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Nanshork
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« Reply #380 on: April 15, 2010, 07:07:55 PM » |
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Spookity Pounce for Cat Burglar v3 wasn't finished. Spookitty Pounce (Prerequisites: Bouncies, Hey! Hey Over Here!!, and one of the following: Hissing Fury, or Spookity Glowing Eyes of Dooom): (Original concept by Dilvish of the BG boards)
Im fixing that and modifying several other things on the Cat Burglar as we speak. Hooray!
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bhu
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« Reply #381 on: April 15, 2010, 07:49:50 PM » |
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Alley Kat and the Base Cat Burglar Class are both updated. As Alley Kat is a Warblade now is the time to introduce The Feline Way, a new Tome of Battle School for Swordsages and Warblades. The current rough idea looks soemthing like this:
1st level: Pounce! (Stance): Bonus to attack and damage rolls after moving Raised Fur (Stance): Bonus to Intimidate and Initiative Rolls Rowr! (Strike): Make Grapple Check is Strike is successful Testing the Waters (Strike): Defensive Strike of some kind.
2nd level: Noms! (Boost): Enhanced damage with Grapples. Underfoot (Strike): Make trip attack with strike
3rd level: Anklebite (Strike): Hampers movement Flying Tackle (Strike): Charge for extra damage and knock opponent prone Flurry Stance (Stance): Flurry when fighting defensively? Huggin' Stance (Stance): Grappling bonuses
4th level: Ambush (Strike): Attack foe denied Dex Bonus to AC for extra damage Threat Display (Boost): Fear effect
5th level: Flurry (Boost): extra attacks Flying Cuisinart (Strike): charge w/extra attacks/bonuses?
6th level: Attach (Strike): Grapple, extra damage Bitin' the Berries (Strike): extra damage and stun
7th level: Bite the Hand (Strike): Bite, disarm, possible penalties From the Skies (Strike): extra damage from height, knocks opponent prone Takin' Advantage (Stance): Bonuses against prone or weakened foes
8th level: Charming Stance (Stance): Cause opponent to lower defenses Rakin' Fool (Boost): extra damage during grapples You Have Unleashed the Fury! (Strike): massive damage
9th level: Neck Bite (Strike): Death Effect
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Littha
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« Reply #382 on: April 15, 2010, 07:52:43 PM » |
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Note that the prerequisite on Katgrrl form is redundant. (Catfolk form or level 7) as you cant get both catfolk form and Katgrrl form before level 7 anyway. I would swap the two around too, have Jibber jabber as prereq for katgrrl and katgrrl as prereq for catfolk. Comparison of Katgrrl and Catfolk
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« Reply #383 on: April 15, 2010, 07:54:49 PM » |
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I'm a working on it still. I was contemplating gving Katgrrls a cha bonus
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Littha
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« Reply #384 on: April 15, 2010, 08:03:04 PM » |
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That works, though you might want to look at removing some of the prerequisites on your forms. Nearly all of them has one of some kind. at level 4 you can only take kitten form cat faced monkey form or big cat form without some other prerequisite.
Also Cat faced monkeys prerequisite is redundant too as you cant take it before level 4 anyway (unless your original cat form can be something other than the standard.)
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bhu
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« Reply #385 on: April 16, 2010, 11:46:23 PM » |
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Alley Kat is as done as he can get until I finish the Feline Way, so without further ado:
The Feline Way
The Feline Way is a new Sublime Way that can be taken by either Warblades or Swordsages. Replace one discipline they could normally take with The Feline Way (usually not Tiger Claw). The Key Skill for the Feline Way is Tumble, and the associated weapons are the Kukri, Clawed Gauntlet, Natural Weapons, Unarmed Strike, and Dagger.
1st Level Pounce! (Stance): You gain a Bonus to Attack and Damage rolls as long as you keep moving. Raised Fur (Stance): You gain a +2 Bonus on Intimidate Rolls, Enemies gain a -2 Penalty on Initiative Checks. Rowr! (Strike): If this Strike succeeds you get a Free Grapple Check against your opponent. Testing the Waters (Strike): When fighting Defensively this Strike can be made without penalty.
2nd Level Noms! (Boost): If you are Grappling an opponent, gain a +2 Bonus to Grapple Checks and Damage Rolls until he escapes the Grapple. Underfoot (Strike): if this Strike is successful you get a Free Trip Attack against your opponent.
3rd Level Anklebite (Strike): If this Strike is successful some of your opponents Movement is lowered by 10' per round. Flying Tackle (Strike): Charge Attack does +4d6 damage and knocks opponent prone. Flurry Stance (Stance): Make multiple attacks at penalties. Huggin' Stance (Stance): You gain +10 on Grapple Checks, and Dr 2/-.
4th Level Ambush (Strike): If you use this Strike on a Flat-footed opponent, or one who is Denied his Dex Bonus to AC you do +6d6 Damage and Daze Opponent. Threat Display (Boost): Opponent must make Willpower Save or be Frghtened.
5th Level Flurry (Counter): Do +8d6 damage on Attack of Opportunity. Flying Cuisinart (Strike): Charge Attack does damage against multiple foes.
6th Level Attach (Counter): Make Free Grapple Check against opponent attacking you in melee. Bitin' the Berries (Strike): Larger opponent struck must make a Fort Save or be Paralyzed and knocked prone.
7th Level Bite the Hand (Strike): Strike Disarms opponent and he takes -4 Penalty to Attack and Damage rolls when using that limb. From the Skies (Strike): Jump onto foe doing +10d6 damage and knocking him Prone. Takin' Advantage (Stance): Gain Bonus to Attack and Damage Rolls against Prone opponents equal to your Initiator Level.
8th Level Charming Stance (Stance): Opponents take -6 Penalty to Initiative rolls, and are considered Flat-footed if they Fail a Save. Rakin' Fool (Boost): Grapples do +10d6 damage. You Have Unleashed the Fury! (Strike): Strike all opponents within 10' for +6d6 damage.
9th Level Neck Bite (Strike): Kill opponent outright if he fails Save.
Kitty Dodge Larger foes have extreme difficulty hitting you. Prerequisites: Any Feline Way Maneuver, Dodge Benefits: The Bonus you gain from your Dodge Feat increases an additional +1 for each Size Class larger than you your opponent is.
Strike from Below You can get underneath the defenses of larger foes. Prerequisites: Any Feline Way Strike, Dex 15, Size Class Small or smaller (or the ability to gain it via class ability or spell) Benefits: When making melee attacks against an opponent who is larger than you from within a square he threatens, the critical threat range of your attack increases by +1 for each Size Class larger than you your opponent is.
Eye of the Housecat (Tactical Feat) You have perfected the Art of the Feline Way. Prerequisites: Kitty Dodge, +6 BAB, any two Feline Way maneuvers Benefits: This Feat grants you three tactical options: Lurking Below: You gain a +2 Bonus per Size Class larger than you your opponent is to all Trip Attacks, and if your opponent is larger than you he does not get to make a Trip attempt in return if yours fails. You may Trip any Size Clas opponent. A Cornered Kitty is a Dangerous Kitty: When fighting using the Total Defense option, you gain your BAB as a Dodge Bonus to AC. Surprise! If you attack an opponent who is unaware of you successfully, add +2 damage for each Size Class larger than you he is.
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« Reply #386 on: April 19, 2010, 01:18:31 AM » |
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Ambush The Feline Way (Strike) Level: Swordsage 4, Warblade 4 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature As a Standard Action you can attack any opponent who is Flat-Footed, or Denied his Dexterity Bonus to AC. If the attack is successful it does +6d6 damage and the opponent is Dazed for 1 round.
Anklebite The Feline Way (Strike) Level: Swordsage 3, Warblade 3 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature Duration: 1 Minute Saving Throw: Fortitude Negates As part of this maneuver you make a melee attack against a single opponent. If you hit he must make a Fortitude Save (DC 13 plus Strength or Dexterity Modifier, whichever is higher), or his Climb and Land speed movements are -10 ft for (Initiator Level divided by 5) rounds. If the Save is successful the opponent still takes damage. This attack doesn't work on creatures immune to critical hits.
Attach The Feline Way (Counter) Level: Swordsage 6, Warblade 6 Prerequisite: 2 Feline Way Maneuvers Initiation Action: 1 Immediate Action Range: Personal Target: You When you initiate this Maneuver you must be in the square of an opponent who is attacking you and make an Opposed Tumble Check vs your opponents Attack Roll. If you succeed his attack fails and you are considered to be grappling him. If he is more than one Size Class bigger than you you may be attacked via a one handed weapon. Your opponent must Pin you in a Grapple to remove you, and you get a Bonus to Grapple Checks equal to your Initiator level divided by 5 until your opponent escapes the Grapple or you let it go.
Bite the Hand The Feline Way (Strike) Level: Swordsage 7, Warblade 7 Prerequisite: 2 Feline Way Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature Saving Throw: Reflex Negates Duration: 1 Minute As part of this maneuver you make a Tumble Check. If you succeed in hitting your opponent drops whatever is holding in the hand you bite with this attack (which you must declare when making the attack roll), and he is -4 on all Attack and Damage rolls with that limb for 1 minute. He can negate the penalty with a successful Reflex Save (Save DC is equal to your Tumble Check), but he takes damage regardless of whether he makes the Save or not. Opponents immune to critical hits are immune to the Attack penalty, but still drop what they are holding if they fail the save.
Bitin' the Berries The Feline Way (Strike) Level: Swordsage 6, Warblade 6 Prerequisite: 2 Feline Way Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature Duration: 1 Minute Saving Throw: Fortitude Partial As part of this Maneuver you enter the space of an opponent at least 1 Size Class larger than yourself, and do not suffer an Attack of Opportunity for doing so. If your attack is successful your opponent falls prone and is Paralyzed for 1 round, and takes a -4 Penalty on all d20 rolls for 1 minute if he fails a Fortitude Save (DC is 16 plus Strength or Dexterity modifier whichever is higher). If the Save is successful he does not suffer the -4 Penalty and is Stunned instead of Paralyzed.
Charming Stance The Feline Way (Stance) Level: Swordsage 8, Warblade 8 Prerequisite: 3 Feline Way Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Saving Throw: Willpower Negates While you are in this Stance choose 1 opponent within 60' to target as an Immediate Action. He must make a Willpower Save (DC is 18 plus Charisma Modifier) or be considered Flat Footed until you target another opponent or switch Stance. Cause you're just soooooo kyooot...If he succeeds he is immune to your cuteness for 24 hours.
Flurry The Feline Way (Counter) Level: Swordsage 5, Warblade 5 Prerequisite: 2 Feline Way Maneuvers Initiation Action: 1 Immediate Action Range: Personal Target: You You may initiate this Maneuver whenever an opponent provokes an Attack of Opportunity from you. Your AoO does +8d6 damage as you swarm him with blows.
Flurry Stance The Feline Way (Strike) Level: Swordsage 3, Warblade 3 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance While in this stance you can make two attacks as a Standard Action. Each attack is -1 to Attack rolls.
Flying Cuisinart The Feline Way (Strike) Level: Swordsage 5, Warblade 5 Prerequisite: 2 Feline Way Maneuvers Initiation Action: 1 Full Round Action Range: Melee Attack Target: One or more creatures To initiate this Maneuver you make a Charge attack in a straight line, and get one attack against each opponent adjacent to you as you pass. Each attack gets the bonuses for the charge, but you gain a cumulative -2 to Attack rolls for each opponent past the first. You do +1d6 damage to each foe you successfully hit.
Flying Tackle The Feline Way (Strike) Level: Swordsage 3, Warblade 3 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Full Round Action Range: Melee Attack Target: One creature You initiate this Maneuver as part of a Charge Attack. If you successfully hit your opponent you do +4d6 damage and you both end up Prone.
From the Skies The Feline Way (Strike) Level: Swordsage 7, Warblade 7 Prerequisite: 3 Feline Way Maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature To initiate this Maneuver you must leap from a vantage point above your opponents head. If your attack is successful, you do +10d6 damage and you both end Prone. If you make a successful Tumble Check (DC is equal to half the damage you do ) you land on your feet instead.
Huggin' Stance The Feline Way (Stance) Level: Swordsage 3, Warblade 3 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance While in this Stance you gain a +10 Circumstance Bonus to Grapple Checks, and DR 2/-.
Neck Bite The Feline Way (Strike) Level: Swordsage 9, Warblade 9 Prerequisite: 4 Feline Way Maneuvers Initiation Action: 1 Full Round Action Range: Melee Attack Target: One creature Saving Throw: Fortitude Partial To initiate this Maneuver you must make a Tumble Check (DC is equal to opponents AC) while adjacent to your opponent. If you succeed he is considered Flat-Footed against your Attack and must make a Fortitude Save (DC 19 plus Strength Modifier) if it does damage to him. If he fails he dies immediately. If not he takes +20d6 damage. Creatures immune to Critical hits are immune to this ability. If the Tumble Check fails the Maneuver is still considered expended, and you only make a normal attack.
Noms! The Feline Way (Boost) Level: Swordsage 2, Warblade 2 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Until Grapple ends To initiate this Maneuver you must have successfully Grappled an opponent. You gain a +2 Bonus to Grapple Checks and Damage Rolls until your opponent escapes the Grapple or you let him go.
Pounce! The Feline Way (Stance) Level: Swordsage 1, Warblade 1 Prerequisite: 1 Feline Way Maneuver Initiation Action: Range: Personal Target: You Duration: Stance As long as you move at least 10' on your Turn while in this Stance, you gain a Bonus to Attack and Damage Rolls equal to your Initiator Level divided by 5.
Raised Fur The Feline Way (Stance) Level: Swordsage 1, Warblade 1 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance As long as you are in this Stance you gain a +2 Bonus on Intimidate Checks, and your Enemies within 60' gain a -2 Penalty on Initiative Checks.
Rakin' Fool The Feline Way (Boost) Level: Swordsage 8, Warblade 8 Prerequisite: 3 Feline Way Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Until end of Grapple To initiate this Maneuver you must have Successfully Grappled an Opponent. Until your opponent escapes or you let him go, your successful Grapple Checks do +10d6 damage.
Rowr! The Feline Way (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature If you successfully hit your opponent with a Natural Weapon Attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Takin' Advantage The Feline Way (Stance) Level: Swordsage 7, Warblade 7 Prerequisite: 3 Feline Way Maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance While in this Stance you gain a Bonus to Attack and Damage rolls equal to your Initiator Level against Prone opponents.
Testing the Waters The Feline Way (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature To Initiate this Maneuver you must be Fighting Defensively. This Maneuver is a single attack that does not take the normal Attack Penalties for Fighting Defensively.
Threat Display The Feline Way (Boost) Level: Swordsage 4, Warblade 4 Prerequisite: 1 Feline Way Maneuver Initiation Action: 1 Swift Action Range: Personal Target: You Duration: 1 Minute Saving Throw: Willpower negates When you Initiate this Maneuver choose one opponent adjacent to you. He must make a Willpower Save (DC is 14 plus Charisma Modifier) or be Shaken for 1 minute.
Underfoot The Feline Way (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 Standard Action Range: Melee Attack Target: One creature To initiate this Maneuver you make a regular melee attack. If the attack is successful you get an immediate Trip Attack as a Free Action. If the Trip fails your opponent does not get to try to Trip you back.
You Have Unleashed the Fury! The Feline Way (Strike) Level: Swordsage 8, Warblade 8 Prerequisite: 3 Feline Way Maneuvers Initiation Action: 1 Full Round Action Range: Melee Attack Target: One creature As a Full Round Action you get to make one melee attack against all opponents within 10'. Successful hits do +6d6 damage.
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« Last Edit: May 25, 2010, 12:33:55 AM by bhu »
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« Reply #387 on: April 19, 2010, 11:08:27 PM » |
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I finished the first two feats for the feline way and edited in initial descriptions of the Maneuvers into the preliminary list. If you think they're okay balance wise I'll wrap up the Feline way. Also:
The Mean Kitteh aka Endcat Intermediate God Symbol: Evil fluffy cat face Home Plane: The Bad Godrealm (will differ in your campaign) Alignment: Chaotic Evil Portfolio: Destruction, combat, murder, end times, allergies Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually evil and destructive) Cleric Alignments: CN, CE, NE Domains: Dander, Destruction, Evil, Hissing Fury, Purr Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Short Sword.
The Mean Kitteh appears as a large brownish short hair Persian, and is the son of The Bad Kitteh in Da Night. He has little self control, and even less patience or regard for others spending most of his existence destroying things in fits of pique. Fortunately like many bullies he intimidates easily, and The Great kitten in Da Sky keeps him in line with the occasional stern look if he gets obviously out of line.
Dogma Followers of the Mean Kitteh are expected to use intimidation to get what they want and to prove their ability to dominate others. They are also expected to have a temper and indulge it.
Clergy and Temples Temples to the Mean Kitteh are usually built in bars, training centers for fighters, gang houses, etc.
The Mean Kitteh Barbarian 20, Hexblade 20 Tiny Outsider (Chaotic, Evil) Divine Rank: 15 Hit Dice: 20d8+260 plus 20d12+260 plus 20d10+260 (1380 hp, 1680 Raging) Initiative: +14 Speed: 90 ft. (18 squares) Armor Class: 78 (+2 Size, +10 Dex, +28 Natural, +15 Divine, +13 Deflection), touch 50, flat-footed 68 Armor Class(Rage): 73 (-5 Rage, +2 Size, +10 Dex, +33 Natural, +20 Divine, +13 Deflection), touch 45, flat-footed 63 Base Attack/Grapple: +60/+80 Attack: Claw +90 melee (1d3+28) or spell +90/+87 melee/ranged touch Attack (Raging): Claw +95 melee (1d3+33) or spell +95/+92 melee/ranged touch Full Attack: 2 Claws +90 melee (1d3+28) and 1 Bite +85 melee (1d2+21) or spell +90/+87 melee/ranged touch Full Attack (Raging): 2 Claws +95 melee (1d3+33) and 1 Bite +90 melee (1d2+24) or spell +95/+92 melee/ranged touch Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Divine Rage 15/day, Divine Hexblade's Curse 15/day, Spells Special Qualities: Divine Immunities, DR 30/Epic and Good, Fire Resistance 20 (30 when Raging), Spell Resistance 47 (57 when Raging), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 38), Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, DR 5/-, Arcane Resistance +13, Mettle, Aura of Unluck 3/day Saves: Fort +58 (+63 Raging), Ref +49, Will +54 (+60 Raging) Abilities: Str 36 (46 Raging), Dex 30, Con 36 (46 Raging), Int 24, Wis 28, Cha 36 Skills: Bluff +46, Climb +23, Concentration +46, Hide +46, Intimidate +94, Jump +46, Knowledge (Arcana) +46, Knowledge (Local) +23, Listen +46, Move Silently +46, Profession (Thug) +46, Spellcraft +46, Spot +32, Survival +46, Swim +46, Tumble +41 Feats: Corrupt Spell, Delay Spell, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Eyes in the Back of Your Head, Greater Powerful Charge, Heighten Spell, Improved Initiative, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, Maximize Spell, Mobility, Quicken Spell, Powerful Charge, Retributive Spell, Silent Spell, Spell Focus (Evil), Still Spell, Combat Casting (B), Greater Spell Focus (Necromancy)(B), Greater Spell Penetration (B), Spell Focus (Necromancy (B), Spell Penetration (B) Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Divine Aura of Unluck (See below), Divine Blast, Divine Hexblade's Curse (See below), Divine Rage, Divine Skill Focus (Intimidate), Divine Spellcasting, Extra Domains (Hissing Fury, Purr), Frightful Presence, Improved Counterspell, Increased Damage Reduction, Sunder and Disjoin Domain Powers: Increased Spell Radius, +2 Save DC on spells from Dander Domain, Smite 1/day, Evil Spells Cast at +1 Caster Level Spell-Like Abilities: The Mean Kitteh can cast the following spells at will as Spell-Like abilities: Aura of Terror, Battle Hymn, Blasphemy, Cause Fear, Choking Dander, Cloud of Bewilderment, Contagion, Create Undead, Dander Blast, Dander Explosion, Dander Tornado, Desecrate, Disintegrate, Dispel Good, Dissonant Chant, Earthquake, Evil Eye, Evil Glare, Fear, Greater Shout, Harm, Implosion, Inflict Critical/Light/Mass Light Wounds, Insidious Rhythm, Magic Circle Against Good, Mass Whelm, Overwhelm, Power Meow Kill, Prickling Torment, Protection from Good, Resonating Agony, Scare, Shatter, Summon Monster IX (Evil only), Sympathetic Vibration, The Death Purr, Tremor, unholy Aura, Unholy Blight, Wail of Doom, Wall of Dander. Save DC is 38 plus the spell level. Caster Level is 25. Spells Per Day: 1st: 7 (DC 24) 2nd: 6 (DC 25) 3rd: 6 (DC 26) 4th: 6 (DC 27) Spells Known: 1st: Bloodletting, Death's Call, Karmic Aura, Phantom Threat, Reaving Aura 2nd: Blindness/Deafness, Bull's Strength, Invisibility, Karmic Backlash, Rage 3rd: Nightmare Terrain, Nondetection, Poison, Slow, Vampiric Touch 4th: Cursed Blade, Finger of Agony, Greater Invisibility, Karmic Retribution, Unseen Strike Possessions: Create Magic Items: The Mean Kitteh can create any magic item dealing with anger or fighting.
Other Divine Powers As an Intermediate deity, The Mean Kitteh automatically receives a result of 20 on any check. He treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure. He is immortal. Senses: The Mean Kitteh can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio Powers: The mean Kitteh sense any act involving his portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens. Automatic Actions: The Mean Kitteh can use Intimidate as a Free Action if the DC for the task is 25 or lower. He can perform up to 10 Free Actions each round.
Divine Aura of Unluck Your hard to shoot. Prerequisites: Hexblade 20 Benefits: You permanently gain the benefits of the Hexblades Aura of Unluck.
Divine Hexblades Curse Your gaze can be an icky thing... Prerequisites: Hexblade 20 Benefits: You may now use your Hexblade's Curse a number of times per day equal to your Divine Rank (or 5/day if Rank is 5 or less), and the range increases to 240'. The penalty increases to -10, and mortal creatures with no Divine Rank receive no save. Other deities get a Willpower Save (Save DC is 10 plus Divine Rank plus Charisma Modifier).
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« Reply #388 on: April 21, 2010, 01:04:09 AM » |
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Prerequisites fro the Feline Way are up, Endcat is updated and just needs Feats/Skills, added Practiced Kitty Form Feat to the Feats list.
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Nanshork
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« Reply #389 on: April 21, 2010, 08:29:24 PM » |
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Are Kitty Magic abilities only usable when in Kitty Form?
Edit: And what are the speeds of the kitty forms?
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« Last Edit: April 21, 2010, 10:15:44 PM by Nanshork »
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« Reply #390 on: April 21, 2010, 10:44:33 PM » |
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Are Kitty Magic abilities only usable when in Kitty Form?
Edit: And what are the speeds of the kitty forms?
unsure, I never thought about the Kity Magic abilities. Unless noted speed doesn't change in Kitty Form. Blue Eyes Intermediate GodSymbol: Pair of Blue Eyes Home Plane: The Bad Godrealm (will differ in your campaign) Alignment: Chaotic Evil Portfolio: Death, assassination, evil, stealth Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (worshipers are usually assassins or killers or necromancers) Cleric Alignments: CE, CN, NE Domains: Death, Evil, Hissing Fury, Sneakie Sneakies Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Kukri. Blue Eyes appears as a slinky female blue-eyed Siamese cat. She is the Bad Kitteh in Da Nights only daughter, and his personal assassin. He uses the threat of her to keep the fragile truce between himself and the Good Kitteh Gawds. They aren't willing to risk permanent death coming after her, and he isn't willing to risk losing her as a deterrent. DogmaClergy and TemplesTemples to Blue Eyes are rare, and usually disguised to avoid the notice of common people. Potential worshipers must be invited and know where they are (and not be killed after the initial invitation/initiation). Blue EyesRogue 20, Assassin 10, Nightsong Enforcer 10Tiny Outsider (Chaotic, Evil) Divine Rank: 15 Hit Dice: 20d8+160 plus 20d6+160 plus 10d6+80 plus 10d8+80 (900 hp) Initiative: +23 Speed: 80 ft. (16 squares) Armor Class: 91 (+2 Size, +15 Dex, +28 Natural, +15 Divine, +11 Deflection), touch 63, flat-footed 76 Base Attack/Grapple: +52/+67 Attack: Claw +84 melee (1d3+23) or spell +84 melee/ranged touch Full Attack: 2 Claws +84 melee (1d3+23) and 1 Bite +79 melee (1d2+19) or spell +84 melee/ranged touch Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +22d6, Poison Use, Spells, Flanking Teamwork, Opportunist, Crippling Strike, Death Attack (DC 38) Special Qualities: Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 36), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, +5 Saves Vs Poison, Hide in Plain Sight, Trapfinding, Teamwork, Skill Teamwork, Agility Training, Improved Evasion, Defensive Roll, Slippery Mind, Skill Mastery (marked with *) Saves: Fort +47, Ref +68, Will +52 Abilities: Str 26, Dex 40, Con 26, Int 36, Wis 36, Cha 32 Skills: Appraise +51, Balance +84, *Bluff +95, Climb +69, Craft (Bowmaking, Trapmaking, Weaponsmithing) +59, Craft (Armorsmithing)+34, Decipher Script +51, Diplomacy +82, *Disable Device +74, Disguise +78, Forgery +74, *Gather Information +76, *Hide +122, *Intimidate +124, Jump +54, *Knowledge (Local) +74, *Listen +107, *Move Silently +122, *Open Lock +76, Search +120, *Sense Motive +61, Sleight of Hand +82, *Spot +100, Swim +46, *Tumble +124, *Use Magic Device +72 Feats: Battlecaster Defense, Combat Casting, Combat Expertise, Combat Reflexes, Confound the Big Folk, Deft Opportunist, Deft Strike, Dodge, Elusive target, Giantbane, Improved Feint, Improved Initiative, Improved Trip, Melee Evasion, Mobility, Silent Spell, Still Spell, Superior Initiative, Telling Blow, Underfoot Combat, Weapon Finesse Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Clearsight, Divine Assassin (See Below), Divine Celerity, Divine Dodge, Divine Rogue, Divine Sneak Attack, Extra Domain (Sneakie Sneakies), Free Move, Hand of Death, Instant Move, Know Death, Supreme Initiative Domain Powers: Auto Success on one Hide or Move Silently roll per day, Death Touch 1/day, Evil Spells cast at +1 caster level Spell-Like Abilities: Blue Eyes can cast the following spells at will as Spell-Like abilities: Animate Dead, Aura of Terror, Blasphemy, Cause Fear, Create Greater Undead, Create Undead, Death Knell, Death Ward, Desecrate, Destruction, Disguise Self, Dispel Good, Evil Eye, Evil Glare, False Vision, Fear, Greater Invisibility, Greater Shout, Invisibility, Invisibility Sphere, Magic Circle Against Good, Mass Invisibility, Mislead, Power Meow Kill, Protection From Good, Scare, Screen, Slay Living, Summon Monster IX (evil only), Superior Invisibility, Unholy Aura, Unholy Blight, Wail of Doom, Wail of The Banshee. Save DC is 36 plus the spell level. Caster Level is 25. Assassin Spells Per Day 1st: 6 (DC 24) 2nd: 6 (DC 25) 3rd: 6 (DC 26) 4th: 6 (DC 27) Assassin Spells Known 1st: Bloodletting, Critical Strike, Obscuring Mist, Reaving Aura 2nd: Animate Weapon, Fell the Greatest Foe, Pass Without Trace, Undetectable Alignment 3rd: Find the Gap, Misdirection, Nondetection, Vital Strike 4th: Freedom of Movement, Greater Invisibility, Modify Memory, Shadow Form Possessions: Create Magic Items: Blue Eyes can create any magic item involved in stealth, assassination, or death. Other Divine PowersAs an Intermediate deity, Blue Eyes automatically receives a result of 20 on any check. She treats a roll of 1 on a Saving Throw or Attack roll normally and not as an automatic failure. She is immortal. Senses: Blue Eyes can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action she can perceive anything within 15 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio Powers: Blue Eyes sense any act involving her portfolio up to 15 weeks before it occurs, and will retain the knowledge up to 15 weeks after it happens. Automatic Actions: Blue Eyes can use Hide or Move Silently as a Free Action if the DC for the task is 25 or lower. She can perform up to 10 Free Actions each round. Divine AssassinIt's not wise to be in your vicinity. Prerequisites: Assassin 10, Sneak Attack +15d6 Benefits: Mortal opponents do not get a Save DC versus your Death Attack (which can be done once per round without having to observe them). Deities must be observed one round per point of Divine Rank they possess, and they get a Fortitude Save (10 plus your Divine Rank plus your Intelligence Modifier).
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« Last Edit: May 27, 2010, 11:00:07 PM by bhu »
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bhu
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« Reply #391 on: April 22, 2010, 10:20:14 PM » |
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Blue Eyes updated. Man her skills were a pain.
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jojolagger
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« Reply #392 on: April 23, 2010, 12:53:34 PM » |
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Blue Eyes updated. Man her skills were a pain.
White Dragon?You don't need to do the skills perfectly, It's not like anyone is going to check.
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Countdown to Zombie Apocalypse 97 When you see this, copy it into your sig and -1  Quotes In other words, he thinks there's a "correct" way to play D&D. *sigh* There is: Kill shit and loot the corpse! When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.
But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
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bhu
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« Reply #393 on: April 24, 2010, 01:17:49 AM » |
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OK Blue Eyes is done. All thats left is Itty Bitty and two surprise Gawds to come
Itty Bitty Lesser God Symbol: Small Kitten Home Plane: The Godrealm (will differ in your campaign) Alignment: Chaotic Neutral Portfolio: Curiosity, aid, children and the elderly, mischief Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (mostly kids) Cleric Alignments: CG, CN, CE Domains: Curiosity, Help!, Mischief, Scamper Favored Weapon: His nonhumanoid worshipers use their Claws, Humanoids get the Orc Shotput (he loves to play with balls)
Itty Bitty is the youngest son of Da Great Kitteh in Da Sky. he spends most of his time with Goober, Housecat, or Mawm after the incident that permanently injured Goober. If he goes outside Mawm ensures Alley Kat is with him. She probably needn't bother as she has decreed that the seas will boil and the skies will fall if Itty Bitty is ever hurt. He appears as a playful young kitten whose fur is patterned much like his fathers.
Dogma Follow your impulses and curiosity. Make sure you have a big guy to hide behind when these impulses lead you astray. or at least a really mean and dedicated woman if a psychotic combat brute isn't available.
Clergy and Temples Temples are usually in places where kittens are safe and welcome. The homes of little old ladies, cat sanctuaries, etc.
Itty Bitty Rogue 10 Diminutive Outsider (Chaotic) Divine Rank: 6 Hit Dice: 20d8+140 plus 10d6+70 (430 hp) Initiative: +21 Speed: 70 ft. (14 squares) Armor Class: 65 (+4 Size, +13 Dex, +19 Natural, +6 Divine, +13 Deflection), touch 46, flat-footed 52 Base Attack/Grapple: +27/+32 Attack: Claw +50 melee (1d2+13) or spell +50 ranged/melee touch Full Attack: 2 Claws +50 melee (1d2+13) and 1 Bite +45 melee (9 points) or spell +50 ranged/melee touch Space/Reach: 1 ft./0 ft. Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +5d6 Sneak Attack Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 29), Trapfinding, Trap Sense +3, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion Saves: Fort +28, Ref +38, Will +30 Abilities: Str 24, Dex 37, Con 24, Int 24, Wis 28, Cha 36 Skills: Balance +54, Bluff +52, Climb +46, Diplomacy +54, Escape Artist +42, Gather Information +44, Hide +67, Jump +46, Knowledge (Local) +46, Listen +48, Move Silently +55, Search +46, Spot +48, Tumble +57, Use Magic Device +53 Feats: Anklebite, Combat Expertise, Dodge, Elusive Target, Eyes in the Back of Your Head, Improved Initiative, Melee Evasion, Mobility, Run, Superior Initiative, Weapon Finesse Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment. Salient Divine Abilities: Cast Divination Spells at +1 Caster Level, Cast Conjuration (Summon) Spells at +2 Caster Level Domain Powers: Divine Celerity, Divine Skill Focus (Hide, Move Silently), Extra Domains (Scamper), Instant Move, Supreme Initiative Spell-Like Abilities: Itty Bitty can cast the following spells at will as Spell-Like abilities: A Cats Revenge, Air Walk, Baleful Transposition, Ceiling Cat, Clairvoyance/Clairaudience, Detect Secret Doors, Detect Thoughts, Expeditious Retreat, Foresight, Gimme A Break here, Greater Celerity, Greater Dimension Jumper, Greater Prying Eyes, Greater Scrying, Haste, It Was the Dog, Otto's Irresistible Dance, Phantasmal Thief, Primal Speed, Scrying, Spider Climb, Summon Feline I to IX, Time Stop, True Seeing, Unicorn Heart, You Has a Flavor Too. Save DC is 29 plus the spell level. Caster Level is 6. Possessions: Create Magic Items: Itty Bitty can create any magic item dealing with his portfolio.
Other Divine Powers As a Lesser deity, Itty Bitty can take 10 on any Check. He is immortal. Senses: Itty Bitty can see, hear, touch, and smell at a distance of 6 miles. As a Standard Action he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 6 hours. Portfolio Powers: Itty Bitty can sense any act involving his portfolio and 500 or more people up to 6 weeks before it occurs, and will retain the knowledge up to 6 weeks after it happens. Automatic Actions: Itty Bitty can use any Dexterity based Skill as a Free Action if the DC for the task is 20 or lower. He can perform up to 5 Free Actions each round.
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« Last Edit: May 27, 2010, 11:01:35 PM by bhu »
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bhu
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« Reply #394 on: April 26, 2010, 12:06:54 AM » |
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Itty Bitty and The Feline Way have been updated
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« Reply #395 on: April 28, 2010, 08:03:47 PM » |
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Itty Bitty is done, and now it's time for our first surprise deity:
Charmaine Pussyfoot Lesser God Symbol: Her face, smiling Home Plane: The Godrealm (will differ in your campaign) Alignment: Chaotic Good Portfolio: Cat Burglars, thieves Worshipers: Cats, Cat Burglars, some Catfolk, the Mows (mostly Cat Burglars) Cleric Alignments: CG, CN, NG Domains: Celerity, Liberation, Trickery Favored Weapon: Her nonhumanoid worshipers use their Claws, Humanoids get the Dagger.
Formerly known by her title "Worlds Sexayest Halfling", Charmaine was a rising star in the Cat Burglar world. Kidnapped by the Jester and brought to his realm she fought her way to Godhood in an effort to escape and return home. Offering her a chance at remaining and becoming the God of the Cat Burglars, she accepted once she realized she had more fame and friends in her new place than she did among the old home (where they had likely robbed her of all her stuff in the years she'd been missing). Eventually she met the Kitteh Gawds, and was adopted by Mawm who figured the extra worshipers she brought would be good for the pantheon, and it would help the Good Kitteh Gawds get a jump start ahead of the Bad Kitteh in Da Night from making offers to them.
Dogma Charmaine prefers her worshipers steal from the evil people of the world, and give to the poor and unfortunate. She also demands they watch over Cat Burglars and protect them (and to an extent all felines).
Clergy and Temples Temples to Charmaine are usually found in Cat Burglar Guilds.
Charmaine Pussyfoot Cat Burglar 20 Small Outsider (Chaotic) Divine Rank: 6 Hit Dice: 20d8+140 plus 20d6+140 (560 hp) Initiative: +17 Speed: 60 ft. (12 squares) Armor Class: 72 (+1 Size, +13 Dex, +19 Natural, +6 Divine, +13 Deflection, +10 Armor), touch 46, flat-footed 59 Base Attack/Grapple: +35/+44 Attack: +5 Dagger +53 (1d3+18) Full Attack: +5 Dagger +53/+48/+43/+38 (1d3+18) Space/Reach: 5 ft./5 ft. Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (20 miles, DC 29), Purr, Feline Empathy, Cat Powah (+13), Scamper Bonus, Sneaky Kitty, True Kitty, Kitty Magic (Hey! Hey Over Here!!, I Wuv U, Kitty Wuvs Dwagon, Pwease, Pwetty Pwease wif Sugar on Top, YOU MUST PET TEH KITTEH!), Burglaring (Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Defensive Roll, Trapfinding), Kitty Form (Big Cat Form, Bigger Cat Form, Catfolk Form, Dire Kitty Form, Katgrrl Form, Kitten Form), Enhanced Kitty Form (Cute Kitty Form, Exotic Bigger Cat Form, Foofy Kitty Form, Pink Panther Form, Spidercat, Watchcat Form) Saves: Fort +31, Ref +43, Will +33 Abilities: Str 24, Dex 36, Con 24, Int 28, Wis 28, Cha 36 Skills: Appraise +54, Balance +58, Bluff +64, Diplomacy +60, Disable Device +54, Escape Artist +60, Gather Information +63, Hide +65, Jump +52, Knowledge (Local) +54, Listen +55, Move Silently +60, Open Lock +58, Search +54, Sense Motive +54, Spot +54, Tumble +60, Use Magic Device +58 Feats: Acrobatic Strike, Bad Cattitude, Cattitude, Combat Panache, Combat Reflexes, Cunning Evasion, Dodge, Improved Initiative, Master Manipulator, Melee Evasion, Mobility, Oh I Dare U, Wanderer's Diplomacy, Weapon Finesse Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment. Salient Divine Abilities: Divine Cat Burglar (See Below), Divine Celerity, Free Move, Instant Move, Know Secrets, Supreme Initiative Domain Powers: Get second save against Charm/Compulsion/Fear affects, +10' Land Movement if in Light Armor with no more than Light Load, Spell-Like Abilities: Charmaine Pussyfoot can cast the following spells at will as Spell-Like abilities: Blur, Break Enchantment, Cat's Grace, Confusion, Disguise Self, Expeditious Retreat, False Vision, Freedom of Movement, Greater Dispel Magic, Haste, Improved Blink, Invisibility, Mass Cat's Grace, Mind Blank, Mislead, Nondetection, Omen of Peril, Polymorph Any Object, Rage, Refuge, Screen, Time Stop, Tree Stride, Unbinding, Undetectable Alignment, Wind Walk. Save DC is 29 plus the spell level. Caster Level is 6. Possessions: Charmaine's Kitty Booties: Charmaines shoes give her the benefits of a Freedom of Movement spell as long as they are worn. Charmaine's Pokity Dagger: This is a +5 Defending Defensive Surge Dagger. Charmaine's Corset of Protectifying: This is effectively +8 Leather Armor with no chance of spell failure. Create Magic Items: Charmaine Pussyfoot can create any magic item dealing with her portfolio.
Other Divine Powers As a Lesser deity, Charmaine Pussyfoot can take 10 on any Check. She is immortal. Senses: Charmaine Pussyfoot can see, hear, touch, and smell at a distance of 6 miles. As a Standard Action she can perceive anything within 6 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend his senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 6 hours. Portfolio Powers: Charmaine Pussyfoot can sense any act involving her portfolio and 500 or more people up to 6 weeks before it occurs, and will retain the knowledge up to 6 weeks after it happens. Automatic Actions: Charmaine Pussyfoot can use any Charisma based Skill as a Free Action if the DC for the task is 20 or lower. She can perform up to 5 Free Actions each round.
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« Last Edit: May 27, 2010, 11:02:15 PM by bhu »
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Radmelon
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« Reply #396 on: April 28, 2010, 08:57:22 PM » |
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Redundant much? 
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« Reply #397 on: April 28, 2010, 09:40:06 PM » |
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all will be explained.
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bhu
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« Reply #398 on: April 29, 2010, 05:25:43 PM » |
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Somehow there was an abuse complaint at the 4shared account, so the Cat Burglar .pdf is temporarily down. I'm going to try to edit it, and put it back up. It's probably one of the pics that got it tagged somehow.
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Agita
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« Reply #399 on: April 29, 2010, 05:38:39 PM » |
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Somehow there was an abuse complaint at the 4shared account, so the Cat Burglar .pdf is temporarily down. I'm going to try to edit it, and put it back up. It's probably one of the pics that got it tagged somehow.
The Katgrrl pic, maybe? 
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