Author Topic: The Cat Burglar Prestige Clases  (Read 101184 times)

Offline bhu

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Re: The Cat Burglar
« Reply #20 on: November 07, 2011, 04:10:57 AM »
LAZOR KITTEH


   
"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower.  Some Warlocks were brought in and voila, Lazor Kittehs.  The decision is till out on whether or not this was a wise idea...

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
   Feats:  Lazor Kitteh
   Skills:   Knowledge (Arcana) 4 Ranks


Class Skills
The Lazor Kitteh's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (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    Lazor Feat, Lazor Invocations
2. +1    +0     +0     +3    Oh hi..I upgraded MAH LAZOR! +1d6
3. +2    +1     +1     +3    IMMA CHARGIN' MAH LAZOR! +1d8
4. +3    +1     +1     +4    Lazor Feat
5. +3    +1     +1     +4    Oh hi..I upgraded MAH LAZOR! +2d6
6. +4    +2     +2     +5    IMMA CHARGIN' MAH LAZOR! +2d8
7. +5    +2     +2     +5    Lazor Feat
8. +6    +2     +2     +6    Oh hi..I upgraded MAH LAZOR! +3d6
9. +6    +3     +3     +6    IMMA CHARGIN' MAH LAZOR! +3d8
10.+7    +3     +3     +7    Do not Fuck with Lazor Kitteh

Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc).  However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh.  Much like the Warlock at every level you learn a new Invocation you may swap an older one as well.

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Both Barrels, Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast).  Eldritch Claws and Grappling Blast Feats can be found in Dragon #358 or at the following:
http://www.realmshelps.org/cgi-bin/feats.pl?Eldritch_Claws
http://www.realmshelps.org/cgi-bin/feats.pl?Grappling_Blast

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your Lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane.  Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not Fuck with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw.  For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome... But then you realize the contests you and the guys have to se who can kill the most birds can be a tad not subtle.
 Combat: Your a blaster, so work on improving eldritch blast as much as you can.  After all you wont be getting many other Incantations...
 Advancement: Lazor Kittehs are pretty much restricted in advancement.  You give up versatility for enormous firepower.  Something in you simply can't resist using the Lazor at every given opportunity.  It is the solution to all of life's problems!
Resources: Besides the Guild you have whatever gave you your powers as a Warlock.  Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes.  In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you.  You do an awful lot of ranged spanking for your employers...
 Daily Life: You're either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'.  Life is busy for a Lazor Kitteh.  Mostly cause your employers have learned that boredom gets you into trouble.
 Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one).  Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
 Organizations: Many Lazor Kittehs belong to some sort of club.  Sort of like a gun range for members only to have shooting competitions.  Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!  OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages.  They do one thing and do it well.  But beyond that they nap a lot.  Which is better than "Hey guys...I bet we can shoot the King in the bollocks from here.  Who's in?"
 Adaptation: Definitely a silly campaigner.
 Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them.  Or they may get them as bodyguards.  After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from.  It seems to be getting irritated by biting flies.  It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia).  Then rays of light from it's eyes blow the flies out of the sky.  Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Small x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
hp 42 (12 HD)
Fort +3, Ref +8 (+11 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6,  IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ Kitty Form, Purr, Feline Empathy, Cat Powah +4, Kitty Magic (Missed Me!), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +6, Bluff +8, Climb +3, Concentration +14, Hide +6, Jump +3, Knowledge (Arcana, Local) +5, Listen +5, Move Silently +6, Spellcraft +5, Spot +15, Tumble +6, Magic Device +19
Possessions


EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each  Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!:  The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.



« Last Edit: March 06, 2022, 08:23:35 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #21 on: November 07, 2011, 04:11:27 AM »
MORTICIAN


   
"You want the Babaganoosh family should stay dead, you needs to pay up brotha."

 People really shouldn’t leave coffins around you.  It's long been a superstition that cats leaping over coffins causes the occupants to become vampires.  The Cat Burglars thought about this, and they got a pretty neat idea.  Criminals (and the nobility) assassinate people all the time.  And if they want those victims to stay dead, by Gawd they'd better cough up some money.  Plus you can always get some cheap muscle pretty quick.

BECOMING A MORTICIAN
Mortician's must have the ability to create Undead, so there will obviously be a few levels in some sort of casting class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features), must be able to create undead, whether by spells or other abilities
   Feats:  Bolster Resistance, Corpsecrafter, Undead Leadership (Libris Mortis)
   Skills:  Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks
   Saves:  Base Fortitude or Willpower Save must be +5
   Special:  Must be accepted and trained by a Mortician.


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

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    BRAINS!, +1 level of arcane/divine casting class
2. +1    +0     +0     +3    Information Gathering, +1 level of arcane/divine casting class
3. +1    +1     +1     +3    Feat, +1 level of arcane/divine casting class
4. +2    +1     +1     +4    BRAINS!, +1 level of arcane/divine casting class
5. +2    +1     +1     +4    Information Gathering, +1 level of arcane/divine casting class
6. +3    +2     +2     +5    Feat, +1 level of arcane/divine casting class
7. +3    +2     +2     +5    BRAINS!, +1 level of arcane/divine casting class
8. +4    +2     +2     +6    Information Gathering, +1 level of arcane/divine casting class
9. +4    +3     +3     +6    Feat, +1 level of arcane/divine casting class
10.+5    +3     +3     +7    VAMPIRES! VAMPIRES EVERYWHERE!, +1 level of arcane/divine casting class

Weapon Proficiencies: Morticians gain no new weapon or armor proficiencies.
 
BRAINS! (Su): At 1st level, anytime you use your spells or class abilities to animate a corpse into undead, you may opt to reanimate them with their Intelligence score and full memories intact even if they would normally be mindless (i.e. zombies, skeletons, etc).  While they will not harm you unless attacked, they are not necessarily under your control.  They are however fairly pissed about being dead, and you will need to talk them out of immediate and bloody vengeance on their killers if they are to help in your schemes.

At 4th level undead you animate can have their full Wisdom and Charisma scores.

At 7th level undead you animate can have all their skills/feats/class abilities they had in life.  Abilities based off of Constitution are now based off of Charisma instead.

Information Gathering (Sp): At 2nd level you may cast Speak With Dead at will as a Spell-Like Ability.

At 5th level when using this ability the duration is unlimited and you ask as many questions as you wish.  If the Speak With Dead spell has previously been cast upon this corpse within the last week your ability still works. 

At 8th level the corpse gets no Saving Throw against this ability.

Feat: At level 3 you get Necromantic Presence as a Bonus Feat.  At level 6 you get Necromantic Might as a Bonus Feat.  At level 9 you gain Nimble Bones as a Bonus Feat.  Feats may be found in Libris Mortis.

VAMPIRES! VAMPIRES EVERYWHERE! (Su): At 10th level you may opt to make any Undead you animate via spells a Vampire instead of the usual undead it creates.  This is mostly used to blackmail people because lets face it who wants vampires around.  The threat of you using this ability can make for some nice cash...

PLAYING A MORTICIAN
 You blackmail the worst of the worst.  You can reanimate the victims of the local bad guys to testify against them in court as to who put them in the ground.  That makes people a weee bit nervous, and definitely willing to cough up some money.  And of course more willing to hunt you down...
 Combat: Combat isn't your strong suit.  You raise dead guys who can do that though.  And they seem to like it, specially if the opponent has blood or braaaaaiiiinsss...
 Advancement: Many Morticians become oddly proficient necromancers despite their corpse monster making focus.  Some end up running Thieve's Guilds with zombies.  It's a sight to behold lemme tell ya.
Resources: Morticians have the Cat Burglar Guilds to draw on, and the knowledge of their recently dead buddies.  Anytime someone dies, they gain a new bit of knowledge if they can learn where the body is.

MORTICIANS IN THE WORLD
"Keep them dam cats away from the coffins!"
 The world is full of bad people.  The afterlife is full of nice people killed by bad people.  Sometimes it's nice to arrange for the two of them to meet.  A mediator of sorts.  Yes, that's you.   It's especially rewarding when you reanimate the wedded couple killed by the local Don and arm them before showing them to his residence.
 Daily Life: You spend most of your time looking for easy marks..er..bad people.  Yes, bad people.  People who have secrets.  Secrets they need to stay dead.  And of course then you have to find out where those secrets are buried.
 Notables: Zorba (CN Human Male Dread Necromancer 6/Mortician 6) is a self styled champion of the dead. He brings back murder victims to get their own revenge.  Zagorka (CE Female Gnome Sorcerer 6/Mortiican 6) is a blackmailer and a thief.  A thief who steals by getting the secrets of dead people.
 Organizations: Morticians are a loose alliance, always willing to help a brother in trouble.  And since Morticians are frequently in trouble, that's a pretty good thing.  And of course there's always the Cat Burglar Guild if you haven't split off and gone solo.

NPC Reaction
 NPC's tend to think you're a kitty.  Until they see you hopping over graves, and monsters clawing their way up.  Then it's pants changing time.

MORTICIANS IN THE GAME
 The Mortician is kind of a weird class.  You could play it many different ways, and it could be troublesome to certain styles of campaigns such as mysteries.
 Adaptation: This could go in a horror setting as well, preferably in awakened cat Guilds.  But in goofy campaign the amount of endless trouble you can cause should be darned amusing.
 Encounters: PC's will tend to encounter Morticians in graveyards, or wherever bodies are kept after death.  Sometimes they can also be seen accompanying their undead charges on raids.

Sample Encounter
EL 12: You have been hired to watch over a funeral at which your employer believes a bad event he refuses to be specific about will occur.  A small kitty jumps on the coffin, and then a zombie roars up from it accusing your employer of murdering him just before he bites the head off some old lady.  God, you really hate some of these assignments.


Zorba
(CN Human Male Cat Burglar 1/Dread Necromancer 5/Mortician 6)
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 36 (12 HD)
Fort +3, Ref +7 (+10 KF), Will +10 
Mental Bastion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options Charnel Touch (1d8+1), Negative Energy Burst 1/day (6d4, DC 20)
Combat Gear
Spells Per Day 1st: 7 (DC 15)
2nd: 7 (DC 16)
3rd: 7 (DC 17)
4th: 5 (DC 18)
Caster Level 9
Supernatural Abilities Rebuke Undead 7/day, Fear Aura (DC 20)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ DR 2/Bludgeoning and Magic, Purr, Feline Empathy, Cat Powah +4, Kitty Form, Advanced Learning (Shroud of Undeath)
Feats Bolster Resistance, Corpsecrafter, Quicken Turning, Undead Leadership, Unquenchable Flame of Life, Vampire Hunter, Necromantic Presence (B), Necromantic Might (B)
Skills Balance +6, Bluff +12, Concentrate +4, Climb +3, Diplomacy +10, Gather Information +8, Hide +10, Intimidate +12, Knowledge (Local, Religion) +5, Listen +5, Move Silently +8, Search +5, Sense Motive +5, Spellcraft +4, Spot +5, Use Magic Device +8
Possessions





EPIC MORTICIAN

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Morticians Caster Level continues to rise, but it doesn't gain additional spells per day.
Bonus Feats: The Epic Mortician gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 08:24:25 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #22 on: November 07, 2011, 04:12:21 AM »
NINELIFER


   
"I can't help but notice you have the accuracy of a drunken leper when firing that bow."

Some cats get all the luck.  You back yours up with magic.  Or maybe you've conveniently blackmailed the Gawds somehow. 

BECOMING A NINELIFER
You can go into Ninelifer with virtually any class as long as it shares some class skills.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Feats:  Any 2 Luck Feats
   Skills:   Any 2 Ninelifer Class Skills 8 Ranks


Class Skills
 The Ninelifer's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha, and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Extra Life (x1)
2. +1    +0     +3     +3    Luck Feat
3. +2    +1     +3     +3    Extra Life (x3)
4. +3    +1     +4     +4    Luck Feat
5. +3    +1     +4     +4    Extra Life (x5)
6. +4    +2     +5     +5    Luck Feat
7. +5    +2     +5     +5    Extra Life (x7)
8. +6    +2     +6     +6    Luck Feat
9. +6    +3     +6     +6    Extra Life (x9)
10.+7    +3     +7     +7    The Universe Likes Mr. Cuddles

Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.
 
Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened.  You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day.  And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc.  In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell.  If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck (see Complete Scoundrel for most of these).

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways.  If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'.  Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal that's caught up with him.  Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, but it must be worded in any way that could theoretically work.  The opponent(s) do not get a Saving throw.  Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action.  If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 2d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want.  Your seemingly infinite good luck makes you a lot of enemies though.  Everybody wants good luck, and if they can't have heir own they can steal yours or kill you in spite.
 Combat: You aren't a fighter.  But with luck your class abilities will keep you from being hurt let alone killed.  Which is great if you like teasing opponents more powerful than you.
 Advancement: Ninelifers mostly just try to accumulate luck.  Kinda straightforward for kitties.  Many also try to accumulate wine, women, and wealth but the luck is responsible for much of that.
Resources: The Ninelifer has the Guilds of course, but his best resource is his own luck.  Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today.  I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way.  Most are confidence tricksters or meddlers of some sort.
 Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure.  You have an edge when it comes to your luck though.  In fact you rarely make plans at all, just waiting to see what drops into your lap.
 Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies.  Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
 Organizations: Ninelifers rarely have any organized groups.  They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth.  Stuff always seems to go your way, you never seem to get caught, you always get the bling...  On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card.  Potentially they have the ability to really monkey wrench you.
 Adaptation: Ninelifers are definitely for silly campaigns.
 Encounters: Ninelifers seem to encounter people when its best or worst for them.  So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander.  If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife.  After which the bar stares at him for several long moments before beating him senseless and chucking him back outside.  The cat winks at you, and your confident sense that all is well with the universe crumbles like stinky cheese.


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+6 KF, +7 KiF), Senses: Listen +10, Spot +5
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, +3 Dodge, )
AC Tiny x, touch x, flat-footed x (+2 Size, +6 Dex, +3 Dodge, )
AC Diminutive x, touch x, flat-footed x (+4 Size, +7 Dex, +3 Dodge, )
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+17 KF, +18 KiF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities KiF Str 2, Dex 24
SQ Feline Empathy, Purr, Kitty Form (Kitten Form), Cat Powah +3, Kitty Magic (Let Sleeping Kitties Lie, Missed Me!), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Swift), Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Dumb Luck, Lucky Start, Make Your Own Luck, Tempting Fate, Weapon Finesse,  Survivor's Luck (B), Unbelievable Luck (B)
Skills Bluff +11, Balance +8, Climb +4, Diplomacy +11, Disable Device +5, Escape Artist +7, Gather Information +8, Hide +12, Jump +3, Knowledge (Local, Nobility) +5, Listen +10, Move Silently +12, Open Lock +7, Search +5, Sense Motive +10, Sleight of Hand +7, Spot +5, Tumble +8, Use Magic Device +7
Possessions


EPIC NINELIFER

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

« Last Edit: March 06, 2022, 08:25:07 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #23 on: November 07, 2011, 04:12:48 AM »
POCKET KITTY


   
"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government.  They disappeared and went underground to await revenge.  Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced.  And a little too proud for their own good.  As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket.  They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Kitten), Kitty Magic (Innocence)
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
 

Class Skills
 The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Cat Radar
2. +1    +0     +3     +0    Pocket Feat
3. +2    +1     +3     +1    Camouflage Kitty
4. +3    +1     +4     +1    Cat Radar
5. +3    +1     +4     +1    Pocket Feat
6. +4    +2     +5     +2    You can't see me
7. +5    +2     +5     +2    Cat Radar
8. +6    +2     +6     +2    Pocket Feat
9. +6    +3     +6     +3    Hide in Plain Sight
10.+7    +3     +7     +3    Master of the Unseen

Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing. 

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 7th level you gain Blindsight in a 20' Radius.  If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 8th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, Lightning Reflexes, Mobility, Pocket Dimension, Quick Reconnoiter, Anonymous Kitty, Practiced Kitty

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Kitten Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move.  If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitten Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in other forms.  Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in.  Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy.  You excel at hiding and squeezing into tight spaces to observe events.  It is said the masters of this style of Cat Burglary can hide inside a woman's bra without her notice.  I guess with magic anything is possible...
 Combat: Pocket Kitties aren't fighters, they're watchers.  You're the advance team who finds things out before the fighting (or massive theft) goes down.
 Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon.  And whatever you can steal from the nobility when they aren't paying attention and calling you "Mommies little foofums".

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair.  Very rare.  Cost me a lot of money."
Most people have no idea you exist.  They think of you as a pet for rich fops.  And you are a pet, you just dabble as a revolutionary as well (or is that the other way 'round?).
 Daily Life:You are a pampered pet of the pampered rich.  You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes in order to bring about their downfall.  You also steal food and supplies for the poor too.
 Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down.  Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
 Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.  This has it's good and bad sides as you won't be killed, but people also hope to exploit you for rewards.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying.  They will work best in a roleplaying heavy campaign with little combat.
 Adaptation: This one is kinda bizarre.  Probably a silly campaign only thing.
 Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion.  They'll probably find a few in their clothing somewhere.

Sample Encounter
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom.  At times you'd almost swear the cats more intelligent than he is.  The damn thing seems to be everywhere, including in your armor!

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+6 KF, +7 KiF), Senses: Listen +x, Spot +x
Languages Common, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +6 Dex, )
AC KiF x, touch x, flat-footed x (+4 Size, +7 Dex, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF, +17 KiF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF, -9 KiF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities KF Str 3, Dex 22
Abilities KiF Str 2, Dex 24
SQ Kitty Form (Kitten), Purr, Feline Empathy, Cat Powah +1, Kitty Magic (Innocence, Stubborn Kitty), Burglaring (Evasion, Improved Evasion), Scamper Bonus, Enhanced Kitty Form (Spidercat, Swift Kitty), Cat Radar, Camouflage Kitty, You Can't See Me
Feats Dodge, Mobility, Pocket Dimension, Run, Weapon Finesse, Practiced Kitty (Paw at the Door, Super Stubborn Kitty)(B)
Skills Bluff +16, Gather Information +9, Hide +18, Knowledge (Local, Nobility) +9, Listen +18, Move Silently +18, Search +16, Spot +18, Use Magic Device +10
Possessions


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.


 
« Last Edit: March 06, 2022, 08:25:48 PM by bhu »

Offline bhu

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


   
”Got rid of yer mousie problem Mister Noble.  Now if’n ya want ‘em ta stay gone, I need some scratch.”

 Professional Mousers are professional blackmailers really.  They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them.  And of course supplemental payments to ensure they stay gone...

BECOMING A PROFESSIONAL MOUSER
Most Professional Mousers have a few levels of Cat Burglar and Druid.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Animal Companion (Dire Rat)
   Spellcasting:  Must be able to cast Dominate Animal and Summon Swarm
   Feats:  Animal Affinity, Companion Spellbond
   Skills:  Bluff 4 ranks, Handle Animal 8 ranks, Knowledge (Nature) 8 ranks


Class Skills
 The Professional Mouser's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Acting), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Rat Friend, +1 level of Divine Spellcasting Class
2. +1    +0     +3     +3    Call Rats, +1 level of Divine Spellcasting Class
3. +2    +1     +3     +3    +1 level of Divine Spellcasting Class
4. +3    +1     +4     +4    Rat Friend, +1 level of Divine Spellcasting Class
5. +3    +1     +4     +4    Call Rats, +1 level of Divine Spellcasting Class
6. +4    +2     +5     +5    +1 level of Divine Spellcasting Class
7. +5    +2     +5     +5    Rat Friend, +1 level of Divine Spellcasting Class
8. +6    +2     +6     +6    Call Rats, +1 level of Divine Spellcasting Class
9. +6    +3     +6     +6    +1 level of Divine Spellcasting Class
10.+7    +3     +7     +7    Say Hello To My Little Friend, +1 level of Divine Spellcasting Class

Weapon Proficiencies: Professional Mouser's gain no new weapon or armor proficiencies.
 
Rat Friend (Sp): At 1st level you can cast Mass Charm Animal 3 times per day as a Spell Like Ability.  This is the same as the Charm Animal spell, except you can charm one or more animals no two of which must be more than 30' apart (you can Charm a maximum of your level times 2 in Hit Dice), and lasts 1 day/level.  It only works on rodents (mice, rats, etc).  You may also control rat swarms if you summon them with the Summon Swarm spell.  If your Druidic Animal Companion is a Dire Rat, your Druid and Mouser Levels stack for purposes of determining it's abilities.

At 4th level you can cast Mass Dominate Animal 3 times per day as a Spell Like Ability.  This is the same as the Dominate Animal spell, except you can charm one or more animals no two of which must be more than 30' apart(you can Dominate a maximum of your level times 2 in Hit Dice), and lasts 1 day/level.

At 7th level you can cast Awaken once per day as a Spell Like Ability, but only on rodents.

Call Rats: You may "lose" a prepared spell to cast a Summon Monster spell of the same level.

At 2nd level you may lose a 3rd level spell to cast Summon Monster III, but you can only summon 2d6 Fiendish Dire Rats, 1d4 Ash Rats, or a Lesser Cranium Rat Swarm.

At 5th level you may lose a 4th level spell to cast Summon Monster IV, but you can only summon 2d4 Were Rats (this is the example CR 2 Wererat).

At 8th level you may lose a 5th level spell to cast Summon Monster V, but you can only summon 4d6 Fiendish Dire Rats, 2d6 Ash Rats, or an Average Cranium Rat Swarm.

Say Hello To My Little Friend (Sp): Once per week you may do one of the following: Awaken (as per the spell) all Rodents within 100 feet, transform all Rats within 500 feet into Moonrats (see MMII), or cast Summon Monster IX (you summon a Dire Rat with the Titanic Template, see MMII).  Awakened or transformed rats are not necessarily loyal to you (particularly the Moonrats), but the giant one is as per the summoning spell.

PLAYING A PROFESSIONAL MOUSER
 You're smart, unlike the local peasantry.  Or the ruling classes either for that matter.  They'll listen to anything you have to say, no matter how unlikely once they trust you.  And if not, you can always get the rats to make them trust you again.   And if that doesn't work you can curse the city with evil Moonrats (or Kaiju rats).
 Combat: Combat isn't really what you are built for.  You can summon swarms and critters to help defend you, but you prefer to stay out of the fight yourself.
 Advancement: Since you are a blackmailer, concentrate on your social skills (you'll need them) and things that will get you out of trouble in a tight spot when you get caught. 
Resources: Aside from the Guilds resources the Professional Mouser usually has a network of awakened rodents as spies of some sort.  It's amazing what they can turn up sometimes...

PROFESSIONAL MOUSERS IN THE WORLD
"Apparently the mice are on his side.  What kind of self respecting mouse teams up with cats to blackmail an honest, hard working despot?"
 Mousers tend to be lonely except for their awakened critter friends.  After all they lie on a pretty constant basis, so close relationships are difficult for them among anyone but other thieves.
 Daily Life: You spend your days casing towns and villages for good marks.  You need people with some extra money, and a livelihood that can be threatened by rodents.  Sometimes you also support the odd revolution against truly evil rulers.
 Notables: Boots (CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6) is the consummate PM.  A scam artist without peer in his country.  Puss (CE Female Elf Cat Burglar 1/Druid5/Professional Mouser 6) is a Mouser who threatens people with being eaten by rats if they fail to pay up.
 Organizations: Professional Mousers usually belong to a Guild or are solo operators.  Most really don't have an organization backing them, but they're tendencies to blackmail others mean many organizations often end up hunting them.

NPC Reaction
 NPC's either tend to hail you as their savior or curse you as the devil incarnate.  It's rare that they find any middle ground between these two extremes.

PROFESSIONAL MOUSERS IN THE GAME
 This class is kinda odd for an adventuring type.  But they do have a sort of built in spy network traveling with them so they can be useful.
 Adaptation: In some ways this could be used for a dark campaign too.  Silly works better, but it'll make for an interesting horror villain.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's room is infested with rats.  A large cat routs the horde, and as the PC's cheer it calmly says "That'll be 50 gold please."


Boots
CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6
Init +1 (+3 CF, +4 KF), Senses: Listen +7, Spot +7
Languages Common, Druidic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC KF , touch , flat-footed   (+2 Size, +4 Dex, )
AC CF , touch , flat-footed    (+3 Dex, +1 Natural, )
hp 47 (12 HD)
Fort +6, Ref +9 (+11 CF, +12 KF), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 16
Abilities KF Str 3, Dex 18
Abilities CF Str 8, Dex 16
SQ Purr, Feline Empathy, Kitty Form (Catfolk), Cat Powah +3, Animal Companion (Dire Rat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day, Rat Friend (Mass Charm Animal 3/day, Mass Dominate Animal 3/day), Call Rats
Feats Animal Affinity, Augment Summoning, Extend Spell, Jibba Jabba, Leadership, Spell Focus (Conjuration), Weapon Finesse.
Skills Balance +5, Bluff +8, Climb +3, Concentration +5, Diplomacy +8, Escape Artist +6, Forgery +6, Gather Information +8, Handle Animal +11, Hide +6, Knowledge (Nature) +9, Knowledge (Local) +6, Listen +7, Move Silently +6, Perform (Acting) +8, Sense Motive +8, Spellcraft +5, Spot +7
Possessions



EPIC PROFESSIONAL MOUSER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells: Your caster level continues to increase, but you do not gain extra spells per day.
Rat Friend: Your Dire Rat Companions abilities continue to increase with Epic Levels in a manner similar to the Druids (see DMG).
Bonus Feats: The Epic Professional Mouser gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 08:26:34 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #25 on: November 07, 2011, 04:13:36 AM »
SANDA'S LITTLE HELPERS


   
"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar Guilds to act as his personal scouts and spies (who also bribed the peasantry with gifts).  It's a little difficult to secretly pass through the snowy woods to confront an elven army when all the pine trees are hiding cat saboteurs.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar.  You could also take a few levels in Scout, Ninja, or Rogue.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
   Feats: Track
   Base Attack Bonus: +4 BAB

Class Skills
 The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). 
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Military Occupational Specialty
2. +1    +0     +3     +0    Military Spellcraft
3. +2    +1     +3     +1    Sneakies
4. +3    +1     +4     +1    Military Occupational Specialty
5. +3    +1     +4     +1    Military Spellcraft
6. +4    +2     +5     +2    Sneakies
7. +5    +2     +5     +2    Military Occupational Specialty
8. +6    +2     +6     +2    Military Spellcraft
9. +6    +3     +6     +3    Sneakies
10.+7    +3     +7     +3    Military Spellcraft

Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Military Occupational Specialty: At 1st Level the Little Helper chooses the MOS which will define his career.  His options are Spurhund (tracker), Tierhalter (support), Krieger (saboteur), and Krampus-Meister (Devil Wrangler).

Krampus-Meister: At 1st Level you can Rebuke or Command Devils as a Cleric of the same Level would Rebuke or Command Undead.  If you have 5 or more ranks in Knowledge (The Planes), you get a +2 Bonus on the Check.  At 4th Level, Devils you summon via Class Abilities remain for double the abilities normal duration.  At 7th Level they have a +4 Enhancement Bonus to Str and Con.  These are Supernatural Abilities.
Krieger: At 1st Level Spell-Like Abilities you cast that do damage do +(your Cha Modifier, minimum of +1) damage per die.  At 4th Level you are Invisible as per the Spell Greater Invisibility when touching a tree while in Kitty Form.  Beware the Xmas trees kiddies, they have secrets.  At 7th Level, when you cast a Spell-Like Ability that does splash damage, the splash damage raises from 1 point per die to (your Cha Modifier, minimum of +1) per die.
Spurhund: At 1st Level can move through difficult terrain and normal speed without taking damage or suffering other impairment as a Supernatural Ability.  At 4th Level you can make Survival checks to track prey/opponents while moving at full speed without penalty as a Supernatural Ability.  You can also make Search Checks as a Swift Action.  At 7th Level you can make Balance and Climb checks while moving at full speed without penalty, as a Supernatural Ability.
Tierhalter: At 1st Level you gain the Wild Cohort Feat (your Wild Cohort is restricted to being the worlds most pissed off reindeer, use Caribou stats from Frostburn).  At 4th Level Spell-Like Abilities you cast on Animals (including your Wild Cohort) are Empowered as per the Feat.  At 7th Level they are also Extended as per the Feat.  The 4th and 7th Level abilities are Supernatural Abilities.

Military Spellcraft (Sp): At Levels 2, 5, 8 and 10 you gain a spell you may cast as a Spell-Like Ability.  The exact spell depends on your Military Occupational Specialty:

Krampus-Meister: 2nd Level (Lesser Infernal Transformation 2/day), 5th Level (Summon Bearded Devil 2/day), 8th Level (Infernal Transformation 2/day), 10th Level (Summon Monster VIII, 1d3 Bone Devils only)
Krieger: 2nd Level (Spike Growth 3/day), 5th Level (Fire Seeds 1/day), 8th Level (Explosive Pinecone 2/day), 10th Level (Transport via Plants 3/day)
Spurhund: 2nd Level (Locate Creature 2/day), 5th Level (Commune with Nature 2/day), 8th Level (Legend Lore 3/day), 10th Level (Discern Location 2/day)
Tierhalter: 2nd Level (Nature's Favor 3/day), 5th Level (Mass Fly 3/day), 8th Level (Aura of Vitality 2/day), 10th Level (Mass Spell Resistance 3/day)

Sneakies (Ex):  At Level 3 you no longer take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.  At Level 6 you can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.  At Level 9 you can use the Hide skill even while being observed while in natural terrain.

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc.  Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.  Delivering the right message at the right time is better than prematurely revealing yourself.  Oddly enough you're also called upon as craftsmen, spies, saboteurs, and Devil wranglers.  Yours is a whacky life...
 Combat: You are not a combat monster.  Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.  Or send in the Devils.
 Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down, scout ahead of military invasions or gather information), the Handler (you raise and train critters), the Devil Wrangler (you unleash enslaved Devils on unsuspecting foes), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization.  Military organizations with masses of supplies, hopefully guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!  Hidin' in the trees just a'waitin' fer us ta screw up!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards.  People tend to love or hate you with not much in between.
 Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
 Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) currently works as a mercenary for the Elven host.  Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) is currently a sheriff in a small country village.
 Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on.  Many law enforcement and military organizations (and adventurers guilds) make use of your skills.  You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat.  If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily.  But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
 Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
 Encounters: PC's should never realize hey have encountered a Little Helper.  After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us.  He was in my tent when I woke up this morning just sitting there watching me sleep.  Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 BC, +8 KF), Senses: Listen +x, Spot +x, Scent
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
hp 54 (12 HD)
Fort +5, Ref +14 (+16 BC, +17 KF), Will +5 
Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +9 (-2 KF, +3 BC)
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities KF Str 4, Dex 20
Abilities KF Str 6, Dex 18
SQ Purr, Feline Empathy, Kitty Form (Big Cat), Cat Powah +2, Kitty Magic (A Cats Prowess), Trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Keen-Eared Scout, Mouser, Telling Blow, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +10, Climb +8, Gather Information +10, Hide +10, Knowledge (Geography, Local, Nature, Nobility) +6, Listen +10, Move Silently +10, Search +8, Spot +10, Survival +14, Tumble +10
Possessions

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each  Level : 6 + int
Military Spellcraft: At Level 22 you gain your final Spell-Like Ability:
Krampus-Meister: Summon Monster IX 3/day (can only summon a Barbed Devil)
Krieger: Phantom Bear 3/day (instead of a bear you get a phantom reindeer).
Spurhund: Hindsight 3/day
Tierhalter: Nature's Avatar 3/day
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:27:24 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #26 on: November 07, 2011, 04:13:59 AM »
SHORT PAW CLAN

   
"Softee Paw Kung Fu is for sissies!  Short Paw Kung Fu rules!"

 The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind.  Screw blackmailing people they're out to beat them up.  What kind of ninja kitteh doesn't attack people in the night?

BECOMING A SHORT PAW
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Sudden Strike +2d6
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
   Skills:  Concentration 6 ranks, Tumble 6 ranks
   Special:  Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
 The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Short Paw Kung Fu (Paw of Horrifying Death)
2. +1    +0     +3     +0    Bad Reputation +2
3. +2    +1     +3     +1    The Fine Art of Kicking ___
4. +3    +1     +4     +1    Short Paw Kung Fu (Paw of Instructional Dismemberment)
5. +3    +1     +4     +1    Bad Reputation +4
6. +4    +2     +5     +2    The Fine Art of Kicking ___
7. +5    +2     +5     +2    Short Paw Kung Fu (Paw of Gentle Rebuke)
8. +6    +2     +6     +2    Bad Reputation +6
9. +6    +3     +6     +3    The Fine Art of Kicking ___
10.+7    +3     +7     +3    Paw of the Fluffy Kitten


Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.
 
Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death.  In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks.  By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and all Enemies within 20 feet (including the guy hit) must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment.  As before this isn't as horrible as it sounds.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain.  Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke.  This one is actually kinda bad.  By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by.  For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 30 feet.  If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks.  This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip.  In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack.  The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power).  The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition.  The strike does normal Unarmed Strike damage plus an additional 50 points of damage.  If the opponent Charged this round it does +5 damage.  If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage.  If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage.  If the opponent is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage.  If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage.  If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round.  All these modifiers stack.  So if an opponent is Shaken, Feebleminded, and Stunned (and happens to be a Barbarian during Rage) he takes +90 damage.

PLAYING A SHORT PAW
 You were born to beat people up.  You relish being able to beat down lumbering, thuglike samurai with a single paw.  And you let them know it to.  Every day.  In every way possible.  Especially when they're sleeping...
 Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu.  Not much point in being a butt-kicker for hire if you can't actually kick butt.  You also has that reputation to uphold.
 Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans.  they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
 Short Paws are generally feared and mistrusted, mostly cause you make sure of it.  You want the bad rep cause it makes the job easier.  Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them.  You have inherited the cat's laziness to a degree.
 Daily Life: 5 am: Rose for training in the garden.  Sifu sent Brother Hanzo through a wall with one blow.  It was awesome!!
7 am: Stole breakfast from butthead who overcharges the locals. 
9 am: More training.  Sifu sent me through a wall.  Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation.  Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us.  Then it's nappy times.
 Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master.  He hopes to have his own school someday.  Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
 Organizations: The Short Paw Clan pretty much is an organization unto itself.  You gotta be family though, or well liked by them.  And they're mighty picky about prospective members outside the family.

NPC Reaction
 NPC's generally hold you in awe for your mighty kitty kung fu prowess.  Plus you whoop the local nobles.  That alone gets you kudos.

SHORT PAWS IN THE GAME
 This class may tend to make the PC's a tad wary of cats.  Which they should be.  Darn sneaky critters them cats.
 Adaptation: This one is definitely for silly campaigns.  Kung Fu kitties just doesn't seem right in a serious one.
 Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect.  Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord.  They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic.  Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again.  The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+5 KF), Senses: Listen +15, Spot +15
Languages Common, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +6 Wisdom, )
AC KF x, touch x, flat-footed x (+2 Size, +5 Dex, +6 Wisdom, )
hp 48 (12 HD)
Fort +3, Ref +13 (+16 KF), Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities KF Str 3, Dex 20
SQ Feline Empathy, Kitty Form, Purr, Cat Powah +1, Kitty Magic (Swift Paws, You Are My New Best Friend), Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Versatile Unarmed Strike, Weapon Finesse
Skills Balance +7, Bluff +6, Climb +4, Concentration +6, Escape Artist +7, Hide +14, Intimidate +11, Jump +4, Knowledge (Local) +7, Listen +15, Move Silently +14, Spot +15, Tumble +8, Use Magic Device +7
Possessions




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.

« Last Edit: March 06, 2022, 08:31:10 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #27 on: November 07, 2011, 04:14:22 AM »
http://www.youtube.com/watch?v=5M9U9ll-vVk

SON OF PINKY


   
"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds.  When ankles need bitten they get called.  When overly inquisitive locals need scared off, they do the scaring.  When someone needs their butt handed to them, they do the handing.  They are tuff kittehs.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living.  The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them.  They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Kitty Form (Humanoid Form is using the Mows Alternate Class Features)
   Feats:  Tomcat, Practiced Kitty (A Cat's Ego)
   Base Attack Bonus:  +5
 

Son of Pinky Skills
 The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), 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

   BAB  Fort    Ref    Will  Abilities
1. +1     +2     +2     +0    Ragin' Kitty Feat, ROWR!
2. +2     +3     +3     +0    Magical Kitty
3. +3     +3     +3     +1    Strong Kitty (+2)
4. +4     +4     +4     +1    Ragin' Kitty Feat
5. +5     +4     +4     +1    Pouncies
6. +6     +5     +5     +2    Strong Kitty (+4)
7. +7     +5     +5     +2    Ragin' Kitty Feat
8. +8     +6     +6     +2    Rippin' Fury
9. +9     +6     +6     +3    Strong Kitty (+6)
10.+10    +7     +7     +3    Little Tiger


Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 7th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

ROWR!: Your barbarian and Son of Pinky Levels stack for purposes of determining how many times per day you can Rage.

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take.  For example in regular Kitty Form you are now only -4 Str.  Note that at high levels this may exceed the Str Penalty you take in Kitty Form and give you an actual Bonus.

This increases to +4 at 6th level. 

At 9th level it increases to +6.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 8th level you get the Improved Grab ability.  If you succeed with a  claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity.  If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite!  The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.
 
PLAYING A SON OF PINKY
 You are truly one angry little furball.  You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people.  But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe.  And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before.  Now if only people would stop laughing at you.  You wouldn't cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
 Combat: As a Son of Pinky you are pretty straightforward.  You run up to trouble and start munching.  Eventually as you get better at grappling you grab hold before the munching attack and fang away.  Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes.  They never see it coming from a teensy lil kitty. 
 Advancement: Most Sons of Pinky are pretty content as they are.  They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up.  Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity.  Neighbors will either love them or hate them depending on how they relate to them personally.  Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
 Daily Life: You  spend much of your time lounging about the Guilds various headquarters fuming or practicing for the daily hissing fit.  Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them.  Oh the glorious biting....  You are also sometimes loaned as a bodyguard.
 Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6).  A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sonofa_____.  Has single-handedly given the Sons of Pinky a bad name in most areas by destroying all in his path.  Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6).  She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position.  Spends much of her time looking after the cities elderly and vulnerable when not at work.  Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

 Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part.  Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky.  A sudden, brutal attack at knee level.  You therefore tend to make people nervous if they know what you are.  Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight.  Especially those who like to charge to get up close and personal. 
 Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
 Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions.  Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
EL 12: The PC's have been hired to guard a nobleman's house.  A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes.  The small cat looks at them disapprovingly, before crushing a ceramic gnome with it's paw.  For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 BC, +5 KF), Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Raging x, touch x, flat-footed x (-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, )
AC BC x, touch x, flat-footed x (+1 Size, +4 Dex, )
AC BC Raging x, touch x, flat-footed x (-2 Rage, +1 Size, +4 Dex, )
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+13 KF), Will +5 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Melee Raging
Base Atk +11, Grp +14 (+16 Raging), +13 KF (+18 Raging), +14 BC (+19 Raging)
Atk Options Rage 3/day, Magical Kitty, Strong Kitty +4
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities KF Str 14 (18 Raging), Dex 20, Con 12 (16 Raging)
Abilities BC Str 16 (20 Raging), Dex 18, Con 12 (16 Raging)
SQ Trap Sense +1, Fast Movement, Purr, Feline Empathy, Kitty Form, Cat Powah +2
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Practiced Kitty (A Cat's Ego), Tomcat, Mad Foam Rager (B), Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B)
Skills Climb +6, Hide +7, Intimidate +9, Listen +4, Move Silently +7, Spot +4, Survival +7, Tumble +9, Use Magic Device +9
Possessions




EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22.  This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: March 06, 2022, 08:31:57 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #28 on: November 07, 2011, 04:14:46 AM »
THE BLACK PAWS


   
Traditional theme song of the Black Paw Clan:

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend.  Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets.  The other ninja clans call you lazy.  They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Spidercat), Kitty Magic (Innocence), Ghost Step
   if using The Mows Alternate Class Features use Humanoid Form, Enhanced Humanoid Form (Climbing), Humanoid Magic (Innocence) and Ghost Step instead
   Feats:  Nekochan, Jibba Jabba
   Skills:  Gather Information 8 Ranks, Listen 8 Ranks
 

Class Skills
 The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Ki Power (Mark)
2. +1    +0     +3     +0    Sneaky Ninja Bonus
3. +2    +1     +3     +1    Anonymous Kitty (+4)
4. +3    +1     +4     +1    Ki Power (Awareness)
5. +3    +1     +4     +1    Sneaky Ninja Bonus
6. +4    +2     +5     +2    Anonymous Kitty (Take 10)
7. +5    +2     +5     +2    Sneaky Ninja Bonus
8. +6    +2     +6     +2    Ki Power (Stealth)
9. +6    +3     +6     +3    Anonymous Kitty (Take 20)
10.+7    +3     +7     +3    Ninja Master

Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways.  The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less.  The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first.  You cant leave a message in this fashion but you can leave a trail.  Detect Magic will show these marks just like Arcane Mark would show up, but they are perfectly visible to anyone with a Level of Black Paw.

At 4th level you gain the Awareness Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent).  This bonus lasts for your next roll.

At 8th level you gain the Stealth Power.  You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently.  This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot.  You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip.  At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks.  At 6th Level you may always Take 10 on Gather Information Checks.  At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts.  You may choose 1 Power from the following List:

Mark Master (Su): You may cast Runic Marker a number of times per day equal to your Charisma modifier as a Supernatural Ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability.

Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability.

Ghost Master (Su): You may cast Greater Invisibility a number of times per day equal to your Charisma modifier as a Supernatural Ability.

Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known.  You like being known.  Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public.  Including shouting the closet skeletons of people who have angered you from the rooftops.  Or pooping in unlikely places.  Or visiting the women's baths.  Ooooh the baths...
 Combat: Like most ninjas you'll rely on stealth and hit and run tactics.  No frontline tanking for you.  You do get to use Sleight of Hand to slip home made explosives into people's pants though.
 Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar.  Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles.  So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them.  You are the worlds first stalkerazzi!
 Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip.  Unlike real ninjas who are busting their butt killing people.  Or so the other ninjas say...
 Notables: Thum Vu (CN Female Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva.  Everyone goes to her for the latest news.  Even the nobles she sometimes rats out.  Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace.  The Guild considers him a liability, and may be thinking of having him 'retired'.
 Organizations: The Black Paws are a fairly wide ranging clan.  They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you.  The word hate needs to be triple underlined.  Because if they have any embarrassing habits you know them.  If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail.  Commoners on the other hand love you.  You embarrass the people they can't touch.  You mock the aristocracy in full view in public and get away with it.  And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers.  They like causing chaos by airing peoples dirty laundry in public.   Be assured if your BBEG has any secrets they'll find it and spread it around.
 Adaptation: I'm not sure about this one.  You might actually find a use for it in a non silly campaign.
 Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy.  You wanna know what your girlfriend is up to right now?  Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+5 KF), Senses: Listen +10, Spot +10
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +3 Wis, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +3 Wis, )
hp 42 hp (12 HD)
Fort +4, Ref +13 (+16 KF), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8 (-3 KF)
Atk Options Sudden Strike +2d6, Poison Use
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Tiny Str 4, Dex 20
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +2, Kitty Magic (Bouncies!, Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Spidercat), Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Adaptable Flanker, Combat Reflexes, Jibba Jabba, Nekochan, Vexing Flanker, Weapon Finesse
Skills Bluff +10, Diplomacy +10, Disable Device +9, Escape Artist +8, Gather Information +10, Hide +8, Knowledge (Local, Nobility) +9, Listen +10, Move Silently +8, Open Lock +6, Search +6, Sense Motive +6, Spot +10, Tumble +8, Use Magic Device +8
Possessions



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneaky Ninja Bonus At 22nd level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 06, 2022, 08:32:46 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #29 on: November 07, 2011, 04:15:09 AM »
THE FAMILIAR


   
"Meow.  Meow meow meow meow meow."

You have morphed your Familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the Familiar due to your Cat Burglar training.  GENIUS!

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features)
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.  Must have a Familiar.
   Skills:  Knowledge (Arcane) 6 ranks
   Special:  Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
   Feat: Jibba Jabba (See Kitty Feats)
 

Familiar Skills
 The Familiar'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), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Meet Big Fat John         +1 level of existing Arcane spellcasting class
2. +1    +0     +0     +3    Familiar Spell Reversal   +1 level of existing Arcane spellcasting class
3. +1    +1     +1     +3    Enhanced Familiar         +1 level of existing Arcane spellcasting class
4. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
5. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class
6. +3    +2     +2     +5    Enhanced Familiar         +1 level of existing Arcane spellcasting class
7. +3    +2     +2     +5                              +1 level of existing Arcane spellcasting class
8. +4    +2     +2     +6                              +1 level of existing Arcane spellcasting class
9. +4    +3     +3     +6    Enhanced Familiar         +1 level of existing Arcane spellcasting class
10.+5    +3     +3     +7    Bob Iz Family             +1 level of existing Arcane spellcasting class

Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.
 
Meet Big Fat John (Su): Due to the ritual you have undergone, your Familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may cast any spell with a target of 'your Familiar' or 'Familiar touched' on yourself instead. Additionally, you may choose for any reference to a Familiar in the description of a spell to instead refer to you. For example, if you cast Familiar Pocket, you may enter the extradimensional space in the garment or container as long as you're Tiny or smaller, even commanding yourself inside as a free action.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance.  These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Resurrected if slain as a Full Round Action by 'losing' a spell of 5th Level or higher, and you lose no xp if he is killed.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
 Combat: You aren't a blaster.  You're a sneak thief, combat is somebody else's job.  That doesn't mean that you don't have combat spells, but you aren't optimized for it.  Your Familiar on the other hand...  He's been known to whup some ass...
 Advancement: You can go several different ways with this class.  You can concentrate on making your familiar ultra powerful and sending him into the fray.  You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon.  And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your Familiar scares the hell outta me for some reason.  Somethin' weird bout that cat..."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate.  Your Familiar then passes himself as a low level spellcaster while you follow him in and case the joint.  In between assignments you act as magical backup if the authorities come calling.
 Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery).  Your Familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments.  If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
 Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief.  Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
 Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city.  Most people find it odd that so many of the Wizards and Sorcerers there have kitty Familiars, but to each his own.  While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall.  After all you place anyone with a familiar into question, and they don't like that.  Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name.  But that's okay because people suck.  Cats are better (and kitty mages are the bestest).
 Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
 Encounters: Usually people will encounter you as your 'Masters' wee lil' kitty.  Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker.  It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you.  Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+5 KF), Senses: Listen +x, Spot +x
Languages Common, Undercommon, Elven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, )
hp 33 (12 HD)
Fort +4, Ref +8 (+11 KF), Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-7 KF)
Atk Options
Combat Gear
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 21
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +3, Kitty Magic (Innocence), Burglaring (Uncanny Dodge), Enhanced Kitty Form (Watchcat), Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +15, Concentration +6, Diplomacy +15, Gather Information +15, Hide +7, Knowledge (Arcana) +7, Knowledge (Local) +6, Listen +13, Move Silently +7, Search +6, Sense Motive +14, Spellcraft +7, Spot +7
Possessions



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level.  He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar.  At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature.  It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance.  It's mental stats are now equal to 10 plus your Charisma modifier. 

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).  It has the same Armor and Weapon Proficiencies you do. 

Armor Class: The Familiar gains the same bonuses/penalties to AC that you do with the exception of Size.

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has  the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now Medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better.  Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has  the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities).  It also now provides a different type of bonus based on it's new appearance.


Code: [Select]
[b] Master's Level     Powers[/b]
  1-2                Mindlink, Alert Duo, Share Spells
  3-4                Channel 1
  5-6                Tag Team +3
  7-8                Channel 2
  9-10               Tag Team +4
  11-12              Channel 3
  13-14              Tag Team +5
  15-16              Channel 4


Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it.  The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell.  At this point you may cast 0, 1st or 2nd level spells through your Familiar.  You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus.  It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks.  Everyone trusts grandma.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight.  Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc.  Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage, ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar. 
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma!  Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not.  Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part.  Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your Familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your Familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away.  For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent.  He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks.  And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your Familiar appears to be a completely average and forgettable guy/gal.  Both you and your Familiar gain a +3 bonus on Move Silently checks.  No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your Familiar appears to be a performer of some kind (usually a singer). Both you and your Familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your Familiar appears to be a stereotypical, physically weak intellectual with  his nose in a book all the time. Both you and your Familiar gain a +3 bonus on Knowledge (Arcane) checks. 
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your Familiar appears to be someone whom animals respond to well.  A crazy old cat lady, or a ranger or druid perhaps. Both you and your Familiar gain a +3 bonus on Handle Animal checks. 
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your Familiar appears to be an obvious criminal. Both you and your Familiar gain a +3 bonus on Knowledge (Local) checks. 
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your Familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your Familiar gain a +3 bonus on Knowledge (Religion) checks. 
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your Familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind.  Maybe even a garden variety alcoholic. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks. 
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your Familiar appears to be an evocation specialist, Warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your Familiar gain a +3 bonus on Craft (Alchemy) checks. 
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

« Last Edit: March 06, 2022, 08:33:41 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #30 on: November 07, 2011, 04:15:38 AM »
CHESHIRE CAT


   
"Oh you can't help that.  We're all mad here.  I'm mad.  You're mad."

 Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them at all well.  And stealing and lying.  And possible mental health issues, but they say that last one isn't a problem as everyone has some sort of mental health issue.  But then everyone doesn't sit invisibly on trees and play mind games with passers by.

BECOMING A CHESHIRE CAT
The class requires Invisibility, so that pretty much means you'll need the Cheshire Cat form.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form, Enhanced Kitty Form (Cheshire Cat)
   Skills:  Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks
   Feats:  Jibba Jabba
   Alignment:  Must be Chaotic, cannot be Good


Class Skills
 The Cheshire Cat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(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 : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    The Art of Invisibility
2. +1    +0     +3     +0    The Art of Confusion
3. +2    +1     +3     +1    The Art of Mockery
4. +3    +1     +4     +1    The Art of Invisibility
5. +3    +1     +4     +1    The Art of Confusion
6. +4    +2     +5     +2    The Art of Mockery
7. +5    +2     +5     +2    The Art of Invisibility
8. +6    +2     +6     +2    The Art of Confusion
9. +6    +3     +6     +3    The Art of Mockery
10.+7    +3     +7     +3    We All Go A Little Mad Sometimes


Weapon Proficiencies: A Cheshire Cat gains no new weapon or armor proficiencies.
 
The Art of Invisibility (Su): At 1st level the Invisibility ability you gain via Cheshire Cat Form  now acts like the spell Greater Invisibility instead.  You have learned to lie and tell the world it can't see you, and it has agreed.

At 4th level you gain Spell Resistance equal to (11 plus your Hit Dice) against spells from the Divination school as well as any spell, power or effect that would reveal you such as Glitterdust, Invisibility Purge, etc.

At 7th level you become invisible or visible as a Swift Action instead of a Standard Action.

The Art of Confusion (Su):  At 2nd level you have learned to tell lies about better things than being visible, and talking with you is dangerous.  Any opponent who engages you in conversation must make a Willpower Save or be Confused as per the spell (Save DC is 10 plus 1/2 HD plus Cha Modifier).  You can choose not to use this effect when talking to people.  This is a Sonic, Language Dependent, Mind-Affecting Effect.  You may use this ability a number of times per day equal to your Charisma Modifier.

At 5th level if the opponent you are talking with fails the Save, they are permanently Confused as per the Insanity spell.

At 8th level if the opponent you are talking with fails the Save they are affected by the spell Maddening Whispers instead (unless you wish to inflict him with a lesser effect, see Spell Compendium for spell description).

The Art of Mockery (Su): At 3rd level you can enrage an opponent to the point of stupidity by simply mocking them in conversation.  If you talk to an opponent as a Standard Action it can choose to enrage them, and they must make a Willpower Save to avoid the effect (Save DC is 10 plus 1/2 HD plus Cha Modifier).  If they fail, they receive a -1 penalty to all rolls for the duration of the encounter, and they have a 20% chance to fail any roll or cast any spell if it involves, or targets, you.  You may use this ability a number of times per day equal to your Charisma Modifier.  This is a Sonic, Language Dependent, Mind-Affecting Effect.

At 6th level the penalty increases to a -2 to all rolls, and a 35% miss chance.

At 9th level the penalty remains the same as 6th level, but the opponent takes (3d6 plus Charisma Modifier) damage due to the stress of your words if he fails the Save.

We All Go A Little Mad Sometimes (Su): At 10th level you may begin to swirl in and out of visual sight in various patterns, disorienting opponents.  At will, as a Standard Action, any living being within 60 ft. that can see you is considered Flat-Footed until you decide to turn this ability off or they make a successful Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier, they get a Save at the beginning of each of their turns).  You can't become invisible while doing this, but all opponents take a -4 penalty to all attack and damage rolls against you (this stacks with penalties they may take form the Art of Mockery).  This is Sight Dependent and requires your opponents to be able to see you.

PLAYING A CHESHIRE CAT
 Screwing with people's minds is what you live for.  You fade in and out of view, sometimes only partially visible.  And you never give a clear, honest answer to any question.  Ever.  It's foreign to your nature.  If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong.
 Combat: Combat? Hah! Only losers are required to fight.  You're invisible.  You can fart on Asmodeus and he'd never know! (Well maybe...)  Feel free to insult just about anything, and then go poof.
 Advancement: Cheshire Cats, being that they've mastered invisibility, are fairly lazy when it comes to advancement.  If being a loony is a profession you can advance in, they're masters.  Or they're lazy jerks.  Guess it depends on who you talk to.
Resources: You can steal whatever you need.  No one can see you, so you can pretty much get away with anything.

CHESHIRE CATS IN THE WORLD
"You're not all there are you?"
 Cheshire Cats interact with the world by causing it to have mental breakdowns.  They set around in trees completely destroying the sanity of whoever happens by through surreal conversation.  Few Cat Burglar Guilds are 'lucky' enough to have one, and those that do realize what a truly valuable resource one is.  When they aren't cursing it's name. 
 Daily Life: Usually you just set in a tree, and chat with whoever walks by with the sole intent of messing with them.  Sometimes you sow chaos and disorder on a mass scale for fun.  Or travel to Hell and whisper strange things in the ears of the Devil Lords while they're busy, once you go Epic. 
 Notables: Teehee (CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a typical Cheshire Cat meddler, lounging about waiting to hurt the minds of innocent bystanders.  Felicia (CE Female Human Cat Burglar 3/Rogue 3/Cheshire Cat 6) is a tad more nasty, and sometimes eats passers by...
 Organizations: Cheshire Cats sometimes head a Cat Burglar Guild, but usually they're loners who've given up professional thievery for being layabouts.

NPC Reaction
 NPC reactions to Cheshire Cats vary.  Most of them being some variation on frustration or confusion.  Not many of them like to hang out with the Cheshires, except possibly pipeweed smokers, who seem to think they're Zen Masters or something. 

CHESHIRE CATS IN THE GAME
 This one gives a player free license to raise hell with your campaign.  be sure to allow it responsibly.  And by responsibly, we mean don't allow it to 'that guy'.
 Adaptation: This one can be adapted to several styles of campaign, probably either horror or comedy.
 Encounters: Cheshire Cats can be found just about anywhere, usually in unsuspected moments.  If the PC's are trying to find one, they probably won't.  However if they're butt deep in Soul Larvae in the Penthouse Suite of Demogorgon's personal dungeon, it's guaranteed that there will be at least one in the vicinity to make their torment somehow worse.

Sample Encounter
EL 12: The PC's see a large smiling cat in a tree on the way to town.  After it says hello, the Wizard is foolish enough to ask it how it's doing.  Let the games begin...


Teehee
CN Male Human Cat Burglar 3/Rogue 3/Cheshire Cat 6
Init +1, Senses: Listen +8, Spot +8
Languages Common, Sylvan
------------------------------------------------
AC 20, touch 15, flat-footed 19 (+1 Dex, +5 Armor, +4 Deflection)
AC KF 23, touch 18, flat-footed 21 (+2 Size, +2 Dex, +5 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +12 (+13 KF), Will +6
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Handaxe +10/+5 melee (1d6, x3)
2 Claws +10 melee (1d2-2) and 1 Bite +5 melee (1d3-1)
Ranged +1 Handaxe +10/+5 ranged (1d6, x3)
Base Atk +8, Grp +7 (-2 KF)
Atk Options Sneak Attack +4d6, Art of Confusion (DC 22), Art of Mockery (DC 20)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities KF Str 6, Dex 15
SQ Feline Empathy, Purr, Kitty Form, Cat Powah +4, Burglaring (Sneak Attack +1d6), Enhanced Kitty Form (Cheshire), Kitty Magic (Swift Paws), Trap Sense +1, Trapfinding, The Art of Invisibility (SR 23),
Feats Ability Focus (Art of Confusion), Alley Kat, Dodge, Jibba Jabba, Spectral Skirmisher, Weapon Finesse (B)
Skills Balance +10, Bluff +22, Climb +10, Gather Information +13, Hide +19, Intimidate +10, Jump +6, Knowledge (Local, Nobility) +7, Listen +8, Move Silently +19, Sense Motive +8, Spot +8, Tumble +7, Use Magic Device +22
Possessions +5 Bracers of Armor, +4 Ring of Protection, 3 Cute Widdle Bowsies, +1 Amulet of Mighty Fists, +1 Returning Handaxe, Heward's Handy Haversack, 3 Potions of Invisibility, 3 Potions of Cure Moderate Wounds, 1 Potion of Haste, 144 GP



EPIC CHESHIRE CAT

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

« Last Edit: November 25, 2024, 10:02:56 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #31 on: November 07, 2011, 04:16:06 AM »
THE GRASSHOPPER SOCIETY


   
Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw.  Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH (BEEEEEP) GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore.  You know that right?"

The Grasshopper Society are a group of Monks devoted  to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it.  Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar.  Being a loon helps too...  Since the Chaos Monk is 3.0 and hasn't been revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (Option A), or use the revised class I have posted on the Minmax Forums (Option B).  http://www.minmaxboards.com/index.php?topic=898.0

A word of warning, it's a little less restrained than my usual stuff and is nsfw.

 ENTRY REQUIREMENTS (Option A)
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), Flurry of Blows, Ki Strike (Magic)
   Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
   Alignment: Must be Chaotic.


 ENTRY REQUIREMENTS (Option B)
   Class Abilities:  Kitty Form, Body in Flux, Chaos Strike (Magic)
   Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
   Alignment: Must be Chaotic.

Class Skills
 The Grasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and 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    Scratchum, Softee Paw Mastery
2. +1    +0     +3     +3    Fuzzy Mind
3. +2    +1     +3     +3    Missed Me
4. +3    +1     +4     +4    Greater Flurry
5. +3    +1     +4     +4    Fuzzy Mind
6. +4    +2     +5     +5    Missed Me Again
7. +5    +2     +5     +5    Supah Flurry
8. +6    +2     +6     +6    Fuzzy Mind
9. +6    +3     +6     +6    Your Kung Fu Is Weak
10.+7    +3     +7     +7    Fuzzy Master

Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls.  Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state.  At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 8th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws.  Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.
 
Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex):  This is identical to the Monk ability listed on page 40 of the PHB.  If using my version of the Chaos Monk you also gain the Flurry Ability.  If not using Option A you get a +2 Circumstance Bonus to AC when using Flurry.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked.  If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury.  As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent.  Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko.  Wise one minute, raving the next, perhaps suicidal tomorrow.  People should definitely not have a handle on how to deal with you.  It makes it easier to manipulate them.
 Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms.  It mostly consists of flailing claw strikes and maliciously biting anything within reach.  Some think of it less of a martial art and more of a hissy fit.
 Advancement: Advancement for the Grasshoppers is an odd road.  Many multiclass a bit just for the experience.  Some will do anything once. If you've ever wanted to play a build that's all over the place you'd be almost justified doing it with one of these guys.  They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon.  They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby.  Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be.  Your a crotchety old eccentric and darn proud of it.
 Daily Life: Your life has no rhyme or reason.  You may spend it doing good deeds or committing sins.  You may invent new philosophies, or do your business on peoples shoes.  You do spend unusual amounts of time indulging yourself, whatever your personal philosophy.
 Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests.  He spends most of his time in cat form stone drunk.  But since no one knows he's a cat he's one of the biggest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow.  No one understands how the temple is never robbed since there are only a few cats there, and none of the usual Guardians...
 Organizations: The Grasshopper Society is an odd bunch.  Think of them sort of like Taoists.  On really bad drugs.  With a side order of mild insanity and freakish personal quirks.  They're more of a loose affiliation than an organized force.  Unless you make them angry enough.  Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society.  After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate.  Plan for this when designing encounters.
 Adaptation: Definitely a silly campaign only. Drunken Kung Fu kitty monks pretty much don't adapt well to any other style.
 Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
EL 12: You're sitting in the pub one day bragging about taking out some local mastermind.  A small tabby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance.  Yessir looks like a normal weekend...



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+5 KF), Senses: Listen +6, Spot +6
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, +5 Cha, )
AC Tiny x, touch x, flat-footed x (+2 Size, +5 Dex, +5 Cha, )
Missed Me 3/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +13 (+16), Will +12   
Disturbed Mind, Fuzzy Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF)
Atk Options Chaos Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Tiny Str 3, Dex 20
SQ Kitty Form, Purr, Feline Empathy, Cat Powah +3, Body in Flux +3, Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Softee Paw Mastery, Missed Me Again
Feats Advanced Softee Paw Kung Fu, Combat Reflexes, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Deafening Slap (B), Stunning Fist (B)
Skills Bluff +13, Diplomacy +7, Gather Information +7, Hide +13, Intimidate +8, Jump +3, Knowledge (Local) +11, Listen +6, Move Silently +13, Search +5, Sense Motive +11, Spot +6, Tumble +12, Use Magic Device +7
Possessions



EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each  Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:35:10 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #32 on: November 07, 2011, 04:16:33 AM »
TIBBIT JESTER


   
"My Gods you're fat.  Are all kings this fat?  How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters.  This includes the Tibbits if they are frowned upon in some areas.  And some of those Tibbits intend in getting a little of their own back for their people.

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), Jesters Performance (Taunt)
   Saves: Base Reflex Save +6
   Race: Tibbit
   Skills: Perform (Comedy) 8 Ranks
   Feats:  Lolcat, Jibba Jabba

Class Skills
 The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class
2. +1    +0     +0     +3                  +1 level of Arcane spellcasting class
3. +2    +1     +1     +3                  +1 level of Arcane spellcasting class
4. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
5. +3    +1     +1     +4                  +1 level of Arcane spellcasting class
6. +4    +2     +2     +5                  +1 level of Arcane spellcasting class
7. +5    +2     +2     +5                  +1 level of Arcane spellcasting class
8. +6    +2     +2     +6                  +1 level of Arcane spellcasting class
9. +6    +3     +3     +6                  +1 level of Arcane spellcasting class
10.+7    +3     +3     +7   Enrage Audience, +1 level of Arcane spellcasting class

Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic:  When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list.  He may cast 1 extra spell per level per day from this list.  For example Muffins can cast up to third level spells.  He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast.  He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Catnap, Distract, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Catsuit, Cloud of Bewilderment, Curse a La Chemus, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Norr's Nifty Rebuke, Ray of Stupidity, Slapping Hand
3rd: A Cat's Revenge, Great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: Catapult, Cataract, Dander Blast, Debi's Doofus Maker, It Was the Dog, +3 Cheeseburger
5th: Catcall, Catfight, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared, You're Not Fat, You're Fluffy

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
You're a big dumb silly kitty.  At least that's what you want your employers to think.  You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
 Combat: You aren't much of a fighter, but you are a talker.  Hide behind your allies and insult your enemies into a distractive frenzy before running away.  Your allies can use the exercise, you could use some fun, and your enemies need killing.  Everyone gets a little something...
 Advancement: Most Jester's advance down the same path, becoming ever more sarcastic.  You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"So let me get this straight...you aren't just a cat?"
"Yup."
"Your actually an international crime lord who looks like a cat?"
"Yup."
"You just moonlight as a Fool for cover?"
"Yup."
"And you've been pooping in my slippers just because?"
"Yup."
"I'm going to have to shoot you now."
You don't think much of the rich and beautiful.  You were raised to hate them, and since meeting them, most of them haven't done much to change your mind.  You feel little guilt about betraying them and stealing from them.
 Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests.  Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence.  So you pretty much know all their bad stuff.
 Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king.  He is used to humiliate the King's guests (and unbeknownst to all is also stealing from his employer).  Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also the Jester of an Evil King, but he works to bring about the Kings downfall.
 Organizations: Tibbit Jesters have only the Cat Burglar Guilds.  There are training schools in existence that they can sometimes rely upon as well.  Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers.  No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble).  So unless the Jester's public employer travels a lot neither will the group.
 Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world.  Particularly if it's espionage oriented.
 Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead.  The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to random people at a whim.  And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +7 (+9 KF), Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Elven
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +3 Dex, +2 Dodge, )
AC KF , touch , flat-footed   (+2 Size, +5 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +6, Grp +0 (-6 KF)
Atk Options
Combat Gear
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18
Abilities KF Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +4, Kitty Magic (Hey! Hey Over Here!!. The Power of Cute), Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Improved Initiative, Jibba Jabba, Weapon Finesse, Deflect Arrows (B), LOLcat (B), Snatch Arrows (B) +3
Skills Balance +9, Bluff +11, Climb +3, Hide +10, Jump +3, Knowledge (Nobility) +8, Listen +8, Move Silently +10, Perform (Comedy) +19, Sense Motive +8, Sleight of Hand +10, Spot +8, Tumble +10, Use Magic Device +11
Possessions


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells: While your Caster Level continues to increase, you do not gain additional spells known or spells per day except via Epic Feats.
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: March 06, 2022, 08:35:55 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #33 on: November 07, 2011, 04:16:56 AM »
TIBBIT SKIRMISHER


   
"Tibbit's Rule!"

 Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.  They're also professional bastards.  Pranks, general weirdness, and drunken bets are common for the Skirmishers.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher.  The Cat Burglar Guilds provide the necessary training.

 ENTRY REQUIREMENTS
   Race: Tibbit
   Class Features:  Tibbit's Rule!, Skirmish +1d6
   Feats:  Combat Expertise, Improved Trip, Mouser
   Skills: Bluff 6 ranks, Hide 6 ranks, and Tumble 6 ranks.


Class Skills
 The Tibbit Skirmisher's  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)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level :  6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Skirmisher Feat
2. +1    +0     +3     +0    Dodger (+2)
3. +2    +1     +3     +1    Comin' Thru!
4. +3    +1     +4     +1    Skirmisher Feat
5. +3    +1     +4     +1    Dodger (+4)
6. +4    +2     +5     +2    Mine!!
7. +5    +2     +5     +2    Skirmisher Feat
8. +6    +2     +6     +2    Dodger (+6)
9. +6    +3     +6     +3    Scratch 'Em While  Their Down
10.+7    +3     +7     +3    Master Skirmisher

Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form.  This stacks with all other Dodge bonuses such as the Dodge Feat.  It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter.  If a Trip attack fails you must stop where you are.  You receive the benefits of your Improved Trip  and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su):  At 10th level the Tibbit Skirmisher masters the art of the scamper.  When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity.  There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers.   Maybe you make people easier to flank, or easier to hit, or are distracting. 
 Combat: You are designed to be an annoyance.  You are a tactical fighter who helps set up things for your buddies.  You aren't a frontline tank.  You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
 Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take.  Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course.  The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
"_______ Cats!  Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
 You are the most lovable cat in the world until it's business time.  Then you are the least lovable cat in the world.  But at least you get to have fun.
 Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
 Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6).  No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind.  Even Kender are more loved than he.  Known only by his pseudonym, even by his Guild.
 Organizations: Every Cat Burglar Guild has Tibbit Skirmishers.  Without exception.  One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
 People hate Tibbit Skirmishers.  You trip them up, steal their stuff, and disappear before they can get to you.  No one likes a winner baby.  Especially when they win as hard as you do.

TIBBIT SKIRMISHER IN THE GAME
 Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
 Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
 Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild.  Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
EL 12: You awaken in the night as a foul stench descends upon you.  You see a small cat perched on your face.  He has apparently broken wind.  He calls you several names best left unprinted and bounds out the open window.  Getting up you stumble about in confusion and find that your armor smells like cat pee.  Eventually finding some decent clothes you run outside but he is gone.  Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+11 KF)
Senses: Listen +x, Spot +x, Dark Vision 60'
Languages Common, Feline, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+1 Size, +3 Dex, +4 Dodge, )
Tiny AC x, touch x, flat-footed x (+2 Size, +5 Dex, +4 Dodge, )
hp 37 (12 HD)
Fort +3, Ref +11 (+14 KF), Will +4 
Battle Fortitude (+1 Fort Saves), Uncanny Dodge, Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2 (-4 KF)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18
Abilities KF Str 3, Dex 20
Abilities KF Str6, Dex 16
SQ Tibbit's Rule (Big Cat), Feline Empathy, Cat Powah +4, Fast Movement, Trackless Step, Purr
Feats Combat Expertise, Dodge, Improved Trip, Mobility, Mouser, Weapon Finesse, Distracting Attack (B), Improved Initiative(B), Melee Evasion (B)
Skills Balance +16, Bluff +17, Climb +10, Hide +16, Jump +11, Listen +11, Move Silently +16, Spot +11, Tumble +16, Use Magic Device +17
Possessions



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:36:47 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #34 on: November 07, 2011, 04:17:21 AM »
TRICKSTER


   
"Of course Ogres are repelled by Ice Cream.  Everyone knows this.  Everyone."

 A trickster is a Cat Burglar who has become inspired by the old "Puss in Boots" fairy tale.  They specialize in outwitting opponents as opposed to outfighting them.  Their purpose is to become powers behind the throne by helping gullible people achieve power and being their only reliable and trusted adviser.

BECOMING A TRICKSTER
Most Tricksters begin as Cat Burglar/Swashbucklers who drift into this class.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), Insightful Strike
   Feats:  Daring Fuzzball, Jibba Jabba, Leadership (must take a cohort)
   Skill Tricks:  Must have at least 2 skill tricks (see Complete Scoundrel)
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 4 ranks, Sense Motive 8 ranks
   Special:  Must have acquired either a Collar or Bag of Holding and a pair of magical boots, preferably without paying for it.


Class Skills
 The Trickster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex, Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (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    Deceive Item, Quick Kitty
2. +1    +0     +3     +3    Bonus Feat
3. +1    +1     +3     +3    Bonus Trick
4. +2    +1     +4     +4    Fibber
5. +2    +1     +4     +4    Bonus Feat
6. +3    +2     +5     +5    Bonus Trick
7. +3    +2     +5     +5    Wisdom of the Cat
8. +4    +2     +6     +6    Bonus Feat
9. +4    +3     +6     +6    Bonus Trick
10.+5    +3     +7     +7    Master Trickster

Weapon Proficiencies: A Trickster gains no new armor or weapon proficiencies.
 
Deceive Item (Ex): You may always take 10 on Use magic Item checks, even if threatened or endangered.

Quick Kitty (Ex): Your Trickster and Swashbuckler Levels stack for purposes of determining you Bonus for the Grace and Dodge Bonus Class Features.

Bonus Feat (Ex): At levels 2, 5, and 8 you gain a Bonus Feat you meet the prerequisites for.

Bonus Trick (Ex): At levels 3, 6, and 9 you gain a Bonus Skill Trick that you qualify for.  You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.

Fibber (Ex): You may always Take 10 on Bluff, Diplomacy, or Disguise Checks.

Wisdom of the Cat (Ex): You may always take 10 on Search, Sense Motive, and Survival Checks. 

Master Trickster (Su):  You have refined a skill to the point of having supernatural abilities with it.  Choose any three skills you have at least 12 ranks in from the following list: Balance, Bluff, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble.  You may always Take 10 on those three skills, and any Skill Trick that has ranks in one of those skills as a prerequisite may be used freely instead of once per encounter.

PLAYING A TRICKSTER
 People are gullible at best, and even the most cynical one has a chink in their mental armor you can exploit.  The best way to win a fight is to convince an opponent that you are is friend.  Failing that if you can convince him to kill himself you wont have to make the physical effort to do so.  If you can win fame and fortune by doing so even better.
 Combat: Tricksters prefer to avoid combat, and rely on their wits and agility if forced into it.  Most will lead their opponent into a trap of some sort rather than slug it out.
 Advancement: Tricksters prefer to advance some catspaw (i.e. your cohort) that seems gullible and naive.  By using him as a figurehead it throws of the opposition who almost immediately underestimate what he and his 'pet kitty' can do.
Resources: Tricksters usually have the wealth they bestow on patrons (i.e. your cohort who foolishly believes himself to be in charge) by helping them increase their social station to draw upon.  Some have financed minor revolutions by putting a goober into power, and making all the hard decisions for him.

TRICKSTERS IN THE WORLD
"How much would you charge to kill the pet cat of the Marquis de Carabas?"
 People either love or hate you, and which tendency they pursue is based on whether or not you've somehow screwed them over on your way to the top.  Of course if you have any common sense you'll have done away with all the people you screwed over on your rise to the top, as well as their close relatives who may be revenge minded.  Always remember to think ahead.
 Daily Life: Your daily activities are based around promoting your "patron", whether thinking up new schemes or taking action on those you've already conceived.
 Notables: The Master Cat (CN Male Awakened Cat Cat Burglar 1/Swashbuckler5/Trickster 6) is the originator of this particular form of Cat Burglary.  Lucian Montoya (CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6) was his first human apprentice.
 Organizations: The Tricksters tend to be loners, and ex members of Cat Burglar Guilds.  Due to this they have no organization behind them, although some end up heading one.

NPC Reaction
 The lower classes tend to love you because you spend much time sticking it to the pompous nobility and violent criminals.  The Nobility and violent criminals would like to make you into a hat.

TRICKSTERS IN THE GAME
 This class might tend to attract showboats.  Make sure they don't take over the campaign.
 Adaptation: This is definitely meant for silly campaigns, although it could see use in a serious campaign with some rewording of the fluff.
 Encounters: Tricksters tend to be encountered on errands for their "Master", or at his side giving council.

Sample Encounter
EL 12: The PC's have been asked to track down and bring in the Marquis de Carabas, and his cat.  God alone knows why they keep mentioning the cat but they're very specific.  It's almost as if they're more afraid of the cat than the Marquis.  Not that you can blame them.  Looking at him he doesn't seem to be much.  He even urinated himself at the site of the parties barbarian...


Lucian Montoya
CN Human Male Cat Burglar 1/Swashbuckler 5/Trickster 6
Init +1 (+4 KF), Senses: Listen +6, Spot +6
Languages Common, Giant, Goblin
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, )
Dodge Bonus +2
hp 52 (12 HD)
Fort +6, Ref +9 (+12 KF), Will +8 
Grace +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7 (-5 KF)
Atk Options Insightful Strike (+2),
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 14, Wis 14, Cha 16
Abilities Tiny Str 3, Dex 19
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +3, Kitty Magic (A Cat's Ego, Pwease)
Feats Daring Fuzzball, Jibba Jabba, Leadership, Practiced Kitty (Evasion, Uncanny Dodge), Wanderer's Diplomacy, Weapon Finesse (B)
Skills  Balance +5, Bluff +11, Climb +3, Diplomacy +11, Disguise +7, Escape Artist +5, Forgery +6, Gather Information +7, Hide +5, Jump +3, Intimidate +10, Knowledge (Local, Nobility) +6, Listen +6, Move Silently +5, Perform (Insult) +11, Sense Motive +8, Sleight of Hand +5, Spot +6, Tumble +5, Use Magic Device +9
Skill Tricks Leaping Climber, Up the Hill, Twisted Charge, Wall Jumper
Possessions



EPIC TRICKSTER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Trick At level 23 and every 3 levels thereafter you receive a Bonus Skill Trick that you qualify for.  You do not have to pay skill points for these tricks, and they do not count toward your limit of Skill Tricks known.
Bonus Feats: The Epic Trickster gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 06, 2022, 08:37:32 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #35 on: November 07, 2011, 04:17:47 AM »
VET


   
Mow:"There's a vampire at the church door screaming to be let in so he can gain vengeance.  What the hell have you done now?"
Patches:"You member that crypt we hadda clear out? Well I hadda use the litterbox while we were there, and there was this stone sarcophagus fulla sand..."
Mow:"Ohmygod you pooped in the vampire lords coffin!"
Patches:"Well it ain't like I did it on purpose!"

Since many guilds have little religious representation, they needed Healers, and you fit the bill.  Your also a good defense against those pesky undead....

BECOMING A VET
Levels in cat burglar and any class capable of healing will suffice.

 ENTRY REQUIREMENTS
   Class Features:  Kitty Form (Humanoid Form is using the Mows Alternate Class Features), must be able to cast 2nd level spells from the Healing subschool as Divine Magic.
   Feats:  Jibba Jabba
   Skills:  Heal 8 Ranks, Sense Motive 8 Ranks
   

Class Skills
 The Vets class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, Local, Nobility and Royalty, and Religion), Perform (Cha), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Holy Kitty Aura         +1 level of existing Divine spellcasting class
2. +1    +0     +0     +3    Divine Feat             +1 level of existing Divine spellcasting class
3. +1    +1     +1     +3                            +1 level of existing Divine spellcasting class
4. +2    +1     +1     +4    Holy Kitty Aura         +1 level of existing Divine spellcasting class
5. +2    +1     +1     +4    Divine Feat             +1 level of existing Divine spellcasting class
6. +3    +2     +2     +5                            +1 level of existing Divine spellcasting class
7. +3    +2     +2     +5    Divine Feat             +1 level of existing Divine spellcasting class
8. +4    +2     +2     +6    Holy Kitty Aura         +1 level of existing Divine spellcasting class
9. +4    +3     +3     +6                            +1 level of existing Divine spellcasting class
10.+5    +3     +3     +7    Kitty Wuvs the Lichlord +1 level of existing Divine spellcasting class


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

Holy Kitty Aura (Su): At 1st level you can use your Aura a number of times per day equal to your Charisma modifier.  Light shines from you in a 10' radius for 3 rounds plus 1 round per point of Charisma modifier.  The Aura has the effects of  Daylight and Protection from Evil spells within its area. Using your Aura is a Swift Action.

At 4th level the Aura also grants you the effects of a Sanctuary spell (Willpower Save is 10 plus half hit dice plus Charisma modifier).

At 8th level the Aura also grants you the effects of a Holy Aura spell, but it effects you only.

Caster level for these effects is equal to your Effective Character Level.

Divine Feats: A 2nd, 5th, and 7th level you may choose a Bonus Feat from this list: Augment Healing, Consecrate Spell, Daunting Presence, Divine Accuracy, Divine Metamagic, Divine Spellpower, Domain Focus, Empower Turning, Enduring Life, Extra Domain, Font of Life, Force of Personality, Heighten Turning, Imbued Healing, Intuitive Attack, Iron Will, Lasting Life, Mitigate Suffering, Quicken Turning, Sacred Boost, Sacred Healing, Sacred Vengeance, Sacred Vitality, Spell Focus (Good), Spiritual Counter,  Spontaneous Healer, Spurn Deaths Touch, Touch of Healing, True Believer, Unnatural Will, or any Aura or Halo Feat.

Kitty Wuvs the Lichlord (Su): Once per week you can make a touch attack against an undead creature, who then gets a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) if you succeed.  If he succeeds he takes 1 point of positive energy damage per hit die you have.  If he fails  he is now alive again in a manner similar to a Resurrection spell, except damage that you have done to him in previous rounds is still there.  He is also stunned for 1d6 rounds. Basically it removes the Template making them Undead, stuns them, and leaves them temporarily without any memories of their past for 1d4 days (meaning if they were casters they no longer have spells for the day).   Generally they stop fighting nad ask things like "Who am I? Where am I?  Why are all of you staring at me with weapons drawn?"  Intelligent undead really hate this.  Most mindless undead just end up being confused naked guys. On the odd chance you cast the spell on an Undead that has no discernable form (i.e. may never have been alive or you aren't sure what it is), it becomes a living member of any race that has no Level Adjustment, with levels in Commoner equal to it's current Hit Dice. Otherwise it's up to the poor battered DM to determine who this goob was in a former life and write up his character sheet (but hey he might just get some ideas for plot hooks from this).
 
PLAYING A VET
YOU ARE HOLY KITTY!!!!!! Play it up for all your worth.  You're either the Guilds personal physician, or you've gone rogue perhaps and bill yourself as the magical healing kitty...
 Combat: Unless there are undead around, your better off staying out of fights and relying on your Holy Kitty Aura.  After all you're a Holy kitty.  You aren't supposed to encourage fighting.  Peace among all sentient beings and all that other crap.
 Advancement: You are the traditional healer/buffer type.  However you can probably use your powers to gain vast political power if you put your mind to it...
Resources: You can call on the Cat Burglars Guild of course, other Vets especially.  And to some extent you can also count on other churches, and people you have helped.

VETS IN THE WORLD
"Fluffy laid her paw upon me and my gout disappeared! Hallelujah!!"
You do quite well for yourself.  Everyone likes the healer.  Especially cuddly, fluffy ones.  After all you take care of their kids when they get sick.
 Daily Life: Much of your day is spent addressing peoples health issues.  Sometimes you get to go on adventures and give the Undead huggies though..
 Notables: Dark Foofies (CE Male Human Cleric 3/Cat Burglar 3/Vet 6) runs a local criminal organizations disguised as a charitable enterprise.  Sheba (CG Female Human Healer 3/Cat Burglar 3/Vet 6) is a well known local figure who provides healing for the sick and poor, as well as assistance with the naughty zombies who sometimes show up.
 Organizations: The Paws of Sister Francine is an organization of Vets dedicated to helping the poor.  They give free healing and ask for food donations.  It's hard to resist the big brown eye look...

NPC Reaction
Most NPC's love vets.  Some would elect them Pope if they could.

VETS IN THE GAME
Vets won't likely steal Clerics thunder as religious figures, but they might win some popularity contests and get some political clout.
 Adaptation: This one is definitely for the silly campaign....
 Encounters: PC's will likely encounter Vets after being hurt, or if they invade a Guild and do some damage.  They may also encounter them aiding the poor.

Sample Encounter
EL 12: The PC's limp into town wounded, when they notice a small crowd.  A small cat is healing the local townsfolk of their afflictions.  Her owners agree to help the PC's, but would like to ask them a teeensy favor that in no possible way may end up in their death or dismemberment.  Really, they swear.

Sheba
CG Human Healer 3/Cat Burglar 3/Vet 6
Init +1 (+4 KF), Senses: Listen +10, Spot +10
Languages Common, Dwarven
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, +3 Sacred, )
AC Tiny x, touch x, flat-footed x (+2 Size, +4 Dex, +3 Sacred, )
hp 45 (12 HD)
Fort +4, Ref +5 (+8 KF), Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-6 KF)
Atk Options
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 7 (DC 14)
2nd: 6 (DC 15)
3rd: 6 (DC 16)
4th: 4 (DC 17)
5th: 3 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities KF Str 3, Dex 19
SQ Healing Hands, Cleanse Paralysis, Feline Empathy, Purr, Burglaring (Evasion), Kitty Magic (Missed Me!), Enhanced Kitty Form (Angel Kitty), Holy Kitty Aura (DC 19)
Feats Augment Healing, Celestial Heritage, Combat Casting, Jibba Jabba, Spell Focus (Good), Touch of Healing, Healing Ray (B), Improved Healing Ray (B), Skill Focus (Heal)(B)
Skills Bluff +11, Concentration +8, Diplomacy +10, Heal +11, Hide +8, Knowledge (Local, Religion) +8, Listen +10, Move Silently +8, Sense Motive +11, Spellcraft +8, Spot +10
Possessions


Aura Feats

Aura Feats are only available as Divine Bonus Feats from this Prestige Class.

Strong Aura
"I'm the 60 minute man baby!"
 Prerequisites: Holy Kitty Aura
 Benefits: Your Holy Kitty Aura lasts 4 rounds longer than normal. You may take this Feat multiple times.  It's effects stack.


Aura of Plenty
"You're wondering if I lit you guys up 3 times or 4?  Well...do ya feel lucky?"
 Prerequisites: Holy Kitty Aura
 Benefits: You may use your Holy Kitty Aura 3 more times per day.  You may take this Feat multiple times.  It's effects stack.


Fiery Aura
"I'm on Fire!"
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: Your Holy Kitty Aura now also gives you the Benefits of a Fire Shield.


Holay Trap
"Heheheheheheh!"
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: As a Standard Action you may use 1 daily use of your Holy Kitty Aura to "trap" an adjacent square for 1 hour per point of Charisma Modifier.  If an undead steps on that square within this time it is blasted with a Cure Critical Wounds spell.


FLASH!
"Lookit me! I'm a lightbulb!."
 Prerequisites: Any 2 Holy Kitty Aura Feats
 Benefits: You may use 1 daily use of your Holy Kitty Aura to emit a pulse of light.  All intelligent undead within 30' must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Feebleminded as per the spell for 1 Minute.  Unlike normal this is not a Mind-affecting effect.

Halo Feats

Halo Feats are only available as Divine Bonus Feats from this Prestige Class.

Healing Ray
You can zap allies.  In a good way of course
 Prerequisites: Kitty Form and Healing Hands Class Abilities
 Benefits: When casting spells from the Healing subschool of 3rd level or lower they may now be cast as a Ranged Touch Attack (a ray).  If you can hit your target, it gets healed (or it gets a surprise if it's undead).  Range is 25 feet.


Improved Healing Ray
"Watch me hit the Death Knight right in his eyeball."
 Prerequisites: Healing Ray
 Benefits: You may now cast Healing spells of 6th level or lower as a Ray. Range increases to 50 ft.


Healing Cannon
"A gold piece says you can't put down the Lich from here."
 Prerequisites: Improved Healing Ray
 Benefits: Your Healing Ray is now a 50 foot Line.


Holy Paw of Smiting
"BAD!"
 Prerequisites: Energy Resistance and Kitty Form as Class Features
 Benefits: A number of times per day equal to your Charisma modifier, you may add your Charisma Bonus to attack and damage rolls you make with Natural weapons (you must declare you are using this ability before rolling the dice).  This is a Swift Action.


Improved Paw of Smiting
" I SAID BAD!!"
 Prerequisites: Holy Paw of Smiting
 Benefits: When using your Holy Paw of Smiting, your Critical Threat Range is increased by an amount equal to your Charisma modifier.  For example you have a Cha of 18 (Cha Modifier +4) and normally critical on a 20.  You now threaten a critical on a 16-20.  This does not stack with other effects that increase critical threat range.


Paw of Heathen Whoopin'
"AND STAY DOWN!"
 Prerequisites: Improved Paw of Smiting
 Benefits: Your Paw of Smiting attacks now ignore Damage Reduction.


Holay Water
"I bless this water in the name of my foreign heathen Gawd."
 Prerequisites: Element Focus (Water) and Kitty Form as Class Abilities.
 Benefits: A number of times per day equal to your Charisma Modifier you may bless a vial of water as a Swift Action and convert it into a potion of Cure Light Wounds.  If thrown on an undead it damages them as per the spell (their Save DC is +2).


Improved Holay Water
"I bless this water in the name of several of my foreign heathen Gawds."
 Prerequisites: Holay Water
 Benefits: Your holy water is now the equivalent of a Potion of Cure Moderate Wounds. Save DC when used against Undead is +4.


Holay Fountain
"I summon this fountain in the name of my foreign heathen Gawd."
 Prerequisites: Improved Holay Water
 Benefits: 3 times per day you can cause holy water to erupt from the ground in a 10 foot radius.  Anything in this area gets the equivalent of a Cure Serious Wounds spell.  Especially the Undead. Heheheheheh.


Summon the Snuggly Spirits
"Say hello to mah lil' friends!"
 Prerequisites: Detect Spirits and Kitty Form as a Class Ability.
 Benefits: You may call upon the spirits to aid you when casting any spell from the Healing subschool a number of times per day equal to your Charisma Modifier.  You must announce this before casting the Healing spell, and you are considered to be +2 caster levels for that spell and it heals +1 point per die.


Summon the Not So Snuggly Spirits
"Say hello to mah not so lil' friends!"
 Prerequisites: Summon the Snuggly Spirits
 Benefits: You may call upon the spirits to aid you when casting any spell from the Evocation school a number of times per day equal to your Charisma Modifier. You must announce this before casting the Evocation spell, and you are considered to be +2 caster levels for that spell and it does one extra point of damage per die.

Summon the Twitchy Moose Spirit
"Say hi to Bob scum!"
 Prerequisites: Summon the Not So Snuggly Spirits
 Benefits: You may call upon the spirits to aid you when casting any spell from the Summoning subschool a number of times per day equal to your Charisma Modifier.  You must announce this before casting the Summoning spell.  Your summoned creature has the Anarchic Template from the Planar Handbook.


Halo of Light
"Ding!"
 Prerequisites: Turn/Rebuke Undead and Kitty Form as a Class Ability, 6th Level
 Benefits: You may use one of your Turn/Rebuke Undead attempts to conjure a Halo around your head.  It lasts until you are struck in melee by an opponent who immediately takes the effects of a Searing Light spell.  This is a Supernatural Ability.


Halo of Power
"HMMMMMMMMMMMMMMMMMMMMMMMMM."
 Prerequisites: Halo of Light
 Benefits: You may use two of your Turn/Rebuke Undead attempts to conjure a Halo around your head.  It lasts for 3 rounds plus 1 round per point of Charisma Modifier.  For it's duration you are considered to be under the effects of a Divine Power spell.  This is a Supernatural Ability.


Halo of Fiery Burnination
"MWUHAHAHA!"
 Prerequisites: Halo of Power
 Benefits: You may give up two of your daily uses of Turn/Rebuke Undead to create a fiery halo above your head.  The first opponent to attack you in melee is struck with an Empowered Flame Strike centered on you (you take no ill effects from this).


Friend of the Aminals
"The Birds like me."
 Prerequisites: Nature Sense and Kitty Form as a Class Ability.
 Benefits: You may speak to animals Small Size Class or smaller at will, and their initial reaction is always friendly unless you attack.  They will do their best to help or defend you if you are attacked.


Friend to Usefully Big Aminals
"The Elk like me."
 Prerequisites: Friend to Aminals
 Benefits: Your Friend of the Aminals Feat now works with large or smaller animals, and you gain a +2 Bonus on Diplomacy checks against animals.


Friend to the Big Hairy Aminals
"This is my elephant companion Bork the Mad."
 Prerequisites: Friend to Usefully Big Aminals
 Benefits: Your Friend of the Aminals Feat now works with all animals, and you gain a +4 Bonus on Diplomacy checks against animals.


I Know What You Did Last Summer
"Do I need to say it out loud?"
 Prerequisites: Dark Knowledge and Kitty Form as a Class Ability.
 Benefits: You may now use your Dark Knowledge ability on Humanoids and Monstrous Humanoids (requires a Knowledge: Local check).


I Saw You With The Mayor Last Night
"You know he's married right?"
 Prerequisites: I Know What You Did Last Summer
 Benefits: When making a successful Knowledge Check with your Dark Knowledge ability you spill (or create plausible) juicy gossip about an opponent.  If you make the Knowledge check by 10 or more the opponent is Shaken for the encounter.  If you make the Knowledge Check by 20 or more he is Shaken for 24 hours.


Can You Go 2 Days Without Committing an Act of Immorality?
"You got issues lady."
 Prerequisites: I Saw You With The Mayor Last Night
 Benefits: You may always take 10 on a Dark Knowledge check when dealing with someone or something you know well (i.e. they live in the same village as you).



EPIC VET

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spells: Your caster Level continues to increase with Level, but you do not learn new spells or gain more spells per day.
Bonus Feats: The Epic Vet gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: March 06, 2022, 08:38:18 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #36 on: November 07, 2011, 04:18:11 AM »
WATCHCAT


   
"Sleep? Whoneedssleepihavecoffeehahahahahahaha!"

You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.  You also get to scare the dog poop out of people.

BECOMING A WATCHCAT
6 levels of Cat Burglar will do you, but you can also multiclass out into Ninja, Rogue, or Scout.

 ENTRY REQUIREMENTS
   Class Abilities: Kitty Form, Enhanced Kitty Form (Watchcat), Kitty Magic (Hep Meeee!)
  if using the Mows Alternate Class Features use Humanoid Form, Enhanced Humanoid Form (Nocturnal), Humanoid Magic (Summoner I) instead
   Skills:  Listen 8 Ranks, Sense Motive 8 Ranks, Spot 8 Ranks
   Feats:  Peekaboo


Class Skills
 The Watchcats class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Improved Watchcat Form
2. +1    +0     +3     +3    Yowl (100'), Sleep Optional (+4)
3. +2    +1     +3     +3    Occupational Specialty
4. +3    +1     +4     +4    Improved Watchcat Form
5. +3    +1     +4     +4    Yowl (500'), Sleep Optional (+6)
6. +4    +2     +5     +5    Occupational Specialty
7. +5    +2     +5     +5    Improved Watchcat Form
8. +6    +2     +6     +6    Yowl (1 Mile), Sleep Optional (Immunity)
9. +6    +3     +6     +6    Occupational Specialty
10.+7    +3     +7     +7    I SEE ALL

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

Improved Watchcat Form (Ex): At 1st Level while in Watchcat Form, your Dark Vision is now 90 ft.

At 4th level you may see in Darkness, magical or otherwise, as though it were daylight.

At 7th level the spell True Seeing is permanently in effect on your person (this is a Supernatural Ability).

Yowl (Su):You may let out a screech for help as a Standard Action.  Anyone in range with levels in Cat Burglar immediately knows your exact location and will hurry there if they can. Range at 2nd level is 100'.  This increases to 500' at 5th level, and 1 Mile at 8th level.  This effect is mental as well as verbal, so even deaf Cat Burglars respond.

Occupational Specialty (Sp): At levels 3, 6, and 9 you gain an ability based on your occupational specialty.  You may choose from Bouncer, Security, or Voyeur.  You gain a spell at each level that you cast as a Spell-Like ability 3/day.

Bouncer: Level 3: Fear, Level 6: Imperious Glare, Level 9: Evil Glare

Security: Level 3: Summon Feline IV, Level 6: Summon Feline VI, Level 9: Summon Feline VII

Voyeur: Level 3: Scrying, Level 6: Interplanar Telepathic Bond, Level 9: Greater Scrying

Sleep Optional (Ex): At 2nd level you gain +4 on Saving Throws against all sleep effects, and only require 4 hours of sleep a night.

At 5th level the bonus increases to +6, and you only need 2 hours of sleep a night.

At 8th level you are immune to sleep effects, and do not require sleep.

I SEE ALL (Su): You are now immune to flanking and Blindness.  You do not take penalties to Spot/Search checks due to murky water, bright light, fog, etc.  You also gain a +4 Bonus on all Saving Throws against Gaze Attacks.  It's like you have little kitty mirror shades.
 
PLAYING A WATCHCAT
You are designed more than anything to be an early warning system and help summoner.  You also scare off the beggars and local street life.
 Combat: Unless you have the Hep Meee!! Feats to summon help, stay out of the way once the fighting starts.  You aren't really made for it.  Your the guy who calls people to do the fighting, not a participant.
 Advancement: Watchcats tend to either be watchers, summoners, or scarers.  Sometimes they will try to branch out, but usually they specialize.
Resources: In a way you are a resource.  You are the trusted early warning system of the Cat Burglar Guilds, and they make sure to pamper you.

WATCHCATS IN THE WORLD
Ralph:"Look at 'im! Evry day they sat there starin'! Starin inta mah soul! Why do they keep starin'!"
Ed: "Uh..well you are naked urinating in the street while swinging a dead pigeon..."
Ralph: "Well yeah, but everyone does that don't they?"
Your interaction with the world usually consists of "Halt, who goes there?"
Ed: "Lemme think before I answer that."
 Daily Life: You get up, make coffee, go to work, drink more coffee, at some point you may actually sleep.  Then it's more coffee....
 Notables: Hellen Stovebottom (N Female Dwarf Cat Burglar 6/Watchcat 6 is a squad leader of the Watchcats in her local Guild.  Yuri Naps-On-Roofs (CN Human Female Ninja 3/Cat Burglar 3/Watchcat 3) doubles as a saboteur sometimes in her Guild.
 Organizations: The Watchcats are almost a Guild unto themselves, and your fellow Watchcats may help you even against other Guild members if it came down to it.
NPC Reaction
You scare the crap out of most NPC's.  Nothing says 'stay away' like a building with a dozen silently staring cats outside...

WATCHCATS IN THE GAME
This class will make Guilds pretty darn hard to ambush so be careful about using it.
 Adaptation: Again, this one might fit into something other than a silly campaign with a little  modification.
 Encounters: Most PC's will encounter you as someones personal bodyguard, or as the watch at the local Cat Burglar Guild.

Sample Encounter
EL 12: You spend the day preparing to enter a local house believed to be run by a Thieves Guild.  All is well until Bob tries to sneak into the yard and one of the housecats lets out a howl of the damned that freezes you down to your soul and will be remembered in your nightmares for all eternity.  Or at least that's the excuse you'll give for pooping yourself on the raid anyway...



Hellen Stovebottom
N Female Dwarf Cat Burglar 6/Watchcat 6
Init +1 (+BC Small, +4 KF), Senses: Listen +12, Spot +12, See in Darkness
Languages Dwarf, Common
------------------------------------------------
AC x, touch x, flat-footed x (+1 Dex, )
AC BC x, touch x, flat-footed x (+1 Size, +3 Dex, )
AC KF x, touch x, flat-footed x (+2 Size, +4 Dex, )
+4 Dodge Bonus against Giants
hp 66 hp (12 HD)
Fort +6, Ref +11 (+13 KF, +14 BC), Will +10 
+2 Racial Bonus on Saves against poisons, spells, and spell like abilities
Sleep Optional +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +8, Grp +8 (+2 KF, -3 KF)
Atk Options +1 to hit Orcs and Goblinoids
-----------------------------------------------
Abilities Str 10, Dex 12, Con 15, Int 10, Wis 16, Cha 12
Abilities BC Str 6, Dex 16
Abilities KF Str 4, Dex 18
SQ Stonecunning, Stability, Feline Empathy, Purr, Kitty Form, Cat Powah +1, Kitty Magic (Hep Meeee!, Hissing Fury), Burglaring (Evasion, Improved Evasion), Scamper Bonus,  Yowl (500'), Watcher (See In Darkness), Occupational Specialty (Scrying 3/day, Interplanar Telepathic Bond 3/day)
Feats Double Mocha Latte, Espresso, Java, Jibba Jabba, Weapon Finesse
Skills Balance +5, Bluff +9, Climb +4, Gather Information +9, Hide +9, Intimidate +9, Jump +5, Knowledge (Local) +8, Listen +12, Move Silently +9, Sense Motive +12, Spot +12, Use Magic Device +9
Possessions


EPIC WATCHAT

Hit Die: d6
Skills Points at Each  Level : 4 + int
Occupational Specialty: The Epic Watchcat's can use their Spell-Like Abilities one additional time per day at Level 23, and one more time per day every three levels thereafter.
Bonus Feats: The Epic Watchcat gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: March 06, 2022, 08:39:07 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #37 on: November 07, 2011, 04:18:39 AM »
http://en.wikipedia.org/wiki/Bakeneko

BAKENEKO


   
"He who plays with a cat must bear its scratches."

 Bakeneko are awakened Cats who develop a taste for magic power.  Unfortunately they also have a taste for mayhem, and they tend to give cats a bad name wherever they end up.  This has cause many Cat Burglar Guilds to kick them out.

BECOMING A BAKENEKO
Most Bakeneko are Awakened Cats who start as Cat Burglars and become Sorcerers.

 ENTRY REQUIREMENTS
   Race:  Awakened Cat or Mows
   Class Abilities:  Humanoid Form
   Spells:  Must be able to cast 2nd level Arcane Spells without preparation
   Skills:  Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks
   Feats:  Eschew Materials, Silent Spell, Still Spell
   Alignment: Can't be Good or Lawful

Class Skills
 The Bakeneko's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Lucid Dreaming (see Manual of the Planes, Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), 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    Kitty Form, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Spookiness, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Devourer, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Kitty Form, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Spookiness, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Impersonation, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Kitty Form, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Spookiness, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Manipulate Reach, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Animation, +1 Level of Arcane Casting Class


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

Kitty Form: At 1st level the Bakeneko's size in it's regular form is now Small.  Claw damage increases to 1d3, and Bite damage becomes 1d4.  Strength is permanently increased +2, while Dex is permanently decreased by -2.  Stats in humanoid form are now +2 Str, -2 Dex. 

At 4th level the Bakeneko's size in it's regular form is now Medium.  Claw damage increases to 1d4, and Bite damage is 1d6.  Strength is again permanently increased by +2, and Dex is permanently decreased by -2.  Stats in Humanoid Form are the same as in cat form.  You also get a +2 Natural Armor Bonus.

At 7th level Bakeneko can adjust it's size in it's natural cat form as a Swift Action once per round from Tiny to Medium.  It also gains Enhanced Kitty Form (Bipedal).

Spookiness (Su/Sp): At 2nd level the Bakeneko gains Frightful Presence.  Any living creature whose HD are less than the Bakeneko's within 60' of it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for 2d6 rounds.  If they successfully save they are immune to this Bakeneko's Frightful Presence for 24 hours.

At 5th level the Bakeneko can conjure illusionary flames at will as a Standard Action.  These can appear to be flying balls of fire (or any other fiery shape the Bakeneko wishes), or it can simply cover a square with ghostly fire.  Opponents struck by the fireball or who enter the flaming square must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take 2d6 damage and be Shaken for the duration of the encounter.  If the Save is successful they are immune to the Bakeneko's illusionary flames for 24 hours.  This is a Pattern Effect.

At 8th level the Bakeneko can enter the dreams of sleeping opponents.  You may cast Nightmare 3/day as a Spell-Like Ability.

Devourer (Ex): At 3rd level a Bakeneko can eat anything without harm.  Anything.  Poison, lamp oil, fire, you name it.  So long as it's ingested by them it can do them no harm.  Generally this doesn't benefit you lots other than to mess with people (comes in handy for a +4 Circumstance Bonus to Intimidate Checks).

Impersonation (Ex): At 6th level the Bakeneko gains a +4 Circumstance Bonus to Bluff and Disguise checks when using their Humanoid Form ability to impersonate a person they know.

Manipulate Reach (Su): As a Swift Action a Bakenkeo can increase it's Reach to 10', or change it back to normal.

Animation (Su): Any dead corpse touched by the Bakeneko (or that spends more than 4 hours within 60' of it) becomes a corporeal undead.  They are not under the Bakeneko's control, but at this level the Bakeneko is automatically considered friendly by Undead who will not attack it unless attacked by the Bakeneko first.  This effect is not controlled by the Bakeneko and happens automatically.  Generally this means the Corpse gets the Corpse Creature (Book of Vile Darkness) Template, but any appropriate corpse of at least 5 HD becomes a Vampire instead.  And you wonder why you aren't popular.
 


PLAYING A BAKENEKO
 People are buttheads.  They think you're a pet or something, they walk all over you, kick you around, and feed you their scraps.   Well screw that.  You aren't taking their crap anymore.  Your gonna eat the good part of the chicken from now on.  And for once you'll be pounding the castles concubines instead of watching the local yard ape grunting away and wondering how they put up with him.  It'll be repulsive of course, but you'll have to do it to keep up the charade.
 Combat: Combat isn't really your thing.  You're more into mutilating helpless victims or murdering the unsuspecting  to take their place.
 Advancement: Bakeneko are highly individualistic.  No two are really alike mentally.  Probably due to the Awakening spells used on them.  Strangely enough despite this they end up studying many of the same skills.  The universe has an odd sense of humor.
Resources: Being loners, Bakenekos don't have much in the way of resources.  Unless of course you've murdered and replaced someone rich.  Dude...you really do have some emotional problems. 

BAKENEKOS IN THE WORLD
"I wonder whatever happened to lil Mookie-chan?"
 Bakeneko tend to hate humans after the way they've been treated.  So killing them and taking their place (and subsequently their stuff) only seems natural.  Or maybe the spell that Awakened them went wooby.  At any rate they seem to kill an awful lot of people.  And who knows where they get their obsession with impersonating them from.  They're weird little critters man.
 Daily Life: Being as you're absolute crackers god alone knows what you get up to during the day.  Sometimes you  do weird crap like drink lamp oil.  Sometimes when it's on fire.  Or walk on your hind legs or eat people.  Sometimes you poop severed heads.  Or at least appear to for the sake of your audience.

Did we mention you have some serious emotional problems?
 Notables: Little Mr. Kitty (CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6) is a blood spattered psycho obsessed with murdering and replacing little old ladies in order to provide a better life for their beloved feline companions.  In other words he's a racist nutjob with a chip on his shoulder who thinks all pets are prisoners.
 Organizations: Most Bakeneko are loners, but every so often a few form a gang.  They rarely try to gather power or riches so much as territory.  And they defend that territory quite spectacularly.

NPC Reaction
 NPC's unload their bowels when they encounter the Bakeneko.  They consider them horrifying and unnatural, and a danger to human life.  And most are, so that probably works out for the best.

BAKENEKOS IN THE GAME
 Bakeneko are a bit spooky and alien, and it may be difficult for some players to really get into playing one.  They aren't cutesy cats.
 Adaptation: This is more for dark or horrific campaigns than silly ones.  That's not to say it's possible, but even in silly campaigns the Bakeneko tend to make people poo themselves.
 Encounters: Bakeneko can be encountered just about anywhere.  Their ability to assume peoples identities and blend in makes them quite dangerous.

Sample Encounter
EL 25: The PC's have been hired by Lady Miko to find out why her husband has suddenly become a different person.  She thinks he's been cursed.  Little does she know he's resting at the bottom of a lake, and her cat Little Mr. Kitty has taken his place.  Sadly he's a much better lover than her husband, and much nicer to the children.  Of course he may be planning to eat them...


Little Mr. Kitty
CE Male Awakened Cat Cat Burglar 1/Sorcerer 5/Bakeneko 6
Init +4 (+2 HF), Senses: Listen +x, Spot +x, Low Light Vision, Scent, Dark Vision 60'
Languages Common, Sylvan
------------------------------------------------
AC x, touch x, flat-footed x (+2 Dex, )
AC Medium Humanoid x, touch 1x, flat-footed x (+2 Dex, )
hp xx (12 HD)
Fort +4, Ref +7, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +5, Grp +5
Atk Options Spookiness DC 20
Combat Gear
Spells Per Day 0: 6 (DC 14) Daze, Detect Magic, Ghost Sound, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Silent Portal
1: 8 (DC 15) Charm Person, Dead End, Serene Visage, Spirit Worm, Wall of Smoke
2: 7 (DC 16) Cloud of Bewilderment, Detect Thoughts, Fog Cloud, See Invisibility, Wall of Gloom
3: 7 (DC 17) Dispel Magic, Haste, Mesmerizing Glare, Mind Poison
4: 7 (DC 18) Bestow Curse, Know Vulnerabilities, Polymorph
5: 7 (DC 19) Do Not Want, Nightstalkers Transformation
Caster Level 11th
-----------------------------------------------
Abilities Str 11, Dex 14, Con 12, Int 10, Wis 15, Cha 18
Abilities Medium Human Str 11, Dex 14
SQ Cat Familiar, Polyglot, Humanoid Form, Man Powah +4, Devourer, Impersonation, Kitty Form
Feats Eschew Materials, Greater Spell Penetration, Silent Spell, Spell Penetration, Still Spell
Skills Bluff +10, Concentration +7, Diplomacy +10, Gather Information +10, Hide +8, Intimidate +10, Knowledge (Arcane) +6, Knowledge (Local) +5, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +6, Spot +7
Possessions



EPIC BAKENEKO

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Epic Bakeneko's Caster Level continues to increase, but it doesn't gain new spells or extra spells per day.
Bonus Feats: The Epic Bakeneko gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: March 06, 2022, 08:39:46 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #38 on: November 07, 2011, 04:19:03 AM »
PIXIE KITTY


   
"Hey Mister.  Hey Mister, whatcha doin'?  You goin' ta visit the Dryads Mister?  You gonna get bent over..."

 Pizie Kitties are usually found in rural Cat Burglar Guilds in which members have had flirtations with the Fey.  Actually it's less flirtation than horrifyingly kinky cross-species sex, but flirtation sounds soo much less offensive...

BECOMING A PIXIE KITTY
The right Fey Feats will do you, along with the appropriate Cat Burglar abilities.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form (Pixie Kitty), Enhanced Kitty Form (Winged Cat)  If using the Mows Alternate Class Features you may instead use Humanoid Form (Sprite Form) and Enhanced Humanoid Form (Winged Form)
   Feats:  Fey Heritage, 1 Luck Feat
   Skills:  Bluff 4 ranks, Hide 4 ranks, Knowledge (Geography, Nature) 2 ranks


Class Skills
 The Pixie Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Nature), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), 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    Kitty Magic
2. +1    +0     +3     +3    Fey Heritage
3. +1    +1     +3     +3    Behold the Tricksiness of Nature!
4. +2    +1     +4     +4    Kitty Magic
5. +2    +1     +4     +4    Fey Heritage
6. +3    +2     +5     +5    Behold the Tricksiness of Nature!
7. +3    +2     +5     +5    Kitty Magic
8. +4    +2     +6     +6    Fey Heritage
9. +4    +3     +6     +6    Behold the Tricksiness of Nature!
10.+5    +3     +7     +7    Honorary Fairy

Weapon Proficiencies: Pixie Kitties gain no new Armor or Weapon Proficiencies.
 
Kitty Magic (Su): At Levels 1, 4, and 7 you may choose another Kitty Magic Ability you qualify for.

Fey Heritage (Sp): At level 2 choose any spell on the Beguiler Spell List of Level 4 or below.  You may cast it as a Spell-Likel Ability 3/day.

At Level 5 you get to choose another spell of Level 5 or below to cast 3/day.

At Level 8 you get to choose another Spell of Level 7 or less 1/day.

Behold the Tricksiness of Nature! (Sp):  At level 3 choose any spell on the Druid Spell List of Level 5 or below.  You may cast it as a Spell-Like Ability 3/day.

At Level 6 you get to choose another spell of Level 6 or below to cast 3/day.

At Level 9 you get to choose another Spell of Level 8 or less 1/day.

Honorary Fairy (Ex): Your Type now changes to Fey, and you gain DR 10/Cold Iron.  You also gain Low Light Vision, and your Feline Empathy now becomes Wild Empathy (see the Druid in the PHB).

PLAYING A PIXIE KITTY
 You spend your days trying to avoid your more dangerous relatives, and messing bout with/warning intruders into the forest.  For all they listen to you, you may as well just Charm them yourself and use them for pranks. 
 Combat: Pixie Kitties aren't up for combat really.  They'd rather use some form of spell like ability to hypnotize or fool or trap them.
 Advancement: Pixie Kitties are pretty individualistic, so it's kind of hard to predict what abilities they'll have.  or what they'll want to learn next.
Resources: Pixie Kitties are usually left to their own resources, unless they're a helpful member of the Guild.  They can call on Fairy Mom of Doom, but that has it's own complications.  They want favors in return.  Favors that usually involve actions you find immoral, such as kidnapping babies, or husbands, or placing curses on people.

PIXIE KITTIES IN THE WORLD
" Ah shoulda listened to thet kitteh!  Dam me fer a fewl!"
 People are scared of you.  After all one parent isn't human, and the other one had to be crazy to hang out with them in the first place.  Which places you somewhere between human and crazy.  Some people find that unattractive.  Bastards.
 Daily Life: Much of your day is spent in pranks, goofing off, napping, and warning people of the horrible desires of your less than human relatives.  But they don't listen.  They never listen.  Fools.
 Notables:
 Organizations: Most Pixie Kitties belong to a Cat Burglar Guild, but few of them are really dedicated to theft.  it's more like a hobby than a career.

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

PIXIE KITTIES IN THE GAME
 This class assumes you have inhuman parentage, and let's face it having a fairy relative can be a real pain as they like to interfere with your life.
 Adaptation: This is probably much better for a silly campaign obviously.
 Encounters: Pixies are encountered in forests with a strong Fey presence (or on errands for such).

Sample Encounter
EL 12: The PC's are traveling to see a famous Dryad Oracle, when they notice a winged cat with deely-bobber antennae sitting on a mushroom.  During polite conversation he informs them the Oracle's fee is usually harsh sadomasochistic acrobatics with the parties most attractive male.  And he may come away pregnant.  Man you really hate nature...


The Kitten of Frampton Wood
CN Male Human Cat Burglar 6/Pixie Kitty 6
Init +3 (+6 KF, +8 PKF), Senses: Listen +10, Spot +10
Languages Common Sylvan
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, )
AC KF , touch , flat-footed   (+2 Size, +6 Dex, )
AC PKF , touch , flat-footed   (+8 Size, +8 Dex, )
hp 42 (12 HD)
Fort +4, Ref +13 (+16 KF, +18 PKF), Will +8 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +6 (-5 KF, -16 KF)
Atk Options
Combat Gear
Supernatural Abilities 3/day: Commune with Nature, Freedom of Movement, Hide the Path, Hold Monster
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities KF Str 3, Dex 22
Abilities PKF Str 1, Dex 26
SQ Kitty Form (Pixie Kitty), Enhanced Kitty Form (Cheshire Cat, Winged Cat), Purr, Feline Empathy, Cat Powah +3, Kitty Magic (Innocence, I Wuv U, Let Sleeping Kitties Lie, Pwease), Burglaring (Uncanny Dodge, Improved Uncanny Dodge), Scamper Bonus
Feats Advantageous Avoidance, Fey Heritage, Jibba Jabba, Sly Fortune, Survivor's Luck, Unbelievable Luck
Skills Bluff +12, Diplomacy +12, Escape Artist +12, Gather Information +12, Hide +12, Knowledge (Geography, Local, Nature) +4, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Tumble +12, Use Magic Device +12
Possessions


EPIC PIXIE KITTY

Hit Die: d6
Skills Points at Each  Level : 6 + int
Kitty Magic The Epic Pixie Kitty gets a new Kitty Magic ability beginning at level 21 (and every 4 levels thereafter), and may now choose from the Epic Kitty Magic abilities as well.
Fey Heritage The Epic Pixie Kitty can choose a new spell from the Beguiler spell List of 9th level or less at Level 22, and every 4 levels thereafter.  It may cast it as a Spell-Like Ability 1/Day.
Behold the Tricksiness of Nature! The Epic Pixie Kitty can choose a new spell from the Druid spell List of 9th level or less at Level 23, and every 4 levels thereafter. It may cast it as a Spell-Like Ability 1/Day.
Bonus Feats: The Epic Pixie Kitty gains a Bonus Feat every 5 levels higher than 20th


« Last Edit: March 06, 2022, 08:40:52 PM by bhu »

Offline bhu

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Re: The Cat Burglar
« Reply #39 on: November 07, 2011, 04:19:44 AM »
Pixie is done and per request this next class is a crossover with the Engineer by Lappy 9000, which can be found here: http://www.giantitp.com/forums/showthread.php?t=114229

SUPPORT KITTEH


   
"Hi.  I'm Big John.  And this is my big pink Gun."

 Sometimes stuff goes completely to crap.  No matter how well planned things go the bad guys have found you.  On that day when you have a problem, if no one else can help, if you can find them, you can hire a Support Kitteh.

BECOMING A SUPPORT KITTEH
Most begin as Cat Burglars but pretty quickly adapt the Engineer class once they realize the potential for destruction instead of hiding about lurking waiting for their chance.

 ENTRY REQUIREMENTS
   Class Abilities:  Vocation (Dynamo Cannon, Mech Armor), Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
   Skills:  Craft (Armorsmithing, Bowmaking, Weaponsmithing) 4 ranks, Knowledge (Architecture/Engineering) 8 ranks, Profession (Vehicle Builder) 4 ranks


Class Skills
 The Support Kitteh's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), 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     +0     +2    Vocation, Innovation
2. +1    +0     +0     +3    Precision +1
3. +1    +1     +1     +3    Vehicular Pimping
4. +2    +1     +1     +4    Vocation
5. +2    +1     +1     +4    Precision +2
6. +3    +2     +2     +5    Vehicular Pimping
7. +3    +2     +2     +5    Vocation
8. +4    +2     +2     +6    Precision +3
9. +4    +3     +3     +6    Vehicular Pimping
10.+5    +3     +3     +7    Hello Kitty Tank

Weapon Proficiencies: A Support Kitteh gains no new Weapon or Armor proficiencies.
 
Vocation (Ex): This is identical to the Engineer Class Ability (see link above for the Engineer class).  You gain new Vocations at levels 1, 4, and 7.

Innovation (Ex): Your Engineer and Support Kitteh Levels stack for purposes of how many Innovation Points you have.  You cannot take Chemistry (and Vocations requiring it as a prerequisite),

Precision (Ex):  This is identical to the Engineer Class Ability, and stacks with it.  You get a +1 at level 2, and an additional +1 at Levels 5 and 8.

Vehicular Pimping (Ex): You may now construct vehicles as opposed to Mech Armor.  At Level 3 you may create the Vespazooka.  At Level 6 you may create the Jaguar.  At level 9 you may create the Cat Carrier.  Stats for all will be given below, Support Kitties must have the appropriate materials, money, and prerequisites to make one.

Hello Kitty Tank (Ex):  At level 10 you may now construct a Hello Kitty Tank (see below for stats and costs).

PLAYING A SUPPORT KITTEH
 You get paid the big bucks for the big jobs.  You talk loud, you walk loud, you do everything loud.  You want people to notice, because you're mighty proud of your accomplishments.
 Combat: You are called in to make things go boom.  You may do normal runs till you advance to the big leagues, but after that you only get called upon for purposes of heavy firepower.  When Guilds themselves get pinned down by the law, you swoop in an armored vehicle and begin lighting up the sky.
 Advancement: Most Support Kittehs pursue whatever path leads to them having a big armored vehicle that lets them blow stuff up.
Resources: Most Support Kittehs have the backing of the Guild, and whatever school taught them the fine art of explosives.

SUPPORT KITTEHS IN THE WORLD
"Aw man, this is screwed! It's time to call in Big John!"
 You remain hidden from the world as you wish no one to know who you really are.  That's why you drive your vehicle as a cat.  It's the perfect disguise.  After all if everyone could find you, you wouldn't have a daring life as a rescuer and solver of problems now would you?  You'd be in some icky jail cell.
 Daily Life: Much of your days that aren't spent on a mission are done conducting research, tuning up your creations, performing maintenance, etc.
 Notables: Big John (NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6) is a carrier.  He shows up with the fast vehicle to perform rescues, or drop a few fightin' kitties.  Little Bess (N Human Female Cat Burglar 1/Engineer 8/Support Kitteh 6) robs people on her Vespazooka.
 Organizations: Most Support Kittehs belong to both a Guild and a training school for Engineers. 

NPC Reaction
 NPC's usually double take when they see your big armored steampunk vehicle.  They do another one when they see a cat driving.

SUPPORT KITTEHS IN THE GAME
 This class assumes you tend to join the action when all is lost or otherwise in hopeless.  Make sure the DM gives you other stuff to do.
 Adaptation: This is probably strictly for silly campaigns.
 Encounters: Support Kittehs are generally on search and rescue missions, especially ones requiring guns.

Sample Encounter
EL 12: The PC's have been hired to break a few members of some Thieve's Guild out of prison before they're executed.  They're looking forward to it because they get to ride in one of those neat new fangled steam powered horseless carriages.  They smile when it pulls up.  A cat is driving.  The smile quickly turns into an alternate expression...


Big John
NG Human Male Cat Burglar 1/Engineer 5/Support Kitteh 6
Init +2 (+5 KF), Senses: Listen +, Spot +,
Languages Common, Gnome, Dwarven, Draconic
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
AC KF , touch , flat-footed   (-2 Size, +5 Dex, )
hp 42 (12 HD)
Fort +5, Ref +5 (+8 KF), Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +6, Grp +5 (-6 KF)
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 15
Abilities Str 3, Dex 20
SQ Purr, Feline Empathy, Kitty Form, Cat Powah +2, Crafter Extraordinaire, 22 Innovation Points, Precision +2, Minor Forging, Vocation (Dynamo Cannon, Mech Armor, Mounted Artillery, Neuroarcanics)
Feats Able Sniper, Driver, Far Shot, Jibba Jabba, Point Blank Shot, Precise Shot
Skills Appraise +11, Bluff +10, Climb +3, Craft (Armorsmithing, Bowmaking, Weaponsmithing) +7, Diplomacy +9, Disable Device +9, Gather Information +9, Hide +10, Knowledge (Arcana, Architecture/Engineering, Local) +10, Listen +9, Move Silently +9, Open Lock +9, Profession (Driver, Vehicle Builder) +9, Sense Motive +9, Spot +9, Use Magic Device +9
Possessions

EPIC SUPPORT KITTEHS

Hit Die: d6
Skills Points at Each  Level: 6 + int
Innovation You get an additional 2 Innovation points per Level.
Precision Your precision Ability increases by +1 at Level 22 and every 4 Levels thereafter.
Vehicular Pimping: You may construct one of the Epic Vehicles listed below.  Choose one at Level 23, and another one every three levels thereafter.
Bonus Feats: The Epic Support Kitteh gains a Bonus Feat every x levels higher than 20th



VEHICLES

Note: Weapons are detailed in the Gunner Kitty PrC.

Vespazooka
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 9 ranks
Cost: 1 week and 1000 GP (plus weapon)
The Vespazooka is a light two wheeled vehicle for one person with a large cannon weapon serving as part of the seat/body.
Hit Points: 15
Hardness: 5
Base Land Speed: 40 ft.
Size Class: Medium
Armor Class: 15, touch 10, flat-footed 15 (+5 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun or Grenade Launcher or Rocket.
Max Crew: 1 (Driver)
Cargo Capacity: None
Maneuverability: Good (see Arms and Equipment Guide page 42).
Skill required to Drive or Pilot: Profession (Driver)
Special: Driver also acts as a gunner, weapon can only fire in the front arc (i.e. the front side of the square).  Does not provide concealment for driver.

Jaguar
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 12 ranks
Cost: 2 weeks and 10,000 GP (plus weapons)
Light jeep-like car with an open cockpit.
Hit Points: 35
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Large
Armor Class: 17, touch 9, flat-footed 17 (-1 Size,  +8 Armor)
Weapon Mounts: Can mount one Heavy Gun/Rocket/Grenade Launcher, or two Guns.
Max Crew: 4 (1 Driver, 2 Gunners, and 1 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Driver)
Special: Does not provide Concealment for driver or other passengers.  If it has one weapon it can only fire to the front arc.  If it has two, one fires to the front arc, and the other to the rear.

Cat Carrier
Cat Carrier pictured above
Prerequisites: Knowledge (Architecture and Engineering) 15 ranks
Cost: 2 weeks and 15,000 GP (plus weapons)
Huge fairly well armored vehicle meant to carry personnel. 
Hit Points: 50
Hardness: 5
Base Land Speed: 80 ft.
Size Class: Huge
Armor Class: 18, touch 8, flat-footed 18 (-2 Size, +10 Armor)
Weapon Mounts: Can Mount 1 Heavy Gun/Grenade Launcher/Rocket and 2 Guns, or 2 Heavy Guns/Grenade Launchers/Rockets, or 4 Guns.
Max Crew: 6 (1 Driver, 4 Gunners and 1 other)
Cargo Capacity: 1000 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Driver)
Special: If it has 1 Heavy Gun and 2 Guns, the heavy Gun fires to the front, and the other two fire on one side each.  If it has 2 Heavy Guns one fires in the forward arc and the other to the rear.  If it has 4 Guns, one fires to each side.  The vehicle provides Total Concealment for all passengers.

Hello Kitty Tank
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 16 ranks
Cost: 1 month and 20,000 GP (plus weapons)
Description: Large heavily armored vehicle with a turret and several smaller weapons.
Hit Points: 65
Hardness: 10
Base Land Speed: 80 ft.
Size: Gargantuan
Armor Class: 18, touch 6, flat-footed 18 (-4 Size,  +12 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 1 Heavy Gun, plus 2 Grenade Launchers or Rockets.
Max Crew: 4 (1 Driver and 3 Gunners)
Cargo Capacity: 425 lbs.
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon and Heavy Gun fires in the forward  or side arcs (but can fire to the rear as a Full Round action due to the turret).  The other two weapons fire to the front.  Provides Total Concealment for all passengers.   

EPIC VEHICLES

Tiger Super Tank
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 25,000 GP (plus weapons)
Massive armored vehicle with a turret weapon mounted on stubby legs.
Hit Points: 120
Hardness: 12
Base Land Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 4 Heavy Guns/Grenade Launchers/Rockets.
Max Crew: 8 (1 Driver, 5 Gunners, and 2 other)
Cargo Capacity: 800 lbs.
Maneuverability: Good
Skill required to Drive or Pilot: Profession (Tank Driver)
Special: The Cannon fires in the forward  or side arcs (but can fire to the rear as a Full Round action due to the turret).  The other four weapons fire to any of the 4 sides (choose which one they're aimed at during creation).  Provides Total Concealment for all passengers.

Bobcat Flying Transport
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Large aircraft designed to carry bombs or personnel.
Hit Points: 120
Hardness: 8
Base Land Speed: 40 ft., Fly Speed 120 ft. (Good)
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Armor)
Weapon Mounts: Can mount 1 Gun or Heavy Gun, and carry a full cargo of bombs.
Max Crew: 16 (1 Pilot, 1 Gunner, 1 Bombardier, 13 other)
Cargo Capacity: 9000 lbs.
Maneuverability: Poor on land, Good in Air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Total Concealment for all passengers.  The Gun fires forward only.  Opening the Bomb Bay doors to release bombs is a Standard Action.

Wildcat Flying Fighter Plane
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 28,000 GP (plus weapons)
Fighting aircraft seating two men.
Hit Points: 80
Hardness: 6
Base Land Speed: 40 ft., Fly Speed 180 ft. (Good)
Size Class: Gargantuan
Armor Class: 16, touch 1, flat-footed 16 (-4 Size, +10 Armor)
Weapon Mounts: Can mount 3 Heavy Guns or Rockets.
Max Crew: 2 (1 Pilot and 1 Gunner)
Cargo Capacity: 800 lbs.
Maneuverability: Average on land, Good in air
Skill required to Drive or Pilot: Profession (Airplane Pilot)
Special: Provides Concealment for passengers (but not Total).  The pilot controls two weapons facing forward, while the gunner controls 1 firing to the sides and rear.  The forward weapons are linked and fire as one.

Sea Lion Frigate
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 35,000 GP (plus weapons)
Heavily armored boat with massive weaponry.
Hit Points: 240
Hardness: 12
Base Swim Speed: 80 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 10 Cannons or Missiles.
Max Crew: 120 (1 Pilot, 10 Gunners, 109 other)
Cargo Capacity: 10 tons
Maneuverability: Average
Skill required to Drive or Pilot: Profession (Pilot Ironclad)
Special: 4 Cannons fire to either side, and the other two can fire to the front or rear in any combination (decide when creating it).  Provides Total Concealment for passengers as long as they stay below decks.

Sea Panther Submarine
(click to show/hide)
Prerequisites: Knowledge (Architecture and Engineering) 24 ranks
Cost: 1 month and 30,000 GP (plus weapons)
Submersible mostly meant for carrying personnel, but with some ability to defend itself.
Hit Points: 180
Hardness: 12
Base Swim Speed: 60 ft.
Size Class: Colossal
Armor Class: 22, touch 2, flat-footed 22 (-8 Size, +20 Natural)
Weapon Mounts: Can mount 1 Cannon or Big Missile and 2 Missile weapons.
Max Crew: 60 (1 Pilot, 3 Gunners, 57 other).
Cargo Capacity: 10 tons
Maneuverability: Poor
Skill required to Drive or Pilot: Profession (Pilot Submarine)
Special: The cannon fires to the front only, the other two weapons may fire to the front or rear (decide when creating it).

Maneuverability rules are found on page 42 of the Arms and Equipment Guide, along with Drive/Pilot DC's on page 44.  Drivers/Pilots without the proper Profession skill can make a Dexterity Check to control a vehicle, but the DC is +10.  If the Support Kitteh is strapped for cash he can mount a smaller weapon (i.e. any weapon he gets at a lower level than what is listed, or a Dynamo Cannon) instead.
« Last Edit: March 06, 2022, 08:52:29 PM by bhu »