THE FOUR "Den teh lamb opened one of teh 7 bukkits and teh furst doodz say "Come and take lookz!"2 An behold der wuz white horse, wif a man sittin on it wif a bowz. An crown wuz given to him an he went out to take all cheezburgerz.
Den dat lamb opend nother bukkit and doodz say "Come"4 Den anuther ridin red horse come. He wuz allowed to takez all teh worldz cookiez and milkz, and send dem tu bedz eerly. Sum peeps mite die tu: an he can has great sword an stuffz.
He prozeded to opens nuther bukkit an big black horse come. Living doodz say "Come" an he balanced stuff in hiz handz.6 An den sum dood said "Sum stir fry for denarius! An denarius 4 cheezburger! Better not eated mah cheezs and bradz!
An i oppeneded nuther bukkit an 4th dood say "Come and lookz!"8 Lo behold a pale horsez with a dood sitin on it, his naym wuz Deaths, an liek Hadez an stuff followd himz. Him had enuf skillz to be in ur base killin lots ur doodz." The Four LOLcats of the Apocalypse are so famous they even have a spell named after them. They are less entities and more of a position. When the Kitteh Gawds have been seriously offended, or there is a major danger to the cats of the world, the Gawds invest their power in four emissaries. Divine troubleshooters sent to claw trouble until it stops being trouble. And incidentally as a job perk they get to announce the end of the world.
BECOMING ONE OF THE FOUR You have to be in pretty deep with the Kitteh Gawds and display startling amounts of efficiency and competency to be elected to this position.
ENTRY REQUIREMENTS (Plague)
Patron: The Bad Kitteh in Da Night or Outside Cat
Class Abilities: Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy or Conjuration: Summoning schools)
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Move Silently 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
Alignment: Cannot be Good or Lawful
ENTRY REQUIREMENTS (Famine)
Patron: The Bad Kitteh in Da Night or Outside Cat
Class Abilities: Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school)
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks, Survival 10 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Spell Knowledge
Alignment: Cannot be Good or Lawful
ENTRY REQUIREMENTS (War)
Patron: The Mean Kitteh or The Alley Kat
Class Abilities: Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to Initiate at least 5th Level Maneuvers
Skills: Intimidate 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Cheetah's Rage, Epic Fury, Epic Leopard's Rage, Epic Lion's Rage, Epic Mouser, Epic Tiger's Rage, Improved Combat Reflexes, Incite Rage, Legendary Wrestler, Paw of Legend
Alignment: Cannot be Good or Lawful
ENTRY REQUIREMENTS (Death)
Patron: Mrrow or Blue Eyes
Class Abilities: Kitty Form (Humanoid Form if using the Mows Alternate Class Features) and must be able to cast 5th Level Arcane or Divine spells (at least one of which must be from the Necromancy school) OR have at least 5d6 Sneak Attack or the Assassin's Death Attack Ability
Skills: Hide 10 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Religion) 10 ranks, Spellcraft 4 ranks
Feats: Any one of the following: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Alley Cat, Epic Cat Powah!, Epic Cattitude, Epic Depression, Epic Spellcasting, Improved Alignment-Based Casting, Improved Combat Casting, Improved Death Attack, Improved Metamagic, Spell Opportunity
Alignment: Cannot be Good or Lawful
Class Skills The The Four's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nobility and Royalty, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int
Hit Dice: d8
1. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
2. Divine Power
3. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
4. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
5. Divine Power
6. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
7. Sign of the End Times, +1 Level of Existing Manifesting or Spellcasting Cast
8. Divine Power
9. Divine Curse, +1 Level of Existing Manifesting or Spellcasting Cast
10. Apocalypse Meow, +1 Level of Existing Manifesting or Spellcasting Cast
Weapon Proficiencies: The Four gain no new Weapon or Armor Proficiencies, except War who becomes proficient with all weapons, armor, and shields (including Exotic ones).
Sign of the End Times (Su): When the Gawds decree that the Four are unleashed, the world begins to see certain effects as a result. These effects do not manifest unless the Gawds decree it, and end when they decree it as well. They always remain in effect in a 60 ft. Area centered around each of the Four however.
Plague At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against disease.
At 4th Level you may affect opponents who are normally Immune to Disease.
At 7th Level disease effects you create do maximum damage.
Famine At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Constitution Checks to avoid the effects of Starvation or Thirst.
At 4th Level you may affect opponents who do not require food or water or that are immune to starvation/thirst.
At 7th Level Starvation/Dessication effects you create do maximum damage.
War At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Diplomacy Checks meant to influence attitudes due to increased hostility.
At 4th Level you (and those within 60' of you) are not required to make a Saving Throw against effects that would prevent you from attacking opponents (Sanctuary spells for example).
At 7th Level you may Take 20 on all Opposed Combat Checks.
Death At 1st Level everything on the same Plane of existence as yourself takes a -1 Penalty on Saving Throws against Death Effects.
At 4th Level you may affect opponents who are immune to Death Effects.
At 7th Level opponents who must save against a Death Effect you create must roll twice and take the worst of the two.
Divine Power (Su): Plague At 2nd Level spells you cast that cause a disease effect have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.
At 5th Level spells you cast that cause disease do not allow a Save if you have at least 6 Hit Dice more than your potential victim.
At 8th Level spells you cast that cause disease do maximum damage.
Famine At 2nd Level spells you cast that cause starvation damage have their range increased one step (i.e. from Touch to Close, from Close to Medium, etc.). If they are Long range or have an unusual range then range doubles.
At 5th Level spells you cast that cause starvation damage do not allow a Save if you have at least 6 Hit Dice more than your potential victim.
At 8th Level spells you cast that cause starvation damage do maximum damage.
War At 2nd Level you may ready one additional Maneuver per Turn.
At 5th Level the Save DC of your Maneuvers increases by +4 (this stacks with other effects increasing the Save DC).
At 8th Level you may Take 20 on any Check made as part of a Maneuver.
Death At 2nd Level you may affect targets normally immune to Death effects so long as they are at least 4 Hit Dice less than you.
At 5th Level you may use your Assassin's Death Attack at will anytime you make a Sneak Attack. If you do not have this ability, spells you cast with the Death Descriptor do not allow a Save if you have at least 6 Hit Dice more than your potential victim.
At 8th Level you always do maximum damage with a Sneak Attack. If you do not have Sneak Attack, you always do maximum damage if your opponent successfully Saves against a Death Effect that still allows for damage (for example if you cast Finger of Death and hey succeed in their Save they take 18 points of damage plus caster level).
Divine Curse (Su): Plague At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes or enhances Disease as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Pestilence 1/day as a Spell-Like Ability.
Famine At Levels 1 and 4 you gain the ability to cast any 1 spell you know that causes dessication or starvation damage, or that destroys plants (see next post for explanation of starvation damage) as a Supernatural Ability at will. At Level 7 you may cast the Epic Spell Famine 1/day as a Spell-Like Ability.
War At Levels 1 and 4 you may choose any 1 Maneuver you know, and that Maneuver is always considered Readied (in other words you can use it at will). At Level 7 you may choose any 1 Epic Maneuver to be used twice per encounter.
Death At Levels 1 and 4 you gain the ability to cast any 1 spell you know that has the Death descriptor as a Supernatural Ability at will. If you cannot cast spells with the Death Descriptor but instead have the Assassin's Death Attack, it's Save DC increases by an amount equal to your Charisma Modifier at both Levels. A Level 7 you may cast the Epic Spell Vengeful Gaze of God 1/day as a Spell-Like Ability.
Apocalypse Meow (Su): Plague At 10th Level any creature within 60' of you must make a Fortitude Save each round (Save DC is Charisma based) or be infected with the disease of your choice (including magical diseases). You may exclude Allies from this.
Famine At 10th Level any creature within 60' of you that is susceptible to Starvation damage (see next post) takes 15 points of Starvation damage per round and if they fail a Fortitude Save (Save DC is Charisma based) they are Starving as well. You may exclude Allies from this.
War At 10th Level any creature within 60' of you must make a Willpower Save each round (Save DC is Charisma based) or be Frenzied (see Complete Warrior). You may exclude Allies from this.
Death At 10th Level any creature within 60' of you dies when they reach 0 hit points and may not be Raised or Resurrected. They also lose 1 hit point per round. You may exclude Allies from this.
PLAYING THE FOUR You are the baddest of the bad. So bad in fact that you only get called out in the worst possible situations. Real end-of-the-world type crap. People poop themselves when they see you coming. Angels and Devils call you 'Sir'. You get the idea.
Combat: Plague and Pestilence are generally spellcasters, War is an all around combat expert, and Death is kind of like the Assassin (a few spells, lots of stabbitiness).
Advancement: You advance pretty much however your Divine Patron wants you to.
Resources: You are divine representatives of the Gawds. When on a mission for them you have carte blanche. When not on a mission for them, the other kitties still give you mad respect.
THE FOUR IN THE WORLD "RUN!" You don't interact with the world. You're a surprise hidden from the world at large to be unleashed at the right moment. A semi-mythical bogey used to frighten opponents of the Church.
Daily Life: Most of your time you spend in study awaiting the day when you are needed.
Notables:
Organizations: The Church is sworn to uphold you, and so are the Cat Burglar Guilds. You are otherwise free to join any other organization you please so long as it is approved by your Patron and doesn't run counter to their will.
NPC Reaction You're a religious prophecy come to life. People tend to lose their minds around you, not always in expected ways.
THE FOUR IN THE GAME This assumes one of the PC's is a divine emissary, so unless the other three party members also wish to be LOLcats of the Apocalypse you may wish to limit this to one shots or NPC's.
Adaptation: This is meant for a humorous campaign in an end of the world type setting. Not too many of those...
Encounters: The Four only get encountered when some pretty bad stuff is about to go down.
Sample Encounter EL 30: The PC's are setting outside a bar discussing the recent locust plagues and volcanic eruptions, when 4 cats begin walking down the main street of town and suddenly the peasants begin wailing and gnashing their teeth.