Kitty Form:
At will as a standard action you may transform into a cat (or from a cat back to your normal form). At first level you can assume the form of a Tiny cat. This allows you to pretend to be any species of housecat, or the smallest of the feral wildcats. When transforming all clothes and equipment that aren’t enchanted to remain (see below) fall off of you harmlessly and form a pile at your feet. While in Kitty Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Kitty Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Kitty Form you revert to humanoid form next round. You also gain the following abilities: Low Light Vision, Scent, a +4 Circumstance Bonus to Hide Checks in tall grass or heavy undergrowth, a Primary Claw Attack (1d2 plus Str Modifier), and a Secondary Bite Attack (1d3 plus 1/2 Str Modifier). You get 1 Bite and 2 Claw attacks with a Full Attack Action. Your stats are modified as follows: +6 Dex, -6 Str (minimum Str is 3). You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks. Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'. Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square. You still do not receive Attacks of Opportunity for those moving past you as per normal.
Feline Empathy: Wild empathy, only usable on felines, with a +4 circumstance modifier.
Purr: Communicate with cats or other cat burglars.
Cat Powah: Once per day, add your Charisma modifier to (checks made with a Cha/Dex based skill, a specific opposed combat check, Armor Class, attack rolls, or damage rolls) for an entire encounter.
The Monster Within: When using certain Harrowed class abilities, make a Will save or lose control to the monster for 1 round per character level. The monster will not lash out against friends or loved ones, nor commit crimes leading to incarceration or execution unless necessary, but it is chaotic evil and highly intelligent. However, it will act in indulgent manners, whatever those may be.
Tenebrous Touch: 3d6 damage as a ranged touch attack (range 60 feet). Caustic Fury: Half damage is acid, half damage is untyped unholy power, target must make DC 13 Reflex save or take half as much damage a round later. DC 11 Will save for Monster Within.
Two-World Eyes: Darkvision, 60 feet.
Death Sight: Tell how long a corpse has been dead and what killed it. If it is no more than 5 days dead, use
speak with dead on it once. Tell whether a being is undead or not, and how it became undead. Using
speak with dead is a DC 12 Will save against Monster Within.
Tenebrous Mantle: Once per encounter as a swift action, anyone striking you in melee takes tenebrous touch damage (as well as the secondary effect), and gain DR 5/-- against projectile attacks. Lasts 1 round, DC 15 Will save against Monster Within.
Harrowings:Bestial Senses: +2 bonus to Spot and Listen checks and they are always class skills. Gain scent.
Shadowed Soul: Darkvision improves by 60 feet, see through all darkness without penalty, +2 attack bonus to foes in shadowy or darker illumination, use
darkness at-will as an SLA.
Profane Hunter: +2 to Hide, Move Silently, and Survival checks, and they are always class skills. Track and sneak at full speed without penalty.
Predatory Obfuscation: Hide even while being observed, and attacks against flat-footed targets deal an extra 4d6 points of damage.