Author Topic: Kitty Magic  (Read 27975 times)

Offline bhu

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Re: Kitty Magic
« Reply #60 on: February 26, 2017, 10:00:36 PM »
I see you've found the update lol  :D

Offline bhu

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Re: Kitty Magic
« Reply #61 on: March 15, 2017, 07:57:20 PM »
                      Guardian Familiar
                      Small Magical Beast (Extraplanar)
Hit Dice:             1d10+2 (7 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-7
Attack:               Claw +4 melee (1d4-4)
Full Attack:          2 Claws +4 melee (1d4-4) and 1 Bite -1 melee (1d6-4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rejuvenation, Familiar traits, Snarl
Special Qualities:    Darkvision 60 ft., Spell Resistance, Variable Alignment
Saves:                Fort +4, Ref +5, Will +3
Abilities:            Str 3, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +7, Hide +10, Jump +10, Listen +7, Move Silently +9, Spot +7
Feats:                Weapon Focus
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             See text
Alignment:            Varies
Advancement:          See text
Level Adjustment:     ---

The Guardian Familiar appears to be a small black cat.  Summoned to guards treasure hordes, chests or items, they never leave said item.  They will guard it for eternity, or until death.  They can be summoned via a variant of the Lesser Planar Binding spell.

Rejuvenation (Su): When summoned the Guardian Familiar begins with 1 Hit Die.  Each time it is killed it is Resurrected at full power one round later, with an additional Hit Die, maxing out at 9 Hit Dice.  Once it reaches 9 Hit Dice, it remains dead if killed.

Familiar traits: The Guardian Familiar does not supplant it's summoners Familiar, acting as a cohort instead.  But it does share some of the Familiars abilities.  The following abilities listed under the Familiar table are shared by the Guardian Familiar as well: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, and Scry on Familiar.

Snarl (Su): When the Guardian Familiar attacks, it appears to swell to the size of a Bobcat.  Opponents it successfully attacks must make a DC 11 Willpower Save or be Frightened for 1 round.  This is a Mind-affecting Fear effect.

Spell Resistance (Ex): The Familiar gains Spell Resistance equal to 10 plus it's summoners CR.

Variable Alignment (Ex): The Guardian Familiar's Alignment matches that of it's summoner.  It gains Alignment descriptors as well based on it's summoners Alignment as well, and it's natural weapons are considered to have those traits for overcoming DR.  For example if a summoner is Chaotic Evil, then the Familiar has the Chaos and Evil descriptors, and it's attacks are both Chaotic and Evil for purposes of overcoming DR.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.  They also get a +4 Racial Bonus on Listen and Spot Checks.

Combat: Guardian Familiars aren't particularly tactical, and simply melee with the first creature to attack them or get within 10 feet of the item they are charged with guarding.

Life 2
Hit Dice:             2d10+4 (15 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +2/-5
Attack:               Claw +5 melee (1d4-3)
Full Attack:          2 Claws +5 melee (1d4-3) and 1 Bite +0 melee (1d6-3)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +5, Ref +6, Will +3
Abilities:            Str 5, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +7, Hide +10, Jump +10, Listen +7, Move Silently +10, Spot +7
Challenge Rating:     1

Snarl: DC 12, lasts 2 rounds.

Life 3
Hit Dice:             3d10+6 (22 hp)
Initiative:           +4
Speed:                35 ft. (7 squares)
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/-3
Attack:               Claw +6 melee (1d4-2)
Full Attack:          2 Claws +6 melee (1d4-2) and 1 Bite +1 melee (1d6-2)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +5, Ref +6, Will +4
Abilities:            Str 7, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +7, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +7
Challenge Rating:     2

Snarl: DC 12, lasts 3 rounds.

Life 4
Hit Dice:             4d10+8 (30 hp)
Initiative:           +5
Speed:                35 ft. (7 squares)
Armor Class:          18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +4/-1
Attack:               Claw +7 melee (1d4-1)
Full Attack:          2 Claws +7 melee (1d4-1) and 1 Bite +2 melee (1d6-1)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +6, Ref +7, Will +4
Abilities:            Str 9, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +7, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating:     2

Snarl: DC 13, lasts 4 rounds.

Life 5
Hit Dice:             5d10+10 (37 hp)
Initiative:           +6
Speed:                35 ft. (7 squares)
Armor Class:          19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +5/+1
Attack:               Claw +8 melee (1d4)
Full Attack:          2 Claws +8 melee (1d4) and 1 Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +6, Ref +7, Will +4
Abilities:            Str 11, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +8, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating:     2

Snarl: DC 13, lasts 5 rounds.

Life 6
Hit Dice:             6d10+12 (45 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          20 (+1 Size, +2 Dex, +7 Natural), touch 13, flat-footed 18
Base Attack/Grapple:  +6/+3
Attack:               Claw +9 melee (1d4+1)
Full Attack:          2 Claws +9 melee (1d4+1) and 1 Bite +4 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +7, Ref +8, Will +5
Abilities:            Str 13, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +9, Hide +10, Jump +10, Listen +8, Move Silently +10, Spot +8
Challenge Rating:     3

Snarl: DC 14, lasts 6 rounds.

Life 7
Hit Dice:             7d10+14 (52 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +7/+5
Attack:               Claw +10 melee (1d4+2)
Full Attack:          2 Claws +10 melee (1d4+2) and 1 Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +7, Ref +8, Will +5
Abilities:            Str 15, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +9, Hide +10, Jump +10, Listen +9, Move Silently +10, Spot +8
Challenge Rating:     4

Snarl: DC 14, lasts 7 rounds.

Life 8
Hit Dice:             8d10+16 (60 hp)
Initiative:           +9
Speed:                40 ft. (8 squares)
Armor Class:          22 (+1 Size, +2 Dex, +9 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +8/+7
Attack:               Claw +11 melee (1d4+3)
Full Attack:          2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +8, Ref +9, Will +5
Abilities:            Str 17, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +9, Hide +10, Jump +10, Listen +9, Move Silently +10, Spot +9
Challenge Rating:     4

Snarl: DC 15, lasts 8 rounds.

Life 9
Hit Dice:             9d10+16 (67 hp)
Initiative:           +10
Speed:                45 ft. (9 squares)
Armor Class:          23 (+1 Size, +2 Dex, +10 Natural), touch 13, flat-footed 21
Base Attack/Grapple:  +9/+9
Attack:               Claw +12 melee (1d4+4)
Full Attack:          2 Claws +12 melee (1d4+4) and 1 Bite +6 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Saves:                Fort +8, Ref +9, Will +6
Abilities:            Str 19, Dex 15, Con 14, Int 3, Wis 16, Cha 12
Skills:               Balance +10, Climb +9, Hide +10, Jump +10, Listen +10, Move Silently +10, Spot +9
Challenge Rating:     5

Snarl: DC 15, lasts 9 rounds.
« Last Edit: June 11, 2022, 08:45:12 PM by bhu »

Offline bhu

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Re: Kitty Magic
« Reply #62 on: March 15, 2017, 08:16:38 PM »
                      Nonafel
                      Large Magical Beast
Hit Dice:             9d10+18 (67 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +4 Dex, +5 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +9/+15
Attack:               Tail +13 melee (2d10+4)
Full Attack:          Tail +13 melee (2d10+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spawn Children
Special Qualities:    Darkvision 60 ft., Regeneration 9
Saves:                Fort +8, Ref +10, Will +4
Abilities:            Str 16, Dex 18, Con 14, Int 4, Wis 12, Cha 12
Skills:                   Balance +12, Climb +11, Hide +8, Jump +11,
Listen +3, Move Silently +8, Spot +3
Feats:                Ability Focus (Spawn Children), Alertness, Weapon Finesse, Weapon Focus (Tail)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Chaotic Evil
Advancement:          10-13 HD (Large), 14-27 HD (Huge)
Level Adjustment:     ---

Nonafels appear to be large black panthers, with bloodshot yellow eyes.  Their tails are incredibly long and tipped with a bony club.

Spawn Children (Su): Effectively the Nonafel can cast Shadow Conjuration at will as a Supernatural Ability. It is limited to one effect: it creates 8 duplicates of itself within 50 feet of itself.  Regardless of being able to use this ability at will, it can never have more than 8 duplicates of itself at a time.  Save DC 17 to disbelieve.

Regeneration (Ex): The Nonafels Regeneration doesn't work against Fire or Acid damage, nor does it work when it is using it's Spawn Children ability.

Skills: Nonafels have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Nonafels have a +8 racial bonus on Balance and Climb checks.

Combat: Nonafels usually charge in and go straight for the jugular.  They aren't sneaky at all.
« Last Edit: April 11, 2017, 12:48:22 AM by bhu »