MOWS "Meow!" The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children. They enjoy their reputation for being no end of trouble.
MOWS RACIAL TRAITS · -8 Str (Minimum 3), +4 Dex, +2 Wis
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 30 feet
· Scent (Ex): Identical to the ability listed in the Monster Manual.
· Mows have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Mows aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious (and teensy) predators they also can't make Handle Animal checks as animals are terrified of (or ignore) them. Most equipment will be one tenth the weight for them. They cannot wield weapons unless they are specifically made for them, usually as an extension of armor they are wearing. If someone is willing to help them in and out of it they can wear armor.
. Mows are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Racial skill bonuses: Mows receive a +4 Racial Bonus on Climb, Hide, Listen, and Move Silently Checks. They also get a +8 Racial Bonus of Balance and Jump checks. They may use their Dexterity Modifier instead of their Strength Modifier for Climb and Jump Checks. In areas of tall grass or undergrowth their Hide Bonus increases to +8.
· Automatic and Bonus languages: Mows automatically speak Common and Purr. Bonus Languages depend on where they live and are usually that of their neighbor, but many speak Sylvan
· Level Adjustment: +0
· Favored Class: Cat Burglar, Rogue, or Scout
STARTING AGE Adulthood: 14 years
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years
HEIGHT AND WEIGHT Base Height: Male: 7" Female: 6"
Height Modifier: +1d4"
Base Weight: Male: 8 lbs. Female: 7 lbs.
Weight Modifier: x1 lb.
MOWS CHARACTERS If you want to play a small stealthy PC who can go about unnoticed due to the fact everyone assumes you're a common animal, the Mows are perfect. Plus you get to be an adorable lil' kitteh. What more could you want than that?
Adventuring Race: Mows often go on adventures for money, fame, and power. The usual reasons. But being fey and whimsical like all cats some do it just for the hell of it.
Character Development: Make sure to take Feats or class abilities that will allow you to overcome your Reach limitations. Your size does have a few disadvantages.
Character Names: Mows tend to use whatever names are common to the other races living in their area.
ROLEPLAYING A MOWS You can pretend to be a normal cat and sponge off the other races while secretly living among them. All the Mows do it at some point. It allows you to learn lots of nifty blackmail material. Not that you're the sort of kitty to use blackmail to get fed a better class of salmon than table scraps. No sir not you.
Personality: The Mows are still cats for the most part, with all the typical behaviors attributed to kitties.
Behaviors: You've all seen the various cat videos on Youtube. Give them some human level intelligence and imagine the trouble they can start now...
Language: The Mows speak Purr, which has no written form (and is effectively the same language used by the Cat Burglars Guilds).
MOWS SOCIETY Cats are highly social and prize competitions of stealth and athletic ability. They are also fans of singing and acting. The women do all the child rearing, and the men do much of the hunting and fooling of humans. In other words the women are mothers and teachers and the men are thieves.
Alignment : Mows have a strong tendency towards Chaos as they dislike rules, and most also have a strong tendency towards Neutrality. They like their privacy.
Lands : The Mows are pretty omnipresent. Wherever you can find cats, you can find them.
Settlements : Mows prefer urban areas since it allows them to pretend to be pets and blend in better.
Beliefs : The Mows worship the Kitteh Gawds exclusively.
Relations: Mows get along fine with Humans and other humanoids who have cats as pets because they can take advantage of them. The rest of the world they don't like so much.
MOWS ADVENTURES · There has been a rash of murders in the town, and the humans are clueless. Every cat in the city knows there is an Undead monster living down by the old mill that's responsible. You just have to figure out how to get the humans there without revealing who you really are. Or failing that end it yourself.
· A local powerful Wizard has had his beloved Familiar slain and is inconsolable until he sees the perfect replica of him: you. Adopted by a psychopathic madman with incredible power you must find a way to convince him not to kill the locals out of paranoia, find a way to get him to let go of his friend, and all without driving him any crazier.
· The local humans have figured out cats are intelligent and have declared war. You must broker peace with them, or failing that find a way to sabotage their extermination efforts.
MOWS/AWAKENED CAT RACIAL SUBSTITUTION LEVELSROGUE Levels 10, 13, 16, 19: The Mows Rogue has new options for his Rogues Special Abilities.
Special Ability (Ex):
Trap Radar (Su): When making a Search roll to look for traps, you may Search a 10' area as a Standard Action.
Nimble You do not gain the -5 Penalty to Climb or Balance Checks for moving at full speed.
SCOUT Levels 4, 8, 12, 16, and 20: The Mows loses access to some Bonus feats, but gains access to others.
Bonus Feats (Ex): Instead of having access to Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run the Mows Scout can choose from Defensive Strike, Lunging Strike, Mouser, and Prone Attack.
CAT BURGLAR Level 1: Replace Purr with Polyglot
Polyglot (Ex): Speak Language is always a Class Skill for you.
Level 1: Cat Powah with Man Powah
Man Powah (Su): At 1st level the Cat Burglar gets his first taste of Humanoid Magic in the form of an untyped Bonus equal to his Charisma Modifier. Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his unarmed strikes or weapons in Humanoid Form.
Levels 1, 4, 7, 10, 13, 16, and 19: Replace Kitty Form with Humanoid Form
Humanoid Form (Su): At will as a standard action you may transform into a humanoid (or from a humanoid back to your normal form) for as long as you want. In addition, you may transform between humanoid forms without returning to your normal form first. You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of the specifics of your new form. You also retains your normal ability scores, although you may gain bonuses from the humanoid form or other class features. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part the humanoid form does not have (in addition, you lose Scent).
When transforming into a humanoid form, you can choose to have any equipment you wear other than armor and held objects shift with you, altering its form to accommodate the new shape. Objects that do not or cannot resize themselves meld into your new body, but retain their properties. Any melded items (including weapons and armor; see below) can still be targeted and affected by spells and effects as though they were worn normally.
At your discretion, you can meld a suit of armor, and/or a magic weapon that you are wearing or wielding while transforming into your new form. You must be proficient with the object in question to meld it and gain its benefits while transformed. If you meld a suit of armor, you are still considered to be wearing it, as though it was armor appropriate to your new shape and size. Magic armor with the Glamered special quality can appear as normal clothing. Shields can be melded, but become completely inert and do not provide any bonuses or magical properties when melded.
If you meld a magical melee weapon, you can apply its magical weapon properties to your humanoid form natural weapons (if any, unarmed strike is considered a natural weapon). The properties are shared between the weapon and a single natural weapon of your choice (choices depend on the humanoid form chosen); daily uses of weapon special abilities are still counted against the magic weapon. If you use this option, the affected natural weapon is treated as a manufactured weapon when determining what weapon special abilities it gains and the effects of them (though not for any other purposes, such as iterative attacks), even for the purpose of interacting with other magic items (such as a Necklace of Natural Attacks). If you are wearing or wielding two weapons when transforming, you can meld them with seperate natural attacks (example: meld primary magic weapon with claws and off-hand magic weapon with bite).
If you are killed or knocked unconscious in Humanoid Form you revert to your natural kitty form next round.
At first level you gain the ability to transform into the Base Humanoid Form.
Base Humanoid Form: You assume the form of a Humanoid child or smaller Humanoids such as halflings. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +2 Str and -2 Dex. Your speed increases to 20' unless it was already faster. In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.
At levels 4, 7, 10, 13, 16, and 19 you gain an additional Humanoid Forms from the following list if you meet the prerequisites (all of these forms count as Humanoid Form for purposes of Feats, effects, etc.). Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:
Medium Humanoid Form (Prerequisite: Level 4+): You may now become a Medium humanoid. This allows you to pretend to be any species of the more common humanoids, or perhaps a very young Giant. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: +2 Str. Your speed increases to 30' unless it was already faster. In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype instead.
Tiny Humanoid Form (Prerequisite: Level 4+): You may become a Tiny Humanoid. This allows you to pretend to be a Humanoid infant or really small Humanoids. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: +2 Dex. Your speed increases to 15' unless it was already faster. In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc. You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.
Big Humanoid Form (Prerequisite: Level 10+): You may take the form of a Large Humanoid or Giant. You also gain the following abilities: A Primary Slam Attack doing 1d4 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: +6 Str +4 Con. You also gain a +3 Natural Armor Bonus. Your speed increases to 40' unless it was already faster. In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc. If posing as a Giant you gain the Giantblood Subtype instead. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.
Giant Form (Prerequisite: Level 16+): You may take the form of a Huge Giant. You also gain the following abilities: A Primary Slam Attack doing 1d6 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +8 Str and +6 Con. You also gain a +6 Natural Armor Bonus. Your speed increases to 40' unless it was already faster. You gain the Giantblood Subtype. You become Size Class Large, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 15'. You may remain in Giant Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.
Titan Form (Prerequisite: Level 19+): You may now take the form of a Gargantuan Giant. You also gain the following abilities: A Primary Slam Attack doing 2d4 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +10 Str and +8 Con. You also gain a +9 Natural Armor Bonus. Your speed increases to 50' unless it was already faster. You gain the Giantblood Subtype. You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'. You may remain in Titan Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.
Sprite Form (Prerequisite: Fey Heritage): You may now take the form of a Tiny Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +2 Cha. Your speed increases to 15' unless it was already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 3/Cold Iron. You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.
Pixie Form (Prerequisite: Fey Heritage, Sprite Form, Level 4+): You may now take the form of a Small Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +2 Dex and +4 Cha. Your speed increases to 20' unless it was already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.
Nymph Form (Prerequisite: Fey Heritage, Pixie Form, Level 7+): You may now take the form of a Medium Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +4 Dex and +6 Cha. You also gain +1 Natural Armor Bonus. Your speed increases to 20' unless it was already faster. Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron.
Beast Form (Prerequisite: Level 10+): You may now take the form of a Large Magical Beast. You also gain the following abilities: Darkvision 60', Scent, a Primary Natural Attack (1d6 plus Str Modifier), and a Secondary Natural Attack (1d6 plus 1/2 Str Modifier). You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action. Your stats are modified as follows: you gain +6 Str and +4 Con. You also gain a +3 Natural Armor Bonus. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are triple those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.
Teensy Uggo Form (Prerequisite: Level 4+): You may now take the form of a Small Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +2 Str. Your speed increases to 20' unless it was already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one half those of a Medium Size PC.
Uggo Form (Prerequisite: Level 7+): You may now take the form of a Medium Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +4 Str. You also gain a +1 Natural Armor Bonus. Your speed increases to 30' unless it was already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'.
Dire Uggo Form (Prerequisite: Level 10+): You may now take the form of a Large Monstrous Humanoid. You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands. Your stats are modified as follows: you gain +6 Str and +4 Con. You also gain a +3 Natural Armor Bonus. Your speed increases to 40' unless it was already faster. Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.
Levels 2, 5, 8, 11, 14, and 17: Replace Kitty Magic with Humanoid Magic
Humanoid Magic(Su): Humanoid Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor. The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites. These are considered Spell-Like abilities unless it says otherwise:
...And Your Ass Will Follow (Su) (Prerequisites: Free Your Mind...): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.
A People Person: You may cast Charm Person 3/day.
A Spring In Your Step: You may cast Jump 3/day.
Belittle (Prerequisite: Level 5): You may cast Power Word Sicken (see Races of the Dragon) 3/day.
Blend In: You may cast Change Self at will.
Brute's Luck (Su): You may substitute your Str Modifier for all rolls in which you would normally use your Dex Modifier.
Cowardice Is An Art Form: You may cast Expeditious Retreat 3/day.
Decoy (Prerequisite: Level 8): You may cast Create Fetch 3/day (see Complete Scoundrel).
Devilish Charm (Prerequisite: A People Person, Level 8): You may cast Suggestion 3/day.
Did You Think It Would Be That Easy (Su) (Prerequisite: Level 5): You gain a Bonus to Armor Class equal to your Charisma Modifier. The type of Bonus depends on what Humanoid Form you are using. It's a Sacred Bonus for Celestial Form, and a Profane Bonus for Fiendish Form and Undead Form. Hawt, Fey, and Innocent Forms get a Luck Bonus. Nocturnal, Multi-Headed, Alien, and Half Dragon Forms get an Insight Bonus. Agile, Swift, Stealthy and Winged Forms get a Dodge Bonus. All other Kitty Forms get an increase to their Natural Armor Bonus.
Flash Grenade (Su) (Su): 3/day as a Supernatural ability while in Humanoid Form you may release a 10 ft burst of light centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Dazed for 1 round.
Force Shield (Prerequisites: Mage Puncher, Level 11): You may cast Wall of Force 3/day.
Free Your Mind...(Su) (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.
Frightful Tackle (Su) (Prerequisites: A Spring In Your Step, Blend In, and one of the following: Spooky Voice, or Thousand Yard Stare): When attack an Opponent who is Flat-Footed or Denied his Dexterity Bonus to AC while you are in Humanoid Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.
Fuck Tha Police; You may cast Protection from Law 3/day.
Healer's Touch (Prerequisite: Level 5): You may cast Cure Moderate Wounds or Remove Disease 3/day. Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.
Improved Flash Bomb (Su)(Prerequisite: Flash Bomb): Your Flash Bomb may be used in place of doing damage in a grapple check. The opponent you are grappling is permanently Blinded if he fails his Save, instead of Dazed. All others in the area are Dazed as normal.
Inhuman Diplomacy (Prerequisite: Level 8): You may cast Charm Monster 3/day.
Innocence (Su): You gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger and Detect Magic or similar spells/abilities. If the spell can’t get through your spell resistance you show up as Neutral and non-magical.
LOOK AT ME, I'M AN ATTENTION WHORE (Su) As a Standard Action you may make a Perform (Oratory) check to Daze all opponents within 10' for 1 round. They get a Willpower Save to resist (DC is equal to your Perform check).
Looking for Pigeons (Su): By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your Flash Bomb attack). You don't know what his Save is, just that he has the lowest.
Mage Puncher (Prerequisites: Would-Be Mage): You may cast Bigby's Disrupting Hand 3/day (See PHB II).
Monk's Step: You may cast Feather Fall at Will.
Mystic Locksmith: You may cast Open/Close and Instant Locksmith 3/day (see Complete Adventurer). Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.
Preacher Man (Prerequisite: 11th level): You may cast Heal 3/day.
Spooky Voice (Prerequisite: Level 5): You may cast Scare 3/day.
Sucker Punch (Su): If your opponent is flat footed and you are in Humanoid Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.
Summoner I (Prerequisite: Level 5, Cha 15): You may cast Summon Monster III 3/day.
Summoner II (Prerequisite: Level 11): You may cast Summon Monster VI 3/day.
Summoner III (Prerequisite: Level 17): You may cast Summon Monster IX 1/day.
Surprise, Surprise, Surprise (Su) (Prerequisite: level 5): You do not take Size Penalties to attack rolls and AC while in Humanoid Form.
Survival (Prerequisites: Level 5): You may cast Sustain 3/day (see Oriental Adventures or Book of Exalted Deeds).
They're With Me (Su) (Prerequisite: Undead Form): Allies within 10' of you while you're in Undead Form gain the benefits of a Hide from Undead spell.
Thousand Yard Stare: You may cast Cause Fear 3/day.
Vicious Sarcasm (Prerequisite: Belittle): When using your Belittle ability, you are no longer restricted by your opponents hit point total, and may cast it on anyone.
Would-Be Mage: You may cast Magic Missile 3/day.
Levels 3, 6, 9, 12, 15, and 18: Replace Enhanced Kitty Form with Enhanced Humanoid Form
Enhanced Humanoid Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Humanoid Form from the list below (optionally they may take a Bonus Feat if they wish). These Enhancements can be used in any version of Humanoid Form unless otherwise noted, and their benefits stack with the abilities gained from your various Humanoid Forms (You may use more than one Enhanced Humanoid Form at a time, but see restrictions below.):
Agile Form (Prerequisite: Level 6): You gain +4 Dex in Humanoid Form.
Alien Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Humanoid Form. You may not use Alien Form with Celestial or Innocent Forms.
Aquatic Form: While in Humanoid Form you may instead become a Mermaid or legged aquatic humanoid. You gain a Swim speed equal to your Land speed. You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. You may use the Run Action while swimming in a straight line. You gain the Aquatic Subtype, and are Amphibious as well.
Arctic Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to cold though, not heat. You may not use Arctic and Desert Forms at the same time. You also gain Cold Resistance 5.
Armored Form: Your Natural Armor Bonus increases by +4 while in Humanoid Form.
Celestial Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Humanoid Form. 3 times per day any spell you cast in Celestial Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Celestial Form along with Fierce Humanoid Form, Fiendish Form, or Alien Form).
Centaur Form (Prerequisite: Dire Uggo Form): While in Dire Uggo Form you gain a +4 Bonus to defend on Opposed Bull Rush, Overrun, and Trip Checks.
Climbing Form: While in Humanoid Form you gain a Climb speed equal to your Land speed. You gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.
Desert Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you. This only works on exposure to heat though, not cold. You may not use Arctic and Desert at the same time. You also gain Fire Resistance 5.
Exotic Form (Level 6+): You turn into rare and exotic (possibly extinct) Humanoids or Fey. While in Humanoid Form you permanently have the benefits of a Sanctuary spell unless you attack someone. They're more intent on capturing you as a rare slave than killing you. You can still be attacked by non lethal attacks such as Nets that are meant to capture you.
Fey Form (Prerequisite: Fey Heritage): You gain Spell Resistance equal to (15 plus CR) in Sprite, Pixie, or Nymph Forms.
Fiendish Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Humanoid Form. 3 times per day any spell you cast in Fiendish Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat. This does not increase the spell level or it's casting time. You may not use Fiendish Form with Celestial Form.
Fierce Humanoid (Prerequisite: Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level. If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not combine Fierce Humanoid and Innocent Forms.
Half Dragon Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.
Hardy Form (Prerequisite: Level 6): You gain +4 Con in Humanoid Form, as long as that Humanoid Form is Medium or bigger.
Hawt Form (Prerequisite: Char 15+, and either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level. If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability). You may not use Innocent Form in combination with Alien, Fiendish, Fierce Humanoid, or Undead Forms).
Innocent Form (Prerequisite: Tiny or Small Humanoid Form): You can always Take 10 on Bluff and Diplomacy Checks.
Multi-Armed Form: This may be taken multiple times. The first time you gain an additional pair of arms in Humanoid Form, and you gain an additional pair each time this is chosen. You must still take the necessary Feats to take advantage of the multiple limbs. If your arms have a Natural Attack you now gain multiple attacks on a Full Attack.
Multi-Headed Form: This may be taken multiple times, and each time you take it you gain one additional head in Humanoid Form. You gain a +1 Bonus to Listen, Search, and Spot Checks per additional head. If your head has a Natural Attack you now gain multiple attacks on a Full Attack.
Nocturnal Form: Your Darkvision range increases +30' in Humanoid Form.
Stealthy Form: You gain a +4 Bonus to Hide Checks in Humanoid Form.
Strong Form (Prerequisite: Level 6): You gain +4 Str in Humanoid Form, as long as that Humanoid Form is Medium or bigger.
Swift Form: You gain a +10 ft. increase to Land Speed in Humanoid Form.
Undead Form (Prerequisite: Level 6): While in Humanoid Form you may appear as any corporeal Undead. You temporarily become immune to poison and disease, and fatigue/exhaustion effects.
Winged Form: While in Humanoid Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.
Level 20: Replace True Kitty with True Humanoid
True Humanoid(Ex): At 20th level you become one with your inner human, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to them temporarily without being vulnerable to spells that target them specifically(this includes spells specific to Humanoids such as Charm Person). If knocked unconscious you no longer revert to your original form if you are in Humanoid Form. You also gain the Shapechanger Subtype.
Epic Substitution Levels Epic Humanoid Forms Colossus Form : You may now take the form of a Colossal Giant. You also gain the following abilities: A Primary Slam Attack doing 2d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is less than Colossal you gain +2 Str and -2 Dex per Size Class below Colossal (minimum Str or Dex is 3). You also get +18 Con, and you gain a +18 Natural Armor Bonus. If your Size is smaller than Colossal your base land speed increases to 50' unless it's already faster. You gain the Giantblood Subtype. You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are sixteen times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'. You may remain in Colossus Form for (3 plus Charisma Modifier) rounds. Once the time limit runs out you must wait one hour before using this form again.
Epic Enhanced Humanoid Forms Abomination Form : (Prerequisites: Alien Form) While in Alien Form you gain Regeneration 5 (doesn't work vs Fire or Acid damage). You cannot use Abomination Form with Awww...Wook at da Widdle Babeh, Celestial Form, Heavenly Form, or Innocent Form.
Asherati Form: (Prerequisite: Desert Form) You gain the Fire Subtype. In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them. You may not use Asherati Form with Arctic Form or Frost Form.
Awww...Wook at da Widdle Babeh: (Prerequisites: Innocent Form) While in Tiny Humanoid Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect. Basically as long as the bitty kitty plays with the dingle ball they will watch. You may not use Awww...Wook at da Widdle Babeh Form in combination with Abomination Form, Alien Form, Fiendish Form, Fierce Humanoid Form, Hawt Form, Undead Form, Demonic Form, Terrifying Form or Vampire Forms.
Dragonborn: (Prerequisites: Half Dragon Form) You gain DR 20/Epic while in Humanoid Form.
Epic Humanoid Form: (Prerequisite: True Humanoid) You gain +6 Charisma while in Humanoid Form.
Floaty Form: (Prerequisites: Winged Form) While in Humanoid Form you have a Flight Speed equal to one and a half times your Land Speed with Perfect Maneuverability.
Frost Form: (Prerequisite: Arctic Form) You gain the Cold Subtype. In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them. You may not use Persian with Desert Form or Asherati Form.
Heavenly Form: (Prerequisite: Angel Kitty Form) While in Humanoid Form you gain a +4 Sacred Bonus to all Saving Throws. You may not use Heavenly Form along with Abomination Form, Undead Form, Fiendish Form, Alien Form, Demonic Form, or Vampire Form.
Demonic Form: (Prerequisite: Fiendish Form) Twice per day a while in Humanoid Form you can automatically summon 2 Manes, Vrocks, or Bar-Lgura, or 1 Palrethee, Glabrezu, or Marilith. This ability is the equivalent of an 8th-level spell. You may not use Demonic Form with Celestial Form or Heavenly Form.
Terrifying Form: (Prerequisite: Fierce Humanoid Form) While in Kitty Form you gain Frightful Presence. Whenever you make an Attack while in Kitty Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds. You may not combine Terrifying Form with Innocent Form or Awww...Wook at da Widdle Babeh Form.
Vampire Form: (Prerequisite: Undead Form): While in Undead Form you are also immune to sleep effects, paralysis, stunning, and death effects. Vampire Form cannot be used with Celestial Form, Fey Form, Innocent Form, Awww...Wook at da Widdle Babeh Form or Heavenly Form.
Epic Humanoid Magic A Prayer to Basement Cat: You may cast Power Word Kill 3/day.
Break the Rules: You may cast Invoke Magic 3/day (see Lords of Madness).
Curiosity: You may cast Hindsight 3/day (see Complete Adventurer).
Demon Lords Gift: You may cast Abyssal Frenzy 3/day (See Fiendish Codex I).
Free At Last!: You may cast Mass Awaken 3/day (see Spell Compendium).
King of the Zombies: You may cast Plague of Undead 3/day (see Heroes of Horror).
Piss Off: You may cast Antipathy 3/day.
Reinforcements: You may cast Fierce Pride of the Beastlands 3/day (see Spell Compendium).
Revenge: You may cast Sphere of Ultimate Destruction 3/day (See Spell Compendium).
Safe Cracker: You may cast Unbinding 3/day (see Spell Compendium).
MOWS FEATSAnonymous HumanoidYou spend much time perfecting the forms of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Humanoid Form or Enhanced Humanoid Form.
Extend Humanoid Form You have practiced hanging out in Humanoid Form for long periods of time.
Prerequisites: Any Humanoid Form with a limited duration.
Benefits: You double the number of rounds you may spend in these Humanoid Forms. In addition you now only have to wait 1 Minute before using these forms again as opposed to one hour.
Practiced HumanoidYou spend much time perfecting the arts of the Humanoid.
Prerequisites: Humanoid Magic, 6th level
Benefits: You can choose this feat multiple times. Each time you choose it you gain an additional Burglaring or Humanoid Magic ability.
AnklebiterYou is one sneaky kitty
Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.
Evade NoticeJust a cat passing by, nuthin' to see here...
Prerequisites: Mows, Cat Hengeyokai or Tibbit, Bluff 4 ranks
Benefits: If you can make a successful Bluff vs Sense Motive Check against opponents, they don't really notice you if you don't do anything out of order. This only works if you appear as an animal. In other words if you, as a cat, walk past them and it's normal for cats to be in the area, they don't even remember you (and you get +4 on the Check). If you walk into an area where it might be odd (say the King's treasure chamber) they may wonder "How did that cat get in here?", but the worst they'll do is shoo you off. If you're hanging out somewhere odd (in a herd of Rhinos), you get at least a -4 on the Check. Obviously you end up screwing yourself if you do something like make an attack or cast a spell. The benefits of this Feat only apply if you appear to be a normal cat.
Improved Evade NoticeJust a cat, stealing your keys, nuthin' to see here...
Prerequisites: Bluff 8 ranks, Evade Notice
Benefits: You no longer take the Check penalty for performing odd actions, but you still can't attack anyone.
FussinessYou are picky about what you eat.
Prerequisites: Any Feline Race, Improved Scent
Benefits: You can detect if food or drink within 10' of you is poisonous or not with a DC 15 Wisdom check (you must be in a Form that allows you to use Scent).
The Paw from NowhereYou just love to whack people from hiding
Prerequisites: Any Feline Race, Sneak Attack, Hide 6 ranks
Benefits: If you successfully Sneak Attack an opponent who is unaware of your presence, he must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.