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=114229GUNNER KITTY "Happiness is a big gun!" Occasionally Support Kitties need better weapons for their vehicles than they can make. They are vehicle specialists after all. On that day they turn to their fellow technicians, the Gunner Kitties.
BECOMING A GUNNER KITTY Most begin as a Cat Burglar for the disguise opportunities it presents, and then swiftly switch to Engineer (see link above for the Engineer class).
ENTRY REQUIREMENTS Class Abilities: Vocation (Dynamo Cannon, Mounted Artillery), Kitty Form (Humanoid Form if using the Mows Alternate Class Features)
Skills: Craft (Bowmaking, Weaponsmithing) 8 ranks, Knowledge (Arcane, Architecture/Engineering) 4 ranks, Use Magic Device 8 ranks
Class Skills The Gunner Kitty's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Architecture/Engineering, Dungeoneering, Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Guns!, Innovation
2. +1 +0 +0 +3 Grenades!
3. +2 +1 +1 +3 Gazookas!
4. +3 +1 +1 +4 Guns!
5. +3 +1 +1 +4 Grenades!
6. +4 +2 +2 +5 Gazookas!
7. +5 +2 +2 +5 Guns!
8. +6 +2 +2 +6 Grenades!
9. +6 +3 +3 +6 Gazookas!
10.+7 +3 +3 +7 Nukes!
Weapon Proficiencies: A Gunner Kitty is proficient with all Weapons he can make via his Class Abilities.
Innovation: Your Engineer and Gunner Kitty Levels stack for purposes of how many Innovation Points you have.
Guns! (Su): You begin to get more powerful weapons with this class. At 1st Level you can make Guns. At 4th Level you can now make Heavy Guns, and at 7th Level you can make Cannons. These will be detailed below.
Grenades! (Su): You get hand held throwing weapons beginning at 2nd Level. At 2nd Level you can make Anti-Personnel Grenades. At 5th Level you get Explosive Grenades, and at 8th Level you get Grenade Launchers. These will be detailed below.
Gazookas! (Su): At 3rd level you can make Rockets. At 6th Level you can make Missiles, and at 9th level you get Big Missiles. These will be detailed below.
Nukes! (Su): At 10th Level you can make Nukes. These will be detailed below.
PLAYING A GUNNER KITTY You make people nervous. Or more particularly the huge implement of destruction you carry makes them nervous. And your predilection for using it at every given opportunity as a means of solving all your problems.
Combat: You prefer combat to be while your at range, hidden behind cover, and well fortified defense between you and the guys you're sniping at.
Advancement: Most Gunner Kitties are obsessed with making newer and ever bigger weapons. And then testing them as soon as possible...
Resources: Much like the Support Kittehs, the Gunners belong to both an Engineer school and a Guild.
GUNNER KITTIES IN THE WORLD "Run! He has a gun and he's happy to see us!" You generally interact with the world from atop water towers or high castle walls, or occasionally in the safety of a Cat Carrier. The disguise abilities the Guild taught you allow you to test weapons in the open with everyone believing you're a cat, and their Collars of Holding make smuggling them most easy.
Daily Life: Much of your life is spent maintaining your weapons cache, and inventing new ones. And of course the occasional 'mission' (Gunner Cats call them 'trips to happy fun land') where you get to shoot off your latest device.
Notables: Katlashnikov (NG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6) is a famous arms designer. No one has ever seen his face, however. Natasha (NE Dwarf Female Cat Burglar 1/Engineer 8/Gunner Cat 3) rips off many of his designs, and sells the inferior results to unsuspecting fools.
Organizations: Like the Support Kittehs you divide your time between two organizations, but you also quite possibly belong to an informal one known as "The Brotherhood of the Fuzzy Burnination". It's basically a club for gun nuts.
NPC Reaction NPC's who have seen your kind before usually run. They know whats coming. Those who haven't usually get the hint pretty quick.
GUNNER KITTIES IN THE GAME If any of your players are military gun enthusiasts how them this.
Adaptation: Definitely a silly campaign idea.
Encounters: Pretty much the same as Support Kittehs, although they can also be found at club meetings and on occasional shooting sprees.
Sample Encounter EL 12: The PC's are dining at their favorite cafe around noon, when a cat appears at each end of the street. The two cats stare silently at one another while everyone about the PC's run for their lives. As the cats whip out the weapons of mass destruction it all suddenly becomes clear to the players...
KatlashnikovNG Human Male Cat Burglar 1/Engineer 5/Gunner Cat 6
Init +2 (+5 KF),
Senses: Listen +5, Spot +13
Languages Human
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AC , touch , flat-footed (+2 Dex, )
AC KF , touch , flat-footed (+2 Size, +2 Dex, )
hp 42 (12 HD)
Fort +5,
Ref +7 (+10 KF),
Will +10
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Speed 30 ft. (6 squares)
Melee Base Atk +7,
Grp +6 (-5 KF)
Atk Options Makeshift Prowess, Precision +2
Combat Gear-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 14
Abilities KF Str 3, Dex 21
SQ Purr, Kitty Form, Feline Empathy, Cat Powah +2, Crafter Extraordinaire, Minor Forging, Vocation (Dynamo Cannon, Mounted Artillery), Guns!, Grenades!, Gazookas!
Feats Able Sniper, Far Shot, Jibba Jabba, Kitty Sniper, Point Blank Shot, Precise Shot
Skills Appraise +9, Bluff +9, Craft (Bowmaking, Weaponsmithing) +17, Diplomacy +6, Disable Device +7, Gather Information +6, Hide +6, Intimidate +8, Knowledge (Local, Nobility) +11, Knowledge (Arcana, Architecture/Engineering) +11, Listen +5, Move Silently +6, Profession (Gunsmith) +10, Spot +13, Use Magic Device +18
PossessionsEPIC GUNNER KITTY Hit Die: d6
Skills Points at Each Level : 6 + int
Innovation You get an additional 2 Innovation points per Level.
Big Nukes At Level 23 and above you may construct Big Nukes (see below).
Bonus Feats: The Epic Gunner Kitty gains a Bonus Feat every 3 levels higher than 20th
Guns Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 6 pounds, and range depends on the spell effect they are created to replicate. Once a Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Guns may duplicate the following spells: Battering Ram, Blast of Force, Force Missiles, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Melf's Acid Arrow, Orb of Acid/Electricity/Fire/Force/Sound, Rainbow Beam, Ray of Flame, Ray of Ice, Rust Ray, Scorching Ray, Sonic Blast, Sound Lance, Sting Ray, Thunderlance.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Heavy Guns Heavy Guns are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Heavy Gun runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Heavy Guns may duplicate the following spells: Acid Breath, Blast of Flame, Cone of Cold, Cyclonic Blast, Dander Blast, Lightning Bolt, Pew Pew Pew, Prismatic Ray, Rainbow Blast, Resonating Bolt, Scorch.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Cannons Cannons are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Cannon runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Cannons may duplicate the following spells: Antimagic Ray, Chain Lightning, Disintegrate, Fleshshiver, Prismatic Spray, Ruby Ray of Reversal,
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Anti-Personnel Grenades Anti-Personnel Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Anti-Personnel Grenades may duplicate the following spells: Blacklight, Blindness/Deafness, Cloud of Bewilderment, Contagious Fog, Daze, Daze Monster, Deep Slumber, Dispel Magic, Evard's Black Tentacles, Flare, Flashburst, Fog Cloud, Glitterdust, Grease, Great Thunderclap, Hold Person, Malevolent Miasma, Obscuring Mist, Sensory Deprivation, Stinking Cloud, Solid Fog, Wall of Smoke, Web.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Explosive Grenades Explosive Grenades are Grenade like Weapons that duplicate spell effects. Proficiency is not required to use them, and they are usable by anyone even if they have no magical ability. They follow the rules for Grenade like weapons, and are one use items. They weigh 1 pound. Explosive Grenades may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Mine, Force Mine, Ice Storm, Lightning Mine, Thunder Mine.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Grenade Launchers Grenade Launchers are weapons that appear to be similar to Dynamo Cannons, but fire no physical ammo. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They weigh 12 pounds, and range depends on the spell effect they are created to replicate. Once a Grenade Launcher runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Grenade Launchers may duplicate the following spells: Delayed Blast Fireball, Force Artillery, Fort Cracker, Love Bomb, Magic Grenade, Radiant Assault.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Rockets Rockets are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Rocket runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Rockets may duplicate the following spells: Blistering Radiance, Cacophonic Burst, Cloudkill, Defenestrating Sphere, Explosive Cascade, Fireball, Firebrand, Scintillating Sphere, Shard Storm, Viscid Glob, Vitriolic Sphere, Vortex of Teeth.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Missiles Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Missiles may duplicate the following spells: Acid Fog, Acid Storm, Disintegrate, Fire Missile, Ice Storm, Lightning Missile, Otiluke's Freezing Sphere, Thunder Missile.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Big Missiles Big Missiles are weapons that appear to be clusters of rockets. They begin with 6 charges, and unlike some magical items can be used by anyone who can pull the trigger, though they still require the right Weapon Proficiency. They are vehicle mounted, and range depends on the spell effect they are created to replicate. Once a Big Missile runs out of ammo it can be recharged with x Innovation Points as a Movement Action. Big Missiles may duplicate the following spells: Dander Explosion, Electromagnetic Pulse, Gawd's Iron Fist, Incendiary Cloud, Sunburst, Tick Bomb.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Innovation to Recharge: Requires you to spend Innovation equal to Spell Level x3.
Nukes Nukes are one use weapons that are basically bombs. To use one a PC requires both magical ability (the appropriate number of levels in Engineer count, since that's how you made the thing), and he must take an uninterrupted Full Round Action to arm it. When arming it he decides if it will detonate on impact, or after a specific period of time (the maximum the timer can be set for is 24 hours). Anyone who qualifies to arm it can also disarm the bomb as a Full Round Action. Nukes may duplicate the following spells: Dander Tornado, Four LOLcats of the Apocalypse, Meteor Swarm, Reality Maelstrom, Wail of the Banshee.
Cost: Weapons cost 1 point of Innovation and 50 GP per Spell Level to create, and require 1 day per Spell Level.
Big Nukes Big Nukes are one use weapons that are biggerer bombs. To use one a PC requires both magical ability (the appropriate number of levels in Engineer count, since that's how you made the thing), and he must take an uninterrupted 1 Minute Action to arm it. When arming it he decides if it will detonate on impact, or after a specific period of time (the maximum the timer can be set for is 24 hours). Anyone who qualifies to arm it can also disarm the bomb as a Full Round Action. Big Nukes may duplicate the following spells: Catnarok, Gretaer Ruin, Hellball, Nuclear Catsplosion, Ruin, Vengeful Gaze of God.
Cost: Weapons cost 10 points of Innovation and 500 GP to create, and require 10 days.
Spells not in the PHB may be found in the Spell Compendium, the Epic Level Handbook, or in the Kitty Magic section of this thread (or in the posts below).