and name-calling, up to assassination and mass murder.  Once they have committed this betrayal their mind is their own again, so it's best you probably be well on your way after casting this spell. Material component is a piece of silver.

Purrforate
Conjuration
Level: Cleric 9, Kitty 9
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: 1 Creature, plus see text
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No

Ceiling Cat reaches down from the sky and spears your opponent with his claw.  The victim takes 3d6 Force damage, and any items granting him a Bonus to AC or Saving Throws are disintegrated.  Magical items get an object Save, but even if the Save is successful they are subject to a Sunder attack doing 3d6 damage.

Purrformance
Enchantment (Charm)(Mind-Affecting)
Level: Bard 6, Kitty 8
Components: V, S
Casting Time: 1 Swift Action (see text)
Range: Medium (100 ft. + 10 ft./level)
Target: see text
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Crowds love you.  In fact, they love you so much that if you cast this spell while using your Bardic Music (this spell is an exception to the rule that normally disallows other things being done during Bardic Music), the effects of your Bardic Music last for the duration of this spell instead of when you stop playing.  Others who know this spell may cast it on you as a Standard Action instead.

Purrfume
Transmutation
Level: Druid 2, Kitty 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You may temporarily alter someone's scent.  You can make him smell like a different species, or even a specific member of said species.  While this may seem useless it is not.  It can easily fool creatures who track by scent, or beings who have a Blindsight ability that has a scent component (we're looking at you Grimlocks).  Plus what horse will pull a cart when the driver smells like wolf pee?  You can also make their scent strong or overpowering, thus increasing the range at which the Scent ability can detect them.   Material component is a flower.

Purrgative
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: Up to 1 cubic foot of any liquid
Duration: Instantaneous, see text
Saving Throw: Will negates (object), see text
Spell Resistance: Yes (object)

You may use this spell to turn any liquid into a substance that makes it's drinker pray for death.  Anyone partaking of this liquid must make a Fortitude Save (same DC as spell) or be Nauseated for 1 Minute, at which point they must make an additional Save to avoid being Nauseated for an additional 24 hours.  Material component is a skunk gland.

Purrgatory
Abjuration
Level: Cleric 5, Kitty 5
Components: V, S, DF
Casting Time: 1 Full Round
Range: Touch
Target: Living Creature Touched
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell is similar to Atonement, but replaces the XP expenditure with significant and lasting pain on the part of the subject.  The subject is permanently Sickened until he fulfills a quest of the casters choice (limits are the same as Lesser Geas).

Purrge
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 Minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You convince the peasants it's time to BURN THIS MOTHER DOWN!  Anyone failing the save loses his mind and begins destroying or setting fire to whatever is around him, and will fight to the death anyone attempting to stop him.  Effectively they also gain the benefits of the Barbarian Rage ability.  Oddly they don't attack other people unless they are attacked themselves, someone tries to stop them, or they run out of things to bust up before the duration of the spell ends.

Purrger
Enchantment (Compulsion)(Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: One day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his saving throw, he will deliberately lie in his next appearance in any court of law, or when appearing before a public official if there is no court.  The spell ends when dismissed or the court case is over (and let's be honest medieval courts aren't exactly known for being slow).

Purrky
Enchantment (Compulsion)(Mind-Affecting)
Level: Bard 6, Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The targets of this spell become unbearably happy, and also very, very annoying.  They gain immunity to Fear effects and Morale Penalties, but anyone not similarly affected by this spell is distracted by them take a -2 Morale Penalty to all Attack rolls and Skill Checks.  Mostly because the obnoxiously happy pricks next to them won't shut up about the GODDAMN TREES AND FLOWERS AND THE LITTLE CHIRPING BIRDS, OMG THE BIRDS...  The spell protects the caster from this, so he doesn't need to worry about wanting to kill himself because his companions are enraptured by how enormously blue today's sky is.  Material component is a smiley face button.

Purrport
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Your spell allows you to convince someone that a written document or previous conversation with them meant something other than what it did.  Unfortunately it doesn't render him stupid, so the minute the spell wears off he goes right back to remembering you're full of crap.  So get what you want, and run like a squirrel in Church.  Material component is a drop of invisible ink.

Purrse
Transmutation
Level: Kitty 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Purse, sack or similar container
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You temporarily turn an ordinary purse into a Type I Bag of Holding for the duration of this spell.  When the spell ends all objects that cant normally fit inside appear on the ground next to it's holder.

Purrsecute
Enchantment (Compulsion)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates, see text
Spell Resistance: Yes

Your spell singles a victim out for persecution by the local populace.  If he fails his Save, anyone seeing him must Save as well or assume he is an outlaw wanted by the nearest government or other authority figure.  Or maybe they suddenly believe all the vile stereotypes availabe to persons of your ethnicity.  Maybe they just think you're a goat molester.  It's not an ideal spell to have placed on you in an open democracy, and can be downright deadly in a dictatorship ran by a paranoid madman.

Purrser
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

You spell causes others to perceive you (or whomever you place it on) as a naval Purser if they fail a Willpower Save.  A Purser handles the money and supplies aboard merchant vessels, and is a Warrant Officer as well on military ships.  Just make sure you're off the ship before the spell ends.  Often used to pose as officers to purchase supplies on a line of credit used by legitimate businesses, or to wreak havoc with rich merchants or military (or get supplies for poorer ones).

Purrsevere
Abjuration
Level: Kitty 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/Level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to carry on in the face of all obstacles.  For the duration of this spell you gain immunity to any effect that requires a Fortitude or Reflex save (unless the effect is harmless).

Purrsue
Divination
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Minute
Range: Unlimited
Target: 1 Creature or Obect
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell enables you to tirelessly pursue a specific target.  It works pretty much like Discern Location, except for the differences noted above. 

Purrsuivant
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

Your spell makes others perceive you (or another creature you designate) as an Officer of Arms if they fail a Save, and gives you (or the designated creature) a +4 Enhancement Bonus on Knowledge (Nobility and royalty) checks.  Not quite as useful as Purser, but it does allow for lots of shenanigans with royalty and public spectacle.

Purrvey
Conjuration (Creation)
Level: Kitty 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Full Round
Range: 0 ft.
Effect: Any one non-magical item of equipment costing up to 10 GP per Level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You can magically summon needed supplies.  For the duration of spell you can create any one non-magical item costing no more than 10 GP per caster Level.  This includes expendable items such as alchemical items, and tools sets such as Thieves' tools.  Material component is any advertisement.

Purrveyance
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his save, he believes you (or a creature you designate) have the Kings (or other nobles) authority to requisition goods and services for his use.  Fairly similar to Purser, but allows you to steal from royalty instead of merchants.  Material component is a seal (not the animal kind).

Purrview
Enchantment (Charm)(Language Dependent)(Mind-Affecting)
Level: Kitty 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his saving throw he perceives you (or another creature you designate) as whatever vague authority figure you have announced yourself to be.  He'll follow your orders withing reason, but to carry out the ruse it helps a lot to know about local laws and enforcement.  For example, if the local towns rules are enforced by the Sheriff and his Deputies, you can claim to be a Deputy, as long as you act like one.  Otherwise your victim gets a chance to make another Save to break your spells effect.  Material component is a badge.

Repurrpose
Transmutation
Level: Kitty 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 non-magical object of 50 lbs. or less
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can temporarily turn any unattended object into another object.  For the duration of the spell you can turn any unattended, non-magical object of 50 lbs. or less into any other object of the same weight or less.  For example you could turn a 30 pound barrel into a statue of any kind of substance (as long as it also weighed 30 pounds or less), or a bedroll, or even a gold coin.  The shenanigans practically write themselves.  Focus is a miniature blacksmith's hammer.

Schrodingers Box   by Awaken DM Golem
Conjuration (Teleportation)(Force)(Death)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will partial (see text)
Spell Resistance: No

A box of pure Force (cube really) appears next to the target creature.  This is identical in all ways to the windowless cell version of the Forcecage spell with a few exceptions.  The biggest is that the box is always appropriately sized for the creature you choose to target with the spell, and it always moves so as to remain adjacent to him.  Each turn the target must make a Willpower Save or be drawn into the cube of force.  If the Save is successful he remains outside the cube, but must still make subsequent saves on following rounds.  While inside the cube of force he must also make a Save each round or be teleported back outside into an adjacent square (the cube remains immobile while the target is inside).  If he is teleported back outside, and there is no viable empty space to go to, he must make a Save or die.  If the Save is successful he takes 3d6 damage and remains in the box.  If he has somewhere to go, or he is still in when the spells duration ends, or it is dispelled in some manner, he must make a similar Save or die (if successful he just takes 3d6 damage).  If the victim is placed in the box at any time, and dies as a result, it becomes an Undead of whatever type is appropriate.  Focus is a box or cube of any kind.

Schrodingers Mislead   with thanks to Awaken DM Golem for the inspiration
Conjuration (Teleport)/Illusion (Figment)
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target/Effect: You/1 illusory double
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A puff of smoke momentarily conceals you, and when it parts there are two of you occupying your square.  One is an Illusory double that acts according to your pre-programmed demands in the manner of a Persistent Image spell.  So long as you and the double remain in range, there is a 50% when you are attacked that you Teleport to the doubles location instead of being hit.

Schrodingers Paradox   with thanks to Awaken DM Golem for the inspiration
Transmutation (Death)(Teleport)
Level: Kitty 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

For the duration of the spell, any time the target creature is unobserved odd things can happen.  Whenever no other creature on the board can see it (which for purposes of this spell will be PC's, NPC's, and Monsters), whether due to hiding, total concealment or invisibility (or other effect) it has a 50% chance of having several problems.  First off, if it remains unobserved for at least 1 round, there is a 50% chance it must make an additional Willpower Save, or die when it becomes observed again.  Also when an event happens that would allow it to be observed, there is a 50% chance that it (or it's corpse) is no longer there, having teleported to a random location within one mile where the current creatures involved in the encounter cannot see it.  Focus is a box or cube of any kind.

SCHRODINGER SMASH   with thanks to Awaken DM Golem for the inspiration
Evocation/Transmutation (Teleportation)
Level: Kitty 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: 60-foot radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Outside the area of effect, observers see a Gargantuan cat playing in a box.  Inside the area of effect the sky is raining hell, and the dead walk the earth.  Anytime an attack is made there is a 50% chance the target isn't actually there, and instead the target reappears in the nearest available unoccupied square.  Anytime a corpse is observed (make a Spot roll for anyone in it's vicinity) there is a 50% chance it reanimates as an Undead (use an Undead Template appropriate for the corpses former Type) and begins attacking anything near it until the spell expires and it becomes a corpse again.  All beings within the spells area of effect are Confused as per the spell so long as they remain inside.  Constructs are Slowed instead.  Beings with no Int Score receive an Int of 12 instead of being Confused.  Any living creature has a 50% chance per round of it's Type changing to Undead.  Any Undead has a 50% chance per sound of reverting to it's former Type.  Focus is a box or cube of any kind.

Supurrrfluous
Enchantment (Compulsion)(Language Dependent)(Mind-Affecting)
Level: Kitty 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range:Close (25 ft + 5 ft/2 levels)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

If your victim fails his Save, you can convince him any one action is unnecessary (no matter how necessary it might be).  He will only refrain from taking said action for as long as the spell lasts.
« Last Edit: January 24, 2015, 09:06:41 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #49 on: December 26, 2014, 11:08:49 PM »
Furby
                      Tiny Construct
Hit Dice:             2d10 (11 hp)
Initiative:           +1
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          15 (+2 Size, +1 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-10
Attack:              Headbutt -1 melee (1d2-2)
Full Attack:         Headbutt -1 melee (1d2-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Babble
Special Qualities:    Low Light Vision, Darkvision 60 ft., Construct traits, Unexpected Side Effects, Link to Master
Saves:                Fort +0, Ref +1, Will +1
Abilities:            Str 6, Dex 12, Con -, Int 12, Wis 12, Cha 12
Skills:               Bluff +3, Hide +11, Listen +3, Move Silently +5, Spot +3
Feats:               Stealthy
Environment:          Any
Organization:         Usually Solitary, but see text
Challenge Rating:     1/2
Treasure:             None
Alignment:            Any
Advancement:          3-6 HD (Tiny), but see text
Level Adjustment:     ---

Babble (Su):  When attacked, Furbies panic and begin a loud high pitched babbling that can be easily overheard (+10 Bonus to Listen Checks).  Opponents adjacent to the Furby who can hear this babbling must make a DC 12 Willpower Save (Save DC is Cha based) or be Confused as per the spell for as long as the Babble continues.  Opponents who succeed in making their Save are immune to this Furbies Babble for 24 hours.

Unexpected Side Effects (Su):  Furbies somehow possess the power to create other Furbies of random Alignment that are not under the control of their creator, and feel compelled to do so.  Once it has gathered the sufficient materials it may cast Furby as a Supernatural Ability once per month.  This may not seem like a lot, but the new Furby possesses these abilities and compulsions as well.  Unlike Boguns, creators take no damage when a Furby dies, and if the creator is killed Furbies do not die with him.  This is not widely known knowledge, hence Furby use has not been commonly curtailed.

Link to Master (Su):  Furbies and their creators can communicate telepathically out to a range of 1 mile.  Creators with the Improved Familiar Feat can take Furbies as a Familiar.

Combat:  Furbies do their best to flee combat.  Or use bluff to plea for help from bystanders who might feel compassion for small, cute, furry things.
« Last Edit: January 24, 2015, 09:29:54 PM by bhu »

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Re: Kitty Magic
« Reply #50 on: July 28, 2015, 11:05:43 PM »
NEW INVOCATIONS

Lesser

Force Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Force Blast, converting it to Force Damage, and doing full damage to objects.

Stupidifying Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Stupidifying Blast, bestowing a -4 Int Penalty on opponents who fail their Willpower Save for 10 Minutes.  Intelligence penalties from multiple Stupidifying Blasts do not stack.

Tripping Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Tripping Blast, automatically knocking opponents prone. 


Greater

Catcall Blast
Greater; 6th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Catcall Blast.  Opponents struck by it are vulnerable, and your Allies gain a +2 on Attack and Damage rolls against him for 1 round per 5 class levels you have.

Dander Blast
Greater; 6th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast.  Opponents struck by it are vulnerable, and they take a -4 Penalty on Fortitude Saves for 1 round per 5 class levels you have.


Dark

Cataleptic Blast
Dark; 8th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Dander Blast.  Opponents struck by it are vulnerable, and if they fail a Willpower Save are Paralyzed for 1 round per 5 class levels you have.

Debbil Kitty Blast
Dark; 9th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Debbil Kitty Blast.  Once it strikes an opponent it forms into a catlike shape for 1 round per 5 class levels you have.  It has a Flight Move (Perfect) of 50 ft., and will attack the nearest opponent each round.  It's attack roll is the same as yours, and damage is identical to your Eldritch Blast.  Being made of magical energy it is effectively invulnerable other than to Dispel or antimagic effects.
« Last Edit: July 31, 2015, 09:02:53 PM by bhu »

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Re: Kitty Magic
« Reply #51 on: February 15, 2016, 03:21:55 AM »
Bear Wrasslin'

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

1st Level
Touch of the Yeti (Grapple: Hold): Your Grapple Checks do +1d6 Cold damage as long as you can maintain this grapple.
No One Escapes the Monkey Lock! (Stance): You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.
Faerunian Eel Lock (Grapple: Hold): Your Grapple Checks do +1d6 Electricity damage as long as you can maintain this grapple.
The Pudding Hold (Grapple: Hold): Your Grapple Checks do +1d6 Acid damage as long as you can maintain this grapple.

2nd Level
The Plastic Surgery Face Hold (Grapple: Hold):  Your opponent must make a Save or be Blinded as long as you maintain this Grapple.
Fold, Spindle, Mutilate (Grapple: Hold): Your opponent must make a Save or take 1 point of temporary Con damage as long as you maintain this Grapple.

3rd Level
Calico Bomb (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Dexterity damage.
Eberronian Pomegranate Masacree (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 4 points of temporary Wisdom damage.
The Flying Snuggle Attack (Strike): You make a Charge or Bull Rush attack, and if successful you can initiate a Grapple as a Free Action without provoking an Attack of Opportunity.
Huggin' Stance (Stance): You gain +10 on Grapple Checks, and DR 2/-.

4th Level
Baatorian Basher (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Fire damage in a 10 ft. area.
Siamese Thunder Buster (Grapple: Throw): In addition to normal Grapple damage you do 6d6 Sonic damage in a 10 ft. area.

5th Level
Tabby Twister (Grapple: Throw): In addition to normal Grapple damage, your opponent is limited in his actions and speed for 1 day.
The Dutch Oven Hold (Grapple: Hold): Your opponent must make a Save or be Sickened as long as you maintain this Grapple.

6th Level
Attach (Counter): Make Free Grapple Check against opponent attacking you in melee.
Mexican Hairless Jamboree (Grapple: Throw): In addition to normal Grapple damage you do +6d6 damage and can throw your opponent to any square within a 10 ft area.

7th Level
Dropping the Big Yak (Counter): Make an opposed Grapple Check against an opponent performing a Charge, Bull Rush or Overrun attack.  If you win you both fall Prone with him landing in the space on the other side of you.  He takes normal Grapple damage plus 5d6 plus an additional d6 for every Size Category bigger he is than you.
The Grovenian Trout Buster (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Exhausted for 1 round.  Both of you end the round Prone.
Takin' Advantage (Stance): Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level.

8th Level
Showin' Off (Stance): While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action.  If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).
Halfback Brain Squishie (Grapple: Throw): In addition to normal Grapple damage your opponent must make a Save or take 6 points of temporary Intelligence damage.  Both of you are Prone and your opponent is Stunned.
the Masshinator (Grapple: Throw): In addition to normal Grapple damage you do +10d6 damage and your opponent must make a save or be temporarily Unconscious for 1 round.

9th Level
The Doom Squishins (Grapple: Hold): You deal 50 damage per round for as long as you can maintain this Grapple.
« Last Edit: July 25, 2016, 07:44:31 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #52 on: April 28, 2016, 08:52:51 PM »
Cat Fu Fightan!

Cat Fu Fightan! is a new Sublime Way that can be taken by either Warblades or Swordsages.  Replace one discipline they could normally take with Cat Fu Fightan! (usually not Tiger Claw).  The Key Skill for Cat Fu Fightan! is Sleight of Hand, and the associated weapons are the Grapple, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Cats (you can wield cooperative Housecats as a weapon).

1st Level
Dubbah Kitteh (Counter): You attack one opponent with two kitties.
Little Kitty Tripper Upper (Strike): You throw a Kitty, making a ranged Trip attack against an opponent.
Perfectly Normal Stance (Stance): You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.
Come At Me! (Stance): Counters do +4 damage while you maintain this Stance.

2nd Level
Kitteh Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +2d6.
Presents for Daddy(Strike):  You can make a ranged Disarm attack by throwing a kitty, who sometimes brings you the disarmed item.
Misdirection (Counter): You may use the results of a Sleight of Hand check in place of a Reflex Save.

3rd Level
Sneaky Nibbles (Strike): Use a Sleight of Hand Check to determine damage.
Bigger Little Kitty Tripper Upper (Strike): Tripped opponents are also Stunned.
Purrfection Stance (Stance): You may use cats as a weapon even while Grappled.
Even More Perfectly Normal Stance (Stance): You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

4th Level
Kitty Makin' Biscuits (Strike): You make a ranged attack against an opponent.  He is Stunned 1 round if he fails a Save.
Facehugger (Strike): You make a ranged attack against an opponent.  He is Blinded 1 round if he fails a Save.

5th Level
Kitty Wub Daddy (Strike): As Presents for Daddy, but the kitty teleports to and from your opponent instead of being thrown.
Nope Stance (Stance): Choose one opponent.  While in this Stance you gain a cumulative +1 Dodge Bonus to AC each time he attacks you (max Bonus is equal to half Initiator Level).
Big Kitty Up Mah Sleeve (Boost): Your Sneak Attack damage increases by +4d6.

6th Level
Super Sneaky Nibbles (Strike): Use double Sleight of Hand Check to determine damage.
Hidden Strike (Strike): Make a Sleight of Hand vs your Opponent's Spot check.  If you succeed, he is unaware of your attack and doesn't realize the damage was done by you.  He takes damage regardless.
Cat Scare (Strike): If your opponent fails his Save, he becomes Frightened by your attack.

7th Level
Big Facehugger (Strike): As Facehugger, but opponent is permanently Blinded.
Big Kitty Makin' Biscuits (Strike): A Kitty Makin' Biscuits but opponent is Helpless one round.

8th Level
Hug of the Thousand Paws (Stance): Gain Bonus to Grapple Checks and Damage Rolls against opponents equal to your Initiator Level.
Hurricane (Strike): Make one attack against each adjacent opponent, with a +4 to attack and damage rolls against each one.
Swarm Defense (Counter):  If an opponent attempts to Grapple you, hidden cat leap from your clothing foiling him (and doing d6 damage).

9th Level
Supah Hidden Strike (Strike): Make a Sleight of Hand vs Spot Check against every opponent within 20 ft.  If you succeed they are unaware of the attack and do not realize it came from you.  They all take damage regardless.
« Last Edit: April 29, 2016, 09:58:48 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #53 on: April 30, 2016, 01:17:16 AM »
Yarn Fu

Yarn Fu is a new Sublime Way that can be taken by either Warblades or Swordsages.  Replace one discipline they could normally take with Yarn Fu (usually not Tiger Claw).  The Key Skill for Yarn Fu is Use Rope, and the associated weapons are the Spiked Chan, Chain and Dagger, Whip Dagger, Whip, and magical balls of yarn.


1st Level
Deflect (Counter):  You may make a Use Rope Check and use it in place of your AC against a melee attack.
Up High (Strike): Opponent is Dazed 1 round.
Ball Stance (Stance): While in this chance you may use a Use Rope Check in place of an offensive Grapple Check.

2nd Level
Yarn Shield (Counter): Make an attack with an additional 5 ft. reach against a Charging opponent.  If you are successful he is Checked.
Wraparound (Strike): Do +1d6 damage and opponent loses Shield Bonus to AC.

3rd Level
Down Low (Strike): Your Strike does +2d6 damage, and if it is successful you may immediately perform a Trip Attack as a Free Action without provoking an Attack of Opportunity.  Your opponent does not try to get to Trip you back.
Waiting Stance (Stance): Gain Bonus to Attack and Damage rolls against moving opponents.
Yarn Wrap (Strike): If your attack is successful you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

4th Level
Ball Bludgeon (Counter): Free Attack of Opportunity against Charging Opponents (whether they would normally be subject to an AoO or not) doing bonus damage depending on their movement.
Momentum (Boost): You may re-roll missed attacks against opponents Fighting Defensively or using Total Defense.
Yarn Snatch (Strike): Attack with 5' greater reach, get Disarm attempt as a Free Action without provoking an Attack of Opportunity if successful.

5th Level
Quick Strike (Strike): Does +4d6 damage and your opponent is Denied his Dexterity Bonus to AC.
Wrapping Stance (Stance): You gain a Bonus on Disarm, Grapple, and Trip Checks.
Yarn Choke (Strike): Strike does 4d6 damage, and opponent is Sickened and Mute for 1d6 rounds.

6th Level
Defensive Whirl (Counter): Until the end of the round you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.
Yarn Allergies (Boost): Opponents hit with your Yarn weapon must Save or lose 1d6 Constitution.

7th Level
Offensive Whirl (Strike): Attack up to 3 adjacent opponents.
Go Long (Boost): Temporarily extend reach to 30 ft.

8th Level
Yarn Snare (Counter): You may make a Grapple Check against a melee opponent who attacks you without provoking an Attack of Opportunity.
Yarn Coil (Strike): Attack all opponents within a Line.
Wailing Stance (Stance): You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level.

9th Level
Yarn Bomb (Strike): Your yarn ball is the center of a devastating explosion (to which, of course, you are immune).
« Last Edit: December 05, 2016, 01:42:01 AM by bhu »

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Re: Kitty Magic
« Reply #54 on: May 23, 2016, 11:59:42 PM »
CAT FU FIGHTAN!

Big Kitty Makin' Biscuits
Cat Fu Fightan! (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates, see text

This is the same as Kitty Makin' Biscuits, but if the target fails the Save he is Helpless instead of Stunned.

Big Kitteh Up Mah Sleeve
Cat Fu Fightan! (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When you Initiate this Maneuver, you gain 4d6 Sneak Attack for 1 round.  This stacks with Sneak Attack you may gain from any other source.

Bigger Little Kitty Tripper Upper
Cat Fu Fightan! (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates

This is the same as Little Kitty Tripper Upper, but if the target is successfully Tripped he must also make a Fortitude Save or be Stunned 1 round.

Big Facehugger
Cat Fu Fightan! (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude Negates

As per the Facehugger Maneuver, but the the opponent is blinded permanently, and Stunned 1 round.

Cat Scare
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Willpower Negates

As part of this Maneuver you make a melee attack against your opponent, and if it is successful your opponent must make a Willpower Save or be Panicked for 1 round.

Come At Me!
Cat Fu Fightan! (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Counters you Initiate do +4 damage while you maintain this Stance

Dubbah Kitteh
Cat Fu Fightan! (Counter)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You must Initiate this Maneuver after an opponent has attacked you.  Make two attack rolls with your Houscats against him at your highest BAB, and do normal strike damage if either of them hits.  If both rolls successfully confirm a Critical, the hit does x3 damage..

Even More Perfectly Normal Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You have a +10 Circumstance bonus to Sleight of Hand checks while in this Stance.

Facehugger
Cat Fu Fightan! (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: 1 Round
Saving Throw: Fortitude Negates

As part of this attack you make a Ranged attack roll by throwing a Housecat at your opponents face.  If you succeed, in addition to normal damage your opponent must make a Fortitude Save or be Blinded for 1 round.

Hidden Strike
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

When initiating this Maneuver make both an attack roll and an opposed Sleight of Hand vs your opponents Spot check.  If you succeed in the opposed Check your opponent is unaware that the strike was done by you (your attack is effectively invisible), and you get any applicable sneak attack damage as well. 

Hug of the Thousand Paws
Cat Fu Fightan! (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You gain Bonus to Grapple Checks and Grapple Damage Rolls against opponents equal to your Initiator Level while in this Stance.

Hurricane
Cat Fu Fightan! (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

When initiating this Maneuver, make a separate attack roll against each adjacent opponent with a +4 Bonus to the attack and damage rolls.

Kitty Makin' Biscuits
Cat Fu Fightan! (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text
Saving Throw: Fortitude Negates, see text

You make a ranged attack against an opponent with a Housecat, and if you successfully hit he must make a Fortitude Save or be Stunned 1 round.

Kitteh Up Mah Sleeve
Cat Fu Fightan! (Boost)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When you Initiate this Maneuver, you gain 2d6 Sneak Attack for 1 round.  This stacks with Sneak Attack you may gain from any other source.

Kitty Wub Daddy
Cat Fu Fightan! (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature

Identical to the Presents for Daddy Maneuver, but the Housecat instantaneously teleports to your opponent and back again.  Plus it always brings back successfully disarmed items with it.  This is a Supernatural Ability.

Little Kitty Tripper Upper
Cat Fu Fightan! (Strike)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Duration: Instantaneous, see text

As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his ankles.  If you successfully hit, you do normal damage and can immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity.  The Trip attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get size modifiers.  If it fails, your opponent obviously does not get an attempt to trip you back.  The Housecat returns to you at the start of your next turn.

Misdirection
Cat Fu Fightan! (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use the results of a Sleight of Hand check in place of a Reflex Save.

Nope Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Choose one opponent.  While in this Stance you gain a cumulative +1 Dodge Bonus to AC against him each time he attacks you (max Bonus is equal to half Initiator Level).

Perfectly Normal Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You have a +4 Circumstance bonus to Sleight of Hand checks while in this Stance.

Presents for Daddy
Cat Fu Fightan! (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature

As part of this maneuver you make a ranged attack roll against an opponent by throwing a Housecat at his hand.  If you successfully hit, you do normal damage and can immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity.  The Disarm attempt uses your Dex Mod vs your opponents Str mod, and neither you nor your opponent get modifiers due to weapon type.  If it fails, your opponent obviously does not get an attempt to Disarm you back.  The Housecat returns to you at the start of your next turn.  If you successfully conformed a critical hit with this attack, the Housecat returns with the disarmed item.

Purrfection Stance
Cat Fu Fightan! (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance you may continue to make attacks with Housecats while in a Grapple, even if all your limbs are bound.

Sneaky Nibbles
Cat Fu Fightan! (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

First make an attack on an opponent.  If it is successful, then you attempt a Sleight of Hand skill check as part of this maneuver, and deal damage equal to the result.  Your Strength/Dex modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).  If the melee attack roll was a critical threat, and you confirmed it, multiply the Skill check's results by your weapon's critical modifier.

Supah Hidden Strike
Cat Fu Fightan! (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 20 ft
Target: One or more creatures

As per the Hidden Strike Maneuver, but you make a strike and opposed check against every opponent within 20 feet.  Any of them in who fail the opposed check don't realize you attacked them.   This is a Supernatural Ability.

Super Sneaky Nibbles
Cat Fu Fightan! (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As the Sneaky Nibbles Maneuver, but your damage is double the Sleight of Hand check.

Swarm Defense
Cat Fu Fightan! (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Cat Fu Fightan! Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may initiate this Maneuver if an opponent attempts to Grapple you, with hidden cats leap from your clothing foiling him.  His turn ends and the Grapple fails, and he takes 1d6 damage per your Initiator Level divided by 2.

Supwise!
You do more damage with your Cat Fu Fightan! Maneuvers.
 Prerequisites: Any 1 Cat Fu Fightan! Strike
 Benefits: You gain +1d6 Sneak Attack, but only with Cat Fu Fightan! Maneuvers.

Showboater
You are the supreme showoff.
 Prerequisites: Any 1 Cat Fu Fightan! Maneuver, Supwise!
 Benefits: When using your Show Off class ability, the penalty to your opponents AC is -1 greater, and lasts one additional round.

Death Lies in My Robes
You an advanced student of Cat Fu Fightan!
 Prerequisites: Supwise!, BAB +6, 2 Cat Fu Fightan! Maneuvers
 Benefits: Death Lies in My Robes allows the use of three tactical options:
Sucker Punch: Whenever an opponent is unaware of your attack (i.e. via Hidden Strike or because he is unaware of your presence), he is automatically Stunned 1 Round if your attack hits.
Humiliating Defeat To use this option you must have used your Show Off class ability successfully.  If you successfully attack your opponent the next round he is unaware that the attack came from you, allowing Sneak Attack damage and the Sucker Punch ability above.
I Have No Idea What You May Be Implying Kind Sir: When you initiate a Cat Fu Fightan! Stance, your opponent is unaware of the first Cat Fu Fightan! Maneuver you make while in that stance.


EPIC CAT FU FIGHTAN!

Suddenly, Cats!
Cat Fu Fightan! (Counter)
Initiation Action: 1 Immediate Action
Range: 60 ft.
Target: 1 Creature
XP Cost: 20,000 XP
Training Time: 10 days

You may Initiate this Maneuver anytime an opponent within range makes an attack roll.  You get 20 attack rolls against him at your highest BAB as he is swarmed by THE HOUSECATS FROM NOWHERE!  Each successful strike does 1d6 damage.  If the opponent takes at least 30 damage, his attack fails and his turn ends.  This is a Supernatural Ability.

Sleeve of Infinite Kitties
Cat Fu Fightan! (Boost)
Prerequisite: 1 Epic Cat Fu Fightan! Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
XP Cost: 30,000 XP
Training Time: 15 days

When you Initiate this Maneuver, you gain 12d6 Sneak Attack for 1 round.  This stacks with Sneak Attack you may gain from any other source.

Catwalk
Cat Fu Fightan! (Rush)
Prerequisite: 1 Epic Cat Fu Fightan! Maneuver
Initiation Action: 1 Move Action
Range: Personal
Target: You
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days

As part of this maneuver, you may move to any space that you can see, using any movement mode or combination of movement modes that you possess (even if this would require moving beyond your normal speed). You have total concealment while moving, and your movement does not provoke attacks of opportunity. If your path is blocked by a barrier you cannot bypass, your movement ends.  This is a Supernatural Ability.

Cat from Nowhere
Cat Fu Fightan! (Strike)
Prerequisite: 1 Epic Cat Fu Fightan! Maneuver
Initiation Action: 1 Standard Action
Range: 120 ft
Target: 1 Creature
XP Cost: 30,000 XP
Training Time: 15 days

When you Initiate this Maneuver make a ranged touch attack roll against an opponent.  If successful he takes 10d6 untyped damage, and is Stunned 1 Round.  This is a Supernatural Ability.

Epicly Normal Stance
Cat Fu Fightan! (Stance)
Prerequisite: 1 Epic Cat Fu Fightan! Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 30,000 XP
Training Time: 15 days

While in this Stance the DC of your Sleight of Hand Checks cannot be higher than 15.

The Cat That Never Was
Cat Fu Fightan! (Strike)
Prerequisite: 2 Epic Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 120 ft.
Target: 1 or more creatures
XP Cost: 45,000 XP
Training Time: 20 days

When initiating this Maneuver make both a touch attack roll and an opposed Sleight of Hand vs the Spot Check of any opponent within range.  If you succeed in the opposed Check your opponents are unaware that the strike was done by you (your attack is effectively invisible), and you get any applicable sneak attack damage as well.  This is a Supernatural Ability.

Epic Cat Scare
Cat Fu Fightan! (Strike)
Prerequisite: 2 Epic Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 120 ft.
Target: 1 or more Creatures
Duration: 1 Round
XP Cost: 45,000 XP
Training Time: 20 days

As part of this Maneuver you make a ranged touch attack against every opponent within range, and if it is successful your opponents must make a Willpower Save or be Panicked for 1 round.

Kitty's from the Shadows
Cat Fu Fightan! (Strike)
Prerequisite: 2 Epic Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 120 ft
Target: 1 or More Creatures
XP Cost: 45,000 XP
Training Time: 20 days

First make an attack on every opponent in range.  If it is successful, then you attempt a Sleight of Hand skill check as part of this maneuver, and deal damage equal to double the result.  Your Strength/Dex modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).  If the melee attack roll was a critical threat, and you confirmed it, multiply the Skill check's results by your weapon's critical modifier.  This is a Supernatural Ability.

Epic Hidden Strike
Cat Fu Fightan! (Strike)
Prerequisite: 8 Epic Cat Fu Fightan! Maneuvers
Initiation Action: 1 Standard Action
Range: 60 ft.
Target: 1 Creature
XP Cost: 100,000 XP
Training Time: 50 days

When initiating this Maneuver make both a ranged touch attack roll and an opposed Sleight of Hand vs your opponents Spot check.  If you succeed in the opposed Check your opponent is unaware that the strike was done by you (your attack is effectively invisible), and if you succeed with the attack your opponent must make a Fortitude Save or die.  If the Save is successful he takes damage equal to your Initiator Level, and is Stunned 1 Round instead.  This is a Supernatural Ability.
« Last Edit: December 05, 2016, 03:01:49 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #55 on: May 24, 2016, 12:09:19 AM »
BEAR WRASSLIN'

Attach
Bear Wrasslin' (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may Initiate this whenever an opponent tries to attack you in melee or Grapple you.  His Action fails, and you can make a Grapple attempt against him as a Free Action without provoking an Attack of Opportunity.

Baatorian Basher
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, as well as 6d6 Fire Damage in a 10 ft. area.  After this the Grapple ends, and your opponent falls Prone. You are immune to the Fire damage from this Maneuver.  This is a Supernatural Ability.

Calico Bomb
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Dexterity damage.  After this the Grapple ends, and your opponent falls Prone.

The Doom Squishins
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional 50 points of damage.  The damage done may be normal grappling damage or Acid, Cold, Electricity, Fire, Force or Sonic damage.  You choose when initiating the Maneuver.

Dropping the Big Yak
Bear Wrasslin' (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may Initiate this Maneuver when an opponent makes a Bull Rush, Charge or Overrun attack against you.  Make a Grapple Check, and if you succeed you both fall Prone with your opponent in the square on the other side of you from the direction he approached in.  He takes normal Grapple damage plus 5d6 plus an additional 1d6 for every Size Category bigger he is than you.

The Dutch Oven Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Sickened for 1 round.

Eberronian Pomegranate Massacree
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, and your opponent must make a Fortitude Save or take 4 points of temporary Wisdom damage.  After this the Grapple ends, and your opponent falls Prone.

Faerunian Eel Lock
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Electricity damage.  This is a Supernatural Ability.

Fold, Spindle, Mutilate
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or take 1 point of temporary Constitution damage.

The Flying Snuggle Attack
Bear Wrasslin' (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this Maneuver you make a Charge or Bull Rush attack.  If it is successful you can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

The Grovenian Trout Buster
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 7, Warblade 7
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  In addition to normal damage, your opponent takes an additional +10d6 damage, and your opponent must make a Fortitude Save or be Exhausted for 1 round.  After this attack, both of you fall Prone.

Halfback Brain Squishie
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round, see text
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, and your opponent must make a Fortitude Save or take 6 points of temporary Intelligence damage.  After this the Grapple ends, both you and your opponent fall Prone, and your opponent is Stunned for 1 round.

Huggin' Stance
Bear Wrasslin' (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You gain +10 on Grapple Checks, and DR 2/- while in this Stance.

The Masshinator
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 1 Round
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  In addition to normal damage, your opponent takes and additional +10d6 damage, and he must make a Fortitude Save or be rendered Unconscious for 1 round.  He ends the round Prone.

Mexican Hairless Jamboree
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 6, Warblade 6
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent

You initiate this Maneuver by making a successful Grapple Check.  In addition to normal damage, your opponent takes an additional +6d6 damage.  After this the Grapple ends, and your opponent falls Prone in any square of your choice within 10 ft that is unoccupied.

No One Escapes the Monkey Lock!
Bear Wrasslin' (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

The Plastic Surgery Face Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Blinded for 1 round.

The Pudding Hold
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Acid damage.  This is a Supernatural Ability.

Showin' Off
Bear Wrasslin' (Stance)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Bear Wrasslin' Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you may choose to take a Full Round to perform any Maneuver that is a normally a Standard Action.  If you do, you take a -2 Penalty to AC until the beginning of your next turn, but you do maximum damage with that Maneuver (there is no need to roll).

Siamese Thunder Buster
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, as well as 6d6 Sonic Damage in a 10 ft. area.  After this the Grapple ends, and your opponent falls Prone. You are immune to the Sonic damage from this Maneuver.
This is a Supernatural Ability.

Tabby Twister
Bear Wrasslin' (Grapple: Throw)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: 24 hours
Saving Throw: Fortitude Partial, see text

You initiate this Maneuver by making a successful Grapple Check.  In addition to normal damage, your opponent must make a Fortitude Save or be limited in his Actions for the next 24 hours.  After this the Grapple ends, and your opponent falls Prone. All his movement speeds are reduces by 10 ft, and he cannot take the Run Action or make Bull Rush, Overrun, Trip or Charge attacks.

Takin' Advantage
Bear Wrasslin' (Stance)
Level: Swordsage 7, Warblade 7
Prerequisite: 2 Bear Wrasslin' Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level while in this Stance.

Touch of the Yeti
Bear Wrasslin' (Grapple: Hold)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: 1 Grappled Opponent
Duration: Grapple
Saving Throw: Fortitude Negates

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +1d6 Cold damage.  This is a Supernatural Ability.



Mah Momma Knew How To  Snuggle
Your Holds are devastating.
 Prerequisites: Any Bear Wrasslin' Maneuver (must be a Hold)
 Benefits: When performing a Hold Maneuver, it's base damage is now equal to 1d10 or your unarmed strike damage, whichever is greater.  If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Sickened 1 round.

Mah Daddy Was The MAN!
Your Throws are worse.
 Prerequisites: Any Bear Wrasslin' Maneuver (must be a Throw), Mah Momma Knew How To  Snuggle
 Benefits: When performing a Throw Maneuver, it's base damage is now equal to 2d6 or your unarmed strike damage, whichever is greater.  If you roll a Natural 20 on your Grapple Check, your opponent must make a Fortitude Save ( DC is 10 plus 1/2 Hit Dice plus Str Modifier) or you maintain the Grapple (normally Throw Maneuvers end a Grapple).

Mah Grandaddy Was Part Chupacabra
You know the ways of the Luchadors!
 Prerequisites: Mah Momma Knew How To  Snuggle, BAB +6, and 2 Bear Wrasslin' Maneuvers
 Benefits: This Feat allows the use of three tactical options:
Chain Move: Once per encounter, after successfully perform a Throw Maneuver, you may perform that Maneuver again the next round, as long as it's against the same opponent.
Drop the Elbow: If your opponent is Prone you do maximum damage with a successful Unarmed Strike attack.
Reversal: If an opponent attempts to Grapple you and fails, you can immediately make a Grapple Check against him as a Free Action without provoking an Attack of Opportunity.


EPIC BEAR WRASSLIN'

The Universal Power Lock
Bear Wrasslin' (Grapple: Hold)
Initiation Action: 1 Standard Action
Range: Melee
Target: 1 Grappled Opponent
Duration: Grapple
XP Cost: 20,000 XP
Training Time: 10 days

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do an additional +5d6 untyped damage.   This is a Supernatural Ability.

Set Up Hold
Bear Wrasslin' (Stance)
Prerequisite: 1 Epic Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 30,000 XP
Training Time: 15 days

You gain +20 on Grapple Checks, and DR 10/- while in this Stance.

Celestial Bomb
Bear Wrasslin' (Grapple: Throw)
Prerequisite: 1 Epic Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee
Target: 1 Grappled Opponent
XP Cost: 30,000 XP
Training Time: 15 days

You initiate this Maneuver by making a successful Grapple Check.  You do normal damage, as well as 12d6 Holy Damage in a 20 ft. area.  After this the Grapple ends, your opponent falls Prone. You are immune to the damage from this Maneuver.  This is a Supernatural Ability.

The Devil's Pinkie Toe Hold
Bear Wrasslin' (Grapple: Hold)
Prerequisite: 1 Epic Bear Wrasslin' Maneuver
Initiation Action: 1 Standard Action
Range: Melee
Target: 1 Grappled Opponent
Duration: Grapple
XP Cost: 30,000 XP
Training Time: 15 days

You initiate this Maneuver by making a successful Grapple Check.  Until your opponent escapes your Grapple, successful Grapple Checks done by you do normal damage, and your opponent must make a Fortitude Save or be Nauseated for 1 round.  This is a Supernatural Ability.

Oso Stance
Bear Wrasslin' (Stance)
Prerequisite: 1 Epic Bear Wrasslin' Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 30,000 XP
Training Time: 15 days

While in this Stance you gain the Constriction ability.  You do 2d6 plus your Initiator Level damage with a Grapple Check.  So long as you maintain the Grapple in this Stance, your Bear Cohorts attacks against your opponent automatically threaten criticals.  If they succeed in confirming a critical, the Bears attacks do x3 damage.

Point to the Heavens
Bear Wrasslin' (Boost)
Prerequisite: 2 Epic Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
XP Cost: 45,000 XP
Training Time: 20 days

Point is capable of removing all of the following conditions each time it is initiated:

    Ability Damaged, Blinded, Confused, Cowering, Dazzled, Deafened, Disabled, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Grappled, Immobilized, Knocked Down, Nauseated, On Fire, Panicked, Paralyzed, Pinned, Prone, Shaken, Sickened, Slowed, Staggered, Stunned, Turned.
    Any spell/power, spell-like/psi-like ability or supernatural ability with a duration lasting longer than one round, provided you are either being targeted by the spell or are within the spell's radius.
    Any racial trait currently affecting the initiator (such as Light Sensitivity or a vampire's weakness to sunlight). The source of this detriment is not removed, only the condition caused by the racial trait.
    Any extraordinary ability currently affecting the initiator (such as the Frenzy ability of a Frenzied Berserker, or the "Bleeding Wounds" inflicted by certain creatures).
    Any ability hindering the initiator caused by an item (alchemical, mundane, magical, or otherwise), such as a caltrop wound.

Some effects can be reinstated at any point during the rest of the round, after you have initiated Point (for example, a vampire's weakness to sunlight will reinstate its effects at the end of the vampire's turn, unless he uses his move action to exit the sunlight. The move action would be possible immediately after initiating Point).

In case of Point affecting a spell or other ability that affects an area (such as the web spell), the entire effect is ended for everyone involved when Point resolves.  In addition you gain a +6 Morale Bonus on attack rolls until the End of Your Turn.

Comeback
Bear Wrasslin' (Boost)
Prerequisite: 2 Epic Bear Wrasslin' Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
XP Cost: 45,000 XP
Training Time: 20 days

You are immediately restored to full Hit Points.  Additionally your Str and Dex Scores double for 1 Round.

The Tabbynator
Bear Wrasslin' (Grapple: Throw)
Prerequisite: 2 Epic Bear Wrasslin' Maneuvers
Initiation Action: 1 Standard Action
Range: Melee
Target: 1 Grappled Opponent
Duration: 1 Round
XP Cost: 45,000 XP
Training Time: 20 days

You initiate this Maneuver by making a successful Grapple Check.  In addition to normal damage, your opponent takes an additional +20d6 damage, and your opponent and is Unconscious for 1 round.  After this attack, both of you fall Prone.

Elbowgeddon
Bear Wrasslin' (Strike)
Prerequisite: 8 Epic Bear Wrasslin' Maneuvers
Initiation Action: Full Round Action
Range: Melee, see text
Target: 1 Creature
XP Cost: 100,000 XP
Training Time: 50 days

You leap from a high spot, dropping the elbow on your opponent.  To Initiate this Maneuver, you leap off a high point onto an opponent.  He has to make a Fortitude Save or die.  If he succeeds he instead takes 10d6 damage plus an additional 10d6 if he is unaware of you or Denied his Dexterity Bonus to AC, plus an additional 1d6 for every 5 feet down you travel.  You are immune to falling damage the round you use this Maneuver.
« Last Edit: December 05, 2016, 03:15:47 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #56 on: May 24, 2016, 12:22:21 AM »
YARN FU

Ball Bludgeon
Yarn Fu (Counter)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may initiate this Maneuver when an opponent makes a Charge attack against you.  You get a melee attack against him as a Free Action.  If it is successful, the attack does +1 damage for every 5 ft. the opponent moved.

Ball Stance
Yarn Fu (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may use the results of a Use Rope Check instead of a Grapple Check when you attempt to Grapple or are Grappling an opponent.

Defensive Whirl
Yarn Fu (Counter)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You Initiate this Maneuver at the beginning of your turn.  Until the beginning of your next turn, you get 1 Attack of Opportunity against anyone who moves into a square you threaten, and are not limited in the amount of Attacks of Opportunity you can make.

Deflect
Yarn Fu (Counter)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When being attacked by an opponent you may choose to substitute the results of a Use Rope Check for your AC against that one attack.  This may be used after the attack has been declared successful, but must be made before damage is rolled.

Down Low
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this Maneuver make a melee attack.  If it is successful, it does +2d6 damage, and you can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity.  If the attempt fails, your opponent cannot try to Trip you back.

Go Long
Yarn Fu (Boost)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Until the start of your next turn

You may initiate this Maneuver at the beginning of your turn.  Until the beginning of your next turn your range increases to 30 ft. This is a Supernatural effect.

Momentum
Yarn Fu (Boost)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round

You may initiate this Maneuver when you miss an attack roll against an opponent who is Fighting Defensively or using Total Defense.  You may re-roll the missed attack roll, but must use the new result.

Offensive Whirl
Yarn Fu (Strike)
Level: Swordsage 7, Warblade 7
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: Up to 3 creatures

As part of this Maneuver you make 1 melee attack roll against three adjacent opponents.  If it is successful they take normal weapon damage.

Quick Strike
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round

Make an attack as part of this Maneuver.  If it is successful the opponent takes +4d6 damage, and loses his Dexterity Bonus to AC for 1 round. 

Up High
Yarn Fu (Strike)
Level: Swordsage 1, Warblade 1
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Fortitude Negates

As part of this Maneuver make an attack.  If it is successful your opponent must make a Fortitude Save or be Dazed for 1 round.

Wailing Stance
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

You get a Bonus to attack and damage rolls with your schools associated weapons equal to half your Initiator Level while in this Stance.

Waiting Stance
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance, you gain a +2 Bonus to Attack rolls and a +4 Bonus to damage rolls against opponents who have moved this turn, including Attacks of Opportunity.

Wraparound
The Feline Way (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Feline Way Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this maneuver you make an attack roll ignoring any Bonus to AC your opponent has from Shields (including the Shield spell).  If the attack is successful it does +1d6 damage.

Wrapping Stance
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +2 Bonus on Disarm, Grapple, and Trip Checks.

Yarn Allergies
Yarn Fu (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Saving Throw: Fortitude negates

You may initiate this Maneuver when attacking with your magical yarn ball.  If the attack is successful, your opponent must make a Fortitude Save or take 1d6 temporary Constitution damage.  This is a Supernatural effect.

Yarn Bomb
Yarn Fu (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: 4 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: 40 ft.
Area: 40 foot burst, centered on the initiator
Duration: 1 Minute, see text
Saving Throw: Fortitude Partial

When Initiating this Maneuver, you detonate your magical yarn ball weapon, which reforms 1 round later.  You are immune to the effects of the blast.  Anything in the area takes 10d6 damage and must make a Fortitude Save or be Sickened for 1 Minute. This is a Supernatural effect.

Yarn Coil
Yarn Fu (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: 15 ft.
Area: 15 ft. Line

When Initiating this Maneuver you get a melee attack roll against all opponents within a 15 ft. Line.  This is a Supernatural effect.

Yarn Choke
Yarn Fu (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: 2 Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude Partial

As part of this Maneuver, make a melee attack.  If it is successful, it does 4d6 damage and the opponent must make a Fortitude Save or be Sickened and Muted for 1d6 rounds. This is a Supernatural effect.

Yarn Shield
Yarn Fu (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

When an opponent makes a Charge attack against you, you may initiate this Maneuver to foil it.  Make an attack roll, and if it is successful your opponent is Checked and he stops at (your reach plus 5 ft.) distance away.

Yarn Snare
Yarn Fu (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: 3 Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may Initiate this Maneuver when an opponent attacks you in melee or attempts to Grapple you.  You get a Grapple attempt against him without provoking an attack of opportunity, with a Bonus to both the touch attack and first Grapple Check equal to half your Initiator Level.

Yarn Snatch
Yarn Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this Maneuver make a melee attack with an additional 5 ft of Reach.  If it is successful you may immediately make a Disarm attempt as a Free Action without provoking an Attack of Opportunity.  If you succeed, you have grabbed his weapon.  If you fail, he does not get a Disarm attempt back at you.

Yarn Wrap
Yarn Fu (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: 1 Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

As part of this Maneuver, make a melee attack roll.  If successful, you can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

No
You're good at sayin' no.
 Prerequisites: Any Yarn Fu Maneuver, Use Rope 1 rank
 Benefits: You have a +2 Bonus when making attack rolls as part of a Counter.

Dammit, I  Said No
You're better at sayin' no.
 Prerequisites: Any Yarn Fu Maneuver, No
 Benefits: Counters you Initiate that do damage do +1d6 damage.

I Will Continue to Say No Until the No has Been Properly Heard
No one says no better than you do.
 Prerequisites: No, BAB +6, any 2 Yarn Fu Maneuvers
 Benefits: This Feat allows the use of three tactical options:
The Tao of No: When you Initiate a Counter while Fighting Defensively or using the Total Defense option, that Counter is not considered expendable.  You may use this option once per encounter.
Anaphylactic Shock: When you successfully attack an opponent with your magical yarn ball while using a Yarn Fu Maneuver, your opponent must make a Fortitude Save or take 1 temporary Str damage.  This is a Supernatural effect.
Follow Up: If you make a successful Disarm or Trip attempt against an opponent, the Save DC of your Maneuvers increases by +2 against him for 1 round.  Additionally attack rolls receive a +2 Bonus when made against him during that same period of time.


EPIC YARN FU

Epic Yarn Shield
Yarn Fu (Counter)
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
XP Cost: 20,000 XP
Training Time: 10 days

When being attacked by an opponent you may choose to substitute double the results of a Use Rope Check for your AC against that attack, and all other attacks against you until the beginning of your next turn.  This may be used after the attack has been declared successful, but must be made before damage is rolled.

Knitting Stance
Yarn Fu (Stance)
Prerequisite: 1 Epic Yarn Fu Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 30,000 XP
Training Time: 15 days

While in this Stance, you gain a Bonus to Attack and damage rolls equal to half your Initiator Level against opponents who have moved this turn, including Attacks of Opportunity.

Circle Back
Yarn Fu (Counter)
Prerequisite: 1 Epic Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
XP Cost: 30,000 XP
Training Time: 15 days

You Initiate this Maneuver when you miss an attack roll, including attack rolls made as part of another Maneuver.  You re-roll the attack, and it is automatically a Critical hit if it is successful.

Angled Strike
Yarn Fu (Strike)
Prerequisite: 1 Epic Yarn Fu Maneuver
Initiation Action: 1 Standard Action
Range: Melee
Target: 1 Creature
XP Cost: 30,000 XP
Training Time: 15 days

Make a melee touch attack as part of this Maneuver.  If successful you do +6d6 damage.  If your opponent has a Shield Bonus you get extra d6 equal to that Bonus (for example if it's +2 you do a total of +8d6).  This includes any magical bonuses the Shield may have.

Yarn Block
Yarn Fu (Counter)
Prerequisite: 1 Epic Yarn Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Melee
Target: 1 Creature
XP Cost: 30,000 XP
Training Time: 15 days

You may initiate this Maneuver when an opponent makes a Charge attack against you, or moves in a square you threaten.  You get a melee attack against him as a Free Action.  If it is successful, the attack does +6d6 damage, and the opponents turn ends, and he may take no further actions.  This is not considered an Attack of Opportunity.

Revolving Strike
Yarn Fu (Strike)
Prerequisite: 2 Epic Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee, see text
Target: 1 or more creatures
Duration: 1 Round
XP Cost: 45,000 XP
Training Time: 20 days

When you Initiate this Maneuver you make an attack roll against any adjacent opponent, including any that moves into a square you threaten until the beginning of your next turn.  If successful they take +6d6 damage.

Allergy Bomb
Yarn Fu (Strike)
Prerequisite: 2 Epic Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: Melee, see text
Target: 1 or more Creatures
XP Cost: 45,000 XP
Training Time: 20 days

You Initiate this Maneuver as part of an attack.  If successful, the target takes +6d6 damage, and all enemies within 30 ft. of him take 1d6 Temporary Con damage.  Your magical Yarn Ball reforms next round.  This is a Supernatural Ability.

Yarn Harpoon
Yarn Fu (Boost)
Prerequisite: 2 Epic Yarn Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Until the beginning of your nest turn
XP Cost: 45,000 XP
Training Time: 20 days

When you Initiate this Maneuver, the range of your Yarn Ball effectively extends to Line of Sight, and you effectively threaten any square line of sight isn't blocked.  Additionally, all attacks you make before the beginning of your nest turn are considered Touch attacks.  This is a Supernatural Ability.

Yarn Cannon
Yarn Fu (Strike)
Prerequisite: 8 Epic Yarn Fu Maneuvers
Initiation Action: 1 Standard Action
Range: 60 ft.
Target: 1 Creature
XP Cost: 100,000 XP
Training Time: 50 days

You make an attack as part of this Maneuver.  If the attack hits, your opponent drops to 0 hp.   This is a Supernatural Ability.
« Last Edit: December 05, 2016, 06:19:52 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #57 on: September 21, 2016, 06:13:53 PM »
Way of the Cat

The Way of the Cat is a subschool of the Feline Way.  A subschool is an offshoot of one of the Sublime Ways, and uses the same associated weapons and Key Skill.  Class abilities or Feats that affect Maneuvers of the main school also affect the subschool, and the subschool should have 1 Maneuver or Stance for each Level.

Cats Are Magic
The Feline Way (Counter)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

You may use this when subjected to any Spell, Spell-Like Ability, Supernatural Ability, Psionic Power or Psi-Like Ability.  It's effects are canceled, and your opponents turn ends.  This is a Supernatural Ability.

Cats Are Mean
The Feline Way (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When you use this boost all attacks you make until the end of the turn have their Critical Threat Range increased by +2 (i.e. if they normally threaten a critical on a 20, they now do so on an 18-20).

Cats Are Superior
The Feline Way (Boost)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

When you use this boost you gain a +12 Bonus on any one opposed Check of any kind until the end of the turn.

Cat Scare
The Feline Way (Strike)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round
Saving Throw: Willpower Negates

You perform a melee attack on an opponent who is Denied his Dex Bonus to AC, Flat-Footed, unaware of you, or whom you are Flanking.  He takes normal damage and if he fails a Willpower Save (DC 13 plus Cha Modifier) is Panicked for 1 round.  If he succeeds he is Shaken for 1 round instead.

Cats Have 9 Lives
The Feline Way (Counter)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when your opponent attacks you in any manner that causes damage (or would cause your death), that action is negated, and his turn ends.  This is a Supernatural Ability.

Cheshire Cat Grin
The Feline Way (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: 60'
Target: One Creature
Saving Throw: Willpower Partial

You smile at one creature within 60 feet.  He takes 2 temporary Wisdom damage, and if he fails a Willpower Save (DC 14 plus Cha Modifier) he is Frightened for 1d3 rounds.  This is a Supernatural Ability.

Eternal State of Vigilance
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Whenever you use a Counter in this stance, roll a d20 plus your Charisma or Wisdom Modifier (choose one when taking this Maneuver, you cannot change it later).  If your total is 16 or higher on the roll, the Counter is not considered expended.

Hissy Fit
The Feline Way (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: n/a
Initiation Action: 1 Full Round Action
Range: 60 ft.
Target: 60 ft. burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half

You do 75 points of slashing damage to all opponents within 60 ft., and may move to any square within that area of effect.

Swat
The Feline Way (Counter)
Level: Swordsage 2, Warblade 2
Prerequisite: n/a
Initiation Action: Personal
Target: You

You may initiate this counter when you are attacked in melee.  You may immediately attack that opponent back at your highest BAB.  This is not an Attack of Opportunity.

EPIC WAY OF THE CAT

Eternal State of Vigilance 2: Vigilance Harder
Way of the Cat (Stance)
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 20,000 XP
Training Time: 10 days

While in this Stance you may use Counters at will, and they are not considered expended until you leave this Stance.

Big Swat
Way of the Cat (Counter)
Prerequisite: 1 Epic Way of the Cat Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
XP Cost: 30,000 XP
Training Time: 15 days

You may initiate this counter when you are attacked in melee.  You may immediately attack that opponent back at your highest BAB.  If the attack is successful he is Stunned 1 Round and this is automatically considered a Critical Hit.  This is not an Attack of Opportunity.

Felineness is Next to Godliness
Yarn Fu (Boost)
Prerequisite: 2 Epic Way of the Cat Maneuvers
Initiation Action:
Range: Personal
Target: You
XP Cost: 45,000 XP
Training Time: 20 days

You Initiate this Maneuver any time you are required to make a roll,  That roll is automatically successful.  If it is a Saving Throw that allows for a Partial Effect on a Save, you take no effect.  If it is for Initiative, you always go first.  If it is for a damage roll, you do maximum damage.  This is a Supernatural Ability.

The Shredder
Yarn Fu (Strike)
Prerequisite: 3 Epic Way of the Cat Maneuvers
Initiation Action: 1 Standard Action
Range: 60 ft.
Area: 60 ft. burst, centered on you
XP Cost: 100,000 XP
Training Time: 50 days

All opponents within range must make a Fortitude Save or die.  If they succeed they are Stunned 1 Round and take damage equal to your Initiator Level instead.
« Last Edit: December 05, 2016, 02:56:45 AM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #58 on: September 21, 2016, 06:33:59 PM »
Gun Fu
Gun Fu is a subschool of the Diamond Mind discipline.  Unlike normal subschools, the associated weapons for Gun Fu are only Guns and Dynamo Cannons.

Anti-Air
The Feline Way (Stance)
Level: Swordsage 1, Warblade 1
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Swift

While in this stance, attacks you make with your disciplines associated weapons do x3 damage on a successful critical hit, but only against flying opponents.  If the Gun used allows a Save for half damage due to being an area of effect (which doesn't allow for critical hits), the Save DC is +2 instead.  This is a Supernatural Ability.

BFG
Gun Fu (Strike)
Level: Swordsage 8, Warblade 8
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack Roll with a Gun doing an extra +15d6 damage.  This is a Supernatural Ability.

Bizarre and Improbable Ballistics
Gun Fu (Strike)
Level: Swordsage 2, Warblade 2
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack Roll with a Gun that ignores Concealment or percentile miss chances.  This is a Supernatural Ability.

Cold Sniper
Gun Fu (Strike)
Level: Swordsage 6, Warblade 6
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One creature
Saving Throw: Fortitude Partial

You make a Ranged Attack Roll with a Gun (which cannot be an Area of Effect weapon) and receive no penalties based on Range, and negate any miss chance due to Concealment.  It ignores the effects of Cover less than Total Cover.  If the Gun does not normally provide a Ranged Touch Attack it does for this attack roll.  This is a Supernatural Ability.

Marked Bullet
Gun Fu (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: n/a
Initiation Action: 1 Standard Action
Range: Ranged Attack
Target: One Creature

You make a Ranged Attack with a Gun against an opponent, and if successful all other attacks successfully made against him this round do maximum damage.  This is a Supernatural Ability.

Needs More Dakka
Gun Fu (Boost)
Level: Swordsage 7, Warblade 7
Prerequisite: n/a
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: End of Turn

When using this Boost, until the End of the Turn if you make a Full Attack you get your full iterative attacks with Guns, with an additional attack at your highest BAB.  This is a Supernatural Ability.

No Range Like Point Blank Range
Gun Fu (Counter)
Level: Swordsage 3, Warblade 3
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may use this Counter when an opponent misses you with a Melee Attack.  You immediately get an Attack of Opportunity if holding a Gun, and do not provoke an Attack of Opportunity for using a Ranged attack in melee.

Spray and Pay
Gun Fu (Strike)
Level: Swordsage 9, Warblade 9
Prerequisite: n/a
Initiation Action: 1 Full Round Action
Range: 60 ft.
Target: 60 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex half

Opponents within the Area of Effect take full gun damage plus an additional 75 points of damage (the gun used cannot be an Area of Effect weapon).  This is a Supernatural Ability.

Trigger Happy
Gun Fu (Boost)
Level: Swordsage 5, Warblade 5
Prerequisite: n/a
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: End of Turn

You must decide to use this Boost at the beginning of the turn before anyone has gone, and it is usable even if you have not yet acted in combat.  If you use it , for this round only you go first before anyone (this does not change your actual Initiative).  If you successfully hit an opponent Denied his Dex Bonus to AC, or Flat-Footed, he takes an additional +3d6 damage.


EPIC GUN FU

Flak Defense
Gun Fu (Stance)
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
XP Cost: 20,000 XP
Training Time: 10 days

While in this stance, attacks you make with your disciplines associated weapons do their damage over a 30' radius spread and do +10d6 damage  against Flying opponents.  Opponents are allowed a Reflex Save for half damage, but their Save DC is +4.  This is a Supernatural Ability.

Magic Bullet
Gun Fu (Boost)
Prerequisite: 1 Epic Gun Fu Maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
XP Cost: 30,000 XP
Training Time: 15 days

All attacks you make with your Disciplines associated weapons for the rest of the round hit automatically without requiring attack rolls, and are automatically considered successfully confirmed Critical Hits.

Even Moar Dakka!
Gun Fu (Boost)
Prerequisite: 2 Epic Gun Fu Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 Round
XP Cost: 45,000 XP
Training Time: 20 days

When using this Boost, until the End of the Turn if you make a Full Attack you get your full iterative attacks with Guns, with 6 additional attacks at your highest BAB.  This is a Supernatural Ability.

Launch All the Missiles!
Gun Fu (Strike)
Prerequisite: 3 Epic Gun Fu Maneuvers
Initiation Action: Full Round Action
Range: 120 ft.
Area: 120 ft. radius spread, centered on you
Duration:
XP Cost: 100,000 XP
Training Time: 50 days

Everything within the area of effect other than you takes 40d6 damage (Reflex Save for half).
« Last Edit: December 05, 2016, 06:35:36 PM by bhu »

Offline astralInferno

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Re: Kitty Magic
« Reply #59 on: February 26, 2017, 08:32:47 AM »
Soooo many spells @_@

(Attempts to use snekkity cat magic to steal Uncle Maat's hug spell)