FELIMANCER "Beware of people who dislike cats." Felimancers are worshipers of Mrrow, the original Cat Goddess before the new pantheon moved in. They revere and obsess over all things cat.
BECOMING A FELIMANCER A Cat Burglar with levels in Cleric will do.
ENTRY REQUIREMENTS Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: Mrrow
Class Abilities: Kitty Magic (Any) OR be any feline race
Skills: Knowledge (Arcana, Religion) 4 ranks
Feats: Domain Focus or Domain Spontaneity
Class Skills The Felimancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hde (Dex), Knowledge (Arcana, Religion)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (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 Kitty Magic, +1 Level of existing Divine casting class
2. +1 +0 +0 +3 Familiar, +1 Level of existing Divine casting class
3. +1 +1 +1 +3 Kitty Feat, +1 Level of existing Divine casting class
4. +2 +1 +1 +4 Kitty Magic, +1 Level of existing Divine casting class
5. +2 +1 +1 +4 Familiar, +1 Level of existing Divine casting class
6. +3 +2 +2 +5 Kitty Feat, +1 Level of existing Divine casting class
7. +3 +2 +2 +5 Kitty Magic, +1 Level of existing Divine casting class
8. +4 +2 +2 +6 Familiar, +1 Level of existing Divine casting class
9. +4 +3 +3 +6 Kitty Feat, +1 Level of existing Divine casting class
10.+5 +3 +3 +7 Lord O' the Kittehs, +1 Level of existing Divine casting class
Weapon Proficiencies: A Felimancer gains no new weapon or armor proficiencies.
Kitty Magic: At 1st Level you may add 5 spells from the Kitty Magic List (see the Feral PrC) whose Level you could cast. You get 5 more spells at Levels 4, and 7.
Familiar: At Level 2 you gain a Familiar, and your Cleric and Felimancer Levels count as Wizard Levels for determining it's abilities. You must take a Cat Familiar.
At 5th Level you may cast spells from your Kitty Magic List through your familiar if the Range is Touch or Short.
At 8th Level your Familiar spirit is effectively immortal. If killed it reappears within 1d4 hours unless it's killer also casts a Wish or Miracle spell. You also take no penalties for Familiar Death.
Kitty Feat: At Levels 3, 6, and 9 the Felimancer gains a Bonus Feat he qualifies for from the following list: Anonymous Kitty, Delay Spell, Eschew Materials, Greater Spell Focus, Innate Spell, Jibba Jabba, Mobile Spellcasting, Quicken Spell, Rapid Spell, Reach Spell, Silent Spell, Still Spell, Sudden Quicken, Sudden Silent, Silent Still, Spell Focus, Spell Thematics.
Lord O' the Kittehs: You gain an additional 5 spells from the Kitty Magic list, and all spells you cast from that list are cast at +4 Caster Level if cast on a Feline and they are beneficial, or cast on a non-feline and are harmful.
PLAYING A FELIMANCER Your cool, and as long as you're cool, everything's cool. If anyone interrupts your personal reality, that's not cool, and suddenly there are catsplosions. But someday cats will rule the world and you won't be bothered with people anymore.
Combat: You'll do combat if necessary, but you prefer to be cool and aloof. Like cats. But much like cats if forced to throw down, the claws come out.
Advancement: Given your obsession with all things cat, the direction you advance in is kind of easy to predict.
Resources: You have the Church and the Guilds backing you up. Not to mention all cats everywhere.
FELIMANCERS IN THE WORLD "GET A JOB!" Your habit of hanging out places trying to look cool and aloof tends to ranger people who don't have what they assume is a life as care free as yours is. They have no idea how hard it is to study the secret arts of cats. Or how hard it is not to punch the stupid masses.
Daily Life: People think you spend most of your time loafing or bumming around, but it's spent in study. Honest. You just hang out harassing people on street corners as a way of relieving stress.
Notables:
Organizations: You have the Cat Burglars, the Church, and any of a dozen or more secret societies that involve cats.
NPC Reaction NPC's think your a little weird. After all you hang out in odd, creepy places talking to cats. And you make no pretense of your looking down on them. And sometimes you act like a cat...
FELIMANCERS IN THE GAME This kind of assumes you've devoted your life to protecting all of feline-kind. It's not likely to interfere with the parties activities but it is possible.
Adaptation: This is definitely meant for silly campaigns.
Encounters: Felimancers are usually encountered at their hangout with crusty, feeble old men screaming at them to get a job. Or wherever cats who are in need of protection are found.
Sample Encounter EL 12: The PC's have been hire by shop owners to rid their street of the homeless, and criminals, and vermin. Apparently vermin extends to cats. Cats who have a surprisingly vigorous defense.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC FELIMANCER Hit Die: d6
Skills Points at Each Level : 4 + int
Familiar The Felimancers familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
Spells: Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Felimancer gains a Bonus Feat every 3 levels higher than 20th