KITLER "The great strength of the totalitarian state is that it forces those who fear it to imitate it." Occasionally a Breathsucker decides to go a route similar to the Good Kitty and become the power behind the throne of some nation or other. Woe be unto that nation for he will wreak great havoc upon them. Breathsuckers usually attempt to remold society in their own evil image, and society follows despite the obvious stupidity of doing so.
BECOMING A KITLER Being an evil Cat Burglar hellbent on world domination is all that's really required.
ENTRY REQUIREMENTS Class Abilities: Kitty Form, Must be able to cast at least one 5th Level spell from the Enchantment school, Kitty Magic (Innocence, Stubborn Kitty), Dark Soul Kitty
Skills: Bluff 26 ranks, Diplomacy 16 ranks, Knowledge (Local) 16 ranks, Sense Motive 14 ranks
Feats: Leadership, Epic Leadership, Legendary Commander
Alignment: Must be Evil
Class Skills The Kitler'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), Knowledge (Arcana, Geography, History, Local, Nobility, Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
Skills Points at Each Level : 4 + int
Hit Dice: d6
1. Speechify, 1/day
2. Mark 1/day, +1 Level of existing divine or arcane casting class
3. Speechify (Inspiring Touch)
4. Bonus Feat, +1 Level of existing divine or arcane casting class
5. Speechify (Thundering Word)
6. Mark 2/day, +1 Level of existing divine or arcane casting class
7. Speechify (Smite the Blind)
8. Bonus Feat, +1 Level of existing divine or arcane casting class
9. Speechify (Crush the Unbeliever)
10. Mark 3/day, +1 Level of existing divine or arcane casting class
Weapon Proficiencies: Kitlers gain no new weapon or armor proficienices.
Speechify (Su): At 1st level, Kitlers gain the ability to preach the word of his or her personal beliefs to large crowds with great effect. He or she may speak in such a manner once per day, plus one additional time per day per ten class levels thereafter.
Proselytize has three effects. First, any time the Kitler is speaking in this manner, he or she is treated as though affected by a Sanctuary spell. Second, his or her voice can be heard clearly by anyone within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and his or her speech can be understood as though the audience were affected by a Comprehend Languages spell. Finally, everyone in the range of the Kitlers voice immediately has a chance of becoming enraptured:
Followers of the same belief system: Automatic if 10 or fewer HD, otherwise Will save (DC 20 + ½Kitlers Hit Dice + Wis modifier)
Others of Evil alignment: Automatic if 5 or fewer HD, otherwise Will save (as above)
All others: Will save (as above)
Enraptured audience members act as though affected by a Symbol of Persuasion, changing alignment as appropriate and otherwise functioning according to the Charm Person spell. The Kitler can inspire the crowd to take any of a number of actions, depending on his or her alignment. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level followers of the same philosophy, who never got a save in the first place). This rapture lasts for 10 minutes plus an additional 5 minutes per Kitler level.
At 3rd level, Kitlers Speechify ability includes inspiring touch once per day, plus one additional time per day per ten levels thereafter (13th, 23rd, 33rd, and so on). During her speech, she can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched gains the benefit of an Aid spell. Up to six individuals per round can be so affected. An audience member can benefit from inspiring touch only once per Speechify session. The Kitler can use inspiring touch as long as her proselytize ability lasts.
At 5th level, the Speechify ability includes thundering word once per day, plus one additional time per day per ten levels thereafter. The words spoken by the Kitler can, if he or she chooses, function as a triple-strength Sound Burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The thundering word can occur at any point during his or her speech.
At 7th level, the Speechify ability includes smite the blind once per day, plus one additional time per day per ten levels thereafter. When the Kitler speaks, he or she can cause a blinding burst to shine from his or her face. Smite the Blind functions against all in the audience who are not enraptured as the Sunburst spell cast by a 20th-level cleric. The Smite can occur at any point during his or her speech.
At 9th level, the Speechify ability includes Crush the Unbeliever once per day, plus one additional time per day per ten levels thereafter. When the Kitler speaks, he or she can cause a rolling wave of power to spring from his or her body that functions as either a Blasphemy spell cast by a 20th Level Cleric, affecting only those in the audience who have resisted becoming enraptured. The Crush can occur at any point during his or her speech.
Mark (Su): You may cast Cloak of Hate as a Supernatural Ability 1 day at 2nd Level, and every 4 Levels thereafter.
Bonus Feat: At Level 4 and every 4 Levels thereafter you gain 1 Bonus Feat
PLAYING A KITLER Most Breathsuckers just want to be quietly immortal and free to indulge themselves. The truly problematic ones are the ones who get ambition. The ones who want to rule the world and remold it into their idealized society of darkness and fear and free tuna sandwiches.
Combat: While you loudly extoll the virtues of combat, rarely are you seen participating in it. You have lived to long and schemed for too much to casually throw things away.
Advancement: You wish to consolidate your hold on society and it's people. All your schemes depend on you maintaining your political power.
Resources: If you have done well you have the resources of one or more nations, or at least a large political faction backing you.
KITLERS IN THE WORLD "It is not truth that matters, but victory." You are simultaneously a beloved dictator and one of the worlds greatest evils. The difference in opinion lying mostly one whether or not the person being asked has attended one of your many rallies.
Daily Life: Much of your time is spent planning, planning, planning. Some of your schemes fall apart from the simple complexity underscoring them. Inevitably the conspiracy gets too big to hide, and you either quickly seize power or get ran out.
Notables:
Organizations: You are the head of some sort of organization, whether openly or secretly, that is devoted to world domination.
NPC Reaction NPC's are either your slaves mindlessly repeating your sound bites, or diehard foes. You don't inspire much middle ground.
KITLERS IN THE GAME This assumes one of your PC''s is an absolute evil, a force for misery in the world.
Adaptation: This is meant as an NPC BBEG for silly campaigns (or an all evil campaign).
Encounters: Kitlers are found in rallies and political gatherings mostly. Once they achieve power the wars begin and they quickly disappear into hiding.
Sample Encounter EL 25: The PC's have been asked to guard a local house only to learn it's a resistance party opposing the local despot.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills Possessions