Author Topic: The Cat Burglar Prestige Clases  (Read 101189 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #180 on: March 31, 2013, 08:59:38 PM »
Kewl, I'll go ahead and post pon GitP


OVERCAT


   
"I'm here to fight for truth, justice, and kibble that doesn't taste like corn pops dipped in soap and chicken fat."

 Overcats are those rare hard fightin' members of the Cat Burglar Guilds who, after a life spent defending the innocent go a little batty and become a superhero.  Or in some cases a super villain if things haven't gone so well.  Plus no one really sees it coming from a cat.  Sometimes you give it away by wearing a cape.

BECOMING AN OVERCAT
Being a Cat Burglar who specializes in some form of fighting art.

 ENTRY REQUIREMENTS
   Cat Burglar:  Must have at least 6 Levels in Cat Burglar
   Class Abilities:  Must have at least 1 of the following: Rage 3/day, Breath Weapon 4d6, Cunning Surge, Steely Resolve 15, Unarmed Damage 1d10, Skirmish (+2d6, +2 AC), Improved Flanking, Discipline Focus (Defensive Stance), Battle Cunning (Damage), or Fiendish Resilience
   Alignment:  Must be Good or Evil
   Feats:  Any 3 Feats from the following list: Ability Focus, Acrobatic Skirmisher, Channeled Rage, Clinging Breath, Combat Reflexes, Cunning Evasion, Combat Expertise, Daring Outlaw, Deadly Defense, Deflect Arrows, Deft Strike, Destructive Rage, Dodge, Empower Spell-Like Ability, Enlarge Breath, Extend Rage, Extra Rage, Font of Inspiration, Heighten Breath, Hinder, Improved Acrobatic Skirmisher, Improved Disarm, Improved Feint, Improved Grapple, Improved Skirmish, Improved Unarmed Strike, Instantaneous Rage, Intimidating Rage, Lingering Breath, Mad Foam Rager, Maximize Breath, Mobility, Quicken Spell-Like Ability, Ranged Skirmisher, Reckless Rage, Shape Breath, Stunning Fist, Telling Blow, any of the General Feats from Tome of Battle.  Must have at least 1 Epic Feat.
   Skills:  Any 2 Class Skills 12 ranks
   BAB: +12


Class Skills
 The Overcat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level : 2 + int

Hit Dice: d10
1.    Supah Powahs!
2.    Supah Powahs!
3.    Supah Powahs!
4.    Supah Powahs!
5.    Supah Powahs!
6.    Supah Powahs!
7.    Supah Powahs!
8.    Supah Powahs!
9.    Supah Powahs!
10.   Supah Powahs!

Weapon Proficiencies: An Overcat gains no new weapon or armor proficiencies.

Supah Powahs!: At each Level you can choose 1 power from the following list:

Flight (Ex): You gain a Flight Speed equal to your Base Land Speed, with Good Maneuverability.

Super Strength (Ex): This may be taken multiple times, and increases your Strength score by 4 permanently each time.

Super Reflexes (Ex): This may be taken multiple times, and increases your Dexterity score by 4 permanently each time.

Nigh Invulnerability (Ex): You gain DR 10/- and Energy Resistance 10 (Acid, Cold, Electricity, Fire and Sonic).  This may be taken multiple times, and increases DR or Energy Resistance by +5 each time.

Amazing Speed (Ex): This may be taken multiple times, and increases your base land speed by +30' each time.

Great Calculating Brain (Ex): If you Take 10 or 20 on any Intelligence Based Skill Check you gain a +10 Bonus on the Check.

Cosmic Vision (Su): You may cast Polar Ray every 1d4 rounds, however instead of Cold damage the damage is Untyped.

Ultra Sonic Hearing (Ex): You gain a Bonus on Listen Checks equal to your Hit Dice.

Hi-Fi Voice (Su): You may cast Great Shout every 1d4 rounds (see Forgotten Realms Campaign Setting).

Atomic Breath (Su): You may cast Fire Breath at will (see Complete Arcane).

Super Breath (Su): You may cast Gust of Wind at will as a Swift Action.

Freezing Breath (Su): You may cast Boreal Wind at will (see Frostburn).

Invisibility You may cast Greater Invisibility at will.

Super Rage (Prerequisite: Rage) This is identical to the Mighty Rage and Tireless Rage Abilities listed with the Barbarian in the PHB.

Adamantine Resolve (Prerequisite: Steely Resolve) Your Steely Resolve Pool increases to 30.

I Am Kung Fu (Prerequisite: Monk Levels) Your Unarmed Strike Damage and Flurry BAB penalties becomes those of a 20th Level Monk.

Dramatic Flair (Prerequisite: Swashbuckler Levels) Your Dodge and Grace Bonuses increase to those of a 20th Level Swashbuckler.

Boost Boost (Prerequisite: Swordsage Levels) You gain Dual Boost, which is identical to the 20th Level Swordsage ability.

Wide Stance (Prerequisite: Warblade Levels) You gain Stance Mastery, which is identical to the 20th Level Warblade ability.

X-Ray Vision You may turn this on or off once per round as a Swift Action.  When on, you may see up to (5' times your HD) of nonliving or living but not sentient matter.  You can filter so this can be used to  see through clothes or walls. 

Static is Mah Friend (Prerequisite: Eldritch Blast) Your Eldritch Blast does an additional 4d6 damage.

Puff the Magic Dragon (Prerequisite: Levels in Dragonfire Adept) You gain the Breath Effects of a 20th Level Dragonfire Adept.

Dragon Burp (Prerequisite: Levels in Dragon Shaman)  You gain the Breath Weapon damage of a 20th Level Dragon Shaman.

 
PLAYING AN OVERCAT
 Youe have innate belief in yourself as the savior (or doom) of all catkind.  Despite any evidence which may be provided to the contrary. 
 Combat: Combat rather depends on what superpowers you have chosen. 
 Advancement: Overcats are fairly individualistic, and their mix of powers varies from kitty to kitty.  Usually the choose something advantageous to the fighting abilities they already have.
Resources: Superheroes are usually pretty famous, and you can ask the grateful citizenry for help.  Suervillains can intimidate them into coughing up money.

OVERCATS IN THE WORLD
"LOOK!! UP IN THE SKY!!!"
 Most of the time you stick to your secre identity as a mild-mannered housecat.  But at night or when on patrol you are the caped furball of righteousness, the fwuffy line in the sand to villainy's evil.  At least that's what you tell gawking onlookers who just saw you pound a Troll.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Ultrafoof (LG Male Human Cat Burglar 6/Barbarian 14/Overcat 5) is the protector of the city of Municipality.  He specializes in Troll fighting.  The Dark Paw (LE Female Cat Burglar 6/Warlock 14/Overcat 5) is the local villainess.  Or would be if she didn't nap 14 hours a day.
 Organizations: Some Overcats form small groups, or in the case of the rare super villain you may be the head of an organization.

NPC Reaction
 You tend to be loved or hated, pretty much like any other famous public figure.  Rarely do you elicit neutral opinions, as everyone seems to worship the ground you walk on, or hate you because other people worship said ground.

OVERCATS IN THE GAME
 This means one of your group leads a double life, or is a permanent celebrity known by everyone (meaning it will be difficult for the party to hide out).
 Adaptation: This is very definitely meant for silly campaigns.
 Encounters: Overcats are usually found fighting Epic level menaces, world spanning organizations, etc.

Sample Encounter
EL 25: The PC's are sampling some local ale when the wall next to them explodes as a troll and a small flying cat with a cape plow through.  The cat bites the unconscious troll on the neck and drags him out after apologizing to the citizens.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: March 03, 2022, 12:56:54 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #181 on: April 05, 2013, 02:55:32 AM »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #182 on: April 05, 2013, 10:20:39 PM »
any additions anyone would like to see in the supah powahs list?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #183 on: April 19, 2013, 09:35:46 PM »
Overcat is ready for review

NYAN CAT


   
"Nyanyanyanyanyanyanya!"

 It takes a special sort of cat to master the Feline Way, and some go a little goofy mentally in the process.  It takes some extra special goofery-ness to become a Nyan Cat.  What prompted the first Guild Member to become one is unknown, and what prompts others to have followed him is a total mystery.  Nyan Cats do seem to have an almost hypnotic quality to them though.

BECOMING A NYAN CAT
Master the Feline Way and going a little nuts in the process is the usual way...

 ENTRY REQUIREMENTS
   Epic FeatsRadiant Prism
   Initiator Maneuvers:  Must be able to initiate 9th Level Maneuvers from the Feline Way.
   Skills:  Knowledge (Geography) 6 ranks, Martial Lore 16 ranks, Perform (Sing) 10 ranks
   Class Abilities:  Kitty Form
   Feats:  Anonymous Kitty (Winged Kitty Form), Flyby Attack, Hover


Class Skills
 The Nyan Cat's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Geography, Local, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d10
1.    Nyanyanyanyanyanyanya!
2.    I Can Poop Rainbows!
3.   Tireless Flight
4.    Nyanyanyanyanyanyanya!
5.     I Can Poop Rainbows!
6.   Tireless Flight
7.    Nyanyanyanyanyanyanya!
8.    I Can Poop Rainbows!
9.    Tireless Flight
10.   Buttery Poptart Goodness

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

Nyanyanyanyanyanyanya! (Su): At 1st Level you may sing your endless Nyan song to counter magical effects.  This resembles the Bardic Music (Countersong) ability listed in the PHB, but may be used at will, and kept up continuously.

At 4th Level the ranges extends to 45 feet.

At 7th Level it also counters Mind-Affecting Effects.

I Can Poop Rainbows!: At second Level you learn the Aurora Walk Epic Maneuver for no XP cost.

At 5th Level the duration of Aurora Walk becomes 1 round/Level.

At 8th Level the duration of Aurora Walk becomes permanent.  You may switch it on or off as a Swift Action once per round.

Tireless Flight (Ex): At 3rd Level you become immune to Sleep Effects, and Fatigue/Exhaustion.

At 6th Level you double your Flight Speed from Winged Kitty Form and Maneuverability becomes perfect.

At 9th Level you permanently gain the benefits of a Freedom of Movement spell.

Buttery Poptart Goodness: At 10th Level all Allies within range of your Nyanyanyanyanyanyanya! Ability get the benefits of a Mind Blank spell.
 
PLAYING A NYAN CAT
 You can sing without pause.  Usually people would find this irritating as hell, but for whatever reason you get a pass. Whether from fame or innate kitty-ness, they just seem content to let you do your thing (which is probably how you get away with leading revolutions).
 Combat: Nyan Cats usually have an extensive knowledge of the Feline Way, and the Seven Forged Sword as well.  Their exact combat style varies a bit based on their particular Maneuvers, but it usually involves using their flight somehow.
 Advancement: Nyan Cats tend to be whimsical and impulsive.  Despite this they seem pretty much a monoculture to outsiders who only see the flying rainbows and singing.  They don't see that Nyan Cats often have wildly different skills because "omg rainbows".
Resources: Nyan Cats are almost stupefyingly popular, so it's easy for them to ask favors.  Their fans aren't always well-connected or powerful though, so it varies from place to place.

NYAN CATS IN THE WORLD
"It's byooooooteefuuuuullll..."
 Nyan Cats are beloved by the little guy.  And really just about everyone else other than the tyrants they've helped topple.  Villains would love to corrupt them but the Nyan Cats mindless cheerfulness makes turning them difficult.
 Daily Life: Nyan Cats spend a lot of time studying their art.  People only see them in action flying about through the sky so it's assumed they live carefree lives.
 Notables:
 Organizations: Nyan Cats tend to be loners.  They still occasionally help out the Guild that spawned them, but overall they Nyan alone.

NPC Reaction
 You're a celebrity.  Of the positive kind oddly enough.  You're famous for being cute and bringing joy to the lives of others with your antics, whereas other celebrities are famous for who or what they've killed or slept with,

NYAN CATS IN THE GAME
 This PrC assumes you are more than well known.  You are instantly recognizable, which may make stealth missions a pain for the group.
 Adaptation: This is definitely meant for silly campaigns.
 Encounters: Nyan Cats can be found just about everywhere, usually flying through the sky to the cheers of others.

Sample Encounter
EL 25: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: March 03, 2022, 12:57:48 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #184 on: June 04, 2013, 12:26:31 AM »
Nyan is ready for review

Offline Chemus

  • Legendary Member
  • ****
  • Posts: 1929
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #185 on: September 09, 2013, 05:07:08 AM »
The Iron Floof looks  like a fun warforged juggernaut for CB. Since it gains no abilities that relate to Rage, why is it a requirement? As written it seems possible, and not overpowered, to take this at level 3, right? With a non-class method of gaining rage, this might be selectable as 2nd level class.

ATM, I have no good suggestion for what I'd replace rage requirement with, if it needed replacing.
Apathy is ...ah screw it.
My Homebrew

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #186 on: September 10, 2013, 01:32:22 AM »
Some of the PrC's were done a little quicker than I'd have liked.  I'll be revising them before it goes to .pdf.  For Iron Floof I'm thinking of adding metallic rage feats of linking metal body to rage.

Offline Chemus

  • Legendary Member
  • ****
  • Posts: 1929
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #187 on: September 10, 2013, 07:27:33 AM »
Consider removing the rage requirement and replace it with some medium armor proficiency and some kind of armor specialization. Reflavor the abilities so that the Iron Floof grows an armor that becomes part of its body? This opens the way for non-barbarian beat sticks. Barbarians already have Sons Of Pinky.
Apathy is ...ah screw it.
My Homebrew

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #188 on: November 16, 2013, 12:30:19 AM »
http://www.kongregate.com/games/nerdook/cat-god-vs-sun-king
http://www.kongregate.com/games/nerdook/cat-god-vs-sun-king-2

A friend introduced me to these and asked if I'd do a quick Epic PrC based on them, so...

CAT GOD


   
"Woohoo! Burn, burn, burn!"

 Long, long ago in the deserts of antiquity an Evil Priest known as the Sun King attempted to usurp the position of the Kitteh Gawds.  His convoluted scheme involved building some temple to siphon off their power, and so become immortal.  Needless to say the Gawds were not pleased, and they empowered one of their agents to be their representative on Earth: the very first Cat God.  Since then, in times of need, those who have studied well the secret arts of catkind have been called upon to become representatives.

BECOMING A CAT GOD
Cat Burglars who have entered the Feral PrC, and are liked by the Kitteh Gawds can vie to become one of these.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Big Kitty Magic (Humanoid Form and O I Dare U if using the Mows Alternate Class Features)
   Casting:  Must be able to cast a 9th Level spell from the Kitty Magic Spell List as a Spell-Like Ability.
   Skills:  Knowledge (Arcane) 12 ranks, Knowledge (Religion) 6 ranks, Spellcraft 12 ranks
   Feats:  Jibba Jabba, Any 2 0f the following: Quicken Spell-Like Ability, Consecrate Spell-Like Ability, Empower Spell-Like Ability, Boost Spell-Like Ability, Maximize Spell-Like Ability, Heighten Spell-Like Ability, Corrupt Spell-Like Ability, or Spell-Like Ability Focus
   Epic Feats:  Divine Mandate


Class Skills
 The Cat God's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8
1.   Celestial Overview, Deific Apotheosis
2.   Plague of Fire, Deific Apotheosis
3.   Plague of Vermin, Deific Apotheosis
4.   Plague of Death, Deific Apotheosis
5.   Unholy Weather, Deific Apotheosis
6.   Sow Discord, Deific Apotheosis
7.   Divine Curse, Deific Apotheosis
8.   Plague of Sheep, Deific Apotheosis
9.   Earthquake!, Deific Apotheosis
10. Ankh of Resurrection, Deific Apotheosis

Weapon Proficiencies: A Cat God gains no new Weapon or Armor proficiencies.

Celestial Overview (Ex): At 1st Level your Type changes to Outsider with the Native Subtype, and you gain a Fly Speed of 80 (Perfect).  You also get Hover as a Bonus Feat.

Deific Apotheosis:  At each Level of Cat God you gain one ability from the following list:

Divine Rank 0 (prerequisites Level 10 Cat God)

Immortality: You do not need to eat, sleep or breathe and do not age.  You are immune to aging and sleep effects.

Energy Resistance 10 to any 1 type (may be taken multiple times)

Spell Resistance 15 + CR

DR 10/Epic

Immunity to Mind-Affecting Effects

Immunity to Ability Drain and Damage and Energy Drain

Immunity to Petrification and Polymorph

Recalculate hit points to maximum hp per die

Base Fly speed of 60 ft. (Perfect)


Plague of Fire (Sp):  You may now cast the following at will as Spell-Like Abilities: Delayed Blast Fireball, Flame Strike, Meteor Swarm.  When used this ability may not be used again for 7 rounds (in the case of Meteor Swarm), 5 rounds (in the case of Delayed Blast Fireball), or 3 rounds (in the case of Flame Strike).

Plague of Vermin (Sp): You may now cast the following at will as Spell-Like Abilities: Summon Monster IX.  However instead of the usual effects you Summon 1 Purple Worm or Bloodfiend Locust Swarm (see Fiend Folio) per Level of Cat God.  When used this ability may not be used again for 7 rounds.

Plague of Death (Sp): You may now cast the following at will as Spell-Like Abilities: Create Undead (creates one Mummy per Cat God Level instead of the usual effect), Plague of Undead, Summon Monster IX (Summons one Entropic Reaper with the Evolved Undead Template applied 8 times). When used this ability may not be used again for 7 rounds.

Unholy Weather (Sp): You may now cast the following at will as Spell-Like Abilities: Call Lightning Storm, Control Winds.  When used this ability may not be used again for 3 rounds.

Sow Discord (Sp): You may now cast the following at will as Spell-Like Abilities: Symbol of Insanity (except that affected victims always attack the nearest creature).  When used this ability may not be used again for 6 rounds.

Divine Curse (Sp): You may now cast the following at will as Spell-Like Abilities: Greater Bestow Curse (instead of the usual effects you may permanently Slow the victim as per the spell of the same name, or remove their ability to heal hit point or ability damage without magical aid).  When used you may target one opponent per Cat God Level, all of which must be within at least 30' of one another.  When used this ability may not be used again for 7 rounds.

Plague of Sheep (Sp): You may now cast the following at will as Spell-Like Abilities: Baleful Polymorph (Except that you change opponents into sheep, and they do not retain alignment, language or memories.  They become a sheep in mind as well as body.).  When used you may target one opponent per Cat God Level, all of which muct be within at least 30' of one another.  When used this ability may not be used again for 7 rounds.

Earthquake! (Sp): You may now cast the following at will as Spell-Like Abilities: Earthquake.  When used this ability may not be used again for 6 rounds.

Ankh of Resurrection (Su):  A Contingency spell is permanently in effect on your person, and is activated when you fall to 0 or less hit points (it may only be used once per 24 hours).  When the Contingency is activated you receive the benefits of a Heal spell.  Also one opponent per Cat God Level within 30' must make a Willpower Save (Save DC is Charisma based) or be Teleported in a random direction as per the Teleport spell).
 
PLAYING A CAT GOD
 You represent cat kind as a whole.  The Gawds were too competitive to lend one of their priests to represent them all as a whole, and so you were chosen as you were a paragon of all that is Kitteh.  Which oddly enough requires you to become a blunt instrument of destruction.  Go figure...
 Combat: You were sent to cleanse the world of false gods and their minions, and as such you have a variety of powers related to blowing stuff up or killing people.  Which you try not to take too much glee in.
 Advancement: You are gently prompted from a dozen of so directions by the entire Kitteh Pantheon as to how you may best represent them.  Fortunately you can relieve stress by setting things on fire.
Resources: So long as it benefits the Kitteh Gawds you have carte blanche.

CAT GODS IN THE WORLD
"I'll be back!"
 The enemies of the Church are legion, and so are their minions.   Since much of their power is based off the number of accumulated minions, you spend your days plowing through said mooks like a hot knife through butter.  You also kinda worry about how much you're beginning to enjoy it.
 Daily Life: Much of your days are spent raining fire and locusts upon the evils of the world.
 Notables:
 Organizations: While they are generally lone agents the Cat Gods are members of the Church, and do have a not inconsiderable pull within it.

NPC Reaction
 Cats love you.  Other races are considerably less passionate, given your destructive tendencies.

CAT GODS IN THE GAME
 DM's should consider well before allowing an agent of the Kitteh Gawds, who are whimsical and known for being troublesome and interfering, into his campaign.
 Adaptation: This is definitely meant for goofy campaigns.
 Encounters: Cat Gods will usually be encountered smiting the enemies of the Kitteh Gawds (or just cats in general).

Sample Encounter
EL 25: The  PC's have been hired to protect a temple by some skeevy guy in a robe, only to arrive to find a glowing cat burning it to the ground and unleashing hordes of undead.  So there goes another paycheck...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: March 03, 2022, 12:58:40 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #189 on: November 30, 2013, 05:04:14 PM »
http://www.kongregate.com/games/nerdook/deadly-neighbors-2?acomplete=deadly

And so I find myself inspired by Nerdook once again...

SAVAGE FERAL


   
"Ffffffftttttt.."

 Much like the traditional Feral you decided to leave civilized life behind, you just dispensed with all that mysticism and nonsense about the secret lore of cats.  You just decided to be an ass-kicker.  Because quite frankly there's a lot of asses need kicking.  Plus nice old ladies give you free salmon.  Wherefore you are kind to them and assist where you can.  You also look out for the less fortunate critters of the world.

BECOMING A SAVAGE FERAL
The appropriate levels in Cat Burglar will do.

 ENTRY REQUIREMENTS
   Cat Burglar:  Must have attained at least 6th Level as a Cat Burglar.
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 ranks
   Feats:  At least 2 Kitty Feats, one of which must be Cattitude

Class Skills
 The Savage Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Forever Kitty, Segue
2. +1    +0     +3     +0    A Cats Speed
3. +2    +1     +3     +1    A Cats Claws
4. +3    +1     +4     +1    A Cats Rage
5. +3    +1     +4     +1    A Cats Speed
6. +4    +2     +5     +2    A Cats Claws
7. +5    +2     +5     +2    A Cats Rage
8. +6    +2     +6     +2    A Cats Speed
9. +6    +3     +6     +3    A Cats Claws
10.+7    +3     +7     +3    A Cats Rage
11.+8    +3     +7     +3    A Cats Speed
12.+9    +4     +8     +4    A Cats Claws
13.+9    +4     +8     +4    A Cats Rage
14.+10   +4     +9     +4    A Cats Speed
15.+11   +5     +9     +5    A Cats Claws
16.+12   +5     +10    +5   A Cats Rage
17.+12   +5     +10    +5    A Cats Speed
18.+13   +6     +11    +6    A Cats Claws
19.+14   +6     +11    +6    A Cats Rage
20.+15   +6     +12    +6    Lord of the Kitties

Weapon Proficiencies: A Savage Feral gains no new Weapon or Armor Proficiencies.

Forever Kitty (Ex):  Choose any 1 Kitty Form.  You are now permanently stuck in that Kitty Form, and can no longer become human.  You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat.  Your Savage Feral Levels count as Cat Burglar levels for purposes of qualifying for Kitty Feats.  Equipment and Magic Items must now be sized for your Kitty Form.  You may cast spells if you have access to the right material components since you have learned to use the necessary Verbal and Somatic components as a cat.  You now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to animals such as Animal Growth, because Cats are Animals).  For purposes of effects that would be detrimental to Cats/Animals, you are a Magical Beast.  If knocked unconscious you no longer revert to human form if you are in Kitty Form.

Segue: When you become a Savage Feral, as many of your Cat Burglar Levels convert to Savage Feral Levels as you wish (it's possible you will need to recalculate skills).

A Cats Speed (Ex): At Levels 2, 5, 8, 11, 14, and 17 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

10' Step Whenever you can make a 5' Step you can move up to 10' instead.

15' Step (Prerequisite: 10' Step) Whenever you can make a 5' Step you can move up to 15' instead.

Sprinter Your base Land and Climb Speeds (if you have a Climb Speed) increase by +10'.

Cheetah Blood (Prerequisite: Sprinter) Your base Land Speed permanently doubles.

Flash Cat Steps (Prerequisite: Level 8+) As a Swift Action you may Teleport to the nearest Opponent within 100'.  If possible you pop up either directly behind him or in a potential Flanking position.  If not you simply Teleport to an adjacent square (or as close as you can get).  This is a Supernatural Ability and can be used once every 5 rounds.

Woodland Stride This is identical to the Ranger Ability listed in the PHB.

Swift Tracker (Prerequisite: Woodland Stride) This is identical to the Ranger Ability listed in the PHB.

Uncanny Dodge This is identical to the Rogue Ability listed in the PHB.

Improved Uncanny Dodge (Prerequisite: Uncanny Dodge) This is identical to the Rogue Ability listed in the PHB.

Evasion This is identical to the Rogue Ability listed in the PHB.

Improved Evasion (Prerequisite: Evasion) This is identical to the Rogue Ability listed in the PHB.

The Quickness You gain a +4 Racial Bonus to Initiative Checks.

A Cats Claws (Ex): At Levels 3, 6, 9, 12, 15, and 18 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

Wounding When you attack an opponent with your Natural Weapons, there is a 50% chance that your opponent becomes Wounded and bleeds for extra damage.   Wounded targets lose an additional 2 hit points per round for 5 rounds.

Improved Wounding (Prerequisites: Wounding) You now automatically cause your opponent to become Wounded if you successfully attack with your Natural Weapons.

Greater Wounding (Prerequisites: Improved Wounding) Wounded opponents now take damage for 10 rounds as opposed to 5.

Cull the Weak You do an additional +2d6 damage against Wounded targets.

Improved Culling (Prerequisites: Cull the Weak) You bonus damage against Wounded targets increase to +2d10.

Improved Critical The Critical Threat Range of your Natural Attacks increases by 1 (i.e. if you normally Threaten a Critical on a Natural 20, you now threaten one on a 19-20).

Greater Critical (Prerequisites: Improved Critical) The Critical Multiplier of your Natural Attacks increases by 1 (i.e. if a successful Critical normally does x2 damage it now does x3).

Maximum Critical (Prerequisites: Greater Critical) If you successfully confirm a Critical hit it does maximum damage, there is no need to roll.

Blood Festival (Prerequisites: 12th Level)  As a Standard Action all opponents within 60' must make a Reflex Save (Save DC is Dexterity Based) or become Wounded.  Opponents who are already Wounded take 2d6 damage instead.  This is a Supernatural Ability and can be used once every 5 rounds.

Sneak Attack This is identical to the Rogue Ability listed in the PHB (you get 1d6 Sneak Attack).  This may be taken multiple times, and increases +1d6 each time.

Skirmish This is identical to the Scout Ability listed in the Complete Adventurer (you get 1d6 Skirmish).  This may be taken multiple times, and increases +1d6 each time.  You do not gain a Skirmish Bonus to AC.

Born Hunter (Prerequisites: Sneak Attack or Skirmish) When you successfully perform a Critical you may add either your Skirmish or your Sneak Attack damage, choose which when you get this ability.

A Cats Rage (Ex): At Levels 4, 7, 10, 13, 16, and 19 you may choose one Ability from the following list (all Abilities are Exceptional unless otherwise mentioned):

Mage-Killer If you successfully attack an opponent with your Natural Weapons, who has (successfully or not) attacked you from range this round or the last, you do an additional +1d6 damage.

Improved Mage-Killer (Prerequisites: Mage-Killer) Your Bonus damage increases to +2d6.

Fwuffy Assassin (Prerequisites: Improved Mage-Killer) Your Bonus damage increases to +3d6.

Pounce You may perform a Full Attack at the end of a Charge.

Improved Pounce (Prerequisites: Pounce) If you successfully damage an opponent with your Charge Attack you gain an additional Move Action this turn (maximum of 1 extra Move Action).

Pounce Master (Prerequisites: Improved Pounce) When performing your Pounce (or performing a successful Grapple Check) ability you get 2 additional Rake attacks at your highest BAB (damage is the same as your Claws plus 1/2 Str Modifier.

Vengeful Fury (Prerequisites: Combat Reflexes) If one of your Allies dies, or is rendered Helpless, Unconscious, Disabled, or Staggered you get a free Attack of Opportunity against every adjacent Opponent.

Improved Vengeful Fury (Prerequisites: Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Dazed or Stunned as well.

Lord of Vengeance (Prerequisites: Improved Vengeful Fury) You may now use your Vengeful Fury Ability if one of your Allies is Denied his Dexterity Bonus to AC.

Bloodthirsty If you successfully kill an Opponent you gain a +3 Morale Bonus to Damage rolls for the rest of the encounter.

Improved Bloodthirsty (Prerequisites: Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Attack Rolls.

Tower of Fury (Prerequisites: Improved Bloodthirsty) Your Bonus from Bloodthirsty now also applies to Initiative Checks as well (this stacks with The Quickness).

Lord of the Kitties (Su):  You may choose one ability from the following list:

Kitty Litter You may use Body Outside Body once per Encounter as a Supernatural Ability.

9 Lives When killed you immediately receive the benefits of a Resurrection as if one had been prepare with a Contingency spell.  This Ability has 9 uses after which you must be revived by a Cleric like everyone else.
 
PLAYING A SAVAGE FERAL
 Some Savage Ferals get into so much trouble they have to hide as a cat simply to survive.  More likely though are those who burnout on living in a man's world and decide that they'd like a simpler life of catching food and beating down some occasional bad guys.  You're pretty well built for that now.   
 Combat: Your class abilities allow for several different combat builds, though a favorite of Savage Ferals is Wounding and Cull the Weak.  Cats just love to make opponents bleed.  Their opponents thoughts on bleeding are somewhat more subdued in their anticipation.
 Advancement: You can no longer afford powerful magic items, and in some ways are dependent on the mercies of others.  Stealth will be necessary, as will a great deal of personal resourcefulness and quick thinking.
 Resources: Ferals have little to no resources to draw upon but their own friends, assuming they have any.  Some may live as a housecat, protecting a beloved person who believes themselves to be an owner.  Most are feral wild cats, scratching out the barest of livings.

SAVAGE FERALS IN THE WORLD
"I don't understand why everyone is so terrified of poor Mr. Fussypants.  He's always been a good kitty for his mee maw."
 You live pretty much like any other cat.  Mind you given your intelligence there are some exceptions.  For example being able to understand speech you have an amazingly low tolerance for other peoples crap.  Being not thought of as a person with rights anymore has also likely made you a fierce protector of the downtrodden.
 Daily Life: "The local kids egged Mrs. Frisby's house today.  They shall pay for it with blood, and possible resulting infection.  So swears Mr. Fussypants!"
 Notables:
 Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
 NPC's think you are a particularly mean and grumpy kitty.  Probably because you scratch them.  And poop in their slippers. And sometimes they wake up to you staring down at them with the word 'SOON' scratched into the wall behind you.  A cat you may be but subtle you are not.

SAVAGE FERALS IN THE GAME
 If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets.  But then the same could be said of Cat Burglars in general.
 Adaptation: This is an odd one.  It has some possibilities for serious campaigns, but would play better in a silly one.
 Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: Odd events have been occurring at a local village, and they seem obsessed with the idea that one Mrs. Frisby is some sort of witch, who is slowly destroying her enemies via her evil cat Familiar.  As your party contains a Wizard you find the idea of using a Familiar as an instrument of destruction to stretch plausibility.


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



EPIC SAVAGE FERAL

Hit Die: d6
Skills Points at Each  Level : 8 + int
A Cats Speed At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Step: (Prerequisite: 15' Step) When you would normally be able to make a 5' Step you can now move your full movement rate.

Epic Quickness (Prerequisite: The Quickness and Swift Tracker) Your Bonus to Initiative Checks increases to +8, and when tracking while moving at twice normal speed he takes no penalty.

Epic Dodge (Prerequisite: Improved Uncanny Dodge and Evasion) You may now use Uncanny Dodge and Evasion while immobilized or even unconscious.

Epic Flash (Prerequisites: Flash Cat Steps) When attacking an opponent the round you use your Flash Cat Steps ability, your attack is automatically confirmed as a Critical if it hits successfully.

A Cats Claws At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Wounding: (Prerequisites: Greater Wounding) Your opponents now take damage for the duration of the encounter.

Epic Critical (Prerequisites: Maximum Critical) Whenever you score a critical hit with your Natural Attacks, the target must make a Fortitude save (DC 10 + ½ your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this power).

Epic Culling (Prerequisites: Improved Culling and 1d6 Sneak Attack) Your bonus damage against Wounded targets increase to +4d10.

Epic Blood Festival (Prerequisites: Blood Festival) When using your Blood Festival Ability the range is now 100', and individuals already Wounded take +5d6 damage.

A Cats Rage At Level 22 and ever 4 Levels thereafter you may choose one of the following:

Epic Assassin (Prerequisites: Fwuffy Assassin) Your Bonus damage increases to +6d6.

Epic Pounce (Prerequisites: Pounce Master) When performing a Pounce you gain 2 additional Claw attacks and 2 additional Rake attacks at your highest BAB.

Epic Vengeance (Prerequisites: Lord of Vengeance) You may now use your Vengeful Fury Ability if one of your Allies is dropped to half his hit points or less.

Epic Fury (Prerequisite: Tower of Fury) Your Bonus from Bloodthirsty now also applies to the Save DC of any of your Class Abilities.

Lord of the Kitties At Level 30 you get Epic Kitty Litter: When using your Kitty Litter ability you take no damage when your duplicates are killed.

Bonus Feats: The Epic Savage Feral gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: March 03, 2022, 12:59:28 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #190 on: December 13, 2013, 01:10:03 AM »
ok as much as i hate to say this I guess I have a couple more of these in me...

CATWITCH


   
"I will have vengeance for my people!"

 Catwitches are generally awakened cats or magical felines who become Cat Burglars because they perceive humanity as abusers, manipulators and generally awful people who exploit and enslave their brethren.  Years of anger have burned away much of their compassion and they now devote their lives to bringing down the Humanoid races in order to allow kitties to inherit the Earth.  Unfortunately you can't go from being an Awakened animal to a position of power, which is where the Demon Lords come in.  They generally enjoy Chaos and destruction and are willing to instruct mortals in exchange for souls and favors. 

BECOMING A CATWITCH
You must be an arcane caster who has made peaceful contact with the Abyss.

 ENTRY REQUIREMENTS
   Race:  Mows, Awakened Cat, or any other Feline race sharing the Mows Racial Substitution Levels
   Class Abilities:  Humanoid Form, must have a Cat Familiar
   Spellcasting:  Must be able to cast at least 2nd Level Spells from the Sorcerer or Favored Soul list.
   Skills:  Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks
   Feats:  Evil Brand (Champions of Ruin), any Metamagic Feat
   Special: Must not be Good, and must have made a deal of some sort with the Abyss for power.


Class Skills
 The Catwitches class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Here Comes the Boom! (+1 Save DC, +1d? damage), +1 Level of Arcane or Divine Spellcasting Class
2. +1    +0     +0     +3    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
3. +1    +1     +1     +3    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
4. +2    +1     +1     +4    Here Comes the Boom! (+2 Save DC, +2d? damage), +1 Level of Arcane or Divine Spellcasting Class
5. +2    +1     +1     +4    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
6. +3    +2     +2     +5    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
7. +3    +2     +2     +5    Here Comes the Boom! (+3 Save DC, +3d? damage), +1 Level of Arcane or Divine Spellcasting Class
8. +4    +2     +2     +6    Power Investiture, +1 Level of Arcane or Divine Spellcasting Class
9. +4    +3     +3     +6    Diabolical Familiar, +1 Level of Arcane or Divine Spellcasting Class
10.+5    +3     +3     +7    Grimoire, +1 Level of Arcane or Divine Spellcasting Class

Weapon Proficiencies: A Catwitch gains no new Weapon or Armor Proficiencies.

Here Comes the Boom! (Su): At Level 1 the Save DC of spells you cast that do direct damage increases by +1, and they do an additional die of damage (this extra die does not count towards the spells damage cap).  At Level 4 this increases to +2 and two additional dice of damage.  At Level 7 this increases to +3 and three additional dice of damage.

Power Investiture (Su): Beginning at Level 2 you learn to make temporary magic items by imbuing a normal object with your magical power.  They do not require gold or xp to craft the item, but they do require the prerequisite Craft Item Feat and spells.  At 2nd Level you may temporarily create Potions, Magic Arms & Armor, Scrolls, and Wondrous Items (assuming you have the Feats).  Making a Potion or scroll is a Standard Action, while any of the others takes 1 Minute (making a Scroll with multiple spells is also a Minute).  By making the item, you give up the ability to cast the spell(s) required to make it until the item is activated, or until the 24 hour time limit is up.  For items that don't require a spell (such as Enhancement Bonuses for Weapons and Armor) you give up one spell of your choice.  The Spells Level must match the Bonus of the item (i.e. to create a +1 sword you give up a 1st Level Spell, to create a +2 sword you give up a 2nd Level Spell, etc.).  So for example if you create a Scroll of Magic Missile, you can't cast Magic Missile again until someone uses that scroll.  You may designate up to one Ally per point of Charisma Modifier as an 'owner' (this Ally must be within 60 ft. at the time of creating the item).  These Allies do not need to make Use Magic Item Checks to use your temporary items (scrolls included), and the item only works for them.  Items are enchanted for a period of 24 hours or until activated, then they are mundane items again.  If their power is not used within 24 hours of creation it reverts to a normal item.  To activate any of these temporary items is the same Action it would take to activate an identical item of this sort (a Free Action for weapons and armor and things that normally have permanent effects with no action required to use).  Potions, scrolls and other 1 use items have their normal duration.  Items which would normally have no duration (weapons and armor), or that mimic spell effects (Wondrous Items) last for the rest of the encounter once activated.

An example: Ankleshredder the Fastidious (Level 2 Catwitch) wishes to create a temporary Scroll of Magic Missile.  He loses the ability to cast Magic Missile when he creates the Scroll, and designates two nearby Allies as 'owners'.  Either of these owners may use the scroll, but only them, and they must use it within 24 hours or it becomes just an ordinary parchment again.  Ankleshredder may not cast Magic Missile until they activate the scroll, or that 24 hours passes without it being used, whichever comes first.  The Allies do not need to meet the normal prerequisites for using a scroll (i.e. being a caster, having the spell on their spell list, making a check, etc).  They simply activate the scroll as a Standard Action and the spell takes effect (Effects dependent on Caster Level use the Catwitches Caster Level). 

If Ankleshredder wishes to make a +2 Sword, he loses any 2nd Level spell.  His Allies may activate the sword as a Free Action and it becomes a +2 Sword for the duration of the Encounter, at which point it reverts to a normal sword again.

Items that have permanent inherent effects (Manuals, Tomes, etc., cannot be created in this manner.  Nor may items that reproduce the effects of Wish, Miracle, or Limited WIsh.

At 5th Level you may make Potions and Scrolls as a Swift Action, and the other items (or scrolls with multiple spells) as a Full Round Action.  You may now also temporarily craft Rods as a 1 Minute Action.  You may not craft Rods that have daily uses or charges in this manner.

At 8th Level You may create Armor, Weapons, and Wondrous Items as a Standard Action, and Rods as a Full Round Action.  You may now temporarily craft Rings as a 1 Minute Action.  You may not craft rings that have charges or daily uses in this manner.

Diabolical Familiar (Su): Beginning at 3rd Level your Familiar's type changes to Outsider with the Chaotic and Evil Subtypes.  At will it can change it's appearance from that of a cat to a Tiny catlike humanoid with hands.  It's Charisma score increases to 10.

At 6th Level it's Natural Attacks become mildly toxic.  Injury, Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d4 Dex.  It also becomes Immune to Poison.

At 9th Level it gains DR 5/Cold Iron or Good, Fast Healing 2, and Fire Resistance 10.

Grimoire (Su): At 10th Level you learn 5 spells with either the Chaos or Evil descriptor, whose Level is no higher than the maximum you can cast (i.e. if you can cast a maximum of 6th Level spells they are any spell of 6th Level or less that have the appropriate decriptors).   Once learned, these spells do not count towards the number of spells you can know.
 
PLAYING A CATWITCH
 The humans have held your kind in enslavement for far too long.  You will be the leader of the new revolution, a revolution that will leave the world in the paws of it's proper rulers: kitties.
 Combat: Catwitches prefer to avoid combat for more subtle things, but if forced to participate they fight with gusto.  They prefer spells that allow them to rain destruction upon large areas for just such emergencies.
 Advancement: Your advancement depends a lot on whether or not you decide to keep walking down the path of darkness, or pull up short and reform.  Some Catwitches devote themselves fully to their cause of the destruction of the Humanoid peoples, while some eventually learn to overcome their bigotry.
Resources: Catwitches sometimes form covens if possible, but usually they start off as loners with occasional aid from their Demonic patrons.

CATWITCHES IN THE WORLD
"She's a pretty one, but there's something off about her..."
 Catwitches aren't usually the garrulous type as they have few people skills.  Those who learn the arts of soft power are often quite successful compared to their more Anarchic sisters.
 Daily Life: Much of your time is spent in magical study, errands for the Master, or plotting your next act of sedition.
 Notables:
 Organizations: Catwitches rarely rise above the level of a decent sized witches coven.  Some rise to leadership of small Guilds of Awakened Cats, and a few truly Evil Catwitches become major powers in the service of a Demon Lord.

NPC Reaction
 NPC cats may see you as a hero, or as simply misunderstood and fanatic.  Humanoids are scared to death of you.

CATWITCHES IN THE GAME
 This class assumes one of the party members is studying magic under the tutelage of Demons.  Which should be an eye opener for the rest of the party once they find out...
 Adaptation: This is meant for some pretty odd campaigns.  It's meant more for dark humor, but could easily just be dark.
 Encounters: Catwitches are encountered running Guilds of Awakened Cats that have devoted themselves to destroying the Humanoids they see as their oppressors. 

Sample Encounter
EL 12: The PC's are enjoying a nice roast pheasant at a local tavern asa hard earned rest, when some crazy woman kicks open the door and screams "Death to the Humans!'.  The pumpkin she throws before escaping blows the place all to hell after exploding.  Sadly the pheasant is ruined, and rest must be forgotten until revenge has been achieved!


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



EPIC CATWITCH

Hit Die: d4
Skills Points at Each  Level : 6 + int
Spells The Catwitches caster level continues to increase but she does not gain extra spells per day or learn new spells.
Here Comes the Boom! The number of extra damage dice and Bonus to the Save DC of direct damage spells you cast increases by an additional 1 at Level 21 and every 3 Levels thereafter.
Bonus Feats: The Epic Catwitch gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 03, 2022, 01:00:22 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #191 on: December 28, 2013, 04:31:25 PM »
THE FOUR


   
"Den teh lamb opened one of teh 7 bukkits and teh furst doodz say "Come and take lookz!"2 An behold der wuz white horse, wif a man sittin on it wif a bowz. An crown wuz given to him an he went out to take all cheezburgerz.

 Den dat lamb opend nother bukkit and doodz say "Come"4 Den anuther ridin red horse come. He wuz allowed to takez all teh worldz cookiez and milkz, and send dem tu bedz eerly. Sum peeps mite die tu: an he can has great sword an stuffz.

 He prozeded to opens nuther bukkit an big black horse come. Living doodz say "Come" an he balanced stuff in hiz handz.6 An den sum dood said "Sum stir fry for denarius! An denarius 4 cheezburger! Better not eated mah cheezs and bradz!

 An i oppeneded nuther bukkit an 4th dood say "Come and lookz!"8 Lo behold a pale horsez with a dood sitin on it, his naym wuz Deaths, an liek Hadez an stuff followd himz. Him had enuf skillz to be in ur base killin lots ur doodz." 


The Four LOLcats of the Apocalypse are so famous they even have a spell named after them. They are less entities and more of a position. When the Kitteh Gawds have been seriously offended, or there is a major danger to the cats of the world, the Gawds invest their power in four emissaries.  Divine troubleshooters sent to claw trouble until it stops being trouble.  And incidentally as a job perk they get to announce the end of the world.

BECOMING ONE OF THE FOUR
You have to be in pretty deep with the Kitteh Gawds and display startling amounts of efficiency and competency to be elected to this position.

 ENTRY REQUIREMENTS (Plague)
   Patron:  The Bad Kitteh in Da Night or Outside Cat
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy or Conjuration: Summoning schools)
   Skills:  Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Move Silently 10 ranks, Spellcraft 4 ranks
   Feats:  Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
   Alignment:  Cannot be Good or Lawful

 ENTRY REQUIREMENTS (Famine)
   Patron:  The Bad Kitteh in Da Night or Outside Cat
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school)
   Skills:  Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks, Survival 10 ranks
   Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
   Alignment:  Cannot be Good or Lawful

 ENTRY REQUIREMENTS (War)
   Patron:  The Mean Kitteh or The Alley Kat
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to Initiate at least 5th Level Maneuvers
   Skills:  Intimidate 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
   Feats: Any one of the following: Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Cheetah's Rage, Epic Fury, Epic Leopard's Rage, Epic Lion's Rage, Epic Mouser, Epic Tiger's Rage, Improved Combat Reflexes, Incite Rage, Legendary Wrestler, Paw of Legend
   Alignment:  Cannot be Good or Lawful

 ENTRY REQUIREMENTS (Death)
   Patron:  Mrrow or Blue Eyes
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school) OR have at least 5d6 Sneak Attack or the Assassin's Death Attack Ability
   Skills:  Hide 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
   Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Death Attack, Improved Metamagic, Spell Opportunity
   Alignment:  Cannot be Good or Lawful


Class Skills
 The The Four's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nobility and Royalty, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8
1.  Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
2.   Divine Power
3.  Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
4.  Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
5.  Divine Power
6.   Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
7.   Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
8.   Divine Power
9.    Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
10.  Apocalypse Meow, +1 Level of Existing Manifesting or Spellcasting Cast

Weapon Proficiencies: The Four gain no new Weapon or Armor Proficiencies, except War who becomes proficient with all weapons, armor, and shields (including Exotic ones).

Sign of the End Times (Su): When the Gawds decree that the Four are unleashed, the world begins to see certain effects as a result.  These effects do not manifest unless the Gawds decree it, and end when they decree it as well.  They always remain in effect in a 60 ft. Area centered around each of the Four however.

Plague At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against disease.

At 4th Level you may affect opponents who are normally Immune to Disease.

At 7th Level disease effects you create do maximum damage.

Famine At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Constitution Checks to avoid the effects of Starvation or Thirst.

At 4th Level you may affect opponents who do not require food or water or that are immune to starvation/thirst.

At 7th Level Starvation/Dessication effects you create do maximum damage.

War At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Diplomacy Checks meant to influence attitudes due to increased hostility.

At 4th Level you (and those within 60' of you) are not required to make a Saving Throw against effects that would prevent you from attacking opponents (Sanctuary spells for example).

At 7th Level you may Take 20 on all Opposed Combat Checks.

Death At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against Death Effects.

At 4th Level you may affect opponents who are immune to Death Effects.

At 7th Level opponents who must save against a Death Effect you create must roll twice and take the worst of the two.

Divine Power (Su): Plague At 2nd Level spells you cast that cause a disease effect have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.).  If they are Long range or have an unusual range then range doubles.

At 5th Level spells you cast that cause disease do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level spells you cast that cause disease do maximum damage.


Famine At 2nd Level spells you cast that cause starvation damage have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.).  If they are Long range or have an unusual range then range doubles.

At 5th Level spells you cast that cause starvation damage do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level spells you cast that cause starvation damage do maximum damage.

War At 2nd Level you may ready one additional Maneuver per Turn.

At 5th Level the Save DC of your Maneuvers increases by +4 (this stacks with other effects increasing the Save DC).

At 8th Level you may Take 20 on any Check made as part of a Maneuver.

Death At 2nd Level you may affect targets normally immune to Death effects so long as they are at least 4 Hit Dice less than you.

At 5th Level you may use your Assassin's Death Attack at will anytime you make a Sneak Attack.  If you do not have this ability, spells you cast with the Death Descriptor do not allow a Save if you have at least 6 Hit Dice more than your potential victim.

At 8th Level you always do maximum damage with a Sneak Attack.  If you do not have Sneak Attack, you always do maximum damage if your opponent successfully Saves against a Death Effect that still allows for damage (for example if  you cast Finger of Death and hey succeed in their Save they take 18 points of damage plus caster level).

Divine Curse (Su): Plague At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes or enhances Disease as a Supernatural Ability at will.  At Level 7 you may cast the Epic Spell Pestilence 1/day as a Spell-Like Ability.

Famine At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes dessication or starvation damage, or that destroys plants (see next post for explanation of starvation damage) as a Supernatural Ability at will.  At Level 7 you may cast the Epic Spell Famine 1/day as a Spell-Like Ability.

War At Levels 1 and 4 you may choose any 1 Maneuver you know, and that Maneuver is always considered Readied (in other words you can use it at will).  At Level 7 you may choose any 1 Epic Maneuver to be used twice per encounter.

Death At Levels 1 and 4 you gain the ability to cast any 1 spell you know that has the Death descriptor as a Supernatural Ability at will.  If you cannot cast spells with the Death Descriptor but instead have the Assassin's Death Attack, it's Save DC increases by an amount equal to your Charisma Modifier at both Levels.  A Level 7 you may cast the Epic Spell Vengeful Gaze of God 1/day as a Spell-Like Ability.

Apocalypse Meow (Su): Plague At 10th Level any creature within 60' of you must make a Fortitude Save each round (Save DC is Charisma based) or be infected with the disease of your choice (including magical diseases).  You may exclude Allies from this.

Famine At 10th Level any creature within 60' of you that is susceptible to Starvation damage (see next post) takes 15 points of Starvation damage per round and if they fail a Fortitude Save (Save DC is Charisma based) they are Starving as well.  You may exclude Allies from this.

War At 10th Level any creature within 60' of you must make a Willpower Save each round (Save DC is Charisma based) or be Frenzied (see Complete Warrior).  You may exclude Allies from this.

Death At 10th Level any creature within 60' of you dies when they reach 0 hit points and may not be Raised or Resurrected.  They also lose 1 hit point per round.  You may exclude Allies from this.
 
PLAYING THE FOUR
 You are the baddest of the bad.  So bad in fact that you only get called out in the worst possible situations.  Real end-of-the-world type crap.  People poop themselves when they see you coming.  Angels and Devils call you 'Sir'.  You get the idea.
 Combat: Plague and Pestilence are generally spellcasters, War is an all around combat expert, and Death is kind of like the Assassin (a few spells, lots of stabbitiness). 
 Advancement: You advance pretty much however your Divine Patron wants you to.
Resources: You are divine representatives of the Gawds.  When on a mission for them you have carte blanche.  When not on a mission for them, the other kitties still give you mad respect.

THE FOUR IN THE WORLD
"RUN!"
 You don't interact with the world.  You're a surprise hidden from the world at large to be unleashed at the right moment.  A semi-mythical bogey used to frighten opponents of the Church.
 Daily Life: Most of your time you spend in study awaiting the day when you are needed.
 Notables:
 Organizations: The Church is sworn to uphold you, and so are the Cat Burglar Guilds.  You are otherwise free to join any other organization you please so long as it is approved by your Patron and doesn't run counter to their will.

NPC Reaction
 You're a religious prophecy come to life.  People tend to lose their minds around you, not always in expected ways. 

THE FOUR IN THE GAME
 This assumes one of the PC's is a divine emissary, so unless the other three party members also wish to be LOLcats of the Apocalypse you may wish to limit this to one shots or NPC's.
 Adaptation: This is meant for a humorous campaign in an end of the world type setting.  Not too many of those...
 Encounters: The Four only get encountered when some pretty bad stuff is about to go down. 

Sample Encounter
EL 30: The PC's are setting outside a bar discussing the recent locust plagues and volcanic eruptions, when 4 cats begin walking down the main street of town and suddenly the peasants begin wailing and gnashing their teeth.
« Last Edit: March 03, 2022, 01:01:24 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #192 on: February 28, 2014, 09:57:57 PM »
Wasting
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Fortitude half and Fortitude partial; see text
Spell Resistance: Yes

You drain all the nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster levels (maximum 10d6).
A creature that makes a successful Fortitude save takes half damage.
If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body shrivels, leaving behind only a mummified husk of skin over bone.
A victim's equipment is unaffected.
A creature that is affected but not slain by the spell is Starving (see below).
Material Component: A piece of a mummified corpse.


Starvation
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You remove fat and nourishment from the body of a living creature, dealing it 1d6 points of starvation damage per two caster
levels (maximum 5d6) and making it Starving (see below).
A successful Fortitude save results in half damage and negates the Starving.
Material Component: A pinch of rotten food.


Mass Starvation
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell functions like Starvation, except that it affects multiple creatures.


Protection from Starvation
Abjuration
Level: Cleric 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains temporary immunity to starvation of any kind.
While protected by the spell, the subject cannot become Starving even if it takes starvation damage.
Once the spell has prevented a total of 10 points of damage from starvation per caster level (maximum 100 points), whether that damage is sarvation damage or nonlethal damage, it is discharged.


Nourish
Conjuration (Healing)
Level: Cleric 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Living Creature touched.
Duration: Instantaneous.
Saving Throw: Will Half, see text.
Spell Resistance: Yes, see text.

This spell allows you to create nourishment within the body of a living creature, healing damage from starvation.
Nourish heals 2d8 points +1 point per caster level (maximum +10) of starvation damage, removes all nonlethal damage from starvation, and clears up any lingering effects of the Starving condition.  Undead may attempt a Willpower Save for half damage as with all Healing spells.


Symbol of Starvation
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 Minutes
Range: 0 ft.; see text
Target: One symbol
Duration: See text
Saving Throw: Will Negates
Spell Resistance: Yes

This spell functions like Symbol of Death (see page 289 of the Player's Handbook), except that all creatures within 60 feet of a symbol of thirst are consumed by a terrible sense of hunger (as the Misery spell; see below) for 10 minutes per caster level.
Note:Magic traps, such as Symbol of Starvation, are hard to detect and disable.
A Rogue (only) can use the Search skill to find a Symbol of Starvation and Disable Device to thwart it.
The DC in each case is 25 + spell level, or 32 for Symbol of Starvation.
Material Component:Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Misery
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: 1 Round/ Level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell fills the subject with a terrible sense of hunger.
Desperate and unable to focus on any other goal, it must eat as much as it can.
The affected creature runs to the nearest edible substance in sight, grabs and empties the closest container of food (even those carried by allies), or runs toward the nearest known source of food.
No matter how much the subject eats, the sensation of hunger is not satiated.
If denied the opportunity to eat, an affected creature flies into a rage similar to the Barbarian class feature (see page 25 of the Player's Handbook).
The subject attacks friend and foe alike in its quest to find food, though not necessarily with lethal force.


Starve
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell drains nourishment from the body of a living creature.
The target takes 1d6 points of starvation damage per caster level (maximum 10d6) and is Sarving (see below).
A creature that makes a successful Fortitude save takes half damage and is not Starving.
Material Component: A pinch of burned fat.


Famine
Evocation
Spellcraft DC: 319
Components: V, S, XP
Casting Time: 1 Minute
Range: 1000 ft.
Area: 1000 ft. radius emanation
Duration: 20 Hours
Saving Throw: None
Spell Resistance: No
To Develop: 2871000 GP; 58 days; 114840 xp.  Seed: Energy.  Factors: 100 times increase in base areas (+400 DC), Mitigating Factor: Burn 10,000 XP (-100 DC)

The creature or object you target emanates hunger to a radius of 1,000 feet for 20 hours. The emanation deals 2d6 points of starvation damage per round to unprotected creatures.  Creatures damaged by this spell are Starving.


Starvation damage Much like Dessication damage from Sandstorm this is a new damage type associated with a special effect.  Spells that do Starvation damage can sometimes give a new condition referred to as Starving (see below).  Creatures that do not eat are effectively immune to Starvation damage, which means the above spells are useless against Constructs, Elementals, and some Outsiders and Undead.  Any Undead that are required to ingest blood or lifeforce or some other substance to survive are still affected.

Starving While Starving if the PC loses consciousness from taking non-lethal damage due to lack of food, any further damage he would take is lethal instead.  This damage cannot be healed, even magically, until he has been treated.  A character who has taken nonlethal damage from lack of food must be treated with long-term care (see the Heal skill description, page 75 of the Player’s Handbook) to recover.  This treatment requires 24 hours of care and double the normal amount of food required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of food or from a hot or cold environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means. Alternatively, certain spells can be used to feed a character in place of the recovery time, food, and Heal check. The Nourish spell (see above) accomplishes this function, as does the Heal spell.
« Last Edit: March 20, 2014, 03:04:58 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #193 on: December 23, 2015, 09:19:22 PM »
dammit i thought i was done with these...

DINO CAV


   
"The revolution is not an apple that falls when it is ripe. You have to make it fall."

 Many of the Mows chafe at what they see as the unjust rule of Humanoids, and seek to Awaken other animals to convert to their cause.  In certain areas dinosaurs even become popular targets, and thus an unlikely friendship is formed from political angst.

BECOMING A DINO CAV
So long as you're an Awakened kitty with certain political inclinations, and can befriend a T-Rex who feels similarly, and can make guns, you're in.  Easy peasy.

 ENTRY REQUIREMENTS
   Class Abilities:  Nukes
   Skills:  Craft (Bowmaking, Weaponsmithing) 16 ranks, Knowledge (Arcane, Architecture/Engineering) 10 ranks, Use Magic Device 16 ranks
   Feats:  Improved Precision, Point Blank Shot
   Special:   Must be able to use the Mows Alternate Class Features


Class Skills
 The Dino Cav's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]     Abilities[/b]
1.     This is my friend, Mr. Tickles
2.     Mobile Gun Platform
3.     Innovation (+2)
4.     This is my friend, Mr. Tickles
5.     Mobile Gun Platform
6.     Innovation (+4)
7.     This is my friend, Mr. Tickles
8.    Mobile Gun Platform
9.     Innovation (+6)
10.   Mobile Artillery

Weapon Proficiencies: A Dino Cavalryman gains no new armor or weapon proficiencies.
 
This is my friend, Mr. Tickles (Ex): At 1st Level you gain an Awakened Dinosaur Companion.  This is identical to the Druids Animal Companion, except that your Companion has had the benefit if an Awaken spell cast on it.  At 1st Level you may choose from a Quetzalcoatlus, Triceratops or Tyrannosaurus Rex.  At 4th Level you may choose a Seismosaurus or Spinosaurus.  At 7th Level you may choose a Battletitan.

Mobile Gun Platform (Ex): At second Level you develop weapons you can mount to your Dinosaur Companions armor barding.  You can mount up to 4 Heavy Guns on your Companion.  Due to advancements in techno magic you can fire all of these weapons yourself with a Full Attack action.

At 5th Level you can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.

At 8th Level you can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.

Innovation: You gain an additional 2 Innovation Points at Levels 3, 6, and 9.

Mobile Artillery (Ex): The weapons you create via your Class abilities now begin with 10 charges instead of 6.

PLAYING A DINO CAV
 You are heavy cavalry/enforcers for the Mows revolution.  You charge in, kick ass, and burn stuff to the ground before taking what you need.  And best of all your T-Rex buddies eat the evidence.
 Combat: You generally ride on T-Rex back into the thick of things, guns blazing.  You try not to shout "yee-haw" the way the Humanoid oppressors do, but sometimes you're just having too much fun.
 Advancement: You are dedicated to the cause of the revolution, and you learn whatever skills they require of you.
Resources: You have dinosaurs.  Unless the other side has Dragons or Beholders you can pretty much take whatever the heck you want.

DINO CAV'S IN THE WORLD
"Damn cats and their T-Rex muscle...I could be badass too if my friends were dinosaurs!"
 The world does not take kindly to revolutionaries, no matter how well meaning.  One mans freedom fighter is another man's blood soaked terrorist.  Plus your dinosaurs eating people does not help your rep much...
 Daily Life: You spend much time debating politics and how to make bigger and better guns. 
 Notables:
 Organizations: Currently Dino Cavalry is restricted to one Guild sponsoring a revolution dedicated to installing an animal government.

NPC Reaction
 NPC's love you about as much as they do being told a Medusa just won the election for governor.

DINO CAV'S IN THE GAME
 This class assumes you are part of a revolutionary Guild involved in open warfare.  Plus it could also segue into politics, so be sure your group can handle that.
 Adaptation: This is obviously meant for one darn silly campaign.
 Encounters: PC's wil lgenerally encounter you in revolutionary wars and political protests..

Sample Encounter
EL 30: "Criters are people too!"

« Last Edit: March 03, 2022, 01:02:23 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #194 on: December 10, 2016, 06:45:09 PM »
GOATSQUATCH


   
"RROOOOOAAARR!"

 Unlike the Abominable Snow Kitties, the Mows don't feel the need to infiltrate/aid a society of which they aren't a part.  Thus was born the Goatsquatch: specially trained Cat burglars who design, act out, and reinforce urban legends.

BECOMING A GOATSQUATCH
You can do this via straight Cat Burglar, but you might wanna take a level or two in other classes for goodies.

 ENTRY REQUIREMENTS
   Class Features:  Humanoid Form (Beast), Enhanced Humanoid Form (Armored Form, Hardy Form)
   Feats:  Stealthy
   Skills:  Knowledge (Nature) 4 Ranks, Survival 8 Ranks


Class Skills
 The Goatsquatch's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, and Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Big Beast
2. +2    +3     +0     +0    Enhanced Beast
3. +3    +3     +1     +1    Beast Defense
4. +4    +4     +1     +1    Well Fed Beast
5. +5    +4     +1     +1    Enhanced Beast
6. +6    +5     +2     +2    Beast Defense
7. +7    +5     +2     +2    Traveling Beast
8. +8    +6     +2     +2    Enhanced Beast
9. +9    +6     +3     +3    Beast Defense
10.+10   +7     +3     +3   Bigger Beast

Weapon Proficiencies: A Goatsquatch gains no new proficiencies with weapons or armor.
 
Big Beast (Su): At Level one you can use Big Beast Form (this counts as being in Humanoid Form).  You gain the following: Darkvision 60', Scent, a Primary Natural Attack (1d8 plus Str Modifier), and a Secondary Natural Attack (2d6 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 +8 Str and +6 Con.  You also gain a +6 Natural Armor Bonus.  You become Size Class Huge, 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 6 times those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'.  You may remain in Big Beast Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Enhanced Beast (Ex): At Levels 2, 5, and 8 you can choose from one of the following abilities to gain while in Humanoid Form:

Improved Grab: To use this ability, a Goatsquatch must hit with its primary natural attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. 

Tremorsense with a range of 30 ft. (See Monster Manual)

Scent (See Monster Manual)

Rake: When grappling, the Goatsquatch gains two additional attacks with it's secondary natural weapons at it's highest BAB.

Roar: Once per encounter as a Standard Action the Goatswuatch can unleash a mighty roar, forcing all living creatures within 30 ft. to make a Willpower Save  (Dc is 10 plus 1/2 Hit Dice plus Cha modifier).  If any opponent fails, it is Shaken for 1d4 rounds.

Pounce: You can make a Full Attack at the end of a Charge.

Skills: +4 Racial Bonus to any Str or Dex based skill.   Can be taken multiple times, but you must choose a new skill each time.

Alternate Movement: You gain a Burrow, Climb, Swim or Fly (Average) speed equal to your land speed.

Amphibious: Can breathe both air and water.

Trip: A Goatsquatch that hits with its primary natural attack can attempt to trip the opponent as a free action (+2 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Goatsquatch.

Rush: Once per minute the Goatsquatch can double it's base land speed.

Beast Defense (Ex): At Levels 3, 6, and 9 you can choose from one of the following abilities to gain while in Humanoid Form:

Energy Resistance to one specific type of energy (Acid, Cold, Electricity, Fire or Sonic).  This may be chosen multiple times.  You may choose to increase an existing Energy Resistance by +5, or gain Energy Resistance 5 to a new type.

Immunity to either Disease or Poison (including magical ones).

Fast Healing 2.  This may be chosen multiple times, upgrading it to Fast Healing 4 and Fast healing 6 respectively.

Armor: Each time this ability is chosen your Natural Armor Class Bonus improves by +3.

Displacement (Su): You have the benefits of the Blur spell while in Humanoid Form.  This can be taken multiple times, increasing the miss chance to 35% and 50% respectively.

Well Fed Beast (Su): You gain Improved Toughness as a Bonus Feat.

Tricky Beast (Su): At 7th Level choose one of the following abilities to gain while in Humanoid Form:

You may cast Blink at will as a Supernatural Ability as a Free Action.  Caster Level is equal to Goatsquatch Level.

You may cast Dimension Door at will as a Supernatural Ability as a Swift Action.  Caster Level is equal to Goatsquatch Level.

Every 1d4 rounds you may unleash a roar, and all living creatures within 60 ft. must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be Shaken 2d4 rounds.

You can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level is equal to Goatsquatch Level).

Bigger Beast (Su): At Level 10 you can use Bigger Beast Form (this counts as being in Humanoid Form).  You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (2d6 plus Str Modifier), and a Secondary Natural Attack (2d8 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 +10 Str and +8 Con.  You also gain a +9 Natural Armor Bonus.  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 12 times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 15'.  You may remain in Bigger Beast Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

PLAYING A GOATSQUATCH
 Your job is to scare the crap out of the local hicks and prevent them from coming near whatever location the Guild headquarters is in.  You put a lot of time and effort into crafting the myths that keep your Guild safe, and don't take kindly to people mucking them up.
 Combat: You're made for combat if necessary, but prefer to sow fear if possible.  After all, if you kill everyone who will live to carry on the fearsome tale of the monstrous Goatsquatch.
 Advancement: You exist to spread fear and superstition, so despite appearances you aren't simply some brute.  You're expected to be a brute well skilled in the medieval equivalent of social media.
Resources: You keep the Guild safe, so they give you whatever you need within reason.

GOATSQUATCH IN THE WORLD
"Goatsquatch will eat a blind mans soul!  Goatsquatch don't give a crap!"
 Technically you do this for the glory of the Guild.  Technically.  Secretly you do it to watch people's eyes bug out before they lapse gently into unconsciousness.  Plus you get to mug 'em if no one is watching.  No one accuses the Goatsquatch of petty theft after all.
 Daily Life: You spend most of your time spreading rumor to create fear, and then as "local wise men" convincing hired murderhobos that the rumors of monsters are all drug induced hallucination.
 Notables: Goatsquatch (CN Mows Male Cat Burglar 10/Goatsquatch 2) was one of the originators of the idea behind this class.  He has since retired to be a local mayor.  The Black Rabbit (CE Mows Female Cat Burglar 10/Goatsquatch 2) is a protector of her Guild who moonlights as a vigilante killer.  She specializes in murdering people who mistreat animals.
 Organizations: Goatsquatches informally share techniques and tips, but they have no had and fast organization outside of the Cat Burglar Guild.

NPC Reaction
 You are your cities version of Slenderman.  As to be expected, people are quite nervous of you.

GOATSQUATCH IN THE GAME
 This is a good PrC for campaigns based around a single location, but your responsibilities would often preclude roaming..
 Adaptation: This is most definitely meant for bizarre campaigns.
 Encounters: PC's generally encountering you trying to dissuade them from tracking down an obvious local myth.

Sample Encounter
EL 12: "Dude.  Seriously dude, Goatsquatch is pure bull pucky.  The locals are just hopped up on Elven Fire Ale.  Goatsquatch Alley is a hella bad section of town though.  It's filthy with diseased rats carrying Mummy Syphilis.  You don't wanna get bit dude."


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



EPIC GOATSQUATCH

Hit Die: d8
Skills Points at Each  Level : 4 + int
Beast Defense At Level 22 and every 3 Levels thereafter you may choose another option from Beast Defense.
Kaiju Beast At Level 23 you can use Kaiju Beast Form (this counts as being in Humanoid Form).  You gain the following: You gain the following: Darkvision 60', Scent, a Primary Natural Attack (2d8 plus Str Modifier), and a Secondary Natural Attack (4d6 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 +12 Str and +10 Con.  You also gain a +12 Natural Armor Bonus.  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 6 times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 20'.
Bonus Feats: The Epic Goatsquatch gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 03, 2022, 12:35:54 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #195 on: December 10, 2016, 06:52:16 PM »
BRUTE


   
"Look, just cause I got muscles don't mean I'm dumb."

 Mows and other awakened felines sometimes get tired of being pushed around by the bigger Humanoid races, and decide to fight size with size.  Brutes are hard fightin' kitties who change into people (or even giants) to give Humanoids a bit of their own back.

BECOMING A BRUTE
Most Brutes are Mows who have joined the Guilds out of a sense of protecting the community, or to indulge their serious anger management issues.

 ENTRY REQUIREMENTS
   Class Abilities:  Humanoid Form (Medium), Humanoid Magic (Brute's Luck, Innocence), Enhanced Humanoid Form (Strong Form)
   Feats:  Cattitude, Improved Toughness
   Skills:  Intimidate 4 Ranks, Knowledge (Local) 6 ranks


Class Skills
 The Brute's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Humanoid Form (Big)
2. +2    +3     +0     +0    Brute Feat
3. +3    +3     +1     +1    Brute Tricks
4. +4    +4     +1     +1    Humanoid Form (Powerful)
5. +5    +4     +1     +1    Brute Feat
6. +6    +5     +2     +2    Brute Tricks
7. +7    +5     +2     +2    Humanoid Form (Giant)
8. +8    +6     +2     +2    Brute Feat
9. +9    +6     +3     +3    Brute Tricks
10.+10   +7     +3     +3    True Giant

Weapon Proficiencies: A Brute gains proficiency with all Simple and Martial Weapons, and Light, Medium and Heavy Armor.
 
Humanoid Form (Su): At 1st Level you gain Big Humanoid Form (see Mows Alternate Class Features).

At 4th level you gain a new Enhanced Humanoid Form called Powerful.  You now gain the Powerful Build ability while in Humanoid Form, as well as a +2 Circumstance Bonus to Grapple Checks.  This does not change your natural attacks damage.

At 7th Level you gain Giant Humanoid Form (see Mows Alternate Class Features).

Brute Feat (Ex): At Levels 2, 5, and 8 you may choose from the following Feats, even if you do not meet the prerequisites: Big Cat on the Block, Nig Paw, Extend Humanoid Form, Glom, Pouncies!, Smite Mousie, or The Look.

Brute Tricks (Ex): At Levels 3, 6 and 9 you may choose to gain one of the following abilities:

Improved Grab: If you successfully hit with your unarmed strike or Slam attack in Humanoid Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity.  If you succeed you may do your unarmed Strike/Slam damage each round.

Rock Throwing: You may now throw rocks similar to a Giant.  Range and damage depends on what size you are in Humanoid Form:
Large: 120 ft, 2d6+Str
Huge: 140 ft., 2d8+Str
Gargantuan: 160 ft., 3d8+Str
Colossal: 180 ft., 6d6+Str

Oversized Weapon: When in Humanoid Form, the Brute may wield weapons as if it were 1 Size Category bigger.

True Giant (Ex): At 10th level you are considered a Giant for purposes of spells and abilities that targets by Type.  You now also have the Powerful Build ability all the time, not just in Humanoid Form.

PLAYING A BRUTE
 A good swift headbutt is truly the answer to most of lifes problems, as most of those problems are caused by people.  Who are spectacularly vulnerable to headbutting...
 Combat: Due to your increasing size and strength there's several ways you could go with this, but most prefer the "whack 'em with something big and two-handed" method.
 Advancement: You're pretty much a powerhouse beatstick.  You just need to choose which variation to specialize in (charging, grappling, etc).
Resources: Every Guild needs muscle, so as long as you can keep your temper under control you have work.  And the better you do, the more goodies you'll have available.

BRUTES IN THE WORLD
"Watch out fer Billy Joe.  He likes ta headbutt ya fer no reason."
 Brutes are usually loners.  In other words you generally interact with the world by whoopin its ass.
 Daily Life: You wake up early to do rounds, beating down the oppressors of your people (and maybe a few others just for good measure.  Eventually you break for food, then spend the afternoon hiding from the law as a cat.  Come evening time you fire up the ole Club of Ass Whoopin'.
 Notables: Billy Joe Shaver (CN Male Mows Cat Burglar7/Brute 5) is a local asskicker of ill renown.  Referred to as "Shaver" for being entirely hairless, the locals run when they see him coming.
 Organizations: As mentioned above, Brutes are generally loners.  You're more a contracter for hire than solid Guild member.

NPC Reaction
 You're professional muscle.  Most people give you a wide berth due to your reputation.

BRUTES IN THE GAME
 This class assumes that you are not really a good guy, though you may not necessarily be evil either.  Using violence to solve problems runs with being a PC though.
 Adaptation: Kitties turning into Giants is probably not meant for a serious campaign.
 Encounters: Unless they like to harass cats or interfere with the Guilds, PC's will only likely incidentally encounter a Brute.

Sample Encounter
EL 12: The jerk nobleman the PC's are meant to guard is messing with his cat, before it turns into an Ogre and squashes him.  It then turns to the PC's and says "Youse guys din't see nuthin" before leaping out a window.


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



EPIC BRUTE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Brobdingnagian Form At Level 21 you now gain Colossus Form (see Mows Alternate Class Features).
Bonus Feats: The Epic Brute gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 03, 2022, 12:36:53 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #196 on: December 10, 2016, 06:58:37 PM »
CHANGELING


   
"I say, pip pip cheerio old bean.   Hast thou touched the rain and shat charcoal?"

"Dude what the hell?  We're supposed to be blending in not making people stare in horror and/or contempt."

 The Changelings are Mows or awakened kitties who have been found out and now attempt to anonymously blend in with humankind.

BECOMING A CHANGELING
Any Mows with Cat Burglar levels can become a Changeling.

 ENTRY REQUIREMENTS
   Class Abilities:  Humanoid Form (Base, Medium), Humanoid Magic (Innocence)
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Hide 4 ranks, Knowledge (Local) 4 ranks, Move Silently 4 ranks, and Survival 4 ranks.


Class Skills
 The Changeling's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    I'm a Human LOL
2. +1    +0     +3     +0    I'm an Elf LOL
3. +2    +1     +3     +1    I'm a Murrmaid LOL
4. +3    +1     +4     +1    I'm a Knight LOL
5. +3    +1     +4     +1    I'm a Chimp LOL
6. +4    +2     +5     +2    I'm a Wizard LOL
7. +5    +2     +5     +2    I'm a Preacher LOL
8. +6    +2     +6     +2    I'm a Dead Guy LOL
9. +6    +3     +6     +3    I'm an Angel LOL
10.+7    +3     +7     +3   I Have an Identity Crisis LOL

Weapon Proficiencies: A Changeling gains no new Weapon or Armor proficiencies.
 
I'm a Human LOL (Su): Your Humanoid Form is expanded.  You may now imitate ANY Humanoid or Monstrous Humanoid of a size that you can become using a Humanoid Form that you already have. Use the same rules as for the Kitty Form of that size.  If used to impersonate a specific individual, you gain a +6 Circumstance Bonus on the Disguise Check.  In addition you may switch between Humanoid Forms as a Move Action as opposed to a Standard Action.  This counts as Enhanced Humanoid Form.

I'm an Elf LOL (Su): Your Humanoid Form can now be designed for grace instead of power (or the reverse), the better to effectively pretend to be suave lil critters like Elves and such.  When transforming into a Humanoid Form, you may switch all Str and Dex bonuses gained.  As an example, Base Form would give you +2 Dex/-2 Str but Medium Form would give you +2 Dex.  This counts as Enhanced Humanoid Form.

I'm a Murrmaid LOL (Su): You gain Enhanced Humanoid Form (Aquatic).

I'm a Knight LOL (Su): You may now imitate armored warrior types more fully. Your Natural Armor Bonus increases by +6 in Humanoid Form.  This counts as Enhanced Humanoid Form.

I'm a Chimp LOL (Su): You gain Enhanced Humanoid Form (Climbing).

I'm a Wizard LOL (Sp): Choose any 1st Level spell from the Wizard spell list.  You may cast it a number of times per day equal to your Charisma modifier (Caster Level is equal to Hit Dice).  You may only use this in Humanoid Form.  This counts as Enhanced Humanoid Form.

I'm a Preacher LOL (Su): A number of times per day you can choose to heal yourself or another touched individual as a Standard Action.  You/they heal a number of hit points equal to your Hit Dice.  You may only use this in Humanoid Form.  This counts as Enhanced Humanoid Form.

I'm a Dead Guy LOL (Su): Your Slam or Unarmed Strikes made while in Humanoid Form require your opponent to make a Fortitude Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or take 1 point of temporary Str damage.  This counts as being Enhanced Humanoid Form.

I'm an Angel LOL (Su): You gain Enhanced Humanoid Form (Winged).

I Have an Identity Crisis LOL (Su): At 10th level you become one with your inner person, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to Humanoids temporarily.  For purposes of effects that would be detrimental to Humanoids, you are still of your original race.  If knocked unconscious you no longer revert to your original form if you are in Humanoid Form.  You also gain the Shapechanger Subtype.  This counts as Enhanced Humanoid Form.

PLAYING A CHANGELING
 Generally your Guild (or at least you) have been found out if you're a Changeling.  So you adapt to becoming just another face in the crowd, mingling and moving around frequently.  Sometimes with multiple identities.
 Combat: Combat is generally not for you.  Combat draws attention, which is the opposite of what you want.
 Advancement: Advancing as a Changeling depends wildly on your life circumstances, and the needs arising from it.
Resources: You can always find another Guild, but till then you're on your own.

CHANGELINGS IN THE WORLD
"You ever wonder why we never see Bruce and Clark at the same time?"
 You don't interact with the world much at all, depending on your individual circumstances.  You prefer to remain in hiding, using many (perhaps temporary) identities.
 Daily Life: You try fading away at first, before putting out feelers to see if there's anyone from the old Guild left.  If not you move on.  If so, you have decisions to make.
 Notables: Blind Lemon Frikin (N Male Mows Cat Burglar 6/Changeling 6) is a local town drunk.  He's also the last remaining member of his Guild alive, and hellbent on revenge.  The Wise Woman (N Female Mows Cat Burglar 6/Changeling 1/Sorcerer) poses as an old woman who brews potions and advice deep in the woods.  Few are willing to brave the horrors of the Pine Woods Chikin to seek her out.
 Organizations: Changelings tend to form Guilds made of their own.

NPC Reaction
 If you're doing things right, no one should encounter you.  No one should realize you exist.

CHANGELINGS IN THE GAME
 Your being a known criminal on the run ma complicate relations for the party.
 Adaptation: This would take some adapting, but could work in any Thieve's Guild type campaign.
 Encounters: PC's should not encounter a Changeling.  Hell you could be their adopted son for all they know.

Sample Encounter
EL 12:  "THE END IS NIGH!  Well, unless maybe you make with the whiskey, but short of that the END IS NIGH!"


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



EPIC CHANGELING

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Changeling gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 03, 2022, 12:37:54 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #197 on: December 10, 2016, 07:04:22 PM »
BROBDINGNAGIAN


   
"THIS...IS MY BOOMSTICK!"

"Like hell it is, that's a tree."

"Can we not make the Titan angry?"

 Some Brutes take their indignation against the humanoids to colossal levels.  Or maybe they just enjoy being huge.

BECOMING A BROBDINGNAGIAN
Not many Brutes become a Brobdingnagian.  It attracts a lot of attention of the not so good kind.

 ENTRY REQUIREMENTS
   Class Abilities:  True Giant, Enhanced Humanoid Form (Arctic)
   Skills:  Bluff 8 ranks, Intimidate 25 Ranks, Knowledge (Local) 8 ranks, Listen 8 ranks
   BAB:  16+
   Feats:  Big Cat on the Block, Big Paw, Smite Mousie, Tomcat
   Epic Feats:  Epic Tomcat


Class Skills
 The Brobdingnagian's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature, Nobility)(Int), Listen (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1.   Enhanced Humanoid Form
2.   Awe
3.   Enhanced Brobdingnagian Form
4.   Enhanced Humanoid Form
5.   Swat the Ant People
6.   Enhanced Brobdingnagian Form
7.   Enhanced Humanoid Form
8.   Stomp of Doom
9.   Enhanced Brobdingnagian Form
10.  The Big Smash

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

Enhanced Humanoid Form (Su): At 1st level you may now assume Giant Form at will (assuming you have it), and your other Humanoid Forms of limited duration can be assumed for 1 round longer.

At 4th level you may now assume Titan Humanoid Form at will (assuming you have it), and the duration of your Colossal Form increases by 1 round (this stacks with your 1st Level ability).

At 7th level you may now assume Colossal Form at will.

Awe (Ex): While in Huge or bigger Humanoid Form you gain a certain majesty (or at least a certain 'what the hell is that' factor). Any living thing within 120' that can see you must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier plus an additional +2 for each Size Class bigger than your opponent you happen to be) or be Fascinated for 2d6 rounds. If the Save is successful they are immune to this characters Awe for 24 hours (or until he attacks). Once you attack a second Save must be made (Same DC, but the opponent gets a +2 Bonus to his Save if he succeeded in Saving against Fascination) or the opponent is Frightened for 2d6 rounds. If the Save is successful the opponent is immune to this characters Awe for 24 hours.

Enhanced Colossal Form (Su): At Levels 3, 6, and 9 you may choose one of the following:

Iron Giant Form: You gain DR 20/Epic while in Colossal Form.

Tough Giant Form: You gain Energy Resistance 15 to all types while in Colossal Form.

Brave Giant Form: You are immune to mind influencing effects (including Morale Effects and Fear) while in Colossal Form.

Alien Giant Form: You gain Spell Resistance equal to 10 + your CR while in Colossal Form.

Fast Giant Form: You Base Movement Speeds are doubled while in Colossal Form.

Powerful Giant Form: Your Strength increases an additional +8 in Colossal Form.

Swat the Ant People (Ex): At Level 5 you gain several combat maneuvers related to your size (you must be in Colossal Form to use these):

Swat the Birdie: When you make a successful Slam or weapon attack against a flying opponent at least 1 Size Class smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Dexterity Modifier), or be knocked from the sky and take falling damage. If you use this maneuver as part of an Attack of opportunity the Save DC gets a +4 Bonus.

Swat the Mousie: If you succeed in making a Slam or weapon Attack against an opponent at least 2 Size Classes smaller than you, it must make a Reflex Save (Save DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked 10 ft. back from the Brobdingnagian (and land prone).   If it can't move back it takes an additional +1d6 damage per 5 ft. it didn't travel.

Uproot Tree: If necessary the Brobdingnagian can uproot a tree as a Full Round Action.  It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge, 35 for Gargantuan, 40 for Colossal, 45 for Colossal +.  They may wield these trees as clubs, with damage varying based on size: Medium (4-8' high) is 2d6 plus Str (one handed), Large (8-16' high) is 3d6 plus Str (one handed), Huge (16-32' high) is 4d6 plus Str (one handed), Gargantuan (32-64' high) is 6d6 plus Str (one handed), Colossal (64+' high) is 8d6 plus 1 1/2 times Str modifier (two handed) and Colossal + is 8d8 plus 1 1/2 times Str modifier (two handed).  They may also throw theses trees, with a Range Increment similar to the Brute's Rock Throwing ability (see Brute PrC).

Stomp of Doom (Ex): At 8th Level you can really put your foot down.  As a standard action during your turn you may Trample a Gargantuan or smaller opponent. It does 4d12 plus double your Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.  You must be in Colossal Form to use this.  Everyone within 60' must also make a Reflex Save (Save DC is still Str Based).

The Big Smash (Ex): Once every 1d4 rounds you can smash your giant sized fist (or weapon) to the ground.  The target square  and everything in adjacent squares other than yourself takes 20d6 damage and is Stunned 1 round.  Everything in a 60 foot spread from the target square other than yourself must make a Reflex Save (10 plus 1/2 Hit Dice plus Str modifier) or be knocked Prone.
 
PLAYING A BROBDINGNAGIAN
 People tend to view you as an evil, marauding Giant, and your destructive habits reinforce that.  It kind of freaks them out that you appear and disappear so easily though.  Giants aren't supposed to be stealthy.
 Combat: A good battle cry probably scares off a lot of opponents.  You're using a redwood as a bat probably takes care of the rest.
 Advancement: Your entire life philosophy revolves around bigger is better.  That leads to a lot of similarity among your kind.
Resources: You're probably one of the better paid free agents among the Guilds.

BROBDINGNAGIANS IN THE WORLD
"You lost him?  He's a hundred feet tall, how the hell did you lose him?"
 You're an average pampered housecat until the call comes in.  Then you level small parts of the city before returning to the little old lady who thinks your her pet as opposed to the other way round.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Iron Jack (CN Male Mows Cat Burglar 8/Barbarian 2/Brute 10/Epic Brute 4/ Brobdingnagian 1) is a local terror that seems to randomly appear in the midst of crowded city streets.
 Organizations: Brobdingnagians tend to be solo contract workers.

NPC Reaction
 You're meant to be terrifying.  Who the hell in their right minds likes the monster wiping out the city?

BROBDINGNAGIANS IN THE GAME
 This class assumes you're a destructive Giant for hire, which could put the party in some awkward spots.
 Adaptation: This is definitely meant for a pretty odd campaign...
 Encounters: PC's are sometimes asked to hunt you down.  Depending on their relationship with the Guilds that may or may not happen.  And you can always temporarily disappear if it does.

Sample Encounter
EL 25: The PC's are shopping at the local farmers market, when a colossal giant appears behind the cart they're perusing.  To say they are non-plussed is an understatement.


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


« Last Edit: March 03, 2022, 12:38:47 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #198 on: December 10, 2016, 07:20:01 PM »
MALCANTHET'S CABAL


   
"So I understand Baphomet is compensating for a little something according to the latest gossip?"

 A great deal of the Catwitches who sign onto the Abyss for power choose Malcanthet.  Despite being called a Cabal, they are more gossiping biddies than sinister cult (though they're that too).  The local Demons think of them as poisonous troublemakers (and they aren't wrong).

BECOMING A MALCANTHET'S CABAL
All Cabalists begin as humble Catwitches.  If cats can be said to be humble that is.

 ENTRY REQUIREMENTS
   Class Abilities:  Humanoid Form, Must be able to cast 9th Level spells from the Sorcerer or Favored Soul List, Epic Humanoid Magic (Demon Lords Gift), Grimoire
   Feats:  Fiendish Heritage, Fiendish Legacy
   Skills:   Bluff 20 ranks, Concentration 18 ranks, Knowledge (Arcana, Religion, The Planes) 10 ranks, Spellcraft 20 ranks
   Alignment:  Cannot be Good or Lawful (surprise!)


Class Skills
 The Cabalist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis),  Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   [/b]
1.     Abyssal Adaptation
2.     Blackmail is Such an Ugly Word
3.     Abyssal Familiar
4.     Abyssal Adaptation
5.     Blackmail is Such an Ugly Word
6.     Abyssal Familiar
7.     Abyssal Adaptation
8.     Blackmail is Such an Ugly Word
9.     Abyssal Familiar
10.   Abyssal Adoption

Weapon Proficiencies: A Cabalist gains no new weapon or armor proficiencies.
 
Abyssal Adaptation (Ex): At 1st Level when in the Abyss you may choose to use Normal Gravity as opposed to the local planar trait.

At 4th Level you become Immune to Electricity and Poison damage.

At 7th Level you gain Energy Resistance to Acid and Cold equal to your Effective Character Level divided by 2 (round down).

Blackmail is Such an Ugly Word (Su): At 2nd level you have been fully accepted into Malcanthet's inner circle, and all Demons are forbidden to harm you or interfere with you so long as you are obviously not working against her interests. You can work against their interests as much as you want however. Effectively you may Take 20 on all Charisma Related Skill Checks when they are used against a Demon. This is an Exceptional Ability.

At 5th level you can use your powers of persuasion to call up a few of the boys to help out at a moments notice. You may cast Abyssal Army a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

At 8th level you can influence Hell itself. You may cast Planar Perinarch (in the Abyss only) at will as a Supernatural Ability.

Abyssal Servant (Su): At 3rd level you are occasionally able to gain Malcanthet's ear to chat with her for a moment. Sometimes if you bring him particularly good gossip he can use, he rewards you. At 3rd level this takes the form of a Hezrou as personal servant. You get their services for 1 month. At the end of that month if you still wish to have them you need to give Daddy more gossip.

At 6th level your steed or personal servant upgrades to a Goristro.

At 9th level your personal Servant now has the Monster of Legend Template.

Abyssal Adoption (Ex): At 10th level you become an Outsider with the Native Subtype (you are Native to the Prime Material Plane and the Nine Hells). You now gain several abilities due to this:

Fire Resistance (Ex): You gain Energy Resistance to Fire equal to your Effective Character Level divided by 2 (round down).

Telepathy (Su): Range 100'.

Damage Reduction 10/Good and Epic

Spell Resistance equal to your Effective Character Level + your Cha Modifier.

PLAYING A CABALIST
 In theory you're still working your way up the chain of Abyssal power in order to get to the top and finally oversee revenge on humanity.  In practice you didn't know Demons had so much juicy gossip, and have found a new hobby in trading bits of whispered libel.
 Combat: You prefer to rain down magical blasts upon opponents in tandem with your sisters.  Or send your lackeys in.  Why dirty your own paws.
 Advancement: Malcanthets needs (or whims) decide what you need to do in order to better yourself.  Your future is her decision. 
Resources: You have access to all the Abyss has to offer so long as Malcanthet remains pleased, and it furthers demonic goals.

MALCANTHET'S CABAL IN THE WORLD
"Ya know you don't help Lady Malcanthet's popularity..."
 The world hates you for siding with Demons, and the Demons don't feel much better about you.  Your constant slander is seen as undermining their efforts.  At which point you feel it necessary to point out that the average Demon is too chaotic to carry out a proper mugging without attracting notice. 
 Daily Life: You tend to be in one of three modes: Studying while awaiting orders, carrying out orders, or wiping out any traces if one of your sisters gets caught following orders.
 Notables: Margaux (CE Female Mows Cat Burglar 1/Sorcerer9/Catwitch 10/Epic Cat Burglar 3/Malcanthet's Cabal 2) is the head operator within the local major nation state of the DM's choice.  She has chased out all the non-evil Guilds, and hopes to crush the puny humans with her Demon allies.
 Organizations: Malcanthet demands your attention, so unless you were ordered to maintain contact, you've probably cut ties with everyone but her.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MALCANTHET'S CABAL IN THE GAME
 This is probably best meant for all Evil campaigns.
 Adaptation: This is meant for a humorous campaign, but could be used for horror as well.
 Encounters: PC's generally only encounter a Cabalist if they interfere with or stumble on one of the Abyss' schemes.  Otherwise the Catwitches don't want attention drawn to them.

Sample Encounter
EL 25: The PC's have been asked to guard an accused local witch, when all of a sudden they're mobbed by cats who call up a few Babau for good measure.  Gonna be one of them nights.


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


« Last Edit: March 03, 2022, 12:39:46 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16306
  • Fnord bitches
    • View Profile
Re: The Cat Burglar Prestige Clases
« Reply #199 on: December 23, 2016, 01:07:01 AM »
SHADY POKER


   
"The name does not meant what you think it implies.  Not at all.

 Pokers are Duskblades whose training were paid for by the Cat Burglar Guilds.  They follow uild operatives as kitties, before morphing into butt-kicking fighting machines meant to disrupt enemy forces.

BECOMING A SHADY POKER
Any properly trained Cat-Elf will do.

 ENTRY REQUIREMENTS
   Race:  Cat-Elf
   Feats:  Elf-Paw, Shady Poker
   Class Abilities:  Quick Cast, Cat Powah
   Skills:  Hide 4 ranks, Knowledge (Arcana) 4 ranks


Class Skills
 The Shady Poker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Improved Poke
2. +2    +0     +3     +3    Evasion, +1 Level of existing Arcane casting class
3. +3    +1     +3     +3    Uncanny Dodge, +1 Level of existing Arcane casting class
4. +4    +1     +4     +4    Improved Poke
5. +5    +1     +4     +4    Improved Evasion, +1 Level of existing Arcane casting class
6. +6    +2     +5     +5    Improved Uncanny Dodge, +1 Level of existing Arcane casting class
7. +7    +2     +5     +5    Improved Poke
8. +8    +2     +6     +6    Superior Evasion, +1 Level of existing Arcane casting class
9. +9    +3     +6     +6    Superior Uncanny Dodge, +1 Level of existing Arcane casting class
10.+10   +3     +7     +7   Master Poker

Weapon Proficiencies: A Shady Poker gains no new weapon or armor proficiencies.

Improved Poke (Su): At 1st Level whenever you successfully Poke an opponent, they also take a -2 Penalty to AC for the duration of the Poke.

At 4th Level you may opt to add your Cat Powah Bonus to the Save DC of your Poke ability instead of it's normal use.

At 7th Level whenever you successfully Poke an Opponent they drop what they're holding and fall Prone as well.

Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Improved Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Improved Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Superior Evasion (Ex): You are now immune to Critical hits.

Superior Uncanny Dodge (Ex): You cannot be flanked now regardless of the Level of your opponent.

Master Poker (Su): At 10th Level, if you successfully Poke an Opponent you may choose one Ally within 60 ft.  That Ally is effectively Invisible (as per the spell) to that Opponent unless they attack said Opponent.
 
PLAYING A SHADY POKER
 You are a master of misdirection and subterfuge.  You don't stand toe to toe with people, so much as poke them with a paralyzing spell and run away while your partner wails on them.
 Combat: You specialize in hindering opponents until the job is done and everyone can move out. 
 Advancement: Advancement may be determined by the needs of your Guild.
Resources: You have whatever resources your employer can afford.

SHADY POKERS IN THE WORLD
"Don't trust them kitties.  No sir."
 Cat-Elves are professional disruptors.  They're function is to delay, harass and disable opponents so other Guild members can finish them off.  You aren't the party tank.  You keep the bad guys busy by messing with them until that tank can get into position to bring the hammer down.
 Daily Life: Your days are spent with missions and training.  You tend to avoid contact with the world otherwise.
 Notables:
 Organizations: All Pokers work for the Guilds, they have no outside affiliations.

NPC Reaction
 You should be like the ninja: unseen and unheard.

SHADY POKERS IN THE GAME
 This class assumes that the party is composed of current Guild members, or else working for them.  Otherwise Pokers wouldn't be involved unless they've either washed out or retired.
 Adaptation: This is definitely only meant for weirder campaigns.
 Encounters: Pokers are only encountered escorting Guild members.

Sample Encounter
EL 12: The PC's are escorting a caravan, when the pet cats of one of the merchants turn into warriors and begin ruining everyone's day by poking them with daggers.

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



EPIC SHADY POKER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Caster Level continues to increase with Caster Level.  You learn 2 new Duskblade spells of any Level you can cast for each Epic Level.
Bonus Feats: The Epic Shady Poker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 03, 2022, 01:03:25 AM by bhu »