Author Topic: The Cat Burglar Prestige Clases  (Read 101180 times)

Offline bhu

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The Cat Burglar Prestige Clases
« on: November 06, 2011, 09:14:36 PM »
ToC revised by Nanshork, who has my eternal gratitude


Cat Burglar Prestige Class List

All prestige classes listed require some levels of cat burglar (or in a handful of cases, being a member of a cat race).  For ease of reference (because there are so many classes), this list has been split into sections based off of the suggested entry classes.

The list is in the following format: Class name (Page #) [Multiclass requirement if any]

No Multiclass Required
The Abominable Snow Kitty (Page 1)
Big Kitty (Page 1)
Brute (Page 10)
Cabbit (Page 3)
Changeling (Page 10)
Cheshire Cat (Page 2)
Critter (Page 1)
Feral (Page 1)
Foof Lord (Page 1)
Goatsquatch (Page 10)
Katgrrl (Page 1)
Lord of the Jungle (Page 4)
Ninelifer (Page 2)
Om Nom Nom Fu (Page 3)
Pink Panther (Page 5)
Pixie Kitty (Page 2)
Pocket Kitty (Page 2)
Sand Cat (Page 3)
Sanda's Little Helpers (Page 2)
Savage Feral (Page 10)
Sea Tiger (Page 3)
Watchcat (Page 2)

Arcane Casters
Bakeneko (Page 2) [Any non-prepared Arcane]
Breathsucker (Page 1) [Any Arcane]
Burger Chef (Page 3) [Any Arcane or Divine spontaneous caster]
Catnipper (Page 1) [Any Arcane or Divine]
Cats from Saturn (Page 1) [Any Arcane or Manifester]
Catwitch (Page 10) [Sorcerer or Favored Soul]
The Familiar (Page 2) [Any non-prepared Arcane]
Fencepost Yowler (Page 1) [Bard]
Good Kitty (Page 1) [Any Arcane]
Lazor Kitteh (Page 2) [Warlock]
Members of the Boogie Nation (Page 8) [Bard]
Moritician (Page 2) [Any with undead creation spells]
Thundercat (Page 3) [Any Arcane or Manifester]

Divine Casters
Athenaeum Cat (Page 9) [Archivist]
Burger Chef (Page 3) [Any Arcane or Divine spontaneous caster]
Catnipper (Page 1) [Any Arcane or Divine]
Catwitch (Page 10) [Sorcerer or Favored Soul]
Curious Kitties (Page 6) [Cleric]
Cute Kitties (Page 6) [Cleric]
Crazy Cat Lady (Page 1) [Druid]
Felimancer (Page 7) [Cleric]
Horrible Kitties (Page 7) [Cleric]
Lazy Kitties (Page 7) [Cleric]
Masseuse (Page 8) [Healer]
Mischievous Kitty (Page 6) [Cleric]
Moritician (Page 2) [Any with undead creation spells]
Professional Mouser (Page 2) [Druid]
Scared Kitties (Page 6) [Cleric]
Sisters of the Sphinx  (Page 3) [Any Divine]
Sneaky Kitties (Page 5) [Cleric]
Snuggly Kitties (Page 6) [Cleric]
Spooky Kitties (Page 5) [Cleric]
Tuff Kitty (Page 5) [Cleric]
Vet (Page 2) [Any Divine]

Manifesters
Catooist (Page 8) [Wilder]
Cats from Saturn (Page 1) [Any Arcane or Manifester]
Darth Puddytatses (Page 1) [Psychic Warrior or Lurk]
Thundercat (Page 3) [Any Arcane or Manifester]

Martial Multiclass
Bad Kitty (Page 1) [Hexblade]
Bear Wrassler (Page 1) [Any Martial Adept]
Cat Fu Fighter (Page 1) [Any Martial Adept]
Iron Floof Kung Fu (Page 3) [Barbarian]
Meowcenary (Page 3) [Warblade]
Son of Pinky (Page 2) [Barbarian]
Trickster (Page 2) [Swashbuckler]
Yarn Kensai (Page 3) [Any Martial Adept]

Ninjas (All require ninja multiclass)
Akaneko Clan (Page 1)
The Black Paws (Page 2)
Short Paw Clan (Page 2)

Other Multiclass
Aristocat (Page 1) [Aristocrat]
Burlap Guild Member (Page 1) [Dragonfire Adept]
Cats from Uranus (Page 6) [Pariah homebrew class]
The Fixit Gang (Page 7) [Factotum]
The Grasshopper Society (Page 2) [Monk]
Gunner Kitty (Page 3) [Engineer homebrew class]
Library Cat (Page 3) [Librarian homebrew class]
Phantom Cat (Page 3) [Harrowed homebrew class]
Ranpu (Page 3) [Wisp Fire Guide homebrew class]
Shady Poker (Page 10) [Duskblade]
Support Kitteh (Page 2) [Engineer homebrew class]
Tibbit Jester (Page 2) [Jester]
Tibbit Skirmisher (Page 2) [Scout]




Epic Prestige Classes
Brobdingnagian (Page 10) [Brute]
Cat God (Page 10) [Any]
Catzilla (Page 8) [Any]
Catzooka (Page 9) [Lazor Kitteh]
Child of Asmodeus (Page 8) [Any]
Die Panzerkatzen (Page 8) [Son of Pinky]
Fluffy Smiter of Smiting (Page 8) [Chozo Warrior homebrew class]
Grumpy Cat (Page 9) [Good Kitty]
Itty Bitty Pwitty Wun (Page 8) [Good Kitty]
Keyboard Cat (Page 9) [Bard]
Kitler (Page 9) [Breathsucker]
Malcanthet's Cabal (Page 10) [Catwitch]
Mistress of the Toadie Frogs (Page 9) [Cats from Saturn]
Nyan Cat (Page 10) [Any Martial Adept]
Overcat (Page 10) [Various, see class requirements]
Sad Kitteh (Page 9) [Good Kitty]
The Four (Page 10) [Various, see class requirements]
Viking Cat (Page 9) [Any]
« Last Edit: July 21, 2017, 08:52:26 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #1 on: November 07, 2011, 04:01:34 AM »
THE ABOMINABLE SNOW KITTY


   
"Bob, I'd like to take this opportunity to lecture you on the perils of skiing naked down a mountain side while stone drunk."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches?  Yeah, that's you.  Except your a 'lil kitty, and you also scare people away from the Guilds by pretending to be the fearsome Cat-faced Yeti.  There is no Cat-faced Yeti, it's actually just a hoax perpetrated by the Guild to keep people away.  Very Scooby-Doo of them.

BECOMING AN ABOMINABLE SNOW KITTY
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form (Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, Lynx Paws)
   Feats: Track
   Skill Ranks:  Knowledge (Nature) 4 Ranks, Survival 4 Ranks


Class Skills
 The Abominable Snow Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Heal (Wis), 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    Large Cat Faced Yeti
2. +2    +3     +0     +0    Improved Scent
3. +3    +3     +1     +1    Cold Resistance 5
4. +4    +4     +1     +1    Dire Cat Faced Yeti
5. +5    +4     +1     +1    Uncanny Scent
6. +6    +5     +2     +2    Cold Resistance 10
7. +7    +5     +2     +2    Snow Swimmer
8. +8    +6     +2     +2    Unnatural Scent
9. +9    +6     +3     +3    Cold Resistance 15
10.+10   +7     +3     +3    Supah Cat Faced Yeti

Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Improved Yeti Form (Su): At 1st level you may now become a Large Cat Faced Yeti while in Cat Faced Yeti Form.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d6 plus Str Modifier), and a Secondary Bite Attack (1d8 plus 1/2 Str Modifier).  You get 2 Claws and 1 Bite attack with a Full Attack Action.  Your stats are modified as follows: you gain +4 Str, +2 Dex, and +4 Con.  You also gain a +3 Natural Armor Bonus.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10 ft. Space, and your effective Reach is 10 ft.  This still counts as Kitty Form.

At 4th level you may now become a Huge Dire Cat Faced Yeti.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (1d8 plus Str Modifier), and a Secondary Bite Attack (2d6 plus 1/2 Str Modifier).  You get 2 Claws and 1 Bite attack with a Full Attack Action.  Your stats are modified as follows: you gain +6 Str, +2 Dex, and +6 Con.  You also gain +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 quadruple those of a Medium Size PC, you occupy a 15 ft. Space, and your effective Reach is 15 ft.  You may remain in Dire Cat Faced Yeti Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

At 10th level you may now become a Gargantuan Supah Cat Faced Yeti.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d6 plus Str Modifier), and a Secondary Bite Attack (2d8 plus 1/2 Str Modifier).  You get 2 Claw and 1 Bite attacks with a Full Attack Action.  Your stats are modified as follows: +8 Str, +2 Dex, 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 eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'.  You may remain in Supah Cat Faced Yeti Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Improved Scent (Ex): At 2nd level you gain the Improved Scent Feat (see Savage Species).

Cold Resistance (Ex): At 3rd level you get Cold Resistance 5.  This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 5th level you gain the Uncanny Scent Feat (see Savage Species).

Snow Swimmer (Su): At 7th level you can move through snow and like a fish swims through water, and you can see through snow and ice up to 60 ft.  Effectively it allows you to dive into a snowbank and pull out avalanche victims easily.  You move at your normal land speed.

Unnatural Scent(Su): At 8th level you gain the Unnatural Scent Feat (see Feats section).

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.  This gives you an important release, as the drunken schmucks you have to take crap from during the day are the same guys you make poop themselves in fear at night.  Truly, yours is a rewarding job.  And the best part is, no one suspects you of getting revenge by performing these little capers.  It's always the evil "Cat Faced Yeti". 
 Combat: Unless you're in Yeti form, avoid combat, you aren't optimized for it.  Make sure to pimp out your Yeti form with some nice Grapple Feats tho.  Hugging people to death is both fun and profitable.
 Advancement: Your double life usually means you'll be kind of restricted in what you do.  After all people will have all those expectations of you.  The hero of the mountain.  Their savior.  The guy who's robbing them blind on the side.
Resources: You have the Guild of course.  And as one of their frontline operatives you have more than the usual access to equipment because you'll need it to pull off all sorts of ruses.  Plus since drunk people barf on you a lot, you honestly think you deserve the extra bling.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry.  Unknown to all you are also charged with protecting the Guilds secret operations hidden in the mountains and double as the feared Cat-faced Yeti.
 Daily Life: During the day you are a rescue operations kitty.  You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc.  After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
 Notables: Little Samson (CG Male Human Cat Burglar 7/Abominable Snow Kitty 5) is the head rescue cat of his division, and well loved by the local populace.  Big Snuggle (CN Human Female Cat Burglar 7/Abominable Snow Kitty 5) is the head Yeti.  She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall.  The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people.  You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring. 
 Adaptation: This one might be adaptable to a non silly campaign, but...
 Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by a local legend: the Cat Faced Yeti.  It flees eventually, but the player should be a little nervous as she can hear more of them...


Little Samson
CG Male Human Cat Burglar 7/Abominable Snow Kitty 5
Init +2 (+3 KF, +5 BC, +3 CFY/Large CFY/Dire CFY), Senses: Listen +14, Spot +12
Languages Common
------------------------------------------------
AC 19, touch 14, flat-footed 19 (+5 Armor, +4 Deflection)
AC (KF) 22, touch 17, flat-footed 21 (+2 Size, +1 Dex, +5 Armor, +4 Deflection)
AC (BC) 23, touch 18, flat-footed 20 (+1 Size, +3 Dex, +5 Armor, +4 Deflection)
AC (CFY) 21, touch 15, flat-footed 20  (+1 Dex, +1 Natural, +5 Armor, +4 Deflection)
AC (Large CFY) 22, touch 14, flat-footed 21 (-1 Size, +1 Dex, +3 Natural, +5 Armor, +4 Deflection)
AC (Dire CFY) 24, touch 13, flat-footed 23 (-2 Size, +1 Dex, +6 Natural, +5 Armor, +4 Deflection)
hp 59 (12 HD), 83 in Large CFY, 107 in Dire CFY
Fort +7 (+10 Large CFY, +11 Dire CFY), Ref +6 (+7 KF, +9 BC, +7 CFY/Large CFY/Dire CFY), Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee (Human) +1 Spear +12/+7 melee (1d8+2, x3) or +1 Spear +12/+7 ranged (1d8+2. x3)
(Kitty) 2 Claws +13 melee (1d2+1) and 1 Bite +8 melee (1d3)
(Big Cat) 2 Claws +14 melee (1d3+1) and 1 Bite +9 melee (1d4)
(Cat Faced Yeti) 2 Claws +12 melee (1d4+2) and 1 Bite +7 melee (1d6+1)
(Large Cat Faced Yeti) 2 Claws +12 melee (1d6+3) and 1 Bite +7 melee (1d8+1)
(Dire Cat Faced Yeti) 2 Claws +12 melee (1d8+4) and 1 Bite +7 melee (2d6+2)
Base Atk +10, Grp +11 (+2 Kitty, +7 BC, +12 CFY, +17 Large CFY, +22 Dire CFY)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Abilities (Kitty Form) Str 11, Dex 12, Con 12, Int 10, Wis 14, Cha 16
Abilities (Big Cat) Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 16
Abilities (CFY) Str 15, Dex 12, Con 12, Int 10, Wis 14, Cha 16
Abilities (Large CFY) Str 17, Dex 12, Con 16, Int 10, Wis 14, Cha 16
Abilities (Dire CFY) Str 19, Dex 12, Con 18, Int 10, Wis 14, Cha 16
SQ Purr, Kitty Form (Big Cat, Cat Faced Yeti, Large Cat Faced Yeti, Dire Cat Faced Yeti), Enhanced Kitty Form (Foofy Kitty Form, L*nx Paws), Cat Powah +3, Kitty Magic (Innocence, Mommie's Little Heating Pad), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Cold Resistance 5
Feats Alertness, Quick Reconnoiter, Weapon Finesse, Yeteh Hug, Yeteh Squoosh, Improved Scent (B), Track (B), Uncanny Scent (B)
Skills Balance +4, Bluff +15, Climb +8, Hide +8, Intimidate +7, Knowledge (Geography, Local, Nature) +4, Listen +14, Move Silently +8, Search +10, Spot +12, Survival +10, Swim +5, Tumble +4
Possessions  +5 Bracers of Armor, +4 Ring of Protection, 3 Cute Widdle Bowsies, +1 Amulet of Mighty Fists, +1 Returning Spear, Heward's Handy Haversack, 3 Potions of Resist Cold 10, 3 Potions of Cure Moderate Wounds, 1 Potion of Heroism, 149 GP


EPIC ABOMINABLE SNOW KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Cold Resistance At level 22, the Abominable Snow Kitties Cold Resistance becomes Cold  Immunity.
Improved Cat-Faced Yet Form At level 23 you gain Colossal Epic Cat Faced Yeti Form.  You gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in snow, a Primary Claw Attack (2d8 plus Str Modifier), and a Secondary Bite Attack (4d6 plus 1/2 Str Modifier).  You get 2 Claw and 1 Bite attacks with a Full Attack Action.  Your stats are modified as follows: you gain +10 Str,+2 Dex, 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 16 times those of a Medium Size PC, you occupy a 30 ft. Space, and your effective Reach is 30 ft.  You may remain in Epic Cat Faced Yeti Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: November 17, 2024, 04:49:07 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #2 on: November 07, 2011, 04:02:00 AM »
AKANEKO CLAN


   
"The samurai killed your family? Yeah we can get revenge.  It'll cost ya, but since you've touched our hearts we'll let you pay in installments."

 The Akaneko (“Red Cat”) Ninja clan has devoted itself to revenge by arson.  And sometimes extortion via the threat of arson.  And sometimes they just burn stuff cause it makes them giggle.  Darn cats.

BECOMING AN AKANEKO
The Akaneko normally begin as fire obsessed Ninjas with a level or so in Cat Burglar.  The cat disguise makes it easier to get around guards looking for bad guys.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Blinding Flash (See Dragon magazine 354, page 86, it's a Ninja variant class ability), Enhanced Kitty Form (Lynx Paws), Kitty Magic (Bouncies)
   Skills:  Balance 4 ranks, Craft (Alchemy) 4 ranks, Disable Device 4 ranks, Open Lock 4 ranks
   Feats:  Nimble Fingers, Alchemical Dabbler
   Saving Throws:  Base Reflex Save +6
   Special:  Must be born to or sponsored by a member of the Akaneko Ninja Clan


Class Skills
 The Akaneko's class skills (and the key ability for each skill) are Balance, Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Fire Flash, Ki Power
2. +1    +0     +3     +0    Fire Resistance 5
3. +2    +1     +3     +1    Fiery Craftsman +2
4. +3    +1     +4     +1    Fire Flash
5. +3    +1     +4     +1    Fire Resistance 10
6. +4    +2     +5     +2    Fiery Craftsman +4
7. +5    +2     +5     +2    Fire Flash
8. +6    +2     +6     +2    Fire Resistance 15
9. +6    +3     +6     +3    Fiery Craftsman +6
10.+7    +3     +7     +3    Enhanced Kitty Form (Red Cat)

Weapon Proficiencies: Akaneko gain no new armor or weapon proficiencies
 
Ki Power: Your Akaneko and Ninja levels stack for purposes of determining how many times per day you may use your Ki Power.

Fire Flash (Su): At 1st level the Akaneko can expend 1 daily use of his Ki Power to seemingly explode in a burst of fire and light.  This does 2d6 fire damage in a 10' area centered on the Akaneko, and all victims in this range must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be blinded for 1d6 rounds. Any flammable objects must make a save or catch on fire. The Akaneko is immune to this effect.

At 4th level your fire flash damage and the area of the explosion is enhanced.  You may either do 6d6 fire damage in a 10' area, or 4d6 fire damage in a 20' area (choose when using this power).

At 7th level this increases to 8d6 fire damage in a 20' area.

Fire Resistance (Ex): The Akaneko gains Fire Resistance 5 at level 2, and this increases to 10 at level 5, and increases again to 15 at level 8.

Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs.  At 6th level the bonus increases to +4.  At 9th level the bonus increases to +6.

Enhanced Kitty Form (Red Cat) (Su): At 10th level you gain the Red Cat Emhanced Kitty Form.  While in Kitty Form you become an Elemental with the Fire subtype.  You get an additional +2 to Dexterity, Immunity to Fire, Dark Vision 60', a +3 natural Armor Bonus to AC, and all your Natural Weapons do an additional 1d4 fire damage and the opponent must make a Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or catch fire and burn for 1d4 rounds (does 1d4 damage per round).  This is still considered Kitty Form for purposes of Feats/effects.

PLAYING AN AKANEKO
 Akaneko's are skilled specialists.  You are part of a tradition going back a long time.  A very hated tradition, but a tradition nonetheless.  You can take some pride in perfecting a difficult skill.  Just don't act too proud when you get caught by the Lynch mob.
 Combat: You are not a fighter.  You get in, do the job, and get out.  Other people do fighting, that isn't your profession.  You set fire to flammable entities and laugh maniacally while screaming "Burn, baby, burn!"
 Advancement: Concentrate on stealth, because you definitely don't want to be caught.  Not by anyone.  And make sure you have something to effect your escape if you do get caught.  Cause  your headed for the gallows if they catch you.  Assuming they have a fireproof gallows.  Otherwise they just cut your head off.
Resources: The Akaneko's have their clan to rely on unless they reaaally screw up bad in a public way.  Arsonists tend to be pretty hated when most buildings are made of wood, and fire is hard to put out.  Sometimes they simply have to go on the run if they get caught.

AKANEKO’S IN THE WORLD
"Sudo-san, I'd like to discuss the insurance policy on my business..."
 The Akaneko seem like ordinary merchants until someone needs something burned down.  But beyond their day job they don't really interact with people much at all. 
 Daily Life: The Akaneko's spend their time scrounging for the necessary materials for their trade while awaiting business.  They also have regular jobs, usually fireworks makers or chemists or such.
 Notables: Daizu Fukuhara (CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4) is a local fireworks salesman who subsidizes his business in the off seasons by gaining revenge for the peasantry via arson.  Enko Takamatsu (CE Female Human Cat Burglar 3/Ninja 5/Akaneko 4) became an Akaneko because it was the family business, but mostly to gain revenge on the Emperor for killing her grandfather.
 Organizations: The Akaneko's themselves are a Ninja Clan, so they pretty much are  an organization.

NPC Reaction
 NPC's dislike the Akaneko's by reputation.  The fires they set often do unintended collateral damage and cause deaths and needless harm.

AKANEKO’S IN THE GAME
 Arson is a pretty twitchy revenge method for a comedy campaign, but arson can be used for other things like insurance scams.  Putting an insurance scam in a feudal oriental setting outta mess with the PC's.
 Adaptation: This class assumes that your campaign is at least mildly mean in that there are people willing to hire arsonists often enough that one can make a living at it.
 Encounters: PC's usually be hired to find how who is committing arson in a district when they meet an Akaneko, or blunder into them performing the act.

Sample Encounter
EL 12: The PC's are sleeping when one is awoken by a small cat that leaps on his bed.  The cat politely asks the PC's to leave town and never come back.  When the PC declines the cat explodes into flame, setting the hotel room on fire.  Damn spontaneously combusting local housecats...

And then there's the "mysterious accident" at the fireworks show...

And their horses suddenly exploding...


Daizu Fukuhara
CN Male Human Cat Burglar 3/Ninja 5/Akaneko 4
Init +2 (+5 KF), Senses: Listen +6, Spot +6,
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Kitty Form x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 54 (12 HD)
Fort +4, Ref +13 (+16 KF), Will +5 
Trapfinding
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 Kitty Form)
Atk Options Ki Power 12/day, Blinding Flash, Sudden Strike +3d6, Poison Use, Fire Flash (6d6/4d6)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 16
Abilities (KF) Str 3, Dex 20
SQ Kitty Form, Enhanced Kitty Form (Spidercat, You Are My New Best Friend), Kitty Magic (Bouncies), Purr, Feline Empathy, Cat Powah (+3), Great Leap, Fiery Craftsman +2, Fire Resistance +5
Feats Dodge, Jibba Jabba, Nekochan, Nimble Fingers, Skill Focus: Craft (Alchemy), Weapon Finesse
Skills  Balance +8 (+10 KF), Craft (Alchemy) +15, Disable Device +8, Escape Artist +6 (+8 KF), Gather Information +6, Hide +10 (+22 KF), Jump +3 (+0 KF), Knowledge (Local, Royalty) +4, Listen +6, Move Silently +10 (+13 KF), Open Lock +10, Search +4, Sense Motive +6, Spot +6, Tumble +10 (+13 KF), Use Magic Device +11
Possessions



EPIC AKANEKO

Hit Die: d6
Skills Points at Each  Level : 6 + int
Ki Power Your Ki Power continues to increase with one additional daily use per level.
Fire Flash At level 21 and every 3 levels thereafter your Fire Flash does an additional +2d6.
Fire Resistance At level 22 and every 3 levels thereafter your Fire Resistance continues to increase by +5.
Fiery Craftsman At level 23 and every 3 levels thereafter your Bonus continues to increase by +2.
Bonus Feats: The Epic Akaneko gains a Bonus Feat every 4 levels higher than 20th.


Blinding Flash
Replaces: Ghost Step at 2nd Level, Ghost Strike at 8th Level and Improved Ghost Step at 10th Level.
You can spend one daily use of you Ki power to burst into flames.  Anyone within 20 ft. of you must make a Reflex Save (Save DC is 10 plus 1/2 Ninja Level plus Wisdom modifier) or be Blinded 1 round, leaving them vulnerable to your Sudden Strike attack.  This is a Swift Action that does not provoke Attacks of Opportunity, and creatures who succeed on their Save are only Dazzled for 1 round.

At 8th Level when you make a Sudden Strike attack against a blind foe, it must make a Fortitude Save (Save DC is 10 plus 1/2 Ninja Level plus Wisdom modifier).  You cannot extend the Blindness more than 1 round regardless of how many Sudden Strikes you make. 

At 10th Level your hands and feet catch fire for 1 round after using Blinding Flash, and during that time unarmed strikes and melee attacks you make are considered to have the Flaming Burst ability (see Magic Weapons in DMG).  Additionally, opponents who attack you in melee (unless they are using a Reach Weapon) take 1d6 fire damage, with a Reflex Save allowed for half damage (Save DC is 10 plus 1/2 Ninja Level plus Wisdom Modifier).
« Last Edit: March 06, 2022, 07:18:51 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #3 on: November 07, 2011, 04:02:28 AM »
ARISTOCAT


   
It had been many months since Karsk had left his Orcish tribe to find work in the city.  Being a half breed had made life hard there for him.  Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him.  And now, here he was, in the form of a small cat in the bedroom of the King's daughter.  King Leopold had been more ruthless than he had thought.  It seemed he had a personal goal of killing 10 men a day.  Even Karsk's Orcish father hadn't been that bad.  And now here he was being held by Leopold's innocent 8 year old daughter.  A girl who had harmed no one.  A girl who thought of him as her beloved pet and only friend in the world.  A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came.  It was a risk but Karsk had made a plan.

"Princess.  Wake up."

"Snuggles? Are you really talking?"

"Yes Princess.  I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good.  Speak of this to no one, and be ready tomorrow night.  You get some rest now."

As she went back to sleep Karsk hoped he could pull this off.  He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents.  As he faded into sleep he thought "Mine is a lonely and twisted life" not for the first time.


Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage.  Sometimes the Guilds overthrow evil monarchies, and reestablish members who were unjustly deposed, or had their families killed, etc.  This is good because then the Guild gets to be semi legitimate (i.e. the secret police).  Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own.  Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT
Aristocats begin as nobles of whatever class, and then become Cat Burglars.

 ENTRY REQUIREMENTS
   Special:  Must have at least 1 level in the  Aristocrat NPC class or a class associated with the nobility of your country.
   SKills:  Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
   Class Abilities: Kitty Form, Kitty Magic (Innocence)  If using the Mows Alternate Class Features substitute Humanoid Form and Humanoid Magic (Innocence).
   Feats:  Leadership, Force of Personality


Class Skills
 The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Inspire
2. +1    +0     +3     +3    Intrigue
3. +2    +1     +3     +3    Improved Leadership
4. +3    +1     +4     +4    Inspire
5. +3    +1     +4     +4    Intrigue
6. +4    +2     +5     +5    Improved Leadership
7. +5    +2     +5     +5    Inspire
8. +6    +2     +6     +6    Intrigue
9. +6    +3     +6     +6    Improved Leadership
10.+7    +3     +7     +7    Aura of Nobility

Weapon Proficiencies: Aristocats gain no new weapon proficiencies.
 
Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'.  The Bonus is +1 at level 1, +2 at level 4, and +3 at level 7.  The range increases to 60' at level 4, and 90' at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks.  This increases to +4 at level 5, and +6 at level 8.  In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +1 at level 3, +2 at level 6, and +3 at level 9.   See DMG page 106 for the effects of your Leadership Score.  Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds.  Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities.  If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc.  If they succeed in the Save, they are instead Shaken for 2 rounds but are immune to further uses of this ability for 24 hours.  This ability cannot be used after fighting has begun.  When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed).  Along with their evil minions.  And perhaps their evil pets as well.  Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
 Combat: You only fight when you have to, and always as part of a team.  Stealth and misdirection are more important than brute force.  Plus if things go bad you have meat shields.  Always important them meat shields.  Never go anywhere without them.
 Advancement: Theoretically if your revolution is successful you could replace the government.  Otherwise you may have to settle for heading the Guild, or dying in jail.
Resources: Being former nobility there are always distant relatives you can call upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).  This is assuming of course all your relatives aren't blocked from taking the throne by your existence placing you in line ahead of them. 

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently.  They are either leading a revolution against the aristocracy, or involved in fleecing them.  Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger.  Well so to speak.
 Daily Life: Much of your time is taken up by intrigue and plotting.  You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
 Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do.  The Duke of Paddington (CN Human Male Rogue 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
 Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild.  The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you.  Their subjects love you.  Maybe a little too much.  Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies).  You'll need to balance that out a little.
 Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
 Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot.  If they oppose it, small kitties may bring them the occasional potion or helpful gift...

Sample Encounter
EL 12: The PC's have been hired to smuggle a fancy cat out of the country because for some reason the various nobles squabbling over the throne want it because it was the Princesses favorite pet, and they hope to use it to lure her out of hiding to murder her quietly.  But there are two cats when they arrive for the pickup...


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +6, Spot +6
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC (KF) x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC (KiF) x, touch x, flat-footed x (+4 Size, +6 Dex, )
hp 43 hp (12 HD)
Fort +3, Ref +11 (+14 KF, +15 KiF), Will +10
Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF, -10 KiF)
Atk Options Inspire +4
Combat Gear
-----------------------------------------------
Abilities Str 9, Dex 14, Con 10, Int 12, Wis 14, Cha 16
Abilities(KF) Str 3, Dex 20
Abilities(KiF) Str 2, Dex 22
SQ Intrigue +4, Improved Leadership +4, Purr, Feline Empathy, Cat Powah (+3), Kitty Form (Kitten Form), Enhanced Kitty Form (Cute Kitty), Kitty Magic (Innocence, I Wuv U), Burglaring (Uncanny Dodge)
Feats Cattitude, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +8, Balance +6, Bluff +15, Climb +3, Diplomacy +15, Disable Device +5, Disguise +7, Forgery +5, Gather Information +15, Hide +6, Jump +3, Knowledge (History, Local, Nobility) +5, Listen +6, Move Silently +6, Open Lock +6, Search +5, Sense Motive +14, Spot +6, Survival +6, Tumble +6, Use Magic Device +11
Possessions



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each  Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +1 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +1 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.

« Last Edit: March 06, 2022, 07:19:44 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #4 on: November 07, 2011, 04:03:00 AM »
BAD KITTY


   
"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want.  Screw being subtle like those other cats.  Why spend all that time sneaking about when you can just make them void their bowel, and then snatch the bling while they try to cover their embarrassment. 

BECOMING A BAD KITTY
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), Dark Companion
   Feats:  Black Cat, Empower Curse
   Skills:  Intimidate 8 Ranks


Class Skills
 The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Black Cat (Companion Merge), Hexblade's CUrse
2. +1    +0     +0     +3    Boo (Fear)
3. +1    +1     +1     +3    Don't Cross My Path (1 day)
4. +2    +1     +1     +4    Black Cat (Shadow Merge)
5. +2    +1     +1     +4    Boo (Eyebite)
6. +3    +2     +2     +5    Don't Cross My Path (1 year)
7. +3    +2     +2     +5    Black Cat (Shadow Walk)
8. +4    +2     +2     +6    Boo (Evil Glare)
9. +4    +3     +3     +6    Don't Cross My Path (permanent)
10.+5    +3     +3     +7    Baaaad Kitty


Weapon Proficiencies: Bad Kitties gain no new weapon or armor proficiencies.

Hexbalde's Curse: Your bad Kitty levels stack with your Hexblade Levels for purposes of your Hexblade's Curse DC, and for determining when you get Greater/Dire Curse.  They also stack for purposes of determining how many times per day you can use your Hexblades Curse.

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow.  A living shadow that occasionally moves on its own or has glowing eyes.  Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC your Dark Companion would usually bestow. 

At 4th level you can appear to merge with any shadow you enter and become as big as it.  In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes.  This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus.  This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 7th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be.  This means just about anywhere at night, or in dark areas during the day.  Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 8th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su):  At 3rd level the effects of your Hexblades Curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent.  In any case the effects can be removed by Remove Curse, Miracle, or Wish.  You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do.  You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse.  The recipient does not get a Saving Throw or Spell Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.  Optionally a caster who can cast Miracle or Wish, and is at least 4 Levels higher than you can use that spell to remove your dying curse from your opponent, but really it's much easier if he just gets you Resurrected.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life.  Everyone thought you were evil from birth because of your powers.  Fortunately you also have some nice abilities to make up for it.  And you pretty much use them to take what you want, and get even with anyone who ticks you off.  Especially from the Elves.  God you really hate the Elves...
 Combat: Bad Kitties excel at causing fear and debuffing opponents.  Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.  Besides why should you fight when there are meat shields for that.
 Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort.  They aren't subtle or complex.  They also like curses.  Curses let them screw with people at will.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch.  The Cat Burglar Guilds sometimes help out but even they find you spooky.  After all you tend to let the curses fly a lil too freely...

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades.  Something about them spooks people.  Little things like their habit of making people poop themselves. 
 Daily Life: You get up, steal breakfast.  Maybe rob a few people or do some stuff.  Steal lunch.  Nap.  Scare a few more people before stealing dinner.  When night comes then you have your real fun...
 Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town.  Believed to be the familiar of an Evil Witch he himself had a hand in putting down, he uses the reputation to his benefit.  Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
 Organizations: Bad Kitties have no real organization.  Even when they band together to help one another they pretty much fight as a mass of individuals, and go their own way after.  Most Guilds hire them on an as is basis, usually for revenge purposes.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you.  Being confused with the Breathsuckers occasionally doesn't help.  But your also a butthead, so lets face it you wouldn't be terribly popular anyway.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive.  Even their allies don't trust them completely.  Trouble and weirdness follow them wherever they go. 
 Adaptation: With a little adaptation this could fit into a horror campaign.  Many mythological witches or monsters turn into cats.
 Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night.  Or maybe the cat that is watching them every time they look out the window.  Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares  the crap out of them.  And then curses them loudly in a human voice.  And then sneaks into their room at night and wakes them up by staring at them while they are sleeping.  And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +2 (+5 KF), Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC x, touch x, flat-footed x (+2 Size, +2 Dex, )
hp 70 (12 HD)
Fort +7, Ref +7 (+10 KF), Will +10
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Hexblade's Curse 6/day (Swift Action, Save DC is 22), Boo (Fear, Eyebite), Don't Cross My Path (1 Year)
Combat Gear
Spells Known 1st (DC 15, 1/day): Protection from Good/Law
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 18
Abilities (KF) Str 3, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah (+4), Kitty Magic (Innocence, Let Sleeping Kitties Lie), Dark Companion, Armored Mage (Medium), Black Cat (Shadow Merge)
Feats Ability Focus (Curse), Black Cat, Empower Curse, Extra Curse, Jibba Jabba, Weapon Finesse, Spell Penetration (B) (Curse Feats are from Dragon Magazine 339)
Skills Bluff +6, Climb +3, Hide +6, Intimidate +12, Knowledge (Arcana) +4, Listen +5, Move Silently +6, Spellcraft +4, Spot +5
Possessions


EPIC BAD KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Hexblade's Curse:  Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Bonus Feats: The Epic Bad Kitty gains a Bonus Feat every 3 levels higher than 20th.

All prerequisite Curse  Feats mentioned may be found in Dragon magazine 339.  The Hexblade here is using the creators suggested fixes. http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?post_id=332210466#332210466
« Last Edit: March 06, 2022, 07:20:36 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #5 on: November 07, 2011, 04:03:32 AM »
BEAR WRASSLER


   
"Heeeeeere bearsie bearsie bearsie..."

 Not all Cat Burglars Guilds are purely urban.  Some disguise themselves as traveling actors or circuses.  The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters.  He's also cheap muscle for the Guild.  You wrestle bears and other animals for the public's amusement (usually an Awakened Animal who is your partner).

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class.  Or at least certain anger management issues.  It helps being friends with a bear too.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Any 2 Bear Wrasslin' Maneuvers, Kitty Magic (A Cat's Ego)
   Feats:  Mah Momma Knew How to Snuggle, Improved Grapple
   Skills:  Perform (Wrasslin) 6 Ranks


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Let's Wrassle! (+2)
2. +2     +3     +3     +0    Wrasslin Feat
3. +3     +3     +3     +1    Wild Cohort
4. +4     +4     +4     +1    Let's Wrasle! (+4)
5. +5     +4     +4     +1    Wrasslin Feat
6. +6     +5     +5     +2    Wild Cohort
7. +7     +5     +5     +2    Let's Wrassle! (+6)
8. +8     +6     +6     +2    Wrasslin Feat
9. +9     +6     +6     +3    Wild Cohort
10.+10    +7     +7     +3    Hookmaster


Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Bear Wrasslin', Feline Way or Tiger Claw discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Bear Wrassler Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known.  At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Bear Wrasslin', Feline Way or Tiger Claw disciplines if you meet it's Prerequisites.

Let's Wrassle(Ex): At first level you get a +2 Competence Bonus to all Grapple checks.  This increases to +4 at level 4, and to +6 at level 7.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, and 8th levels: Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Glom, Improved Initiative, Improved Trip, Prone Attack.

Wild Cohort (Ex): At Level 3 you gain the Wild Cohort Feat as a Bonus Feat. You must choose a Black Bear as your Wild Cohort.

At 6th Level your Cohort is Awakened as per the spell.  Unlike normal it may still serve as your Wild Cohort.

At 9th Level your Cohort may assist you in a double team if he is also adjacent to your opponent.  He gives up his turn, but you get a +4 Bonus on your attack roll, and do maximum damage with your Maneuver if you succeed.

Hookmaster (Su): You add your Charisma modifier to all grapple checks, and to all damage rolls made by grapple attacks as an untyped Bonus.

PLAYING A BEAR WRASSLER
 Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin' will decide to get uppity).  At the appropriate level you may wish  to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin' interview in style..
 Combat: Your a grapple monkey pure and simple.  You find a target, latch on, and do some damage.  If you have the Bear Cohort you even get to double team (cheatin' is good!).
 Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely.  After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own.  When traveling you can rely on your brother Bear Wrasslers (or fans) to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
 Most people believe your a magical carnival animal that performs tricks and wrestles larger creatures for their amusement.  The unlucky few who owe your Guild money know what the backside of your paw looks like though.
 Daily Life: You spend your days performing tricks for the rubes, and your nights beating the more unfortunate ones senseless.  You also party as hard as a poor carny can.
 Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit.  She has wowed many an audience of late, and may compete in the World Championship Kitty Wrasslin' circuit this year. 
 Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals.  They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
 Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe.  On the other hand you're loved by the crowds.  You may even have a small measure of fame. 
BEAR WRASSLERS IN THE GAME
 Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name.  Other than that you shouldn't be too disruptive to add to a campaign.
 Adaptation: Personally I think this class is a little more out there than the others.  This is definitely a humor campaign only.
 Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
EL 12: The PC's are stunned watching a small cat apparently wrestling a black bear into submission.  They're even more stunned when a carny hands the party rogue a paper saying "Pay Big John the money you owe him, or tonight the cat comes for you".


Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +2 (+5 KF, +6 KiF), Senses: Listen +3, Spot +4, Low Light Vision
Languages Common, Gnome
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch 10, flat-footed 19 (-2 Rage, +2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC KF Raging x, touch x, flat-footed x (-2 Rage, +2 Size, +5 Dex, )
+4 Dodge Bonus against Giants
AC KiF x, touch x, flat-footed x (+4 Size, +6 Dex, )
AC KiF Raging x, touch x, flat-footed x (-2 Rage, +4 Size, +6 Dex, )
+4 Dodge Bonus against Giants
hp 63 hp (12 HD), 87 hp Rage
Fort +11 (+13 Raging), Ref +11 (+14 KF, +15 KF), Will +4 (+6 Raging)
+2 on Saves vs Illusions, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares), 20 in Armor
Melee
Base Atk +11, Grp +18 (+15 KF, +14 KiF, additional +2 during Rage)
Atk Options +1 on Attack rolls vs Kobolds/Goblinoids, Rage 2/day, Let's Wrassle +4, Mah Momma Knew How to Snuggle, Mah Daddy Was the Man
Combat Gear
Spell-Like Abilities Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals 1/day, Caster Level 1st
-----------------------------------------------
Abilities Str 13 (17 Rage), Dex 14, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities KF Str 7 (11 Rage), Dex 20
Abilities KiF Str 5 (9 Rage), Dex 22
SQ Purr, Kitty Form (Kitten Form), Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Fast Movement
Feats Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike, Tomcat, Clever Wrestling (B), Close Quarters Fighting (B)
Skills Balance +6, Bluff +7, Climb +5, Craft (Alchemy) +1, Hide +6, Intimidate +7, Jump +5, Listen +3, Move Silently +6, Perform (Wrasslin) +9, Spot +4, Survival +4, Tumble +6, Use Magic Device +7
Possessions


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bear Wasslin': Your Initiator Level increases with Epic Levels.  You learn one more Bear Wrasslin', Feline Way or Tiger Claw Maneuver at Level 22 and every 3 Levels thereafter.
Let's Wrassle: The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 07:21:28 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #6 on: November 07, 2011, 04:04:03 AM »
BIG KITTY


   
"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas.  Very rural areas.  Or zoos.  You'd be surprised how many of them are on open display, right in front of people.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche, and a great deal of them are the leaders of less conventional Guilds.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Bigger Cat Form), Kitty Magic (Innocence, Paw at the Door), Enhanced Kitty Form (Strong Kitty Form)
   Feats:  Cattitude, Improved Toughness
   Skills:  Intimidate 4 Ranks, Knowledge (Local) 4 ranks


Class Skills
 The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Kitty Form (Dire Kitty)
2. +2    +3     +0     +0    Multiattack
3. +3    +3     +1     +1    Pounce
4. +4    +4     +1     +1    Enhanced Kitty Form (Big Boned)
5. +5    +4     +1     +1    Improved Multiattack
6. +6    +5     +2     +2    Improved Grab
7. +7    +5     +2     +2    Mighty Roar
8. +8    +6     +2     +2    Kitty Form (Housecat)
9. +9    +6     +3     +3    Rake
10.+10   +7     +3     +3    Fat Cat


Weapon Proficiencies: Big Kitties gain no new weapon or armor proficiencies.

Kitty Form (Su): At 1st level you gain Dire Kitty Form (see Cat Burglar Base Class).

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

At 7th level you gain Housecat Form (see Cat Burglar Base Class).

Multiattack : At 2nd level you gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : At 5th level you gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): At 6th level if you successfully hit with your claw or bite attack in Kitty Form against an opponent your size category 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 bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : At 7th level you gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): At 9th level when you successfully Grapple or Pounce you gain two secondary Rake attacks.  Damage is the same as  your claw attack.

Fat Cat (Ex): At 10th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).  You now also have the Powerful Build ability all the time, not just in Kitty Form.

 
PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy.  And the craziest rich people want the most exotic pets.  That's where you come in.  Abnormally large housecat's (or just wild cats) are fairly exotic.  And so you as leader of a powerful criminal organization find yourself on display as "Baby Foo Foo".  Tragic.
 Combat: Try to set yourself up as a Charge and Grapple machine to take advantage of your eventual size and abilities.  You've got plenty of weight, learn to throw it about.
 Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open.  Many don't have the patience for the second option.
Resources: As usual you have the Cat Burglar Guilds to rely upon.  In fact many Big Kitties are the heads of some Guilds.  So you get first choice of bling!

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all.  You are the pampered pet/prisoner of some noble.  Unless you head your organization, in which case you have a lot of teeny cats dropping by...magically that tiger and those itty bitty housecats learned to be friends.
 Daily Life: Your daily life isn't all that different from most Cat Burglars.  However since you have more of a likelihood of being caged, you have more of an urge to destroy things than usual.
 Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo.  He uses it as his headquarters.  It's a small guild, but he hopes to expand it by convincing the wealthy visitors to the zoo to fund "the zoo".  Wink, wink.  Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo.  The Guild lets him out when they need people to be disappeared.
 Organizations: Big Kitties usually take the Leadership Feat.  They need a little extra help to pull off the impersonation of a caged lion and make it look good, and cohorts are good for that.

NPC Reaction
NPC's are generally stupified by you.  You have fools who think your some sort of predator on the one hand, and people who assume your just a big kitten on the other.  But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in good standing with the common man.  Now if it were just easier to smuggle out.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare.  Regular cats are in far more demand as pets, so only Guilds based in a Nobleman's private zoo or in rural areas usually have them.
 Adaptation: This one is pretty silly.  Probably only good for equally silly campaigns.
 Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo.  One of which is a very large cat.  Which winks at you.  And then the teeny cats around his cage mosey over.  And one of them sits down a slip of paper.  It begins with "Your services are required.".  Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+7KF/BC, +5 BiC/DK), Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 20, touch 15, flat-footed 19 (+1 Dex, +5 Armor, +4 Protection)
AC KF 23, touch 18, flat-footed 21 (+2 Size, +2 Dex, +5 Armor, +4 Protection)
AC BC 22, touch 17, flat-footed 20 (+1 Size, +2 Dex, +5 Armor, +4 Protection)
AC BiC 21, touch 15, flat-footed 20 (+1 Dex, +1 Natural, +5 Armor, +4 Protection)
AC DK 22, touch 14, flat-footed 21 (-1 Size, +1 Dex, +3 Natural, +5 Armor, +4 Protection)
hp 61 hp (12 HD), 85 as DK
Fort +7 (+9 DK), Ref +7 (+8 KF/BC), Will +3 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee (Human) +1 Spear +14/+9 melee (1d8+4, x3) or +1 Spear +14/+9 ranged (1d8+4. x3)
(Kitty) 2 Claws +14 melee (1d2+2) and 1 Bite +9 melee (1d3+1)
(Big Cat) 2 Claws +14 melee (1d3+3) and 1 Bite +9 melee (1d4+1)
(Bigger Cat) 2 Claws +15 melee (1d4+5) and 1 Bite +10 melee (1d6+2)
(Dire Kitty) 2 Claws +14 melee (1d6+6) and 1 Bite +9 melee (1d8+3)
Base Atk +10, Grp +13 (+7 KF, +13 BC, +19 BiC, +24 DK)
Atk Options Pounce
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Abilities KF Str 14, Dex 14
Abilities BC Str 16, Dex 14
Abilities BiC Str 20
Abilities DK Str 22, Con 17
SQ Purr, Feline Empathy, Cat Powah +3, Scamper Bonus, Kitty Form (Big Cat, Bigger Cat, Dire Kitty), Kitty Magic (Innocence, Paw at the Door), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Enhanced Kitty Form (Big-Boned, Mean Kitty, Strong Kitty)
Feats Big Cat on the Block, Big Paw, Cattitude, Improved Toughness, Leadership, Improved Initiative (B), Improved Multiattack (B), Multiattack (B)
Skills Bluff +11, Climb +5, Diplomacy +7, Gather Information +7, Hide +5, Intimidate +12, Jump +7, Knowledge (Local, Nobility) +5, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +4, Tumble +5, Use Magic Device +6
Possessions +5 Bracers of Armor, +4 Ring of Protection, 3 Cute Widdle Bowsies, +1 Amulet of Mighty Fists, +1 Returning Spear, Heward's Handy Haversack, 3 Potions of Invisibility, 3 Potions of Cure Moderate Wounds, 1 Potion of Heroism, 149 GP


EPIC BIG KITTY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Catzilla Form:  At Level 21 you may now become a Colossal Cat in Kitty Form, mimicking giant cats.  You get a Primary Claw Attack (2d8 plus Str Modifier), and a Secondary Bite Attack (4d6 plus 1/2 Str Modifier).  You get 1 Bite and 2 Claw attacks with a Full Attack Action.  You gain 2 extra Rake Attacks at your Highest BAB that do 2d8 plus ½ Str Modifier (see Monster Manual for an explanation of the Rake Ability), Pounce (see Monster Manual), and Improved Grab (if you successfully hit an opponent 2 Size Categories smaller than yourself with a Bite Attack, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity). You get 1 Bite and 2 Claw attacks 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 Category Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are sixteen times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 20'.  You may remain in Catzilla Form for (3 plus Charisma Modifier) rounds.  Base Land Speed increases to 50 ft.
Bonus Feats: The Epic Big Kitty gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: November 17, 2024, 04:45:11 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #7 on: November 07, 2011, 04:04:30 AM »
BREATHSUCKER

   
"Yeah I killed your baby.  You keep saying that like it's a bad thing.  He poos everywhere.  Everywhere.  You should thank me."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life.  They do this by stealing the breath of life from others.  To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Arcane Spells:  Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level that you can cast.
   Skills:  Knowledge (Arcane): 8 Ranks 
   Feats: Spell Focus (Evil, Necromancy)
   Alignment: Must be Evil


Class Skills
 The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Steal Breath     +1 Level of Arcane Spellcasting Class
2. +1    +0     +0     +3                     +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3                     +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    Steal Breath     +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4                     +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5                     +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    Steal Breath     +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6                     +1 Level of Arcane Spellcasting Class
10.+5    +3     +3     +7    Dark Soul Kitty  +1 Level of Arcane Spellcasting Class


Weapon Proficiencies: Breathsuckers gain no new weapon or armor proficiencies.

Steal Breath (Su): You may attempt to steal the life force of a victim.  Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents.  Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used.  At 1st level this power has the same effect if used on anyone.   At higher levels the effects differ depending on the age/health of the victim it's used against.  This power only works on living mortal beings capable of aging.  To use it you place your mouth next to your victims and inhale deeply.  this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well).  The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernatural ability.

At 8th level your options increase again.  If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day.  Your minimum age is your races starting age minus 10%.  If it would reduce you below this age, you may "pool" the remaining years.  Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead.  If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts.  Your type changes to Outsider (Native). You also gain the Evil subtype.  You no longer require food or water, and do not age.  You are immune to poison, disease, death, sleep effects, and fear effects.  To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do.  Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality.   In other words if you have spent 10 years as an Outsider, you lose 10 hp.  This damage is healed only when you have killed another 'innocent'.
 
PLAYING A BREATHSUCKER
Your goal is to live forever.  And be young forever.  To this end you kill anyone unable to resist you.  The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
 Combat: Breathsuckers don't fight.  They prey on the helpless only, and use spells to cover their escape if caught.  They are really only suitable as PC's in an evil campaign, or for players who are really good liars.
 Advancement: Breathsuckers usually concentrate on their ability to drain others above all else.  Secondary obsessions are escaping if caught and survival.  Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind.  Even the Cat Burglar Guilds dislike them.  Although occasionally they do make use of them to assassinate pretty bad people, but it's usually someone that the Breathsucker hates, and who is as evil as he is.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight.  As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to.  Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
 Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
 Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town.  He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat.  Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
 Organizations: Breathsuckers are rarely organized so well.  At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't. 

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game.  As well as causing serious paranoia.  This is why the Guilds hate them, they draw attention to cats, and make for bad PR.
 Adaptation: This one is actually pretty okay for a horror campaign.  As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
 Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits.  It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill.  The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+4 KF), Senses: Listen +x, Spot +x
Languages Common
------------------------------------------------
AC x, touch x, flat-footed   (+1 Dex, )
AC KF 24, touch 18, flat-footed 21 (+2 Size, +4 Dex, )
hp 31 (12 HD)
Fort +3, Ref +6 (+9 KF), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Abilities KF Str 2, Dex 18
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2
Feats  Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Evil, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Concentration +8, Craft (Alchemy) +10, Diplomacy +8, Disable Device +8, Gather Information +8, Hide +8, Intimidate +8, Knowledge (Local, Nobility) +8, Knowledge (Arcana) +8, Move Silently +8, Open Lock +8, Search +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions

EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each  Level : 6 + int
Spells The Breathsuckers caster level continues to increase but he does not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 07:23:01 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #8 on: November 07, 2011, 04:05:00 AM »
BURLAP GUILD MEMBER


   
"You keep this up and I'll tell daddy on you."

 The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

BECOMING A BURLAP GUILD MEMBER
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars.  You're really sort of born into the Guild more than becoming a member of it.

 ENTRY REQUIREMENTS
   Class Abilities:  Breath Weapon, Kitty Form, Enhanced Kitty Form (Dragon Kitty)
   Feats:  Dragontouched, Spittin' Fury
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
   Special:  Must have been born into the Guild.  They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle.  Snobbish yes, but it works.


Class Skills
 The Burlap Guild Member's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +0    Hisssss, Spit
2. +1    +3     +3     +0    Family Inheritance
3. +1    +3     +3     +1    Tuffer Than the Average Kitteh
4. +2    +4     +4     +1    Hisssss
5. +2    +4     +4     +1    Family Inheritance
6. +3    +5     +5     +2    Tuffer Than the Average Kitteh
7. +3    +5     +5     +2    Hisssss
8. +4    +6     +6     +2    Family Inheritance
9. +4    +6     +6     +3    Tuffer Than the Average Kitteh
10.+5    +7     +7     +3    Death From Above

Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.
 
Hisssss (Su): You are particularly intimidating in Kitty Form for some reason.  When hissing or yowling at a living creature who is within 30', that opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds if you are in Kitty Form.  This is a Standard Action.

At 4th level when using this ability it affects all living things in 45', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you Charge.  Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day.  At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon.  At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter.  At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3.  This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average).  The Wings may be hidden or not at your option.  Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
 You are teh awesomes, and you know it.  Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally.  Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting.  Now if only you can find a way to exploit this...
 Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon.  Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully.  And if that doesn't work they fire people up and run for the hills (assuming Dad lives in the hills).
 Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament.  Plus they have to hide what they're up to from mom and dad occasionally.  Parents can be so disapproving when you intend to rob a powerful crime lord just for weekend giggles.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats.  Cats all over the place in that dragon bar..."
 Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all.  They tend to be mildly famous in human form just because of their name.  As kitties they have blessed anonymity though.
 Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame.  Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls.  So it ain't all bad.  At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
 Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Dragon, and spends much of his time trying to seduce the local women.  Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject).  She cares not for Roland.
 Organizations: The Burlap Guild is an organization.  It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
 NPC's assume you're a cat till you spew fire or acid or some such.  At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
 This PrC kind of implies it's members are famous, or at least their parents are.  Which may be a headache for some DM's.
 Adaptation: This is definitely a silly campaign PrC.  Dragon bars don't exactly scream seriousness.
 Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there.  Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl.  When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other.  Then they notice the PC's.  Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +6 (+9 KF), Senses: Listen +9, Spot +9
Languages Common, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +2 Natural, )
AC (KF) x, touch x, flat-footed x (+2 Size, +2 Dex, +2 Natural, )
hp 51 (12 HD)
Fort +9, Ref +11 (+14 KF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options Breath Weapon 2d6 (DC 22), Breath Effect (Frost Breath), Hisssss (DC 22)
Combat Gear
Invocations  Beguiling Influence, Deafening Roar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Enhanced Kitty Form (Dragon Kitty), Kitty Magic (I Must Shred This Paper), Burglaring (Uncanny Dodge), Scales +2, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Ability Focus (Breath Weapon, Hisssss), Dodge, Improved Initiative, Jibba Jabba, Spittin' Fury, Dragontouched (B)
Skills Appraise +5, Bluff +12, Concentration +8, Diplomacy +12, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Nobility) +6, Listen +9, Move Silently +10, Search +9, Sense Motive +9, Spellcraft +5, Spot +9, Tumble +6, Use Magic Device +8
Possessions


EPIC BURLAP GUILD MEMBER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Breath Weapon: Your Breath Weapon gains an additional +1d6 at every even numbered Level past Level 20.
Tuffer Than the Average Kitteh: Your DR increase by 1 point at Level 23, and every 3 Levels after.
Bonus Feats: The Epic Burlap Guild Member gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 07:23:46 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #9 on: November 07, 2011, 04:05:26 AM »
CAT FU FIGHTER


   
"You dare insult a master of the art of Cat Fu?"

 Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons.  In other words they throw cats at people or use them as hand held cuisinart devices.  Yeah, they're a weird bunch...

BECOMING A CAT FU FIGHTER
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), any one 2nd Level Cat Fu Fightan! Maneuver
   Feats:  Improved Unarmed Strike, Throw Anything
   Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
   


Class Skills
 The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Summon the Kittehs, Kitty Weapons
2. +2    +3     +3     +0    Improved Sleight of Hand (+2)
3. +3    +3     +3     +1    Show Off
4. +4    +4     +4     +1    Kitty Weapons
5. +5    +4     +4     +1    Improved Sleight of Hand (+4)
6. +6    +5     +5     +2    Show Off
7. +7    +5     +5     +2    Kitty Weapons
8. +8    +6     +6     +2    Improved Sleight of Hand (+6)
9. +9    +6     +6     +3    Show Off
10.+10   +7     +7     +3    Supahstah!


Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Cat Fu Fightan!, Setting Sun, or Shadow Hand discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Cat Fu Fighter Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known.  At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Cat Fu Fightan!, Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.
 
Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier).  They will stay for the duration of the encounter.  Where they've been hiding, and how they got where you are now is unimportant, they just show up.  Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One-handed Light weapons.  Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your (Unarmed strike damage plus Cat Fu Fighter Level divided by 3).  You may apply Weapon Feats to wielded cats as you would any other weapon (i.e. you can buy Improved Critical-Cat as a Feat). 

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5.  The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible.  Damage as a thrown weapon is 1d6 slashing damage (x2 on a Critical).

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action.  Make an Sleight of Hand check vs your opponents Spot check.  If successful you add your check result to the damage done.  If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex):  Since your fighting style relies on hiding Kitties in your clothing you become quite excellent at hiding them on your person.  At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): At 3rd Level you may perform any Strike from the Cat Fu Fightan! discipline as a Full Round Action.  If the maneuver is successful, your opponent takes a -1 Penalty to AC for a number of rounds equal to your Charisma Modifier.
The penalty increases to -2 at Level 6, and -3 at Level 9.

Supahstah! (Ex): The Save DC of your Maneuvers increases by +2.  You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
 Learn to be mysterious and use Bluff as much as possible.  You always want people to believe you are capable of more things than you actually are.   Never give a straight answer, never be straightforward, always take the long way to get to your point.  Wear roomy clothes you can hide lots of stuff in.  And by stuff we mean cats. 
 Combat: You have learned to wield kitties as extensions of your own body.  It confuses and disorients people, so concentrate on it just to mess with them.  Besides flinging cats into peoples faces is damn funny.
 Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town.  Cause that gets the women in droves.  Fighting is okay, but hot women are better.  Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise..."
 People luv the Cat Fu Fighters.  They pretend to be arrogant, cool, and unreachable.  It's all to get the local women to swoon when they show up of course.  And of course they indulge in some fighting, but that's only for effect to increase their rep.
 Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect.  This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
 Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer.  Just ask him anytime.  Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader.  And the Town Elders.  And the Governor.  And  several other people just for giggles.
 Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
 NPC's love you.  You're like a local folk hero.  Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
 Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight.  This can make for problems if you let the player hog the limelight, as it may annoy the other players.  Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign. 
 Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
 Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight.  They may even be paid ahead of time to choreograph it to make the CFF look good.  Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good.  he claims it's to impress his girlfriends dad so he'll let them marry.  It goes well, but soon they find that they've been scripted as the evil villains in his charade.  There's also a rash of robberies and crimes laid at their door.  Has he been framing the PC's?  Will they make it out of town alive?  Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated.  Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+6 KF), Senses: Listen +9, Spot +9, Low Light Vision
Languages Elf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +3 Dex, )
hp 52 (12 HD)
Fort +9, Ref +12, Will +4
+2 vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +11 (+7 KF)
Atk Options Summon the Kittehs, Kitty Weapons, Show Off (Kitty Makin' Biscuits, Facehugger)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form, Cat Powah +3, Improved Sleight of Hand +4, Kitty Magic (Innocence)
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse, Brutal Throw (B), Point Blank Shot (B), Power Attack (B)
Skills Balance +7, Bluff +9, Climb +4, Gather Information +7, Hide +7, Intimidate +7, Jump +4, Knowledge (Local) +4, Listen +9, Move Silently +7, Sleight of Hand +9, Spot +9, Tumble +11, Use Magic Device +7
Possessions


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Cat Fu Fightan Your Initiator Level increases with Epic Levels.  You learn one more Cat Fu Fightan!, Setting Sun, or Shadow Hand Maneuver at Level 22 and every 3 Levels thereafter.
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 07:24:44 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #10 on: November 07, 2011, 04:05:49 AM »
CATNIPPER


   
"Herbs for sale! Herbs to heal the pain! Herbs to cure diseases! Herbs to make your husband a man again! Herbs for sale!"

 Catnippers are herbalists and healers.  They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances.  They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others).  They're also a little crazy from constant exposure to toxins and from sampling their experiments.

BECOMING A CATNIPPER
You'll need at least 1 level of Cat Burglar, and some kind of spellcasting class for the Alchemical studies.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), must be able to cast Arcane or Divine  Spells
   Skills:  Craft (Alchemy, Poisonmaking) 4 ranks, Knowledge (Arcane, Nature) 4 ranks
   Feats:  Brew Potion, Spell Focus (Enchantment is common, but it can be any school).


Class Skills
 The Catnipper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Enhanced Potion Brewing, Poison Use
2. +1    +0     +3     +3    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
3. +1    +1     +3     +3    Enhanced Poison Crafting, +1 level of spellcasting class
4. +2    +1     +4     +4    Enhanced Potion Brewing
5. +2    +1     +4     +4    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
6. +3    +2     +5     +5    Enhanced Poison Crafting, +1 level of spellcasting class
7. +3    +2     +5     +5    Enhanced Potion Brewing
8. +4    +2     +6     +6    No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class
9. +4    +3     +6     +6    Enhanced Poison Crafting, +1 level of spellcasting class
10.+5    +3     +7     +7    Meister Herbalist, +1 level of spellcasting class


Weapon Proficiencies: Catnippers gain no new weapon or armor proficiencies.
 
Enhanced Potion Brewing (Su): At 1st level the Catnipper learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan (Eberron Campaign Setting) as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan (Eberron Campaign Setting) as a Bonus Feat.

Poison Use (Ex): Catnippers are well trained in the handling of poisons and never risk accidentally poisoning themselves.

No I'm Not Crazy, Why Do You Keep Asking? (Su):  At 2nd level you're a little whacked out from all the chemicals and such you've been exposed to.  Plus you've occasionally tasted your latest potion to see what it does.  Probably not a good move on your part.  You gain a Bonus on all Saving Throws against Illusion or Enchantment spells equal to your Charisma Bonus, but take a similar penalty on all Wisdom based checks (except Spot and Listen).

At 5th level you get a Bonus on all Fortitude Saves equal to your Charisma Bonus, but take a similar Penalty to all Charisma based checks (except Intimidate and Use Magic Device).

At 8th level you are pretty much living in your own world.  You take no damage from spells from the Illusion school.

Enhanced Poison Crafting (Ex): At 3rd level Inhaled or Ingested Poisons created by the Catnipper have their Save DC's increased by +2.

At 6th level the Catnipper's Inhaled and Ingested Poisons do +1 damage per die.  For example if the poison does 1d6 Con it now does 1d6+1.  If it does 2d6 it now does 2d6+2.

At 9th level the Save DC's of the Catnipper's Inhaled or Ingested Poisons increases by an additional +2.

Meister Herbalist (Ex): You make exceptionally potent potions.  All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat.  If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.

PLAYING A CATNIPPER
 Catnippers are master herbalists, and many are also minor spellcasters as well.  They tend to study just enough magic to be able to make their potions and herbal remedies, and maybe perform a few neat tricks when they need a way out of a jam.  The real threat is the potions they can make.  Their labelling system is usually known only to their maker so if you drink anything in their vicinity the Gods know what will happen next.
 Combat: Catnippers aren't really combatants, but they can enhance those who are.  Or poison them, one of the two.
 Advancement: Advancement depends on what the Alchemist has been sampling and what weird whim he gets one night at 3 am.  Seriously they're a weird bunch.  Some are out to heal the world, and some are out to burn it down.  Some just want to remember what the hell happened last night and why they now own 3 metric tons of bananas.
Resources: Catnippers always have the Guilds to rely on, and if their abilities are known perhaps a local rich patron or two...

CATNIPPERS IN THE WORLD
"Man, don't eat any of Bob's brownies.  I had two or three of them last night and woke up married to an Orc chick."
 People are usually happy to see you.  You have the herbs necessary to help with life's little complaints that the Clerics can't be bothered to use spells for.  Plus you tend to be cheaper than them, and your customers don't have to pay lip service to your deity.
 Daily Life: Much of your day is devoted to searching for/buying/trading/selling herbs and potions.  You get to funnel money to the Guild this way legally, and make a nice chunk for yourself as well.  Depending on your alignment you also have opportunities to heal or harm people.
 Notables: Marie Lamartine (CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6) is ranked among the expert poisoners of the world.  Juan Martinez (Cat Burglar 3/Druid 3/Catnipper 6) is a local herb farmer, and healer of note.
 Organizations: The Catnippers are like an organization inside an organization.  They usually try to remain in close contact with one another, and trade recipes and new ideas and information.

NPC Reaction
 NPC reaction will vary depending on whether they know what you are, and what side of the law they're on.  Authorities frown on people selling deadly nightshade as "a sleep aid". 

CATNIPPERS IN THE GAME
 While the obvious joke is the idea of the Catnipper as a parody of a marijuana dealer, they aren't just potheads.  They do have actual uses, and care more about their fellow Guild Members than using illicit substances.  Most are actually more like the Vodoun Houngans who have mastered using poisons to achieve effects.
 Adaptation: Catnippers are written for a silly campaign, but they could also go in a horror campaign that had some pretty black humor.
 Encounters: PC's can encounter Catnippers as herbalists or healers, or if they need to buy poison, or perhaps they require some sort of mind altering substance.  They may find out the poisons being used on them come from one and he has the antidote as well.

Sample Encounter
EL 12: One of the PC's has been poisoned with a rather nasty hallucinogen, and they are told a local woman can cure him...for a price.  She wants a particular book from someone who isn't willing to sell.  Breaking into the house of this aforementioned someone the PC's learn their benefactor is the only one supposed to be capable of making the poison that's infected their friend. Hmm...


Marie Lamartine
CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6
Init +1 (+4 KF), Senses: Listen +8, Spot +6
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
hp 37 (12 HD)
Fort +3, Ref +8 (+11 KF), Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 3 (DC 16)
4th: 1 (DC 17)
Caster Level 7th
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 14
Abilities KF Str 3, Dex 19
SQ Purr, Kitty Form, Cat Powah +2, Feline Empathy, Cat Familiar,
Feats Extend Spell, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Illusion, Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +14, Concentration +5, Craft (Alchemy, Poisonmaking) +7, Diplomacy +8, Gather Information +8, Hide +11, Knowledge (Arcane, Local, Nature) +13, Listen +8, Move Silently +11, Search +7, Sense Motive +6, Spellcraft +7, Spot +6, Survival +8
Possessions

EPIC CATNIPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells The Catnippers Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Catnipper gains a Bonus Feat every 3 levels higher than 20th

Base Potion Prices

Spell Level Clr, Drd, Wiz   Sor   Brd 

4th         1400            1600  2000
5th         2250            2500  3250
6th         3300            3600  4800


Cost to Make

Clr, Drd, Wiz
4th: 700GP, 28 XP
5th: 1125 GP, 45 XP
6th: 1650 GP, 66 XP

Sor
4th: 800 GP, 32 XP
5th: 1250 GP, 50 XP
6th: 1800 GP, 72 XP

Brd
4th: 1000 GP, 40 XP
5th: 1625 GP, 65 XP
6th: 2400 GP, 96 XP
« Last Edit: March 06, 2022, 07:25:36 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #11 on: November 07, 2011, 04:06:15 AM »
CATS FROM SATURN


   
"The world is indeed comic, but the joke is on mankind."

 There are even Cat Burglar Guilds in the Far Realms nowadays.  God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can.  They just have to figure out what the local Aberrations think is cute.  Regular Cat Burglars suck.  They just con people and take their money.  You con strange alien artifacts out of disembodied, freaky undead brain creatures.

BECOMING A CAT FROM SATURN
You'll need to find some way of accessing the Far Realms, so you'll either be a spell caster or have access to one.  Usually the Cult...uh Guild...has spellcasters to provide you with the ability to travel the Planes until you gain do it yourself.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), must be able to cast 2nd level Arcane Spells, and must know 1 Conjuration spell OR must be able to Manifest 2nd level Powers, one of which must be from the Nomad List.
   Skills:  Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana or Psionics, The Planes, Things Man Was Not Meant to Know) 4 ranks
   Feats: Transdimensional Spell (Transdimensional Power if Psionic), Unnatural Will (see Complete Arcane/Psionic and Heroes of Horror)
   Special:  Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
 The Cat from Saturn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
2. +1    +0     +3     +3    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
3. +1    +1     +3     +3    Summon the Toadie Frogs
4. +2    +1     +4     +4    Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
5. +2    +1     +4     +4    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
6. +3    +2     +5     +5    Summon the Toadie Frogs
7. +3    +2     +5     +5    Enhanced Kitty Form (Non-Euclidean), +1 Level of Arcane/Psionic spellcasting class
8. +4    +2     +6     +6    Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class
9. +4    +3     +6     +6    Summon the Toadie Frogs
10.+5    +3     +7     +7    Manipulate the Sphere's, +1 Level of Arcane/Psionic spellcasting class

Weapon Proficiencies: Cats from Saturn gain proficiency with one Exotic Weapon.
 
Spells/Psionics: Every level except 3, 6, and 9 the Cat from Saturn increase the level of their spellcasting or manifesting class.  They have to be one or the other, not both.

Non-Euclidean Kitty Form (Su): At 1st level you gain Enhanced Kitty Form (Non-Euclidean), see the Core Class. If you are using the Mows Alternate Class Features, you gain Enhanced Human Form (Alien) instead.

At 4th level your Non-Euclidean Kitty (or Alien Humanoid) form is quite appalling.  You automatically fail all Charisma based skill checks (except Intimidate, Use Magic Device, or Use Psionic Device) against anything not an Outsider or an Aberration.  You gain a Circumstance Bonus equal to your Cat from Saturn level on Intimidate checks against anything not an Aberration or Outsider.  Aberrations and Outsiders find you soothing and pleasant however, and they automatically regard you as friendly unless you attack them.  Even horrifying tentacle monsters from beyond space and time need some downtime snuggling with their lil' kitty to reduce stress. You also immediately adapt to Planes now instead of waiting a round.

At 7th level you are downright bizarre.  Aberrations and Outsiders must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected by the Calm Emotions spell when you are within 30' of them.  Their emotions are calmed only in regards to you, and only if you don't deliberately attack/anger them, and it affects even Outsiders and Aberrations immune to Mind-Affecting Effects.  All other Types of beings instead make a Willpower Save if you are within 30', or be Frightened for 1d6 rounds.  If the Save is successful they are immune to your Kitty (or Humanoid) Form for 24 hours.

Schrodinger's Scamper (Su): At 2nd level you may cast Dimension Door 3 times per day as a Supernatural Ability. 

At 5th level you may cast Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you (and your stuff). 

At 8th level you may cast Greater Plane Shift (Spell Compendium) once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you (and your stuff).

Summon the Toadie Frogs (Su): Once per day you may summon evil toadlike critters at 3rd level (twice per day at level 6, 3 times per day at level 9).  This is the equivalent of Lesser Planar Ally at level 3, Planar Ally at 6th level, and Greater Planar Ally at 9th level.  However you may only summon Toadie Frogs.  At level 3 this is a Mud Slaad (see Fiend Folio) with the Pseudonatural Template.  At level 6 this is a 12 HD Gray Slaad with the Pseudonatural Template (or 2 Mud Slaad).  At level 9 this is an 18 HD Death Slaad with the Pseudonatural Template (or 3 Mud Slaad).

Manipulate the Sphere's (Su): A number of times per day equal to your Charisma Modifier you may cast any Conjuration spell with a single Metamagic Feat without increasing the spells level.  If you have a Psionic class instead, you may Manifest powers from the Nomad list using a single Metapsionic Feat without increasing the power point cost. Your type now changes to Outsider with the Native Subtype.

PLAYING A CAT FROM SATURN
 The Cats from Saturn have some sort of business arrangement with an entity or realm in the Far Realms known as Saturn.  Coincidental perhaps, but screw it I'm running with it.  They trade packages back and forth between the Realms and the Prime Material Plane.  Whatever they're getting out of it must be pretty damn worth it, because they'd rather die than let anyone see whats in their packages.   
 Combat: Cats from Saturn avoid direct combat unless they outnumber opponents enough for the fight to be easy.  They have summoned minions to do fighting for them.
 Advancement: Cats from Saturn usually try to increase their magical powers, and their connections in the Far Realm.  It's uncertain why, but they definitely have some sort of bidness enterprise there.  Probably trading peoples brains for Space Mead or something weird like that.
Resources: The Cats from Saturn usually have only their own peculiar Guild to draw from.  The other Cat Burglars are freaked out by them.  Not to mention regular citizens.

CATS FROM SATURN IN THE WORLD
"For the cat is cryptic, and close to Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle's lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten."
 Cats from Saturn interact with the Far Realms, not our world.  They only spend time here fetching whatever the hell it is they sell to the weird gut-faced critters in the Realms for...whatever it is they get in return.  Plus they spend time researching spells and new powers.
 Daily Life: You like scaring the locals to prevent them from looking into your operations.  And scaring the not-so-locals just because.  And anyone else you can find.  Sometimes you practice on small animals by making their hearts explode in front of people.  It always helps to increase your bad reputation.
 Notables: Shub (CE Male Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is an enforcer for the Cult...er ...Guild.   Shubawubbawub (CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is applying to be local Mistress of the Toadie Frogs...god alone knows what that entails, and we ain't askin'.
 Organizations: The Cats from Saturn are their own organization, one mostly devoted to smuggling god knows what back and forth from the Far Realms.  They are closer knit than even the regular Cat Burglar Guilds due to the extreme danger of their business.  Whatever it is.

NPC Reaction
 NPC's tend to poop themselves if they see you in Non-Euclidean Kitty Form.  They aren't very fond of you otherwise either come to think of it.

CATS FROM SATURN IN THE GAME
 This is good for campaigns if you want good and evil Cat Burglar Guilds (guess which one is the evil one?).  The Saturn Cats are pretty spooky, so they tend to scare the bejeezus out of people one way or the other.
 Adaptation: This could go in either a silly or a spooky campaign.  Preferable a mix of both. 
 Encounters: PC's are only likely to encounter the Cats from Saturn in their true forms in the Far Realm.  Should they raid or stumble into a Saturnian Guild by accident however things will get weird quick...

Sample Encounter
EL 12: The PC's have been hired to investigate rumors about toadlike monsters that are haunting the local fens.  After much searching they come across a cult in the midst of the wetlands.  And apparently it is composed of weird little vaguely catlike creatures...


Shubawubbawub
CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6
Init +1 (+4 KF), Senses: Listen +x, Spot +x
Languages Common, Aboleth, 2 Far Realms languages
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
hp 34 (12 HD)
Fort +3, Ref +12 (+15 KF), Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (8 KF)
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9th
Supernatural Abilities Schrodinger's Scamper (Dimension Door 3/day, Plane Shift 1/day), Summon the Toadie Frogs 2/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 3, Dex 19
SQ Kitty Form (Non Euclidean), Purr, Cat Powah +3, Feline Empathy, Familiar (Toad)
Feats Aberration Blood, Augment Summoning, Combat Casting, Iron Will, Jibba Jabba, Unnatural Will, Scribe Scroll (B), Transdimensional Spell (B) * See Lords of Madness
Skills Bluff +13, Climb +3, Concentration +10, Decipher Script +13, Diplomacy +13, Escape Artist +5, Gather Information +7, Hide +7, Intimidate +7, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +9, Listen +5, Move Silently +7, Search +7, Sense Motive +5, Spellcraft +7, Spot +5, Survival +5
Possessions




EPIC CAT FROM SATURN

Hit Die: d4
Skills Points at Each  Level : 4 + int
Epic Non-Euclidean Kitty Form
Spells or Psionics: Your Caster or Manifester level continues to improve with Epic levels, and you gain 1 new spell or power of any level you can cast every other level stating at level 22.
Bonus Feats: The Epic Cat from Saturn gains a Bonus Feat every 3 levels higher than 20th.


« Last Edit: March 06, 2022, 07:26:29 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #12 on: November 07, 2011, 04:06:40 AM »
CRAZY CAT LADY


   
"Don't touch the cats.  Seriously I will screw your life up good buddy."

 Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined the Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister).  They're also crazy.   Some are more obvious the others, but they are all examples of how nature says 'do not touch'.

BECOMING A CRAZY CAT LADY
A level of Cat Burglar, and plenty of Druid levels fits you right in.

 ENTRY REQUIREMENTS
   Gender:  Female
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Spells:  Must be able to cast at least 3rd level Druid spells
   Skills:  Knowledge (Nature) 8 Ranks, Knowledge (Local) 4 Ranks
   Feats:  Animal Affinity


Class Skills
 The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), 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     +0     +2    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
2. +1    +0     +0     +3    Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2    +1     +1     +3    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3    +1     +1     +4    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3    +1     +1     +4    Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4    +2     +2     +5    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5    +2     +2     +5    Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6    +2     +2     +6    Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6    +3     +3     +6    NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7    +3     +3     +7    Mommie's Here Pumpkin, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.
 
Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 Housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats.  Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc).  Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about. 

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to Teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy.  Crazy old women are harmless.  Spooky, determined old women are witches.  You don't want to be mistaken for the second one.  Cats are nature's most perfectest creatures as well.  They're better than people, and you wish you were one full time.  AHAHAHAHAHAHAHA!!!!!
 Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can.  They will only fight to protect their beloved kitties from harm.  You don't want that.  At best you can hope to awaken a few days later in one piece, sane, and possibly even still mammalian.
 Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization (and personal eccentricities). 
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers.  Most are loenrs who just have their bands of fanatically loyal minions.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today?  She's talking to the trees now.  Guess the hundred cats she has isn't enough to keep her company anymore."
 You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here).  Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
 Daily Life: Your day is usually dominated by training new kitties, and running the Guild.  Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
 Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want.  And she's appears to be at least mildly insane.  Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...but she likes animals a little too much.  She often tends to thin of them as people and their owners as pets.
 Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies.  They usually see each other as competition.

NPC Reaction
 NPC's think your out of your mind at worst, and mildly senile at best.  Which is good.  No one expects the crazy old lady at the end of the road to be a spymaster.  Most of the time people look at you and think "Oh God!  Oh God please don't let her notice me.  Please don't let her notice me...."  And then God takes a big fat crap in their oatmeal as you smile and walk over to them intending on having some fun conversation. 

CRAZY CAT LADY'S IN THE GAME
 Little old ladies everywhere will not thank you for ruining their good name.  Seriously they tend to spread malicious gossip about you.  Some of your minions keep track of them full time.
 Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
 Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such).  Or maybe they're referred to one cause their pet kitty is hurt.  Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+4 KF), Senses: Listen +7, Spot +7
Languages Common, Sylvan, Druidic
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Small x, touch x, flat-footed x (+2 Size, +1 Dex, )
hp 47 (12 HD)
Fort +7, Ref +7 (+10 KF), Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options
Combat Gear
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Resist Nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2, Feline Empathy, Cat Powah +3
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +9, Concentration +7, Craft (Alchemy) +5, Diplomacy +7, Gather Information +7, Handle Animal +9, Heal +7, Hide +5, Intimidate +9, Knowledge (Local) +8, Knowledge (Nature) +9, Listen +7, Move Silently +5, Ride +7, Sense Motive +7, Spellcraft +4, Spot +7, Survival +7, Use Magic Device +7
Possessions


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2 
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +5

Life with Eleanor has made Fluffy an unusual horse.  To be blunt, he believes he is a cat.  Watching a horse try to meow is kinda spooky.  Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each  Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells While your caster Level continues to increase, you do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 07:27:36 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #13 on: November 07, 2011, 04:07:24 AM »
CRITTER


   
"I'm a chikin!  Yup.  Yup.  Chikin.  BAAAAWWKK BAWK BUCUCCK!"

(strange catlike voice from the distance) "DUCK!! YOU'RE SUPPOSED TO BE A DUCK YOU FOOL!"

"Ummm...quack?"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER
Most Critters are Cat Burglars who prestige out after being caught.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Big Cat, Kitten), Kitty Magic (Innocence)
   Skills:  A total of 16 ranks, spread among the following skills: Balance, Climb, Jump, Listen, Spot, Survival, and Swim.


Class Skills
 The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), 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    Im a Chikin LOL
2. +1    +0     +3     +0    Im a Badger LOL
3. +2    +1     +3     +1    Im a Frawg LOL
4. +2    +1     +4     +1    Im a Tertle LOL
5. +3    +1     +4     +1    Im a Skwirl LOL
6. +4    +2     +5     +2    Im a Skawnk LOL
7. +5    +2     +5     +2    Im a Mole LOL
8. +5    +2     +6     +2    Im a Snayk LOL
9. +6    +3     +6     +3    Im a Buzzerd LOL
10.+7    +3     +7     +3    Im a Sumthin LOL

Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

(Enhanced Kitty Form) I'm a Chikin LOL(Su): Your Kitty Form is expanded.  You may now imitate ANY Animal of a size that you can become using a Kitty Form that you already have instead of a cat. Use the same rules as for the Kitty Form of that size.  Viable Kitty Forms  are Base Cat Form, Big Cat Form, Bigger Cat Form, Cat Faced Baboon, Cat Faced Monkey, Dire Kitty, Housecat, Kitten, and Warcat.  If the animal doesn't have the same attacks as a kitty, relax the claws and teeth are retractable or something (you still use the attacks listed in Kitty Form).  In addition you may switch between Kitty Forms as a Move Action as opposed to a Standard Action.

(Enhanced Kitty Form) I'm a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace (or the reverse), the better to effectively pretend to be mean lil' critters like Badgers and Wolverines.  When transforming into a Kitty Form, you may switch all Str and Dex bonuses gained.  As an example, Big Cat Form would give you +2 Str, but Bigger Cat Form would give you +4 Dex.  You may only use this with Kitty Forms that are Large or smaller.

(Enhanced Kitty Form) I'm a Frawg LOL(Su): You gain Enhanced Kitty Form (Seacat).

(Enhanced Kitty Form) I'm a Tertle LOL(Su): You may now imitate armored critters like Pangolins, Armadillos, and Turtles more fully. Your Natural Armor Bonus increases by an amount that depends on your size in Kitty Form: Gargantuan (+7), Huge (+6), Large (+5), Medium (+4), Small (+3), Tiny (+2) or Diminutive (+1).

(Enhanced Kitty Form) I'm a Skwirl LOL(Su):  You gain Enhanced Kitty Form (Lynx Paws).

(Enhanced Kitty Form) I'm a Skawnk LOL(Su): If your Kitty Form has a Bonus to Hide Checks, you may choose instead to replace it with Spray.  As a Standard action you can unleash a Cone to your rear at will (Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds. In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks for the next week.   Size of the cone depends on your Size in Kitty Form: Gargantuan (60 ft.), Huge (50 ft.), Large (40 ft.), Medium (30 ft.), Small (20 ft.), Tiny (15 ft.) or Diminutive (10 ft.).

(Enhanced Kitty Form) I'm a Mole LOL(Su): You may now imitate burrowing animals more fully in Kitty Form. While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

(Enhanced Kitty Form) I'm a Snayk LOL(Su): You may now imitate snakes and poison critters like Platypus more fully.  In Kitty Form your Bite or Claw Attack (choose when you assume the Form) is now venomous. Initial and Secondary Damage depends on your Size (Gargantuan is 2d8 Strength, Huge is 2d6 Strength, Large is 1d8 Strength, Medium is 1d6 Strength, Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength). Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

(Enhanced Kitty Form) I'm a Buzzerd LOL(Su): You gain Enhanced Kitty Form (Winged Kitty).

I'm a Sumthin LOL(Su): At 10th level you become one with your inner critter, and now qualify as an Animal for purposes of any spell/power/effect that would be beneficial to Animals temporarily.  For purposes of effects that would be detrimental to Animals, you are still of your original Type.  If knocked unconscious you no longer revert to your original form if you are in Kitty Form.  You also gain the Shapechanger Subtype.

PLAYING A CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets or small animals, and have to deal with a lot of superstitious easily terrified yahoos.
 Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant.  At higher levels you do get some options though...
 Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes.  But they do have to keep up with new forms just to keep ahead of the Law.
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there.  After all, if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming into animals have created some interesting rumors...
 Daily Life: You get up.  Become a chicken. Spy on farmers.  Shapechange into a cat while unknowingly being observed.  Causing a rumor that the local chickens are evil shapeshifting devil beasts and 'must die'.  You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel.  You get adopted by a crazed old woman who "rescues you from a tree".  Despite the fact that squirrels live in trees.  She dresses you in doll clothes.  You suddenly realize that this is what hell must be like.  Eminent escape is planned...
 Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge over it's destruction.  The Pine Woods Chikin (CN Male Human Cat Burglar 6/Critter 6) appears a chicken haunting the local pine Woods Forest.  For some reason the locals are completely terrified of him.
 Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats.  So obviously you're some insidious monster from another Plane of existence hellbent on the destruction of all that's good and holy.  You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught.  Beyond that, they'll inspire lots of funny incidents.
 Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
 Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
EL 12: "Lookie here mister...you can't go inta thet thar forest.  There's a Chikin in thet forest.  A CHIKIN!! It'll gitcha!!!  Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar 6/Critter 6
Init +7 (+8 BC/KF, +9 KiF), Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 22, touch 17, flat-footed 19 (+3 Dex, +5 Armor, +4 Deflection)
AC KF 25, touch 20, flat-footed 21 (+2 Size, +4 Dex, +5 Armor, +4 Deflection)
AC KiF 28, touch 23, flat-footed 23 (+4 Size, +5 Dex, +5 Armor, +4 Deflection)
AC BC 24, touch 19, flat-footed 20 (+1 Size, +4 Dex, +5 Armor, +4 Deflection)
hp 54 (12 HD)
Fort +5, Ref +13 (+14 BC/KF, +15 KiF), Will +4 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee (Human) +1 Dagger +12/+7 melee (1d4+4/19-20)
(Kitty) 2 Claws +11 melee (1d2+1) and 1 Bite +6 melee (1d3)
(Big Cat) 2 Claws +11 melee (1d3+2) and 1 Bite +6 melee (1d4+1)
(Kitten) 2 Claws +11 melee (1 point) and 1 Bite +6 melee (1d2+1)
Ranged +1 Dagger +12/+7 ranged (1d4+3/19-20)
Base Atk +8, Grp +10 (+9 KF/KiF)
Atk Options Spray DC 19
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 14
Abilities KF Str 12, Dex 18
Abilities BC Dex 18
Abilities KiF Str 12, Dex 20
SQ Kitty Form (Big Cat, Kitten, I'm a Badger LOL, I'm a Tertle LOL, I'm a Skawnk LOL), Purr, Feline Empathy, Cat Powah +2, Kitty Magic (A Cat's Ego, Innocence), Burglaring (Uncanny Dodge, Evasion), Enhanced Kitty Form (I'm a Chikin LOL, I'm a Frawg LOL, I'm a Skwirl LOL, Foofy Kitty, Swift Kitty), Scamper Bonus
Feats Ability Focus (Spray), Anonymous Kitty, Combat Reflexes, Improved Initiative, Jibba Jabba, Weapon Finesse (B)
Skills Balance +8, Bluff +6, Climb +6, Escape Artist +8, Gather Information +6, Hide +10, Jump +6, Knowledge (Local, Nature) +5, Listen +6, Move Silently +10, Search +6, Spot +6, Survival +6, Swim +6, Tumble +8, Use Magic Device +6
Possessions +5 Bracers of Armor, +4 Ring of Protection, 3 Cute Widdle Bowsies, +1 Amulet of Mighty Fists, +1 Returning Spear, Heward's Handy Haversack, 3 Potions of Invisibility, 3 Potions of Cure Moderate Wounds, 1 Potion of Heroism, 149 GP

Note: I left off the stats for the alternate Kitty Forms cause it would be too cluttered. 

EPIC CRITTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Critter gains a Bonus Feat every 2 levels higher than 20th.


« Last Edit: December 06, 2024, 04:27:19 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #14 on: November 07, 2011, 04:07:48 AM »
DARTH PUDDYTATSES


   
Furby:"John the Fishers son must die.  How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen.  Someone has to have 10th level in this Prestige Class.  How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the Guild. Or whoever has money.

BECOMING A DARTH PUDDYTAT
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features) and the ability to manifest 2nd Level powers from either the Psychic Warrior or Lurk list
   Skills:  Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
   Feats: I Got Looks And Brains
   Alignment: Can't be Good or Lawful.

Class Skills
 The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    These are not the Kitties You're Looking For, +1 Manifester Level, THE FORCE!
2. +1    +1     +3     +3    Light Saber, +1 Manifester Level
3. +2    +1     +3     +3    Force Boing, +1 Manifester Level
4. +3    +1     +4     +4    Hairballs Will Be Fine, +1 Manifester Level
5. +3    +2     +4     +4    No Really It's a Light Saber, +1 Manifester Level
6. +4    +2     +5     +5    I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level
7. +5    +2     +5     +5    Please Don't Sue, +1 Manifester Level
8. +6    +3     +6     +6    Use The Force Snookums, +1 Manifester Level
9. +6    +3     +6     +6    Static Cling Is A Pain When You Have Fur, +1 Manifester Level
10.+7    +3     +7     +7    Make Them Poop Their Own Spleen, +1 Manifester Level

Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

THE FORCE!: The Force is a mysterious universal power that the Darth Puddytats has learned to tap into.  They may use the Force a number of times per day equal to their Darth Puddytats Levels plus 2.

These Are Not The Kitties You Are Looking For (Ps): At first Level you may use one daily use of The Force to cast Psionic Suggestion as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force.  It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw).  It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive).  You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action.  You may use weapon based Feats as though it were a Longsword.

Force Boing (Su):  At 3rd Level you may expend a daily use of the Force to jump up to 50' without making a Jump check as a Psilike ability. 

Hairballs Will Be Fine (Ps): At fourth Level you may expend one daily use of The Force to cast False Sensory Input as a Psilike Ability.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): At sixth Level you may expend one daily use of The Force to Force Choke a victim within 30' as a Psilike Ability.  They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304), and are also held immobile in their square (considered to be paralyzed).  The victim gets another save each round to break the choke.  If they do, another daily use must be used to restart it.  The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration.  Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed.  Deflecting the attack doesn't count as an Action.  If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action.  You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): At ninth Level you may expend one daily use of The Force to unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability.  This works like the Energy Cone power, but it does Force damage.

Make Them Poop Their Own Spleen (Su): At tenth Level you may expend one daily use of The Force to use this ability.  You must make a Touch Attack against an opponent.  If you miss, the use of this ability is expended.  If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  If he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen).  If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.
 
PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin.  Or at least you desperately want people to believe that.  A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful and cool you were.
 Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice.  Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
 Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats.  Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on.  If they're in the mood.  And not hiding out from whoever they've ticked off now.  Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group.  In their own minds anyway.  The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
 Daily Life: Your life is training, training, training.  When you aren't training you're going on assignments for the Master.  When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
 Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood.  He should be working for them.  He may need...reminded.  Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat.  Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully.  Obviously he must have the devils own luck.  Or he's lying about being dumb.
 Organizations: The Darth Puddytats are like a fraternity.  They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats.  They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it.  If the cows wont milk, it had to be them.  If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal.  Like they should be.  We're lookin' at you Steve.
 Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture.  Of course you can always rename it and just change the fluff to make it serious.
 Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter
EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces.  Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Dodge, )
hp 42 (12 HD)
Fort +3, Ref +14 (+17 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Psionic Sneak Attack +1d6, Lurk Augments
Combat Gear
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22
Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs Will Be Fine, Light Saber, I Find Your Lack of Faith...
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities KF Str 3, Dex 20
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Kitty Magic  (Missed Me!)
Feats Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Power Penetration, Weapon Finesse
Skills Autohypnosis +11, Balance +7, Bluff +13, Climb +4, Hide +12, Knowledge (Local) +7, Knowledge (Psionics) +12, Listen +6, Move Silently +12, Psicraft +12, Sense Motive +11, Spot +6, Tumble +7, Use Psionic Device +13
Possessions


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each  Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases with Epic Levels, and she gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th 
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 06, 2022, 07:29:20 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #15 on: November 07, 2011, 04:08:17 AM »
FENCEPOST YOWLER


   
"Let me sing you the song of my people!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).  You are also the scourge of the city, and they want you dead.

BECOMING A FENCEPOST YOWLER
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), Inspire Competence
   Feats:  Dodge, I Must Shout My Love From The Fencepost Wall
   Skills:  Perform (Yowling) 8 Ranks


Class Skills
 The The Fencepost Yowler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Yowling
2. +1    +0     +3     +3    Dodge Audience (+2)
3. +1    +1     +3     +3    Inspire Annoyance
4. +2    +1     +4     +4    Yowling
5. +2    +1     +4     +4    Dodge Audience (+4)
6. +3    +2     +5     +5    Inspire Hatred
7. +3    +2     +5     +5    Yowling
8. +4    +2     +6     +6    Dodge Audience (+6)
9. +4    +3     +6     +6    Inspire Death
10.+5    +3     +7     +7    Yowling Doom

Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.

Bardic Music: Your Bard and Fencepost Yowler Levels stack for purposes of how many times per day you can use your Bardic Music.
 
Yowling (Sp): You gain a limited number of spells that you can use as Spell-Like Abilities.  At 1st level you can cast Dirge of Discord 3 times per day.  At 4th level you can cast Shout 3 times per day.  At 7th level you can cast Song of Discord 3 times per day. 

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire Annoyance abilities.  This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 8th level.  This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler.  If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours.  Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred.  Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury.  They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc).  It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier.  During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him and engage in melee.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death.  The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days.  Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes.  Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 20d6 Sonic damage.  If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else?  Well you are that guy!  If anyone messes with your kitties, his sleep is now optional.
 Combat: Yowlers aren't really combatants so much as spoilers.  You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
 Advancement: Concentrate on the Performance (Yowling), and it shall reward you by punishing everything else around you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them.  Yowling is an art form lost on the ignorant masses.  They don't appreciate good singing these days.  Especially at night.
 Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions.  Have noticed him beginning to crack.  Can't wait to see how second shift does."  Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
 Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city.  Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
 Organizations: Yowlers are an informal organization of sorts.  They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways.  Keep this in mind if one of your players wishes to be one.
 Adaptation: The Yowlers are definitely a silly campaigner.
 Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
EL 12: "Hi there.  I'm told you guys are buttheads.  I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+5 KF), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 42 (12 HD)
Fort +3, Ref +13 (+16 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options
Combat Gear
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day):  Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities KF Str 3, Dex 20
SQ Kitty Form, Purr, Cat Powah +3, Feline Empathy, Enhanced Kitty Form (Spidercat, Swift Kitty), Bardic Knowledge +7, Dodge Audience +4
Feats Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Mobility, Subsonics, Weapon Finesse
Skills Balance +6, Bluff +18, Climb +9, Gather Information +13, Hide +17, Jump +3, Knowledge (Local) +6, Listen +5, Move Silently +13, Perform (Yowling) +18, Sense Motive +5, Sleight of Hand +6, Spellcraft +6, Spot +5, Tumble +12, Use Magic Device +13
Possessions



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Yowling: At Level 21 you may cast Greater Shout as a Spell-Like Ability 3/day.
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 07:30:07 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #16 on: November 07, 2011, 04:09:04 AM »
FERAL


   
"Meow."

Some Cat Burglars decide that outlaw life isn't as attractive as the fuzzy life.  They give up the material fast paced world to live permanently the life of a cat.  Granted they aren't animals, so they bore easy.  This means they still meddle sometimes.  Just to protect people and get food for survival though.  Money is no longer a necessity.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Kitty Magic,
   Skills:  At least 16 ranks between the following skills: Hide, Listen, Move Silently, Spot, Survival
   Feats:  At least 2 Kitty Feats, one of which must be Cattitude


Class Skills
 The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities      KM Level  KM Known  Spell Points
1. +0    +2     +2     +0    Forever Kitty, Segue  1          3        3
2. +1    +3     +3     +0    Big Kitty Magic       1          4        5
3. +2    +3     +3     +1                          2          5        8
4. +3    +4     +4     +1                          2          9       14
5. +3    +4     +4     +1                          3         10       19
6. +4    +5     +5     +2                          3         14       29
7. +5    +5     +5     +2                          4         16       37
8. +6    +6     +6     +2                          4         20       51
9. +6    +6     +6     +3                          5         22       63
10.+7    +7     +7     +3                          5         26       81
11.+8    +7     +7     +3                          6         28       97
12.+9    +8     +8     +4                          6         32       115
13.+9    +8     +8     +4                          7         34       131
14.+10   +9     +9     +4                          7         38       149
15.+11   +9     +9     +5                          8         40       165
16.+12   +10    +10    +5                          8         44       183
17.+12   +10    +10    +5                          9         46       199
18.+13   +11    +11    +6                          9         50       217
19.+14   +11    +11    +6                          9         52       233
20.+15   +12    +12    +6                          9         54       249



Weapon Proficiencies: Ferals gain no new weapon or armor proficiencies.

Forever Kitty (Su): Choose any 1 Kitty Form from the following: Base Cat Form, or Big Cat Form.  You are now permanently stuck in that Kitty Form, and can no longer become Humanoid.  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 Feral Levels count as Cat Burglar levels for purposes of qualifying for Kitty Feats, and Forever Kitty allows you to take Feats that normally require Kitty Form.  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, because Kitty Form is your natural state.

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

Kitty Magic: Ferals study what they call "the secret magic of cats", which basically means they eventually get a few more Spell-Like abilities than the usual Cat Burglar (along with being a full caster).  The KM Level table tells you the highest level of spell you can choose for your Spells.  The KM Known table tells you how many Spells abilities you have per level.  You may choose a new spell of any level you are allowed to access when you get new ones.  Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells).  The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it. Kitty Magic is cast spontaneously like a Sorcerers spells would be.  You may cast spells with Metamagic Feats, with the point cost being equal to the spells effective new spell slot level.  For example, casting a 3rd Level spell with the Still Spell Feat makes it equivalent to a 4th Level spell, and it would cost the same amount of spell points.  Spells must be chosen from the Kitty Magic List which will be reproduced here for convenience:

0: Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Sound, Know Direction, Purify Food and Drink, Mage Hand, Message, Naturewatch, Open/Close, Prestidigitation, Resistance, Silent Portal, Touch of Fatigue
1: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Catnap, Cat Scratch Fevah, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Munchies, Detect Secret Doors, Detect Snares and Pits, Detect Munchies, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, Furment, Furn, I Has a Flavor, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Summon Feline 1, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism, You Has a Flavor Too
2: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Catsuit, Catwalk, Curse a La Chemus, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Furbish, Furby, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Norr's Nifty Rebuke, Portal Alarm, Power Nap, Protection from Arrows, Purrfume, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Summon Feline II, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Walk With Purpose Kitty, Whispering Wind
3: A Cat's Revenge, Arcane Sight, Blink, Cataplexy, Clairaudience/Clairvoyance, Claws of Darkness, Dander Blast, Deeper Dark Vision, Deep Slumber, Displacement, Do Not Want, Draco's Night Time Shenanigans, Find the Gap, Forestfold, Furnace, Greater Magic Fang, Longcat, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Purrger, Purrport, Purrvey, Safe Clearing, Shadow Cache, Sir Shadow's Sneaky Serf of Sneakinesses, Suggestion, Summon Cat Swarm I, Summon Feline III, Tremor Sense, Unca Maat's Fond Embrace, Unluck
4: +3 Cheeseburger, Bug Bomb, Catapult, Cataract, Cat Gravity, Charm Monster, Commune with Nature, Debi's Doofus Maker, Detect Scrying, Displacer Form, Ejo's Extemporaneous Enhancement, Fear, Flea and Tick Spray, Freedom of Movement, Furlough, Further, Furvor, Greater Invisibility, Implacable Pursuer, It Was the Dog, Know Vulnerabilities, Lix Lorn's Patented Cat Scan, Locate Creature, Nom Nom Nom, Purrgative, Repurrpose, Scrying, Shout, Summon Feline IV, Superior Magic Fang, Supurrrfluous
5: Aggressive Cat is Aggressive, A Herd of Wildebeests Thunders Across the Plains of the Serengeti, Basement Cat, Cat Burglaring, Catcall, Catfight, Ceiling Cat, Defensive Cat is Defensive, Dominate Person, Feeblemind, Find the Path, Furcate, Furtive, Greater Jagged Tooth, Happy Cat, Hold Monster, Hover Cat, Mass Eagle's Splendor, Mordenkainen's Private Sanctum, Nightstalkers Transformation, Veekie's Sage Advice, Passwall, Pew Pew Pew, Purrblind, Purrfidy, Purrgatory, Purrse, Pussywillow, Rary's Telepathic Bond, Sending, Serious Cat, Shadow Form, Slice and Dice, Summon Cat Swarm II, Summon Feline V, Symbol of Sleep, Teleport, Velcro Cat
6: Analyze Dweomer, Aura of Terror, Bite of the Were Tiger, Catalepsy, Delay In-fur-mities, Doctor Kethrian's All Purpose Solution, Foof Ninja, Furnish, Hide the Path, Imperious Glare, Interplanar Telepathic Bond, I See What You Did There, Legend Lore, Mass Cat's Grace, Mass Suggestion, Mislead, Phantasmal Disorientation, Probe Thoughts, Purrsuivant, Shadow Walk, Summon Feline VI, True Seeing, You Make Kitty Scared!, Schrodingers Mislead, Schrodingers Paradox, You're Not Fat, You're Fluffy
7: Catamount, Cloudwalkers, Evil Glare, Furbearer, Gimme A Break Here!, Greater Arcane Sight, Greater Scrying, Greater Teleport, Hide from Dragons, Hiss of Sleep, Phase Door, Plane Shift, Purrceive, Purrcussion, Shifting Paths, Summon Cat Swarm III, Summon Feline VII, The Death Purr, Vision
8: Dander Explosion, Demand, Discern Location, Fierce Pride of the Beastlands, Greater Shout, Lion's Roar, Mind Blank, Moment of Prescience, Otto's Irresistible Dance, Purrformance, Purrky, Purrsecute, Purrser, Purrveyance, Purrview, Summon Feline VIII
9: Astral Projection, Big Kitty, BOOM!, Cataclysm, Catsplosion, Dander Tornado, Death by Overcuteness, Etherealness, Force Beam, Foresight, Four LOLCats of the Apocalypse, Nappy Times, Nature's Avatar, Programmed Amnesia, Purrforate, Purrge, Purrsevere, Purrsue, Schrodingers Box, SCHRODINGER SMASH, Summon Feline IX, This is Unacceptable, War Kitteh
Epic: Beehold Da Ninjaz!, Carpet Is My Secret Weapon, Catnarok, Caturday, Ceiling Cat Makes His Glorious Appearance in Da Sky! , Epic Cheezeburger, Invisible Something, Iz it can be vengence tiem? , Mawm?, Mr. Schrodinger You Are Now My _____ , Nuclear Catsplosion, OMG! They Killkenny!, Pwnd, The Ultimate Cat-Fu Technique

Big Kitty Magic (Su): Beginning at 2nd Level, when casting a spell you may choose to spend +4 spell points, and you may use it as a Spell-Like Ability instead.

PLAYING A FERAL
Ferals are odd birds.  They have given up human form permanently, and are forever a housecat (or a feral big cat).  This is supposedly the only way to gain access to the "secret magic of cats".  More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Feral's permanently have to give up humanoid form.
 Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines.  They do have a few options most Cat burglars don't, but not many.
 Advancement: You are now permanently a cat.  Stealth will be crucial to you as you can no longer wear heavy armors and swing greatswords (wait, you never did that before...).  Still people will think of you as a cat (i.e. not a person) so be careful.
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.

FERALS IN THE WORLD
"You know that blue-grey cat down by the docks?  I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat.  And you certainly aren't giving away the joke.  You live like a cat, except for studying your magical abilities.
 Daily Life: "The young boy known as Matthias threw rocks at me again today.  Plans have been made for his disposal.  Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
 Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind.  A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans and insane cat ladies as well.
 Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat.  A really smart, lucky, possibly fiendish cat.  But a cat nonetheless.

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: A local merchant has been the victim of a great deal of theft.  He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take.  Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted.  And they notice the cat watching them every day.  It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +6, Senses: Listen +11, Spot +11, Low Light Vision, Scent
Languages Common, Purr
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AC 28, touch 22, flat-footed 21 (+2 Size, +3 Dex, +4 Dodge, +6 Armor, +3 Deflection)
AC BC 27, touch 21, flat-footed 20 (+1 Size, +3 Dex, +4 Dodge, +6 Armor, +3 Deflection)
hp 48 (12 HD)
Fort +7, Ref +12, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +15 melee (1d2) and 1 Bite +10 melee (1d3)
(Big Kitty) 2 Claws +14 melee (1d3+1) and 1 Bite +9 melee (1d4+1)
Base Atk +8, Grp -2 (+2 BC)
Atk Options
Combat Gear
Kitty Magic Known  1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Original Stats Str 8, Dex 14
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18
Abilities (BC) Str 8, Dex 16
SQ Kitty Form (Big Cat), Purr, Feline Empathy, Cat Powah, Kitty Magic (Innocence, Missed Me!), Enhanced Kitty Form (Spidercat, Watchcat), Burglaring (Evasion, Trapfiding), Scamper Bonus, Forever Kitty, Big Kitty Magic
Feats Bad Cattitude, Cattitude, Dodge, Improved Initiative, Jibba Jabba, Weapon Finesse (B)
Skills Bluff +16, Diplomacy +14, Escape Artist +15, Hide +21, Knowledge (Arcane, Local, Nature) +11, Listen +11, Move Silently +15, Search +11, Spellcraft +11, Spot +11, Survival +13
Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +3 Ring of Protection, Roomba

EPIC FERAL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Spellcasting Your Caster Level continues to increase with your Epic Levels.  You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level. 
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.


« Last Edit: Yesterday at 10:34:54 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #17 on: November 07, 2011, 04:09:30 AM »
FOOF LORD


   
"You're wife is allergic to cats, aww isn't that a shame...AHAHAHAHAHAHA!!!"

 You are the master of allergies.  Used by the Guilds to make miserable the lives of others, your abilities to inflict discomfort make even the strongest willed aristocrat crumble to their demands.  In other words you are a sheddin' fool!

BECOMING A FOOF LORD
Any Cat Burglar can take this PrC with the appropriate Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Foofy Kitty)
   Feats:  Eat My Dander, HAHAHAHA!!
   Skills:  Gather Information 8 ranks, Hide 8 ranks, Move Silently 8 ranks


Class Skills
 The Foof Lord's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Dander Mastery
2. +1    +0     +3     +0    Foofanization
3. +2    +1     +3     +1    Allergen Curse
4. +3    +1     +4     +1    Dander Mastery
5. +3    +1     +4     +1    Foofanization
6. +4    +2     +5     +2    Allergen Curse
7. +5    +2     +5     +2    Dander Mastery
8. +6    +2     +6     +2    Foofanization
9. +6    +3     +6     +3    Allergen Curse
10.+7    +3     +7     +3    Lord of the Fwuffy

Weapon Proficiencies: Foof Lord's gain no new weapon or armor proficiencies.
 
Dander Mastery (Su): Your Foof Lord and Cat Burglar Levels stack for purposes of being able to take the Cattitude, Bad Cattitude, and O I Dare U Feats.

At 1st level you may use the special attack you gain from Eat My Dander Feat at will.

At 4th level you may cast Dander Blast (see Kitty Magic) 3 times per day as as Spell-Like Ability.

At 7th level you may cast Dander Explosion (see Kitty Magic) once per day as a Spell-Like Ability.

Foofanization (Su): At 2nd level you may "foofanize" a 10 by 10 foot room as a Full Round Action, covering it with difficult to find cat hairs.  Anyone allergic to cat hair (or who is suffering from an Allergen Curse) has a -4 penalty on all rolls as long as they remain in the room (others get a Fortitude Save to avoid the effect, Save DC is 10 plus half Hit Dice plus Charisma).  The room remains foofanized for 1 day. This ability may be used in outdoor settings, but Moderate or stronger winds will disperse the effect within 1d6 rounds.

At 5th level you may coat up to a 20 by 20 foot room, and it remains in effect for 1 day per point of Charisma Modifier.  Victims are Nauseated in addition to taking  the penalties to rolls. It now lasts 1d6 minutes in Moderate or stronger winds if used outside.

At 8th level you may coat up to a 40 by 40 foot room, and it last for 1 week per point of Charisma Modifier. It now last 1d6 hours if used outside in Moderate or stronger winds.

Allergen Curse (Su): Beginning at 3rd level, a number of times per day equal to your Charisma modifier you may curse a victim within 60' as a Standard Action if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier).  If you are successful that victim becomes allergic to cats.  Whenever he gets within 20' of a feline creature (including magical ones) he receives a -4 penalty on all rolls for as long as he is within range, and for 1d6 rounds afterwards.

At 6th level the Save DC of your Foofanization and Dander mastery abilities is +2 for anyone you have successfully cursed.

At 9th level the Save DC of your Foofanization and Dander mastery abilities is +4 for anyone you have successfully cursed.

Lord of the Fwuffy: At 10th level you have achieved Maximum Fwuffiness! You may now use Dander Blast 5 times per day, and Dander Explosion 3 times per day.  In addition you may now cast Dander Tornado as a Spell-Like ability once per day (see Kitty Magic).  You may also Paralyze anyone you have successfully used your Allergen Curse on for as long as you touch them if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).

PLAYING A FOOF LORD
 You spread cat hair in your wake, and you enjoy it.  Nothing makes your life better than making fat old people with too much money and not enough common sense ill.  And that pretty much describes the entirety of the ruling class.  Granted if they aren't available you aren't below messing with others...
 Combat: You're pretty much a debuffer in combat.  Your goal is to screw up the other side, and make their life hell while your companions throw anvils at them, or whatever the heck it is Barbarians do.
 Advancement: Foof Lords all pretty much concentrate on optimizing their abilities to make the lives of others miserable. 
Resources: Foof Lords have the usual resources available as a member of the Cat Burglar Guilds.  Plus you can readily blackmail people for spare cash by blasting them with cat dander until they give up.

FOOF LORDS IN THE WORLD
"Ah tho hade thad cad..."
 You interact with the world by cutting off it's air supply.  And then giving it back after you get paid.  You're a bit of a meanie, but many of the people you make sneeze are deserving.  And you get a lot of affection from peasants who don't like the mean ole Dukes who persecute the lil' fwuffy kitty.  If they only knew...
 Daily Life: You spend much time researching your target, or scouting locations, or setting up the foof attack you'll be using to zap him.  And you also snuggle that nice old lady down the street cause she gives you fish which makes her the most perfectest person ever.
 Notables: Fluffy (CN Female Human Cat Burglar 6/Foof Lord 6) is the local torturer for her Guild.  Sneezy (CE Male Cat Burglar 6/Foof Lord 6) is the torturer for a rival Guild.  Let the shedding begin!
 Organizations: Foof Lords have no real special organization devoted to them beyond the regular Cat Burglar Guilds.

NPC Reaction
 NPC's luv you cause your just the fwuffiest kitty evah!!  Well as long as they aren't your target.  Then they hate you more than being swarmed by bees.  That says a lot.  Nobles tag teamed by a Foof Lord, Bad Kitty, and Fencepost Yowler have been known to suicide.

FOOF LORDS IN THE GAME
 Your players will probably have a hard time wrapping their heads around a kitty using it's powers to extort the nobility.  It's not your usual party role.
 Adaptation: Definitely a silly campaigner.  Not many brutal extortionist thugs use allergies to cats in a serious campaign.
 Encounters: PC's generally encounter a Foof Lord when he has been assigned to zap them, or to protect someone he has been zapping.

Sample Encounter
EL 12: The PC's are given a small Persian kitten as a housewarming gift when they open up shop in town.  A small kitten that many of the locals seem strangely allergic to...


Fluffy
CN Female Human Cat Burglar 6/Foof Lord 6
Init +3 (+6 KF), Senses: Listen +x, Spot +x
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
hp 42 (12 HD)
Fort +x, Ref +x (+x KF), Will +x 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Atk Options
Combat Gear
Supernatural Abilities Dander Blast 3/day, Foofanization, Allergen Curse 3/day
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +3
Feats Eat My Dander, HAHAHAHA!!, Jibba Jabba, Weapon Finesse, +2
Skills
Possessions



EPIC FOOF LORD

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Foof Lord gains a Bonus Feat every 2 levels higher than 20th.

« Last Edit: March 06, 2022, 07:31:47 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #18 on: November 07, 2011, 04:09:58 AM »
GOOD KITTY


   
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin.  Healing potions are for kitties.  Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."
Kitty: "Now this is the important part, when she asks what the hell you think your doing, you have to tell her she's fat, and ask if she'll come down and take it from a real man."
Paladin: "ooookkaaayy..."
Kitty: "I'm a Good Kitty! Eeheeheeheeheeheehee!"


Most Cat Burglars are content to simply be spies and thieves.  You want to be the power behind the throne, and you're willing to use your magic powers to get there by mind controlling, blackmailing, or otherwise embarrassing anyone in your way.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be from the Enchantment school.
   Skills:  Bluff 8 Ranks, Knowledge (Arcana) 4 ranks
   Feats:  Spell Focus (Enchantment)


Class Skills
 The Good Kitty's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), Spellcraft (Int), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Just A Kitty        +1 level of existing Arcane spellcasting class
2. +1    +0     +0     +3    Good Kitty Bonus (+1)    +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Enhanced Kitty Magic         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4    Just A Kitty        +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4    Good Kitty Bonus (+2)    +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Enhanced Kitty Magic         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5    Just A Kitty        +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6    Good Kitty Bonus (+4)    +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Enhanced Kitty Magic         +1 level of existing Arcane spellcasting class
10.+5    +3     +3     +7    Just A Kitty        +1 level of existing Arcane spellcasting class

Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): At 1st Level you gain Spell Resistance equal to 5 plus your effective character level.  At 1st level this only applies to spells from the Divination school.

At 4th level your Spell Resistance also applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it also applies to all Illusion (Glamer and Pattern) spells.

At 10th level it also applies to all Enchantment and Illusion spells.

Good Kitty Bonus (Ex): At second level the Saving Throw DC's of the spells on your preferred list (see below) are increased by +1 if you know them.  At 5th level this increases to +2.  At 8th level this increases to +4.  This stacks with Feats like Spell Focus.
 
Preferred Spell List:

Level 1: Charm Person, Distract (Spell Compendium), Hypnotism, Serene Visage (Spell Compendium), Shock and Awe (Spell Compendium), Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond (Spell Compendium), Mass Suggestion, Mislead, Probe Thoughts (Expanded Psionics Handbook), Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility (Spell Compendium), Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia (Spell Compendium)


Enhanced Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful.  They are your greatest resource. Without them you wouldn't have the good life, or the women.  Or be able to mind control Clerics into attending their church with a thong made from Gerbils tied together.
 Combat: You most definitely aren't a combatant.  You will use mind controlled minions to do that for you.....
 Advancement: Concentrate on making it harder to detect your magical powers and their use.  You want the whole world to think you're just a cat.  That way when the stuff hits the fan you can slip away quietly.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do.  Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this.  I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet.  I'm not going back in there."
Most people have no idea you exist.  There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
 Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian.  Constantly in mental contact with him he is the ultimate power behind the throne.  If anyone wrests power from his puppet tyrant he simply mind controls the new subject.  Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants.  At least 3 kingdoms have had their dictators deposed because of her efforts.
 Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal).  Then you'll likely be the head of your own little organization...

NPC Reaction
 Most people think your the bosses pet fluffy.  They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
 Be careful of this one.  Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
 Adaptation: If you need a very unique BBEG this will do.  Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
 Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy.  You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics.  He's also never without his much beloved cat, which you have been hired to kidnap for ransom.  This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Draconic
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, )
AC KF 19, touch 19, flat-footed 15 (+2 Size, +5 Dex, )
hp 31 (12 HD)
Fort +3, Ref +7 (+10 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +4 (-8 KF)
Atk Options
Combat Gear
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah (+4), Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Good Kitty Bonus (+2), Enhanced Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment), Spell Penetration
Skills Bluff +13, Concentration +6, Diplomacy +10, Gather Information +10, Hide +8, Knowledge (Local, Nobility) +7, Knowledge (Arcane) +7, Listen +7, Move Silently +8, Sense Motive +7, Spot +7, Spellcraft +7
Possessions


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each  Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Spells: Your caster Level continues to increase, but you don't learn new spells or gain new spells per day.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 07:32:34 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #19 on: November 07, 2011, 04:10:30 AM »
KATGRRL'S

(click to show/hide)
   
"Behold mah sexay fuzzy mittens!"

 Katgrrl's are (usually) solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.  They start working for the Guilds but most chafe under the rules and scrutiny and try out working on heir own.

BECOMING A KATGRRL
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's.  Despite the name the class isn't limited to women, but Katboi's are pretty rare.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form (Catfolk or Katgrrl), Kitty Magic: At least 2 of the following (Innocence, I Wuv U, Pwease, Pwetty Pwease wif Sugar on Top, The Power of Cute, YOU MUST PET TEH KITTEH!)
   Skills:  Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
   Feats:  Jibba Jabba, and any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
   Special: Must be sponsored and accepted by a Katgrrl, and they're picky.  You gotta be hawt to join.


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Improved Katgrrl Form
2. +1    +0     +3     +0    Beware the Power of the Hypnobutt (Fascinate)
3. +2    +1     +3     +1    Jiggle Dodge +2
4. +3    +1     +4     +1    Improved Katgrrl Form
5. +3    +1     +4     +1    Beware the Power of the Hypnobutt (Suggestion)
6. +4    +2     +5     +2    Jiggle Dodge +4
7. +5    +2     +5     +2    Improved Katgrrl Form
8. +6    +2     +6     +2    Beware the Power of the Hypnobutt (Slavery)
9. +6    +3     +6     +3    Jiggle Dodge +6
10.+7    +3     +7     +3    Naked Fury

Weapon Proficiencies: A Katgrrl gains no new weapon or armor proficiencies.
 
Improved Katgrrl Form (Su): At 1st level you can switch to and from Catfolk or Katgrrl Form as a Swift Action instead of a Standard one. 

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items.  Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate opponents by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons).  This is an enchantment (compulsion) mind-affecting ability.  Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above).  The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability.  A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect.  This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times.  This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier).  If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude.  Lightly clothed can mean a tube top and short shorts/microskirt, bikinis, see through clothing, rubber fetish wear, etc.  Basically anything that show more than 50% of your skin surface, or is designed to be so skintight as to make no difference.  Topless or bottmless qualifies as well.  The DM also has leeway to include lingerie or clothes/armor designed to be "sexy".  The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form.  As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him.  For the next minute they will selflessly (but not suicidally) devote themselves to doing so.  For example a room full of men would still assault the King because they know they can take him.  However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning.  This is a Mind-Affecting effect.  It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well). 

PLAYING A KATGRRL
 You are hawt.  And you know it.  And you have no problem making sure other people know it.  They should all bow to your extreme hawtness.  Anyone who disagrees is jealous or lying.  Fortunately you have a wide selection of boyfriends to make them all pay...
 Combat: You're a lover, not a fighter.  You make sure your boyfriends do the fighting.  That's what they're there for.  Well that and money.  And snuggles when you're down.  Of course fights sometime lead to the opportunity to make newer, richer boyfriends...
 Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive.  How they choose to become the perfect femme fatale  may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course.  Grrl's gotta stick together.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
 Katgrrl's are thought of as harmless sex objects.  Specifically everyone pays attention to their physical beauty, to the point they don't really pay attention to the havoc their charms are wreaking.  Mata Hari has nothing on the Katgrrl clan.  Nations have fallen because one twitched an ear disapprovingly at an offending court functionary.
 Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread.  After all you'll need new sources of money once the old ones get killed off by jealous rivals.  You also spend time casing their homes for valuables and doing your best to undermine competition for their affection.
 Notables: Kitten (CN Human Female Cat Burglar7/Katgrrl 5) is the best exotic dancer in the country.  People come from leagues away to see her perform.  And somehow always leave slightly less wealthy...  Christobel (CN Human Male Cat Burglar 7/Katgrrl 5) is infamous as being the only male to ever go the Katgrrl route to power (at least that anyone knows about).  He is hated far and wide for his ability to seduce the wealthy, and their progeny.  And by the other Katgrrl's for what they consider poaching their territory.
 Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders.  It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
 NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male.  Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*. 

KATGRRL'S IN THE GAME
 Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see.  The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
 Adaptation: This one could probably go into semi serious campaigns as well as goofy ones.  Especially role playing intensive ones.
 Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc.  They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city.  There are a few problems.  She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her, or him, or you), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her.  And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 7/Katgrrl 5
Init +1 (+4 KF, +3 CF, +2 KG), Senses: Listen +x, Spot +x
Languages Common, Sylvan, Draconic
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
AC CF x, touch x, flat-footed x (+3 Dex, +1 Natural, )
AC KG x, touch x, flat-footed x (+2 Dex, )
hp x (12 HD)
Fort +4, Ref +11 (+4 KF, +3 CF, +2 KG), Will +6 
Jiggle Dodge +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 3, Dex 19
Abilities CF Str 8, Dex 17
Abilities KG Str 8, Dex 15
SQ Purr, Feline Empathy, Cat Powah +4, Kitty Form (Catfolk, Katgrrl), Beware the Power of the Hypnobutt (Fascinate, Suggestion), Burglaring (Evasion, Uncanny Dodge), Kitty Magic (Innocence, I Wuv U), Scamper Bonus
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, Jibba Jabba, Persuasive, Weapon Finesse
Skills Balance +6, Bluff +16, Climb +4, Diplomacy +14, Disable Device +5, Escape Artist +5, Forgery +5, Gather Information +10, Hide +7, Intimidate +6, Jump +3, Knowledge (Local, Nobility) +7, Listen +8, Move Silently +7, Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +8, Spot +8, Tumble +7, Use Magic Device +9
Possessions



EPIC KATGRRL

Hit Die: d8
Skills Points at Each  Level : 6 + int
Epic Katgrrl Form You gain +4 Cha while in Catfolk or Katgrrl form.
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.

« Last Edit: March 06, 2022, 07:33:28 PM by bhu »